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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Work proceeds on book 2. Page edits through illusion magic completed.

    Working on book 2 appendix materials.
    Sample : magic stuff & daemonic possession appendixes current subject matter
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    APPENDIX A -- Magic -- grab enchantment and illusion page from other pdf as page 2 of this

    The reason behind rewriting the spells in this revised version is simple, some of them were complete trash and others were hard to figure out. Our methodology for rewriting spells is fairly simple, to make choosing one spell over another into a difficult decision and to better describe the spell's mechanical effects. For example, we took the 5th level Evocation spell Meteor Storm (Book 1, p.??) and the 5th level Healing spell Resurrection (Book 1, p??) as a baselines for 5th level spells and all other 5th level spells were compared to them. We asked would we consider taking the other spell over Meteor Storm or Resurrection? This also gave us a non-spell metric to compare 5th level spell effects to; burning a Hero Point (Book 1, p.??). To survive Meteor Storm (averages about 25 to 30 wounds), or simply not be permanently dead, many characters would have to burn a Hero Point. So a 5th level spell should let us either survive a Meteor Storm, make someone spend more than one Hero Point, burn a Hero Point, or allow someone to not need to a Hero Point. Naturally, some effects don't lend themselves well to that sort of comparison, most illusions and divinations being a good example, and we went with the question "if you had to choose one magic school based on these spells would you choose this school over those schools?" for those.

    Our general magic guidelines are as follows:
    Non-combat spells are incredibly dangerous to cast during combat.
    -- Done by making you helpless until your next turn and having the casting action be at least a Full Action.
    Enable different saving throws (seriously, Enchantment was _all_ Arcana+Willpower saves).
    -- We added: int, dex, com, fel, wis, size, str.
    Enable different attack rolls (using the optional rules presented in the notes).
    -- Level+Attack skill, Dexterity+Attack skill, Arcana+Attack skill, Level+Dexterity, Arcana+Dexterity.
    -- Choose one to use for everything, choose several and let the caster choose, or allow free choice among them all.
    Reduce argument and frustration for SMs and players using illusions and mind control spells.
    -- That's on the next page.
    Attack touch spells last through the caster's next turn so they don't have to provoke and opportunity attack.
    -- Several Evocation touch range attack spells had this issue.
    Non-attack touch spells should provoke an opportunity attack when used offensively.
    -- This is for the spells that can be 'buffs' but may also have negative consequences for the target if used correctly, like the Transformation spell (Book 1, p.??) which stops the target from casting most spells and using pretty much all weapons and armor.
    Spells that don't work right when someone knows you cast a spell on them have to be subtle (a serious issue in some other games).
    -- Consider the effect of Charm Person (Book 1, p.??) if a character had to stand up, wave their arms around, say "I-ay ast-cay arm-chay erson-pay!", and the target knew they rolled a Willpower saving throw against a mind affecting spell at that same moment. It doesn't matter if they'd fail the save, because they know you tried mind control magic on them and therefore you're a terrible person who should be shot and killed.
    All spells are useful and choosing only one is difficult.
    -- The original Permanent Image spell (Book 1, p.??) was the original Image spell (Book 1, p.??) but without the continuing concentration requirement.
    The effects should be reasonably easy to use or rule on because of what they're supposed to do.
    --

    ************************************************** *********
    APPENDIX B -- relevant original text of spells tat were replaced or underwent significant changes **************************

    Presented her in their original text are the are the spells that got whacked. This is for comparison and just in case you wanted to use any of them. Also noted is the reason for the change(s).

    Abj: knock, mage armor, dispel, disjunction, wall of force *2* voidskil, endure
    Conj: servant, call item, blink, gate *2* web, cloud, blade, incend
    Div: augury, mind net *2* legend, forsee, hindsight
    Ench: stun, whatever designated target replaced, geas *2* shock & awe, suggestion, demand, amnesia
    Evo: MM, grasp, aura, wall *2* prismatic ray, lightning ring, maelstrom
    Heal: cures, boon, rebuke, resurrection *2* heal, divine pow
    Illus: programmed & permanent *2* script, deram, mislead, screen
    Necro: speak dead, corrupt earth, consume soul *2* burning blood
    Trans: enlarge, polymorph, dragon form *2* enlarge, stone tell, control weather, iron body

    APPENDIX C -- daemonic possession ************************************************** ***********

    What happens when someone gets possessed by a daemon? Well, it depends on the daemon. We'll be assuming that the possession attempt succeeds here.

