Showing posts with label LotFP your D&D. Show all posts
Showing posts with label LotFP your D&D. Show all posts

Friday, 5 December 2014

The Alice Character Class for 5e D&D or Dude, Where's My Turtle?

Zak S's A Red and Pleasant Land, published by the always innovative Lamentations of the Flame Princess, is flying off the shelves. In less than two days, as I start to write this post, there are 625 hard copies ordered. Since we all have the PDF we might as well get started on the time-honoured tradition of ripping it up and changing things.

Earlier this morning on G+, A. Miles Davis made a request for a 5e D&D version of the Alice Class. Zak offered an "invisible intangible imaginary turtle" to the first person to come up with a 5e class, so the race is on! If I make it, I have every intention of painting my turtle's shell with intangible, imaginary glitter to solve the whole problem of finding it.

[The Alice from A Red and Pleasant Land by Zak S.]

The Alice

The Alice class is based on the archetypical "fool" commonly found in stories of all kinds.  That character that seems to wander through a story through luck, cunning and stubbornness. The chosen of the gods, fate, or worse that trouble just seems to find. The one that seems to see things more clearly than the other characters and sometimes penetrates the fourth wall. 

[excerpt from A Red and Pleasant Land, page 30]

The class as it is written in the book is full of randomness and possibility. No two Alices would be alike. While this random advancement works well with the flavour of the class and the LotFP system that the book was published to be most compatible with, I'm going to embrace the structures that exist in 5e and go with a more structured class that splits after 3rd level into two separate Narratives

Class Features:

Hit Points are pretty much the same as the Alice as written: hit points as magic user or in this case the Wizard class.

Hit Points: 1d6 per Alice level
Hit Points at 1st Level: 6 + constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + constitution modifier per Alice level after 1st

The Alice class is supposed to fight as a Thief/Rogue/Specialist so most of the proficiency choices can be taken from the equivalent to those. Alice's tend to be taken from a life of leisure and the tool proficiencies reflect that.

Proficiencies:
Armour: Light Armour
Weapons: Simple weapons, hand crossbows, shortswords, rapiers and pistols (if firearms are available in your campaign)
Tools: Choose one Gaming Set or Musical Instrument

The Alice Saving throws are based on their force of personality and luck.

Saving Throws: Charisma, Dexterity

A classic education and the decadence of the Alice's early life, full of drawing room intrigue and listening at keyholes, also influences their skill choices.

Skills: Choose three from Acrobatics, Animal Handling, Athletics, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, Performance, Persuasion, Sleight of Hand and Stealth

The Alice is woefully unprepared for adventure at 1st level, usually falling into it and inexplicably finding a handful of useful items at the beginning of their first adventure.

Equipment:
The Alice starts with the following equipment in addition to the equipment provided by the character's background.
  • (a) a rapier or (b) a hand crossbow and 20 bolts or (c) a pistol and bandolier with 24 pre-measured shots (if available in your campaign)
  • (a) 2 daggers or (b) 6 darts
  • (a) a Diplomat's Pack or (b) an Entertainer's Pack
Instead of the wild and fun random table for advancement the 5e Alice progresses with more structure.

Exasperation:
Beginning at first level all Alices can become Exasperated in times of great stress. By thinking or uttering a statement of exasperation such as, "Oh I can't conceive how I ever fell into this deplorable circumstance," or "We are indeed doomed and now birds will gnaw our eyes," the Alice calls the attention of the powers that put them on the road to adventure in the first place. Times of great stress are of more interest to the gods, fates or dark powers so that is the time when this ability will work. 

The Alice may express Exasperation once per hour of real playing time. When the Alice uses the Exasperation ability the DM rolls on the Exasperation Table:

[Exasperation Table from A Red and Pleasant Land]

Alice liked pies, although sometimes people did not want her to have them:
Starting at 1st level the character adds her/his proficiency bonus to find foodstuffs of any kind. This bonus stacks with any others if the character is already using a skill such as Investigation or Perception to find the foodstuffs.

It was very shiny and stuck out like a soup spoon:
As early as 2nd level the Alice can begin to take advantage of her/his unpredictable nature. On a successful melee attack the Alice can make a Sleight of Hand roll to grab an item other than the opponent's weapon from him or her. This will only work once per combat and combatant on any opponents with greater than zombie intelligence.

