A következő címkéjű bejegyzések mutatása: Magus. Összes bejegyzés megjelenítése
A következő címkéjű bejegyzések mutatása: Magus. Összes bejegyzés megjelenítése

2021. augusztus 26., csütörtök

Class design principles

 Hi,

 Planned Classes

Nothing special, the base classes are the following: Fighter, Gladiator, Assassin, Knight, Thief, Bard, Cleric, Paladin, Martial Artist, Swordmaster, Witch, Warlock, Firemage, Wizard. 

 Levels

In this game as i mentioned earlier the starting level is the 3rd. So a new PC is not experienced.  That fits to the old M.A.G.U.S design pattern, because in that system starting PCs were professionals, but not seasoned. Below the 3rd level the characters are common soldiers, apprentices,etc.  

Lvl 4-6 for experienced adventurers, most of them finishes their adventurer life and settle, retire or undertake a peaceful duty. Mostly some local leader, a commander of city forces, master of a local mage guild, or  head of a temple, etc. Some of them touches the politics, but it is not general.

Those who continues the adventuring reach the lvl6 get the signiture feature, which rise them into the heroes. Between lvl7-9 the adventurer steps into the major league. Usually besides of the adventuring the characters get involved in the higher politics. 

The real unique heroes, demigods, immortals are starting at lvl10, between the lvl10-12 the characters are world famous or feared who are able to change  the destiny of a empire or a continent. Pontifexes, emperors, world leaders, arch mages, thief princes etc. can be in this level.

 


 

 

Abilities

 I do not want to change this part of the game. Classes will not affect it, only the races. There is no ability requirements also.

 

Secondary values

I want to keep the well developed trends. Warrior classes has d10-d12 HD, Rogue/Religious% classes: d8, Magic-Users: d6.  

Saves are diverse, typically the strong and high hp characters has the better grade on the Fortitude, Rogue classes are best in Reflexes, Magic-Users are the champion of the Will saving throws. Some classes has advantage on the saves, mostly the defensive, supportive classes, like cleric, paladin. It means that they have the better grade in two or three saves.

Attack value follows the Saves, warrior classes lvl*1, Rogue/Religious classes: lvl*2/3, Magic Users: lvl*1/2.
The attack of the paladin and the assassin is still undecided. Because the paladin in the original MAGUS system starting with warrior values, but the per level increment is lower because of the religious knowledge (limited divine magic, knowledge skills). So it is a knight or fighter who uses divine magic. Assassin in d20 systems is rather rogue (lower combat values, sneak attack, etc.), but in the MAGUS system it is rather warrior with rogue skills, so I will follow this scheme. Unfortunately the MAGUS system was imba and the assassin is the most powerful (besides the wizard), because of it is full warrior. Only the skillpoints are lower than the figthers, but it has free skills in exchange, but in the other hand it has damage bonus, sneak attack, some slan psi. Assasin in MAGUS is a super agent. But in this system i would correct this imbalanced situation, so my intention is that fighter, knight, gladiator must be better warrior face to face and only the backstab and other dirty tricks will compensate the difference of the combat skills.
At the martial classes I have a dilemma also. They are in the beginning  fighters with special slan psi, that boosts their combat skills. (for example: chi fighting add some combat bonus, deadly finger: HP damage with touch, etc.) So i think i will follow the Azael example and the martial class progress will be at rogue level in combat values, but they will have martial features, like the slan psi and some daily usage feat.

AC: Some feat can modify the AC, for example the unarmored Martial Artist will get AC bonus.

Alignment: D20 and MAGUS has a simple alignment system. In MAGUS you have 2 categories: order-chaos and the life/death. There is no neutral value. In this system there is no affection of  the alignment. So I can keep the old dnd alignment system. Currently this is my viewpoint.

 


Feats 

The following categories will be regarding the Features:

Class: The base package, these features describe the profession of the class. (weapon specialization, sneak attack, etc)

Combat: The feats that modify the combat values or grants new maneuvers in combat.

