Showing posts with label game mechanics. Show all posts
Showing posts with label game mechanics. Show all posts

Saturday, January 21, 2012

The Merchant

[Okay, let's try this again, but forget transcriptions. Too much work. And I've just discovered that my scanner can take good quality scans of text, so...]

Sunday, October 10, 2010

Re: Greyhawk Human Skill Sets

Re: [greytalk] Greyhawk Human Skill Sets
Friday, April 20, 2007 5:53 PM
From: "Tom Roberts" Add sender to Contacts
To: greytalk@canonfire.com

Might this be of help, from Basiliv back in mid Nov of 05...

Not sure if anybody else is interested in this, but I've finally completed my adjustments to Erik Mona's "Regional Feats of Greyhawk" for the 576 timeline.

Most of the changes made were inspired by Aaron Divinsky's work on this same issue, so a huge thanks to Aaron. I changed several of his ideas, but I used more of them than not. One thing Aaron did that I really liked was to differentiate nations we might naturally lump together, such as the Ulek and Urnst states. I added differences between the wood and wild elves, and between the various Thillonrian Barbarians.

Aaron added (and I kept) several feats from the FR setting books, namely:
- Bullheaded: FR Campaign Setting
- Artist: FR Campaign Setting
- Cosmopolitan: FR Campaign Setting
- Discipline: FR Campaign Setting
- Forester: FR Campaign Setting
- Militia: FR Campaign Setting
- Stormheart: Player's Guide to Faerun
- Swift & Silent: Player's Guide to Faerun
- Thug: FR Campaign Setting

So here's my list. For more info on the original articles, see Dragon
issues 315 & 319.

