Showing posts with label houserules. Show all posts
Showing posts with label houserules. Show all posts

Monday, March 15, 2021

Critical Roll

Player Critical

Critical hits have one of two effects chosen by the player.
  • Inflict maximum damage (no roll).
  • Whatever they can imagine and convince the DM of happening.
The second option is wide open. Things I've seen or thought of; disarming, knocking prone, stunning, pushing over nearby cliff, causing immediate morale check, exiting from melee (without typical enemy free attack).

The main types of things I disallow are boring "dealing more damage" ones. Pick the first option to be boring. [I purposely made the damage option not super great, like 2x damage. Because I want players to pick option 2. I want them to entertain me with their creativity. I run games primarily to experience the ridiculous shenanigans players get up to.]

Magic Weapons

Magic weapons do something "special" on critical hits. [An idea from EverQuest "procing" weapon effects].  I always give magic weapons some Boogie-Woogie. Like "the dagger's blade appears to be an icicle, although steel hard and sharp. When wielded your breath appears as on a frigid morning." Or maybe just a name "Hammer of Dissolution".

I'll then use that "flavor" to enhance the critical chosen by player. Very situational, sometimes over the top [crits should be "WOW" moments]. But, scaled to the "drama of the moment".  So, a max damage crit with hammer against wandering monster, will moleculary dissolve it regardless of actual hit points remaining.  But against Lareth the Beautiful during the final struggle against Chaos a critical blow from that hammer would be epic. [Which I finding hard to "wing" an example of in the absence of actual game play. But, would probably be "stop the evil plot/win the day" type thing].

Monster Critical

Major and or interesting monsters; Orc bosses, champions and torturers, but probably not orc "fodder".  Possibly a rat swarm. Certainly all the mythical, magical beasts, and EHPs wielding spears of utter chaos. They all have a thematic "special effect" when they critically hit. I often have idea of what ahead of time but typically come up with something better during play.

Grizzly Bear gets it bear hug or maybe caves in breast plate, the wearer can no longer breath until removed.

Orc Boss savage attack inspire's his tribe they all recover some hp and immune to moral checks.

Orc Torturer whip's blister beetle ichor filled barbs rake your skin. Writhe in agony for next d6 rounds.

Basically all the stuff in books, movies and video games that isn't well represented by rolling d6 damage...

Sunday, February 21, 2021

The Extraordinary Climb Ability Visualized

I present you, a mid level thief, demonstrating her Climb Walls Extraordinary Ability. 


I rule failed climb walls as "No convenient crack, etc. was found" rather than falling.  Damage is too severe penalty for attempting something that is a big reason to even bring thief along.  I want thieves to be utilizing their abilities. I want parties to be thinking of and executing interesting solutions to obstacles using Climb Walls.

If thief gets attacked mid climb or other "bad thing" happens, I'd probably require an extra Climb Walls check to "hold on". And a Save vs Petrification (my go to "react to avoid bad thing" save based on some early published modules) for half damage.

Also why I don't make it insanely hard (as written (esp in AD&D) or interpreted by many) to set up a back stab. If thief successfully "sneaks*" prior to combat, they get back stab on first baddy passing them by.  During combat if they spend round sneaking (and are successful) the next round they get to backstab **any** enemy. Party can choose to take out leader or wizard. But, only by investing 2 rounds (with possible failure) and probably leaving thief vulnerable "behind enemy lines".  Another tool / decision point for players to exploit.  

* my house rules combines move silently / hide in shadows into one skill sneak.  Sneak is the thematic thing going on. The implementation details (hiding in shadows, using distractions, cat stepping) are beneath the abstraction level of D&D.


Original Reddit thread https://www.reddit.com/r/whatcouldgoright/comments/lombqq/i_mean_the_stairs_were_right_there/

Monday, February 11, 2019

Specialist Retainers

Additional Specialist Retainers available in my B/X Sandbox using Judges Guild Wilderlands setting.


Astrologer

10 gp per reading.

Most settlements village or larger will have an astrologer. A basic reading costs 10gp gets 2d6 roll. With a “sacrifice” of 50 gp or more roll d6 + d8. A great sacrifice, 200 gp or more, earns a 2d8 roll. Outcome effects entire group and lasts until next Downtime.

Roll Outcome :
2 Monsters receive undisclosed bonuses.
3-4 Twice as many random encounters.
5-9 The omens are unclear. No effect.
10-11 Each player gets one saving throw or To-Hit re-roll.
12 Half as many random encounters.
13+ As “12” and all player saving throws are rolled using d30.

Chronicler, Venerator

d6+2 x 100 gp per month

Useful only in cities. Abstracts together several related occupations hired to raise the social status of people in the Noble, Gentlemen, and Military hierarchies. Increase character’s Social Level (JG Ready Ref Sheets p2) by one if 2d6 die roll is greater than their current Social Level.


