Drudge is an attempt to remove some of the drudgery from D&D. D&D is the classic RGP, and it offers a massive amount of pre-fabricated material and flavor. Yet sometimes gameplay can bog down in rule minutia and modifier totaling. Drudge tries to keep the flavor, while simplifying things and making them more Zludge-like.
This means that Drudge is neither one game system or the other. Certain elements of D&D are completely gone. For example, there are no hit points, and characters don't significantly change in the damage they can take or inflict as they go up in level. Drudge expertise is in breadth rather than depth: a fighter can max out his longsword skill by level 4, but it will take him much longer to master anything other than swords.
This document assumes a basic knowledge of both Zludge and d20 (pretty version). To ease the transition of D&D players, the sections follow the order of the PHB's chapters. If something is unstated, assume that Drudge uses the appropriate Zludge rules.
Status: Version 0.3. The system is still under construction.
Drudge uses D&D's abilities: STR, DEX, CON, INT, WIS, CHA.
New characters receive one free +1 to applied to an ability of their choice.
New characters can also take a -1 penalty to one ability to add a +1 bonus to another ability. Not more than one -1 penalty or one +1 bonus can be applied to the same ability. This includes ability modifiers from race.
Race is like a "level 0". Your racial level functions much as any other level, except that a racial level limits the skills that can be selected and it doesn't count when determining your character's level. You cannot spend more than 2 racial ranks on combat skills.
Racial aspects can be invoked for the skills taken as part of your racial level. They can also be invoked for knowledge and social checks involving your race's culture, as well as any special situations as noted below. Racial levels may also grant ability bonus/penalties and special abilities.
Medium size, 15 speed.
4 skill ranks: Any skills.
+1 CON, -1 CHA
Medium size, 10 speed (not reduced by encumberence).
Darkvision (medium range)
Aspect: any appraisal or inspection of stone, metal, or gems; any attack roll vs. orcs or goblins; dodging giants; any save verses spells or spell-like abilities.
2 skill ranks: Swing(weighted), Shield, any other one combat skill; Specialization: Fortitude(poison); Craft(metal, stone), Knowledge(arch, dungeon)
+1 DEX, -1 CON
Medium size, 15 speed.
Immune to sleep
Low light vision
Aspect: Any sense (Listen, Spot, or Search) check; any save verses enchantment
2 skill ranks: Bow, Specialization: longsword, rapier, or heavy rapier; Listen, Spot, Search, Knowledge(arcana, nature), Spellcraft, Survival
+1 CON, -1 STR
Small size, 10 speed.
Low-light vision
Aspect: Any save verses illusion; add 1 to the DC of an illusion spell; any attack vs. kobolds and goblinoids; dodging giants; speak with a burrowing mammal; cast dancing lights, ghost sound, or prestigitation (if 0+ CHA).
2 skill ranks: Light weapons; Listen, Craft(alchemy, mechanical, precious), Knowledge(arcana, history, nature), Search, Spellcraft
Medium size, 15 speed.
Immune to sleep
Low light vision
Aspect: Any save verses enchantment
2 skill points: Listen, Search, Spot, Diplomacy, Gather Info; any other one skill.
+1 STR, -1 INT, -1 CHA
Medium size, 15 speed.
Darkvision
3 skill ranks: Swinging(weighted), Two-Handed, One-handed; Brute Force, Intimidate, Survival.
+1 DEX, -1 STR
Small size, 10 speed.
Aspect: Any saving throw (this results in 2 tweaks if saving vs. fear).
4 skills: Thrown; Athletics, Bluff, Escape Artist, Hide, Knowledge(geography, local), Listen, Move Silently, Search, Sleight of Hand
Drudge has 3 basic character classes: fighter (warrior), rogue (theif), and spellcaster (magic-user). Spellcasters can either be divine or arcane. Divine spellcasters can either worship a deity (cleric) or nature (druid). Arcane spellcasters are called mages. All 3 kinds of spellcasters can be either a spontaneous or prepared caster. A prepared mage is a wizard; a spontaneous mage is a sorcerer.
