Wednesday, March 15, 2023
A Hack'D & Slash'D core rules update
Tuesday, March 14, 2023
Clean Up
· All characters start with a simple weapon (damage 2). If this is a heavy weapon, the hero can add MGT to that damage; a simple ranged weapon has a range of 30’.
· Starting armor is nothing for a mystic (armor 0), padded armor for a rogue (armor 1) or ring mail for a warrior (a low-quality heavy armor rating 3). Leather is going to be armor 2; studded leather is going to be armor 3; chainmail will be armor 4; plate mail will be armor 5.
· None of the starting gear has any market value; these things cannot be traded in as credit towards the first upgrade.
· Replacing any of these weapons, or purchasing an additional weapon, costs 3 gp.
· Skarn’s gauntlets were too much of a game changer. I’ve changed them to lesser gauntlets of might that grant +1 to might.
· I’ve changed the honey so that a drop restores 3 hits. This makes it a slightly less powerful magic item, but more suitable for a level 1 character. I’m thinking a standard healing spell will restore 5 points per mana spent (as of my current thinking), so this is a little less powerful than a standard healing spell.
Armor 3; Hits 7; Move 40’; 2 dirks (2); simple crossbow (2/30’)
INT 3; MGT 0; PER 0; REA 2; REF 4; STA 2
Two weapons; sneak; thievery; +1 to primary damage if attacking a foe from side/behind.
Studded leather armor; adventurer’s pack; tool kit; 8 gp
Armor 0; Hits 6; Move 30’; dirk (2); Sling (2/30’)
INT 2; MGT 0; PER 2; REA 4; REF 2; STA 1
Lore (+1 when checking journal regarding Castle Vulkan)
Traveling robes; adventurer’s pack; 24 gp
Armor 3; Hits 9; Move 30’; Heavy Footman’s Axe (7) + Quality Hand Axe (3)
INT 0; MGT 5 (4); PER 1; REA 0; REF 2; STA 4
Two weapons; Check level on a successful attack for bonus attack (primary weapon only)
Ring mail armor; adventurer’s pack; lesser gauntlets of might (+1); 19 gp
Armor 4; Hits 8; Move 40’; Heavy blade (4); Sling (2/30’)
INT 1; MGT 3; PER 3; REA 0; REF 1; STA 3
Shield Bearer (can share shield within 10’); check level on a successful attack for bonus attack
Ring mail armor; shield; adventurer’s pack; 1 vial holy water; 1 antidote; 4 gp
Vial of bees’ honey; each drop restores 3 hits (12 drops left)
Fixed Damage
Monday, March 13, 2023
Delvers of Daggerford Session 2
I did an interlude in town between forays into the dungeons of Castle Vulkan. After a series of roleplaying encounters, the characters have some upgrades. I've added a link to the actual play notes over in the Hack'D & Slash'D resources tab so I don't have to link it every time.