Slanderer, Spy, Thief

d6 x 100 gp per mission.

Spies are hired to gather information about a specific person, group or area. They are also used for sabotage, rabble rousing, rumor mongering and the like. The Referee will determine the probability of success based on the scope and difficulty of mission, the details and aide provided by players. Spies may or may not be reliable, and could stab the hiring character in the back. Maybe literally!.

Tuesday, February 5, 2019

Wilderlands Optional House Rules

Putting together B/X Sandbox using Judges Guild Wilderlands setting, I of course have to create a setting & house rule booklet. Here are a couple rules I moved to "optional" and may drop all together. I have used versions of them before in OD&D based Planet Eris campaign. The sources include Judges Guild Read Ref Sheets (repartee and locution), Jeff Rients and quite possibly many others.

Divine Intervention


Characters may plead for Divine Intervention and may even do so when dead or unconscious. Characters of like belief should pray together and combine their levels in one roll. Different characters repeating a similar, recently ignored plea is a sure way to annoy deities. Beseeching higher powers more than once per Lunar cycle also risks incurring divine wrath.

The chance to be heard is the supplicant's level expressed as a percentage. Sacrifices relevant to the deity will improve this chance:

  • +1 for any amount of animal(s), foods, or other items sacred to diety. 
  • +1 per Hit Die of sentient creatures. 
  • +1 per 100 gp of treasure.

Deity's action upon hearing request is dependent on request and nature of deity. But, most will be something (even it's only to berate supplicant for being weak). Deities will refuse to aid non-believers. And will not directly harm any creature.

Example interventions:
  • Allow supplicant's spell to affect all faithful within sight.
  • Miracle! Effects as any spell.
  • Return life to a faithful servant.


Dueling Sermons

Clerics may verbally assault one another. Clerics who do not respond to an opposing polemic are immediately rebuked for their lack of conviction. Losing half their current Hit Points.

Each faith rolls two differently colored d6 (one "condemning" and one "extolling"). After rolling, each participant may replace a die roll with their level.

If both rolls are greater than the corresponding rolls of all other faiths, a devastating sermon has been served. All participants of other faiths must spend the next d6-1 rounds stunned as they rationalize away winner's arguments and reestablish their faith. Believers of the winning faith are inspired and get +1 on Saving Throws, To-Hit, and Damage rolls for duration of the encounter.

Otherwise, participants may "drop out" after first round having minimally defending their faith. If two or more opposing faiths remain, the theological throw down continues into the next round.

While sermonizing, participants are protected as Sanctuary spel. In addition if they take damage, the source of that damage is divinely rebuked, taking damage equal to amount dealt + d6.

Wednesday, September 3, 2014

Deadly Falls

Most the D&D I run leans towards gritty and harsh. Dirty, ignorant, diseased. More Flesh+Blood and Dragon Slayer less high fantasy. In this type of world falling is deadly and injuries debilitate you. I've always house-ruled falling damage. Here is a version for 5ed D&D.

Falling
Feet DC   Damage is cumlative
10    5   1d6
20   10   3d6
30   15   6d6
40   20   10d6
50   25   15d6
60+  30   0hp and dying, 1 failed death save

Falling inflicts an Injury unless character passes a Constitution or Dexterity (player's choice) save with DC equal to 1/2 distance fallen (max 30).

Injury
When injured your maximum hit points are temporarily reduced to your current hit points (or 1 if current hit points are 0). And you suffer disadvantage on all physical (Strength, Constitution, Dexterity) attacks, saves and tasks.

Recuperation (from rulebook): After 3 days full rest DC15 Constitution check to remove one effect (injury) preventing regaining hp. Some spells (such as Greater Restoration) can also remove an injury.


If falling wasn't deadly, wizards would craft
infinite jump spells. Nobody wants that!

Friday, August 22, 2014

5ed Inspiration is the Carrot, How about a Stick?

Inspiration is a 5th edition D&D mechanic to "reward" roleplaying. [You may lose inspiration to have advantage (roll d20 twice take best result)].  I loath roleplaying rewards. They inhibit actual roleplaying and have everyone instead doing all sorts of unintended consequences just to get the reward. Getting even farther out of character and into meta-game land.

Roleplaying is it's own reward.

Chasing after mechanical effects is not roleplaying. It's forcing this bland stereotype "ideal" into every situation until one is rewarded with inspiration. Then they forget about any RP until they've used that inspiration and need to "earn" it again.


