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DnD - RUNTS; the care and feeding,

Posted by C-h FreeseFor group 0
C-h Freese
player, 4 posts
Wed 23 Jul 2014
at 03:09
  • msg #1

DnD - RUNTS; the care and feeding,

EXPOSITION

In my DnD campaign, it is a basic premise that what makes the DnD world different from our world is Mana, its flow, sources, and textures.

Guoda White-tail:
   "The two main sources are the astral and ethereal, they are not different Manas so much as in different textures.  [Much like much like AM (amplitude modulation) and FM (frequency modulation) radios.] There are many other textures that affect the planes Two more mana textures that are part of this Basic Premise is that of Fantasy and Heroism.  [As from DnD's beginning in "Chain mail", ODnD, and First Edition,] Fantasy Mana powers the Races and species, making the whole of the race more powerful and able to defend its self. Heroic Mana while fed through the race, power a small fraction of the race, the Heroes, both the Demi-talents (heroic class positions in organizations, limited in Level range, until promoted in the organization. see meta-pax "1StEd." for "sergeant") and Full-talents (Heroic Class Positions NOT linked to any particular social groups, limits on level, and classes depends on race, Meta-Pax (the dieties\powers agreed rules system at work in the territory), and or deities.

   These our Heroes, gain power but in a very stilted way unlike normal Mundane folk, ie you or I, we study a skill for 1-4 years and you are on your way.  These Heroic folk gain power in levels like steps on the ladder, and while study is often involved to master this skills and abilities, the gaining is whispered to take place over time in the dreams/nightmares of one who has made a step up.

All who gain these steps are fed Heroic Mana through their races based on these  steps or levels, these are our Heroes and Champions."
               Guoda White-tail (mouse-folk),
                    -Scholar of the Blue Tower Library,
                    -Step-Son of His Royal Majesty Cheese, Rat-King of the Palace Labyrinth.





  My campaign has Mundanes (zero levels) so I don't have to make-shift a way to allow the Heroes in my campaign to feel different. As their very levels, even if only one level of a heroic class marks them as different socially.

  That means that I don't have trouble creating, What is Now called Low-Fantasy (and I call Low-Heroic), but if I want to give players as many choices as possible at character creation I do need to make-shift, 1st or zero level, Level-adjusted Races for PCs to play Low-heroism.

   In some ways it is easy DnD has such, as the Hob-goblins call them "Runts". There are three kinds of these Runts, the Lesser "*", the Racial Class "*", and the Negative Level Adjustment modifiers "*", but each has issues.

Noted Choices and Tools

√  The Lesser "*", is simply created so that their hit-dice, skills, feats and abilities  only add up to a first level creature.  But is similar enough to pass as a "*".
The suggestion for these is published is usually "if you use these, don't use the original race," In my campaign these are one of the types of Runts, a weakened mutation that is innately first level.
   This is my preferred choice if the player will take it.

√  The Racial Class "*", comes at least partially from Savage Species, I don't have a lot of familiarity with these, but now have access to source material. These Runts while physically immature much like the Lesser "*", Start according to the system as a first level of the monster class.
   But your first class is the race. No good for a mundane.

   So add this; and remove the first levels, "level adjustment"
√  The Negative Level Adjustment modifiers "*", This is both more complicated and simpler then the other two all it takes is a negative modifier to certain rolls.
-1 per on skill checks and ability checks.
-1 per on attack rolls and saving throws.
-1 per on level checks (including caster level).
-1 per on the DC for any spell they cast or other ability they use that allows a saving throw.
-1 per on any constant armor class bonus granted by race, such as the natural armor class bonus, or the svirfnebeas constant dodge bonus.
Each minus above subtracts one from the Characters Level adjustment.

