Some more tweaks to Heroes & Other Worlds. Weapons and Armor Per the original Melee/TFT rules, summarized here. I just like it better, and I know it will be hard for me to get used to Broadswords doing 2d6+3 instead of 2d6. Wizards may wear any armor, but DX penalties are also applied to IQ […]Read More More HOWs Rules
Although I’ve yet to play Heroes & Other Worlds, I’ve played a ton of The Fantasy Trip back in the day, so I’ve already started down the road of house-ruling a bunch of stuff. Here’s my current list: Criticals & Fumbles In HOW, 3 is automatic hit and double max damage, 4 is automatic hit […]Read More House Rules, and HOW!
When people badmouth realism in RPGs, they’re usually complaining about one of two things: unwarranted complexity or endless arguments over the facts of the matter. Sometimes both, tossing in nobody actually wants it anyway, or it’s pointless to discuss realism in games where there are things like dragons and magic. Reality, though, is the bedrock […]Read More Realism in RPGs Redux
Long, long ago, some time after the oceans drank Atlantis and before the rise of the world wide web, there were a pair of delightful little games of fantasy gladiatorial combat: Melee and, a bit later, Wizard. They were written by Steve Jackson, and put out by a company called Metagaming. We enjoyed them […]Read More Heroes & Other Worlds
+Joe Johnston released How to Hexcrawl: a nice little pay-what-you-want primer on running a hex crawl in Labyrinth Lord, or any other D&D-like, gathering together the rules and charts you might use as well as some advice. What I want to talk about, though is how to handle checking for encounters. Joe correctly points out […]Read More How To Hexcrawl