Monday, December 12, 2011
Working
Till then!
All the best,
Chris J
Saturday, October 22, 2011
Red Ash World Engine: RPG Combat Update and development status
My current work is to add rules and melee skills that will cover dual weilding of weapons. These have been written but I am going to test these before uploading.
I have also been thinking about the character creation and specifically about adding a rule to allow players to move ability score around at charcter creation. I am think of a rule that a player can move a total of 10 points from one ability to another ability with a max increase of 5 points in one. This will permit players more freedom to tweak their characters to the build concepts they plan.
I also need to devote some time to a write up on the leveling of a secondary (or more) class than that of first level.
Till then...All the Best!
Chris J.
Saturday, October 15, 2011
Finally! Finished overhauling the combat rules of Red Ash...
So now I am presenting the new combat rules, fatigue system and a simple preview of a character (on a sheet even) and my combat log. With these I hope to shed some light on how the combat will unfold and provide a richer and more exciting combat experience to the players.
Here we go....
First the characters used in this series of combat testing are two twins; same size, same gear, same skill, same class and level. The idea of this is to test the combat with no unusual advantage to one character or the other. and to expose faults in the system. The combat starts with both of them within melee range and weapons ready.
So here we have Pete and Steve.
full size here |
The combat rules and related information can be found on the combat page of Red Ash and the changes to the fatigue system can be found of the abilities page just about 3/4th the way down the page.
The combat log I used to track what was going on is here
full size here |
There can only be one...
Saturday, September 24, 2011
RPG Turn based combat in the Red Ash World Engine
This is quicker than I expected from my initial design and I realised a new issue that will be presented to higher level characters. It is based on the manor in which PAP and MAP are figure, the physical and mental ability scores. While they increase based on the level advancement of the character, they do not keep up with the number of attacks one would get from weapon speed that is increased. Put in a more basic phrase, the characters are eating the PAP and MAP faster than desired.
So my solution to counter this issue is to add a new feature of root skills and that is a bonus to PAP and MAP. For every skill point you spend in a root skill or any of its child skills your character will gain a +2 in eaither PAP or MAP, or you will gain a +1 in both PAP and MAP.
I will also still be using the x3 skill points for 1st level characters. This will greatly aid the soldier in being able to use a weapon and shield. It will also help in giving a 24 point bonus to PAP at 1st level.
This rule also means high skill point classes, like the Arcanist, will have a lot of skill points and thus a lot of PAP and/or MAP. To counter this I will be increase MAP cost of spells.
In the long run I think you will find the PAP and MAP will scale much better as the character levels as you will see and increase in ability scores and skills your characters have trained in.
On a side note, I was asked in a PM why armor was not a skill, when shields are? The short answer is armor is worn, not used. It would be like having a skill in pants.... ;)
All the Best!
Chris J
Tuesday, September 20, 2011
Work Continues....
I have discovered one issue right off and will implement a change in the near future. I found that the starting skill points is not enough to be very effective at making a soldier and I suspect the other classes as well. So I will look at starting the 1st level at 3 times the current list value.
For the soldier this is a 12 point start and is enough to pay for a weapon skill and shield, but nothing else. While weapons training is important an adventurer will need more than this and so I may need to up the skill points for classes, more on that to come later.
The combat rules are definitely changing and will offer players a long overdue change to the typical RPG combat rules which are as exciting as a game of Whac-A-Mole!
All the Best,
Chris J.
New Art from Daniel Richards
Sunday, September 11, 2011
New Artist: Daniel Richards has been kind enough to provide art for Red Ash.
Has been kind enough to provide some art for the Red Ash World Engine. You can see his work on; The Orc, The Lacerian, The Mace and The Morning Star or see them all in the Red Ash Gallery. Also stop in and check out his other work in his gallery at http://www.danielrichardsart.blogspot.com/
Thanks a lot Daniel!
All the Best!
Chris J
Equipment Updated
I have uploaded a big update to the equipment, changing a lot of the attributes of weapons, armor and shields. I also fixed a few logic issues.
I also fixed an issue with the melee and ranged child skills having too low of a level requirement for each +1 you got for the weapon speed bonus. Now you can ear a maximum bonus of +11 Speed Bonus.
Other aspects of these skills will be looked as I begin building some basic characters and perform combat testing. I will be posting to the blog what my findings are to see just how well the rules hold up to two opponents trying to kill one another.
Until then...All the Best!
Chris J.
Sunday, August 28, 2011
Update: Red Ash Powers...
A new addition is a detailed description of species powers and all the related values. You can find this here on the main species powers page.
Now I will move on and take one more look at equipment. I also have a a few new powers to add to the system and a new addition or two to the non-playable species list. After this I will need to review the combat rules and see what need to be touched up there. During this I may decide to build some test characters for combat testing and make adjustments as needed.
