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Dweredell – In Print!

June 18th, 2007

City Supplement 1: DweredellI had mentioned a few days ago that I was holding off on offering City Supplement 1: Dweredell as a printed book until I’d had a chance to personally review a galley proof from Lulu. Well, the galley proof arrived in the mail over the weekend and, after a thorough review, I’m happy to report that everything looks simply fabulous.

And so I’m quite pleased to announce that you can now buy City Supplement 1: Dweredell from Lulu.com for $6.49. And, of course, you can still buy the PDF e-book for just $2.00.

UPDATE: OneBookShelf has gotten things straightened out, and you can now find the book on RPGNow and the ENWorld Download Shop.

Template: Dire Animals

June 17th, 2007

Today I’ve got a D20 dire animal template for you. This template is something of a “pseudo-peek” for Rule Supplement 1: Mounted Combat. I say pseudo-peek because, if it was a true sneak peek, it would be content which would actually be appearing in the book. It is, however, a tool I developed in order to create some of the content which will be in the book.

This template is being released under the OGL. It was developed from a template originally published by someone else (check the Section 15 of the OGL). Unfortunately, the original template was poorly designed in several respects and needed to be fixed. (Its most egregious error was creating a non-standard sub-type so that dire animals created with the template would be a completely different type of creature than standard dire animals. It then compounded this error by attempting to create a special-case rule in order to nerf the Ranger’s favored enemy class ability. So, obviously, that’s been corrected along with a handful of other minor errors and problems.)

TEMPLATE: DIRE ANIMALS

Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

CREATING A DIRE ANIMAL

“Dire” is an inherited template that can be added to any animal that is not already a dire animal. A dire animal uses all the base animal’s statistics and special abilities except as noted here.

Size: If the base animal is Tiny or smaller, increase its size to Small. Otherwise, increase its size by one size category. The dire animal gains all the benefits and detriments that arise from increased size (see below).

Hit Dice: If the dire animal is Small, it has 1 HD or the HD of the base animal +1, whichever is greater. If the dire animal is Medium or larger, its HD is equal to the minimum value listed for its size category in the base animal’s advancement +2. If a Medium or larger animal has no advancement or its size does not normally increase with advancement, then the dire animal’s HD is equal to the maximum HD given the base animal +2.

Speed: Same as the base animal + 10 ft.

Armor Class: Natural armor increases by +2. If the base animal has not natural armor bonus, it gains a natural armor bonus of +2. This bonus stacks with the bonus gained from the increase in size.

Special Attacks: A dire animal retains all the base animal’s special attacks. The damage of its special attacks is adjusted for the increased size and ability scores, where applicable.

Special Qualities: A dire animal retains all the base animal’s special qualities. These special qualities are adjusted for the increased size and ability scores, where applicable.

Saves: All saves are good for a dire animal. The base value of each save is equal to (1/2 HD) + 2.

Abilities: Dire animals gain the following ability score increases: Strength +4, Dexterity +2, and Constitution +2. These bonuses stack with any bonuses or penalties gained from a size increase (see below).

Skills: A dire animal receives (2 + Intelligence bonus) skill points per HD, or four times this amount for the first HD. Any skill given in the base animal’s statistic block is considered a class skill for the dire animal.

Feats: Same as the base animal, with additional feats gained normally from the increase in HD. If the base animal has Weapon Finesse and the feat would become useless after its increase in HD and Strength, then trade Weapon Finesse for Weapon Focus with one of its primary natural attack.

Challenge Rating: Increased by +1. In addition, if the dire animal is increased to size Large or larger, increase it’s CR by +1.

Advancement: Dire animals can advance to three times their new HD.

SIZE INCREASES

A size increase affects any special ability the creature has that is affected by size. Increased size also affects a creature’s ability scores, AC, attack bonuses, and damage values as indicated on the tables below.

CHANGES TO STATISTICS BY SIZE

Old Size*New SizeStrDexConNatural ArmorAC/Attack
FineDiminutiveSame-2SameSame-4
DiminutiveTiny+2-2SameSame-2
TinySmall+4-2SameSame-1
SmallMedium+4-2+2Same-1
MediumLarge+8-2+4+2-1
LargeHuge+8-2+4+3-1
HugeGargantuan+8Same+4+4-2
GargantuanColossal+8Same+4+5-4

* Repeat the adjustment if the creature moves up more than one size.

