Showing posts with label pdf. Show all posts
Showing posts with label pdf. Show all posts

Wednesday, March 2, 2022

Beacon 7.5

I've updated the current PDF of the Beacon rules, it's the 7.5 draft now.  This version of the rules lines up with the changes I made to the Roll20 character sheet in February.  As always I wanted to fix more things then I had time for and I had to weigh the need to have the new rules available against fixing unfinished items or formatting.  You will see some stuff in red that is under revision along side the stuff in purple which is highlighting new content or changes.  The Pdf isn't as pretty as I'd like, but its usable.

This version of Beacon has a lot of changes and includes new rules or tools that I've been using for some time in my playtesting.  This release is really the 'Skill' release and many changes involve the skill system.  During playtesting I noticed that the power creep was starting to become very noticeable around levels 6 and 7.  I tried to address this by halving the dice bonus from skills.  At the same time I was able to make skills more important in all aspects of the game.  In most cases I am trying to give players choices in how they can progress their character builds by choosing where to put their skill points.  I also had noticed a problem with the way spending coin to add experience points was causing some players to outpace others as well as generally making leveling up too rapid.  Changing the level requirements from instead of "XP plus treasure equals the level target" to "XP and treasure both equal the level target" allows for a lot more treasure in the game in general, and doing this means that I don't need to put any arbitrary limits on how much a player spends on their advancement.

Other important tweaks to the game were reworking the attack bonuses to utilize the physical skill, adding the rogue's ability to have a 'special' skill and changing the hunter environment bonus to apply to any non-combat skill checks instead of just survival rolls.  Any place I could take out a lookup table or special class rule related to a particular skill I tried to do that.  I did wind up making a new class of 'small' weapons which are the same as light weapons but have less encumbrance.  This change primarily serves the character sheet, but is necessary in the game because of the way weapons are abstracted.  I balanced this out somewhat by removing the special rules for two-handed heavy weapons and codifying how bonuses are applied to these (now three) categories of weapon.  Small weapons get no bonus for STR, light weapons get an attack bonus and heavy weapons get an attack and a damage bonus.  I do like having weapon damage being set instead of rolled but at the same time I've added back in some complexity like weapon damage types blunt, slashing and piercing.  Damage types are good fun in combat I think and give reasons for PCs to carry specific weapons again.  

I've removed the monster section for now, I plan on replacing it with more of a 'monster builder' section instead.  I still use the basic idea of 'everything based on hit dice' when running monsters, but I have found that having large monsters always using large dice for initiative does take away from combat.  I still rely heavily on number and type of HD for coming up with monster stats, but I've gravitated toward having monsters with multiple HD types per attack and special abilities which I want to reflect in the rules.

The direction of Beacon for a while has been to abstract many of the game processes while still retaining meaningful resource management to support the expedition style play I want to encourage.  This release finally has the table for making camp while on an expedition, and lifestyle chart for cost of living between adventures.    The goal of these changes was to make the fun bits more fun and the bookkeeping more streamlined.

Finally I am still working on fixing the spells, something that is taking longer than I ever imagined.  I like a lot of the newer spells I've put up which are more quirky and less generic than the original spells I brought over from the d20 SRD.  There are still a lot of spells that are not suited for point spend still, but that number is dropping.  Next release I hope to have most of the spells out of the red and adapted for microlite style magic.

Friday, September 3, 2021

Summer Update

I'm not positng much but I am running games and am still working on the 7.5 version of the Beacon rules and feel like I'm in the home stretch.  I've felt that before though and soon found out some big issue that needed to be sorted out.  So hopefully I'm in some kind of stretch anyway. The players in my weekly game are at level 7 and starting to use 4th level spells and also needing more complicated monsters and situations to keep things interesting.  The longer we play, the more the rules get tested so its been a much more productive process than I had in the past when I was running short one offs or just thinking about the game.

I'm mostly working on fixing the spells from levels 4-6, some of which I haven't touched since I originally put them in the book.  I did clean up the level 1-3 spells quite a bit, but the have not really worked over the higher level ones.  Some of these spells are not worth the casting cost, others are overpowered.   There are even references to systems and terms that don't exist in the game any longer.  I have decided that I want to do more to 'fix' or pin the spell effects and get rid of effects that get bigger based on caster level.  This is all to make it easier to understand the cost/value when you make the change from slot based to point based magic.  Slot based magic you can have powerful spells limited by per day use or just toss out some special effect as a novelty, but hit point based casting needs to be more balanced vs the cost in player survivability.   If you can cast fireball for 7 points a pop, it does not need to scale with your level, the scaling comes with the additional hit points you get.