    If you're using the Daemons out of the book 1 antagonists chapter take your selected victim and;
    1) Increase their strength, constitution, and willpower by 1 each if it's a lesser daemon, and by 2 each if it's a greater daemon. This can take stats to 6 or higher.
    2) Add the traits Daemonic (+con to AP & HP), Darksight, and Resource.
    3) Increase the victim's level by 1 to a maximum of whatever the possessing daemon's level is.
    4) Increase their Resilience by 1 too. This is so you don't have to worry about if the level increase affected it, we'll just say it did.
    5) Double check that you've recalculated the hit points, speed, and whatever else correctly.
    6) If it's a greater daemon they also get the warp fire breath weapon.

    If you're using our suggested daemon modifications or one of the randomly generated daemons take your victim and;
    1) Increase their strength, constitution, and Resilience by 1. Level by +1 if it's less than the daemon's level.
    2) Add the Darksight trait and make them a daemonhost exalt with a power stat equal to the daemon's level. This means a magic school, bonus armor, resource points, etc.
    3) If the daemon has any feats, special powers, extra magic schools, gun katas, or sword schools you add those too.
    4) Use the better of the daemon's skills or the victim's
    5) Double check that you've recalculated the hit points, speed, and whatever else (don't worry about Resilience) correctly.
    6) If it's a greater daemon they also get the warp fire breath weapon.

    Here, let's take a generated lesser daemon and a regular soldier getting possessed.

    Daemon:Str: 3, Dex: 3, Con: 3, Int: 2, Wis: 3, Will: 3, Cha: 5, Fel: 1, Cmp: 2, Static Defense: 20, Armor(all): 10, Resilience: 4, Hit Points: 9, Init+: 7, Ground speed: 6, Level: 2, Size: 4, Social Defense: 15, Resolve: 7, Resource Points: 12,
    Dodge: 4K3. Weaponry/Parry: 4K2. Sense: 4K3. Stealth: 3K3. Arcana/Detect: 4K2. * Bite/Claws, 5K3, 5K2 R, p0, Tearing. * When down enemy in melee make another attack to adjacent enemy, +1 wound when doing crit dmg, if All Out Attack wounds repeat attack once, test Con vs 10+5/round to resist stuns. Recovers RP equal to wounds from biting and by 3K3 vs 10+2/spent as a free action (fail gains 1 RP and 1 E dmg body wound). May spend 1 Resource to add +2 magic school ranks for the current spell cast. * Fearless(Angry)[immune + 3K3 vs 15 to not fight]. * Illusion at 4k2 (int), Spells: Disguise: TN 10, Self Noncombat Sustain(reaction) S: full sensory disguise, Scrutiny v casting result to detect. Invisibility: TN 15, Self Full Act Subtle, as Stealth roll, pops on offense or 2 minutes. * Arcana:2, 4K2. Perception:1, 4K3. Acrobatics:1, 4K3. Ballistics:2, 4K2. Brawling:3, 5K3. Larceny:2, 5K3. Weaponry:2, 4K2. Inorganic: Immune to breathing, vacuum, mind affecting, bleeding, toxins. Takes half E type damage. Extra Feats: Cleave, Iron Jaw, Devastating Critical, Furious Assault Daemonic: Extra HP and armor. Sees through all darkness. Fear Caster: Fear(1) to31meters, TN 10+5/rank.

    Well, let's only take what we need. (we cheat and npc daemon hosts get their damage reduction as bonus AP for simplicity)
    darksight, daemonhost power level 2, con+2 bonus ap not vs magic/silver, resource points will+cha+4, When down enemy in melee make another attack to adjacent enemy, +1 wound when doing crit dmg, if All Out Attack wounds repeat attack once, test Con vs 10+5/round to resist stuns. Recovers resource points by 3K3 vs 10+2/spent as a free action (fail gains 1 RP and 1 E dmg body wound). May spend 1 Resource to add +2 magic school ranks for the current spell cast. * Fearless(Angry)[immune + 3K3 vs 15 to not fight]. * Illusion at 4k2 (int), Spells: Disguise: TN 10, Self Noncombat Sustain(reaction) S: full sensory disguise, Scrutiny v casting result to detect. Invisibility: TN 15, Self Full Act Subtle, as Stealth roll, pops on offense or 2 minutes. * Arcana:2, Perception:1, Acrobatics:1, Ballistics:2, Brawling:3, Larceny:2, Weaponry:2