I feel that the overall project of designing the rules of the Red Ash World Engine is coming to an end. While the system still has a lot of art that needs to be done, it is a low priority for me right now. If anyone wants to offer to do some art for the core system rules just drop me a message. Unless I find something else to fix I will start to build the first free-to-play Red Ash adventure for all you tabletop rpg fans!
All the Best!
Chris J.
Friday, August 19, 2011
Class feats are here!
Wednesday, June 29, 2011
Skills Updated and more
Now the skills have been updated to reflect the changes made so far including the difficulties, saves and control rolls. I also did a bit of a rewrite of the jump skill as it was still based on the very first version of the rules published. One other area I addressed was the use of spaces has now been switched to meters.
I also added the meaning of the names difficulties and the related values on the skills main page. Below that you will find a few paragraphs describing the ideas behind skills and a break down of terms used.
Up next will be a review of powers and a new addition to the classes, the class feats (or class perks I have yet to settle on a name). The idea of this is to allow certain minor class powers to open up based on the skill level progression a character follows.
All the Best,
Chris J
Monday, May 30, 2011
New additions for Red Ash
First the templates.
Template are meant to be used on characters after they have become adventurers, or as a part of their quest. As this greatly modifies the base race they are often considered monsters by the society they are from. But since the Red Ash system is meant to be used in a world of you design, you may decide differently.
During the development of the wererat template I realized the character may be able to make use of the common rats characteristic of being a disease carrier and so I decided this would be a good time to design the pathogens (diseases) of Red Ash.
Pathogens are actually a subset of diseases that focus on some of the more deadly or dangerous real world diseases and I went to great lengths to describe the game mechanics used in Red Ash on the main pathogen page. I even altered the Unclean power defined already to include different forms of bite, touch and cloud. The cost is low on these powers as their use should have bigger story line issues, specially in a multi-species game setting.
I also realized while designing the were-creature templates I needed to add some big cats and the common rat so a base creature was present in the base rules set.
One additional power was also added called, Powerful Bite and it is a power enhancer for those with the bite power. It is also how I will handle creature like the jaguar that naturally has a very powerful bite when compared to others of its kind, like the tiger or lion.
To read more on these topics here are a few links:
Pathogens
Templates
Unclean
Powerful Bite
All the Best,
Chris J.
Wednesday, April 27, 2011
Coming Soon...
The character templates is how I will address specialized creatures like the undead, were-creatures (werewolves for example) and more. Templates will modify the characters base species with new powers and abilities.
before I roll these out I need to finish off the work and test my display scripts for the site. I also must add a few more mundane creatures and some additional odds and ends so stay tuned!
All the Best,
Chris J.
Thursday, March 31, 2011
Minor fix
Thursday, March 24, 2011
New Species Added: The Sphinx
Monday, March 14, 2011
New Species Added: The Naga
To read more on the Naga of Red Ash visit here.
All the Best,
Chris J
Saturday, March 12, 2011
New Species Added: Megaraptor
Read more on them here.
All the Best,
Chris J
Friday, March 4, 2011
New Species Added: Kraken
The Kraken is one of the most well known sea creatures of mythology. A truly terrible beast said to be the size of an island! Well a very small island, but an island all the same.
To read more on the Red Ash Kraken go here.
All the best,
Chris J
Wednesday, March 2, 2011
Game Play (RPG) - (Moved from the old Articles section of redash.org)
Terms
- DM - Dungeon Master, This is the person that runs the campaign and lets the players know what the environment looks like, smells like, taste like and sounds like. The DM will let you know, when its relevant and if your character succeeds in noticing something. The DM also takes on the roles of all NPCs you encounter in the game.
- Class - A profession, This is a defined profession that a character starts with at the lowest level of skill, also called level 1. By performing various deeds like defeating an opponent, solving a puzzle or completing a quest a character gains experience. Once enough experience has been earn you may gain the next level up and earn more Life Points, Skill Points and other increases.
The Campaign
A campaign is design by a DM and can be compared to any novel you have read. The difference is in that your characters take on the "leading" roles as the protagonist (or maybe even the antagonist) of the story.
Before the game begins you will speak with you DM on what races and classes are available. Also if you are interested in being a caster you may want to ask what the world view on magic is. It could be common place, a know but mysterious force, strictly regulated and secretly taught, or even punishable by death.
Species relationships will be another issue that warrants a question. Does species X get along with species Y and whats the history. Playing a Minotaur in a Human world may sound like you have the advantage, but you may have to put up with fear, hatred, rumors and hostility on a daily basis.
A campaign of course does not have to have many species in it. It can have one and all others are monsters in need of being hunted to extinction. A campaign can also include multiple races of any species with slight or extreme differences between them.
