Showing posts with label ninja. Show all posts
Showing posts with label ninja. Show all posts

Sunday, March 15, 2020

Should I tinker with Thief skills again?

Thieves. I love them. Love to play them, love to have players play them. It's the whole 'brains over brawn' thing that makes me enjoy them.

But, like many people, I sometimes get annoyed at how they've been presented, and how their skills work. Usually I don't mind the percentage based skills, but the chances of success are pretty low to start. But I've always considered other ways to do it.

In Flying Swordsmen, I copied how they were done in Dragon Fist, which is mostly how they were done in 2E except converted to a d20 roll instead of a percent. The bonuses I gave to the skills were to represent the basic percent chances of a starting thief, and players were allowed to distribute bonuses to the skills when they leveled up like in 2E. That works fairly well, but does lead to some confusion (like the +13 to Climb Sheer Surfaces being thought of as a typo since other starting bonuses are low single digits).

In Chanbara, I use the Ninpo system which is based on 2d6 rolls similar to the Cleric's turn undead chances. I thought it was pretty clever when I came up with it, giving fairly reliable odds of success due to the bell curve, but in practice having to decide the TN for the roll for each situation slows things down at the table unless I've anticipated ninpo being used and included TNs in my adventure notes.

In Treasures, Serpents and Ruins (TSR) I'm currently using the classic d% skills, but using the most favorable progressions.

In TSR-East, however, the ninja was based on the Halfling class in BX/BECMI, so it has hiding 1-9/d10 outdoors, hiding 1-3/d6 indoors (slight variation on the Halfling's 1-2/d6 indoors), 1-3/d6 to move silently (1-2/d6 if wearing brigandine or heavier armor). I also gave them detect traps 1-3/d6 (but not remove traps), detect secret doors/sliding passages 1-2/d6, and hear faint noises 1-2/d6.

The yakuza class can locate traps 1-4/d6 and disarm them 1-2/d6. Also, depending on which mystical yakuza tattoos they select, they could also possibly: detect secret doors 1-3/d6, hide/move silently 1-3/d6, hear noise 1-3/d6, escape shackles or bonds 1-2/d6, climb sheer surfaces 1-9/d10.

Jeff is playing a yakuza in West Marches just to try it out, and it's been going pretty well. He took the spider tattoo so he can climb sheer surfaces, and he's been using it to good advantage. But he's only level 3 so I don't know if dissatisfaction will come into play at higher levels when the scores don't improve.

So now I'm wondering if I should edit my TSR-West rules (the standard D&D classes) to match the x/d6 or x/d10 demi-human class abilities. TSR-East characters start better, but don't improve on their chances as they level, just as demi-humans in BX/BECMI. The whole point of the Thief class is to get that delayed gratification (like with the Magic-User) of surviving to high levels when your skills become more reliable.

So I've got four choices:
1. Leave things as they are and just let the Thief (and subclasses) continue to use d% skills.
2. Flatten the curve, so thieves use d% but start with higher chances but improve more slowly
3. Go with flat x/d6 or x/d10 chances for the character's whole career
4. Go with x/d6 or x/d10 chances that improve at certain stages in the character's career (like when attack bonus and saves improve)

Monday, September 30, 2019

TSR-East Classes: Ninja

Ah, the ninja. Staple of many 80's* cheesy movies, video games, and comic books! Oh, how we love thee! The question with the ninja is not one of describing what a ninja IS to the player. It's capturing what a ninja DOES in game mechanics. And the fact that ninja can be masters of stealth and martial arts, hordes of faceless and easily dispatch-able mooks, mystical badasses, or even in an earlier age of the internet guitar-shredding decapitating madmen.

*and 70's, 90's, 00's, 10's...

For my take on the ninja (round 5 since I've already done four versions in Chanbara!), I modified the Halfling class. It's a bit of a power-up over the traditional Halfling. No weapon restrictions, they can rise above 8th level, I increased their indoor hide chance a bit, gave them Dwarf trap/sliding wall detection and Elf secret door detection, and Thief's backstab! What do they give up for that? Heavy armor (plate equivalent) and shields, bonuses to hit with ranged weapons and AC vs larger than man-sized creatures. Oh, and their saving throws don't improve quite as fast, but they're still good (equal to the Dwarf/Hwarang). Actually, I might change that, and put them back at Thief saves since they do have some nice extra powers over the Halfling. I'll think about it.

