An obvious refinement in handling armor in RPGs is making armor reduce damage instead of the original D&D reducing the chance of taking damage. Intuitively that’s what armor does, right? It doesn’t make you better at dodging, it just reduces how much you get hurt when you get smacked. A lot of pretty good […]Read More Armor as Damage Reduction?
The following presents a house rule for handling shields that makes sense to me for a more Sword and Sorcery than high medieval setting. In most D&D-likes, shields are an afterthought. The bonus for carrying a shield is +1 or maybe +2 on a d20, which seems a little strange considering the prominent place shields have in […]Read More Shields Shall Be Splendid!
I just realized I never posted this here, but here are my generic rules for overland travel and encounters for D&D-like games. The overloaded encounter die is pretty similar to the one Gus L uses in HMS Appolyon. Checking for Events Each day there are at least two checks for events: one during the day and […]Read More Overland Encounters
Another post that I never posted here, with a general way of handling overland travel based on the underlying Outdoor Survival/AD&D terrain and movement rates, simplified for easy use with pretty much any D&D-like. These templates show the cost to enter1 a hex on the overland travel map, with a key to how many hexes a […]Read More Overland Travel
I stumbled across this when going through my old emails, and I thought it might interest some of you. This was a survey I sent out for a group I was going to run a SF campaign for once a month online; they had agreed they wanted to play some kind of SF campaign, but they […]Read More SF Campaign Quiz
Just ran across this tool for easily making pdfs and web pages in the style of the D&D 5e Player’s Handbook. Very useful if you’re writing D&D 5e home-brew material, or really any home-brew stuff that you want neatly formatted and don’t mind the D&D house style For instance, here’s a link to one of […]Read More Homebrewery – a tool for easy 5e formatting
Despite what I said a while back about group initiative (was it really almost a year ago?), in our DCC game we’ve been using individual initiative, both ’cause that’s how DCC is written and ’cause it has some little flavorful fillips to it that make it more interesting. In DCC only Warriors increase Init bonus as […]Read More Tracking Individual Initiative
Here’s how I do it: only roll when you’re testing the character’s skill, not the player’s; roll when the player says they’re searching; only roll once per character; give the players the benefits of their own skill at coming up with ideas without rolling; and no pixel-bitching. The Judge describes the scene to the player, including anything the character would […]Read More Searching it Old School
https://plus.google.com/111524822183500809557/posts/Zyjv6epapwJ https://plus.google.com/111524822183500809557/posts/Zyjv6epapwJ Stuart Robertson talks about his group’s experience with the infamous Tomb of Horrors back in 1987 over on G+. Spoilers abound, so don’t read that or this if you care. The gist of it is that after the players lost a bunch of PCs in the initial false entrances, and the party got down […]Read More The Tomb of Horrors and Player Mindset
So I’ve run my holiday-themed re-skinning of Sailors on the Starless Sea twice so far… the most recent time, last Friday, ended in a TPK. Everybody had fun, and wanted to play some more DCC, but I think it pointed out a gotcha in the scenario that I’d want to address before I ran it […]Read More Running Sailors on the Starless Sea