Once you have the campaigns general background you can move on to character creation.
Character Creation
Characters are a combination of Species and Class. It is common in many game systems to form what is called the balanced party. This is usually a Tank to take damage (and often times dealing it too), a Rogue to disarm traps, find hidden doors and open locks, a Healer to well...heal and of course the Wizard to do a lot of damage to many opponents. Any more players can double up on these base types already stated, or other support classes can be played.
Since Red Ash makes use of an open skills system the balanced party is no longer needed within a limit. A party can, in theory, consist of all healers as long as they make use of their skill points and each focuses on a set to cover the specifics needed to adventure. Make sure someone in the players group takes trap, lock picking and searching skills while another takes combat skills to be more of the tank, etc.
Character Background
The DM will often times say the characters know each other from childhood and grew up together. This is done to simply to avoid the characters having to meet and do introductions in game. Another way for characters to meet is to use a mentor NPC that is recruiting and enlist the characters into the party. Mentors are usually left in the campaign long enough for the new players to learn how to work together and get comfortable with the game rules. Once that is done they are removed via death or other means.
Getting Started
The start of a campaign can have any starting location, but I think the most common is the small city. A small city offers a good backdrop to having various species and classes in one local. A smaller town or hamlet would be to limiting. A larger city would mean more work for the DM up front but is also a possibility for a starting local. A port city is also common. Port cities have the benefits of even more of a mix of species, exotic goods, money and the class of cultures.
This all assumes your are starting from level 1, a DM may have a campaign designed to start you at a higher level. In these cases the DM can simply state your party has already adventured together and for some time.
The first quest is handed to the party by any number of means. A family friend or relative has gone missing, A mysterious group have come to town and rumors speak of dark happenings. Your friends and you on a night of celebration and awake with a hangover and the sounds of a slavers ship. The city's (council, mayor, governor, etc..) has employed you to wipe out the cities infestation of rats, nearby bandits, etc...
Encounters
All combat is an encounter but not all encounters are combat. Encounters are best thought of as events of note that the party should make a decision about what action to take. This can be a simple fork in the road, speaking to a traveler on the road or coming across a abandoned camp. It can also be that a character has noticed the party is being stalked and of course combat.
Combat
Red Ash uses a turned based system. This means that everyone in the combat (player characters and NPCs) all have a turn to perform some action during combat. Combat is based on 20 turns that is occupied by 1 or more participants in the combat. The combat starts at turn 20 and counts down to 1 and then returns to 20 to start the count down again. Each loop is called a round of combat.
To determine where a combatant starts roll a 1d20. When combatants have the the same position they go in order of the highest Awareness and in case of a tie the highest Agility and in case of a second tie who got there first.
It is common for the combatants to change to a different turn from one round to the next. This can be causes by the weapon speed they use and may give the the user a second action in the same round. Or the combatant may opt to hold their action to interject before another. This is a common tactic with non-casters vs casters and is also used so one of you party performs their action first before you take your action.
To keep tract of combatant positions I suggest a length of thin cardboard (or thick paper) divided in 2 length-wise with a line. Separate the top and bottom of the strip with 20 spaces and number them 1 to 20. Then use paper clips or even the wooden clothes pins as markers and number those with the number of combatants, one for each player and NPC. Lastly make a simple numbered list with the names of the combatants. Then use the clips or pins to mark what position the combatants are on. The current round flips between the top and bottom of the strip. Starting combat can start on the top with everyone's initial position. For those that go on the same turn clip the markers for the ones that will go first to the one that go after them.
During combat and after their turn change their markers location to the next turn they have remembering to adjust for the weapon speed of the weapon they just used. This will often place them on the alternate side of the strip. But if they start on say turn 20 and use daggers in combat then they will next go on turn 2 OF THE SAME ROUND then they would go on turn 4 of the next round. If they used a flail and was starting on turn 20, they would go on turn 16 of the next round. This is why a split strip is used, to keep track of the combatants turn within a round and the next.
For characters that are holding their action pull them off the strip and set to the side. When the player states their characters action work them in at the start of that turn.
The DM should keep in mind you are not calling numbers you are calling combatants by name. The strip is just a way to know the order to names to call.
Character Death
The adventures life is one of peril in pursuit of rewards. Death of a character can be and always should be an issue of concern to the player and the DM. A Dungeon Master should take care to not kill the entire party and should try to not kill any of the characters even though this will sometimes happen.
When a players character dies there is of course the issue of its share of treasure and its personal equipment. Characters can have a general will on what to do with these items, the party or the DM can decide as well. A DM may want to consider it a social taboo to take the equipment of the fallen member and maybe even employ a bit of bad luck on the surviving characters that do not follow the rule.
There are a handful of ways to handle death in game and the players should know how you will handle it at the start of the campaign.
