Four house rules that I've been contemplating:
1. 1/2 share of GP/XP for Hirelings, even if they die.
I've talked around this issue before. We run through a lot of hirelings, they're fun mini-PCs and when PCs croak they get upgraded. We currently give hirelings the half share now. If they somehow don't make it back to town though, some gold goes to the family maybe but the PCs keep a bigger portion and the XP. I've realized that this actually provides incentive to killing off the poor mooks. I don't think the players actually play to that incentive but it would be nice to flip it and incentivise keeping them alive. That might mean fewer mooks get hired but I doubt it. Or it might mean the PCs try to enter into working relationships with NPCs which usually provides lots of opportunity for shenanigans.
2. No negative attributes.
I use the basic D&D -3 for a 3 to +3 for an 18 modifier scale. It's pretty common to have characters with some -1s, and I don't really mind, one of my favorite characters recently had more minuses than pluses. He was a chickenshit backstabber, he was smart and he was fun to play. I say was, because shortly before he made it to 3rd level he had a change of heart and tried to save the world. He died and failed, setting a Godzilla sized fire elemental loose on the world. The fire beast went straight towards the nearest metropolitan area and the surviving PCs went the opposite direction! Anyway, It seems to me that negative modifiers only make it easier for 1st level characters to die and they don't need any help in that regard. So, what if instead of the normal minuses we change what it means to have a low score , like this:
STR: 1 handed small weapons only
INT: fewer languages, bad at speaking languages, this is pretty much Rules as Written
WIS: Player has to make up a paranoia or dumb thing, like the PC doesn't know how to count over 10.
DEX: takes a round to switch weapons. (we normally go from missile to melee without loosing a round)
CON: Save or passes out at 1, 2 or 3 HP.
CHA: DM gets to make up an enemy NPC.
3. It seems entirely reasonable to me for the DM to base the HD of monsters & NPCs entirely on how entertaining or enjoyable doing the NPC or Monster's Funny Voice is.
4. Cleric's, Undead and Alignment:
Lawful Clerics: Turn Undead
Chaotic Clerics: Command Undead
Neutral Clerics: Speak with Undead
The Law and Chaos is normal, but I've never played with the Neutrals getting anything cool or unique. I think in most versions they have to choose to be like Lawful or Chaotic Clerics. I think it'd be fun to have a Neutral Cleric in the party and have Kurosagi's Corpse Delivery Service inspired adventures.
Classic Dungeons and Dragons and Old School Gaming
D&D etc.
"Heir to a crumbling summit: to a sea of nettles: to an empire of rust: to rituals' footprints ankle-deep in stone."
-Mervyn Peake
"...and that, my liege, is how we know the Earth to be banana shaped."
-Sir Bedevere in Monty Python and the Holy Grail
"Heir to a crumbling summit: to a sea of nettles: to an empire of rust: to rituals' footprints ankle-deep in stone."
-Mervyn Peake
"...and that, my liege, is how we know the Earth to be banana shaped."
-Sir Bedevere in Monty Python and the Holy Grail
Thursday, December 19, 2013
Wednesday, December 18, 2013
OSR Christmas!
I got some folks on my list this year some things that decidedly fall
within the OSR. Those things are:
Barrowmaze
This has gotten good reviews, and it's supposed to be not to gonzo,
which I think the giftee will appreciate. I was also thinking
Stonehell would be good, maybe I'll get that one for myself!
Realms of Crawling Chaos
What better gift for the D&D playing Lovecraft fan? I was also
thinking Trail of Cthulhu but then the giftee might try to wrangle me
into playing it...
Kefitzah Haderech
This one I'm really excited about!
And used copies of:
The 1e DMG
For the inspiration in the appendices especially.
Moldvay Basic and Cook Expert
Because it's the best.
I would have gotten Vornheim, but it's apparently out of print. I
hope Flame Princess prints more, bigger this time!
Ho! Ho! Ho!
within the OSR. Those things are:
Barrowmaze
This has gotten good reviews, and it's supposed to be not to gonzo,
which I think the giftee will appreciate. I was also thinking
Stonehell would be good, maybe I'll get that one for myself!
Realms of Crawling Chaos
What better gift for the D&D playing Lovecraft fan? I was also
thinking Trail of Cthulhu but then the giftee might try to wrangle me
into playing it...
Kefitzah Haderech
This one I'm really excited about!