.  First Runt type is the easiest to use, but requires creating the new "Lesser sub-race" if there isn't one established. It doesn't require any changes after first level, but I have had the issue that one character I created couldn't have lived in the area her races tribal home because one of the 'unimportant' items left out was needed to live there.
.
.  The only one of the three "Runt" types that allows all abilities and powers is the third in the group the Negative Level Adjustment Runt.  The system as stated only allows the NLA to cut the Level adjustment, I have considered continuing the negative adjustment to subtract hit dice as well, allowing to go all the way to zero level.
.
.  The last two runt types the levels are bought off up to standard, and the systems state you need to pay all them off before you take another level in a class, negative mod. does at least allow you to start with a class level in a non-racial class before you pay off the modifier penalties.
.
.  The Monster Classes issue of having to start as monster class rather then a heroic profession class, could be dealt with by buying off the one level with the second runt status Neg. Lev. Adj. of that class  then allowing would have two advantages one the ability to choose a class at first level and the other a ready-made expediant way of creating a lesser "*", if such a race hasn't been made yet.




C.1  Mundane;
    Creatures that gather Skills one per every 1d4 years [or what ever number fits the speed of development of characters in your game] plus one for every point of renown gained from one of their Factions. [all start with three renown points often factions, Clan, Guild, and Settlement, there is no theoretical maximum number of factions belonged to, but the practical issue of offending one when doing something for a competitor.] if an action is directed for one faction a maximum of two are possible. but it is possible to gain one per faction that was positively affected by the quest. Unlike full talents (classed heroes) renown can be spent renown to gain Decision Points as the Talents are a mundane is limited to a set of perks gained at their renown level for a faction. but instead of going up a mundane can move sideways. in a mercenary guild the gives certain skills based on a light trooper, it is possible for the mundane to choose to transfer sideways to the skirmisher units of the guild or even logistics.  These choices are designed as part of that faction, it is possible for a mundane to advance through the leadership of the faction without being a Talent, but at certain levels it is possible to pay renown points to take a position in the faction of a Demi-Talent. A standard mundane when struck with hit points damage exceeding their total.. Stops at zero, where they are Considered out of combat.  when combat is ended a roll is made to see how many mundanes are dead, wounded on the field, or fled.  it is possible for a mundane after the roll to expend unused renown points to affect the roll, or if the mundane is a follower or Hench-person of a Full Talent to be saved by the Talent by expending an already used renown point.  which only has the affect of causing the full talent to pay of the debt, before advancing to the next renown score.[sometimes being a side kick to a hero or superhero is a good thing]

C.2   The Mortal Minions- also called ["Runt" (goblinfolk & tiefling), "lesser minion" (sage), "heroic seed" (elf & Assimar), "Stunted-ones" (Imperial Common)];
   They can be of any race, humanoid, demi-human, monster, Etc. They may only have one hit point per racial die, no more then two ranks in any skill.  Certain racial powers like the Sprites invisibility, allows for a starting rank of four stealth in place of invisibility, as well as At Will cantrips in place of innate power spells.  Also the level adjustment of such a creature (after stunted powers) subtracts six points from the pool of ability formation points used to make the creatures ability scores. While it is known by some as runts, while others call them heroic seeds.  This last is because in some tribes a fraction of these mortal minions, are the only creatures in the tribe or clan to develop as Full Talents.

Compare to below:
___Zero Level Characters;
    Creatures that gather Skills [non-weapon proficiencies (I added a non-weapon proficiency "tool of battle"] one per 1d4 years of age, which can stack.


D.   Demi-Talent;
    this is a mundane who has reached a point in their advancement through the faction where there is a decision that includes taking a level in a particular class. The complete set of skills, feats, and powers, for this class are entered entered on the mundane form under the skills, that they are related to.  The character stops gaining renown at all, and starts gaining experience points until, until the maximum level for that Faction rank is reached then and only then is renown gathered again.

Compare Demi-talent to below:
___Sergeant, lieutenant, captain; are classed characters but they can not advance until two conditions are met, one like the "real" classed heroes they gain experience and will, but stop when they reach the required level for the next Rank, then must wait until their organization, temple, tribe, army, etc., has an opening to advance into that rank.