Here is the Ninja:

Ninja (Spy) AKA Cìkè, Amsalja, Shinobi
Requirement: Con 9
Prime Requisite: Dex [13 +5%, 16 +10%]
Hit Die: d6 to 9th level, +2/level after
Arms: all weapons, medium armor
Special Abilities: stealth, perception, backstab
Ninja Advancement
Level
XP
BAB
Abilities
1
0
+1
Stealth, Perception, Backstab
2
2000
+1

3
4000
+1

4
8000
+3

5
16,000
+3
Backstab x3
6
32,000
+3

7
64,000
+5

8
120,000
+5

9
240,000
+5

10
360,000
+7
Backstab x4
11
480,000
+7

12
600,000
+7

13
720,000
+9

14
840,000
+9

15
960,000
+9
Backstab x5
Stealth: A ninja can conceal themselves when out of doors 1-9/d10. Indoors, they can hide 1-3/d6. They may not move while hiding without giving away their position.
Perception: A ninja has a chance to detect traps 1-3/d6, secret doors or sliding passages 1-2/d6, and hear faint noises 1-2/d6.
Backstab: A ninja that surprises an opponent or attacks from hiding gets a +4 bonus to the attack, and deals double damage if successful. The damage increases at 5th, 10th, and 15th level as shown on the Ninja Advancement chart.



Hwarang, Ninja
Save Level:
1-3
4-6
7-9
10-12
13-15
Death Ray/Poison
10
8
6
4
2
Magic Wand
11
9
7
5
3
Paralysis/Turn to Stone
12
10
8
6
4
Dragon Breath
15
13
11
9
7
Rod/Staff/Spell
13
12
10
8
6

Wednesday, July 29, 2015

Chanbara Shinobi

And here is the third class in Chanbara (as my current revision stands, anyway), the Shinobi and its profiles, the Kagemusha, Ninja, Taijutsuka, and Uragata.

Shinobi [Spy]
Stealthy ninja, deceptive kunoichi, mystical martial artists, guerrilla warriors and other more skillful types are covered by the shinobi class. Many shinobi belong to a dedicated ninja clan, but others may be in direct service to a daimyo, temple or even the emperor. Some may not even belong to any sort of covert organization at all. They use their special skills in stealth, infiltration and espionage to gather information, raid enemy fortifications, and solve problems quietly when possible. While they can fight when needed, they do their best work in the shadows.
Hit Dice: d8
Bonus Dice: Skill
Level
XP
Att
Good
Ave.
Poor
Special Abilities
1
0
+1
2d8
2d6
2d4
Skill Dice, Profile Ability
2
2000
+1
2d8
2d6
2d4
+1 Skill Die
3
4000
+2
2d8
2d6
2d4
Profile Ability
4
8000
+2
2d8
2d6
2d4
+1 Skill Die
5
16,000
+2
2d10
2d8
2d6
+1 Skill Die
6
32,000
+3
2d10
2d8
2d6
Profile Ability
7
64,000
+3
2d10
2d8
2d6
+1 Skill Die
8
125,000
+3
2d10
2d8
2d6
+1 Skill Die
9
250,000
+3
2d12
2d10
2d8
Profile Ability
10
500,000
+4
2d12
2d10
2d8
+2 Skill Dice
Shinobi all have access to ninpo, or special skills, which fit into six categories: Acrobatics, Deception, Disguise, Escape, Sabotage, and Stealth. Each shinobi profile has some skills at which they are good, some in which they are average, and some at which they are poor, as noted in each profile's description. To use ninpo, the player rolls two dice (as shown on the advancement chart) and tries to beat a target number (TN) set by the GM. If the roll matches or beats the TN, the skill is successful. Shinobi may attempt to use their ninpo skills as often as desired, as long as time and circumstances allow.
Shinobi gain bonus skill dice (a d6). Any time a shinobi attempts to use ninpo, they may choose to roll a basic skill die and add the result to the total rolled. A shinobi may only use one skill die per round of combat. At first level, the shinobi gains three skill dice, plus or minus the prime ability bonus of their profile (minimum one). Expended skill dice are refreshed after a night's rest.