"It really was curious," she thought- "How many times could this kind of thing happen?"
At 3rd level the Alice gains the ability to cheat death or escape some other calamity a total of one time. The Alice must play dead for one round to build the suspense before jumping up fully ready and unscathed.

She was not such a mouse as she used to be:
At 4th level and then again at 8th, 10th, 12th, 16th and 19th level the Alice gains an ability score improvement. In each instance the character can improve one ability score by 2 points or two scores by one point each. No ability can be improved above 20.

They began to throw stones, and Alice began to avoid them:
At 5th level the Alice's script immunity improves and s/he gains an Unarmoured Defence ability. The character adds both Dexterity and Charisma bonuses to Armour Class when not wearing armour.

The blue one certainly did make Alice taller, of that Alice was certain:
As of 6th level, the Alice adds proficiency bonus on all rolls to identify drugs and plants with drug-like properties.

They kept talking as Alice was a rhododendron in a pot:
At 7th level the Alice gains advantage on all Stealth rolls.

She really could be very charming when she needed to be:
At 9th level the Alice gains advantage to Deception checks.

She knew from school what the word meant, but did not know if it was rude or not:
At 11th level the Alice learns to speak, read and write a new language of the player's choice.

It was so lovely, and - according to the book- it was right there:
Gained at 13th level, this one can be taken directly from the table. The only exception is if the Alice can't get it by the fourth session s/he can choose to continue or give up and replace this ability with another use of "It really was curious," she thought- "How many times could this kind of thing happen?"


Expertise:
Alice is always learning. By the time s/he hits 14th level she's become an expert in one of her proficiencies and applies double the normal proficiency bonus to all rolls with that skill.

She began to feel somewhat neglected:
By 15th level the Alice is becoming quite unpredictable. If the Alice is attacked in a round where s/he only dodges and the attacker misses, the attacker will fumble and miss its next turn. If the attacker has multiple attacks it loses a number of attacks equal to the Alice's proficiency bonus. This only works once on any creature who has seen it and has intelligence greater than that of a zombie.

Alice had seen so many unusual things lately, it had become usual:
At 17th level the Alice becomes unshakable. S/he is immune to insanity or confusion in any form. Even sudden appearance of an inscrutable elder god from beyond the cosmos is not particularly noteworthy. The Alice can still fear. Fear is likely part of how s/he managed to get to 17th level in the first place.

She had not known her mother's cousin very well, but decided it was a bad thing that she had died:
Sometime early in the Alice's 18th level s/he is willed a parcel of land with a house, manor or small castle on it. The location, current state of the property and how the occupants regard the Alice showing up with a deed is up to the DM.

"It really was curious," she thought- "How many times could this kind of thing happen?"
At 20th level the Alice has pleased whatever forces placed the character on the path to adventure and once again s/he gains the ability to cheat death or escape some other calamity a total of one time. The Alice must play dead for one round to build the suspense before jumping up fully ready and unscathed.

Narrative Paths

At third level the Alice embraces a particular Narrative on the character's path to greater adventure. These three Narratives are the Plucky, Clever and From Good Stock Alices.

Plucky:

The Plucky Alice has embraced the rough and tumble nature of her/his existence and become adept a fisticuffs and other shenanigans. At 3rd level the Plucky Alice gains proficiency in Medium Armour and Longsword. 

Oh I do so apologize:
Beginning at 3rd level, the Alice can take advantage of distraction and trip any person or creature that is otherwise engaged with a successful Dexterity Check. It only works once per combat unless the opponents are mindless creatures like zombies or can't see the trick the first time. At 5th level the trip does 1d4 damage. This damage increases by a die type to 1d6 at 8th level, 1d8 at 10th level, 1d10 at 12th level, 1d12 at 16th level, and 1d20 at 19th level.

It seemed nearly everything was dangerous if handled improperly:
By 5th level the Alice has become skilled with improvised weapons. All weapons do one die type better than normal (eg 1d4 becomes 1d6). Improvised effects automatically succeed, such as a bag of marbles automatically tripping or caltrops automatically damaging medium humanoids with no save.

