If you ever want to run a chess encounter where the players face off on a actual chess bored and you want the players to act like chess pieces then that's what I'm doing.
I think I just worded that in the mathematically worst way possible.
So the opponents are the normal chess pieces, they start (they are playing white).
Then there is your players, based on their class they play as a cretin chess piece, the players place these pieces at the first rank on their side of the board.
The turn structure is simple, the normal pieces go first (you the DM plays them) then one of the players move, all players must move before a player can move again (you can't move fighter and then next time move the same fighter, all other party members must act).
The players win by checkmating the king, the chess pieces win by capturing all of the players.
The pieces
The warrior
If your character was a fighter, barbarian, or similar class you are a warrior.
moving/capturing: the warrior moves 3 spaces orthogonally in one direction, all pieces that it moves through are captured.
Shields: warriors have a shield, when the warrior would be captured it instead loses its shield and the piece that captured it is instead destroyed.
The trickster
If your character was a rogue, ranger, monk, or similar class you are a trickster.
moving/capturing: the trickster moves 3 spaces diagonally, these spaces do not need to be in the same direction, aka you can move north east then south east and then south west.
Dodge: when a piece would move and be adjacent the trickster must immediately move one space orthogonally.
The priest
If your character was a cleric, druid, or similar class you are a priest
moving/capturing: the priest can move 2 spaces in any combination of orthogonally or diagonally.
Healing: the priest has 2 charges, when a ally piece would be captured within 2 spaces of the priest the priest may spend a charge to have the piece survive and the piece that would have captured is destroyed.
The magi
If your character was a wizard, warlock, artificer, or similar class you are a magi.
moving/capturing: magi move and capture like kings.
Blast: the magi has 3 charges, the magi may spend a charge on its turn instead of moving/capturing as normal, if they do this they capture a peace that is up to 3 spaces away, then they can capture a additional piece that is adjacent either diagonally or orthogonally to the first captured piece, this can't be used to check a king unless the king is not adjacent to any other piece.
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