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Adventurer: CT and OD&D. What if ?

Ha Ha! I did this a loooooong time a go when i realized how unreralistic D&D was. Your version is much more streamlined than mine but I had an intresting idea for magic you might use. You get one "magic point" per three points of int (naturally edu for priests) times your ranks in the "arcane" skill(Divine skill for priests). Each point could be used to cast a basic spell such as a bolt of energy, basic illusion or divination or minor protection. For more you could improve any of these. For example you could create a bolt that goes 20ft and does 1D damage. for 1 more you could increase damage, range or area by 1D, 40ft or 1 adjecent square respectively. All spells would have to be prepared of course. This is a suggestion seeing how you have no decided magic system yet. Good Luck!
 
Ha Ha! I did this a loooooong time a go when i realized how unreralistic D&D was. Your version is much more streamlined than mine but I had an intresting idea for magic you might use. You get one "magic point" per three points of int (naturally edu for priests) times your ranks in the "arcane" skill(Divine skill for priests). Each point could be used to cast a basic spell such as a bolt of energy, basic illusion or divination or minor protection. For more you could improve any of these. For example you could create a bolt that goes 20ft and does 1D damage. for 1 more you could increase damage, range or area by 1D, 40ft or 1 adjecent square respectively. All spells would have to be prepared of course. This is a suggestion seeing how you have no decided magic system yet. Good Luck!

Thanks ! Glad you enjoyed it, and I'll add your thoughts to my pile of traveller magic ideas to be considered. I like the idea of crafting spells as you go. Seems very travelleresque.
 
Deeply Disturbed !

I am deeply, deeply shocked and disturbed that no-one has posted to denounce me for the idiocy that I posted as the Adventurer melee weapons table ! Either you guys completely get the joke about AD&D weapons charting and polearm fetishism and approve, OR you all are not the bunch of argumentitive types that other boards warn people about. :rofl:

I mean, c'mon - noone was even a bit peeved by the introduction of fictional armor types or the Glaive-guisarme-volulge-fouchard-fork family of weapons....in alphabetical order ?:oo:

I may need to work harder.......
 
Well, you are trying to recreate, on some level, OD&D as if its creators had worked under the aegis of GDW, yes? I believe, having read quite a bit about the fellow (and I respect him and his work) that it would have taken straps and cattle-prods to keep the glaive-guisarme-volulge-fouchard-fork (halbred-lucerne hammer-trident and on and on) out of anything EGG (I only just realized that his initials spell "egg," and I've been gaming for 25 years: I need to pause in shock for a minute.
:confused:
:confused:
:nonono:
Ok.)
...out of anything EGG had a hand in. It does amuse me, and would continue to amuse me in Adventurer, I am certain, when players march proudly off wielding massive, extraordinarily specialized weapons that are completely inappropriate (and often unpronounceable).

I just respected your verisimilitude!
 
...Deeply Disturbed?

Yes, yes you are...

:rofl: :smirk: ;)

But that's off topic...

I like the can-openers. Always have. Especially for dungeon delving. Nothing says don't mess with me when you meet a kobald in a loin cloth down a 5' wide corridor than a single fighter with an axe head on the end of a 15' long pole meant for unhorsing heavily armoured cavalry when used in formations! Getting it around corners, or turned around to chase after that kobald who just ran past you totally ignoring your awesome polearm, was always a challenge worthy of several xp's. Mostly said xp's went unclaimed as the challenge proved too difficult, and the polearm was abandoned. Though there was that one dual-class Fighter/Mage with the shrink spell...

As for made up armour, it was never an issue in our games except I think the one time the DM rolled it in the treasure as an enchanted suit. We sold it.