Social: Helps to the character deal with NPC-s, mostly active feats with daily usage. Eg.: Charm feature for the Bard.

Skill: Extra skill, or advantege on existing skill in order to show the class specialty.

Intrigue: I am planning an intrigue system, the characters will have some resource and they can indicate itrigue actions like scandals, spying, etc. through their contacts. It is optional, instead of this subsystem the DM can use flat bonuses.

Roleplay: Mostly titles, that helps to the NPC to judge the character in roleplay situation. Eg: Noble title for the Knight. Titles can be replaced if the current character background justify it. For example if  the Knight character is a member an order and not inherited the knight he is not a noble, so you have to add another title. 

 Not all category will be used and sometimes one category will be allocated more than one time exchange for another.

If you have any suggestion please let me know!

 

BR,

P

2020. szeptember 22., kedd

The M.A.G.U.S, The Most Popular Shared Fantasy World in Hungary

 Hi,

 First time here is a picture from a M.A.G.U.S supplement. The specialty of the picture, that the paladin is the former executive of the Valhalla Paholy (publisher of the M.A.G.U.S.) and his former girlfriend. :)

 

 

 

 

 

 

 

 

Short  post. I found a study about the M.A.G.U.S. and Ynev, what explains better than me the essence of the setting and its literature. Enjoy it!


https://www.academia.edu/35862420/The_M_A_G_U_S_Series_Its_Creators_and_the_Hero_The_Most_Popular_Shared_Fantasy_World_in_Hungary?email_work_card=title


BR,

P

2020. február 2., vasárnap

Playable races of D20Ynev

Hi,

In this post I show you the playable races of the basic edition of the D20Ynev. Ynev is a human focused setting, but you can find some other races in the periphery of the continent or minglinged with the humans.


Elf

In Ynev the elves are rare folks, they have two separeted nations in the north and in the south. But adventurers, merchants and other travellers can reach the human civilizitatons. In some places there are elf communes.

Elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +2
Con: -1

They have -2 Save modifier on the Necromancy based attacks because elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Half-Elf

Half-elf who has a human and an elf ancestor. They are very rare, so there is no half-elf community in Ynev.

Half-elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +1
Con: -1

They have -1 Save modifier on the Necromancy based attacks because half-elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Dwarf

Dwarfs are more common in the continent. They have communities almost everywhere. The largest dwarf groups lives in the Northern Allianace territories, because Tarin the dwarf kingdom is there. But you can find clans, families in the city of adventurers, in Erion.


Dwarfs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Con: +1
Cha: -1

Move: 20'

+2 Save modifier on the disease and poison tests.


They have a Night vision.

Noble Orc

Noble Orcs are magically created and bred for guarding purpose. They are not common in the ynevian realms, but if a noble orc appears it is not a surprise. They are fighters, gladiators, bodyguards usually.


Noble Orcs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Str: +2
Con: +1
Cha: -2

+2 to smell based perception tests.


They have Twighlight vision.

Humans: 

Same as in Sword and Magic. Nations in MAGUS:

Amazons: Amazon
Kyrs, Toronians:  Imperial
Korgs: Northmen with Find Tracks skill instead of Sail.
Other nations are standard human.

Standard Human modifier: +1 Skillpoint 

Some rule explanation:

Twighlight Vision: x2 sight in starlight,moonlight,with torch and in similar condition. When this vision is on, then the character can see colors.

Night Vision: 60 feet sight in darkness, it provides only black and white image.

Thank You for your attention!

BR,

P

2020. január 26., vasárnap

Sword and Magic skills in D20Ynev

Hi,

As I promised I go on the system conversation with the old skills. In this post, I show you how can you handle the original skills in the Basic/Master relation. Remember master level grants only the possibility of the skill check, it is not grant success.

Here are the skills:

Animal Training (Cha): Basic skilled animal trainer can look after common animals, but masters can handle exotic animals.