E.   Full Talent Heroic Classes;
    These are the Heroic representatives of certain subsets of society, you may have a hundred knights and squires, but only one Cavalier. As each of these is considered a heroic profession, each of these classes is considered able to hire any type of skilled person or creature to complete their mission, while taking ten in at a rank equal to their level plus any ranks bought with skill points. The taking ten only allowed in uncontested projects, or those with a DC low enough to do so.  Such rolls in seeing that there are no problems for their employees during the job, or to stabilize income. Some like Commoner, Expert *, Adept, Aristocrat, Warrior, gain a rank of Mundane Leadership, this allows the character to form their own faction of mundanes and "Mortal Minions".  which allows them at first level, a certain number of followers some Mundane
 .
Compare Full Talent to below:
___Classed Player Characters;
    These are the Heroic representatives of certain subsets of society, you may have a hundred knights and squires, but only one Cavalier. you may have one hundred mundane users of magic, cantrips, hedge-magic, and master brewers, but only one Magic-user.  You may have one hundred persons who use minor, lesser, or major Psionic Tricks, but only one Psion.

___Classed Non-player Characters; Commoner, Aristocrat, Expert *;
    these are lesser heroic representatives of certain subsets of society, they might be added into settlements as functionaries.
This message was last edited by the player at 18:46, Thu 01 Sept 2016.
C-h Freese
player, 5 posts
Wed 23 Jul 2014
at 03:33
  • msg #2

Re: DnD / have you played one?

In reply to C-h Freese (msg # 1):

My first question is have any of you played a character using one of these types of "runts" what did you think, what did you like about it, not like, any suggestions.
This message was last updated by the player at 04:35, Wed 23 July 2014.
LoreGuard
GM, 13 posts
Fri 25 Jul 2014
at 20:39
  • msg #3

Re: DnD / have you played one?

So you are asking about anyone having any experience with playing scaled back versions of more powerful races, and the three methods you know of handling it, and what people feel are the strengths and weaknesses of them?
C-h Freese
player, 7 posts
Sat 26 Jul 2014
at 00:02
  • msg #4

Re: DnD / have you played one?

In reply to LoreGuard (msg # 3):

Yes, it's nice to have standard rules, but that doesn't mean we won't have issues.
As I had an issue with a charactor lizardman low power race that couldn't actually survive in their home swamp land.
   I'd like to know what problems tpeople may have had with first level verisions of monsters if they have played such
.
As well as knowing what they liked about it or what DMs may have tried.
This message was last edited by the player at 01:39, Fri 26 Aug 2016.
C-h Freese
player, 17 posts
Fri 26 Aug 2016
at 00:46
  • msg #5

The Cursed Races; Minions, Mundanes, and Heroes

Victorian "Cursed Races"

    I have a guilty secret I like free books and A "big book store" supports authors of "para-normal rom...." yah.. well them. that are willing to give away ebooks for free to hook you on their series.  I realized that a certain amount of these are steam punk based.  So I have realized lately that there are a whole set of missing "player" races in my campaign.
  The "Cursed"/tainted, yes we have Assimar & tiefling, the tainted of the elemental planes, but what about the victorian classics, were-creatures, gargoyles, vampyre, golam.

___As I prefer to have all Heroes start at first level [the Full talents] anyway my campaign includes in almost all races what the Goblin Tribes call "Runts" they never gain more then one HP and are usually stunted in some way or another.  4e [eck, eew, yuck] would consider them minions and they are. But in this are born the only source of full talents in Any Race.  Demi-talents [the only other class advancement] levels are resricted in range and type based on and only exist due to, position in a Social/comercial organization, army or tribe.

___So you see amoung Were-creatures there would be "Runts", single hit dice shapechanges of a lowly place in the "Pack", "Pride", "Murder", or "Herd". Who usually at puberty leave normal racial advancment, Appearing to stall into Runts/minions.  But these few begin to suffer from the tradtional "Nightmares" and physical and/or social "wanderlust" that drives them from the pack.

___All Heroes begin this way, what they become is guided partially by their dreams/nightmares [players wishes] and partially their [characters] desires. Joining with a master to guide their mutation to a full talent Hero.

    So I needed zero-level 'Vampyr' [note I don't say Vampire, as that is the regular non-runt creature], just like I need 'Wyrr-creatures' [honestly thinking about henjiki, and adding wolf, bat, bear, and such], 'Stoneskyns' [(gargoyle) I'm thinking of creating a minimum flight speed and maximum flight agility to make underground flight very difficult], and ??

 I came up with the idea  "Seemings" cantrips/powers that affect mundanes in the presence of certain races or classes.