The rate of character advancement seems very on point to me and the characters in the weekly game have gone from level 1 to level 7 in about a year of playing, although I am starting to see some issues with the amount of treasure they are accumulating and how much they can spend on equipment and leveling up.  I really need to add more big ticket items to the game since once you have plate mail or a couple hundred gold for transcribing spells there is little else to spend on except leveling up.  Beacon XP requirements to level are pretty simple line plots compared to the class based tables of BX/OSE or the sliding tiers of 5th edition.

My original thought on was two fold; to keep the formula dead simple so you always knew what was needed for the next level, and every level should take a little bit longer to get to than the last one.  I think that gives things a certain gravity and lets players get used to each step up in the game.  I am not sure the effort should be doubling,  but certainly a few more adventures than the last time.  I don't think this is happening even factoring in each level is 1000XP more than the last, its a pretty shallow rise.  Also it seems that by spending treasure and carrying over treasure from the last level, players are leveling up at a constant pace, or even having the level up rate accelerate as they run out of things to spend silver on.  

I've also noticed that I have to be very careful about how much treasure I am giving out even though the amount is already very low compared to most D20 fantasy campaigns.  As an example, in an adventure that took three sessions, the party rescued a bunch of dwarves and were rewarded 10,000sp (split 6 ways) by the King, which would be a laughable amount of treasure in 5th edition or even OSE, even accounting for the comparatively higher value of silver and gold in Beacon.  It would be nice to have some more things to buy and mechanisms to handle players with more inspiring amounts of treasure without breaking the game economy.

One thought on this was instead of spending silver to buy XP, I could separate the level experience point and silver piece requirements so that players would need to have the required 1000XP/level to advance and also spend silver equal to 1000 x their current level.  This would would increase the leveling curve from a 1/2/3/4... to a 2/4/6/8... and it would also make sure players couldn't just buy a level with silver they had lying around.  I like the idea and especially having the PC collect enough coin to level up making it an even bigger deal.   Right now PCs will toss a few coins at their XP like an investment account, or use them to top up after an adventure.  If they had to save up the cash and then drop it all on their next level, then its more memorable.   Narratively it is as if the PC was training and carousing, researching and otherwise spending money on improving their adventuring life.  I also think that having it split this way it would let GMs have two levers to control the leveling speed instead of just one.  You can adjust treasure and encounters to suit the pace you want to keep.

Other than this I am still tinkering with the rogue sneak attacks and trying to sort out how to make combat have interesting choices while streaming the crap out of it where I can.  I don't think anyone is really missing the rolls for damage and the Cinematic Advantage works really well.  I would like to lean into the initiative system so that Rogues and Hunters leverage a maneuver roll for their special attacks.  I like the idea of Rogues using a d6 for sneak attack and having a one round cool down, the choice here when to use this and when to try for Cinematic Advantage seems interesting to me and, more balanced than either making them roll to hide or giving them additional damage every round.  I would like to give the Hunter an option to roll a d10 maneuver which would let them choose between aiming (for automatic advantage), or doing a double shot which would give them double the weapon damage (and use up ammo twice as fast).

I'll try to get all this in to a usable state soon and push out the update this fall.  I did notice that the 2020 Microlite omnibus still has the version 6 rules for Beacon which seem so clunky now compared to what's been changed this last year and a half.  It would be good to get to a point where I would be happy to get them to go with the newer one.

Sunday, November 29, 2020

Version 7.4

I just pushed up version 7.4 of the Beacon rules.  A lot of changes to the layout this time.  Druids are divine again.  I'll post more on the specific changes soon as I think there are some interesting design choices in this one.  Items in RED text are suspect and the stuff in PURPLE is the new bits.


Grab it here.

