Clerics have always bugged me a little. Mainly, how they get their spells. The cleric prays or does whatever the divine wants and then comes up with a list of things for the day. That just doesn’t make much sense in my little mind. Aren’t clerics also supposed to be the miracle workers? So here’s my little variation on how clerics get spells making them a little more spontaneous. So the cleric gets decide what is needed by the situation rather than guessing at the beginning of the adventuring day.
First, clerics must pray or perform whatever ritual of faith as determined by their god. This grants them access to spells but does not commit them to “memory”.
When clerics cast spells, it takes one round of prayer/spell level to cast the spell. This is any spell that the cleric is able to normally cast. The cleric may expend higher level “spell slots to speed up the casting by one per spell slot level difference but cannot reduce the casting time to less than one round. For example, if a cleric casts a third level spell but burns a fifth level spell slot then the casting time would be reduced to one round.
A cleric may prepare one spell as a contingency spell that would require only one round to cast. This, of course, must still be of a level that the cleric could cast and counts towards the cleric’s daily spell allotment.
Finally, Lamentations of the Flame Princess gets it right. Turn Undead should be a spell.
Last week I went over the basics of YARC. This week I’m tackling the fighter.
The fighter is one of those basic classes that are mix of great and suck. They get the best armor and weapons. They get the best Hit Points and chance to hit in combat. That’s their role. That’s their job. But I always thought it was pretty blah especially in old school games. The only way fighters really gets better at their jobs is to get better gear. They don’t learn to duck. They learn to hit more often but not harder or more efficiently. Spell casters gain lots of options. The fighter gains a shopping list. It just doesn’t quite fit into my little mental picture.
Like the rogue/thief/specialist a fighter should be a skill monkey. It’s just those skills are centered around fighting. The character learns to hit an opponent where it hurts the most or (like I said before) learns to duck and parry. Yes, some may say the this one is simulated with better Hit Points. Fine OK. But they still don’t learn better. And part of learning is choosing what to learn. Where the fighter wants to put their skill focus as you will.
Now, this was done in later editions with feats. Fighters were feat monkeys. But I wanted to a simpler route. Something felt a little more old school and in line with the rest of the stuff that’s happening with YARC. So unto I present the Talented Fighter. And yes you may have to reference back to the Basics. Enjoy.
YARC (Yet Another Retro Clone) is my simple little DIY retroclone toolkit. I know I’ve been a bit slow about getting more posted on this but here’s the first installment. This is the very basic stuff and a starting point of reference for everything that follows. (That doesn’t mean that there won’t be changes as this evolves. So here you go: Attributes, Saving Throws, Talents (Skills), and some initial notes on Weapons & Armor.
YARC Basics 1
In the coming weeks, there will be more about classes and races. Enjoy!
I was chatting on Google+ last week with Eric of the totally awesome blob Swords & Stitchery about OSR stuff and home brewing and clones and all the usual stuff. Of course, every time I open my mouth that get’s me thinking. This time my thoughts returned to Yarc.
Back in the day, Yarc was my idea to house rule and kit bash stuff into my own Frankengame and basically it still is. It’s just that I haven’t done anything with it for a long time and so much has changed in mundane life that I should really go back and resurrect it.
So here’s the deal. Yarc is my weird gonzo fun but still kind of generic fantasy world. Oh, you’ll still see stuff pop here and you’ll probably see it here first. After a bit, the best bits are going to get put together, polished up and put on on RPGNow as PWYW. I’d kind of like to think of it as a Patreon in reverse. The stuff is already out and available but here’s a little way to support some guy who thinks he’s creative. So this means you should be seeing a whole more fun stuff here. And that was my whole plan all along for the blog. Fun OSR Stuff.
Let me say this again, really. Go check out Eric’s blog. There’s some really neat quick little random charts. And I’m not singing praises just because he’s reviewed some of my stuff. I really like the blog. So if you’ll excuse me. It’s time write some wild and crazy stuff. Wish me luck.
A crazy and dangerous idea for the World of Yarc.
Imagine an area that is evil. It’s in a key location but nothing can be reallly done about it. It’s like an artifact that can’t be destroyed. A place where even the land itself is corrupted. It beckons to the weak willed and the power hungry. It draws them in and offers them great power.It can turn a peasant into mighty Lich. Corrupt a paladin into being a genocidal maniac.
Situated strategicaly between the Eastern and Mid Kingdoms, The Land of Primordial Evil is a power and dangerous place. Many fools have tried to harness its power with disasterous results.
Well meaning kings have attempted to build a wall around it but only to have some knight or even a lowly laborer fall under the spell of the land. If left alone or ignored. Someone will eventually be drawn in. The Valley of Primoridal Evil cannot be blocked off, guarded, blessed or dispelled.
I did a few tweaks to my little Sword & Sorcery OSR hack. Made it a little lighter and hopefully more streamlined. The whole idea is to get this little game running and have some fun. My first gut instinct is to see what kind of interest I can drum on Google+, so we shall see. Any way, here go enjoy.
Here it is the final version after some feedback and just little bit more editing. And for you enjoyment, included with some inspirational from the ‘net.
YARC: Final 1st Edition (Some slightly NSFW art.
This is the old one.
Yeah, I know I haven’t ranting about my own little retroclone home game recently. That’s the joy of working without a deadline. Currently, my little gaming group is busy playing Classic Deadlands and teh Dresden Files RPG. So I got time to work on this little project. But any way I wanted to throw out some basics.
I really like the simplicity of one Save Mechanic from Swords & Wizardry plus tack on the Saves as Skills mechanics and it’s just golden. But I decided to make it one step simpler.
All characters have a base Save of 16. This gets modified by the appropriate Attribute modifier, Racial and Class Abilities. Additionally, characters gain a bonus equal to 1/2 their level rounded down.
This may sound over simplified but remember, kids, I like Castles & Crusades too. And that game has it’s neat Save mechanic. A Save for each attribute. Yep, dump stats can kill you. I’m looking at break down roughly like this:
Strength: Constriction, Crushing, Grappling
Dexterity: Traps and Effects Which Can Be Dodged.
Constitution: Poison, Disease and Drugs.
Intelligence: Illusions and Most Arcane Magic
Wisdom: Gaze Attacks and Most Divine Magic
Charisma: Fear and Charm effects
I know there a few other things I got to throw in there but this me just throwing random thoughts out there.