D&D 5e SRD converted to D100

I have mentioned this SRD project before and Ken and I completed it at the very end of October. The bit I was most interested in was the monsters. As I run Rolemaster in the Forgotten Realms having easy to pick up and use encounters is a huge boon.

To see how D&D monsters stack up against RM monsters I took the humble Orc as a test subject. Below is a 1 to 1 comparison.

This is an Orc as defined by the D&D 5e SRD but converted to D100. (5e x5) I will point out that we did not convert hit points or damage by multiplying by 5 just the stats, skills and saving throws.

Orc

Medium humanoid (orc), chaotic evil

Armor Class 65 (hide armor)

Hit Points 15 (2d8 + 6)

Speed 30 ft.

STR DEX CON INT WIS CHA
80
(+3/+15)
60
(+1/+5)
80
(+3/+15)
35
(-2/-10)
55
(+0/+0)
50
(+0/+0)

Skills Intimidation +10

Senses darkvision 60 ft., passive Perception 50

Languages Common, Orc

Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack:+25 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

So the Orc gets +25 to hit but also has a stat bonus. In RMC terms that would be ST/ST/AG for the Great Axe or (15+15+5)/3 = 11.66 or 12 in terms of OB. Add those together and an D&D Orc would have an OB of +37. In Creatures and Treasures an orc has an OB of 40 with a melee weapon.

A D&D orc has 15 hits but add 10% of its Con = +8 for a total of 23 plus a 15% Con bonus give a total hits of 26 hits. In Creatures and Treasures an Orc gets 50 hits.  So you could just double D&D creatures hits by the look of things.

Armour Type-wise the D&D Orc gets Hide Armour which is AT 7 or 8, in C&T the AT is 8 so that is equivelent again.

Movement, the D&D orc moves 30ft in 6 seconds, the CT orc goes 50′ in 10 seconds so that is the same.

DB, the D&D orc has a Dex bonus of +5. The C&T orc gets a 30 including a shield. So +25DB vs +30DB (unless that was a +25/+25 shield which I doubt) I would call that pretty similar.

So off the page with only a bit of fiddling with the hit points D&D orcs seem almost on a par with a C&T orc. So how about something that is not in C&T? How would a 5e Owlbear look?

D&D Owlbear from the D&D SRD
An Owlbear for all seasons.

Here is the 5e stat block (converted to D100)

Owlbear

Large monstrosity, unaligned

Armor Class 65 (natural armor)

Hit Points 59 (7d10 + 21)

Speed 40 ft.

STR DEX CON INT WIS CHA
100
(+5/+25)
60
(+1/+5)
85
(+3/+15)
15
(-4/-20)
60
(+1/+5)
35
(-2/-10)

Skills Perception +15

Senses darkvision 60 ft., passive Perception 65

Languages

Challenge 3 (700 XP)

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +35 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +35 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

In Rolemaster the Owlbear looks like this…

So AT we have a large creature with natural armour so that is AT4.

#Hits = 59 + 9 + 15% = 78 hits.

OB and attacks-wise under the RM2 D&D conversion rules you don’t give multiple attacks, you increase the OB by 25% for every additional attack. That would give the Owl Bear a +90OB with large Claw or Beak attacks. (+35 to hit, =25 ST bonus +50% for multiple attacks)

DB is just +5.

Move is 80’/round.

That is a perfectly usable ‘classic’ D&D monster with no difficult maths. The question of do we need yet another Owlbear type monster is down the individual GMs to answer.

5e x5 SRD

I think the power of the 5e x5 SRD is with some of the stand out creatures like the Beholder and the Mindflayer (beware all you mentalist out there!). We do not have stats for them in any of the C&T books, although there is a sort of Beholder called the Eye Entity in C&T II.

Ken is selling the converted SRD, not just the monsters but the entire thing including the spells, magical items and so on in a Kickstarter format. You can have it for free but the bigger donation the more you get including free gift version so of his Aioskoru world and my 3Deep game if you have deep pockets. Also everyone who donates anything gets a mention in the credits (you will have to send Ken your details for inclusion). You can see how it is all set up by following this link.

 

 

Weekend Roundup: Sunday November 6th 2016

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Lots of news, info and entertainment to catch up on!

Sometime during the Interregnum?

Old School Renaissance.

Swim-Fu, the deadly skills of the Mermen-Monk.

Emulating the Worim “longskulls”?

Another Essaence Storm—damn climate change.

Here come the Omega Droids.

Real or Surreal?

Add another useful plant to the Rolemaster herb list.

If just 1 monsters could wipe out humanity…how do we survive the “Monster Manual”?