   *Body Masque; creates an illusion of the character only as themself but Munadane, not Fae, Vampyr, Shadow-walker Ghoul, or Stoneskyns. ie (forest gnome as rock gnome, or human child)

   *Land Masque; creates a small 3-d 5x5x5 illusion, normally of some woodland item to hide in or block view, or in the Stoneskyn Hob the appearance of the land it's self, ie stone on a castle wall.

   *Masque of cantrips; a Vampyre, Cleric, magic-user can cast certain Cantrips on a mundane and this single cantrip freezes.  It is not actually lost but becomes part of the aura of the caster. The Vampyr has a single cantrip and oddly enough it is cast in its venom.
 that heals/creates one hp. (the vampyr recover hp damage by drinking blood this way) the hp acts as if it heals on hp but also raises the victims hp by one for a week.

   *Commanders Masque; A fighter can use this Seeming in battle and and place per level either two 0-level corporals [Profession (soldier)] or 5 grunts no skill. Any attack on a mundane under his "command" must go though him or her.

   *Champions masque; casting in battle allows a fighter to strike attempt as many 0-levels Mundanes, or Runts, as the fighter has levels. if not facing another level hero in battle. This "takes down" the mundane 0-level character on a hit, like shroders cat you don't know until after the battle if they died, went unconcious played dead and ran, or what.
   *... any ideas?

 While thinking about "seemings" that only affect mundanes.  I thought that some races, or clans might have such special cantrips. Some example is the ability of some races to affect mundane with "Body masque". The Fae; Grey"a"lf clans, Woodland Spirits [forest gnomes; As well as a "body masque" Seeming, they have an "wood land masque' cantrip]- the Astral taints of blood; Assimar clans, Tiefling clans- and those with Elemental taints; * & Stoneskyn Hobs.

I don't want mundanes completely helpless, so I have thought about could iron, silver, steel having affecting issues on the race or racial cantrip.
 The Greyalf clan [Grey Elves, Faery] taking +1 damge from silver.
 The seemings may be affected by cold iron, most particularly the Woodland Spirits.
 The elemental "tainted" have a 3-4 hp immunity to their elemental type. but possibly a extra hp damage from the opposing element.
 The Stoneskyn a 1 hp immunity to all damage. but cold iron bye passes it.


 


Any ideas of clans [what 1st edition considered sub-races] or races missed, or possible Cantrips which will underline the difference between the Classed heroes and the Mundane on the street?

 

ME:
There are many books that have "assimar", "tieflings", vampires, and shifters able to hide their appearance or strangness from the normals of the world, but not from each other. Picture certain races able to cast at will "racial" castings ["Seemings"?], such as Grey elfs able to Affect a seeming that allows them to take an appearance of a human of similiar look, age, and size to themself.

   Also picture class Seemings, that only work on Mundanes, like a clerical Casting to either return a single hp to a mundane or Casting for blessing that only works on mundanes. My evil sense of humor would include for a fighter to cast the ability to strike one mundane per round per fighters level. Yes , I know they can do this in first edition. but I don't limit the existance of mundanes to first edition.

   Another idea is the ability in the middle of a Battle to Cast for five out of command mundanes battling on the fighters side into command and allowing these mundanes movement and defence bonuses.

   To me the idea of certain Player Races; able to hide from mundanes at will but not from each other or heroes creates a more exclusive group for adventurers. I even have the idea of seperate Vampyr race that is usually made of mundane, mundane minions of Vampires, unlike the Normal Vampires converted with classes.

   Only as I usually have Heroes come either from the minion races (0-level or >1d8 races), these break free of their masters when they begin to show class advancement

This message was last edited by the player at 01:09, Fri 26 Aug 2016.
C-h Freese
player, 18 posts
Fri 26 Aug 2016
at 00:52
  • msg #6