And used copies of:
The 1e DMG
For the inspiration in the appendices especially.
Moldvay Basic and Cook Expert
Because it's the best.
I would have gotten Vornheim, but it's apparently out of print. I
hope Flame Princess prints more, bigger this time!
Ho! Ho! Ho!
Tuesday, September 17, 2013
From the pages of a comic book from 1991:
Waldenbooks R.I.P.
Obviously, If you had any choice in the matter, you would go to the game/comic store hidden away in a basement downtown. But if for some reason you had to go to the mall, this would be waiting for you there.
Friday, September 13, 2013
Monster Action Tables?
I called the tables I sketched out in my last post "encounter tables" but that doesn't seem like the right term. One table answered the question, "what are the monsters doing when the PCs encounter them?" and the other answers the question, "what are the monsters going to do this round?"
I've used Telecanter's brilliant and all purpose 'what' are the monsters doing' table, but having a quick little table like this for specific monsters seems like a good way to jazz up encounters in a way that gives a particular monster a unique flavor, as well as making combat more exciting, cinematic and interesting. I think I got the idea for the "what do the monsters do this round?" table from the 4th edition thing where instead of encounter or daily powers, the DM rolls a d6 to see if a monster does a special attack. So a dragon, for example, instead of getting 3 uses of their breath weapon in a day, they let it loose on a 5 or 6 on a d6 that the DM rolls ever round. This takes a decision out of the hands of the DM in a way that I think can be interesting, at least sometimes. Another way to do this would be with 'Kung Fu dice' which is a thing that I'm pretty sure I first read about on D&D w/ pron stars, but I don't know that Zak invented it. This uses the d20 attack roll instead of a separate roll, which is pretty slick, but I don't think it's a big deal to roll another d6, you can roll it at the same time as the d20 attack roll and read the results at the same time. With the d6 you can also use the to hit roll if you need to.
This kind of table seems like a really good tool, I wonder why I haven't seen it more often? Or maybe lots of folks use it in published adventures and supplements an such, I just haven't picked them up or heard of them...
I've used Telecanter's brilliant and all purpose 'what' are the monsters doing' table, but having a quick little table like this for specific monsters seems like a good way to jazz up encounters in a way that gives a particular monster a unique flavor, as well as making combat more exciting, cinematic and interesting. I think I got the idea for the "what do the monsters do this round?" table from the 4th edition thing where instead of encounter or daily powers, the DM rolls a d6 to see if a monster does a special attack. So a dragon, for example, instead of getting 3 uses of their breath weapon in a day, they let it loose on a 5 or 6 on a d6 that the DM rolls ever round. This takes a decision out of the hands of the DM in a way that I think can be interesting, at least sometimes. Another way to do this would be with 'Kung Fu dice' which is a thing that I'm pretty sure I first read about on D&D w/ pron stars, but I don't know that Zak invented it. This uses the d20 attack roll instead of a separate roll, which is pretty slick, but I don't think it's a big deal to roll another d6, you can roll it at the same time as the d20 attack roll and read the results at the same time. With the d6 you can also use the to hit roll if you need to.
This kind of table seems like a really good tool, I wonder why I haven't seen it more often? Or maybe lots of folks use it in published adventures and supplements an such, I just haven't picked them up or heard of them...
Tuesday, September 10, 2013
Moon Beasts and Ghouls
I feel like celebrating the return of the Dungeon Dozen to the internets so here's a few super specific encounter tables:
These use regular old d6s rather than the exalted dodecahedron.
What does the Moon Beast do this round?
1 run away. They'll stop in the next room and attempt to ambush anybody who follows.
2 knock stuff over, onto PCs if possible. If the only thing available is a person, they'll knock them over and stand on them. Save vs paralysis/fortitude/yeti stompin or take d4 dmg. Save again to act or wrestle free.
3 amazing leap onto the largest inanimate object nearby and screech/howl loudly. The following round a return call of screeches/howls may be heard. Another 1-3 Moon Beast 4-6 two Moon Beasts shows up in d6 rounds.
4 pick up one PC and throw them at another PC. Both PCs Save vs paralysis/fortitude/yeti stompin or take d4 dmg
5, 6 attack w claws, two attacks: d6 dmg. each.
Moon Beasts are big uni-horned, white furred yeti type critters with a primitive inteligence. (stat as bugbears exept as noted above)
What's up with the Ghouls in this room?