She noticed the Red Knight always feinted to his left - she was a very perceptive girl:
At 9th level the Alice can spend time observing a combatant to gain a +1d4 to hit and/or +1d4 on an ability check to trip or grapple for each round of observation when s/he finally does attack. This ability can only be used once per combat.

Alice then did something quite astonishing...
The Alice is unpredictable. As of 13th level s/he adds her/his Charisma bonus to hit and damage to the first attack in a combat with an improvised weapon against any intelligent opponent ("who knew Alice could do that with a gingerbread man?"). This trick only works once per combat and only once on any particular opponent.

She did seem to offend people (and animals) wherever she went:
Expereicne with terrible people (and creatures) has made the Alice adept at duelling. At 17th level the Alice can stack the character's Charisma bonus with her/his Dexterity bonus when attacking with a finesse or duelling weapon such as a foil, rapier or pistol.


Clever:

The Clever Alice get's through adventures by knowing secrets and applying knowledge to her situation. 

She closed her eyes and said the words just as she'd been taught:
At third level s/he learns to cast Wizard Spells the same as an Arcane Trickster Rogue from page 98 of the 5e PHB.

Alice quite liked drawing and had an impressive box of crayons at home:
At 5th level the Alice gains proficiency with the Forgery Kit and can add the character's proficiency bonus to forgeries.

All that hiding in the dumbwaiter finally paid off:
The Alice knows secrets. As of 9th level, once per session the Alice can recall or pull a piece of paper with important and relevant lore on it out of a pocket. It can be one of two types of secret. Either a piece of useful information about a legendary treasure or magic item or and embarrassing fact about a notable NPC.

She thought it might be a saltcellar, or at least that seemed like a good word:
At 13th level: "The Alice can appraise treasure to a non-trivial degree: the value of non-magical things can be estimated flawlessly and if a piece of treasure is not what it seems on any level the Alice will get an inkling. As in, if the Alice goes "Is this not what it seems?" and the Referee will go "Yeah, you've seen a lot of jade urns in your day and this is not what it seems somehow- you're not sure how." If a treasure has some unusual of hidden feature of a mechanical or physical nature, the Alice will sense that it is there on a successful intelligence roll. The Alice won't know it is, but the Alice'll sense that it is there." 

Investigation or Perception proficiency will apply to the Intelligence roll at the DM's discretion.


From Good Stock

The Alices From Good Stock rely on good breeding (or the appearance thereof) to bully their way through their adventures. At 3rd level this Alice chooses two proficiencies from Animal Handling, Deception, History, Insight, Intimidation, Performance and Persuasion.

Her sister had mentioned they were dreadful people:
Beginning at 3rd level the Alice stacks Charisma and Intelligence bonuses to History checks to recognize the faction and function of of any aristocrat in any land.

She knew to curtsey in situations like this, and so she did:
Despite travelling with common company, by the time s/he reaches third level, the Alice's polished manners always show. Members of the upper classes instinctively recognize the Alice as one of their own (even if she isn't). The Alice gains advantage to all Charisma-based rolls when dealing with such people.

She tried to remember what she knew about stoats:
Beginning at 5th level animals like the Alice. The character has advantage on all Charisma-based rolls when interacting with normal animals and speaking-but-otherwise-normal animals.

Expertise:
By 9th level the Alice From Good Stock has gained expertise in another one of her/his proficiencies and can roll double the proficiency bonus.

She thought it might be a saltcellar, or at least that seemed like a good word:
At 13th level: "The Alice can appraise treasure to a non-trivial degree: the value of non-magical things can be estimated flawlessly and if a piece of treasure is not what it seems on any level the Alice will get an inkling. As in, if the Alice goes "Is this not what it seems?" and the Referee will go "Yeah, you've seen a lot of jade urns in your day and this is not what it seems somehow- you're not sure how." If a treasure has some unusual of hidden feature of a mechanical or physical nature, the Alice will sense that it is there on a successful intelligence roll. The Alice won't know it is, but the Alice'll sense that it is there." 

Investigation or Perception proficiency will apply to the Intelligence roll at the DM's discretion.