I (suspect) not every table devolves into that. But that is the social pressures this rule pushes people towards. Why do that? If people like to roleplay, they'll do it. Given an environment that is conducive and not punishing to RP and it will occur, naturally. I'm personally not much of a voice/acting type roleplayer. But, I do strongly like to be "lost in them moment" to "live in the fantasy world" and not meta-game or break the fourth wall. All these things are conducive to roleplaying. Whereas yelling across table you're at 3 hitpoints and need healing, or mentioning in every other sentence cause you're CE you steal from party or kill baby orcs, or whatever other infantile idea you have of what "evil" means. [ranty aside cause I'm in ranty mood: real evil would make the game so dark and distasteful, few would enjoy playing it].

Punishment (negative reinforcement if you want to pretend to be PC) is far less prone to unintended consequences than reward systems and seems more effective in my experience. Or, possibly, I'm just a dick.

The Furies

Players (not characters) earn a Fury token every time they:

 - directly mention a game stat; Hit Points Alignment, Ability Score, class ability Spell slots, levels, XP, etc
 - cheezily attempt to circumvent above by saying shit like "I feel like I'm at 1/2 my regular health"
 - other actions deemed by Referee or Player as "meta-gaming" or "breaking the fourth wall" (perhaps only repeated occurrence after 1st warning & explanation)

Exceptions for direct responses to Referees questions, explicit rules questions/clarifications.

Unlike Inspiration, Furies accumulate. The Referee may take back a Fury at any time to give character player is controlling disadvantage [roll 2 d20 take worst result].

Players will fucking hate this. So much, I'm sure that I will soon not have cause to pass out Furies. The table will shift from "game talk" to "in character talk". People will feel comfortable roleplaying if they want. And some might even fall into it without realizing. Ideally, play emphasis will shift from mechanics, fighting, accumulation of more mechanical benefits to "adventure" and pursuing in character desires. At least a Referee can dream.

Friday, August 8, 2014

One thing from column A, one from column B

An ancient post that has  been sitting in my drafts for, maybe a couple years. At one point this would be my mash-up D&D rules. But now, I don't even remember what some of these rules are... Some of them sound intriguing.


http://peopletobe.blogspot.com/2012/05/one-thing-from-column-one-from-column-b.html


OD&D: The castle rules from Book 3.

Holmes: Scroll creation for low level magic-users.

B/X: The baseline system for everything.

AD&D (both editions): Hobbits being mostly thieves, dwarves being clerics (so, now like the Elf being a fighter/magic-user, the hobbit is a fighter/thief, and the dwarf is a fighter/cleric).

BECMI/RC: Thirty-sixth level characters and fighter combat options.

D&D3: Interestingly enough, this turns out to be a tough one. Feats are covered by DD and if I wanted skills I'd use the DD system as well.

Type IV: It's Manual of the Planes, the one bit of assumed world I liked from it more than prior editions.

LotFP: The encumbrance system, attack modes for fighters, and the parry option. If I used my charlatan class (magic-user/thief combo) I'd base their player's company name level rules on the inn rules.

BX Companion: The high level thief traits. Possibly the mass combat rules.

ACKS: Ritual spells, high level magic user abilities (creation of half-breeds), cleave rule (for fighters only), and mortality table.

Dark Dungeons: Weapons feats and spell training/research rules. Thirty-sixth level demi-humans (I know they're an option in RC but DD assumes their use).

Neo-Classical Geek Revival: The various exploration and travel XP awards.

Classic 5ed - Classes

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF


One thing I desire in a RPG is fast (preferably 10min or less) character creation. Partially for ease of new players and fast start up. But, also the style I often run there's occasionally is the need to roll up a new character ;) So, I really dig 5ed's choice to delay many character decisions to 2nd level. But they didn't g do it consistently.  Namely Clerics shouldn't pick Domain until 2nd level. And Fighters should likewise delay Fighting Style choice until 2nd level. These two in particular, give time for the player to grow into their character, experience the mechanics and game play before being forced to make important decisions.

The only other changes to classes are to remove social skills, add several more skill options* and the various race/class restrictions. Oh and wizard spells are mostly determined randomly (cause magic is strange, barely understood, and wondrous).

* In classic play you differentiate your character by how you play them. Overly restricting skills conflicts with the player's control over that.  For instance want to be a "paladin", give your fighter knowledge Religion and be righteous. Mostly allowed everyone to take "mental" skills.  I might still go with no skill restrictions. But for now, ruled on a case by case basis.



Cleric

  • All races except Elves may be clerics.  
  • Divine Domain is selected at 2nd level.
  • Choose two skills from Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Performance, Religion, and Survival.

Fighter

  • All races except Wood Elves may be fighters (wood elf fighters are rangers). Dwarves and Halflings may be multi-classed Fighter/Rogues High elves may be multi-classed Fighter/Wizards.
  • Fighting Style is selected at 2nd level.
  • Choose two from Acrobatics, Animal Handling, Athletics, History, Medicine, Nature, Perception, Performance, Religion, and Survival.