The Cursed Races; Stoneskyn Hob

Thrall Races

   Stoneskyn Hob; is normally some smaller and lighter then a full size hobgoblin.  These are Runts of Gargoyles which I am including in Goblinfolk races as a sub-group of Hobgoblins. they can fly fast but minimum speed is higher then normally usable under ground often even  running- ie either jump of of* or run into wind. The StoneSkyn Hob is immune to environmental affects that cause 1 Hp of damage per [minimum time period] and subtract 1hp damage from bludgenling damage not caused by a hero [anyone with levels]. Unknown to many the Skone-skin Hob are shape changers. They actually do have a human form but in that form the are highly subject to charm and dominans spells.  They actually can be held in thrall for years. only actual minions areable to break the bonds of thralldom if the start the "Heroes Dreaming"
  Fly; fast ?15"-48" -Fall; Safely [Anything less then 15" is basicly straight down], Climb; very slow 3",
--Casting:
     Seeming; This "Of Land Masque" allows the Hob to appear as similiar material as it's footing.

c. Hobgoblin (Hob)*
  *Cavern Hob
  *Gargoyle {“Stoneskyn Hob”;}+++

Any suggestions?
This message was last edited by the player at 01:27, Fri 26 Aug 2016.
C-h Freese
player, 19 posts
Fri 26 Aug 2016
at 00:57
  • msg #7

The Cursed Races; Vampyr Mundania

Thrall Undead
Vampyr Mundania;Vampyr Mundania;
        Vampyr; this is a player character undead race, these do not need to eat or drink normal food, but can to hide their nature.
    These undead do not drain levels, but do drink hit points of blood.  They don't need this to survive but to prevent damage from the sun, or to heal hit points of any damage.  They have a sensitivity to the Sun which causes damage over time, the only way that they can heal is to drink blood.  Hero blood is best, mundane blood is normal, animal blood will work but requires large amounts of blood.

    This blood drinking does not affect the victims level. but does have benifits, see "Seeming: Symbiote- below.

    While these creatures are not neccesarliy evil. those in thrall to their creator long to do what their master wishs, attempting to fight the longing is like exposure to the Sun.  Any Vampyr that loses hp down to 0hp instead of collapsing when it loses conciousness, goes breserk with bloodlust and attempts to drink from anyone possible. only stoppng when enough blood has been consumed to heal all damage.

  Only those who gain the Heroic talent break free of the Thralldom that their creator Vampire holds them in.

--Seemings:
     Body Masque; This seeming allows the Vampyr to appear as a humaniod or demi-human off general coloration and size of the Vampyr.  It can only take the form of a race that it has drunk 5hp of blood.
     Fasinate Masque; this allows the vampyr to make a charisma roll to bedazel one who might already find the vampyrs current apperance atractive, and cause the creature to doze as the vampyr drinks blood, the prey will have dreams as it dozes of what it conciders nice. those races that do not sleep are not affected.
     Symbiote [Masque of Casting; the surviving victim of a Vampyr will regain one extra hp above normal for a week after recovery, this hp is the first regained and heals the bite of the vampyr.  A person who becomes the blood servant of a vampyr, gains +1 to both consitution and charisma. The fresh venom carries this casting into the blood of the prey and can begin to destroy diseased blood cells.

Vampyr Mundaia +++++

   A Runt Minion created by Vampire of a Mundane human [0-level] they take damage more slowly from the Sun, and heal damage by drinking blood [hp.]
This message was last edited by the player at 19:08, Thu 01 Sept 2016.
C-h Freese
player, 20 posts
Fri 26 Aug 2016
at 01:00
  • msg #8

The Cursed Races; Veil Walker Ghoul

Undead
Veil Walker Ghoul
     This undead looks like your classic ghoul but this is a servator sent from the shadow realms to bring back the bodies and souls of evil warriors from the battle fields.  the bodies for their great lord knights of the shadows to feast upon and the souls to assume them with blood sports and games.  Like the assimar and tieflings they can walk the paths of the dead unlike them though they can enter and leave rifts caused by massive deathes as in battlefeilds.



