My “Monday Knights” group has been playing Freebooters weekly for 15 months!

My “Monday Knights” group has been playing Freebooters weekly for 15 months!

My “Monday Knights” group has been playing Freebooters weekly for 15 months!

Tonight’s session was about “recovering from major setbacks” that had befallen the group in weeks past. First, they plied Queen Yijara of Hind with glories and gifts (a phoenix ransomed with the loot from a dragon’s horde, and a huge stalactite of magical darkness delivered to her court by a creature of living stone) until she finally returned to them the magical key that will allow them to continue exploring the depths of the dungeon below distant Kinlye. The key had been confiscated when the sorcerer Serso (PC) was thrown to rot in Yijara’s dungeons after he was caught attempting to spy magically upon her.

Next, the group finally put an end to the obstacles posed by the will (and agencies) of Akheenistradu, a suspicious and hot-tempered extra-planar noble who it turned out had been spying on them through their longest-held follower, the guide (and confidant) Wara. All were indeed delighted when it was revealed that tonight’s reward would be an alliance rather than fiery death.

Next time, it will be new magical research for Serso, “Lucky” Jakk’s return to Kobold-town, and new challenges as the toad-priest Kathug attempts to claim the arch-clericy of Thalangul while Raas the Dragonslayer awaits the product of his partner’s forge: a magical sword to wield against the Blight Dragon who waits beyond the final door!

Question about setting monster difficulty level:

Question about setting monster difficulty level:

Question about setting monster difficulty level:

In preparing for a freebooters game with my niece and nephews after the holidays, I’ve been trying to figure out how to set monster difficulties, particularly around damage. A typical freebooters character will have 5ish hit points, a bit more for fighters and clerics, who may also have 1-3 points of armor. Magic users are very likely to have 3hp at first level.

If I follow the monster creation guidelines the most vanilla horde monster will do d6 damage to a character if they roll anything less than a 10 in hack and slash or anytime you get to make a monster move “do damage.” Magic users and theives are likely to go down in one hit, fighters and clerics in two hits. Monsters that make sense in “groups” or “solitary” are even worse, doing d8 or d10, possibly with bonuses/piercing.

From the couple times that I played DCC, it seemed like most/all monsters in the early adventures did only d6 damage, some d3 or d6 with a penalty, etc. This made it possible for combat to be very dangerous/exhausting of resources, without being suicidal. I like the high danger of freebooters, but the dying on a 9- when you’re lucky to be rolling at +1 doesn’t seem “fun.” Even going to second level gives them a bit of resilience/ability to give and take in combat.

I’m worried that as written they may as well play as funnel world because mortality of even full freebooters first level characters will be so high. Is there any advice on hacking the damage system to make it make sense. Or are there other ideas to help this make sense?

We retrofitted everyones characters yesterday to 2e and it took a little while but it all worked out for the most…

We retrofitted everyones characters yesterday to 2e and it took a little while but it all worked out for the most…

We retrofitted everyones characters yesterday to 2e and it took a little while but it all worked out for the most part. (adding my changes to make load , damage and hit die ability based using “measure” , see my last post. slowed us down a bit.)

We decided our Cleric would keep her moves being Charisma based since that is how they had developed. It seems like either could work fine and you could imagine a god who was more charisma influenced and another more sensitive type who would attract those who had greater perception.

Wisdom has been a question for me. An ability that encapsulates perception, willpower, and intuition. It sometimes seems strange that a Cleric by default would be perceptive. It seems more of a Theify trait, and i do like the idea that perception could be a trait that is not the primary stat for anyone. but you could say the same about Charisma. I kind of like the idea of Clerics being Charisma based – good at influencing people, but again it doesn’t seem neccesary for all Clerics to be that way.

In the Ranger class I frankensteined together I made Rangers have “focus” (like Mettle and cunning) based on Wisdom.

I’m sure you’ve thought a lot about this already. Jason Lutes

Jason Lutes Here is a Generic version of Jason’s Character sheet.

Jason Lutes Here is a Generic version of Jason’s Character sheet.

Jason Lutes Here is a Generic version of Jason’s Character sheet. I added a bunch of little parts that incorporate ways to calculate Capacity, Hit Die, and Damage based on ability scores rather than class. I use something I’m calling “Measure.”There is a chart at the bottom right and you could squeeze the stat in next to the modifier for that ability.

