Tuesday, January 19, 2010

Old Dragonball Z RPG House Rules 3

Experience and Option Points

5 XP = 1 OP

XP is earned through combat and training. For every point of XP you gain, you add that to your Power Level.

Spending Option Points
Improve a Characteristic = Cost is 2 times the next level.
Improve a Skill = It costs a number of OP equal to the next level. So to raise a skill from 5 to 6, it will cost 6 OP. You need to purchase each level; you can not spend 10 OP to jump from level 7 to 10. You need to pay 8 points to improve the skill to level 8, then 9 OP to raise it to level 9, etc…
Purchase a Talent/Perk = (GM’s permission only) 3 OP per level.
Improve Hits/Defense = you must spend 15 OP to improve your Hits and Defense. They raise together, your Hits raise by 10 and your Defense rises by 5. This is always the case.
Improve Power Up = 1 OP improve your Power Up by 1 point. You can only improve these in increments of 10.
Improve Physical Techniques = The next level of damage is the OP cost.
Gaining a Special Power = ((this was blank on both versions. Gasp!))

Old Dragonball Z RPG House Rules 2

Knock Back
Physical Attacks (Punches, Kicks, Weapons, Physical Techniques, etc...)
Subtract the number of the attack dice from the Target’s physical characteristic + 1d6. The result is the MOVE distance of Knock back done. The target is knocked down if the resulting MOVE exceeds their Physical.

Energy Attacks
(Laser guns, Chi blasts, etc...)
Same as physical attacks, except that you take 1/4 the attack dice of the energy attack from the Target’s Move characteristic + 1d6. Deflection prevents knock back if it successfully resists the attack.

Collision Damage
When two objects collide, the damage is 1d6 per every 2 MOVE (10 ft.). So a person that is punched, flies 10 ft. through the air and hits a tree takes 1d6 damage. A person that hits a tree after being thrown 35 feet back takes 3d6 damage. Collision damage ignores defense.

Old Dragonball Z RPG House Rules 1

I was looking back at some old files and I many of my old Dragonball Z game rules. It's been around 5 to 8 years since I have played, so I do not remember how the game works or what the differences were in the various document editions. I know that I was working with a friend who always wanted to change things about the game. I did not always agree with his changes, but it was a joint venture so I had to roll with it.

The Rules of the Game

These rules use those presented in the DBZ core book plus those in the Freiza Saga book. However, these rules take precedence over those in the book.

The Basics
Punch damage = Physical
Kick damage = Physical +1d6, -1 to strike
# of Attacks = Move/2
Initiative = (Mental + Move)/2
Walk = (Move)/2
Run = Move
Sprint = Move x 2
Leap = (Move)/2
Swim = Physical
Max = Max weight you can pick up from a dead lift to your chest, or drag. You can not move with this amount.
Lift = 1/4 Max. The maximum weight you can carry and still move up to ½ your
Move skill, Evasion skill becomes 0.
Carry = 1/4 Max. The weight you can carry without any movement penalty.
Throw = Weight equals carry. Maximum distance you can throw an object.
See below for heavier objects.
Defense = Physical x 5
Hits = Physical x 10. Then, multiply your Hits by 25%, round down. Fill this number in the 25% (-1) row. Double that and place it in the 50% (-3) row. Triple the score for the 75% (-5) row.
Pwr. Up = [Mental + Physical]x10. This can only be accessed if the character has the Power Up talent.
P.Level Without Martial Arts or Power Up: Physical + Mental.
If the character has either or both of the above mentioned traits, see the trait description to determine their Power Level.

==============================================================

Thursday, January 7, 2010

Final Fantasy SAGA edition

I found a great website: Final Fantasy SAGA edition. I was looking for a site like this for some time and I finally found it!

For the large part, I'll use the game as is. I'm planning on implement the following changes:

Mana points. I want the game to better reflect the Final Fantasy games. I want mages to use a spellcasting point-based system. I'm still debating on how to run the points and what to assign each spell.