- Hard Core - This is a rule that states if your character dies, it is dead...make a new character. In campaigns that run under hard core rules it is not uncommon to have a spare character already made in the event your character dies. When your character levels you also level your spare.
- Fate Favored - This rule means your character never dies but may be knocked out and will wake up later. You may have been saved by a more advanced NPC/NPCs that happened upon your combat, or maybe you where captured, maybe a wandering monster came by and killed your opponents after your party dropped and now the monster and the opponents are dead, or maybe you wake up with no idea why you are alive, but your opponents have left without a reason as to why.
- Clay Pigeon - For what ever reason your party has easy access to resurrection or something similar. Maybe your characters are simply clones (or clay pigeons) that when destroyed a caretaker pulls another from the shelf (or makes a new one) while your real body recovers from the experience of death. If one of your party survives he can drag bodies back to a temple for a resurrection. Many DMs will apply some penalty for this usually monetary and experience based or even favor based (your party must perform a favor for the temple).
- Other - I have describe a few ways of handling death. A DM may have his own ways of dealing with death and what ever rules he sets, they should be uniform for the entire campaign for both player characters and non player characters (NPC).
World Design in Red Ash World Engine (Moved from the old articles section of redash.org)
Red Ash is a core rules system, meaning it is designed to be a foundation for a larger system. I designed this Red Ash for my own game development plans. By making these rules available anyone that wants too can design their own game world to enjoy with their friends. I only ask that you respect the license and do not sell it. Additionally, I would also like to hear back from you and your experience with the system; what works, what doesn't, what needs adjustment.
Designing a world will require that you spend some time planning. I do not think it will require that you make every mountain, river and ocean but you can start with a small city. A city quest can in some ways be easier to build as you do not have to have as great mix a creatures. Let the players know what races and classes are available. Then build the adventure around that.
All maner of quest can be had in a city; Missing Persons, Clearing the sewer of infestations, Stealing a artifact from a collection, or even tracking down the ones who did. Add a little spice to your adventure with NPCs (Non Player Characters) that have different attitudes towards the adventurers. And even include weather for atmosphere.
Your Species
Red Ash comes with predefined playable species but you can build on top of or in addition to those listed. If you want to limit the playable races, but still have some variety make sub-species or races of one or two playable species or you can make one species with different races.
Your History
Everyone has a past but it should not come up it casual conversation unless a player character interacts with or overhears an NPC.
As a people we also all have a shared history that is often tainted by our own opinion, ego and agenda. Somewhere in all these stories is the truth of a matter.
The peoples that populated your world should have a shared and personal history too. Shared history is one of those things that as a group bind a people together. Sometimes this binding traps us into a narrow point of view that is simply accepted and drives us in an endless repeat of past events. History can be bittersweet that way. Other times a people learns the harsh lessons of our mutual limitations.
Designing a gaming world has its own rewards made manifest when the players interact with it and become engrossed in the story.
Tuesday, March 1, 2011
Finally! Finished the size rules and species update!
Sunday, February 6, 2011
New Art: Longsword by Jessica Jimerson
Update
Friday, January 21, 2011
Red Ash Turns 3
Currently the resizing is continuing. I had miss placed my old formula for figuring the base weight of a given size. So I had to make a new method and finally settled on one based of of a cylinders volume. the idea came from a forum I had read on estimating weight (in the specific can, of a blue whale) and one responder stated an easy way to do it was to use the formula for determine a cylinders volume. Once the volume was determined they could multiply that by the mass of water.
An interesting approach and one that was simpler than my old method. So a played with the numbers and came up with some rules that will span the entire range from Speck (size #1) to Gargantuan (size #19). Now I will need to work on changing my database structure to support the new work, change the species script to use the new data and make adjustments to the existing species, debug and of course upload to the site.
Each of the new size categories will use a formula of...
grams = ((width x width_mod) * (width x width_mod)) x PI x (length x length_mod)
width and length mod change depending on size category. Also note that length and height are interchangeable.
The end result is that the average human will end up being a little lighter than is currently listed and slightly narrowed.
Each category marks the average height (or length), width and weight for a creature of that size. Going up or down from there will not cost any additional points. It will increase the encumbrance values but it will also bring weight more into play when having to cross an old bridge for example.
The new weight formula will cover things as small as an ant at .003 grams to 94,872,921.4 metric tons ( the average weight for a creature that will be in the Gargantuan size category) and bigger if need be.
Also I decided to formalize the space as 1 meter on a side, or 1m squared. I will be dropping the space reference on creatures. To determine how much space a creature will occupy on a grid map just round up to the nearest meter for the creatures size and reach. A crowded status will be applied when a creature are forced into a smaller area.
Anyways, more work ahead.
All the Best,
Chris J