They are:
1 Ravenous. as many as possible will attack and attempt to devour whoevers in front. Attacking them back will draw their attention away.
2 Curious. They're throwing everything not nailed down around as if they were 2 year olds. If spoken to they will grunt back in imitation, and speak Ghoulish. they'll continue this for d3 rounds at which point they'll realize the PCs are food an attack.
3 Sullen. Theyll fight but 1-2 on d6 chance of running away every round.
4 Fighting eachother over a 1-3 live 4-6 dead thing.
5 Stalking something else, roll another wandering monster.
6 Awaiting the PCs in ambush.
All Ghouls used to be elves. They are 1-12 feet tall, and are from an invisible moon, where the elves sent them. They are not very bright, but they do have their own language, Ghoulish, which is a gutteral perversion of ancient elvish.
Their claws cause paralysis just like the book says.
These use regular old d6s rather than the exalted dodecahedron.
What does the Moon Beast do this round?
1 run away. They'll stop in the next room and attempt to ambush anybody who follows.
2 knock stuff over, onto PCs if possible. If the only thing available is a person, they'll knock them over and stand on them. Save vs paralysis/fortitude/yeti stompin or take d4 dmg. Save again to act or wrestle free.
3 amazing leap onto the largest inanimate object nearby and screech/howl loudly. The following round a return call of screeches/howls may be heard. Another 1-3 Moon Beast 4-6 two Moon Beasts shows up in d6 rounds.
4 pick up one PC and throw them at another PC. Both PCs Save vs paralysis/fortitude/yeti stompin or take d4 dmg
5, 6 attack w claws, two attacks: d6 dmg. each.
Moon Beasts are big uni-horned, white furred yeti type critters with a primitive inteligence. (stat as bugbears exept as noted above)
What's up with the Ghouls in this room?
They are:
1 Ravenous. as many as possible will attack and attempt to devour whoevers in front. Attacking them back will draw their attention away.
2 Curious. They're throwing everything not nailed down around as if they were 2 year olds. If spoken to they will grunt back in imitation, and speak Ghoulish. they'll continue this for d3 rounds at which point they'll realize the PCs are food an attack.
3 Sullen. Theyll fight but 1-2 on d6 chance of running away every round.
4 Fighting eachother over a 1-3 live 4-6 dead thing.
5 Stalking something else, roll another wandering monster.
6 Awaiting the PCs in ambush.
All Ghouls used to be elves. They are 1-12 feet tall, and are from an invisible moon, where the elves sent them. They are not very bright, but they do have their own language, Ghoulish, which is a gutteral perversion of ancient elvish.
Their claws cause paralysis just like the book says.
Tuesday, July 23, 2013
Normal Men and XP?
In my current game, we just finished a multi-session adventure back in town with a fair amount of loot. There's three Joe Schmoe/Jimmy McRedshirt type hirelings with the group and we decided they should get a half share of gp/xp. This amounted to something in the neighborhood of 400 gp. Quite a big pile for 'ol Meatshield Mcfarlane and his pals! Now, the question is: is that 1 gp=1xp rule true for these normal dudes? How could it be? They don't level up. Or at least, I don't want them to. For them leveling up would mean becoming first level, but most of the PCs are still first level and it doesn't feel right to have the PCs and the hirelings on equal footing like that.
Then I was reminded that there ought to be some morale rolls in here between adventures. My first inclination was to give them a bonus to the morale roll because of the gold earned, but instead I think they should get a penalty for each comrade that died. There were 4 other hirelings who died along the way. If there's a -1 for each death, it seems quite likely that these guys will cut and run en masse. That sounds good to me. In my experience, hirelings are either faceless mooks who get no respect from the players or the players love the hirelings as much or more than their PCs with no middle ground. These guys were solidly in that first category.
Maybe the combination of giving Hirelings a half share of gp with the -1 to morale rolls per death with get these poor folks some respect.
They'll only earn xp if they're classed characters, and if a PC dies the player can take over a hireling and give him or her stats and a class if they dont have those already and convert their gold to xp then, so the new PC doesn't start at 0.
