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Showing posts from 2016

Fudging the Rules

I've been thinking of a system that lets me as the GM keep an RPG very simple, but still lets the players have the freedom to enjoy the complexity of the rules. I'm thinking of D&D5 here, but it would hopefully apply to any RPG I happen to run. In a combat scene, I might have a big boss monster, a few mooks, and the environment itself. All these elements can move around, attack, get hurt, and potentially be killed or incapacitated. If I can simplify the management of all these elements then I think I can run a more interesting encounter. So first off, I wanted to have a single number that defines the 'difficulty' of the overall encounter, and any element of it. So in a class 6 encounter, the armour class of all the enemies is sixteen (base 10 + 6), the DC of any special abilities is fourteen (base 8 + 6), any attacks do six damage, and it takes six hits from the party to defeat the encounter. If an element of the encounter has to make a skill check, saving throw

Forum Format

I'm just starting off with a text based Lords of Gossamer and Shadow campaign, using roll20.net. I've never run this system before, and I've never participated in a text based campaign. So I'd better figure some things out. I'll take my old standard, Microscope, as the baseline for getting the game going. An initial round of posts from the players to veto things they don't like, and include things they want to cover, is a great way to get people on the same page, or at least in the same book. Hopefully from the people who expressed an interest I'll be able to identify a group that I think can play well together. As for gameplay, there doesn't need to be the equivalent of a session, like there would be in a live game. I think the round based structure of Microscope will work well again. One player can make a new thread, outlining some new plan, an event, the arrival of a new character, or the arrival of their character in a new place. Other players ca

Social Combat and Physical Debates

A friend recently proposed that we play D&D with as many rules for social behaviour as for combat. My response was to use the D&D 5e rules as a framework to come up with feats and social combat styles that apply when speaking. So there would be social damage, and social fighting styles that mirror the dueling/two handed weapon/two weapon fighting styles. Nobody else seemed to be interested in this, and one player wasn't interested in any set of rules for social interactions. His opinion was mechanics are for combat, which we can't do for ourselves. The social interactions we can just role play, so we don't need any rules there. The thing is, the game still has social skills, that we are using anyway. So it still seems strange that a fight has round after round of checks, but an attempt at persuasion is a single roll. Another idea I had was to reduce the fights from multiple rolls to a single roll, rather than require multiple rounds for social interactions. A char

Discovery

I've been thinking about discovery in role playing games recently. A science fiction setting where you can explore new star systems and new planets is pretty topical. A West Marches style fantasy game has become a staple. But there is also discovery of plots, storylines and new characters. A player might even discover new mechanical options among rulebooks and websites, or come up with combinations of abilities that provide more power or more fun. Some players like this, some don't care for it, I guess some would even oppose it altogether. But how to provide it in an RPG? So telling your friends that you're starting a new campaign about discovery might mean different things to different players. They might assume the characters will literally be exploring the unknown, something like King Solomon's Mines. One player might think there will be scientific research going on, like the Xcom games, or magical research and discoveries to be made. Some players might even wonder

Lowest Common Denominator

I was annoyed a while back in my D&D game because I felt i was being pulled along by other player characters, and going along with schemes I wasn't interested in. Eventually I came to the realization that it's a game about escapism. Players play to experience things they wouldn't get to experience in real life. I decided that if another player wanted to do something in game I would go along with it, rather than hold them back. At that point I assumed that this would mean that I'd get support when I wanted to do something for myself, and that has generally been the case. So rather than each player having the power of veto to exclude anything from the game, I saw each player as having the power to bring in whatever they like. But this seems to be a problem now too, where many players want to include something that nobody else wants. My go to example of this is a player who wants to play a dragonborn. I generally ask such a player, "Do you want to play a dragonb

The End

I seem to be thinking about the end of campaigns and character death a lot lately. I remembered the idea of rolling or your character's life expectancy around the time I was using the D&D Rules Cyclopaedia. I just had a look through the Dungeon Crawl Classics book and saw something about wizards burning through ability scores. Warriors in DCC get to perform mighty deeds, and I'm sure there are other aspects to the character classes to make them all interesting and cool, but I straight away found myself coming up with a new homebrew mechanic for getting yourself killed. This whole concept might need to exist in a campaign where the player characters are headed for some great destiny. At the very least there needs to be collaboration among the players to get everybody moving towards the same goal: the end of the story. So, I initially thought that warriors would have an ability to deal a massive blow to a single enemy. Something like "reduce a target to 0hp, and