Rogue

  • All races except High Elves may be Rogues. Dwarves and Halflings may be multi-classed Fighter/Rogues. Half-Orcs may multi-class one or more levels of Rogue.
  • Choose four from Animal Handling, Acrobatics, Athletics, History, Investigation, Medicine, Perception, Performance, Sleight of Hand, Stealth, and Survival.

Wizard

  • Only Humans and High Elves may be Wizards. High elves may be multi-classed Fighter/Wizards.
  • Literacy and Choose two from Arcana, History, Investigation, Medicine, Nature, Performance, and Religion.
  • Starting spells and cantrips are randomly determined.
  • One of the 2 spells gained per level is randomly determined. The other may be selected by player.
  • If an already known spell is selected randomly the player may then select a spell.
  • Player must create a unique, personalized name and manifestation for any and all spells they select. e.g. "Norm's Noisome Natterings" / Confusion.



Thursday, August 7, 2014

Classic 5ed - Halflings

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

I don't really like halflings. Cause, not on Middle Earth. And shouldn't even include them. But it seems that every group has that guy who has to play Bilbo the Halfling Rogue. So, standard PHB with class restrictions and fixed starting equipment.


Halfling

 - Re-roll 1's
 - Advantage on saves against fear.
 - Move through space of any bigger creature.
 - +2 Dex


Halfling Starting Equipment
  • (a) Leather armor or (b) Ring mail
  • (a) 2 weapons for which you are proficient or (b) 1 weapon and shield
  • Sling and stones
  • Pick two; Holy Symbol, Thieves' Tools, Bell, Cask of beer, Fishing Tackle, Iron Pot, Soap, Signal Whistle
  • backpack, bedroll, mess kit, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.

 Lightfoot

 - Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels)
 - +1 Cha
 - hide behind big'uns

 Stout

 - Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels)
 - +1 Con
 - Advantage on saving throws against poison and resistance against poison damage.

Wednesday, August 6, 2014

Classic 5ed - Half Orcs

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Campaign setting happens to be adjacent to the Beast Kingdoms (full or humanoids of all sorts) and in city which is accustom to seeing Orc and other Beast races as slaves and mercenaries.  So, figured 1/2 orc fit.

Basic D&D 5th Edition PDF

Half-Orc

Half-Orcs are a beast race and widely disliked. Brutish, short-tempered and typically short-lived. Half-Orc race represents both the offspring of human and orc as well as the smartest, least bestial full-blood orcs.

Only Cleric, Fighter, or Rogue. May take levels of Rogue with either Fighter or Cleric.

 - Disadvantage to Charisma checks with Halflings, Elves, Dwarves and humans unaccustomed to beast races.
 - +2 Str
 - +1 Con
 - You can speak Common and Orcish.
 - Darkvision


Half-Orc Starting Equipment

  • (a) Leather armor or (b) Ring mail and Shield (if proficient)
  • (a) holy symbol or (b) thieves' tools
  • 2 light weapons you are proficient with
  • 2 melee weapons you are proficient with
  • 1 ranged weapon you are proficient with
  • backpack, bedroll, mess kit, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.


Tuesday, August 5, 2014

Classic 5ed - Elves

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF



Elves aren't just another "race", humans with pointy ears. I'd go with what players come up with, but I see them as androgynous, indifferent alien, fey not bound by the physics of this world. Elves of Old England and grimm fairy tales. I'm of the opinion that elves don't eat, hence no rations. At least they don't require sustenance. Although they might enjoy a death cap and human baby roast for mid-summer's feast.

Elves

Elves are haughty, aloof, and otherworldly. They distrust humans, dislike dwarves, loath beast races (1/2 orcs, orcs, goblins, etc.)
 - Disadvantage on Charisma checks with non-elves.
 - May not cast spells which require willing target on nor use Help action to aid Dwarves or any beast race.
 - Automatically pass literacy checks with Elvish and Common.
 - Darkvision
 - Proficiency and Advantage on Perception Checks
 - Advantage on saving throws against being charmed
 - Immune magical sleep.
 - +2 Dex

High Elf

Only Fighter, Wizard or Fighter/Wizard multi-class (must alternate levels).

 - +1 Int
 - Proficiency longsword, shortsword, shortbow, longbow
 - Know one random Wizard Cantrip
 - Know an additional normal or esoteric Language.