Each level of a class gives you an aspect you can invoke to either reroll one roll or tweak the roll (turn any one die to a "+"). You can invoke an aspect only on rolls made for a skill you took that same level. At each level, you also choose a class feature (see below), which you can then activate by invoking the associated aspect.
Each class also has a limit on how many ranks can be applied to combat skills each level.
See Magic for more on spellcasters and spell-use.
Max combat ranks/level: 3
Class features:
Max combat ranks/level: 2
Class features:
Max combat ranks/level: 1
Class features:
Sorcerers have the Eschew Materials ability (see Feats). Wizards have the Heighten Spell ability, which can be used at anytime without invoking an aspect.
Max combat ranks/level: 2
Class features:
Max combat ranks/level: 2
Class features:
Using gear made of base metals--particularly iron and steel--prevents druids from casting spells or changing form. They can use weapons and armor of natural materials such as, wood, stone/flint, leather/hide, etc. When using wild shape to become a creature or elemental, natural materials are absorbed into the new shape. However, worked metals cannot be absorbed and so cause the druid damage. Coins, buckles, fasteners, etc cause 0-lvl dmg; larger metal objects cause damage as a weapon of that size. The druid becomes aware of the potential damage during transformation and can abort instead of taking the damage.
Drudge skills are based on D&D's six attributes. They are bought according to Zludge rules.
| Skill | Description |
|---|---|
| STRENGTH | |
| Athletics | Moving your body, such as Climbing, Jumping, Swimming, running. (Also includes other forms of motion such as flying, burrowing, etc. If this is not your normal form, average Athletics with the Natural (combat) skill.) |
| Brute Force | Moving or destroying objects, such as lifting/dragging, forcing doors, smashing objects, bursting restraints/bending bars. |
| DEXTERITY | |
| Acrobatics | Tumble (treat falls as shorter, performing, slipping through occupied squares) and Balance (narrow surfaces, slippery surfaces, surfaces in motion, avoiding trips). |
| Dodge | Avoid blows aimed at you in melee combat. |
| Escape Artist | Wriggling through small spaces, slipping from restraints, escaping grapples or other entanglements. |
| Hide | Hide in shadows, natural outdoor setting (forests, deserts, etc), indoors (including dungeons), underground (natural caverns, etc), or in a crowd. |
| Move Silently | Move without making a sound. |
| Reflexes | Responding to sudden, unexpected events and area attacks: Initiative, reflex save. |
| Sleight of Hand | Hide or palm objects, pick pockets, use rope. |
| CONSTITUTION | |
| Concentration | Ignore the spell-casting distractions of damage, vigorous motion, entanglement, or inclement weather. |
| Fortitude | Withstanding physical strain: Fort save. |
| Durability | Pain-tolerance, resistance to poison/drugs/disease, resistance to injury, quick healing.
[Special skill: See Combat: Injury] |
| Endurance | Stamina for prolonged activity, breath-holding, overcoming tiredness, withstanding fatigue.