Appraise (Int): With basic skill, the character can evaluate common stuff, masters can value rare and expensive masterpieces.

Balance (Dex): Beginner rope-dancer can move on easy ground(planks, wide edges, etc.), masters can balancing almost everywhere. (eg.: thin rope)

Brew Poison (Int): Basic poison makers can make small portions of light poisons. Masters are able to make the strongest poisons.

Climb (Str): Basic: easy tracks, like a castle wall, trees, low cliffs. Masters can climb hard routes, for example, wet castle wall, well built dwarven stronghold, hard cliffs.

Concentration (Wis): Basic users have +5 DC in concentration. Masters do not suffer a penalty.

Craft or Profession (Int or Dex): Basic craftsmen can make only common items, masters have the knowledge to make rare and refined things.

Disguise (Cha): Basic user can disguise as common people, which is fit in the current situation. For example, a guard in a fortress. Masters can hide behind an uncommon mask, eg.: A merchant from Enosuke in a pyarronian ball.

Escape Artist (Dex): Basic skilled people know common knots, masters know almost every special knots.

Find and Remove Traps (Dex): As the Escape Artist, Basic: common traps, Master: exotic, magic traps.

Find Tracks (Wis): Basic trackers can find common tracks, humanoids, animals,etc. Master trackers can find exotic rare species tracks.

Forgery (Int): Basic skilled people can make common papers, arts, masters can forge exotic, rare things.

Heal (Wis): Basic healers can regain only HP, DC 8: 1d4, DC 12: 2d4, DC 16: 3D4, DC 22: 4D4. Master healers can regain vitality (see later) and critical wounds. (broken limbs, special diseases)

Hide (Dex): Basic skilled hiding men can hide in common places, for example in a shadow of the huge pillar. Masters can hide in impossible places. Eg.: behind a thin pole.

Jump (Str): Common distances for basic skilled jumpers (1-7 meters), special hard jumps for masters.

Knowledge (Int) – History, Magic, Theology, Wilderness, Plants etc.: Average everyday knowledge with basic skill, exotic, rare things for masters.

Listen (Wis): Basic users can hear sounds from normal distance, without noise. Masters can hear from far and even behind noise.

Open Locks (Dex):  Basic: Common locks, Master: special, magic locks.

Perform (Cha): Basic skilled performers can make easy performs, for example, playing a common customer in the local store. Masters can perform dramas, complex roles to scam.

Pick Pockets (Dex): Basic pickpockets can steal from common people in the crowded marketplace, masters can steal almost everything in everywhere.

Read Signs (Int): Basic: common signs, master: rare ancient and exotic writings.

Ride (Dex): Basic riders can handle average situations, for example, calm a scared horse. Masters have skills for exceptional riding situations and for exotic mounts.

Sail (Dex): Basic skilled sailors can handle the sails in everyday situations, masters are prepared for special cases, for example, magic storm, sea monsters.

Sneak (Dex): Common sneakers can avoid easy targets, for example on a rocky surfaces a sleepy guard. Masters can sneak hard targets also.

Spellcraft (Int): Basic skilled magicians have a +5 penalty on this skill.

Spot (Wis): Basic spotter can recognize easy targets, masters spots almost everything.

Stargazing (Wis) Basic skilled gazers have +5 penalty on this skill.

Swim (Str): Basic skilled swimmers can move on still easy water, masters can swim through hard obstacles, for example, whirlpool.


These are the original skills from SaM and usage in the D20Ynev. Hope you can find it useful.

Br,

P

2019. december 22., vasárnap

General mods (Beta - Have not been tested!!!)


"A man approaching from the entrance, Gorduin, was singing a strange tune. With a smile, those close to him were scared in terror. Her lips mute the Ilanor words: Tha an teun seo bóidhean! Tha rudeigir ceák att an eóin seo briagha!
I'll call the dead. I call the mockers."