CHARACTER REGIONS

Race/Region
Feat
Almor, Prelacy of
Border Watch, Noble Soul, Well Read, World Weary
Baklunish
Elemental Focus, Horselore, Jinnbond, Tongue of Mouqol
Bandit Kingdoms
Badge of Bondage, Blooded, Jungle Fighter, Orc Blooded, Raider's Spirit, Rapscallion
Bissel
Blooded, Border Watch, Mercantile Background, Mercenary Background, Tongue of Mouqol
Blackmoor
Blackmoorian Rhymes, Expert Dungeoneer, Lays of the Northern Adepts, Wastri's Blessing
Bone March
Blooded, Landless Nobility, Orc Blooded, Raiders Spirit, World Weary
Bright lands
Blooded, Desert Fighter, Lore of the Ur-Flan, Vathrin Stigmata
Celene
Companion Guard Style, Ehlonnas Way, Faerie Mysteries Initiate, Well Read
Dwarf, hill
Bullheaded, Dwarflore, Expert Dungeoneer, Mercantile Background, Mercenary Background, Mountain Fighter
Dwarf, mountain
Bullheaded, Deepseer, Dwarflore, Expert Dungeoneer, Mercantile Background, Mountain Fighter
Dyvers
Cosmopolitan, Mercantile Background, Rapscallion, Rhennlore, Well Read
Ekbir
Great Fervor, Mercantile Background, Spirit of the Sea, Well Read
Elf, gray
Companion Guard Style, Elflore, Faerie Mysteries Initiate, Tested, Well Read
Elf, high
Ehlonnas Way, Elflore, Faerie Mysteries Initiate, Tested, Well Read
Elf, valley
Defensive Expert, Elflore, Gnomelore, Mountain Fighter
Elf, wild
Ehlonnas Way, Faerie Mysteries Initiate, Forester, Tested
Elf, wood
Driftwalker, Ehlonnas Way, Faerie Mysteries Initiate, Tested
Flan
Badge of Bondage, Horselore, Lays of the Northern Adepts, Lore of the Ur-Flan
Frost Barbarians
Driftwalker, Mountain Fighter, Raiders Spirit, Troll Blooded, Vatuns Touch
Furyondy
Blooded, Border Watch, Exercises of Arnd, Noble Soul, Rustic Charm, Well Read
Geoff
Blooded, Border Watch, Giantkiller, Mountain Fighter
Gnome, deep
Deepseer, Expert Dungeoneer, Mercantile Background, Noble Soul
Gnome, rock
Gnomelore, Mercantile Background, Rapscallion, Rustic Charm
Gran March
Blooded, Border Watch, Born Follower, Mercantile Background
Great Kingdom
Badge of Bondage, Celestial Scion, Fiendsign, World Weary
Greyhawk
Expert Dungeoneer, Fiendsign, Greyhawk Method, Mercantile Background, Rhennlore, Well Read, Zagygs Favor
Half-elf
Elflore, Noble Soul, Rapscallion, Well Traveled
Half-orc
Badge of Bondage, Mercenary Background, Raiders Spirit, Rapscallion
Halfling,lightfoot
Halfling Lore, Mercantile Background, Noble Soul, Well Traveled
Halfling, stout
Deepseer, Halfling Lore, Mercantile Background, Well Traveled
Halfling, tallfellow
Elflore, Faerie Mysteries Initiate, Halfling Lore, Well Traveled
Highfolk
Border Watch, Ehlonnas Way, Elflore, Faerie Mysteries Initiate, Forester, Mercantile Background
Horned Society
Fiendsign, Great Fervor, Swift & Silent, Thug
Ice Barbarians
Driftwalker, Mountain Fighter, Raiders Spirit, Stormheart, Vatuns Touch
Idee
Blooded, Border Watch, Defensive Expert, Militia
Irongate
Border Watch, Defensive Expert, Dwarflore, Mercantile Background, Mountain Fighter, Well Read
Iuz
Badge of Bondage, Blooded, Fiendsign, Orc Blooded, Raiders Spirit
Keoland
Giantkiller, Rustic Charm, Silent Method, Wastri's Blessing, Well Read
Ket
Badge of Bondage, Blooded, Border Watch, Mercantile Background, Tongue of Mouqol
Lordship of the Isles
Badge of Bondage, Jungle fighter, Mercantile Background, Spirit of the Sea, Well Read
Medegia, See of
Celestial Scion, Fiendsign, Great Fervor, Well Read
North Province
Badge of Bondage, Celestial Scion, Fiendsign, Orc Blooded
Nyrond
Blooded, Border Watch, Exercises of Arnd, Rustic Charm, Sagacious Method, Well Read
Oeridian
Blooded, Born follower, Exercises of Arnd, Noble Soul
Olman
Atlan's Mark, Badge of Bondage, Jungle fighter, Raider's Spirit
Onnwal
Blooded, Mercantile Background, Stormheart, World Weary
Pale, Theocracy of
Born follower, Great Fervor, Noble Soul, Troll Blooded
Paynims
Bareback Soul, Blooded, Horselore, Mercenary Background, Raider's Spirit
Perrenland
Driftwalker, Fiendsign, Mercenary Background, Mountain fighter
Pomarj
Badge of Bondage, Blooded, Mountain fighter, Orc Blooded, Raider's Spirit, World Weary
Ratik
Border Watch, Exercises of Arnd, Mountain fighter, Vatun's Touch
Rel Astra
Celestial Scion, Fiendsign, Mercantile Background, Nexus Method, Well Read
Rhennee
Rapscallion, Rhennlore, Second Sight, Well Traveled
Rovers of the Barrens
Bareback Soul, Blooded, Horselore, Raider's Spirit, World Weary
Scarlet Brotherhood
Badge of Bondage, Great Fervor, Jungle fighter, Spirit of the Sea
Sea Barons
Badge of Bondage, Mercantile Background, Rapscallion, Spirit of the Sea
Sea Princes, Hold of the
Badge of Bondage, Blooded, Jungle Fighter, Spirit of the Sea, Wastri's Blessing
Shield lands
Blooded, Border Watch, Defensive Expert, Noble Soul
Snow Barbarians
Driftwalker, Mountain fighter, Raider's Spirit, Stormheart, Vatun's Touch
South Province (Ahlissa)
Badge of Bondage, Celestial Scion, Mercantile Background, Rustic Charm, Well Read, World Weary
Spindrift Isles
Elflore, Faerie Mysteries Initiate, Spirit of the Sea, Well Read
Sterich
Blooded, Border Watch, Giantkiller, Mountain fighter
Stonefist, Hold of
Driftwalker, Mercenary Background, Mountain fighter, Orc Blooded, Raider's Spirit, Vatun's Touch
Suel
Blood of Kord, Heir of Lendore, Pureblooded Suel, Well Read
Sunndi
Border Watch, Defensive Expert, Elflore, Rustic Charm, Wastri's Blessing
Tenh, Duchy of
Blooded, Border Watch, Mercenary Background, World Weary
Tiger Nomads
Badge of Bondage, Bareback Soul, Horselore, Raider's Spirit
Tusmit
Great Fervor, Mercantile Background, Mercenary Background, Mountain Fighter
Ulek, County of
Gnomelore, Halfling Lore, Mercantile Background, Noble Soul
Ulek, Duchy of
Elflore, Mercantile Background, Mountain Fighter, Noble Soul
Ulek, Principality of
Dwarflore, Landless Nobility, Mercantile Background, Mountain Fighter
Ull
Bareback Soul, Fiendsign, Mercenary Background, Mountain fighter, Orc Blooded, Raider's Spirit
Urnst, County of
Mercantile Background, Rapscallion, Rustic Charm, Well Read
Urnst, Duchy of
Mercantile Background, Mountain fighter, Rapscallion, Rustic Charm
Valley of the Mage
Defensive Expert, Mountain fighter, Shadowbound, Well Read
Veluna
Great Fervor, Noble Soul, Rustic Charm, Well Read
Verbobonc
Gnomelore, Great Fervor, Elflore, Mercantile Background, Well Read
Wild Coast
Badge of Bondage, Blooded, Rapscallion, Spirit of the Sea
Wolf Nomads
Bareback Soul, Blooded, Horselore, Raider's Spirit
Yeomanry
Blooded, Defensive Expert, Militia, Mountain fighter, Noble Soul
Zeif
Badge of Bondage, Orc Blooded, Spirit of the Sea, Well Read

