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.
Thursday, April 16, 2020
Damage Mitigation for Swashbucklers
To that end, I offer a potential rule addition that I think should be useful for both new and old school games. It is somewhat similar to the Shields shall be splintered rule in that it has the potential to make fights last longer(which may be a good or bad thing), but I believe that it may prove beneficial for a suitably cinematic playstyle.
Rolling With The Blow
I suggest for balance that this be made into either a feat, class/kit ability, or proficiency unless you want to encourage this to be used by everyone. A character with this ability who is not encumbered, and is in light or lighter armor may make a choice when his character is struck in melee combat. He either takes the damage or rolls with the blow. In the simplest version of rolling with the blow, the character takes no damage but "suffers" some other sort of ill effect at the DM's discretion, such as being forced to move out of his current location or losing a held/worn item. This rule can be expanded on with tables and even saving throws and hit locations that determine the type and severity of the effect.
Saturday, March 28, 2020
Bind Wounds
- 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.
Someone using the healing skill might provide a bonus on the damage save.
Tuesday, November 12, 2019
The Infernals
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!
Saturday, September 14, 2019
Abstract Armor for DCC
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
Thursday, April 9, 2015
Population Density of Hunter-Gatherers
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.
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
Monday, March 10, 2014
Death to the Saving Throw, Part 1
I don't know about anyone else, but I dislike the saving throw systems found across the various editions (The TSR edition ones turn the game too superheroic at high levels, and the d20 ones always make me wonder, 'why didn't they use flat ability checks?').
Part of my dislike of the system is that it's a bit of a get out of jail free card. You or your character fucked up, and it's the game's way of insulating you from your own stupidity. That's all well and good for heroic games, but I don't play that sort of game. In my games player characters are not heroes, they're adventurers, and high level heroes are special enough in that they have that great big heaping pile of hit points to begin with.
As such, below are the rules I've come up with to replace the 5 score system used in 2e. I'll only be
dealing with the core rules(PHB, DMG, MM)
Races:
- Elves and Half Elves still get their % chance to resist sleep and charm spells
- Dwarves, Gnomes, & Halflings get Magic/Poison Resistance equal to the Constitution Scores. Been debating whether or not to just add this percentage on to the Magic Malfunction chance for the appropriate races. I'll have to do more playtesting before I decide one way or the other.
- Paladin: Paladins get a flat 10% Magic Resistance with a +1% bonus per class level. This actually makes more sense to me than a save bonus because I've always seen Paladin as a state of being akin to a race rather than 'just a class'.
- Ranger: Rangers get to double their charisma(to a max of 25) when dealing with animals.
- Bard: To influence others, the Bard gets to make a charisma check. If he passes, he gets to re-roll his encounter reaction, with a bonus equal to 1/3 his bard level rounded down. He takes the better of the two rolls. If he fails the Cha check, no change. A natural 20 results in a reroll, with a penalty, and the worst of the two rolls is taken. Countersong automatically works.
- The DM needs to state up front, before characters determine their actions that casters that can be seen are attempting to cast spells (if the spellcasting is obvious), or that the creature is attempting to use a breath weapon.
- Gaze Attacks: If your character isn't trying to protect himself, he automatically falls victim. If he tries to look in the general direction rather than directly at the creature, there's still a 20% chance he's still automatically affected. If he completely averts his gaze, then he suffers blind fighting penalties as normal.
- Breath Weapons: Breath weapons are already variable damage as is. I see no reason to actually grant a saving throw. If the character however manages to find a significant cover however, the damage should be mitigated either by 1/2, taking 1 dmg per die off, or negated completely.
- Massive Damage: A System Shock Roll should cover this.
For damage poisons, you take 1d8 damage for each onset increment until the listed damage is dealt. Example: Type A poison would do 1d8 damage in the first 10-30 minutes, then another 1d8 damage the next, and so on, until the total damage done is 15.
Death poison: There are two ways of handling this. If you are using the death's door rules, the poison instantly drops the character to 0 hp, and the character starts dropping 1 hp per round as normal. In order to stop this, the character must be cleansed of the poison, at which point he may heal naturally. The second method of handling it is that the poison does 1d8 damage every
round starting with the poisoned round, and continues until the character is cleansed of poison, or slain.
Paralysis: Reduce the length of time paralyzed by 1 for each bonus HP the character gets from high Constitution(all characters get the warrior con bonus for this purpose).
I'll be posting Spells in the next post.