They all listened attentively as Alice told her tale:
At 17th level the Alice receives a +2 bonus to her/his Charisma score. This bonus cannot bring the score above 20. Any excess can be applied to Intelligence or Wisdom.





Saturday, 15 November 2014

The Replacement D&D - Part the First! or How to 5e Your LotFP

My Tuesday night Google+ Hangout group is awesome. A better collection of gamers you will not find anywhere on the internet. I count myself lucky to be able to call them my friends and to play with these great people on a regular basis.

We got together originally because our GM wanted to introduce a friend in another state from him to RPGs and put the word out for a group willing to be patient with a new player. The gang we have now are that player (now a fantastic tabletop gamer in her own right), the ones that responded plus a couple more fun people we picked up over the last couple of years. We all have busy lives though and sometimes one or two of us can't make it. It's no problem for the group, even a break of a month doesn't disrupt our rhythm with each other. It never seems like that long once we are talking to each other again. I'm busy too so I always find something to fill the three hours when someone has to cancel at the last minute, but it would be nice to have an RPG plan B.

Currently we are playing the new version of D&D but we've played everything from Rifts to Fate thanks to our gamer ADD. I'm enjoying 5th edition D&D and I'm still excited about exploring the possibilities presented by the new rules.

What I need is to prepare something I can run on the fly with whomever shows up when we get a last minute cancellation. I don't need to be super prepared when it comes to the actual adventure part. That can be built as we go or selected from some of the awesome I have on my shelf. My main problem is I'm not a big fan of the assumed setting for the game so I'd want to make changes ahead of time so there's something I can share with my players during character generation instead of reinventing the game while we decide what we are doing. This and one other coming post are that something.



5e D&D in the Early Modern Era or How to 5e LotFP!


I love the adventures coming out of James Raggi's team of mad geniuses over at Lamentations of the Flame Princess. I have a pile of them on my shelf and cancelled games from our regular campaign seem like the perfect excuse to use them. I think 5e can work well with those adventures but I need to make a handful of changes to keep the weird fantasy/horror vibe that LotFP does so well.

The first thing is encumbrance. LotFP adventures are all about tough choices and one of those choices are what you can afford to carry and what you need to leave behind. The encumbrance system is a streamlined way of making those choices a feature of play. If you are unaware of the beautiful simplicity of these encumbrance rules, you can download the free rules (with no art) here (but you should buy the version with art!) and turn to page 38. In Lamentations anyone can wear any armour but arcane spellcasters are limited by encumbrance so they can't cast if they are carrying a lot of gear and wearing armour. They can do one or the other. I think I'll just stick with the class restrictions as they are for now but I might change it later we find we prefer it the other way. I would add a feat that allows the PC to carry an extra five items before becoming encumbered like the dwarf class in LotFP. Cultures that are nomadic would be used to moving and functioning normally with extra gear. The player would need to justify it with the PC background.





The next thing is the playable races. There are no elves or hobbits running around in earth history. There are plenty of forgotten spaces hiding terrible things that go bump in the night, but no dragonborn walking around. The only player character race available is human. The players can choose the plus one bonus down all stats or take the two plus ones, the extra skill and the feat. I'm easy. Likewise, the 5e convention of roll four drop the lowest for rolling stats is fine as well since combat is so lethal in 5e. High rolls won't save anyone.

The alignment system is the LotFP duality of Law and Chaos. Almost everyone is Neutral since taking on an alignment means the PC is taking a side in the celestial struggle.

Not all the classes will work as they are with the setting. A few teaks here and there will need to be made.

Barbarian:

This one is fine the way it is but it is important to note that there are no barbarians from London or Hapsburg. These characters come from the frontiers and the fringes. An argument could be made for the highland warriors of Scotland as barbarians and I'd allow that because a maniac in a kilt and a claymore is a wonderful thing. Outside of that one exception, barbarians come from outside of civilized Europe. 

Bard:

They can stay pretty much as they are. They would be need to be careful when using magic as anyone seeing magic cast might turn them in as a witch and have them burned at the stake but that's about it.

Cleric:

No clerics. The LotFP cleric is more like the D&D paladin and I want to keep that feeling in the system. That's not to say the party won't run into NPC cultists who function like clerics from time to time though.