----- Original Message -----
From: "Michael Weber"
To: ; "Vest III, Robert W"
Sent: Friday, April 20, 2007 11:21 AM
Subject: RE: [greytalk] Greyhawk Human Skill Sets

> From: "Vest III, Robert W"
>
> >A few years back in Dragon, Erik Mona had two articles (IIRC, one was in
> >the Dark Sun issue, & another was in the first Campaign Classics issue,
> >which had Strahd on the cover) featuring Greyhawk-specific feats, many
> >of which had a racial or national focus.
>
> I have those in PDF (OCR) format on my hard drive for whenever I get a
> chance to run a GH campaign again.

Sunday, September 5, 2010

Re: Castle Greyhawk - 100th page!

Re: Re: [greytalk] Castle Greyhawk - 100th page!
Tuesday, August 14, 2007 3:47 PM
From: "Gary Gygax"
To: "Joseph Elric Smith" , "The GREYtalk Discussion List"

Greetings Seekers!

----- Original Message -----
From: "Joseph Elric Smith"
To: "The GREYtalk Discussion List"
Sent: Thursday, June 14, 2007 3:41 PM
Subject: SPAM: Re: [greytalk] Castle Greyhawk - 100th page!

> we always did and still do, wonder what the sage was smoking to say you
> didn't apply the damage twice
> ken
>
> Gygax is to Gaming what Kirby was to comics
> Alas poor Elric I was a thousand times more evil than you
>
> Slice N Dice: Game and Pizza Parlour
>
> WWBYD What would Brigham Young do ?
> Blog http://www.aeonity.com/arioch
> http://www.geocities.com/J_Elric_Smith/Index.html

Count on the silly fellow not asking me about it, for additional damage from
a bouncing lightning bolt was certainly contemplated when I write the spell,
and O always applied that in play.

