Sunday, January 18, 2015
The Peg-legged Paladin, and Other Stories
The new rule says that every time we hit 0 points or take a critical hit, we roll on a gussied-up save-versus-maiming table. I figure that means that every few fights has a reasonable chance of a hero losing an eye, some fingers, even an arm or a leg. By the time a character hits middle levels, they will likely have rolled on the table a couple of times. Since the experience chart means progress in the game slows down once you hit middle levels, every few levels likely come with another roll or two. Absent cheesy gimme's like easy access to regeneration magic, at some point our hero's special abilities may be very impressive indeed, but the accumulated weight of disability makes adventuring impractical.
At that point, one had better have some capable henchmen and a place in the local economy, or risk not being able to keep up lifestyle expenses, which has it's own consequences.
Some fun NPCs suggest themselves: the one-eyed, one-handed veteran fighter who's willing to hire a party of novice adventurers to accompany him in retrieving some object or other from a local dungeon; a blind druid who makes a living making and selling healing potions; and wretched former adventurers with gruesome disfigurements begging for coins at the street corner, actual murder- hobos ready to waylay the unwary drunk,
Friday, January 9, 2015
Rules | Tying HP to Lifestyle
Wednesday, January 7, 2015
On Advancement Speed
http://dreamsinthelichhouse.blogspot.com/2015/01/how-many-licks-to-get-to-center-of-5e.html
Monday, December 29, 2014
Why is there a dungeon entrance in my grandmother's basement?
In the current campaign, we recently relocated from a setting where the dungeon was an hour or so outside of town and we usually could expect to just walk the day's loot out, no major fuss involved. Now we're 160 miles away, with our return rides, some hirelings, and the food for the way back camped a short ride outside of monster town, where their existence might be reasonably deduced by some likely future hostiles we've encountered.
At the moment the adventure balance is sort of Warcraft-like. Town is safe, most encounters are site-based. You really have to pick your loot when you have to carry it back for a week's uncertain caravan back to safety or trade with a troll for crude-but-portable swag.
The distance-from-safety involved in the campaign's move poses some interesting role-playing challenges. And I think it's pretty clear that having an unquestionably safe place a trivial distance away removes food and water tracking as a game element, and lessens the importance of planning ahead for gear. I like obsessing over gear, but living out of a backpack is pretty mundane adventure.
There is a lot of adventure potential in having danger on your doorstep, if the danger occasionally crosses the threshold. Then your safe place may not be so safe. Of course, there might be hostile factions in town that shift the focus of play away from the dungeon, but it's a different sort of thing when an evil thing is tearing up Moe's Tavern and you're listening at the doors of the inn. At that point, the dungeon/town dichotomy breaks down.
But then, so does the stability of the game world, so maybe that's why more DM's don't do that. Not everyone wants to play Warhammer or Cthulhu when they play D&D.
Friday, December 19, 2014
Why would the next guy want to do it my way?
Sunday, December 14, 2014
Blog, Resurrected
Sunday, August 29, 2010
Some insightful comments
I concluded that the AD&D version of the "weapon vs. AC" table was interwoven with the variable weapon damage - some weapons have apparently sub-optimal damage dice, but when used with the "vs. AC" table are a better choice for doing damage to a heavily armored character. If you don't use those tables, there's no mechanical reason to use those weapons. I don't have the tables to hand, but I recall it being an issue with piercing weapons such as war hammers, military picks, and stabby polearms. Probably crossbows, too.
FWIW, TSR fixes this ;)
Having returned to D&D after many years, I've come to realize how the rules I previously ignored changed the flavor of the game. For example, as a kids we hand-waved encumbrance, food, light source tracking, etc. It just didn't seem important or fun. Now I realize I missed a significant aspect of the game by ignoring those rules. I've come around to the opinion that it's not really D&D without the resource management.
Thursday, August 12, 2010
It's been a while.
I think the trick is not having a certain "magic bullet" that's the only way to kill the monster, but rather being open to unorthodox wacko crap that desperate players come up with when their pointy sticks aren't working.
It's the players' job to be clever, the GM's job is to give them something to be clever about and to inflict the ramifications of that cleverness in an even handed manner.
Monday, June 28, 2010
Initiative.
Monday, June 21, 2010
Tavern Rumours
1-10 Low Paying Job
11-20 Decent paying job
21-25 High Paying job
26-30 Con Artist (Fake Job)
31-40 Fake Leads
41-50 Folk Lore*
51-60 Minor Artifact Location
61-70 Treasure Hunt
71-75 Lead on a Villain/Friend/Etc
76-80 Major Artifact Location
81-90 Two pieces of useful information**
91-100 Someone is selling a map!***