High Elf Starting Equipment

  • (a) Elven Chain Shirt (14AC + max 2 Dex modifier) or (b) Elven Leather (12AC + Dex modifier)
  • (a) Shortbow and 20 arrows or (b) an arcane Focus (rod, staff, wand, crystal, orb, skull, juju bag, etc.)
  • Dagger and Longsword
  • Pick two: Artist Tools(pick), Book, Flask of Wine, Ink and Paper, Perfume, Scroll Case, Referee's Elf's are weird random thing.
  • Fine Clothes
  • 2d4*x10 gp


Wood Elf

Only Druid (of moon), Ranger, or Rogue

 - +1 Wis
 - Proficiency longsword, shortsword, shortbow, longbow, Survival
 - Hide when only lightly obscured
 - Advantage on Stealth Checks in natural surroundings

Wood Elf Starting Equipment
  • (a) Elven Chain Shirt (14AC + max 2 Dex modifier) or (b) Elven Leather (12AC + Dex modifier)
  • (a) Longsword or (b) 2 Shortswords
  • Dagger, Longbow and 40 arrows
  • Pick two: Bell, Flask of Wine, Leatherworker tools, Musical Instrument, Woodcarver tools, 50ft Silk Rope, Referee's Elf's are weird random thing.
  • Waterskin

Monday, August 4, 2014

Classic 5ed - Dwarves

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF

Mountain Dwarves

Dwarves are insular, secretive, and paranoid.  They distrust everyone, strongly dislike elves, loath beast races (orcs, goblins, etc.)

Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels).

 - Disadvantage on Charisma checks with non-dwarves.
 - May not cast spells which require a willing target on nor use the Help action to aid Elves or any beast race.
 - May not be a willing target of any Wizard Spell.
 - Advantage on saving throws against wizardly magic and resistance against magical damage.
 - Advantage on saving throws against poison and resistance against poison damage.
 - Stonecunning proficiency and advantage on history stonework, detect slopes, stone traps, depth underground and the like.
 - Automatically pass literacy checks with Dwarvish and Common.
 - Darkvision
 - Proficiency with Light and Medium Armor
 - Proficiency with battleaxe, handaxe, light hammer, warhammer
 - Pick one tool proficiency: smiths, brewers, or mason
 - +2 Con
 - +1 Wis or +1 Str
 - +1 hit point per level


No Hill Dwarves. [wisdom bonus meant every dwarf cleric would be a hill dwarve, which just annoyed me.]

Starting Equipment

  • (a) Chain mail or (b) Ring mail or (c) Studded Leather
  • (a) Battleaxe or (b) Warhammer
  • (a) Lt Crossbow and 20 bolts or (b) 2 hand axes and shield
  • Pick two; Holy Symbol, Thieves' Tools, Caltrops, Climber's kit, Crowbar, Grappling hook, Miner's Pick, Shovel, Steel Mirror, Sledge Hammer, Cask of Ale
  • backpack, bedroll, mess kit, hammer, 10 pitons, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.

Thursday, July 10, 2014

Old School 5ed

Here is how I'll run D&D for my Swords & Sorcery (Beastmaster, Conans, Dragonslayer, Fire and Ice, Krull, The Warrior and the Sorceress) styled Greyhawk (although I'm leaning towards ditching Greyhawk and just running with the "Durthos - City of Adventure and Twin Peaks Megadungeon" I've been working on for local (Austin) multi-gm Planet Eris campaign. But, I do really want to run G123/D12/? and S3).

Imagine Greyhawk City a little closer to Lankhmar. Its Thieves' Guild a little darker and more cultish as opposed to the one portrayed in the Gord novels. 
Imagine a Scarlet Brotherhood more akin to the Dreaming Isle of Melnibone, its Suloise monks and wizards the modern descendants of the twisted demon-sworn conquerers of a dead age.

Imagine the Wild Coast and Pomarj as a savage Hyborian wasteland, where a man's life is only worth the steel he carries.

Imagine the Nyr Dyv as a pirate-infested sea like the Vilayet, dotted with black isles haunted by the nightmares of lost races and empires.

Imagine Dyvers as a city of dark pleasures, depraved wizards, and crowded brothels like Shadizar the Wicked.

The world is not leveled to the players. Death is possible. Referee will not protect characters from themselves. Caution and caginess are good attitudes. Magical items are rarish and not regularly for sale. Magic is uncommon. Wizards are strange, reclusive, secretive, and feared. Elves and Dwarves are strange, "alien", and indifferent to the concerns of man.