Cheers,
Gary

"Let your light so shine before men, that they may see your good works and
give glory to your Father who is in heaven." Matthew 5:16
========================================

> ----- Original Message -----
> From: "Michael Weber"
> To:
> Sent: Thursday, June 14, 2007 6:09 AM
> Subject: RE: [greytalk] Castle Greyhawk - 100th page!
>
>> From: Thatotherguy
>>>--- Michael Weber wrote:
>>>> From: "M B"
>>
>>>>>congrats on 100, scott! i love the bouncing lightning bolt, that
>>>>>is a throwback that i guess 3rd edition magic dropped. very cool.
>>>>
>>>> I thought they dropped that in 2nd edition?
>>>
>>>In 1st Edition AD&D bouncing lightning bolts still only do damage once
>>>if the same bolt hits the same target twice. All because of the speed
>>>of the bolt. Chain lightning, however, gets around this. The question
>>>was answered in a Sage Advice or similar column.
>>
>> Oops! We always applied damage twice in our first edition game.
>>
>> I rather liked the random target factor of the original chain lightning
>> spell and the fact ot could hit the same target multiple times.

Wednesday, December 10, 2008

Clerics in their own temples

Subject: [GREYTALK] Clerics in their own temples
Date: Wed, 17 Mar 1999 12:15:52 -0600
From: "Winsor, Marc [IBM]"
Reply-To: The GREYtalk Discussion List

We were playing the other night and part of the adventure we were battling some clerics in their temple, trying to shut it down. We have some special rules for clerics in their own temples and I was wondering if any of you do something similar.

These effects take place when any type of battle takes place within the grounds consecrated to the Deity.

*** Minor Shrine - defined to be any building/site dedicated to a deity with at least 10 worshippers.
- Clerics:
Bless Spell

*** Shrine - defined to be any building/site dedicated to a deity and presided over by a cleric of level 1-3 or 50 worshippers.
- Clerics:
+1 save on all saving throws
Bless + Chant
- Worshippers:
Bless Spell
- Foes:
Curse (reversed Bless) Spell

*** Minor Temple - defined to be any building/site dedicated to a deity and presided over by a cleric of level 3-7, or with at least 10(1 or more lvl 2+) clerics, or 500
worshippers.
- Clerics:
+ 2 to all saving throws
+3/+3 To Hit/Damage
Not affected by Fear of any sort
- Worshippers:
+1 To all Saves
Bless+Chant
- Foes:
-1 to all Saves
-2/-2 To Hit/Damage

*** Temple - Defined to be any building/site dedicated to a deity and presided over by a cleric of level 8-12, or at least 15(1 or more lvl 5+) clerics, or 1000 worshippers.
- Clerics:
+ 3 to all Saves
+4/+4 To Hit/Damage
Not affected by Fear of any sort
Spells work at maximum effectiveness.
- Worshippers
+ 2 to all saving throws
+3/+3 To Hit/Damage
Not affected by Fear of any sort
- Foes:
-2 on all Saves
-3/-3 To Hit/Damage
Spells 25% chance to fail
Must save vs Fear each turn or flee from Divine Wrath

Additional:
For every cleric killed there is a cumulative chance a minion of the Deity will appear to take vengeance.

- The way we figure the percentage is to divide 100 by the number of clerics,
ex. 10 clerics 100 / 10 = 10%. 10% for the first killed, 20% for the next,
etc..
If all clerics are killed, a minion will definitely appear.
- If the temple is destroyed and desecrated, a permanent Divine Curse
of -1/-1 To Hit/Damage affects all involved.

