Monday, 10 October 2016

Valiant Fantasy: Travel rules.

This is taking a little bit of inspiration from "The One Ring" game, but fitted to a method that is a bit more "OSR" in nature.

It is also intended to present a little bit of a mini-game that can be dropped in as needed or omitted as needed.

Note that this assumes a known world, rather than a "hex-crawl" where the players explore step by step.
Many campaigns will have regions that are fully explored and frontier regions that are not.

It assumes use of a hex map for travel. Freeform maps can usually be eye-balled to find how many hexes would be in a particular area.
Blame any inconsistencies on bad map makers in the game world or the capricious goddess of travel and direction.

Determine your travel route
The players will determine what route they intend to take, using their own map.

Measure out the number of hexes to be traveled and the expected time required.
The players must factor in any needed food and supply requirements and pack accordingly.

Delay dice
Any terrain other than flat steppe, plains or cultivated land will have a Delay Rating.
Add up all Delay dice together in one pool.

Roll the indicated number of D6 with every 1 causing a delay of 10% travel time.
For example, if you were expecting 40 hours of travel time, rolling a pair of 1's on the delay dice will add 8 hours to  the expected arrival time.

Travel skill
Some character classes are more proficient at travelling than others.
Two characters per party may contribute their Travel skill.
Negate a number of Delay dice equal to the total travel Skill pool of contributing characters.

A party of 6 may use the Travel skill of 2 characters.
The two best characters have a 3 and a 1, allowing the group to remove 4 Delay Dice from the pool before the GM rolls.

Travel hazards
Travel can be problematic, especially in a world that is raw and uncivilized.
If the party experiences any delay, roll those dice again with a second 1 indicating a problem, challenge, hazard or encounter.

These can range from detours due to impassable terrain, bad weather forcing the party to seek shelter, encounters with enemies or injury to travelers or mounts.

For now, the GM will add these encounters as they see fit. The complete rules will likely include some tables.
A single 1 can be treated as a minor inconvenience or concern, 2 as a major problem and 3 as something that threatens the success of the journey.
If multiple 1's are rolled, the GM will have to determine whether they are combined into bigger hazards or treated separately.

Resting up
Once the party arrives, they will require a day of rest, recovery and repair of equipment.
Failure to do so will impose a -1 penalty to all ability checks and attack rolls until a day of rest is received.

Note that this is based on completing a journey, rather than the length of the journey and serves to discourage breaking a journey into a dozen small trips to avoid Delay dice.

Typical Delay ratings:
Cultivated, plains or high road - 0
Rough or harsh flat land 1
Hills or forest - 2
Swampland - 2
Mountains - 3
Wilderness +1 (at least 6 hexes from a city)
Enemy patrolled +1
Bad weather +1

Typical Travel skill:
Rangers 3
Scouts (rural thief) 1
Druids 2
Elves  +1
Little folk (halflings) +2

A character with a suitable ally might add +1.

Final example:
The party will travel along a high road for 4 hexes, then enter 2 hexes of forest and one hex of mountains patrolled by enemies.
This gives a total of 6 delay dice.

They have a ranger and a scout in the party, allowing them to negate 4 dice. 

They will roll 2D6, scoring a 1 and a 4. 
This causes a 10% delay and another die is rolled. A 3 is rolled, causing no further hazards. 

Friday, 7 October 2016

Valiant Fantasy. Poison.

The requested post on travelling will come tomorrow (if all goes well) and Monday (if I get too busy tomorrow) but here's how poison will (probably) work and easily adaptable to your favourite rules as well.

Note that this is meant to make poison a far smaller threat than it is currently. If that is not right for your game, ignore it.

Being poisoned:
When a character is struck by a poisoned attack or threat, the player should mark 3 Poison Markers on their character sheet.
If you like external trinkets, use small "gems" or pebbles as Poison Tokens and give them to the player.

Monsters of level 5+ will inflict one additional marker per attack.

If a character has ANY poison tokens currently, any additional poison attack adds one single marker.

Taking damage:
At the conclusion of each action taken by the character, grab a handful of D20's and roll one Poison saving throw per Poison Token currently on the character.
Each failed save causes 1 token to remain and 1 HP to be lost.
Each passed save causes 1 token to be removed.

Optionally, any Save die scoring a 1 causes 1 additional Poison Token to be added.

A suitable anti-venom for the poison in question will remove 1D6 Poison Tokens upon ingestion.
It is common in games to have anti-venom be generic and work on any poison. More realism-inclined GM's will restrict this.

Medical treatment (requiring a successful skill check) adds a +1 bonus to the next saving throw.

Upon the characters immediate next action, they may attempt to bleed the wound to remove some of the poison (Note that this is probably unrealistic but its a staple in pulp novels).
This inflicts 1 HP of damage automatically but will remove a single Poison Token.

A character reduced to 3 HP or less is incapable of taking any actions if they have any Poison Tokens on their character sheet.
Optionally, heroic characters may move at half speed (crawling) but can take no other actions.

Tuesday, 4 October 2016

What would you like to see next?

What do you want to see as the next bit for Valiant Fantasy tomorrow?

Another race?
Another class?
Rules? What for ? Travel, healing, experience, something else entirely?

Monday, 3 October 2016

Valiant Fantasy - Orcs.

An example of what a monster profile might look like.