Wednesday, July 22, 2020

Some bigger changes

Posting another update to the v7 rules.  You can get it on the Get Beacon page using the preview rules link (is stamped version 7.2).  I was trying to get this out to fix some issues with STR bonus for melee weapon damage but I also wound up making some pretty big changes, again based on the on going play-testing.  A bunch of stuff in this one but here is a summary of the changes:

  • The 'biggest' change is also the smallest, Clerics will use their CHA bonus for casting divine spells.  I thought that was a really good idea since it makes sense that divine magic comes from personality and not smarts and also CHA was the odd one out with little mechanical effect hanging off it.
  • Beastmen will be able to become clerics but they will also get a -2 CHA as a racial modifier.  I think this balances the extra HP but we will see.  I hated having Beastmen so limited to classes that I considered cutting them out, but I think this might work and give some more options while not inadvertently making them the go to race for clerics.  They still can't use arcane magics but everyone should be able to have a spiritual life.
  • I added in the encumbrance rules but I dropped the numbers a bit and changed the 'stone' to 'weight' as a custom unit of bulk.  Average PC can carry 6 weight of stuff and not the 10stone/100lb situation I was talking about before.  I also put in a table of common weights which should make it simple to track.  This hopefully will remove any cultural/realism overhead but accomplish the same thing as the stone system.
  • Made some additional balance changes to creature ACs, spell descriptions etc.
  • Changes to costs of some items, notably hirelings, rations and ammo.
  • I changed the way taking damage works.  Now you cannot choose to take STR damage instead of HP.  Casters can  however choose to spend STR instead of HP for spells.

So that last two obviously are obviously pretty big but I think that the system of choosing STR vs hp was not working at all and some players were burning out their STR and others were not and falling unconscious all based on how they saw the situation instead of arising from the situation.  I think this rule was totally destroying the feeling of immediate danger in combat and was forcing players to meta game at exactly the wrong moments.  It also was super confusing to those familiar with other d20 systems and it broke the whole low levels is deadly vibe I want the game to have.  Now you hit 0 and then the damage spills over to STR as you would expect.  

HOWEVER I don't want to entirely give up on the concept of pushing limits that the rule was supposed to foster so I also changed the casting rules allowing casters to choose to use their STR points for spells.  I think this accomplishes the same thing I wanted to have with the old rule but without the other bad effects.  It does give casters more spell power but the price is pretty high.  The new rules for STR damage conditions are still in place so casters using these points pay a high price with long recovery times and conditions.  Also since a critical miss or other situation could zap your STR unexpectedly using it for spells can be pretty dangerous, so this presents an interesting decision mechanic.  I may at some point figure out a feat for fighters to tap into this STR pool somehow for the same reasons.  SO I think that in the original rules the idea was good, but the implementation and the costing was bad.  We will see how this works out.



 

Friday, September 2, 2011

Objects in mirror

48!?  Who's been touching my lucky dice?
Well it's been almost a year since I started this design blog for Beacon and I just noticed I just posted my 100th post on September 1st.  Last September I was busily working away on my own little fantasy heartbreaker and I had just gone from reading blogs about role playing and playing Microlite with the kids to starting this blog and signing up with a local game group, getting ready to play some real grownup RPG.  Since then I've been introduced to Savage Worlds, Atomic Highway, and Hero system.  I've also had the chance to run a good play test of my Beacon d20 rules.  Ya 100 posts in a year isn't a lot really but then again I tried to keep this about Beacon and not so much about all the other things I like.  Maybe if I could come up with a good name I'd start an alternate blog and post about books and video games and other things.  Maybe that would be too much work.

Next Friday will be the first anniversary of the Beacon site and serendipitously it will also be the last in this series of Beacon play tests.  Now we're going to play some other games and even though I have really enjoyed the DMs chair again, I'm excited to get back into the player seat for a bit.  We will have played 7 sessions and all the characters will have made level 3 or be near enough that it makes no matter.  I am hopeful that we will return to Beacon again later on to continue the fun testing, either with the existing characters or new ones starting out at level 3 - or some mix of the two.  I also hope to release the 5th draft of Beacon this fall and incorporate the lessons learned from this play test.  A lot of the work I have been putting in this summer has been in the setting of this play test and even though much of it is sandbox, I've grown fond of it.  I believe I am going to try to put together something in the vein of a sandbox guide to the world appropriate for use with Beacon and hopefully easily adaptable for any low level d&d based campaign.  I don't expect it will be a hefty grimoire in the vein of THE WORLD OF BEACON! but it might be a nice PDF.  I really enjoy the sandbox full of plot nuggets campaign approach (for some reason I'm thinking of a catbox now...ugg) but I'm not partial to the pure hexcrawl.  I find that unless I have a general knowledge of the area the players are running about in, it's hard for me to run a decent game.  Maybe putting together some short world overviews and a couple maps will appeal to those of a similar bent.