Druid:

The druids are going to have problems operating in early modern Europe without getting burned at the stake as witches and heretics. They would essentially be cults that have remained hidden from Christian Inquisitors and Witch-hunters over the centuries since the Romans killed most of them off. A player could make an argument for shamans from different lands having all the same abilities as druids. 

As far as alignment goes, Druids of the Circle of the Land are Lawful because they are preoccupied with the balance and embody the predicable order of nature while the Circle of the Moon Druids are Chaotic as they protect the wilds from civilization and embody the chaos of nature's changes. 

Fighter:

No change. They load black-powder firearms one round faster than other classes. The Eldritch Knight is only available if the PC finds a book of magic he/she can read or a teacher.

Monk:

No changes to the monk class, but they are likely a long way from home. Some of their abilities could get them burned at the stake at higher levels. 

Paladin:

This class is more of a Solomon Kane type than a shining knight in the early modern era.  These are wild zealots operating outside of the church hierarchy who are tolerated based on the need for them. Troublemakers could end up burned at the stake for heresy on a bad day. Like LotFP Clerics, Paladins are Lawful.

Ranger:

These mystical hunters are also far from home. Europeans had a bad habit of collecting people like souvenirs and bringing them back to Europe. Most died of disease they had no immunity for or culture shock. The ones that survived no longer had a real place in the world they came from even if they could return. Some of them become Rangers. Other rangers are frontiers-people from the New World who have learned from the cultures they mixed with. 

Rogue:

No change. Rogues are rogues. The Arcane Trickster is only available if the PC finds a book of magic he/she can read or a teacher. 

Sorcerer:

The Draconic Bloodline Origin is not available, Sorcerers are from the Wild Magic origin exclusively. Magic is dangerous and feared so the Sorcerer PC must be careful not to be consumed by their own magic or end up burned at the stake. With their magic coming from a direct connection to the very stuff of chaos, sorcerers are Chaotic.

Warlock:

Obviously the Warlock is in great danger of being burned at the stake after trading their soul for power. The dark nature of their spells should be played up in descriptions. The Fiendish and Old One Otherworldly Patrons are better fits for the setting than the Archfey. I'd probably not allow any Archfey Otherworldly Patrons unless the player came up with a great background story to fit it into the setting. This class is already so LotFP. No surprise here, dark pacts with otherworldly beings makes a PC Chaotic.

Wizard:

Remove all the damage-causing cantrips from the wizard spell list. Give them access to simple weapons and light armour. All the levelled spells that use up slots are all still available. This brings the wizards more in line with the Magic User class in LotFP. The Wizard has access to so many different spells this shouldn't stop them from being useful. It might keep them from being burned alive a bit longer too. Still, working with magic makes wizards Chaotic.



Firearms: 

Pistols are simple weapons (take the place of a light crossbow), an Arquebus or Musket are both martial weapons (take the place of the heavy crossbow). The damage is still 1d8, 1d8 and 1d10 respectively (or 1d4, 1d6 and 1d6 when clubbing with them). Because of their penetrating power all firearms have advantage when rolling to hit at short range. They take three full rounds to load when using a prepared load from a bandoleer and four rounds from a horn. The first two bandoleers of "twelve apostles" worn do not count as encumbering items, but every extra one does. A horn holds 50 shots and bag of shot holds 100 balls of ammunition. Matchlock weapons misfire on a D20 to hit roll of 1-4, wheel-locks misfire on a roll of 1-2 and flintlocks on a roll of 1. Misfires make the weapon useless for the rest of combat since it takes several minutes to clean it out and reload it properly.

Money:

Get rid of the electrum. The party may find some, but it's so ancient they can't spend it. They'll need to find a collector or middle-man to buy it from them. The silver standard is also in use in LotFP so convert all D&D pricing from gp to sp and/or use the Lamentations equipment list. I may use historical conversions as well. It depends. Otherwise 1 gp = 10 sp = 1000 cp (so 1 sp = 100 cp). 



With those changes I should have no trouble running my collection of Lamentation of the Flame Princess adventures with my group. Next post - Part the Second where I take things in a different direction...