[Special skill: See Combat: Fatigue] |
| INTELLIGENCE | |
| Craft | Produce or make a new item. Actually 9 separate skills by medium: • Alchemy • Leather [incl: armorsmithing(leather), cobbling, leatherworking] • Mechanical [incl: clockwork, locksmithing, trapmaking] • Metal [incl: armorsmithing(metal), blacksmithing, weaponsmithing(metal)] • Paper[incl: bookbinding, calligraphy, document forgery, papermaking, painting, printing] • Precious [incl: fine statuary, gemcutting, jewelry, ] • Stone [incl: inscribing, pottery, sculpting, stonemasonry] • Textile [incl: basketweaving, rope-making, sewing, weaving] • Wood [incl: bowmaking, carpetry, carving, shipmaking] Also include appraising constructed items. |
| Knowledge | Actually 9 separate skills: • Arcana • Architecture & Engineering • Dungeon • Geography • History • Local • Nature • Nobility • Religion • Planes • [Psionics] |
| Mechanics | Open Locks, Disable Device |
| Search | Find a sought object in collection (or passage in text), notice traps, notice architectural anomolies (such as secret doors), notice minute details in objects, detect forgeries. |
| Speak Language | This general skill lets you recognize a spoken language, string a few words together, or understand a strange dialect. You can also decipher written texts or break codes. Each specialization rank lets you fluently speak another language. |
| Spellcraft | Decode or understand written magic, identify spells being cast, identify magical auras and spell effects, indentify magic items (potions, wands). | WISDOM |
| Heal | Includes first aid/surgery, long-term recovery care, diagnosis, treatment of poison or disease. |
| Listen | Notice important sounds. |
| Profession | How to run a business in the following domains, as well as appraise the materials relevant to your profession. 6 separate skills: • Agriculture (farmer, fisher, lumberjack, hunter, miller, miner, tanner, woodcutter) • Livestock (beekeeper, driver, herdsman, rancher, stablehand, teamster) • Nature Indexer (apothecary, gemcutter, herbalist, medic, wilderness guide) • Culture Indexer (bookkeeper, historian, librarian, researcher, scribe, teacher) • Sailor (boater, ferryman, sailor) • Servicer (barber, brewer, cook, innkeeper, moneychanger, porter, city guide) Pracitioners usually specialize. |
| Sense Motive | Opposes Bluffs, helping you to notice lies, feints, innuendo judge character, or sense compulsions in others. |
| Spot | Notice important visual events. |
| Survival | Get along in the wilderness, including tracking, hunting/trapping/foraging, detecting and avoiding natural hazards, predicting and enduring weather. |
| Willpower | Maintain your presense of mind: Will save. | CHARISM |
| Bluff | Lie/mislead, feint, or pass secret messages through innuendo. |
| Diplomacy | How you present yourself and so influence others. (May vary by social station.) |
| Disguise | Create disguises, act in character. |
| Gather Information | Work the grapevine for local information. |
| Handle Animal | Get an animal to do something it knows how to do, rear/care for an animal, teach/train an animal, ride an animal. |
| Intimidate | Scare/demoralize someone, bully someone into doing what you want, interrogate someone. |
| Perform | Perform in one of the following 9 domains: • Acting • Comedy/Jestering • Dance • Keyboard • Oratory • Percussion • String • Wind • Singing |
| Use Magic Device | Use a magic devce without the necessary magical abilities. Includes activation, decipher magical writing, emulate class feature, emulate ability, emulate race, or emulate alignment. |
| Damage level | Equivalent D&D damage | D&D Die rolls (and averages) | Usual Weapon Category | Wound Description | Cure Wounds level | Example Spells |
|---|---|---|---|---|---|---|
| 0 | 2 | 1d2 (1.5); 1d3 (2) | Unarmed/Tiny | Scratched | Minor | Ray of Frost |
| 1 | 3.5 | 1d4 (2.5); 1d6 (3.5) | Light | Hurt | Light | Burning Hands, Magic Missile |
| 2 | 5.5 | 1d8 (4.5); 2d4 (5), 1d10 (5.5) | One-handed | Very Hurt | Moderate | Fireball |
| 3 | 7.5 | 1d12 (6.5), 2d6 (7) | Two-handed | Incapaticated (disabled) | Serious | Scorching Ray |
| 4 | 10.5 | 3d6 (10.5) | (Massive) | Comotose (near death/dying) | Critical |
Weapons tend to be classified based more on their size rather than their D&D damage.
Extra 1d6 of D7&D damage: extra 1-lvl damage.
Abilities affect as follows: Small/light: STR or DEX Med/Large/Double: STR Maneuvers: INT Bows: STR Natural: WIS Magical: As caster Stab: DEX Swing(weighted): STR Swing(balance) STR or DEX Chains: DEX Unarmed: STR or DEX Sheild: STR Thrown/Aimed: DEX Round up, but: Weapon spec: lose -1 from bonus if base box was rounded.