Campaigns by Season

If the players agreed to play an RPG based on a TV show, e.g. Star Trek, Angel, or Dark Matter, then it seems logical to structure each session as an episode of that show. I don't know if there would be mechanics to support this, but I can see some benefits in doing this. First is timing. Many episodes last for about forty minutes, but my game sessions can be three to four hours long. Perhaps these sessions actually cover less plot than an episode though, depending on how 'efficiently' we play. I'd like to analyse whatever TV show we model our game on, and count how many scenes there usually are. Then in the game sessions we can actually count out each scene, expecting to get to the final scene in time for the last bus. We might have romantic scenes, exposition scenes, combat scenes, stealth scenes and so on. Second is the gradual revealing of plot. In a show like Supernatural, each season (at least lately) has its own big bad. They are introduced early on, and grad

Campaign Chunks

For the game of D&D Fifth Edition that I run on Roll20 I have introduced the concept of chapters. A chapter consists of 3-5 sessions, and usually deals with a set section of plot, like exploring a new location. In game mechanics terms, the characters will not get the benefits of a long rest until the chapter ends, and they usually level up after a chapter. At the end of each session they get a short rest. They still deal with about 6-8 combat encounters between long rests, so I don't feel that they suffer because of the restrictions on resting. So this lets me plan the next section of the story, without having to worry too much about the long term consequences. After a chapter is over we have a review, and they generally decide what they want to do next. I plan the next chapter and then we play through that and so on. If a single session were a self contained story then I could think of it like a novel or a film, but our stories are spread out over several sessions. If I

Campaign Length

Considering how little free time I now have for games, I find myself more and more concerned with how much of a time commitment I ask from players in any game I run. The length of a session usually depends on the venue and the travel arrangements, although I find my weekly real world game has much longer sessions than my online Roll20 game (5 hours versus 2-3 hours). Maybe the players want to get more from a session when some travel was required. The convenience of online play means we're not concerned with how long we play for? So, I thought the Same Page Tool was a great resource, but it doesn't mention the length of the campaign. My ideas for this so far are: Fixed number of sessions, so a once off, 5 sessions, 10 sessions etc. Fixed real world time, maybe one year, two months, or until Christmas. A certain amount of in game time passes, e.g. one season, or one year. Until a game world event happens, e.g. until the great dragon is slain. Indefinite. I think my p

Boundaries

I think the long term effects of the single game of Microscope that I played are still being felt! I was thinking about starting yet another campaign, this time a fantasy setting, some sort of city under siege. I had been reading through the Apocalypse World rulebook and liked the kind of tone the book suggested. My previous concept of a campaign in a fantasy city surrounded by a besieging army had been grounded in a very D&D mentality I think. It would have been all about attacks to be repelled, missions over the walls, and probably some epic shenanigans from monk and rogue characters. The overall goal would have been to lift the siege, obviously. My reading of Apocalypse World put me on to Night Witches , and my concept of the campaign changed a lot. Instead of a city surrounded by a traditional besieging army, the city could somehow be cut off from the rest of the world. Maybe a dangerous mist rolled in and now everyone is trapped. Maybe monsters roam the lands around the c

Three Types of Campaign

Thinking about how to get a new campaign going, I found myself putting each idea into one of three categories. Plot Lite The GM can rotate, and each player brings a character for each session that can be completely new, or one they used before if they like. There is no overall plot that is planned in advance, but the story arises out of what events are brought up by the GMs, and from the reactions of the characters. Player characters can frequently be killed, and new ones take over. The exact balance of characters in a given session may drive the story in unexpected directions. Plot Heavy The GM writes their story and allows the players to play through it. The GM should give hints about what the story will be like, and what kind of characters, and what kind of group of characters, would be appropriate. Player characters may die, and new players may join, but any new characters will need to fit into the story rather than being made in a vacuum and then having the story accommodate

Planar Adventure Sites

I want to have a list of areas ready to go, that can be accessed by random magical portals. I'll put the first two here and hopefully add to it over time. I'll then be able to use it for planned adventures, or for randomly determined ones. Example 1: The portal opens into a cramped shop with many tiny creatures in cages. The shopkeeper is a clockwork automaton, who offers to buy any small PCs to add to his stock. Example 2: The portal emerges into a bandit camp. The leader has just finished a speech rousing the bandits to ride off and attack a caravan. The PCs find themselves standing among the tents and galloping horses.

Diamondpoint

Weapon (rapier), very rare This weapon seems incredibly thin, but is hard and durable enough to serve as a weapon. You have resistance to lightning damage. This rapier is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. You can ignore resistance and immunity to this weapon’s damage.