Shinobi Profiles
Kagemusha: Kagemusha [Shadow Warrior] are shinobi who blend mysticism with ninpo in order to better fulfill their missions. A kagemusha's ninpo training makes them good at Deception and Stealth, average at Disguise and Escape, and poor at Acrobatics and Sabotage. Their prime ability is Int. Kagemusha may select the Kuge, Buke or Shukyo backgrounds. They gain the Mysticism skill for free, and may choose any three other skills from their background of choice. They are proficient with basic and ninja weapons, and with light armor.
Kagemusha Special Abilities
1st level: Cat Eyes, Owl Ears – By spending one skill die, the kagemusha can see twice as well in dark conditions as normal, and hear twice as well as normal, for one hour.
3rd level: select either Mysticism or Shadow Form.
Kuji-kiri – Spend one skill die to cast a 1st level yamabushi spell.
Shadow Form – By spending one skill die, the kagemusha becomes insubstantial for one minute, able to slip through tight spaces, hide, and move without making noise, but unable to interact with solid objects.
6th level: select either Hypnotize or Water Walking.
Hypnotize – By spending a skill die while engaging in normal conversation, the kagemusha can implant a single hypnotic suggestion in the mind of the victim that will last a number of days equal to the result of the skill die. If the suggestion goes against the normal inclinations of the victim, they may save vs. fire to resist.
Water Walking – By spending a skill die, the kagemusha can walk on the surface of still water at 1/2 speed for a number of rounds equal to the skill die result plus Int modifier (minimum 1).
9th level: select either Detoxify or Shadow Step.
Detoxify – By spending one skill die, the kagemusha can remove poison from one character (including himself).
Shadow Step – By spending a skill die, the kagemusha can teleport from one patch of shadow to another within 100'.


Ninja: Ninja [Secret Agent] are shinobi who have mastered the arts of ninpo by using a combination of rigorous physical and mental training and a plethora of special tools. A ninja's ninpo training is varied. Each ninja may select one good and one poor ninpo skill, and the other four are all average. Their prime ability is Dex. Ninja may select the Buke, Noumin or Chounin backgrounds. They gain the Investigation skill for free, and may select three other skills from their background of choice. They are proficient with all weapons, and with light armor.
Ninja Special Abilities
1st level: Deep Pockets – By spending one skill die, the ninja is able to produce one small-sized piece of normal equipment or a weapon, even if not listed on the PC's character sheet, or if the ninja has been searched and all weapons or special gear removed.
3rd level: select either Backstab or Cling.
Backstab – When attacking from a hidden position or with surprise, the ninja's attacks deal double damage. By spending one skill die, the damage is instead multiplied by the result of the skill die (minimum x2).
Cling – By spending one skill die, the ninja can cling to sheer walls or ceilings for a number of minutes equal to the result of the skill die.
6th level: select either Perseverance or Stealing In.
Perseverance – The ninja can go twice as long as normal without food, water or air. This ability does not require spending any skill dice.
Stealing In – By spending one skill die, the ninja can move through tight passages that would slow a normal person to 1/2 or 1/4 speed without slowing down.
9th level: select either Alchemy or Defy Death.
AlchemyThe ninja can produce alchemical items (flash bombs, smoke grenades, etc.) for half the normal price. By spending one skill die, they can produce one as needed, even if not listed on the PC's character sheet, or if the ninja has been searched and all weapons or special gear removed.
Defy DeathBy spending one skill die when captured or struck with a blow that would reduce the ninja to 0 hit points, the ninja disappears and a straw or wooden dummy is found in the ninja's place. The ninja will actually be hiding in a location within 25'.


Taijutsuka: Taijutsuka [Martial Artist] are shinobi who have turned their bodies into living weapons through intense unarmed fighting training. Some taijutsuka may not be spies at all, being temple monks, peasant rebels, or some other form of martial artist. A taijutsuka's ninpo training makes them good at Acrobatics and Escape, average at Disguise and Stealth, and poor at Deception and Sabotage. Their prime ability is Str. Taijutsuka may select from the Buke, Shukyo, Noumin or Chounin backgrounds. They gain the Low Sport skill for free, and may select any three other skills from their background of choice. They are proficient with basic and classical weapons, but are not proficient with any form of armor.
Taijutsuka Special Abilities
1st level: Living Weapon – The taijutsuka uses the attack bonus of a bushi and deals 1d6 damage with unarmed attacks (increases to 1d8 at 3rd level, 1d10 at 6th level, and 1d12 at 9th level), and adds her attack bonus to AC and TD. By spending one skill die, the taijustuka can jump up to 30' vertically or horizontally.
3rd level: select either Burst of Speed or Leaping Strike.
Burst of SpeedBy spending one skill die, the taijutsuka can move at double speed for a number of rounds equal to the taijutsuka's Str modifier (minimum 1). Attacks are doubled for the round as well.
Leaping StrikeWhenever an acrobatics skill is used in conjunction with an attack and by spending one combat die, base damage from the attack is doubled and the opponent must save vs. metal or be stunned for one round.
6th level: select either Defensive Roll or Exploit.
Defensive Roll – By spending one skill die, if the taijutsuka is struck by an attack or spell, the damage from the attack is reduced to its minimum value. If the taijutsuka already acted this round and used a skill die, they may still use this ability but may NOT use a skill die in the following round, or for subsequent attacks this round.
Exploit – Whenever an opponent fails to execute a tactical maneuver on the taijutsuka, the taijutsuka gains a free tactical maneuver attack on that opponent. This ability does not require spending any skill dice.
9th level: select either Immortal's Feet or Ki Strike.
Immortal's Feet – The taijutsuka can move at full speed on any surface, and never sets off pressure-based traps or alarms. By spending one skill die, the taijutsuka may move stealthily at full speed for one minute per point of the skill die result.
Ki StrikeWhenever a natural 20 is rolled, or by spending one skill die, base damage from an attack is tripled, and the opponent must save vs. fire or be knocked unconscious for a number of minutes equal to the skill die result.