Wayne Chapman: Észak Lángjai (Flames of the North )




Hi,

Reminder:

These documents contain the base of this project:

Sword and Magic

Azazel SaM/M.A.G.U.S. crossover (HUN)

You can find these links in the sidebar also.




Sword and Magic have a very conservative mechanic and the its viewpoint is different what the M.A.G.U.S. represents. In the SaM the adventurers are weak petty, greedy mercenaries, and gamblers who take their bet in the table of life. In the beginning, they are just above average.
In M.A.G.U.S. there is that kind an adventurer also, but most of them are chosen for something valuable than grabbing. So the adventurers have power in the beginning and by every level, they become stronger. In Ynev the citizen's philosophy is in a wider spectrum, than in Fomalhaut. So I want to show in the mechanics a wider viewpoint and more possibilities in roleplaying.



In the system this means the following modifications:

Recommended level cap: 12. (Original:10)

Maximum bonus value: 12. (Original:10)
I kept the original bonus system of SaM.

At leveling, you have got skill points, it is equal to the number of your current skills. Maximum 2 points can be added on 1 skill. The character can learn new skills with 1 point allocation.

Example: Character has 4 skills, at leveling he or she got 4 skill points. 1st skill got 2 points, 2nd got 1 point, and a new skill learned with 1 point. Next time 5 skill points will be given.

Skills


Originally the M.A.G.U.S. system has two grade on the skills: Basic level (Bl) and Master level (Ml). These mechanics appear in our hack also. Level 1-6 means basic and 7 and greater is the master level.
The master level grants extra features for the character.


 M.A.G.U.S. is a skillful game, opposite of the old school and because the nature of the generic fantasy we need more skills, the following skills will be additionally in this game:


Science skills:


Read/Write: In the first level, the character can read and write basic texts. Skill check needed only in action or in case of difficult text. The base level for common writings, with the master you can read process difficult special scientific and legal texts.

Survival: Involves all of the survival knowledge. Setting fire, Orientation, Hunting, etc. With the base level skill, the character can survive in a known area, master level survivers can live in all of the terrains.

Cartography: Basic level users can only read with this map, master level users can create maps.

Knowledge(Legends): Basic level users know only their homeland and connected areas legends, masters know legends from around the continent and they are able to reveal the real background.

Architecture: Only masters can design buildings, the basic level is only theory.

Alchemy: Masters can brew powerful potions, dusts in a wide range. The basic level is for simple mixtures.

Demonology: Masters knows a lot of things in demonology area, but basic demonologist can find out information about common demons.


Rune magic: With a master level, the character can write magical runes, basic level users can read only the runes.



Common skills:


Etiquette: Masters knows etiquette rules from the whole continent, basic level ceremony organizers know only their area.


Drive Cart: Basic level drivers can control their carts secure way, masters can make dangerous tricks.


Evaluation:  With the basic level, the character can evaluate common values, the masters can find out the real value of rare and unknown things.

 
I have to add some science and common skills, because of setting reasons. Others that are left out maybe will be introduced in class or general feats. In an extraordinary situation, basic level skills can be used for solving master level problems, but DM must add +5/+10 to DC, depends on the difficulty.

Important: The Base skill point ammount increased to 4!

That is the first shot. Next time I will describe the base/master relations of the original skills. Then the secondary values will be discussed.

Combat mods:

Charging: for a succesful charge it must be minimum 10' clear distance between the opponent and the character.  The charger must dash (not allowed other move action, except for the opponent dies because of the charge attack) to the target and make a successful attack. If it is done the character can cause double damage.


Death rule: Instead of 0 the characters dies at -10 HP-CON bonus.(If negative, add the bonus to -10, for example if you have -1 CON bonus you die at -9) In the original game there was 2 types of HP: a hit point like and a health like one. This rules represents the health point in this system.
Optional: If you suffered critical hit you must increase the death threshold by 1.

CH (Critical Hit): If an attack is successful and beats the target AC with +10 or higher reduce the target's HP with the double amount. (x2 HP damage)

By P.


Contest in the Arena

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