INCREASED DAMAGE BY SIZE

OLD DAMAGE (Each)*
NEW DAMAGE
1d2
1d3
1d3
1d4
1d4
1d6
1d6
1d8
1d8
2d6
1d10
2d8
2d6
3d6
2d8
3d8

* Repeat the adjustment if the creature moves up more than one size category.

Dweredell – On Sale Now!

June 10th, 2007

City Supplement 1: DweredellCity Supplement 1: Dweredell is now available for sale through Dream Machine Produtions’ preferred vendor, Lulu.com! You will also find it for sale through DriveThruRPG, although their software is buggy at the moment and crashes whenever I try to upload a cover image. It was also supposed to appear on RPGNow and the ENWorld Download Shop, but — as of this writing — this has not yet been achieved (for reasons unknown, since they’re run by the same organization that runs DriveThruRPG).

A print-on-demand hardcopy edition of City Supplement 1: Dweredell will be available as soon as I’ve had a chance to review a production proof from Lulu. In the future I anticipate releasing the POD edition at the same time as the PDF edition, but since this is our first product I want to review it and make sure it meets my personal standards of quality before asking anyone to lay down cold, hard cash for it.

However, in the interest of being perfectly up front with all of you, allow me to point out that City Supplement 1: Dweredell was designed as a PDF product. It only serves up 12 pages of content, which presents a pretty solid value for a $2 PDF product once you factor in the full-page map of the city and the special bonus map of the Tower of the Sorcerer. But as a POD product it’s going to have a price tag of $6.49 (due to the minimum costs associated with any POD product). That’s a pretty hefty price tag for a fairly slim package.

(To give you some idea of how much those minimum costs end up being, I end up making less money on the $6.49 POD than I do on the $2 PDF.)

So why offer it as a POD at all? Because there’s no reason not to. It costs me essentially nothing to offer the POD option. And if someone wants a professionally published copy of the book, with a full-color cover and saddle-stitch binding, there’s no reason I can think of for why they shouldn’t have it. (Besides, I’m a raging egomaniac and I’m looking forward to holding a copy in my own hands.)

So why talk about the price here? Because in the future we’re going to be offering larger and more substantial products — products that probably make more sense for the POD format. And I don’t want anyone ordering a POD copy of City Supplement 1: Dweredell, being surprised by its slim size, and writing off those future products as a result.

The first RPG product from Dream Machine Productions is ready to be announced:

City Supplement 1: Dweredell

A CITY FALLEN UNTO RUIN…

Three hundred years ago Dweredell was a teeming metropolis: The last city on the road to the great dwarven kingdoms of the east. The trade which passed through its gates was born from dwarven forges and western realms, and the riches which came with that trade made Dweredell a jewel among cities. Its people prospered, and its fortunes seemed endless.

But the dwarven kingdoms fell, and Dweredell lost its glory. The traffic from the east vanished. And, with Dweredell as the road’s end, the merchants of the west soon realized that the city had nothing to offer them. The city slowed, and then it began to die…

Coming Soon! – 12 pages – City Map

City Supplement 1: Dweredell features a full-page map of the city, new D20 rules, and a special bonus map of the Tower of the Sorcerer!

I’m currently in the process of getting my PDF sales machine set up. If I don’t hit any speed bumps, I’ll be posting information here (and on the DMP website) within the week with a sales link.

Advanced Rules: Diplomacy

May 16th, 2007

DIPLOMACY

CHECK: With a Diplomacy check a diplomat can persuade someone to accept a deal or, at the very least, convince them to listen to them. The difficulty of the check depends on the relationship between the diplomat and the other character and the quality of the deal being offered.

Convince: A diplomat can make a Diplomacy check (DC 15) to convince someone of something that they believe. (If they’re trying to convince them of a lie, it’s a Bluff check.) This DC is adjusted by the relationship between the diplomat and the person they’re trying to convince (see table). If the check succeeds, the other character believes what the diplomat is telling them. (Or, at least, believes that the diplomat believes it to be true.) Of course, what they choose to do with that information depends on the character.

The character the diplomat is trying to convince makes a Sense Motive check (DC 10) as an automatic reaction. If the check succeeds, the diplomat gains a +2 circumstance bonus to their Diplomacy check (the other character has sensed the diplomat’s honesty). This works just like an Aid Another check.

Overcome Intransigence: Some characters simply won’t listen to any attempts at negotiation or deal-making. To overcome their intransigence, you can make a Diplomacy check with a DC of 15 + the subject’s HD + the subject’s Wisdom modifier + the subject’s relationship modifier. If the check succeeds, you can then make a Diplomacy check as normal.

