Tuesday, May 14, 2024
Dragon Player Characters, Part I
Wednesday, January 18, 2023
Open Locks and Update
Been busy with various dungeon23-esque prompts this year, but I can't post most of it because my players look at this blog. Also, due to playing location constraints, I've been limited on what and when I can actually RP. Mostly just been working on my various Warhammer, Warcry, and Kill Team models and terrain.
Did have a random thought the other day though, pertaining to the the Thief's Open Locks skill:
RAW it takes a Thief 1d10 rounds to make an open lock attempt. I think I'm going to start allowing thieves in my games to choose to speed up the process by risking their tools, requiring an item saving throw vs Crushing Blow to get the job done in one round. If the save is passed, they can make the Open Locks roll as normal. If the save is failed, the pick breaks and it counts as a failed attempt to open the lock.
Sunday, August 8, 2021
Anti-Paladin
Tuesday, July 20, 2021
Cooking Part 1: Hunger
Sunday, July 18, 2021
I must write
I want to get back into working on this blog, but it is difficult when one is having to type everything out on a phone. This post is mostly an attempt to get myself psyched up and organized for what I want to write about for the next couple of weeks. My current goal is to start posting on a Tuesday, Thursday, Saturday schedule just to get myself back into it.
I've been going through my blog roll over the last few weeks, rereading what they have written over the years, and then clicking on their links and blog rolls and reading what those people wrote.
I'm also that idiot who plays games like Skyrim and Minecraft with mods that focus on immersive survival like Frostfall and TerraFirmaCraft.
To this end, I want to add Thirst, Hunger, Fatigue, Stress, and Temperature mechanics to my game. I also want to improve on the rules for Lighting, Culinary Proficiencies, Diseases, and Poisons, as I'm just not happy the way things currently work in AD&D 2nd edition. Hell, I wanna do a massive system overhaul of my favorite RPG system, but still keep the overall feel of the system intact.
Tuesday I'll post about the cooking system I've thought up. As this is a bit of a rant, I'll go ahead and pay the joesky tax.
Spices as Treasure(1d100 doses)
Sunday, November 15, 2020
DCC Cleric Without Spells
I know I'm late to the party by about 9 years to talk about Cleric's without spells, but I'm about to start running a new DCC game in a Sword and Sorcery type setting, and I really have never liked the spellcasting cleric.
Most people suggest removing the cleric altogether, but I do think there should be a class for champions/avatars of gods beyond the patron/agent system. Preferably one that has little to no spellcasting ability.
My literary basis for this type of character would be Tempus from the Thieves' World books. Game design wise I looked at numerous systems including RPG pundit's Lion & Dragon, Dominique Crouzet's Fantastic Heroes & Witchery, Green Ronin's Thieves' World and Black Company sourcebooks, AEG's Good Sourcebook, and Some Sanctum Secorum stuff.
The end result is a cleric that loses spellcasting, and divine aid. This means it just keeps Turn Unholy and Lay on Hands.
In trade for all it lost it gains Zealous Wrath and Boons.
Zealous Wrath: The cleric can enter into a state of holy mania, trading points of STA for Zeal dice each round, and gaining temporary immunity to any effect requiring a Will save. The cleric also counts as an outsider while affected by this mania. While in this state it must trade at least 1 point, but the max it can trade is equal to his PER bonus(again, min 1). These Zeal dice are based on level(same size as a Warrior's Deed die), and the cleric may spend them on the following each round:
- The cleric applies the Zeal die to attack, damage, and mighty deed rolls just as if he was a warrior. Each die applying to a different attack.
- The cleric applies the Zeal die as a bonus to a spell check for Turn Unholy, Lay on Hands, and Boons that require Spell Checks.
- The cleric applies the Zeal die to himself as healing. Any extra healing is wasted.
- The cleric uses the Zeal die as damage reduction.
The cleric can remain in this state for as long as he's willing to trade STA points, even into negative numbers. When he comes out however, if he's at 0 or lower stamina, he falls unconscious until his stamina heals enough to return him to 1 STA(1 pt/hour). Until his stamina completely recovers(1 pt/turn of rest) the cleric suffers a 1 die step penalty to all rolls, and may not enter the holy mania again unless he burns a permanent point of stamina.
Boons: I am building the deities for my campaign off of d20 cleric domains and the AEG Sourcebook 'Good'. These domains grant the followers and clerics certain, minor abilities as well as providing a framework for what counts as sins/transgressions and what kind of divine aid a cleric can reasonably expect to receive for various levels of disapproval. I'll start posting examples as I get write-ups done for the individual gods.
Tuesday, September 22, 2020
7 DM Questions
Saw this on an FB post and thought I'd answer them here.
1) How do you handle a TPK?
2) How do you get players to do their homework?
In my 30-something years of experience as a DM, I've learned that players do not do homework. Especially American players. And that goes triple for ones under 40. This is understandable however as 'let me tell you about my campaign setting' is the DM equivalent of 'let me tell you about my 12th level Paladin' and I don't think a lot of DMs have realized this(I know I've been guilty of this). Sometimes it's unavoidable however, at which point my advice is, keep it brief. No more than a 3 question thing. Offer benefits for completion.
3) What are some good monster combos?
The MM and Role Playing common sense handle this pretty well. Beyond that, I don't worry about it. Creating 'killer combos' always rubs me the wrong way as a DM. I can literally Herd-of-Tarrasque the PCs if I want to. I'd rather create interesting locales. Players who actually explore will be rewarded with stories for them to uncover that can lead to riches and power. They just have to put their detective hats on.
4-6) How do you DM line of sight vs. line of effect? How do you handle knowledge roles and player metagame knowledge? When do you allow skill substitution during skill checks?
The rulebooks are usually pretty clear, and when they are not, common sense usually prevails. In the incredibly rare instance in which this doesn't happen, I roll a die or have players roll Luck.
7) How do you handle parties that are a combination of newbies and more experienced players?
Like any other game. I expect the old hands to show the n00blets the ropes. It's in their own best interest that the rookies don't do stupid things. Plus, I have never met a veteran player who didn't like to flex his/her knowledge and skills.