    And now the soldier.
    Stats phy=3, else=2, Acrobatics 1, Perception 1, Common Lore 1, Intimidate 2, Scrutiny 1, Weaponry 2, Ballistics 2.
    Speed 6, Size/Resilience 4 / 4, Static Defense 17, HP 7, Feats Weapon Proficiency (Ordinary, Parrying, Las). Sound Constitution x 2, Jaded, Armor Proficiency (light, medium), Armor Flak Vest, Gauntlets,(5 AP; Arms, Body)Helmet (4 AP; Head), Attacks Knife (4k2 R; Pen 0), Lasgun (60m; S/3; 3k2 E; Pen 0; Clip 60; Reload Full), Gear Uniform, Flak Armor, Lasgun, 2 Energy Packs, Micro-bead, Torch, Level 2

    Combine for:
    Str4 dex3 con4 else=2, level 2, resource points 8 [2k2 vs 10+2/spent as a free action (fail gains 1 RP and 1 E dmg body wound)]
    Acrobatics 1 4k3, Perception 1 3k2, Common Lore 1 3k2, Intimidate 2 4k2, Scrutiny 1 3k2, Weaponry 2 4k2, Ballistics 2 4k2, Brawling 3 5k3, Larceny 2 4k2,
    Speed 7, Size/Resilience 4 / 5, Static Defense 17, HP 8, AP flak 5(arms/body) 4(head) + daemon +6(all) not v magic/silver
    When down enemy in melee make another attack to adjacent enemy, +1 wound when doing crit dmg, if All Out Attack wounds repeat attack once, test Con[4k4] vs 10+5/round to resist stuns, Fearless(Angry)[immune + 3K3 vs 15 to not fight]
    SEE IN DARK. May spend 1 Resource to add +2 magic school ranks for the current spell cast.
    Illusion at 4k2 (int), Spells: Disguise: TN 10, Self Noncombat Sustain(reaction) S: full sensory disguise, Scrutiny v casting result to detect. Invisibility: TN 15, Self Full Act Subtle, as Stealth roll, pops on offense or 2 minutes.
    Knife [4k2](5k2 R; Pen 0), Lasgun [4k2](60m; S/3; 3k2 E; Pen 0; Clip 60; Reload Full), unarmed [5k3](4k1 I pen0 +fatigue), Gear Uniform, Flak Armor, Lasgun, 2 Energy Packs, Micro-bead, Torch.

    Heh, he's going to be a problem for someone isn't he? He got a little stronger, rather tougher, has more attack options, and can case Disguise & Invisibility.

    What if we go with the regular by-the-book lesser daemon?
    Stats str4 dex3 con4 will3 else=2, level 2, resource 8, SEE IN DARK
    Acrobatics 1 4k3, Perception 1 3k2, Common Lore 1 3k2, Intimidate 2 4k2, Scrutiny 1 3k2, Weaponry 2 4k2, Ballistics 2 4k2.
    Speed 7, Size/Resilience 4 / 5, Static Defense 17, HP 13, AP 4(all)+flak(5 body/arms)(4 head)
    Feats Weapon Proficiency (Ordinary, Parrying, Las). Sound Constitution x 2, Jaded, Armor Proficiency (light, medium), Armor Flak Vest, Gauntlets,(5 AP; Arms, Body)Helmet (4 AP; Head), Attacks Knife [4k2](5k2 R; Pen 0), Lasgun [4k2](60m; S/3; 3k2 E; Pen 0; Clip 60; Reload Full), Gear Uniform, Flak Armor, Lasgun, 2 Energy Packs, Micro-bead, Torch

    Well... He has more HP and AP than before, almost double. He goes from taking 32 damage (ap 5) before starting to fold to 70 damage (ap 9) before getting into crit 2 territory. Of course the random generation daemon went to 45 damage (ap 11) and got magic plus more & better attack choices.


    Edit: continuing progress. Spells & gun kata edited. Working on vehicle rule pages now. Found minor error/omission in good & best quality armor text. Not replacing the page because it would break many many links, so will live with font inconsistencies and a note blaming proof readers.

    May end up adding pages in this or the spelljamming section, requiring re-numbering all pages after that. Would add pages in pairs to maintain "book look".

    Will note: basically every suggestion anyone put in this thread ended up in the revision.

    Zero-g personal combat appendix
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    APPENDIX F -- ZERO-G COMBAT ************************************************** *********
    DM Note, Fighting in zero-G: It may happen at some point that your players get into a fight where gravity (natural or artificial) is not present. We present these optional rules for movement and fighting in zero-G combat.