  • Long Rest: must be **uninterrupted** and truly rest. Including fire, warm food, relative comfort and safety. "Roughing it" unprepared or holing up in the Dread Dungeon of Doom ain't cutting it.
  • Death Saving Throws: You don't make any of them until someone comes to check you out or you are abandoned. [idea stolen from DCC]
  • Knocking Out: Attack with disadvantage unless using a Bludgeoning weapon. Int check required on final blow to avoid "accident". Some creatures may resist (Con save). Some creatures are immune. [non-lethal damage is annoying, should be suitably difficult (and rewarding) to "capture"]
  • Falling Damage: is cumulative: 10' 1d6, 20' 3d6, 30' 6d6, 40' 10d6, etc.
  • 1/2 of Wizard's spells are randomly determined. Must develop personal name and manifestation when learning a spell. ala "Bigby's Fist", or "Excellent Prismatic Spray"
  • No Identify Spell
  • Spare the Dying spell provides auto death save, not auto-stabilze
  • No Feats
  • No Traits
  • No Halflings (cause I'm bigoted, also too cute, and I can't stand another sterotype halfing rogue character)
  • In place of background; pick two skills, one language.
  • I will ignore mechanical parts of Background i.e. "Feature".
  • Social Skills Suck: I will never call for a Social Skill check; no Insight, Deception, Intimidation, Persuasion. Will rarely call for Investigation, Disarm Trap or "search room" checks.

Tuesday, July 8, 2014

5th Ed, Dwarven Armored Wizards?

I understand this is v0.1 and "basic" rules. But... Dwarves don't get any Intelligence score increase, but Mountain Dwarves do get proficiency with light and medium armor.  Combined with "Casting A Spell" section has this to say about casting in armor;
"... blah, fluff, blah, you must be proficient with the armor you are wearing to cast a spell."

Means, unless I missing something, Mountain Dwarves are the only armor wearing wizards (by RAW and presuming no multi-classing). With multi-classing and super low XP for 1st level it is eminently min-maxish of any Wizard to take a level of Fighter.

Now, DMs are free to plug this "hole". It's just weird (still assume I missing something somewhere...) Although, maybe armor is not a big deal with all the "impossible to die" rules (full hp regen every night, partial hp regen rests, multiple saves before death, lots of spells to auto-make saves / heal / be not dead, healing potions in the equipment list, etc.).

Personally I like Dwarves to be the antithesis of magic and Elves to be fighter/mage types. I'd house rule Dwarves to have advantage on saving throws against magic and be unable to take Wizard levels. And Elf Fighter/Wizards being one of the very few multi-class options available.

[wtf is up with basic PDF jacking cut and paste?]

Tuesday, February 18, 2014

Blood & Bone Draft Supplement

Here's the promised Blood & Bone Houserule PDF. Needs play testing, proofreading, formatting, some pics, etc.  Lacking equipment other than weapons. Feedback very welcome. Probably start campaign using it in a month or two.


Friday, January 3, 2014

Realistic Falling Damage


DCC post on realistic falling damage.

First thought, realism smealism. Doing dice progression (esp in DCC with its special d5, d7 etc dice) is more FUN! Fall 10 feet d4, 20 feet d4+d5, 30 feet d4+d5+d6, ...

Second thought, realistic? Fall 20-30ft, you are incapacitated. Fall more than 40ft, you are dead. But fantasy games, even deadly gritty ones, aren't realistic. They are fun.

Third thought. For deadly, old-school games; If d6 roll is less than distance fallen divided by 10 (round up) you are dead. Otherwise make a save, success you are fine, failure you are incapacitated. Incapacitated in my book means 1hp and can't move faster than crawl.

Wednesday, April 17, 2013

Swords and Wizardry Appreciation Day

I am running a Swords & Wizardry game this very day at my local FLGS, Whose Turn is It? Austin, TX. 






One of the attractions of Swords and Wizardry for me is its shallow power curve. Which means less math, a much broader range of levels that can adventure together and increased serendipity (with a little luck and planning a gang can defeat an opponent well beyond their level). The following house rules attempt to carry on that tradition.

Combat Effects

[Really need a better name.] 

After rolling damage an attacker may offer the defender an option to take a "Combat Effect" in place of damage.  Combat Effects are whatever the player can come up with (and referee agrees to). Some ideas; disarm, entangle, keep away, push back, knock down, block, bypass, stun, cut suspenders/belt.

I visualize this as the defender can stand their ground, fight back and suffer the consequences (damage).  Or, they can give ground, let go of weapon when pressed, etc. It nicely and naturally incorporates attack success. Score a weak 1 point of damage, defender will take that 1pt of damage rather than be knocked down. Scoring 5, a very good hit, you are more likely to impose your will on opponent.

Some targets may get save or be immune to some effects.  E.g. everything probably gets save vs "stun" and you're not gonna be "knocking down" the 30' dragon.

Example time: Borg the Barbarian hits a cultist for 4 points and wanting to get past this fodder so he can stop the EHP from sacrificing the damsel, Borg offers "Knock Down or 4 points of damage".  Referee considers morale of cultist; just a bored farm kid? a blood boiling fanatic? will 4pts kill him? Cultist decides to "fall down" and play dead.  Next round Borg charges the EHP!

