This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[OSR] magic sword deflection

Started by VengerSatanis, December 15, 2013, 03:13:46 PM

Previous topic - Next topic

VengerSatanis

I piggybacked onto an idea for fighters to deflect the occasional blow with their magic sword.  It's kind of like a feat.  Will probably include the option in the next module I publish.

Here's a link to my blog post if you want more details:  http://vengersatanis.blogspot.com/2013/12/deflected-by-flashing-steel.html

Exploderwizard

It is unclear if this ability is the property of magical swords or a fighter ability.

The restriction to magical swords suggests it is a weapon property but the restriction to fighters only makes it look like a fighter ability usable only with certain equipment.

Another aspect I don't think is very old school is the 'per combat' stipulation on usage. # times per day/week/etc. works better.

 Measuring resource usage 'per fight' stinks of encountardization. What exactly is 'a combat' ? If you engage with an enemy, break off and withdraw, evade and encounter another enemy group while fleeing is that another combat?

I like the concept as a property of magical swords. In OD&D only fighting men can use them anyhow.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

VengerSatanis

Quote from: Exploderwizard;716358It is unclear if this ability is the property of magical swords or a fighter ability.

The restriction to magical swords suggests it is a weapon property but the restriction to fighters only makes it look like a fighter ability usable only with certain equipment.

Another aspect I don't think is very old school is the 'per combat' stipulation on usage. # times per day/week/etc. works better.

 Measuring resource usage 'per fight' stinks of encountardization. What exactly is 'a combat' ? If you engage with an enemy, break off and withdraw, evade and encounter another enemy group while fleeing is that another combat?

I like the concept as a property of magical swords. In OD&D only fighting men can use them anyhow.

It was meant to be ambiguous.  Really, I assume it's a team effort between fighter and his magic sword.  "Assume" because the idea came to me in a flash of inspiration.  A gift from the gods.  I didn't understand the underlying reason until afterwards.

I thought about a once, twice, or thrice per day frequency, but per combat seemed more appropriate since this maneuver is only for combat situations.  If one can get over the 4th edition odor, I believe per combat is more relevant. However, if enough people disagree with me, then next time I write it up GMs will have a choice between once per combat or thrice per day.  

I was also influenced by reading of Playing at the World.  Apparently, the origins of D&D were about fighting-men as heroes wielding magic swords.  This matched the sword-and-sorcery literature source material [Appendix N] where a warrior's enchanted blade was almost as awe-some and famous as himself.  

This mechanic is an incentive - not only to play a standard fighter - but for him to use, if not cherish, his magic sword.  Otherwise, his primary weapon may be a halberd or whip and that particular iconic imagery is lost.

Thank you for the comment, Exploderwizard.  I'd love to hear what others have to say!

VS

deadDMwalking

Quote from: VengerSatanis;716570Thank you for the comment, Exploderwizard.  I'd love to hear what others have to say!

VS

It seems a little fiddly to me - and while I can understand wanting to make 'magic swords' special, I think this could scale nicely starting at level 1 with any sword...  

There have been all kinds of parrying rules, and what you're suggesting is kind of a parry=damage reduction (as opposed to parry = increased AC or automatic hit negation).  

If you use Fighter Level + Magical Bonus at 1st level it would typically be '1'.  That would give folks a chance to practice using the ability as it scaled up in level.

As far as the scaling of the bonus, the potential does get extremely high.  I don't know that your games will ever go to the extreme high end, but ultimately, if the number of times the ability can be used is limited, even negating 'dragon's breath' isn't necessarily a bad thing...  

In order to keep the number of times it can be used fairly manageable, I'd suggest making it a number of times per day equal to your hit point adjustment from Constitution.  

Thematically, I like tying abilities to an Attribute Score.  

It may be getting 'something for nothing' so it's an increase in overall power, but I think it could be fun - and if you have to use it BEFORE damage is rolled, it makes an interesting strategic consideration.
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Exploderwizard

Quote from: deadDMwalking;716624It may be getting 'something for nothing' so it's an increase in overall power, but I think it could be fun - and if you have to use it BEFORE damage is rolled, it makes an interesting strategic consideration.

Yup, that makes it a bit more uncertain. I like it.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

VengerSatanis

Quote from: deadDMwalking;716624It seems a little fiddly to me - and while I can understand wanting to make 'magic swords' special, I think this could scale nicely starting at level 1 with any sword...  

There have been all kinds of parrying rules, and what you're suggesting is kind of a parry=damage reduction (as opposed to parry = increased AC or automatic hit negation).  

If you use Fighter Level + Magical Bonus at 1st level it would typically be '1'.  That would give folks a chance to practice using the ability as it scaled up in level.

As far as the scaling of the bonus, the potential does get extremely high.  I don't know that your games will ever go to the extreme high end, but ultimately, if the number of times the ability can be used is limited, even negating 'dragon's breath' isn't necessarily a bad thing...  

In order to keep the number of times it can be used fairly manageable, I'd suggest making it a number of times per day equal to your hit point adjustment from Constitution.  

Thematically, I like tying abilities to an Attribute Score.  

It may be getting 'something for nothing' so it's an increase in overall power, but I think it could be fun - and if you have to use it BEFORE damage is rolled, it makes an interesting strategic consideration.

Indeed, those are good suggestions!  Start it at 1st level - that would encourage fighters to seek out a magic sword from the get-go.  And utilizing that maneuver before damage is rolled adds uncertainty as Exploderwizard mentioned.

The number of times per ability score modifier strikes me as too fiddly.  After discussing it, I'm inclined to limit it to once per day since fighters can immediately start using it at 1st level, assuming they have a magic sword.

What do you guys think about requiring the fighter to perform some kind of ritual and/or minor quest in order to gain this ability?  This might explain why previous fighters in campaign XYZ never had the option of performing this extraordinary feat.

VS

Exploderwizard

Quote from: VengerSatanis;716713Indeed, those are good suggestions!  Start it at 1st level - that would encourage fighters to seek out a magic sword from the get-go.  And utilizing that maneuver before damage is rolled adds uncertainty as Exploderwizard mentioned.

The number of times per ability score modifier strikes me as too fiddly.  After discussing it, I'm inclined to limit it to once per day since fighters can immediately start using it at 1st level, assuming they have a magic sword.

What do you guys think about requiring the fighter to perform some kind of ritual and/or minor quest in order to gain this ability?  This might explain why previous fighters in campaign XYZ never had the option of performing this extraordinary feat.

VS

That might be a neat idea. Also the number of uses per day could rise with level if it begins at 1st. Perhaps 1/day at levels 1 to 3, 2/day from levels 4-6, and 3 /day for levels 7+
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

VengerSatanis

Ok, I spent the last 2 hours of "work" going over, re-thinking, and editing the hell out of this OSR feat / prestige class; not to the extent of 3rd edition and beyond, but I think it's vaguely comparable.  If the comparison is too fragrant for your liking, then hold your nose.  ;)

http://vengersatanis.blogspot.com/2013/12/deflected-by-flashing-steel.html

I'm as proud of this as I am the baleful sorcerer class, so let me know your thoughts.

VS