The downfall of the Althans.

Blasts from the Past.

What is old is new again.

Lords of Essaence facilities?

Ancient underground civilizations?

Can humans truly understand Elves?

Post money society. Good? Bad?

Land of Giants.

A new way of thinking.

Earthwarden Portal?

Bri’s Book Recommendation. The RELIC GUILD.

 

Gaming Styles – Roll it or Role it?

Twice recently, once on the ICE Forums and the second time here (http://www.stargazersworld.com/2016/10/26/falling-in-love-with-white-box/) the topic of how to check for traps has come up. There are two competing ideas, the first is what I call the Roll it option of declaring you want to check for traps and the GM says “fine, roll your skill”. The second option is you say you want to check for traps and the GM says “How are you doing that?” This is the OSR method or Role Play it version.

My Shadow World GM is one of the “How are you going to do that?” school. In that game I played a thief called Alfred and I was by far the most powerful character in the group. That is not egotism, it was an unfortunate fact. We were playing a high level game and we started out with pregen characters of 10th level. I have talked about this character a lot in the past so I won’t go into too much details. The GM made a mistake in the pregen character which both he and I recognised. The mistake was that in a group with only one fighter, in a very much hack and slash game, where the GM likes to put his villains in plate mail making the thiefs primary OB ‘thrown dagger’ was a serious problem. In Rolemaster it is not the hits that kill you but the criticals. If you have a character where the maximum damage they can do is 3CP and that  is from virtually point blank. Even throwing the dagger from 1′ away from your target incurs a -10 penalty on OB, at 11′ it is -20 and over 25′ it is -30. The character had a built in penalty to every single attack, extremely limited ammunition and pretty much anyone he fought could moving into melee in the next round and attack with a greater proportion of their OB than I could hit them with than I had used to attack them because of range penalties. The GM had given me AT5 with is a bit of a walking death sentence so overall beind cast as the second fighter in the group was not good for my prospects.

My solution was to immediately start developing two weapon combo and thrown dagger in the off hand. If I could only do tiny amounts of damage then I may as well try and double it up. The character was given Adrenal Move speed anyway so I could at least attempt to get 4 attacks in in the first round. If I could do 4 criticals then there was a chance I could put my foe down. Of course this was a long term solution as it was going to take many lavels to build up a new weapon skill and two weapon combo.

The GM soon realised that I was not effective in the role he had pretty much assigned me. In fact our first few combats went pretty badly. The fighter had been given 2H Sword and Frenzy and his best skills. The ranger was great with a long bow but was terrible with his shortsword. The fourth character was a magician. Our first four fights were all close quarters combats inside a tower, mostly on the stairs. Things did not go well.

The GM wanted a quick solution that was to dish out some powerful magic items. The fighter got a pair of laen broadswords and that motivated him to start investing in his secondary weapon and two weapon combo.

For me he gave a set of three uber daggers. They were +30 when thrown and hit as broadswords. At the end of the round they longdoored back to their sheaths. So all of a sudden from doing one ineffective attack each round I went to three full on broadsword attacks. I was throwing two of the daggers with my primary OB and one with my evolving off hand OB but with a useful professional bonus, plus stat, plus +30 for the weapon and just a few ranks made for an OB up in the 90s.

Within three game sessions I had totally eclipsed the fighter as the main battle tank in the group. I coordinated well with the mage and between us were were taking down the lions share of the enemy before melee even started. I had also from the very first time I spend DPs starteed to invest in a spell list. Concussion Ways was my first choice

But I was not a fighter I was a thief. It was me that scouted out the way ahead, it was me that defeated traps and opened the locks. Thieves are very much the skill using profession and they get a lot of skills very cheaply in RM2. Compared to almost everyone else I could ‘do it all’.

The GM had created this monster and in doing so he was finding it hard to challenge us. We played the game for seven years and during that time I tried to select magical items from our adventures that gave daily spell effects. So I had my own spells from just a few open channelling lists plus a handful of other spells that could be used a few times each day. Magically I was like a little low powered hybrid with maybe thirty spells to my name. Given that all my spells were 5th level to less my 50 powerpoints went quite a long way and then I gained a x2 multiplier so I pretty much had unlimited spell casting. In combat I was a death dealing gattling gun of magical daggers. The GM still used the combat phases so missile attacks, the GM included throw attacks in this phase, came before melee and movement. Out of combat I was the one with the broadest skill set.