Persuasion: A diplomat can propose a trade or agreement to another creature with their words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction”. The base DC for a persuasion check is 15, modified by the diplomat’s relationship with the character they’re trying to convince and the risk vs. reward factor of the deal being proposed (see table).

When the deal is proposed the character the diplomat is trying to convince makes a Sense Motive check (DC 20) as a reaction. If the check succeeds, the bonus or penalty provided by the risk vs. reward factor of the deal is doubled. (A failure on this check has no effect.)

If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

Just because a deal has been accepted, it doesn’t necessarily mean that the other character is happy about it. If you use your relationship to take advantage of someone, it may affect their future relationship with you (at the DM’s discretion).

MODIFIERS:

Quick Diplomacy: You can make a Diplomacy check as a standard action by accepting a -10 penalty to the check.

TRY AGAIN: No, unless you can significantly change the circumstances of the check. For example, if you fail to convince a caravan owner that there is an orc ambush on the road ahead, presenting the caravan owner with the body of a dead orc might justify a new check. When making a persuasion check you can attempt to alter the parameters of the deal to make it more appealing to the target — if you do so, you use the same check result but compare it to the DC set by the new deal.

SYNERGY:

  • A character with 5 or more ranks in Bluff gains a synergy bonus on Diplomacy checks.
  • A character with 5 or more ranks in Sense Motive gains a synergy bonus on Diplomacy checks.

DIPLOMACY CHECKS

TASKDCACTION
Convince15*1 minute
Overcome Intransigence15 + target's HD + target's Wisdom modifier*1 minute
Peruasion15**1 minute
* Modified by relationship.
** Modified by relationship and risk vs. reward.

MODIFIERCHECK MODIFIER
Quick Diplomacy-10

RELATIONSHIP

DC
RELATIONSHIP (Example)
-15Intimate (someone with whom you have an implicit trust; a lover or spouse)
-10Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
-5Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
-2Acquaintance -- Positive (someone you've met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
0Just Met (no relationship whatsoever)
+2Acquaintance -- Negative (someone you've met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
+5Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
+10Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you're trying to thwart or a bounty hunter sworn to track you down)
+15Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)

RISK VS. REWARD

DC
RISK VS. REWARD JUDGMENT (Example)
-15Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn't important to the character.)
-10Good (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
-5Favorable (The reward is appealing, but there's risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
0Even (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn't a secret.)
+5Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
+10Bad (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
+15Horrible (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)

SUPPLEMENTAL RULES

Charm Spells: A charmed creature is treated as having a Friendly relationship to the caster (-10 to Diplomacy DC ), which replaces any previous relationship modifier (unless the target already had an Intimate relationship with the character). Thus, by charming an enemy, the DC drops from +5 to -10, a decrease of 15. The caster can now talk the creature into anything this improved relationship allows. Because the effect is based on the spell, the caster can make a Spellcraft check in place of a Diplomacy check when dealing with charmed creatures.

Cons: In order to pull a con a character simply makes a Bluff check to convince the target that a deal is better than it actually is. The Bluff check is opposed by a Sense Motive check, just like any other Bluff check, but this Sense Motive check result replaces the normal Sense Motive check made as part of an honest persuasion check. If the Bluff check is successful, the DC of the Diplomacy check is set using whatever the target believes the deal to be. If the Bluff check fails, the DC of the Diplomacy check is set using the actual quality of the deal and the check itself suffers an additional -20 penalty (it is practically impossible to work a deal with someone who has caught you trying to con them).

NEXT TIME:
OPTIONAL DIPLOMACY RULES

(including haggling and a return of influencing attitudes)

Design Notes for Advanced Rules: Diplomacy
Part I
Part II
Part III

RELATIONSHIP

DC Relationship (Example)
-15 Intimate (someone with whom you have an implicit trust; a lover or spouse)
-10 Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
-5 Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
-2 Acquaintance — Positive (someone you’ve met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
0 Just Met (no relationship whatsoever)
+2 Acquaintance — Negative (someone you’ve met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
+5 Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
+10 Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you’re trying to thwart or a bounty hunter sworn to track you down)
+15 Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)

RISK VS. REWARD

DC Risk vs. Reward Judgment (Example)
-15 Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn’t important to the character.)
-10 Good (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
-5 Favorable (The reward is appealing, but there’s risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
0 Even (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn’t a secret.)
+5 Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
+10 Bad (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
+15 Horrible (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)

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