So, I suppose I got it, and approved, AND we aren't the bunch of argumentative types the other boards warned you about. Those other boards are the ones to watch out for, they WILL argue the most pointless bits of canon to death... oh wait, no, that IS this board! Never mind :)
 
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I am deeply, deeply shocked and disturbed that no-one has posted to denounce me for the idiocy that I posted as the Adventurer melee weapons table ! Either you guys completely get the joke about AD&D weapons charting and polearm fetishism and approve, OR you all are not the bunch of argumentitive types that other boards warn people about. :rofl:

I mean, c'mon - noone was even a bit peeved by the introduction of fictional armor types or the Glaive-guisarme-volulge-fouchard-fork family of weapons....in alphabetical order ?:oo:

I may need to work harder.......

I didn't even look at it, if it helps. Though I probably should, since I'm one of the main Fantasy Traveller supporters.
 
I didn't even look at it, if it helps. Though I probably should, since I'm one of the main Fantasy Traveller supporters.


Bad Jame ! No eldritch and unspeakable biscuit of the forgotten gods for you !

The rest of you......you're great ! Anyone who loves (or tolerates) polearms is okay in my book.*

When the ADD players handbook first came out, my mid level fighter had his lackey carry a golf bag full of different polearms, which he used based on the armor of his opponents.
(specific usefulness = (%hit for given AC*Ave damage) in case you were curious. And yes, even at 18 I was a bit......mathematically disturbed :oo:)

As a reward, feast your eyes on part of chapter 3: Cities and Sagas !

http://www.travellerrpg.com/CotI/Discuss/showthread.php?p=345453#post345453




* Well, actually, so is Jame. he just doesn't get a biscuit...
 
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This is really getting to be playable! If a definite magic system is added here I'll probably present it to my players! (no guarantee that we'll play it but I'll present it)
 
Don't get me wrong, though: I'm all in favor of polearms. The only reason that I haven't looked at your work is my own being lazy! :nonono:
 
Don't get me wrong, though: I'm all in favor of polearms. The only reason that I haven't looked at your work is my own being lazy! :nonono:


People treat polearms like a lifestyle choice - it isn't. One either likes polearms, or doesn't; no amount of self deception can change that one iota.






...........................;)
 
For some reason, when perusing the lists of pole-arms & their hybrids in the UA, and in your list, and then adding in your comment... the song from Monty Python runs through my head.

You know, Glaive, glaive, glaive, glaive, glaive, glaive, glaive, glaive. Lovely glaive, wonderful glaive, glaive, glaive, glaive.

I don't like glaive.

What do you mean, you don't like glaive?

I don't like it.

Well, I love it.

:D
 
For some reason, when perusing the lists of pole-arms & their hybrids in the UA, and in your list, and then adding in your comment... the song from Monty Python runs through my head.

You know, Glaive, glaive, glaive, glaive, glaive, glaive, glaive, glaive. Lovely glaive, wonderful glaive, glaive, glaive, glaive.

I don't like glaive.

What do you mean, you don't like glaive?

I don't like it.

Well, I love it.

:D


'ow 'bout a fouchard without so much fork in it ?

How many forks does it have ?

....three. Rather a lot actually......

(one fouchard without so many forks in it later)

DISGUSTING !

Moan moan moan.

and,

....http://www.giantitp.com/comics/oots0136.html
 
I'm looking at your chargen, and I like it. Not quite what I did for Commoners, but good.

One quibble though: needs editing! Your spelling isn't bad, but errors have crept in. :nonono::smirk:

Oh, and I would suggest that Mages and those priests who learn spells (not all of them should!) generate a Magic attribute to determine how much force they have. But that's me.

Edit: Now I'm looking at your missile and melee weapons tables; I would switch the damage for slings and shortbows. Composite and longbows look good as they are. And I want to know if the sabre and the cutlass are supposed to be the same thing.
 
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No, no, no. Wrong. You have fict, or you have faction. One or the other. And don't go looking for the dividing line, or you'll end up like one of the conspiracy nuts.
 
Swords and Supercience !

[the below huge mass o' blather is thrown here for comment. Actual mechanics and tables will be uploaded as a file later. ]



One aspect of Swords and Sorcery that needs consideration is that of the influence of the past and of ancient and lost civilizations. A key element in the mood of such tales is living in a world that was once home to vastly more powerful and or advanced civilizations, now fallen. Typically, little new is created in the younger civilizations once this is realized; creativity turns to scavenging the powers of the ancients, and seeking out their knowledge to learn in rote manner; seldom is there found the knowledge to create or improve such artefacts, or the wisdom to understand mysterious knowledge. This is typically expressed as ancient, often prehuman sorcery, or ancient superscience….or both, now indistinguishable.