Friday, July 22, 2011

Tech Interlude

Yes yes, I owe you another session report and I'll get it done before I forget what happened (I have a memory like a steel trap!)  However I have been preoccupied with some work things and with my new iPad.  A large part of the reason I picked up the iPad as opposed to an Android pad was because of the large app library and the elusive promise of support applications for role playing (and gaming in general).  I think in a year or so the Android pads will be pretty sweet, with some nice swap-able storage features and there should be some great apps available by that time too.  Living in Canada I can't get excited by the all this 'your data in the cloud' news simply because our ISPs are charging so much for data plans.  I haven't found anything very useful as 'apps for the GM' yet but I do have some high hopes for map making/using with the large number of sketch tools available.  I did find a little sound board that has lightning, rain, some roaring and a couple generic screams which could be fun to whip out during a game but it's pretty limited really.  Even if the apps are duds however, it is still a great help to be able to carry around all the modules and rules that I have on file (like Laser Ponies!) in such a small package.

And I do have to say that the Beacon PDF is awesome on the iPad.  I'm using Good Reader mostly but I did drop Beacon into the iBooks library as well where it appears as a nice little spiral bound tome on the virtual bookshelf. In both apps the Beacon PDF looks nice, is easy to read, the index is functional so you can simply tap and it takes you to that section, and best of all you can search it.  I did find it a bit futzy downloading from google docs (the download link is at the bottom of the viewer page - not intuitive) so I'm going to put up an alternate download only link to it as soon as I get some storage sorted out.

Tuesday, April 19, 2011

Preparing for Adventure

Well if you have been watching closely you've noticed that I've had a preview of the 4th draft of Beacon up for a few weeks now and you also probably noticed that it's been updated about 5 times in that space.  Well I had to keep it up there so it was available for character generation, but at the same time I had a lot of changes to make - way more than I thought I did.  I think I'm mostly finished with that now and even if it's not necessarily done, I think it's in pretty good shape.  Some of the things I ended up fixing were:

  • the price of whiskey (1000 bucks a cask- crazy!  I changed that trade item to horses instead.)
  • and armour ( I made all the 'fitted' armours much more expensive.)
  • more pole arm rules (pole arms are used at range (at least 5') and suffer a -4 when used point blank) 
  • fixing armour and shield effects on dexterity (it now impacts DEX instead of DEX bonus which allows it to be much more granular so I adjusted the shield AC bonus as well since I hated having to have +4 to AC to compensate for a -3 DEX bonus)
  • and lots more small rule, explanations and example wording tweaks on races, skills, monster abilities, combat.
  • Made monster damage into HD type+HD number which would mean a bugbear would do d8+3 damage with his weapons instead of just d8.  This is still easy to derive but lets the elite versions of monsters do more damage than their same sized but less skillful counterparts (in addition to the attack bonus).

A few of these items were pointed out to me by players, but most were me just re-reading things and preparing for the ADVENTURE*.

woo woo, bring it on!
And as to that adventure.  I have written up short backgrounds for each of the players which I hope will give them a sense of place in the setting without being too heavy handed as to their motivation or personalities.  I'll post these once I have actually sent them out and gotten feedback just in case someone hates what I've come up with.  The players rolled up a party consisting of an Elf Druid, a Human Hunter, a Human Fighter, a Dwarf Cleric and a Dwarf Enchanter.    I like the party composition, it's a bit different and I think we can spin out something entertaining from this.

I am a bit vexed about how to do the XP though.  As part of the update, I've adjusted XP to account for the change to monster HD so instead of a simple 100*HD number it is now (10*HD type)*HD number.  I don't know if I want to test this at this time however since I am of a mind to do things one of two alternate ways.  I could try to do XP based on damage to see how it will work; or I could simply do level progression by play session in order to get a wider range of levels for play testing in.  If I level the characters up each session it would be good for testing many parts of the game but it might not be as fun to run or to play.

*This is real awesome - you can play that old Atari 2600 Adventure in your browser.  Next thing you know we'll all be flying about in air cars!