Parabellum: Sins of the Children (OD&D-inspired)

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virgil
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Post by virgil »

About as complete as you're going to see it before I add art and such. I apologize for the formatting regression, but that's a lot of BBCode to insert.

Opinions?
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Hicks
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Post by Hicks »

So if I am understanding this correctly, my strength 9 level 10 (mystic(black mage), mystic (necromancer), necromancer (lich)) has 0 "numen" and 6 hp?
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virgil
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Post by virgil »

Numen should be half level, rounded up; making it 5 everyone at level 10.
All characters HP equal to 2+Strength+Job bonus each level. Players get an initial +4HP at first level.
None of those jobs give an HP bonus, correct. Rolling a 9 gives you a Strength of 0, the 9 will never again be referenced so the character has Str 0, which means no HP bonus. The formula should be combined per level; meaning (2 + 0 Str + 0 Job bonuses)/level. This means a Black Mage Lich will have 24hp.
Last edited by virgil on Fri Apr 27, 2012 3:48 pm, edited 2 times in total.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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Avoraciopoctules
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Re: Parabellum: Sins of the Children (OD&D-inspired)

Post by Avoraciopoctules »

virgil wrote:Numen
Inner reserves, mana being another term for this state. Everything has some, but PCs are notable for having reserves far beyond the norm for their kind. Every PC has an amount of mana equal to half their level, rounded up. How much mana is required to fuel an effect depends on its category, as listed below. Numen is restored to full with a short rest.
EDIT: too slow
Last edited by Avoraciopoctules on Fri Apr 27, 2012 3:26 pm, edited 1 time in total.
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Hicks
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Post by Hicks »

Thanks for the clarification; it's much better your way.
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"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Lokathor wrote:Anything worth sniffing can't be sniffed
Stuff I've Made
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virgil
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Post by virgil »

General update: system is near completion. I would like to playtest it more, but I have limited gaming audiences to test and I'm too close to the system to make a biased judgement. The same goes for any kind of wargaming, but part of the problem with that is that I've got an explicit goal of discouraging players from engaging with large groups (mobs > PCs > monsters > mobs).

There remains inserting the experience/leveling system, but as stated before, it's going to be a loquacious way of saying "level after an adventure."

The biggest next step is formatting/layout for print, as well as working with the artist.

Sample monster stats, followed by an excerpt from the equipment guide (taking the short route):
Lesser Dragon (4HD)
Lesser dragons are a curse brought upon by great treasure. If a person is overcome with greed and paranoia for their treasure, and secludes themselves, they will transform in their isolation. Rarely, they retain their sapience and speech.
HP 28
Size 4
Move 5/fly
Combat: BaB +4; Bite (Heavy) +3 (1d6+5)
Stats: Str +3 (15), Dex -1 (13), Gui +0 (13), Pre +2 (15)
Special: Immune to Normal Weapons
Equipment Excerpt wrote:There are numerous sources from other gaming systems or even the Sears Catalog from 1890 to provide a standard for pricing. For quick & rough guidelines, feel free to use the rules below. The currency follows a decimal system; 10 copper to the silver, 10 silver to the gold, and 10 gold to the platinum.
Unrealistic prices can be revised by group consensus.
Copper – Items commonly purchased by a working class person in the city is charged a copper. Be it a mug of ale, a plain meal, or a handful of nails.
Silver – Common adventuring gear such as rope, ladder, bedroll, weapons, and the like; charges one silver per syllable. A lantern is 2 silver, rope is 1 silver (silk rope is 2 silver), etc.
Gold – Specialist items for a particular profession or class (lockpicks, navigation tools, etc) as well as luxury items are listed by gold prices. They cost 1 gold per syllable. So a lute is 1gp, and a rich old man’s suit is 4gp. Employing the services of a particular class for the day is included in this, at a rate of 1 gold per level.
Platinum – Lethal, dangerous, or illegal goods are listed in the platinum range. Examples include warhorses, poison, and drugs. They cost 1 platinum per syllable.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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virgil
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Post by virgil »

Man, over four years since I've looked at my work on this. I wonder if I should go back over it with my aged eyes to see if it should be bothered with anymore.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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OgreBattle
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Post by OgreBattle »

If you're going to revise everything with the last 4 years of accumulated wisdom/barrelcocks then starting a new thread with your new ruleset would be good
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