| Stab | Swing (weighted) | Swing (balanced) | Chains | Unarmed | Sheild | Thrown | Aimed | |
|---|---|---|---|---|---|---|---|---|
| Light (1-lvl dmg) |
daggert, punching dagger, short sword, rapier | light macet, handaxe axet, light hammert, light pickt, sap | sickle, kukri; cutlass | whipr-, razor whipr | punching-, gauntlet, spiked guantlet; brass knuckles | (buckler, light shield), light sheild bash/spikes | sling; dart, shuriken*-throwing axe, throwing hammer, throwing knife | hand crossbow, holdout pistol |
| One-handed (2-lvl dmg) |
shortspeart, tridentt, lanceR*+; longsword (piercing), heavy rapier | club, heavy mace, morningstar, battleaxe, heavy pick, warhammer, dw. waraxeE+ | longsword, scimitar, bastard swordE+ | flail | Monk weapons (kama, nunchuku, etc) | (heavy sheild), heavy sheild rush/spikes | javelin/shortspear, spear; bolas -* | light crossbow2; pistol/revolver, uzi2, light rifle2 |
| Two-handed (3-lvl dmg) |
speartr, glaive/guisarme/ranseur/spetumR, longspearR, | greataxe, greatclub, halberd/longaxer, scythe, volgueR, waraxe | falchion, greatsword, bastard sword | heavy flail, spiked chainrE | net* | heavy crossbow, rifle | ||
| Double Weapons* | double axe, urgosh, hooked hammer | quarterstaff, two-bladed sword | dire flail | grapple/wrestle | ||||
| Maneuvers | feint, disarm, armor spikesd1 | feint, disarm | feint, disarm | feint, disarm | kicks, trip/throw, grapple/wrestle, feint, disarm | bullrush, overrun | ||
| Bows | Shortbowd1, longbowd2 | |||||||
| Natural | Bite, claw, or any other natural attack made in animal form | |||||||
| Magical | Touch attack | Ray (ranged touch) |
Footnotes: E: Exotic, requiring specializion to use without a -1 penalty. r: has reach, as well as close R: reach only +: does higher damage -: does lower damage 2: Actually takes 2 hands to use; use one-handed at -1. t: Throwable. *: special rules d1: does 1-lvl damage, as do light weapons d2: does 2-lvl damage, as do one-handed weapons Double weapon: each end does damage as a one-handed weapon. lance: Only treat as lance if braced under arm and used in charge (otherwise see spear or longspear); does damage based on speed of mount (+1 dmg if mount speed > 30 feet) Shuriken: With an Exotic focus, a character can draw and throw up to 3 shuriken at a time. Reload times: 0 - Revolvers, shotguns, rifles, etc can be cocked as a free action. (Semi-automatic and automatic take no time to ready for the next shot.) 1 - Bows (Draw ammo) 2 - Slings, hand crossbow, light crossbow (Ready weapon, Draw Ammo) 3 - Heavy Crossbow (Ready crossbow x 2, Draw Ammo) 3 - Repeating crossbow, most modern guns (Ready (unload) weapon, Draw Ammo (clip), Ready (load) weapon). (It takes 4 turns if you want to store the clip you unloaded from the weapon.) Repeating crossbows include a 5-bolt clip which automatically drop another bolt into place when you ready a weapon. Therefore, repeating crossbows take 1 less round to reload. However, once the clip is empty, it must be reloaded (3 turns, as above, assuming you have another pre-loaded clip handy). automatic weapons (+1 dmg) thrown: range = double close; close; 1/2 close --In range: accurate; from that to 5x range: -1 --shorten range to close or 2x close --weapons designed to be thrown (sometimes) at half range, unless masterwork. Otherwise, -1 non-throwable: -1 to 1/2 close, -2 to close throwable: 1/2 close, to close at -1 thrown: close, -1 to medium aimed: medium, -1 to long Ranges: --intimate/contact (in same square) --melee (w/in 5'--can reach out and touch) --reach (w/in 10') (to 15') --close (w/in 30') (to 50') --medium (w/in 100') (to 150') --long (w/in 400') (to 600') E--Deflect Arrows, Snatch Arrows E--Improved Unarmed Strike Note: only need to maintain exotics when needed to maintain game balance --to use two handed as one handed Can only specialize in a weapon. Don't Block with tower sheild. It grants armor, and you duck behind it for cover.