Veil Walker Ghoul

Just as the Faery Planes are a landscape of immortal life the Darkling Planes are the setting of immortal death.  The Veil walker ghoul is one of the few Undeads that are known to cross the boundaries of the veil they are servants of the Council of Dead Arch-Dukes.  They are known to raid battlefields for bodies of the slain these are taken to the halls of the Noble Knights of the Dead and feasted upon.  Unfortunately those bodies if not eaten quickly enough may "spoil" causing them to rise and walk.
This message was last edited by the player at 01:02, Fri 26 Aug 2016.
C-h Freese
player, 21 posts
Fri 26 Aug 2016
at 01:00
  • msg #9

The Cursed Races; Minimoids (mini Humanoids);

                         
Cursed
Minimoids (mini Humanoids);
Toadmen, Buggirs; "Antmen", Scorpoids, Snakoids- active infervision 3", passive 9",
Toadmen; -wood age -(Neutral +)
    »Jump to attack charging bonus.
    »tongue flick grappling attack 1" radius. called shot - 2, toadman can release at will
    »combined called shot or any tongue grapple and jump allows toadman to land on the location hit.
    »When 'Singing' a toad-mans croak can influence other inhabitants attitudes and morale about an intruder to his recognized area.

Buggirs; "Antmen" - Bronze Age - LN
    »Queen-
        »3 hp bite
        »spray caustic nesting solution, kills bacteria, fungus, etc. in nest area, 1-4 rounds blindness if fail roll, in 2" area, trouble breathing for one hour -1 to hit
    »Drone
        »master drone demi-talent witchdoctor (cleric/ magic user) leads nest chamber guard- may choose once per day to speak a language of a demi-human-oid race, beyond his personal one.
         »A unit lead by a drone has no morale saves.
        »each drone speaks the ant-man language with the nest accent and another demi-human-oid language deferent from that of any other ant-man drone in the nest.
    »Soldier
        »1d2 bite +3hp toxin if fail save,
 one dose
    »Worker
        »bite 1hp
        »create web or crew paper
        »automatic fail to moral save if attacked, if way out run, if not immediate attack on closest creature that is not an ant-man.

Scorpoids; stone age, CN
    »wall climbing 3"
    »toxic sting 4 hp minus constitution bonus damage one point per round from successful strike, one dose per hour - if goes below zero unconscious -10 death will not strike a downed prey and no leakage loss after poison stops.

Snakoids; -scavengers equipment off dead prey -NN
    »1 or 2d4 [if two courting pair (pear-ed) if more mother and children]
    »swimming 6"
    »spitting poison death to less then 1/2hd creature, blindness and nausea to greater, three doses
This message was last edited by the player at 02:27, Fri 26 Aug 2016.
C-h Freese
player, 23 posts
Fri 26 Aug 2016
at 02:23
  • msg #10

The Cursed Races;  Drake Wardens;

   charm thrall dragonet shifter
  Moves as if small unless flying then large (wings), fighting reach as large bite. breath damage 1d2?
 The Wyrm Soldiers; Dragon-were – cursed to serve [highly suggestable in human form]

Move medium but small width, unless flyind. attack large; bite breath 1d2.
This message was last edited by the player at 02:55, Fri 26 Aug 2016.
C-h Freese
player, 24 posts
Fri 26 Aug 2016
at 02:52
  • msg #11

The Cursed Races;  Wyre moon cursed

 Lycanthropes [henjaki, Moon cursed, ?hells hounds?

Skill; Control Shape
Base Ability: Wisdom
Must be Trained?: No
Armor Check?: No
Special: Only available to Cursed and afflicited Lycanthropes

In Class For: <all cursed lycanthropes>
While Natural Lycanthropes have automatic control over their shape-changing, cursed Lycanthropes must make Control Shape checks to maintain control.
  See Monster Manual 303

Resist Involuntary Change Time: <automatic>- Retry? No; but- Take 10, or 20? No

   The character must make a check to resist taking his/her Animal form under each of the following situations: Moon-rise on the night of the Full Moon, taking ¼th
of his/her total hit-points in damage. A suprise exposure to Wyre Bane.

If the check fails, the character immediately starts changing into the animal form.

Voluntary Change check; to return to Humanoid form. Otherwise, the character does not return to Humanoid until dawn.
Trigger Voluntary Change Time: Standard Action Retry? see below Take 10, or 20? No
   A Cursed Lycanthrope who is aware of his/her condition can try to voluntarily change from form to form.
This message was last edited by the player at 17:20, Fri 26 Aug 2016.
C-h Freese
player, 25 posts
Fri 26 Aug 2016
at 02:56
  • msg #12

The Cursed Races;  Theriocephaly; throne cursed

 The Theriocephaly; [Servants of the Thrones; Animal-head;]
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