Companions (Part 2)

Uncommon companions include animals that are not commonly found among humanoids, such as a snake, wolf, hawk, and monkey. Wolf Companion, uncommon (requires attunement) Wolves are pack animals, and they adapt easily to fighting alongside groups of humanoids. You have advantage on melee weapon attack rolls when an ally is adjacent to your target. Hawk Companion, uncommon (requires attunement) Hawks hunt by eyesight over long ranges. You have advantage on Wisdom (perception) checks that rely on eyesight. Monkey Companion, uncommon Monkeys generally live in large groups, and survive by sharing food whenever possible. You may make a Dexterity (sleight of hand) check to take an item within 50’, if that item weighs less than a monkey. Viper Companion, uncommon (requires attunement) Vipers are small venomous snakes. When you do piercing damage to a creature with a melee weapon attack, you may use a bonus action to inflict an additional 1d6 poison damage.

Companions (Part 1)

Companions are like magic items from a mechanical point of view. A character finds one, attunes to it, and gets some kind of benefit. Beyond that it’s just assumed that you have a dog or whatever following you around, but it’s not a major character in the story. If it were, then it would be a PC (which I’ll cover later). Asking your dog to run up and attack a demon is not part of this design. Also a companion is not a familiar, and does not gain any magical abilities beyond what a normal animal of its type could do. Companions can be used as an alternative to magic items, for example in a low magic campaign, or alongside magic items. If one character finds a magic shield, and another gains a wolf companion, they both gained some benefit. Companions have rarity, just like magic items, including common, uncommon, rare, very rare, and legendary. Common companions include normal animals, such as a cat, dog, mouse, or sparrow. Sheepdog Companion (dog), common A sheepdog is

Loraq’s Loquacious Lenses

Wondrous item, uncommon (requires attunement) These lenses appear as common spectacles that a scholar might wear. When a creature you can see speaks in a language you do not understand, the lenses cause a written translation to scroll past your eyes. The text is visible only to you, and provides a literal translation as per the spell comprehend languages .

Cloak of Insanity

Wondrous item, uncommon (requires attunement) This cloak appears to be made of swirling mist, which draws the eye of all who meet the bearer. You can use a bonus action to give a creature within 30ft that you can see disadvantage on their next attack against you.

Boots of the High Plains

Wondrous item, rare (requires attunement) These well worn leather boots are plain and unadorned, but sturdy. The bearer has advantage on saving throws caused by a forced march. After twenty four hours spent wearing the boots the bearer removes one level of exhaustion. The bearer can use an action to determine which way is north.

Periapt of Pain

Wondrous item, uncommon (requires attunement) This functions as a periapt of wound closure. Curse . This item is cursed. When the bearer suffers a critical hit from a bludgeoning, piercing, or slashing weapon attack, the curse is activated. They are immediately wracked with intense pain, falling prone and are incapacitated. They remain incapacitated until they receive healing. Thereafter, whenever the bearer takes bludgeoning, piercing, or slashing damage from a critical hit from a weapon attack, they must make a constitution saving throw, DC 15, or become incapacitated until they receive healing. It cannot be removed unless a remove curse spell is used.

Hat of Horror

Wondrous item, uncommon (requires attunement) This hat is plain but stylish, and seems to suit any occasion. If the bearer ever suffers from the frightened condition, they can use a bonus action to toss the hat at the source of the fear, and the frightened condition ends.

Ring of Misfortune

Ring, uncommon (requires attunement) This ring is made of heavy gold with gaudy jewels. The ring has 3 charges. Once per round, the bearer may expend one charge to add a d6 to a saving throw made by a creature within 30’. You can do so after seeing the initial roll but before any of the roll's effects occur. The ring regains 1 expended charge whenever you fail a saving throw.

Mantle of Temperate Climes

Wondrous item, uncommon (requires attunement) This light robe causes a continuous fresh breeze to blow around the bearer, keeping them relatively cool in hot weather and warm in cold weather. You have advantage on saving throws against fire and cold based effects, such as a red dragon’s breath weapon, or a cone of cold spell .

Scholar’s Lenses

Wondrous item, uncommon (requires attunement) When worn these spectacles allow the bearer to read any written language. Only the literal meaning is revealed, similar to the spell comprehend languages .

Tasha’s Shroud

Wondrous item, uncommon This cape appears to be made from the skin of a lizard or other scaly beast. While worn, it causes the wearer to appear to transform into a draconic humanoid in battle. Attacks with slashing weapons appear to be claw attacks, piercing attacks appear as bites, and bludgeoning attacks as tail slams. A spell such as burning hands appears as dragon breath. Depending on the viewer, this may grant advantage on Charisma (intimidate) checks, at the DM’s discretion.

Daoud's Armor

Armor (plate), rare This magic armor is fashioned from many turtle shells, and is sized to fit an extremely fat human. It functions as mariner’s armor , and in addition does not impose disadvantage on Dexterity (stealth) checks.

Classy Case

Wondrous item, uncommon This case appears to be made of black glass. When touched to an arcane focus, it covers it completely, leaving it looking slightly thicker, and shiny black. It can still be used as normal, and grants the bearer +1 on spell attack rolls.