Uragata: Uragata [Infiltrator] are shinobi who specialize in deception and social manipulation in order to gain access to enemy strongholds or personnel. They are consummate actors, able to slip into various roles as needed to reach their objectives. An uragata's ninpo training makes them good at Deception and Disguise, average at Acrobatics and Escape, and poor at Sabotage and Stealth. Their prime ability is Cha. Uragata may select the Kuge, Buke or Chounin backgrounds. They gain the Entertainment skill for free, and can select any three other skills from their background of choice. They are proficient with basic and ninja weapons, and with light armor.
Uragata Special Abilities
1st level: Distraction – By spending one skill die, the uragata may pass unnoticed for one minute per point of the skill die result when outside of combat. When in combat, the skill die result is instead the number of opponents who ignore the uragata for a number of rounds equal to the uragata's Cha modifier.
3rd level: select either Flash Memorize or Quick Change.
Flash MemorizeBy spending a skill die, the uragata can instantly remember up to one page of text or two minutes of spoken dialogue (about 300 words). The uragata retains the information for a number of days equal to the skill die result plus the uragata's Cha modifier (minimum 1).
Quick ChangeBy spending a skill die, the uragata is able to make disguise checks to change appearance, dress, etc. in only one round.
6th level: select either Enamor or Smuggle.
EnamorWhen using a skill die with a deception check, if the total is 13+, the target becomes charmed (as the spell) by the uragata for one day per point of Cha modifier (minimum 1) unless the target saves vs. earth with a penalty equal to the skill die check.
SmuggleBy spending a skill die, the uragata can hide a number of small objects equaling the skill die result on her body and they will not be found no matter how thoroughly she is searched.
9th level: select either Assassinate or Thousand Faces.
AssassinateWhenever a natural 20 is rolled in combat, or by spending one skill die if attacking an unwary target, the opponent takes double damage and must save vs. wood or die instantly.
Thousand FacesBy spending one skill die, the uragata takes on a disguise and persona so convincing that it cannot be pierced. Even magical detection of disguise, transformation, or illusion only works if the viewer saves vs. water.

Tuesday, November 4, 2014

Chanbara: Coming Together

I've been making some mental notes about how to put together a "running the game/GM advice" chapter for Chanbara, as well as introductory text.  This was actually inspired by some of my academic reading, so maybe studying for a Ph.D wasn't such a crazy idea after all.  It's making my game writing better.*

First of all, considering the audience (likely to be primarily experienced RPG gamers), I think the introduction will have even LESS "what is an RPG?/How do you play?" stuff than Flying Swordsmen did, and I cut a lot of that out of FS.  Instead, I'm probably going to go straight to the heart of the style of game and the goals of play (as I see it).

The goals (what the game is about in Story RPG terms) is two-fold.  First of all, the game lets you emulate Medieval Japanese hero tropes battling against traditional creatures from Japanese folklore (and/or Medieval Japanese villains).  That's the surface level game.  Secondly, the game is about exploring social bonds, duty, responsibility, and reciprocity.  This is the deeper game.

Chanbara can be played at a "beer and pretzels" surface level, and hopefully will be fun.  "I'm Hattori Hanzo, you're Abe-no-Seimei, together we fight Orochi."**  Killing monsters and taking their stuff, D&D in funny hats, katana and sorcery pulp action, call it what you will.