    This section depends a lot on the concept of being braced. That means that you're somehow secured on or against something stable. It can be holding onto a strut with one hand, being tied to (immobile) heavy equipment, hooked around a pipe, glued to a wall, or clipped to a tie-down point. One very popular choice is heavy magnetic boots on (most) spaceship hulls. Basically life is just easier if you aren't flailing around without anything to grab hold of and steady yourself on.

    We introduce here a new condition: Out of Control (or "All Spinny" if you like that instead). When you're Out of Control you get half your normal rolled dice to do anything. You can stop being Out of Control if you can grab onto something and brace yourself. Generally you can test any of Athletics, Acrobatics, Brawling, Tech-Use (if you have an appropriate device), Weaponry (for whips), Ballistics (lassoes, fire extinguishers, and grappling hooks), Piloting (jet-packs, and fire extinguishers again), or just about anything you can justify. The base TN is 15 and you get a free raise if you're using something designed for this purpose. That includes grabbing onto crash webbing, those convenient 'don't fall into space' safety lines NASA uses, and the ever popular magnetic space-boots.

    Ranges of thrown and muscle powered projectiles (a kind SM may include crossbows of various sorts) are tripled, other weapon ranges are unaffected as their accuracy/range interaction is not primarily dependent on acceleration due to gravity.

    Your effective strength is halved for melee strikes unless you're braced against something. Damage inflicted by and during grappling is unaffected, as are parrying weapons (using short stabbing motions) and weapons with the Power Field effect.

    The short version of the rest of this: If you aren't braced take cumulative -1k0s until you stop to brace or steady yourself. Getting around is usually TN 15, and stopping is TN 10. If you're hit by an explosion test against the damage or get knocked off and go out of control.

    Melee attacks take a cumulative -1k0 penalty per attack unless you're braced somehow. This carries over from turn to turn as long as you're making continual attacks. If you take the multi-attack action three times in a row using Swift Attack each time your first attack one the first round is at -1k0 and your last attack on the third round will be a -6k0. Projectile weapon attacks take the same penalty for the number of shots that they've previously fired. Using Double Tap for three rounds your first shot is at no penalty, but the last shot is at -5k0. Using automatic weapons without bracing loses the normal +2k1 bonus and applies a penalty equal to half the RoF being used. An long burst from an autogun will get you a -5k0 penalty, doing it again the next round ups then penalty to -10k0 as you spin around in space scattering bullets everywhere. This is when the Grim Servant 'O Death hinderance comes into play. Taking a half action to brace yourself against a solid object or something negates and resets the penalties to zero.

    If you can't fly then you're getting around by climbing (Book 1, p.XXX, but you can't fall and get a free raise to everything), jumping (Book 1, same page, but you travel 10x the 'distance' each round in a straight line and get a free raise), or using some means of artificial propulsion. That's usually a jet-pack (Piloting) or shooting a projectile gun in the opposite direction (Ballistics). Directed energy weapons, needlers, and rocket launchers are just about useless for propulsion. Flamers are actually easier to use as a means of travel since they give a lower but steadier thrust than the explosive jolts of projectiles. Changing direction is often accomplished using Dexterity, perhaps aided by Acrobatics, with a normal TN of 15 modified by how fast you're going and how precisely you need to aim your trajectory. Trying to come to a near stop is just TN 10. Of course you can always grab onto something, brace yourself, and then jump off in the desired direction too.

    Being caught in the blast of an explosion tends to throw people around. If you're braced you can test Athletics+Strength against the damage roll to stay put. That's assuming that you're the one holding on. If it's a piece of equipment doing the holding you just have to hope it doesn't get too damaged. If you aren't braced then you test Acrobatics+Dexterity against the rolled damage to prevent going Out of Control and you're still getting pushed away from the blast. Treat anything that would knock you prone or fling you around in the same manner as an explosion.

    In the course of your game there may come a time when some critter or creature should be naturally adept at zero gravity stuff. Like space kaiju take no form of penalties in ship-to-kaiju combat sort of things. Great. Either they can fly or they have some way to brace themselves (suckers, natural glue, anything your diseased little brain can think of). If they have to roll they automatically get two free raises (or knock 10 of the TN, same thing). There's also immaterial and/or phasing stuff like ghosts. Those annoying buggers just don't bother to roll, they just go.
    Last edited by Telok; 2021-05-22 at 08:00 PM.