This goes two ways, of course.  Referee can use for capturing, pushing around, and causing complications for players with more "color" than binary "You die or We die" that most confrontations devolve into.  Possibly neutrals who just want to force their way past party. Local crime lord's minions sent to "beat up" characters (and not earn a murder rap). Town guards trying to capture rambunctious adventurers.  Most "lawful" types should be offering disarm/knock down rather than murdering outright.

A whole range of tactics that a more structured (and restrictive) rule set would spend gobs of pages on, we've codified with a few sentences and no additional dice rolls.  It This to me is essence of "good" S&W house rule. Concise and quick (no/few dice rolls, no/few modifiers, no/few exceptions). Provides choices / trade-offs, and does not escalate power.

Critical Hits

Any damage roll that is the maximum possible for that die (e.g. '6' with a d6) is a critical. In addition a natural '20' attack roll is a critical and automatically does maximum damage.

A critical hit enables an attacker to force defender to take a "combat effect" in place of the damage.  The defender no longer has the choice.  Giving up a maximum damage is big sacrifice but sometimes is game changer (pun, ugh).

Borg the Barbarian has been swinging and occasionally hitting the EHP offering to sunder the "McGuffin of Summing Thing the Players Would Rather not have Summoned" that the EHP is holding.  But the EHP is rather determined to use said McGuffin and has plenty of hit points.  The round before summoning is complete Borg scores a critical hit, Booyah! Summing foiled, TPK avoided, EHP flees, and victory seized.

Weapon Damage

I use the above two rules in my weekly game with a slight variation on "all weapons do d6 damage".  I'm unsure how well critical hit on max damage roll would work with variable damage.  It could be easily dropped. I simply wanted "forced" Combat Effects more common.


Normal weapons roll d6 for damage.  Two-handed weapons roll 2d6 taking the highest single die for damage.  This means those big axes, long spears, and huge claymores are more likely to get a "critical" and thus be able to force a Combat Effect on defender.  Besides feeling right it gives small advantage to two-handed weapons to compensate for loosing use of shield.

Thursday, November 15, 2012

What's Working Well - Playtest Report

This past weekend was 5th session of using Gold and Glory Swords & Wizardry based house-rules. Along with a few one-shots I've got enough play testing to share a few things that are working well. These house rules are quite divergent from stock D&D. But, to me at least, they feel right in play. Streamlining crap I don't find fun and providing grim, gritty feeling without being just "you die".

Death, Dismemberment, and Constitution

Everyone (should) know about Death & Dismemberment.

When an adventurer has no more hit points, damage is subtracted from Constitution and a Death and Dismemberment Table roll is made. Possibly, producing real wounds such as broken bones, guts hanging out, severed limbs, and death. If Constitution reaches 0, adventurer is dead. This is in place of any Constitution modifier to hit points.

With unlucky roll, adventurers may die or receive mortal wound when out of hit points. On the other hand it is quite possible that they are just knocked out, only stunned, or not hurt at all. This stretches out the distance between "things are looking bad" and "Total Party Kill". In past campaigns player's often didn't run away until after 1st or 2nd character death (and by then it was often too late). Now, it's pretty obvious when people start rolling on D&D that the shit has hit the fan.

Not knowing exactly "how much life" adventurers have left (any Death & Dismemberment roll could their last) increases player tension and feeling of real risk when choosing or being forced to "push on". Monsters, hirelings, etc. are dead at 0hp. Henchmen and maybe important villains will probably use this system (hasn't come up yet).

Healing Constitution damage or stopping a fatal wound from being fatal are the primary uses of magical healing. Hit points can't be recovered by "normal" magic. Instead...

Rolling Hit Dice for Healing

At various times; after good rest (i.e. in a town), after downing swig of booze (1/day), after gaining a level; each adventurer rolls their current hit dice and uses that total as their new hit points (if greater than current hit points). This is in place of any hit point recovery or healing rules.

There is only "current hit points". No need to track or remember "total", "max", etc. No waiting days to heal 1 or 2 or adventurer's level, or CON bonus or some other shit hp per day. Less whining about how gimped their character is cause they rolled '1' for hp. Although, now rolling high is not the same booyah! moment. Over extended period of downtime (rolling each day of rest) hit points will tend towards maximum. Giving benefit to resting up before big delve.

This has just worked. Nice pacing of action. Little more forgiving but still deadly. Very curious to see how it pans out at higher levels. (party just hit 2nd lvl last session).

This maintains (my imagined) purpose for hit points. That is, a limit on how long adventurers can be "out mucking about in the dugeon" depending on how well they "manage" this resource. But eliminates / reduces boring wait to heal downtime / lame cleric serial healing everybody. The 1/day booze provides "insurance" vs unlucky guy getting clobbered first encounter and bugging everyone to go back and rest.