But with the Allegiance system, every character will have a family bond, a patron or lord, and possibly another group or professional organization (trade guild, religious affiliation, etc.).  This replaces alignment in the game, and is heavily influenced by the Allegiance system in d20 Modern, but not identical.  Characters will earn XP for defeating monsters and overcoming challenges.  They can also earn XP for treasure acquired IF they donate it to one of their lieges***.  And this is where the deeper game can come into play.

Each family/organization/master will have different goals and desires, threats they must overcome, etc.  They can easily provide adventure hooks to players.  Also, when players donate treasure to them, they can advance their goals, and there should be rewards in it for the characters.  However, it's hard to serve two masters.  Donate all of your wealth to your daimyo, and the head of your family clan may turn against you.  The master of your shinobi clan's goals may contradict those of the trade guild you also serve.  This is built in conflict, and that's a good thing!  Not only does it give the GM and player something to use to spur adventures, it is something players can negotiate with the GM to make the game more fun.

Players that wish to explore the deeper game will hopefully get an experience closer to a lot of the fiction I'm drawing on as inspiration.  Players will go on adventures (sometimes of their own choosing, sometimes at the behest of a patron/liege.  When they're successful, they then have to make choices about which patrons/lieges to support, if any!  After all, in order to build up their own social/political power, they'd want to keep as much treasure for themselves as possible.  Duty, responsibility, loyalty, honor -- some of the main tropes of Japanese fiction right there, folks.

Or at least that's the goal.  We'll see if I can pull it off.





*I kid.  The Ph.D course has been great, actually.  I've learned a lot and actually enjoy learning more about teaching English to non-native speakers.  Even if I never get a position as a professor, it's been worthwhile.

**Hattori Hanzo - famous ninja (historical)/Abe-no-Seimei - famous onmyoji (historical)/Orochi - 8-headed serpent (mythical)

***Thinking of changing the name to Patron as it's an easier term to use, but that's not an exact fit.

Thursday, February 13, 2014

What's going on?

Last week, I finished up my revision of the Tricks, or special maneuvers mostly for shinobi type characters.  There are six categories: Acrobatics, Espionage/Sabotage, Infiltration/Escape, Ninjutsu (combat), Ninpo (special gear tricks), and Social Interaction.

Ninja characters have access to all of these.

Kagemusha have access to all but Ninpo, and instead get access to one category of Secrets, or magical special abilities (still need to revise those, that's the next step).

Taijutsuka (Martial Artists) get access to Acrobatics, plus combat oriented Maneuvers.

Soryo (Priests) get access to Social Interaction, plus magical Secrets.

This week, things have slowed down quite a bit on the RPG front.  My wife and I bought a new apartment and we move in next week, so lots of preparation for that.  I had a job interview last night - didn't get it, so I will keep working at the kindergarten, which is also moving to a new location at the end of the month.  Plus general end of the year class mini-concerts for parents, preparing for graduation, final evaluations of students, etc.  And it's time to get registered for my next semester of grad school.

On top of all that, I'm thinking about a short story (ninja related, since it's on my mind) that I might try to write this week or next.

If I get any more work done on Chanbara this month, I'll be sorta surprised, actually.  Either that, or the story will suck so much that I give up in frustration and go back to RPG design!

Wednesday, February 5, 2014

Tricksy Tricks

Well, I finally got to work revising the Chanbara ninja/martial artist/priest special abilities called Tricks.

Too many of the previous draft Tricks were combat oriented, since I started with the Flying Swordsmen Martial Arts Maneuvers.  So I cut a lot of them and am coming up with new ones that aid in infiltration, espionage, acrobatics, social interaction, and special use of ninja gear.  Plus a few for ninjutsu combat - but only a few.

I'm much happier with this set.

Wednesday, January 29, 2014

On procrastination and good reads

Well, I've come the point where I know exactly what I want to do with Chanbara, and I seem to be putting off actually doing it since it involves throwing out a fair chunk of the work I've already done on it.

See, when I revised the game last, I had the realization that most "ninja" skills were really covered by what I term exploration rolls.  Last edition they were x in d6 rolls similar to demi-human search rolls in D&D, but the potential increase from using a skill die made it seem too easy.  I want ninjas to be good at what they do, but not ridiculously so.  So the new edition uses a 2d6 roll, more like Cleric Turn Undead (again, in Classic, not AD&D).  Gone are the % Thief skills of D&D/Dragon Fist or the d20+modifiers of Flying Swordsmen.

