24 April 2022

Delvers and Denizens: Training

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I require PCs to train between levels. This is the current iteration of my training rules:

Levelling Up

-PC must have required XP and train 1-6 months

-Each month roll 1d6 + Prime Req mod, result >= 6 PC gains abilities of next level in class

-Train no longer than 6 months

-must be trained by Name Level NPC

-cost 1/10 to 1/2 XP in sp


I played around with different training periods and costs when I started requiring training back when I was running a game for the tabletop club in college. The 1-6 month period comes from the description for PC Mystics in the Master Set. Its a happy medium where training doesn't take forever, but it does take significant time. This results in a minimum of 3 to 18 years required to reach 36th level just from training, not counting time spent adventuring and other downtime activities. Originally I thought about using the AD&D training rules, but after analyzing them I found them to be both ridiculously exorbitant and too prone to DM fiat, so I looked at other systems and ideas and built my version from the ground up. 

Coupled with these rules is the idea that what separates a level 1 character from a normal human or non-leveled or 0 level, whichever term you prefer, is if they have been trained. They can't gain xp in a class without first being trained in that class. 

Right now for the adventuring guild training for levels 1-3 are offered free, after which the cost is 1/4 xp. Though this does require signing a contract essentially indenturing the character to the guild(up to level 9), part of which is they must use the training facilities of the guild, and not some other organization or individual.

13 April 2022

Delvers and Denizens: Languages

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 I'm a little surprise I haven't posted the language rules I've been using for awhile now.

Here is what I have written up at the moment:

Ethnic Tongues

-Characters may be fluent in one or more languages
-Determined by birthplace and Ethnicity
-Reaction rolls get a -1 if speaking a regional dialect
-Reaction rolls get a -2 if speaking a related tongue
-Reaction rolls get a -3 if speaking a foreign tongue

The Common Tongue

-A pidgin language also known as Trade Common
-All PCs with INT 6+ know this language(2 learning points)
-Treat as if speaking a foreign dialect when speaking with humans who do not know trade common

Language List

1. Ethnic Human*
2. Gobgob(goblin)
3. -Hobos** 
4. -Bugbear
5. -Kobold
6. Orcish
7. Elder
8. -Elfin
9. -Faerie
10. -Draconic
11. Gnomish
12.   -Denwarf’s Tongue
13. -Hinnic
14. Giantish
15. -Ogre
16. Ghebbelin
17. -Gnoll
18. -Hutaakan
19. -Lupin
20. Lizardman
*this list doesn't include all the human dialects, as the ones I use are specific to Mystara, and so I won't be putting them in the final rulebook.
**each dialect is indented(in case that wasn't obvious)

Learning Languages

-INT score = # of points to spend on learned languages
-familiar(1, weekly) = -2 reaction
-basic(2, monthly) = -1 reaction
-fluent(3, yearly) = no penalty
-may learn through study(only to basic) or daily practice
-make INT check at stated time intervals to learn language




How it works in play: I let the players tell me what they are trying to communicate, and then the dice basically tell me if there is miscommunication. For NPCs speaking adifferent language I might say that the characters don't understand every word but then tell them the gist of what the npcs are saying; the amount of info I give is based on  the degree of separation between languages(dialect, same family or not etc.) I don't ask for the players to describe their gestures or anything like that, I simply let the conversation go as normal, but then the reaction dice tell if their was miscommunication resulting in a violent confrontation or some other hostile reaction.

as far as the learning rules go I just finalized them now; I've experimented with a few haphazard rules for language learning, but never been satisfied. I quite like these ones, we'll have to see how it pans out in play