Saturday, March 28, 2020

Bind Wounds

Getting ready to play Beyond the Wall as an online game and I'm thinking of playtesting a new rule idea.

  After combat, if the character spends 1 turn(10 rounds) binding his wounds(which requires materials to do that) he recovers all HP lost during the combat. There are two downsides to this however:
  • He takes a -1 penalty to all rolls. This is cumulative.
  • Heavy exertion requires the character to make a save or suffer 1 damage. This damage may not be bound.
  These penalties disappear after a full night's rest, though the damage done by reopened wounds must be healed through natural healing, the healing skill, or magic.
  Someone using the healing skill might provide a bonus on the damage save.

Tuesday, November 12, 2019

The Infernals

Soooo,the beholder ended up sucking to the point where I don't even want to post pics until I paint it again. However, work has been a bit light this week and I've been able to get some work done on my Warmachine Infernals army.
 I didn't like the standard paint scheme used by Privateer Press, so I've kinda been painting everything up how I like.
The Lamenter, light horror:

 The Desolator, Heavy Horror:

 Umbral Guardian, solo:

 Zaateroth, Weaver of Shadows, the Infernal Master:

 Group shot, just because:

Thursday, October 31, 2019

Happy Halloween!

Happy Halloween everyone! Finally getting some new brushes and stuff with my paycheck in a few hours. Then it's off to the FLGS to get some zombicide, battletech, and paint that nolzur's beholder. Planning on having pics up, at latest, tomorrow night with what progress I've completed on it by then.

Saturday, September 14, 2019

Abstract Armor for DCC

  One of the better house rules from Iron Heroes was the concept of abstract Armor; a line of stats that the player or DM could define however they wished. As such, here is my (currently unplaytested) attempt at creating a similar system for DCC found here.

  I should mention that I am using damage by class, along with the "shields shall be splintered" and helmets negate critical hits at the cost of the helmet.

Monday, September 2, 2019

Been Awhile

Man have things changed.  Not sure how often I'll post, but hoping at least 1-2 times a week. My D&D books and computer were mostly lost, sold to survive, stolen, or destroyed, but I'm not dead yet.
I've been mostly Judging for Dungeon Crawl Classics lately, so I'll likely post stuff for that while I'm trying to get back on my feet.

Joesky Tax
 Mana Potion(for DCC)
  This potion restores a single "lost" spell to an arcane caster. If the caster has multiple lost spells, the spell restored is determined randomly.

Thursday, April 9, 2015

Population Density of Hunter-Gatherers

   I realize I haven't posted much in forever. I've been busy with other games and with life in general. However, as always, I like generating worlds. Today while looking up some random info on something else entirely I came across this which might be of use to anyone working on games involving hunter-gatherer cultures.

Friday, March 21, 2014

Death to the Saving Throw, Part 2

  Sorry it's taken so long to post this, but I've been busy with real life stuff for the last week & a half. Some General notes:
  • All spells that allow saving throws are considered automatically failed unless the player takes some specific action to attempt to negate the spell's effect. For example, taking cover behind a suitably large enough pillar, or under a table may negate a spell's damaging effects from affecting the character entirely(or may automatically reduce the damage by a set amount)
  • Shields Shall be Splintered: direct damage spells like lightning bolt, melf's acid arrow, etc. should be subject to this rule.
  • Armor Shall be F%$#ed: Non-magical armor should be able to provide the benefits of a passed save(1/2 damage) if the player chooses to sacrifice the armor vs. AoE attacks like breath weapons, fireballs, & the like.
  • Magical Armor is Spiffy: There are a couple of ways of handling this, and I'm still testing them out. The first is that magical armor automatically reduces the damage of magical spells by 1 point of damage per die per plus that the item provides. The second option is that each plus provides 1-10% magic resistance (depending on how spiffy you want the armor to actually be).
  • Disbelieving Illusions: If the player has cause to believe that  a given spell is an illusion, a flat intelligence check should be enough to prove it one way or another. A penalty to the roll can be applied equal to the spell level.
Individual Spell Notes:
Charm X/Domination:  Automatic failed save when the spell is cast, but there's a % chance per day of the spell giving out equal to the victim's Intelligence + any magical defense pluses + # of days the spells has been active.
Entangle: Bend Bars/Lift Gates roll to be able to move 10 feet in that round.
Grease:  Rather than a saving throw, a Dexterity check makes more sense.
Magic Jar: Possession of new body should automatically succeed unless certain precautions are taken(a magic helm, circlet, etc. that prevents the takeover from occurring).
Polymorph: All these spells still require a system shock roll.

Next time: Monsters