Anyway, if you want to be stealthy, just roll 2d6 + your Constitution related skill die, vs. a target number set by the DM (or the 2d6 + Wisdom skill die roll of an opponent actively trying to spot you).  The same goes for dealing with security devices, acts of theft, bluffing or fast talking, and all that.

So, in the previous draft, the Tricks, special abilities mostly for shinobi types, ended up with a lot of combat powers, even though they're not mainly supposed to be about combat. 

Yet, even though I realize I need to scrap some and move others to the Maneuvers list in order to make room for actual special abilities related to acrobatics, infiltration, escape and sabotage, I keep putting it off.  Well, it's a 4 day weekend here in Korea thanks to the Chinese Lunar New Year, so maybe it's time to set Chanbara aside for a few days and focus on something else with my gaming time.

And that brings me to my next topic.  I have been taking advantage of our local English language library to read some classic sci fi novels that I somehow had never read.  In the past month I've read Bradbury's Fahrenheit 451, Heinlein's Stranger in a Strange Land, Card's Speaker for the Dead, and now I'm reading Miller's A Canticle for Leibowitz

I'm still in the first section of Leibowitz, and already I've seen how big of an influence it played on the creation of Gamma World, especially the Cryptic Alliances.  Groups that want to preserve the old knowledge of the Ancients, groups that are threatened by that knowledge and seek to destroy it when they find it, groups that worship (the idea of) computers, etc. 

All of this sci fi reading is making me itch to play some Star Frontiers, Gamma World, or something similar (Mutant Future, Stars Without Number, something...).  Or maybe to run something myself.  I've still got a good idea for a Terminator post apoc game.  Or something set in Stephen King's Dark Tower universe.

It might be the sort of palette cleanser I need to get to work redoing the ninja tricks in Chanbara!

Sunday, June 23, 2013

Old OA Adventures located

I found, in on of my old high school cardboard folders (not a trapper, but from the late 80's or early 90's none-the-less), the notes from my old OA game with the Evansville Group.  I ran this during the year I got back from a homestay/study abroad summer in Japan, during the fall/winter of 97/98.  And it's not bad.  We were using a combination of 1E and 2E AD&D books, with OA and the Complete Ninja's Handbook being my main resources.

Obviously, I was prepping the adventures after each session, so reading it now it looks like a railroad.  The adventure starts with a mission from a daimyo, but options for other things to do.  All of the follow-ups are tailored to the things my players were doing.  Still, I could use this as a base for a Chanbara playtest. 

I just need to change around a few place names to match my new setting, and adjust a few NPC/monster stats.  Not too much work.  These games were set in a fictionalized 16th Century Japan, primarily in Shizuoka prefecture where I had done my homestay. 
Temples, Fuji-san, and Sumpu Castle were in the game, tea fields were background details, there were no professional team sports, however

That, together with the OA Modules, should give me enough material for my summer play test.  Now to round up enough players!

Thursday, February 21, 2013

Samurai vs. Ninja, Round 2!

Spent almost all of my break time at work today writing up the skill dice section of rules for my Chanbara expansion for Flying Swordsmen.  I also did write-ups for the four Bushi (warrior) classes and the Ninja, although I think I'll need to slightly expand the descriptions of their class special abilities.  I may also need to slightly expand the Skill Dice section, although it's likely that anyone who would download it is already a gamer so that may be unnecessary.  We'll see.

Anyway, one thing I did make sure to add was a few optional ways to run each class.  The "Samurai" class need not be a Bushido-following retainer of a feudal lord, but could be a member of the noble class trained for war, an up-and-coming ashigaru (peasant footman), or a warrior-monk without any mystical abilities (Sohei covers warrior-monks with magic in addition to combat skills).

Also, important, is that Samurai who become ronin, and Ronin who swear fealty to a new lord, DON'T change their class, lose abilities, or suffer any penalties.  It's all role-play.  Someone could even play their Samurai character as a ronin from the start, and vice-versa a Ronin class PC could be a clan or house samurai who just has a more tricksy fighting style.

Possibly confusing, but I prefer encouraging characters to re-fluff the mechanics, and also prefer not limiting events from happening because it might mechanically hinder a player's fun (like a Paladin losing his powers for ending up in a no-win situation). 

Disclaimer:  the game will not be written with "samurai vs. ninja" as the default play-style.  It will be more like "I'm Kikuchiyo from Seven Samurai.  You're Sarutobi Sasuke.  Together we fight the cast of Ge-ge-ge no Kitaro."

