Wednesday, December 29, 2010
Improved Wilderness Map
Tuesday, December 28, 2010
Wilderness map
Thursday, December 23, 2010
Tuesday, December 21, 2010
I'm still alive
Wednesday, November 24, 2010
Treasure type averages
Tuesday, November 16, 2010
Missing monsters
Monday, November 15, 2010
Upkeep costs
Friday, November 12, 2010
OD&D spell names vs d20 SDR spell names (part 3)
1st Level Spells | |
---|---|
OD&D | d20 SDR |
1. Cure Light Wounds | 1. 〃 |
2. Detect Evil | 2. 〃 |
3. Detect Magic | 3. 〃 |
4. Light | 4. 〃 |
5. Protection/Evil | 5. Protection from Evil |
6. Purify Food & Water | 6. Purify Food and Drink |
2nd Level Spells | |
OD&D | d20 SDR |
1. Bless | 1. 〃 |
2. Find Traps | 2. 〃 |
3. Hold Person | 3. 〃 |
4. Speak with Animals | 4. 〃 |
3rd Level Spells | |
OD&D | d20 SDR |
1. Continual Light | 1. Continual Flame |
2. Cure Disease | 2. Remove Disease |
3. Locate Object | 3. 〃 |
4. Remove Curse | 4. 〃 |
4th Level Spells | |
OD&D | d20 SDR |
1. Create Water | 1. 〃 |
2. Cure Serious Wounds | 2. 〃 |
3. Neutralize Poison | 3. 〃 |
4. Protection/Evil 10' r. | 4. Magic Circle against Evil |
5. Speak with Plants | 5. 〃 |
6. Turn Sticks to Snakes | 6. No clear d20 SDR equivalent |
5th Level Spells | |
OD&D | d20 SDR |
1. Commune | 1. 〃 |
2. Create Food | 2. Create Food and Water |
3. Dispell Evil | 3. Dispel Evil |
4. Insect Plague | 4. 〃 |
5. Quest | 5. Geas/Quest |
6. Raise Dead | 6. 〃 |
Thursday, November 11, 2010
OD&D spell names vs d20 SDR spell names (part 2)
4th Level Spells | |
---|---|
OD&D | d20 SDR |
1. Charm Monster | 1. 〃 |
2. Confusion | 2. 〃 |
3. Dimension Door | 3. 〃 |
4. Growth/Plant | 4. Plant Growth |
5. Hallucinatory Terrain | 5. 〃 |
6. Massmorph | 6. No clear d20 SDR equivalent |
7. Polymorph Others | 7. Polymorph |
8. Polymorph Self | 8. Polymorph |
9. Remove Curse | 9. 〃 |
10. Wall of Fire | 10. 〃 |
11. Wall of Ice | 11. 〃 |
12. Wizard Eye | 12. Arcane Eye |
5th Level Spells | |
OD&D | d20 SDR |
1. Animate Dead | 1. 〃 |
2. Cloudkill | 2. 〃 |
3. Conjure Elemental | 3. Summon Monster VII |
4. Contact Higher Plane | 4. Contact Other Plane |
5. Feeblemind | 5. 〃 |
6. Growth/Animal | 6. Animal Growth |
7. Hold Monster | 7. 〃 |
8. Magic Jar | 8. 〃 |
9. Pass-Wall | 9. Passwall |
10. Telekenesis | 10. 〃 |
11. Teleport | 11. 〃 |
12. Transmute Rock-Mud | 12. Transmute Rock to Mud |
13. Wall of Iron | 13. 〃 |
14. Wall of Stone | 14. 〃 |
6th Level Spells | |
OD&D | d20 SDR |
1. Anti-Magic Shell | 1. Antimagic Field |
2. Control Weather | 2. 〃 |
3. Death Spell | 3. Circle of Death |
4. Disintegrate | 4. 〃 |
5. Geas | 5. Geas/Quest |
6. Invisible Stalker | 6. Summon Monster VII |
7. Lower Water | 7. Control Water |
8. Move Earth | 8. 〃 |
9. Part Water | 9. No clear d20 SDR equivalent |
10. Projected Image | 10. Mirror Image |
11. Reincarnation | 11. Reincarnate |
12. Stone-Flesh | 12. Stone to Flesh and Flesh to Stone |
Wednesday, November 10, 2010
OD&D spell names vs d20 SDR spell names (part 1)
1st Level Spells | |
---|---|
OD&D | d20 SDR |
1. Charm Person | 1. 〃 |
2. Detect Magic | 2. 〃 |
3. Hold Portal | 3. 〃 |
4. Light | 4. 〃 |
5. Protection/Evil | 5. Protection from Evil |
6. Read Languages | 6. Comprehend Languages |
7. Read Magic | 7. 〃 |
8. Sleep | 8. 〃 |
2nd Level Spells | |
OD&D | d20 SDR |
1. Continual Light | 1. Continual Flame |
2. Detect Evil | 2. 〃 |
3. Detect Invisible | 3. See Invisiblity |
4. ESP | 4. Detect Thoughts |
5. Invisibility | 5. 〃 |
6. Knock | 6. 〃 |
7. Levitate | 7. 〃 |
8. Locate Object | 8. 〃 |
9. Phantasmal Forces | 9. Major Image |
10. Wizard Lock | 10. Arcane Lock |
3rd Level Spells | |
OD&D | d20 SDR |
1. Clairaudience | 1. Clairaudience/Clairvoyance |
2. Clairvoyance | 2. Clairaudience/Clairvoyance |
3. Dispell Magic | 3. Dispel Magic |
4. Fire Ball | 4. Fireball |
5. Fly | 5. 〃 |
6. Haste Spell | 6. Haste |
7. Hold Person | 7. 〃 |
8. Infravision | 8. Darkvision |
9. Invisibility, 10' r. | 9. Invisibility Sphere |
10. Lightning Bolt | 10. 〃 |
11. Protection/Evil, 10' r. | 11. Magic Circle against Evil |
12. Protection/Normal Missiles | 12. Protection from Arrows |
13. Slow Spell | 13. Slow |
14. Water Breathing | 14. 〃 |
Tuesday, November 9, 2010
Anti-clerics
Friday, November 5, 2010
Level titles
Thursday, November 4, 2010
A misreading of Law and Chaos
I had been thinking (wrongly, it turns out) that the Law and Chaos dichotomy might be linked to the game's wargaming roots. I could imagine that Law and Chaos might not be nebulous, cosmic forces, but opposed factions of a particular struggle in a particular time and place.