The goal is to basically use the typical critters you get in any retro-clone rulebook but adapt them a bit, tweak some of the monster abilities and make things a bit more interesting.

I opted to start with an orc, since they're the most obvious critter.
The idea of these "expanded" profiles is to be a bit more in-depth since the monster list won't be terribly long.
As such, each monster that is included must make up some of the empty space by being a more detailed encounter.

They're also going to be set up to support a bit more tactical fiddling with miniature figures, though it won't really be a requirement.

This is focused just on rules, not on descriptions or fluff text, since I doubt anyone buys OSR games to read yet another explanation for what orcs look like or why they eat people.

Reaction Roll modifiers apply to a 2D6 roll, akin to the B/X D&D reaction roll.
Morale is a 2D6 roll.
This uses "level" instead of "hit dice" and gives a suggested hit point total (based on D6's).

Armour class: 6
Level: 1 - 3 HP.
Movement rate: 6". In caves, ignore 2" of terrain penalty per turn.
Attacks: 1
Damage: By weapon.
Typical group: 2D4. Add 1D4 in enemy territory.
Saving throws: As a level 1 Fighter. +2 to saving throws vs poison.
Morale: 6. Raise by +2 when facing Dwarves.
Reaction rolls: React at -2. If the group includes Dwarves, react at -3. Always hostile when facing Elves.

Scouts have AC 7 and may move at full pace and fire bows.

Elites have AC 4, 5 HP and +2 Morale. They receive a +1 attack bonus when attacking humanoid opponents.

Beefing up:
Any orc may be increased up to Level 3.
For each Level increase add +3 Hit Points and reduce Armour Class by 1.

Orcs are naturally craven and do not increase their Morale with Levels.

Valiant Fantasy: Visceral Combat rolls

When rolling for damage, two additional D6 are rolled.
These are only read to see if they roll a 6. Any other score is ignored and disregard.

For convenience of play, designate specific colours that are used only for the Visceral dice.
Once designated, these dice are not used for any other purpose.

We suggest Red for Injury and Black for Stun.

Injury die:
On a successful weapons hit, if the Injury die scores a 6, the target is Wounded.

A Wounded character must deduct 1 from all attack dice rolls.
If using miniatures in combat, subtract 1" from movement rates.

Multiple Wounds are cumulative.

After each days rest, roll a D6 for every Wound with a 6 indicating that the wound has healed.
Double the number of dice if resting in proper safe conditions with ample food and care.

Stun die:
On a successful weapons hit, if the Stun die scores a 6, the target is Stunned.

A Stunned character is unable to take any actions when they are next active.
They may move at half pace.

Stun is removed after the characters next action.

GM advice:
Visceral dice results are applied to all living creatures.
Undead do not suffer Stun but can be Wounded, representing physical damage hindering them.
Constructs cannot be Wounded but can be Stunned, representing the construct being staggered or knocked back.
Creatures without physical form are immune to both effects and will not inflict Wounds or Stun in return as their attacks rely on the draining of life force.

The GM may opt to make a particular monster resilient or immune to the effects at their discretion, for example if a significant size difference exists.

This system will make combat more dramatic and interesting, though it is not mandatory and can be omitted for simplicity.

Sunday, 2 October 2016

Valiant Fantasy - The Fighter

Fighters are the mainstay of many adventuring parties, using skill at arms to overcome challenges.

Hit Points:
Fighters receive 1 additional Hit Point at every level of experience.

Weapons and armour: 
Fighters can employ all weapons and armour types they find.

Alignment and conduct:
Fighters can follow any alignment and are not subject to any limitations on their conduct.

Fighter characters do not typically take Skill Checks to do the following unless magic is involved:

*Repair and maintain weapons and armour.

*Evaluate weapons and armour.

From level 3:

*Evaluate military units.

From level 5:

*Evaluate fortifications.


At any level of experience:
When fighting Level 1 opponents, fighters may attack a number of times equal to their level of experience.
If using miniatures, all attacks must be directed at enemies in melee range. (within 1" on the tabletop)

If the party is in a prepared position, such as defending their camp, they may add +1 to all Initiative rolls if led by a Fighter.

Upon reaching level 3:
No penalty for unarmed combat.

Upon reaching level 5: 

A fighter engaging a humanoid enemy in single combat may attack one additional time per round, at the end of the combat round.

May determine magical properties of an examined weapon or piece of armour on a D6 roll of 5-6at

Upon reaching level 7:
Attack twice per round with all melee weapons.

All troops led receive +1 Morale.

Upon reaching level 9:
+1 bonus to all melee damage rolls.

Saturday, 1 October 2016

Valiant Fantasy - Humankind

Humanity is young, energetic and aggressive, poised to dominate the world though they lack the cohesion of their elder cousins.

Hit point bonuses
Human characters receive a bonus Hit Point at experience levels 1, 2 and 3.

Select 3 saving throw categories and add a +1 bonus to each.

Select one Ability Score and add a +1 bonus to all Skill Checks performed using that score.tio

Hardiness 4+
When a human character is revived from 0 HP, they must roll a 4+ on 1D6 to avoid gaining a Burden.

Search roll
Human characters will find hidden items on a D6 roll of a 6.

Detection roll
When listening, watching or otherwise observing, human characters require a D6 roll of a 6 to detect something unusual.