Magical and superscience artefacts are typically ancient, irreproducible, and only partially understood. They have effects, which are vastly powerful, but often unrelated to their actual purpose. An example in fiction is that of a deadly weapon, which is in fact a self-powered electrical radio ; primitives discover it can be used to kill one another by hurling it into a victim’s bath, and that is its new function.

In one direction, then, is sorcery, generally non-human, often completely beyond comprehension if not apish use; in another is the science and artefacts of a lost but often human civilization of which the present users are degenerate remnants. All of this is simply a wordy way to introduce flying devices to the world. Simply put, they are optional, but easily added.

In Adventurer, the basics of starship construction is used to develop two specific kinds of technological remnants: seacraft and skycraft. In worlds where this technology exists, or remains, the common ships of low tech cannot compete, and are absent or badly retarded and primitive. Campaigns lacking this technology will require the typical historically based ships, and will be discussed later.

Skycraft and Seacraft.

All such vessels consist of up to four basic ancient components: a hull, a levitator, a motivator and a radium furnace. The radium furnace powers the levitator and motivator, and they in turn act upon the hull to produce the desired effects. They are all imperviously sealed components, which are mounted onto the hull and interconnected by contemporary, if advanced methods ; for instance, the radium furnace may transmit its energizing rays via a series of mirrored steel tubes connecting certain key points on the furnace to those of the motivator; but uses braided wire of purest gold to connect to a levitator. Similarly , the motivator may transmit its effects to the hull via a pool of salted oil in which it sits whereas the levitator may simply change vibrational frequency of the hull via inert organic substances.

In short, while the components are effectively indestructible, their connections are all contemporary, and thus all too vulnerable to disruption. In game terms, the exact details can be ignored save that they can be damaged, and are difficult to replace; actual description of the connectors is entirely for game flavour.



A radium furnace and a motivator and or Levitator are connected to each other and mounted in the hullframe, and then common currently available materials (such as wood or steel) are added to create decking, bulkheads and hull planking to allow the components to function as a ship. It is quite possible (and often common) for a ship to be reduced by combat or fire to its basic indestructible elements and still fly, (although it will not float) if they are still connected. A hull disconnected from a levitator will plummet and crash, often deforming the frame; loss of connection to a motivator will simply cause a sky or seacraft to coast to a stop. Loss of connection to the radium furnace will cause both effects.

The final component of any design is the radium gas used to fuel the furnace; this is held in large tanks of contemporary material and construction.

Note that the motivational effects generated by the hull are damped by contact with and proximity to the ground; a large amount of either water or air is required to insulate the motivators effect from the geostatic field of the planet generated, as is well known, by the radiant orgomantic inertia of a large body. Obviously, this will not affect the horizontal field effects of a levitator.

The effects of the geostatic field are most pronounced when the ship is within 10 hull diameters of solid dry land of considerable mass. Thus, a 100 dTon ship would experience geostatic shut-off of its motivator beginning at approximately 130-140 meters altitude.

A ship that has its movement field damped by proximity has its Motivation rating reduced to zero over perhaps ten minutes regardless of its original rating.. Similarly, power builds slowly over the same time when setting out. Note that operating in proximity to the geostationary field also requires much higher level of input from a radium furnace, and thus landing and launching can be major operating expenses; a levitator is also effected by this, although its potential . Ships without extenuating reasons will typically manoeuvre above a landing area, and descend directly, using the motivator only for small corrections. Similarly, launching is typically accomplished by a direct assent to the minimum altitude for that hull, at which time the motivator is powered up.