As in Zludge, skill checks are made by applying both the character's skill modifier, the difficulty modifier, and any other circumstance modifiers. The result determine the determine the degree of success.
Here are the difficulty modifiers:
| Difficulty Modifier | Task Difficulty Adjective | D&D DC | Description |
|---|---|---|---|
| -4 | Improbable | 35 | Generally some sort of extra (magical) assistance or fortuitous circumstance is required for anyone to accomplish this (though someone completely devoted to this sub-skill could do it unassisted). |
| -3 | Staggering | 30 | Requires either specialized training in this subskill or else a prodigy--someone with a natural ability plus extensive training |
| -2 | Daunting | 25 | Only to be undertaken by an expert. |
| -1 | Difficult | 20 | Training and skill required to make success at all likely. |
| +0 | Simple | 15 | Someone with a touch of experience or natural talent should be able to handle this without much trouble; the uninitiated can handle it if they're lucky (such as by invoking an aspect) |
| +1 | Mundane | 10 | Somone with no ranks or training could accomplish if they are not rushed (Taking 0) |
| +2 | Negligible | 5 | Rolls generally not required, though someone rushed or with some sort of handicap could mess this up. |
Feats--like Zludge gifts--let you do something you can't normally do through a skill check alone. A feat costs 2 skill ranks.
Alignment and dieties are as in D&D.
Choose which hand is your character's primary hand. Attacks made with weapons held only in your off-hand (except unarmed and shields) are at -1.
Dudge advanced combat:
--round: 1) from the start of your turn to the beginning of your next turn
2) from the start of the first person's turn to their turn again (initiative round)
--turn: Your chance to act. [not AD&Ds def of turn]
--action: what you do during your turn. Usually a std action = a turn. But can be free actions or extended (more than one std) actions in there too.
--step: 5' if haven't moved (or else kneel/crouch, rollover)
--turn = 1 to 3 seconds. Round last 6 seconds (1/10 minute).
(rest of the time you're watching, dodging, defending, ducking, etc)
--move: standup, get prone)
Speed: 15 feet for medium; 10 for small.
quick action: (= free, swift, immediate) {go to 2/rnd?}
one per round. If use one during round before your turn, can't use during your turn.
Reload times. (Usually 3: empty/reset, draw new ammo, load)
Called shots: -2 to 1/6 region and -3 to 1/36 region. If within -1/-2 respectively, still hit somewhere/general area. Change hands+fingers to hands + weapon.
Parrying:
Swinging(weighted) weapons: -1 to parry use
Rapiers: +1
Parrying: weapon (or unarmed parrier) takes damage if vs swung weapon. Had armor relative to size. If exceeded, breaks. Masterwork weapon gets +1; cheap gets -1. Magical bonus helps too.
Unarmed attacker takes damage from slashing weapons.
Chains can't parry or be parried.
Blocking:
--Also a Sheild skill, used for both parrying with sheild and bashing. If successful parry, sheild takes the weapon's damage. If enough, this might splinter/dent sheild. If more than enough, sheild is destroyed.
Free action: only 1 per round. (Same as swift and immediate, tho immediate can be used anytime.)
Power Attack
Alternative to miss die: 1 = 1/2 tweak; 2 = full tweak.
tweak: +20 to 40%
1/2 tweak (turn - to 0): +0 to 20%
negative tweak (turn highest die to -): -40 to 20%
neg 1/2 tweak: -20%
Miss: Just doing -1 means stacks with everything else. Means only borderline hits miss.
But only borderline cases should miss! If you're spot on, you'll still hit--just not quite a good, perhaps.
Miss from blur (and blindness?) etc--where object is just not there to hit half the time--should have a miss chance. [Blindfight skill? Decrease blind penalty for contact melee?)
But miss from concealment, etc--whether the full extend of the object is just concealed--should have a borderline impact: either tweak or straight penalty.
Any spellcaster can spend up to 3 skill points per level, buying one spell slot per skill point. Spell levels go from 1 to 9. Spell slots must adhere to a simple pyramid: you must have at least one more spell slot at the next lowest spell level. Additionally, the max spell level you can purchase is your particular spellcaster level - 1 (except for slvl 1).