***Major Temple - Defined to be any building/site dedicated to a deity and presided over by a cleric of level 12+, or at least 25(2 or more 8+) clerics, or 5000+ worshippers.
- Clerics:
Automatically make all Saves
Always hit( as long as attack is feasible), +6 Damage
Not affected by Fear of any sort
Spells work at double maximum effectiveness(range, duration, damage, 1/2 casting time, etc)
- Worshippers
Aid spell
+ 3 to all saving throws
+4/+4 To Hit/Damage
Not affected by Fear of any sort
- Foes:
-5 on all Saves
-3/-3 To Hit/Damage
Spells 50% chance to fail
Spells work at minimum effectiveness
Must save vs spells every other round of take 1-4 pts of damage.

Additional:
Same chance for minion to appear at the death of a cleric(see Temple) if 50% of clerics are killed, Deity's avatar will appear. If temple is destroyed and desecrated, some type of Divine Curse appropriate to the Deity affects all people involved.

Marc Winsor

Friday, November 7, 2008

Armors in Greyhawk

Subject: [GREYTALK] Armors in Greyhawk (was leath armor)
Date: Mon, 26 Apr 1999 11:49:06 EDT
From: "Jay Alexander Hafner D.C."
To: GREYTALK@MITVMA.MIT.EDU

Here's what I use in my Greyhawk campaign to make armor a bit 'cooler.' It includes the "Hard Studded Leather" that is currently being spoken of.

Appendix Armor Shop of Bleredd
"The best way to a man's heart is to saw his breast plate open." -Eclavdra,
Priestess of Lolth and Iuz.

Type of Armor AC Cost Wt Move/Dex DMg.Soak Notes
Full plate AC 1 5000 gp. 70 lb. 6/-2 3
Dwur steel plate mail AC 2 25,000gp. 75 lb. 6/-3 3 A&E.
+6 save to armor damage save.
Field plate AC 2 2500 gp. 60 lb. 6/-2 2
Dragon scale mail AC 3 50,000+ 50 lb. 6/-2 2
Plate mail AC 3 600 gp. 50 lb. 6/-2 2
Banded mail AC 4 200 gp. 35 lb. 9/-1 1
Splint mail AC 4 180 gp. 40 lb. 6/-1 1
Improved mail AC 4 175 gp. 50 lb. 9/-1 1 PO:S&P
Half plate w/leather AC 4 300 gp. 40 lb. 9/-1 1 PO:S&P
Chain mail AC 5 100 gp. 40 lb. 9 1
Dwur chain mail AC 5 130 gp. 40 lb. 9/ 1 This is fine chain
mail that is nearly non-bulky
Olven fine mail AC 5 1500 gp. 20 lb. 12 - Weighs 1/2 as
much. Must be exactly sized to fit. Never made for non-elves. Usually made
of mithril and fit for enchantment.
Impr. brigandine AC 5 120 gp. 45 lb. 9 -
Breastplate & leather AC 6 60 gp. 25 lb. 9 - Typical
pikemen armor in Perrenland. (PO:S&P) No helm included.
Brigandine AC 6 100 gp. 35 lb. 9 -
Scale mail AC 6 60 gp. 40 lb. 6 1 Great
Helm included. This may be made from coins occasionally.
Sea olven scale mail AC 6 6000 gp. 25 lb. 9 - This
armor is legendarily rare.
Bone or wood AC 7 40 gp. 25 lb. 8 - Only used by some
Baklunish and the Rovers of the Barrens.
Noniz studded L. AC 7 10-15x 25 lb. 12/6 - A&E. Acts as
'no armor' for thieving skill armor adjustment
Leather scale AC 7 25 gp. 25 lb. 9 - D189. Originates in
the Baklunish lands.
Ring mail AC 7 40 gp. 30 lb. 9 1 Steel cap
included.
Studded leather AC 7 20 gp. 25 lb. 9 - Leather cap included.
Hard studded leather AC 7 25 gp 30 lb. 9 1-> (wooden blunt
weapons only)
Spiked leather AC 7 30gp 25 lb. 9 - A&E.
Noniz leather AC 8 50 gp 10 lb. 12/6 - A&E. Acts as 'no
armor' for thieving skill armor adjustment
Hobniz leather AC 8 10-15x 10 lb. 12/6 - A&E. Acts as 'no
armor' for thieving skill armor adjustment
Leather AC 8 5 gp 15 lb. 12 -
Padded AC 8 4 gp 10 lb. 12 (9wet) 1à (club or staff
only)
Training AC 8 5 gp 15 lb. 9 (6wet) 1 (wood)
DANN3 Hvy cloth w/wood or leather over stomach & chest.
Poshteen/Cassock AC 9 6 gp. 5 lb. 12 - D189 Heavy
sheepskin coat. May be worn by mages (5% spl.fail). +1 vs. cold saves.
Quilted linen AC 9 10 gp 10lb 12(wet-9) - D189 Thief:
+5% M/S & C/W. Excellent in cold weather.
Clothing AC10 Varies <5lbs 12/+2dx - No armor
decreases your 'suspicion' rating ;)