(yes, this is simply a fiddle to explain why they all ride horses and lizards or whatnot across the trackless deserts when skycraft are unavailable);


Hull:
The hull is an open frame, a spidery web of Orichalum, an indestructible metal of mysterious properties. A given hull will contain a given volume and no more, and mass is effectively irrelevant. The hull produces lift when activated by a levitator, and velocity when acted upon by a motivator. These frames can be deformed (with significant effort), and this can reduce volume, but cannot be stretched, expanded, cut, spliced or otherwise damaged. Without the action of a motivator or levitator it is simply an inert web of malleable but impervious metal wires, about as dense as aluminium.

The largest known hull still in existence has a displacement of 1000 tons of liquefied radium gas.

Motivator:
The motivator requires a connection to a radium furnace to work and a connection to a hull. When so connected, the hull is able to move, with or without inertial effects depending on the needs and design of the campaign. Basic speed is in hexes per day (about 150km/hex) , up to the rating of the motivator, modified by the levitator, if present. Note that the motivator is immobile without a hull, even with a radium furnace connection. Ships lacking a levitator are limited to functioning in water. Land vehicle construction is generally impractical (or impossible) due to geostatic issues discussed above.

Levitator
The levitator functionally allows the ship to float, and enhances the effect of the motivator. It requires a functioning connection to the hull, and to a radium furnace. The maximum altitude of a skycraft is its levitator rating, and its speed is the product of its motivator rating and levitator rating when above the geostatic limit of the ship. Each altitude band is approximately 2000 meters.

Note that the largest ships with minimum rated levitators will have a very restricted operating range for using the motivator – a 1000 dTon ship has a Geostatic floor of approximately 1500 meters, and a levitational ceiling of 2000 meters (and with motivator rating of 1, an average speed of about 6-7 km/hour –look out zeppelins and sailboats!)

Radium Furnace
The radium furnace is the heart of any ship. Burning Phlogistonated radium gas, it powers motivators and levitators; other wondrous ancient engines also rely upon Radium furnaces, from massive water pumps to tiny home lanterns. Note that a radium furnaces output is directly related to its size, although it is not necessarily a linear relationship. Also note that they do not provide electricity (a primitive, unreliable and terribly inelegant means of powering devices) but rather energizing rays of the fourth quantum (or higher). A radium furnace must have a rating at last equal to the highest rated component on board ship (in many, but not all cases, this will be the motivator or levitator)

Next part: Phlosistonized Radium Gas !
 
Swords and Superscience, Part II

Radium Gas.
Gaseous radium is, in fact, a matrix storing the phlogiston required by the Radium furnace. The Radium gas is efficiently recycled and returned to the ships tanks in a dephlogistonized state by the Radium furnace. Dephlogistonized Radium is then recharged with elemental Phlogiston and is again able to support the Furnace. Rephlogistonizing is generally carried out before the full tank is depleted, to avoid the steep fuel requirements of restarting a furnace (as above). Phlogiston is generally provided by refineries at most ports; unrefined phlogiston can be obtained at the smaller ports, and produced by the ship from any organic matter is equipped with a phlogiston mill. Use of unrefined phlogiston is essentially free, but carries penalties for reliability and maintenance.


In general operation, above the geostatic floor, the Radium furnace will burn (dephlogistonize) radium gas to produce radiant energization for the Motivator and Levitator. The motivator requires Phlogistonated Radium gas equal to 1% of the hulls displacement * the rating of the furnace per two weeks of operation. Note that restarting a furnace requires a far greater amount of Gas than simply running it, equal to two weeks operation so it is usually left running, and thus the motivator is always available. Gas consumption is always based on the rating of the furnace, not upon the actual setting of the Motivator, due to the well known semipartial effects of the radium antidecay factors.

A levitator will require gas equal 10% of the hull volume to lift a ship one altitude band for two weeks continuously. Consumption is proportional to use, and so is based on the average altitude across time. A levitator with a rating of four an thus keep a ship at level 4 for two weeks (burning 40% of its displacement in fuel), or at level 1 for eight weeks (burning 10% of its displacement in gas per week.
Note that both refineries and mills are ancient devices, and require connection to a furnace to work.
 
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