Liddel’s Almanac

Wondrous item, uncommon This well used book of facts may be used to cast the augury spell if it is consulted for ten minutes. After use, this ability cannot be used again until the following dawn.

Badge of Honour

Wondrous item, uncommon (requires attunement) This symbol is usually of religious or civic significance. When presented to citizens of the issuing authority (a bonus action), the bearer has advantage on all Charisma checks and Wisdom checks related to those citizens. If the bearer or their allies attack, cast a spell, or damage those citizens then the effect ends.

Skeleton Key

Wondrous item, uncommon This key appears to be made from a single bone. It grants a +5 bonus on checks to unlock doors.

Noctis

Weapon (spear), rare (requires attunement by a character with darkvision) This spear is a magic weapon that grants a +1 bonus to attack and damage rolls made with it. It seems to be made from normal wood and metal, but is completely black. When used in complete darkness, attacks against the bearer have disadvantage.

Old School D&D with Fifth Edition (Part 2)

Part 1 I thought some more about what I want a game of D&D to be like, particularly if I run a game in Calidar . Having four classes available to players feels like old school D&D games, that’s why I decided to use the fifth edition Basic Rules . Now I’m thinking of going a bit further with some additional rules tweaks. Wizards Wizards will be evokers if we use the basic rules. I wanted to have a system similar to Wonder & Wickedness . In my version, any spell that deals damage as part of its effect will not deal damage. That makes a lot of spells less useful, if not completely useless. Evokers will be able to use an action to convert a spell slot into raw magical damage. At character creation the player will decide what form this takes, in terms of the sensory effects, as well as the game mechanics of it. They might want their magic to affect an area, or a single target. It can deal damage of one type, like lightning, fire, or force. They can make an attack roll o

Armguard of Rhombus

Wondrous item, uncommon (requires attunement by a monk) This leather lined metal armguard seems to be made of polished silver. It is engraved with mystical symbols. While wearing this armguard, you gain a +1 bonus to AC if you are wearing no armor and using no shield. If you use the deflect missiles class feature and reduce the damage taken to 0, you can attack with the missile without spending a ki point.

Circlet of the Saint

Wondrous item, rare (requires attunement) This unadorned silver circlet feels cool to the touch. The bearer can speak and understand Celestial. Your Wisdom score is 19 while you wear this circlet. It has no effect on you if your Wisdom is already 19 or higher.

First Session: D&D Modern

I’m beginning to think that two players is the ideal number! I made a forum post on roll20.net a while back about playing D&D Fifth Edition with the Modern Magic rules addon. After some delays we went ahead with the first session last night. One player had dropped out before the first session came around, so there were three of us. I went over some ideas I had come up with, and everyone seemed happy with them. We decided to not name the city we were in, but we decided on dollars for the unit of currency. Another thing I had suggested was that most people in the world are unaware of anything supernatural. The player characters had somehow come into contact with the unexplained. One had been an underground bare knuckle fighter, who ended up fighting an orc. The other was a computer scientist who found messages within random blocks of code. They both had reasons to be at the same nightclub one fateful evening. We had no grid which is how I usually run games, and that seemed to wo

Third Session with the Black Hack

Another new player failed to show up, so we pressed on with two characters. I might introduce an NPC adventurer if this happens again, partly to give me some dice rolling to do! The pair went back to the dungeon, this time at high noon. The thief went first and checked for traps, and sure enough there was a trip rope at the bottom of the steps. Yolktina sawed through the rope, but then came under fire from four arrows. She moved into the middle of the room and saw four goblins with bows hiding in the tunnel to the next room. She dropped her torch and shot one with her bow, then Brahman came running in, torch in one hand, hammer raised in the other. He picked his way across the bundles that were all over the room and quickly dispatched the three remaining goblins. Yolktina however, had noticed by the light of his torch that the bundles were actually sleeping goblins, about forty of them. Quietly moving over to the dwarf, she passed on this information. After a short discussion they

Ring of Three Washes

Ring, common (requires attunement) This ring allows the bearer to use an action to completely clean themselves. All their clothes and carried equipment become clean, as well as their hair and body. No perfume, or makeup is applied, and nothing is repaired or mended, simply cleaned. After three uses the ring becomes non-magical.

Vengeance Blade

Weapon (longsword), rare (requires attunement) This longsword is a magic weapon that grants a +1 bonus to attack and damage rolls made with it. When you roll a critical hit with this sword, the target takes an extra 7 slashing damage. Curse . This sword is cursed. When you roll a critical hit and damage a creature while attuned to this sword, the curse takes hold. Until the creature you scored the critical hit against is dead, you cannot rest or cease combat. You must pursue the creature to the best of your ability. You inherently know the direction to your target. If you die while pursuing the target you become a revenant, and continue your pursuit until you kill the target.