Miyamoto Musashi, self portrait

Wednesday, January 30, 2013

Chanbara Update

I got some more work done on my chanbara (samurai/ninja) expansion for Flying Swordsmen done today.  Working title is simply "Chanbara."

It's become quite distinct from Flying Swordsmen, actually.  I've devised some different mechanics that seem to fit the genre (and on paper at least the math looks good), and would actually also work in wuxia, so assuming the Ph.D. program I'm about to enter doesn't force me to give up gaming altogether, I'll eventually get around to re-doing Flying Swordsmen into what will truly be my own game, rather than a "retro-clone turned up to 11" which is what it is right now.

Anyway, I've narrowed down the classes (Kensei is now folded into Samurai, as the only real distinctions were in class special abilities, so it's a sub-class option).

There are four class groups: Bushi (warriors), Shinobi (rogues), Maho-tsukai (magicians) and Yokai (demi-humans).  Three classes each (plus the Kensei sub-class option), so 12 classes.

There are three sets of Skill Dice (replace the generic Stunt Dice of Flying Swordsmen), Combat Skills, Training Skills, and Magic Skills.  Each class gets a selection of six skill dice that they can raise as they gain levels.  As with Flying Swordsmen, Skill Dice replace the static bonuses of high ability scores in D&D, but you can only use one die at a time (some higher level characters can use two or even three).

There are three sets of special maneuvers, still selected from a "Vancian" progression as in Flying Swordsmen.  There are Combat Maneuvers, Training Tricks, and Magic Spells (each divided into five levels of power).

Bushi Classes (XP as Fighter in D&D):
Samurai/Kensei: only Combat Skill Dice and Maneuvers
Ronin: mix of mostly Combat with some Training Dice/Tricks
Sohei: mix of mostly Combat with some Magic Dice/Spells

Shinobi Classes (XP as Cleric in D&D):
Ninja: only Training Skill Dice and Tricks
Kagemusha: mix of mostly Training with some Combat Dice/Maneuvers
Gorotsuki: mix of mostly Training with some Magic Dice/Spells

Maho-Tsukai Classes (XP as M-U in D&D):
Yamabushi: only Magic Skill Dice and Spells
Shinsen: mix of mostly Magic with some Combat Dice/Maneuvers
Onmyoji: mix of mostly Magic with some Training Dice/Tricks

Yokai Classes (XP as Elf in D&D):
Kappa: even mix of Combat and Training
Kitsune: even mix of Training and Magic
Tengu: even mix of Combat and Magic

The Yokai classes receive all skill dice of both of their fields, but have fewer Raises than the Human classes, fewer set class abilities, and advance slower.  They still get the same Level 10 cap as the Human classes.

I've got the spell lists done, but not spell descriptions.  Casting works on a modified Chainmail casting roll, but Magic Skill Dice can be used to do different things like increase the chance to hit if the spell requires a hit roll, damage/healing provided, increase number of targets or area of effect, etc.  I'll discuss the spells more later.

I've got a tentative list of creatures.  Need to complete a list of weapons and equipment.  Haven't done much besides ponder about the campaign setting details.  Still a lot of work to do, but it's moving forward.

Monday, January 14, 2013

This samurai/ninja thing is turning into a thing

I've been working on my feudal Japan extension to Flying Swordsmen.  The classes are more or less sorted out.  Working on new combat maneuvers, and have a list scribbled while on the bus the other day of two dozen or so thief/ninja tricks.  Spells will come next. 

And while I'm doing this, my Beast of the Week compilation is not getting finished.  Well, maybe I'll try and take care of that tonight or tomorrow just to get it out of the way.  I'd like to have the lion's share of the ideas phase for my chanbara thing done before my next grad school semester starts in March.

Oh, and I'll need a catchy name.

Chanbara Swordsmen would work well enough, but doesn't quite have the ring of Flying Swordsmen (and basically means "sword-fighting swordsmen").  Well, there's time for that later.

Tuesday, January 8, 2013

Work In Progress - Flying Swordsmen Expansion/possible revision

I had an idea for a Japanese themed expansion to Flying Swordsmen.  There have been several attempts to produce updated versions of the original Oriental Adventures for various clone/simulacrum systems, but none besides Ruins and Ronin that made it to completion, as far as I know.

Well, this idea of mine would not be that either, but it would add Japanese themed classes to my Flying Swordsmen base.

In working up the concepts, I realized that I want to re-do the Stunt system.  And my idea to re-do it is leading me to revise both Thief skills and the entire magic system.