The Delvers of Daggerford
Grubs - sly human rogue 1 (205 XP) Armor 2; Hits 6; Move 40’; 2 daggers (1d6); light crossbow (1d6, 60’) INT 2; MGT 0; PER 0; REA 2; REF 4; STA 2 Two weapons; sneak; thievery Studded leather armor; adventurer’s pack; tool kit; 8 gp |
Mim - insecure gnome mystic 1 (215 XP) Armor 0; Hits 7; Move 30’; Dagger (1d6); Sling (1d6, 60’) INT 2; MGT 0; PER 2; REA 4; REF 1; STA 1 Lore (+1 when checking journal regarding Castle Vulkan) Traveling robes; adventurer’s pack; 24 gp |
Skarn - grizzled dwarf warrior 1 (195 XP) Armor 3; Hits 10; Move 30’; Heavy Axe (1d6+7) + Hand Axe (1d6+1) INT 0; MGT 7 (4); PER 1; REA 0; REF 1; STA 4 Two weapons; Check level on a successful attack for bonus attack (primary weapon only) Chainmail armor; adventurer’s pack; gauntlets of ogre’s might; 19 gp |
Vessa - noble elf warrior 1 (205 XP) Armor 4; Hits 8; Move 40’; Sword (1d6+3); Sling (1d6, 60’) INT 1; MGT 3; PER 3; REA 0; REF 0; STA 3 Shield Bearer; check level on a successful attack for bonus attack Chainmail armor; shield; adventurer’s pack; 1 vial holy water; 1 antidote; 4 gp |
Sunday, March 12, 2023
Thoughts on Multi Classing
Delvers of Daggerford Session 1 Reflection
Upon reflecting on yesterday’s session and tinkering with the rules, I’ve got a few takeaways:
I keep forgetting about the warrior’s ability to claim a second attack on a successful attack! I’m not sure why I don’t remember that - it’s kind of THE warrior ability. I had two warriors on the adventure, and they both hit a few times, so the odds of getting a second shot in were actually pretty good - that would have skewed things a little bit in favor of the heroes. Okay. Note to self: remember that!
I’ve tinkered with the rogue a little bit to give him the benefit of getting a level bonus to damage any time a foe is not targeting you directly; I’ve always found the mechanism of ‘sneak attacks’ tricky in practice - you use your sneak attack, but then try to sneak again? LIke your foe wouldn’t see you? I like that smarter foes are going to realize that you’ve got to go after the rogue, while fighters keeping the foe busy while rogues stay off to the side and take cheap shots is more on brand, and easier to adjudicate.
I did a total rewrite of the XP rules on the fly, and the more I think about them, the more I like them. I upped the numbers to be closer to the B/X structure, but all XP comes from encounters. There’s no link between XP and treasure, because I feel like that can easily upend the whole XP structure; you clear out a dragon’s hoard, and suddenly you all gain two levels. Not in MY game!
I really like how I'm creating the dungeon as I go - I have a log book that has a small graph paper area and lots of room for notes. These are very messy looking, but each page will effectively be a 'five room dungeon' part of the larger dungeon complex. I haven't worked in pencil and paper format for a while, and it feels more old school to be back in there...
Saturday, March 11, 2023
Delvers of Daggerford
I made some changes to the rules and then created four characters for Hack’D & Slash’D 2.0 to playtest the rules and to build a big dungeon crawl… and to give myself something to do. I gave them a little bit of extra starting gear and zeroed out their starting cash for simplicity’s sake.
I figured that would be it, but then I ended up playing for a few hours this afternoon, and started an actual play log. As per usual, I record a LOT of information as I solo play. It helps me keep track of what's happening if I write it down... and it helps later with analysis. You can follow the play experience right here.
The Delvers of Daggerford
Vessa - noble elf warrior 1
Armor 3; Hits 8; Move 40’; Sword (1d6+3); Sling (1d6, 60’)
INT 1; MGT 3; PER 3; REA 0; REF 0; STA 3
Shield Use
Chainmail armor; shield; adventurer’s pack
Grubs - sly human rogue 1
Armor 1; Hits 6; Move 40’; 2 daggers (1d6); light crossbow (1d6, 60’)
INT 2; MGT 0; PER 0; REA 2; REF 4; STA 2
Two weapons; sneak; thievery
Leather armor; adventurer’s pack; too kit
Skarn - grizzled dwarf warrior 1
Armor 3; Hits 10; Move 30’; Heavy Axe (1d6+4) + Hand Axe (1d6)
INT 0; MGT 4; PER 1; REA 0; REF 1; STA 4
Two weapons
Chainmail armor; adventurer’s pack
Mim - insecure gnome mystic 1
Armor 0; Hits 7; Move 30’; Dagger (1d6); Sling (1d6, 60’)
INT 2; MGT 0; PER 2; REA 4; REF 1; STA 1
Traveling robes; adventurer’s pack