Dex as AC

Using ascending AC; naked is 10, hvy armor(best commonly available) is 16.

Instead of providing modifier to armor class, adventurer's Dexterity score is their "natural" armor class. Their effective AC is greater of their Dexterity or the AC of worn armor.

The advantage of wearing armor is that it protects against critical (nat 20's). And in theory, but I forget this, Dexterity AC is only effective vs mêlée (can't dodge a bullet*). But really, 3d6 in order, means high Dexterity is appropriately rare. So, most adventurers need armor. I'm more than fine having the occasional 16+ Dex character be awesomer.

* Not sure I care.  Rules exceptions are rarely worth it. One thing I've learned to totally let go of is using mechanics to emulate realism. Instead emulate style / atmosphere. In the case of Dex is AC, it is bikini chain mail, panther reflexed loin-cloth wearing barbarian, swashbuckling buccaneer etc.

Shields only Splinter

Shields do not modify AC. Their primary use is to absorb damage via Shields Shall Be Splintered. Although, this hasn't come up yet in play they do provide significant (20% small, 40% large, 80% tower) cover vs missile fire.


[The last two work to compress the "power curve". Slowing power creep is one reason I'm using Swords and Wizardry these days. Also, no changing AC; if surprised, behind, using two-hand weapon this round, etc. Really no modifiers, nothing to calculate. AC is either the armor you are wearing or your Dexterity, bam, done.]

Thursday, November 1, 2012

Simple Language "Skill"

I like languages in my RPGs. Other than alignment languages which are retarded. Current, in-use languages are kind of meh.  Everyone knows common, right? I'm talking about archaic languages, lost languages, cryptic languages. Those can be treasures in and of themselves.

Language Check

Xd6 < Intelligence, where X is number of languages currently known. Optionally let mages and scholarly types subtract their level from X. Esp if, like me, you do away with Read Magic and all the good spells are written in esoteric languages such as High Lemurian.

If you want to get all fiddly you can require +1 or +2 dice for really difficult languages. Or, treat written and spoken as separate languages.

Learning Languages

Languages are generally not picked out at character creation time (A huge advantage to new players who don't have a flippin clue about all the crazy ass languages you've put in the game). At any time player may claim to know language "foo". Even if "foo" is the unknown language the green skinned people with spears are shouting at you with. A successful Language Check means character has known this language, but, only now has this become important.  They add it to their list of known languages.

Wednesday, October 31, 2012

Arcane Duels

These rules are part of Gold and Glory's Player's Hand Book and are inspired by JG "Field Guide to Encounters, Vol 1", pg11.  I have yet to play test these, 1st lvl characters are reluctant to engage their betters in mental fisticuffs.

Arcane casters such as Magi, Wizards, and Seers may challenge each other to Duels of Arcane Mastery also known as Manitou Combat. These are mechanics you are required to flavor them up to suit your campaign and/or character.

It Begins

Eye to eye contact is required to initiate a duel which may be avoided with successful Save. This does not inhibit blind duelists who make use of their mind's eye.

Duels are resolved in an arena of the minds. Participants are oblivious to the world around them. Mental spells or effects such as telepathy, ESP, charm, sleep will not work on them. Although their bodies aren't particularly protected from harm.

Brain Brawl

Duels are fought in a series of segments. Three of which occur for every "physical world" round at end of each Combat, Movement, and Action phases(or whatever works for you).  Each duelist starts with mojo equal to their level. At the start of any segment duelists may burn a spell and gain (spell level) mojo.

Each segment each duelist rolls Xd6, X is any number up to caster's level. But, beware rolling doubles, which tend towards being bad. Everyone losses mojo equal to (their roll - highest roll). If two or more are tied for highest they each loose on mojo.

There Can Be Only One!

A duelist reduced to zero mojo also loses. Losers' regain conscious physically drained from their defeat (current Hit Points are reduced by half and they are Stunned for d4 rounds). The last remaining duelist wins! Their mind returns to their body invigorated from victory. They may act normally the next phase.

Extra Secret Results of Rolling Multiples from Referee's Screen

Doubles                      Triples
============================ =================================
1 Blamo!, lose duel          Pop! Head explodes, lose life
2 roll on Minor Chaos Table  roll on Heinous Blunders Table
  (google for it)              (google for it)
3 Psychically Stunned        Psychically Scarred, 
  for 3 segments               forget d6 memorized spells
4 Ow, -d6 HP                 Ow!, -d6 HP
5 Sloppy, loose 1 mojo       Mana Leaking Everywhere, loose d6 mojo
6 Well played, steal 1 mojo  Well Played, steal d6 mojo from opnt

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