Shield
Body/Wall (-3) 10 gp 15 lb. (-2)/-1 1 A penalty of
-1 is applied to initiative. AKA: Large shield. Can block 4 foes.
Medium (-2) 7 gp 10 lb. (-1)/-1 1 A penalty of -1 is
applied to initiative. Can block 3 foes. AKA: Kite shield
Small/Normal (-1) 3 gp 5 lb. -/- - Can block 2 foes.
AKA: Normal shield
Buckler (-1) 1 gp 3 lb. -/- - Can block one
foe. If spiked, can be used to do 1d3 damage but lose AC bonus.
*HR: If you draw a unique, colored symbol for your shield, I will give you
100 x.p.

Helmet
Great helm AC 1 30 gp. 10 lb. - Head and neck
protected. Surprise is -2. Reduces critical head/neck dmg by ½.
Basinet AC 3 8 gp. 5 lb. - Closed face helm protects
head/face. Surpirse is -1. Reduces critical head dmg by ½.
Steel Cap AC 5 5 gp/ 3 lb. - Open faced helm
protecting the head. Reduces critical head damage by 1/3.
Chain Mail Coif AC 5 10 gp 4 lb. - Protects head and neck. May
be worn under helms. Reduces critical head/neck dmg by 2.
Leather Cap/Hood AC 8 1 gp. * * Protects head and
neck. Reduces critical head damage by ¼.
~ Helmets: Chainmail and better armor suits come with a helmet. Banded and
better come with protective steel gauntlets (AC 3) and a great helm.

Other Protections
Kantha-trana/Gorget AC 8 3 gp 2 lb. - D189 Neck armor
negates decapitation and strangulation attacks (+2 saves).
Steel Gauntlets AC 3 10 gp. 4 lb. - Protects the hands and wrists
f/ criticals (dec. ½). Dex is reduced by 2 for fine motor skills.
Codpiece AC 3 10 gp. 3 lb. - Protects the gonads
from criticals. Reduces by ½.
Grieves, boots, gloves, archery bracers, etc. vary for bonuses.

Specific Armor Rulings
1. HR: Dexterity Penalty . Note that the Dex Penalty applies to any relative
DEX-based skill (not missile attacks or AC bonus). Each magical bonus also
reduces the dexterity penalty by one.
2. HR: Damage Soaking Ability. In addition to those armor points in the Fighters HB, armor will automatically reduce a number of points of damage per hit (minimum is one point). If the armor sustains damage from a critical and fails a crushing blow save, it no longer absorbs damage and must be repaired to be back to normal.
3. HR: Demi-human Armor is Smaller and Weighs Less. Human/Half-Euroz/Euroz 100%; Dwarf -15%; Elf - 20%; Gnomish - 40%; Half-elf - 10%; Halfling - 55%; The cost to make custom armor that weighs less is + 30%.
4. ROE: Specific racial armor may only be made by that particular race and it costs 15 times as much if it is being made for a race different from the armorer.
5. ROE: Movement rates of the different armor types are a general suggestion. If you want to figure out your individual encumbrance, and go from there, that's ok.

Jay Hafner