The world has ended. The great kingdoms have fallen, and their cities lie in ruins. Far to the north the forces of Law clashed against the forces of Chaos, and were defeated. But in their moment of triumph the armies of the invading barbarian hordes overreached, and lost control of the dark powers that had […]Read More These Are the End Times
David “noisms” McGrogan has an interesting post on his Monsters and Manuals blog on initiative and some ways you might simulate it in RPGs. After some discussion of what initiative is and some examples from history, he proposes something along these lines: Initiative When one side is surprised and the other is not, the side […]Read More Role for Initiative!
My take on the OSR Guide for the Perplexed. Lots of links.Read More OSR Guide for the Perplexed: My Take
Since G+ is closing up in about 10 months, people are thinking about paying more attention to blogs, and discussions are starting to migrate (or at least plan to migrate) to other venues. Since I don’t do Twitter and Facebook, I’ve created an account on one of the other ones that seems to be gaining […]Read More Once More Into The Breach!
(from a G+ comment that might be of use to somebody some day) THAC0 (To Hit Armor Class 0) was introduced in an an appendix in the 1st edition Advanced Dungeons and Dragons Dungeon Masters Guide, but didn’t become a staple of D&D until 2nd edition and has been confusing too many people ever since, […]Read More A THAC0 PSA
(from a comment on G+ that got too long) +James Brigham asked on G+: Our wizard casts Charm Person at +6. It regularly occurs that she casts so high that only a natural 20 can save – and the check is repeated only in weeks or months. I know the game is not about balancing, but this […]Read More Save vs Charm
A dungeon should be a series of interesting choices, and anything that doesn’t contribute to that should be minimized. A purely empty room doesn’t contribute anything, so if you feel you need them for verisimilitude or on the off chance they’ll provide tactical options in case a fight or chase happens nearby you should spend […]Read More Empty Spaces in a Dungeon
Quick, what spell requires a melee to-hit roll in addition to the casting roll, and a point of spell-burn, and allows the target a saving throw, all to have a single round to attempt to do an extra 1d6 damage (at least on a minimal success)? Yes, it’s the worst spell in any DCC wizard’s […]Read More A Touch Less Lame
This one isn’t even a House Rule as much as an observation that any attack that would have hit but for the AC bonus armor grants presumably smacked the target but failed to penetrate the armor. I like to emphasize this when describing the result of the attack. In DCC this is dead easy because the dividing […]Read More Touché: touch attacks in DCC
Mighty Deeds are one of my favorite bits in DCC, but I sometimes feel that if you have this elegant way of resolving everything that might be a maneuver in a clunkier system (push back, knock down, disarm, blind, feint, etc.) it would be nice if you could apply that to 0-level characters and other […]Read More Paltry Deeds: A DCC House Rule