3-4 = 1

5-7 = 2

8-10 = 3

11-13 = 4

14-16 = 5

17-18= 6

Capacity is Strength Measure x2. Hit Die I chose Constitution Measure +2 rounded up to the nearest die, so a pretty even spread between 1d4, 1d6 and 1d8. Weapon damage is a combination of your Strength Measure plus a number assigned by what weapon you are wielding rounded down to the nearest die, 1d4 minimum mostly. Something like this…

0- Most improvised weapons

1- Knife, dagger, staff

2- Short sword, hatchet, club

3- 1 handed Spear, Axe, Hammer, mace

4- Sword, 2 handed Spear, Flail

5- 2 handed Sword, Great Axe/Hammer, Halberd

6- Oversized, custom, probably heavy, perhaps legendary weapon, a BIG rock

So a strength 8 halfling with a dagger might do 1d4 but a burly dwarf Strength 14 would do 1d6 with the same dagger.

4 strength measure + 3 spear = 1d6

6 strength measure + 2 shortsword = 1d8

4 strength measure + 0 chair =1d4

if you wield a weapon larger than your measure then you can take a minus 1 to damage and to hit for each point lacking.

I like that it gives value to all the 0 modifier stats. It would be GREAT then to have an 11 Strength or Constitution, rather than it not have much of a direct effect on the game.

I’m not sure if there is any good reason to have a measure of your charisma or Dexterity so it might be a not very handy addition. It gives a quantity to stats that are either 0 or negative so it seems like it could be handy in some other circumstances. any ideas?

I like that it ties the characters abilities to what they can do. You don’t just get to have a d10 hit die and 10 load for showing up to fighter training if you are a weakling. It does add a layer of complexity and as Jason said in a discussion about this earlier, it may veer too far away from classic D&D for some players.

I am going to try retrofit these rules into the game I have been playing with friends for the past couple of years, ( we have already been using most of them) and also try to switch to the Freebooters 2 character sheets. Wish me luck.

Here are some sample spells from my “Advanced” Freebooters random generator for the ILLUSIONIST!

Here are some sample spells from my “Advanced” Freebooters random generator for the ILLUSIONIST!

Here are some sample spells from my “Advanced” Freebooters random generator for the ILLUSIONIST!

Iridescence of Ebon Fear

Daladred’s Sound

Sphere of Weaving Energy

Scintillating Revelation

Hecaxa’s Darkness

Chromatic Phantasm

Glamer of the Cerulean Veil

Rasaro’s Invisibility

Spray of the Befuddling Illusion

Yellow Geodesy

Daedriar’s Amethyst Radiance

Mercuasta’s Perfection

Strike of Chromatic Deceit

Inescapable Nightmare

Boro’s Terrible Derision

Turgad’s Folding Shimmer

Wave of Impossible Monsters

Ezphim’s Blinding Intricacy

Weird Circle of Silver

Oo’s Door

Rasamia’s Weaving Wave

Azaro’s Impossible Image

Asikaal’s Ray of Trances

Strange Disguise

Halo of Beauty

Haze of Visions

Elydriar’s Phantasm Shaft

Ward of Fluorescent Irridescence

Ziridor’s Excellent Projection

Illusion of Sparkling Voice

Pattern Blast

Vagmast’s Enlightening Globe

Void Glamer

Rune of Every-colored Flame

Floating Shadow

Elyraana’s Impossible Horror

Gailistus’s Dark Precision

Quelark’s Infinity

Gleam of the Prismatic Minim

Maharaela’s Invisible Alteration

Verdigris Gem of Magics

Zirijobulon’s Awe

Ghaitorr’s Guile

Lustrous Illusion

Gurgarna’s Invisibilty Veil

Glamer of the Vivid Sigil

Here’s our Freebooters session from yesterday for anyone who’s interested.

Here’s our Freebooters session from yesterday for anyone who’s interested.

Here’s our Freebooters session from yesterday for anyone who’s interested. Thanks to Andrew Huffaker, Jeremy Strandberg, Jennifer Erixon, and Horst Wurst for deploying their formidable RP skills!

https://www.youtube.com/watch?v=3tVBKO5CHGc