Therefore, when attempting to gain spell level power as quickly as possible, a spellcaster tends to buy slots at the following levels:
slvl 9: 15 slvl 8: 12 15 slvl 7: 10 12 14 slvl 6: 7 9 12 14 slvl 5: 6 7 9 11 14 slvl 4: 5 5 7 9 11 13 slvl 3: 4 4 5 6 8 11 13 slvl 2: 3 3 3 4 6 8 10 13 slvl 1: 1 1 1 2 2 2 8 10
A multiclass spellcaster keeps a separate spell pyramid for each 6 different spellcaster class.
Spellcasters can cast 0-level spells (cantrips, orisons, etc) an unlimited number of times per day.
Spontaneous spellcasters know one spell (of the same level) for each spell slot they have. Prepared divine spellcasters can prepare any spell from their class spell list.
Wizards record their spells in a spellbook. Their spellbook contains (for free) two spells (of the same level) for each spell slot they have. They can write additional found spells into their spellbook (as per D&D). If they lose their spellbook, they can rewrite up to two spells per spell slot from memory, though this rewrite incurs the same costs as scribing found spells into a spellbook.
--No ASF. But each level of mundane armor equiv.ly decreases spell damage (and makes lowest levels impossible to cast?) --Read magic to know (idea of) what a written spell is --but Spellcraft check (relative to level) to understand it enough to cast/learn.Item Creation
--Instead of XP costs, making magic items, etc, causes fatigue damage. For magic, can use magical touch or ray in same turn as casting. But can also put spell into weapon (including ranged) or fist and make as attack. First attack (or even touch) of weapon discharges spell into it.
--Spells: need to be converted by GM. --Set time and distances categories:
CR/Monsters --Since characters don't get more HP, monsters are like spells: how much dmg to do they do. --"HP" just based on size, possibly modified by Durability, etc. --CR = lvl match, so translate accordingly--giving skills, etc. --Size also gives bonus to Hide, Unarmed, etc (anywhere where +4 bonus plays in). Dodge/attacks? Maybe +1 at extremes but not for S/M/L. Attack (based on BAB) follows same as skill. +1 if attacking something 2+ sizes larger than you; -1 if 2+ smaller Size doesn't grant any extra bonuses or penalties to abilities. But does change damage level--big things hit harder!
-?Bonuses, whether to skill or to hit, translate as follows (D&D -> Zludge): +1 - +5: +1 +6 - +10: +2 +11 - +15: +3 +16 - +20: +4 -?Magic armor provides greater protect (allowing more heroic like deeds with less chance of dying). Magic weapons slice through equivalent magical AC (but not mundane armor part of AC). Maybe +1 to attack for being magical. --Only one kind of magical bonus: magical. --Magical bonuses from different sources do not stack, but overlap (unless specifically noted otherwise). --In general, magic makes the material work better (or worse). --magical AC bonus means there is a thin layer of magical protection that absorbs damage. If the magic is associated with a piece of armor, its protection is limited to the same body areas as the armor. (Hence, bonus costs half, since most suits of armor cover about 1/2 the 36 body areas.) If the magic is general (includes both natural armor and deflection), it covers the whole body. Magical bonuses stack with protect granted by mundane armor, but not with other magical armor protection (since magical bonuses don't stack).
Drudge's skill set has been modified from D&D due to my DMing style. For instance, I don't tend to use physical obstacles much. So I combined Climb, Jump and Swim into Athletics; Open Lock and Disable Device into mechanics. Feel free to make your own changes to the skill set so that each skill gets roughly equivalent use in your campaign.
V.Hunters: --no mana left (except for cantrips?). --So instead, need mana-storing maban: pearls, quartz crystals, bone, feathers, etc. --Usually once alive--basically, as wand materials --Recharged through life: blood, breath, (tears, semen) --Can be fashion into rod, or weapon core, or (most often) worn under skin (pearling) --point of maban per point of slvl. But this is too much bookkeeping?
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Last Edited: 22 Jan 2008 ©2007 by Z. Tomaszewski |