I think the idea of ‘role playing your skills’ was introduced to try and limit my power in some respects. As I was accelerating away from the other characters in the party my skills were improving rapidly. So when I approached a lock I was throwing a +120 to +140 skill at it. Even absurdly difficult locks were 50/50 and in that situation I would use meditation that gives a +20 bonus. That pushed the odds to 70/30 in my favour. You cannot fill the world with everything being so insanely difficult that all rolls are made at -70 just to make it challenging. That was when the GM suddenly started asking me ‘How’. so when I said I wanted to check a lock for any traps he would reply with ‘How was I going to do that?’ This sort of had me on the back foot for a few minutes until I could think of a few logical methods for what I wanted to look for and how. As I am a RoleMaster player I started thinking abou this. If I am looking for any additional holes that could be exit holes for needles, for trying to feel for any weak spots or dimples on the wood that may suggest they are just a thin veneer hiding points where needles or blades may come from (just as examples) why am I not now using General Perception? If I was not a a thief profession and I asked my GM the same questions in the same situation he would probably allow me to roll perception to see if what I am looking for is discernable. No GM is ever going to say “No, you cannot roll to see if you can see that.” when the player is stood right next to the thing that they want to look at. They may not see it but that is another issue.

So if my knowledge as a player is less than a 23rd level thief is my thief’s ability limited by my lack of knowledge? Do you ask the healer exactly how they are going suture a wound? How the mage is going to cast fireball? I have never heard of anyone trying to use this roleplaying technique for anything except the stealth and subterfuge skills.

In the example of OSR role playing on the ICE forums the example given was again the poor old thief.

A thief suspended from a rope to steal something.
I defy anyone to describe their character doing it like this and not to end up on their backside with a duff roll at some point!

On another point if you are playing the thief character, you can possibly bring rangers into this as well, and you are asked “How are you going to do that?” you could quite possibly come up with a dozen suggestions. Each one you describe what you are attempting, the GM describes what you discover. You then try something else and you get the feedback on that and so on. You could quite easily ‘waste’ half the entire game session with just you trying to detect a trap on a chest when there is no trap there to be found. The rest of the party need not have even bothered to come.

I think in Rolemaster with its sophisticated skill system, particularly with the more compact meta skills that Brian and I use the OSR approach is unnecessary. It slows the game and devalues the skills. If you are only as good at Survival as the play playing the character why bother buying the skill? You would be better off just buying more ranks in General Perception as everything from tracking to detect traps to lip reading and interogation can all really be described in terms of perception rolls looking for tell tale signs.

The more I think about this OSR way of doing things the more I think of it as incompatible with the Rolemaster system.

Revisiting Spell Law. Spell casting mechanisms Pt. 4 Mentalism.

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The changes we made to casting mechanics for Essence and Channeling seemed obvious (to us) and were fairly straightforward, but we really struggled with the Mentalism realm. It could be argued that mentalism is the least restrictive of the realms: no armor penalties, a broad range of spell abilities and not much for casting requirements. One of our goals with Project BASiL was to increase the differentiation between realms and build some specific advantages and disadvantages for each.

Based on how we saw Mentalism working we kept the basics and then added 1 major advantage and 1 major disadvantage

The basics:

  1. Helmets or head coverings interferes with casting. There are no other armor or encumbrance penalties for casting Mentalism.
  2. Spells don’t seem to require a verbal or gesture component. Mentalism casting is purely a thinking exercise of forming “mental frameworks”.

Major Advantage: Casting Time. Since Mentalism spells can be formed and cast at the “speed of thought” we’ve made all Mentalism spells casting time either Instantaneous of 1 rnd. That may sound extreme or unbalancing but this is offset by the disadvantage.

Major Disadvantage: Concentration Requirement. While Mentalism spells are quick to cast, those that work over a duration require the caster to maintain concentration while the spell is in effect. Concentration is a -50% to all actions, so maintaining a spell can have a real impact on the caster.

We made Magical Language skill a requirement for Essence Casting and Prayer skill a requirement for Channeling. For Mentalism we use “Mental Focus” skill. This skill allows the caster to not only offset the concentration penalty, but “partition” their mind to allow concentrating on multiple tasks. That means that Mentalism spell casters can cast and concentrate on multiple spells (not to exceed -100% and total spell levels not to exceed Mental Focus skill ranks).

As an example, Caylis the Monk 10 ranks, +60 in Mental Focus. He decides to cast Nightvision (3rd lvl) and then Waterwalking (5th lvl). Since he is concentrating on 2 spells, he would be at –100 to all actions, but the penalty is offset by his 60 skill bonus. Therefore Caylis is at -40 for the duration of the 2 spells.

Overall, we’ve been happy with our revised casting mechanics. The various realms offer real plusses and minuses for the players and greatly changed the calculation when choosing spells.