More spells. Fira, Firaga, Fira Strike (was Fira II) and Fira Storm (was Firaga II), Blaze spikes, and so on.

No instant-death spells. While that IS more like FF games, I just don't want my major NPCs to be killed by a single spell.

I have not looked over the skills closely so I don't know if I'm going to revise anything.

Anything else is setting-specific: Races, cultures, etc.

I hope I get to GM this!

Monday, December 28, 2009

Socializing

I've been so busy with things that I'm almost never home. I intentionally did this to avoid being lonely in the first few weeks after moving into my new place. I think I'm getting to the point that I need to have some Me-time. At least, more than the 1 hour I have after coming home and just before going to bed.

Tuesday, December 22, 2009

More Japanese Dungeons and Dragons

Here is a link to the Japanese D&D homepage. One thing that piqued my interest were images of the characters used in their 4E D&D game that would later be published as replays. I'd post their stats but at the moment I can't get a good translation:

Gray, Tiefling Rogue (Player: Kotomi Hashido, illustrator)
Photobucket
Photobucket

Ralph Ward, Human Warlord (Player: Ukyo Kodachi, writer)
Photobucket
Photobucket

Zanadin, Dragonborn Ranger (Player: Naka Amada, writer)
Photobucket
Photobucket

Aura, Eladrin Breast-pact Warlock.. Oops! I mean Fey-pact Warlock (Player: Asako, editor)
Photobucket
Photobucket

Dolin, Dwarf Fighter (Player: Katsura, translator or husband of the translator.. My Google translator is very unclear on this)
Photobucket
Photobucket

This is what I wanted to see when I saw the 3.5 PH from Japan.

Japanese and Dungeons and Dragons

I've always been interested in the Japanese culture ever since I traveled there as a child. They always had the best toys and the best cartoons. As I grew up my love for Japanese entertainment rekindled with anime, manga, and Godzilla. I was there buying Ranma 1/2 BHS tapes before being into anime was "cool."

As a table-top gamer Japan's RPGs always fascinated me (called table-talk role playing games, or ttrpg over there). I've always wanted to see their games with their own rules and see their versions of games like Dungeons and Dragons. When I met and GMed for a group of Japanese players I got a little peek into their world. Here are some of the things I noticed:

1. The Japanese players I met were very team-oriented. More so than the groups I gamed with at the time (really, it's no surprise.).
2. Their 3.5 D&D rulebooks are identical to ours. Same covers, art and everything. I was disappointed by this. I wanted to see manga art with Japanese sensibilities throughout the book. There was none.
3. Lots of barbarian love. The group consisted of Minni (halfling barbarian/fighter), Claud (human barbarian/cleric of Kord), Sakura (human barbarian/fighter), Vance (human mage), Ederic (human cleric). I asked about this and I was told that the barbarians were totally new to Japanese culture. It's just like our culture and how for a while EVERYTHING was a ninja.
4. The Japanese players did not role-play... Much.
5. Sakura blew my mind. I pictured everyone playing things straight out of Core with a very no-nonsense attitude about the game. Sakura was Sakura from Street Fighter. She dressed as a school girl and her weapons were battle yo-yo's that used the blade dagger stats. I love that kind of stuff (personally I would have requested she have a different name so that she was not a total copy of the character, just 99% of a copy).

I won't comment on my game other than my usual whining: My friend told me the evening before that I was GMing for them and that he wanted me to write my own game.. And that it had to involve saving his PC.. And only half the group could speak English.

In the end it was a LOT of fun and I was honored to run the game.

I even left them with a legacy: I gave the halfling ftr/brb a dagger that could be used in the shadow of the target to act as a Hold Monster spell (ripped from the Slayer's Shadow Snap spell). She later used it to save the group by stopping the bad guy and allowing the group to escape from a collapsing tunnel.

I found the website to the group: The A.D.D.A. Homepage

Since I can not speak nor read Japanese I had Google translate the site. It's pretty featureless but it has info on their campaigns. They play 3.5 ed on the Grayhawk world. There is a message board of some sort but I don't know how to access it.