Friday, February 27, 2009

Caraousing Rules and Mishaps

Jeff Rient has some fun carousing rules. The full post includes more details, including a carousing mishaps table, but here's the basic mechanics.

From Jeff's gamblog: http://jrients.blogspot.com/2008/12/party-like-its-999.html

"At the beginning of a session if a PC is hanging around Ye Olde Village Inne with nothing better to do, they can roll 1d6 and spend 100gp times the roll on liquor and/or lechery. The character gains experience equal to the gold spent. The d6 x 100 standard applies to villages only. A PC could travel to a town or city and debauch much more efficiently. Towns are worth d8 x 150 gp/xp and cities d10 x 200. The city of Hautville is worth d12 x 250 owing to its extreme wickedness."

"The party ended up consisting of two fighters (Grognard Whiplash and Fergus Landry), two magic-users (Wheelz and Reginald Featherweight), a cleric (Deric Holyborn) and a dwarf (Fonkin Wurp). I thought that was a very reasonable mix of character types. It was just big enough that the two wizardly types could concentrate on mapping and holding the lantern, with only the occasional intervention to cast sleep or slay a fake dragon with a thrown dart."

Tuesday, February 24, 2009

From The Society of Torch, Pole and Rope post regarding terrible monsters.

http://poleandrope.blogspot.com/2009/02/ten-monsters-i-loathe.html

Eye of the Deep:
“Hey Dave! What if a beholder got drunk and fucked a lobster?” “Sure. They didn’t seem to mind the armadillo with a propeller.” Not even an ecology by Ed Greenwood could save this mess. Let’s face it: Most of the aquatic D&D monsters just plain suck. Morkoth, I’m looking at you…

Friday, February 20, 2009

From Hong on rpg.net

"However, my impression is that old-skool gamers tend to see combat as something you engage in only in extremis, because it's dangerous -- someone could get killed waving those sharp sticks around, you know...(There's also an unstated assumption here, that M-Us should eventually have more raw power than fighters -- but again, raw power isn't so important in the old-skool way of things, because if you're doing it right then you can win without ever needing all that power.)

Contrast this to modern-day gaming, where you tend to get more focus on individual encounters as rewarding in their own right. Along with this, you get another unstated assumption that the default way of overcoming a challenge is to blast through it. This is a significant paradigm shift, from a dungeon being a series of obstacles that you avoid or surmount, to being a series of encounters that you defeat through force of arms -- IOW, violence has gone from being peripheral to the dungeoneering experience, to being central to it. Now things like encounter pacing and class balance become more important considerations, and people start taking seriously questions like "are we done for today"."

Tuesday, February 17, 2009

APPENDIX 0: ENCUMBRANCE OF STANDARD ITEMS

Item Encumbrance in gold pieces

Backpack 20
Belt 3
Belt pouch, large 10
small 5
Book, large metal‑bound 200
Boots, hard 60
soft 30
Bottles, flagons 60
Bow, composite long 80
composite short 50
long 100
short 50
Caltrop 50
Candle 5
Chest, large solid iron 1000-5000
small solid iron 200-500
small wooden 100-250
large wooden 500-1500
Clothes (1 set) 30
Cord, 10' 2
Crossbow, heavy 80
light 50
Crystal ball, base and wrapping 150
Flask, empty 7
full 20
Gem 1-5
Grapnel 100
Hand tool 10
Helm 45
Helm, great 100
Holy water, potion bottles 25
Horn 50
Jewelry, large 50
small 1-5
Lantern 60
Mirror 5
Musical instrument* 350
Pole, 10' 100
Purse 1
Quiver 30
Rations, iron 75
standard 200
Robe or cloak, folded 50
worn 25
Rod 60
Rope, 50' 75
Sack, large 20
small 5
Saddle, light horse 250
heavy horse 500
Saddlebag 150
Saddle blanket (pad) 20
Scroll case, bone or ivory 50
leather 25
Spike 10
Staff 100
Tapestry (very small to huge) 50-1000+
Tinderbox 2
Torch 25
Wand, bone or ivory case 60
box 80
leather case 30
Waterskin or wineskin, empty 5
full 50

Friday, February 13, 2009

This is the "to hit" chart from the 1st edition DMG. Comments to follow.

Thursday, February 12, 2009

From rpg.net

"We had a nice old school moment in last night's 4e session. The party had advanced into the enemy king's bolthole cum treasure chamber, and killed the king; now they were going to get them some loot. One of the traps was a room full of mould that grew incredibly fast if fed on magical energy and emitted hallucinogenic spores. The party retreated, and one of them sprayed the mould with lamp oil before igniting it with a burning rag thrown from a sling.

Leading to thick clouds of hallucinogenic poisonous smoke.

The party's response? "Ah, sod this, it's too dangerous. We'll come back when it's burned itself out." And they noted the place's location and moved on.

Old-school to me says 'problem solving not via skill checks and rules but via OOC ingenuity and use of resources'. It also says 'bastard DM piles complication upon deadly complication onto simple looking traps'. And finally, it says 'the dungeon is cautiously explored as opposed to brainlessly moving through from encounter to encounter while pinging Spot checks.'"

Wednesday, February 4, 2009

I vote Taladas.

Old Aurim, once the seat of a vast empire, is only a narrow shattered strip covered in ash and lava. There was a time when it was larger, the greatest land of all Taladas. But that was before the stone
from the sky ripped the better part of the land away and threw up the towering mountains across the plains of Aurim. Ina single instant, the Empire of Aurim disappeared forever.

Sunday, February 1, 2009

Taladas is still pretty cool

Always good to see some Taladas discussion. I, too, have really embraced the setting as the finest example of a Sword & Sorcery/Points of Light setting ever published by TSR (well, excluding the Conan RPG, of course). At the risk of incurring the wrath of the moderators, I have found it an excellent setting for the latest edition of the worlds's most popular roleplaying game, with only minimal tweaks to the existing races and classes. We have six characters: A Hoor Warlock follower of Usa the Mighty, an Auric Paladin of Reorx, an Uigan Ranger, a Minotaur Warlord from the League, an Auric Grey-Robed Wizard from the Academy, Initiate of the Graylord, and an Auric Fighter, a Legionnaire from Eragas. All started out in the outpost town of Brilmantir in the Steamwall Mountains, and have had run-ins with hulderfolk, hurdu, degenerate lizard-folk, and their Black Drgon "god", Maladraxus, ancient, pre-cataclysmic tombs and their guardians, horrid swamp-creatures, spawned by unknown chaotic energies, and a strange, bronze-coloured egg, inscribed with mysterious sigils, about to hatch...