This Japanese expansion will not have every class learning martial arts.  That conceit still works for Flying Swordsmen, with its Wuxia feeling, but doesn't do Chanbara justice.  So here are a few ideas I've been working on for the past few days.

There will be four types of class: Warrior (Bushi), Thief (Dorobo? lumping them all under the Ninja name?  unsure yet), Spellcaster (Mahoutsukai will likely be the group name, although at the moment I'm using it as one of the class names), and Yokai (demi-humans).

The classes will be:
Warrior - 4 classes
Samurai (general all around combatant)
Kensei (weapon master)
Ronin (masterless samurai)
Sohei (warrior monk)

Thief - 4 classes [or maybe just three]
Ninja (spy) [rename to Shinobi if I use Ninja as the group name]
Ansatsusha (Assassin)
Gorotsuki (Mountebank)
Yakuza (gangster) [may get removed as they likely make better opposition than heroes]

Spellcaster - 4 classes [or again maybe only three]
Yamabushi (Shugenja)
Shinsen (Taoist Immortal)
Onmyoji (Exorcist)
Mahoutsukai (Magician) [again may be removed as it's sort of overlapping with Yamabushi at the moment and would make a good group name]

Yokai - 3 classes
Kappa (act as Warrior/Thief)
Kitsune (act as Thief/Spellcaster)
Tengu (act as Warrior/Spellcaster)

The reworking to the Stunt system will be that there will be three sets of stunt dice, Combat, Training, and Magic.  Different classes will get different combinations of the dice.

Also, there will be Maneuvers just like in Flying Swordsmen, but there will also be Tricks for Thieves and Spells will also be handled like Maneuvers for the spellcasting classes.  Tricks will be like Thief Skills, although I'm not sure yet if I want to keep the d20+Stunt Die system of Flying Swordsmen, or go to a 2dX type system where the die type is determined by the appropriate Stunt die.  Spells will likely handled with a system similar to Chainmail's casting rolls. 

And if this all comes together well, I'll rework Flying Swordsmen and make it more like this system, and less like Dragon Fist. 

Tuesday, April 17, 2012

Assassins: What are they good for?

This morning, I was rethinking the AD&D Assassin class.

It's a popular class with some, hated by others.

JB had a big series about them earlier this year, after he and Alexis failed to come to terms with what the class was for and how it should be played.  As Paladin in Citadel recently pointed out, the biggest trope D&D brought to fantasy was that of the "adventuring party."  With that in mind, what is the point of the Assassin?  How do they best fit into the standard adventuring party?

One of the problems (that also appears with OA games and the Ninja), is that the Assassin in fiction is quite often a loner.  And due to that plus their alignment restriction to Evil, I've often encountered players of Assassin characters who try to hide the fact from the other PCs, and sometimes from the other PLAYERS as well.  I don't remember reading anything in 1E that specifically advises Assassins to hide their true profession, but OA sure does with the Ninja (and the 2E Complete Ninja's Handbook as well).

Screw that.  If you're an Assassin in an adventuring party, you're a useful asset, and shouldn't be keeping it secret from the group (or at least from the other players).  You've got a job to do, an important role in the party.  And it becomes pretty much impossible to perform that role if you're trying to keep it secret.

So what's the role of the Assassin?  It's to perform the "surgical strike."

An adventuring party is in a dungeon, or out in the wilderness, and comes upon a lair.  Who's in it?  Do they have treasure?  Can the party take them on with decent odds to come out alive and with the loot?  Is there an Alpha Monster or leader?  If so, it should be the Assassin's job to set up an assassination of that Alpha Monster/leader, if possible, with the party's help.  Then the party as a whole will have an easier time with the lesser monsters/minions.

I've never actually played an Assassin.  I haven't really seen that many played, either.  And when I have seen them played, usually they end up being sorta second-class Fighter/Thieves.  This is either because they're trying too hard to hide their profession, or else because the player or DM seems to think that the assassination ability should only be used on NPCs between sessions when the Assassin PC can go on a solo mission.

I'm sorta itching to try out an Assassin now.  One who makes no bones about his profession, and is along with the party to try to be the guy who takes out the Bugbear chieftain before the fight starts, to lower the morale and also prevent the biggest, baddest Bugbear in the lair from getting involved in the fight.  With the party's support (scouting by the Thief, spells by the Cleric/Magic-User, diversions created by the Fighters, whatever), it could be a lot of fun.