Then I was reminded that there ought to be some morale rolls in here between adventures. My first inclination was to give them a bonus to the morale roll because of the gold earned, but instead I think they should get a penalty for each comrade that died. There were 4 other hirelings who died along the way. If there's a -1 for each death, it seems quite likely that these guys will cut and run en masse. That sounds good to me. In my experience, hirelings are either faceless mooks who get no respect from the players or the players love the hirelings as much or more than their PCs with no middle ground. These guys were solidly in that first category.
Maybe the combination of giving Hirelings a half share of gp with the -1 to morale rolls per death with get these poor folks some respect.
They'll only earn xp if they're classed characters, and if a PC dies the player can take over a hireling and give him or her stats and a class if they dont have those already and convert their gold to xp then, so the new PC doesn't start at 0.
Thursday, June 13, 2013
Upside Down D&D
A while back I made characters with people who have never played the game before and I was reminded of the confusion surrounding the fact that you have an attribute score and a modifier derived from that score. That experience gave me this idea that evolved into a really simple story-gamey version of D&D. This is simpler than Red Box Hack or Dungeon World (at least based on my minimal knowledge of those games) and maybe closer to the original game rules. What the DM does in the game described below is pretty much the same as a DM in DnD.
UPSIDE-DOWN D&D
Character generation:
1. players roll 3d6 in order for D&D abilities. (Low is Good)
2. roll 3d6 and the single best (highest) die roll is your HP.
3. roll those three dice again, one at a time once on each of these tables:
You are a...
1: Noble of House __________
2: Veteran of the ___________ War
3: Librarian from the City of ____________
4: Worshiper of ____________
5: Criminal who pulled the __________ Heist
6: Fey of the ___________ Woods
Who carries a...
1: Big Axe
2: Crystal
3: Knife... and more knives
4: Brutal Mace
5: Bow and arrows
6: Sword and shield
And who tends to be...
1: Crazed
2: Bon vivant or grump
3: A hero or a leader
4: A coward
5: Greedy
6: A sneaky schemer
Here's how it would work.
Any time you would roll dice in a regular game of DnD instead the Player rolls 3D6, or 2D6 if the DM says its really hard. The DM says what ability is being rolled against (S, I, W, D, Con, or Cha) rolling over that ability means success.
The items don't add dice, instead they let you accomplish things you couldn't otherwise. With an axe you might be able to chop down a door, with a bow you can hit somebody from across a room, what's a crystal let you do... etc.
The last die rolled above is like XP. At the end of the game the DM writes down in order who generally acted the most in character. The Player then gets that many bonus dice to add to any action or actions in the future that they want. The DM can also give out Dice to PC's who act in line with their character in a way that is generally detrimental to the party. For example, when the coward runs away, that PC could get a bonus dice to use later.
This isn't my ideal DnD, but I think something like this could be a great way to play with people who have never played an RPG before, and in that context, could be fun.
UPSIDE-DOWN D&D
Character generation:
1. players roll 3d6 in order for D&D abilities. (Low is Good)
2. roll 3d6 and the single best (highest) die roll is your HP.
3. roll those three dice again, one at a time once on each of these tables:
You are a...
1: Noble of House __________
2: Veteran of the ___________ War
3: Librarian from the City of ____________
4: Worshiper of ____________
5: Criminal who pulled the __________ Heist
6: Fey of the ___________ Woods
Who carries a...
1: Big Axe
2: Crystal
3: Knife... and more knives
4: Brutal Mace
5: Bow and arrows
6: Sword and shield
And who tends to be...
1: Crazed
2: Bon vivant or grump
3: A hero or a leader
4: A coward
5: Greedy
6: A sneaky schemer
Here's how it would work.
Any time you would roll dice in a regular game of DnD instead the Player rolls 3D6, or 2D6 if the DM says its really hard. The DM says what ability is being rolled against (S, I, W, D, Con, or Cha) rolling over that ability means success.
The items don't add dice, instead they let you accomplish things you couldn't otherwise. With an axe you might be able to chop down a door, with a bow you can hit somebody from across a room, what's a crystal let you do... etc.
The last die rolled above is like XP. At the end of the game the DM writes down in order who generally acted the most in character. The Player then gets that many bonus dice to add to any action or actions in the future that they want. The DM can also give out Dice to PC's who act in line with their character in a way that is generally detrimental to the party. For example, when the coward runs away, that PC could get a bonus dice to use later.
This isn't my ideal DnD, but I think something like this could be a great way to play with people who have never played an RPG before, and in that context, could be fun.
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