For example, in the milieu of the American Civil War, the Lawful faction would be the Union, and the Chaotic faction would be the Confederacy. States which did not declare for one side or the other, such as Kentucky prior to Polk's invasion of Columbus, would be Neutral. It would work the same for the French Revolution, War of the Roses, or Hatfield–McCoy feud. In wargaming terms, Law, Chaos, and Neutrality would be generic categories used to describe a conflict. Neutral factions could become Lawful or Chaotic by declaring an allegiance, and in victory the Chaotic faction would become de facto Lawful by gaining power.
Bringing that to D&D would mean PC's taking sides (or remaining neutral) in the dominant conflict of their time and place. Such a view of alignment strips it of metaphysical trappings, and ties PC's to their campaign world.
Wednesday, November 3, 2010
Relatives
"The referee may allow players to designate one relative of his character to inherit his possessions if for any reason the participnt unexpectedly disappears, or with or without "death" being positively established, for a period of one game month, let us say. [...] If the character returns, he takes possession of his estate once more (referee's option as to willingness of the relative to give it up) but must pay an additional 10% tax in order to regain his own. Optionally the relative may be allowed to stay on as a non-player character in the service of the player-character. Loyalty of the relative in such a circumstance would be at a penalty of from 0 to -6, and he would possibly intrigue to regain control. Characters without a relative will lose all their possession should they disappear and not return before whatever period is designated as establishing death."Willing possession to a new, related character became a familiar part of later D&D as a way to give a player's new character a little boost after his old one died, but the "unexpectedly disappears" bit strikes me a strange. The soap operatic return of a character believed dead is even odder. I suspect that the intention with this rule has more to do with the disappearance of a player that the disappearance of a character.
When you have, as Men & Magic says, up to fifty(!) players rotating in and out of a campaign, it's inevitable that a few of those people will drop out of the game, and that they may or may not eventually return. What happens to their character? What happens to the juicy and important treasure maps in that character's possession? Declare the character dead, and give all his stuff to a new character controlled by a player who can show up for a game once in a while. If the truant player later returns to the campaign, then you have the possibility of intrigue between the characters.
I wonder how this would work in practice. When declaring a relative, would the player prearrange matters with another player in the event he missed a few games, or would the DM accumulate a collection of relative NPC's he could dole out to any player whose character died? (This is one of those things where it's difficult for me to gauge whether this interpretation was already obvious to everyone except me, or if I'm just completely misreading it.)
Tuesday, November 2, 2010
Outdoor Survival
Friday, October 29, 2010
Classics Appendix N
- Arabian Nights
- Beowulf
- Voltaire's Candide
- Chaucer's Canterbury Tales
- Cervantes' Don Quixote
- Stoker's Dracula
- Grimm's Fairy Tales
- Spenser's Faerie Queen
- Goethe's Faust
- Gilgamesh
- Machen's The Great God Pan
- Swift's Gulliver's Travels
- Homer's Iliad
- Dante's Inferno
- Ovid's Metamorphoses
- Malory's Le Morte d'Arthur
- Homer's Odyssey
- Edgar Allan Poe's short stories
- Wagner's Der Ring des Nibelungen
- The Song of Roland
- Stevenson's Treasure Island
Wednesday, October 27, 2010
Tuesday, October 26, 2010
What do hit points represent?
Talysman posted a meditation on hit points on Sunday.
I've always understood hit points to abstract not merely bodily intactness, but also stamina, luck, concentration, and so forth.
On page 18, Men & Magic defines hit points as "the number of points of damage the character could sustain before death. Whether sustaining accumulative hits will otherwise affect a character is left to the discretion of the referee."
The description for Cure Light Wounds says the spell "will remove hits from a wounded character[....] A die is rolled, one pip added, and the resultant total subtracted from the hits points the character has taken."
That would seem to establish a very narrow definition of hit points indicating a capacity to survive wounds, and not a measure of stamina, luck, etc.
However, a few other passages in the LBB's hint that hit points may sometimes reflect more than wounds. The description for wights says they "drain away life energy levels when they score a hit in melee, one level per hit. Thus, a hit removes both the hit die and the corresponding energy to fight, i.e. a 9th level fighter would drop to 8th level."
The wight description is interesting for two reasons. First, it could be read in conjunction with the Cure Light Wounds description ("will remove hits"
) to mean that Cure will "remove hits" inflicted by the wights, and therefore restore the drained level* caused by those hits. Second, the wight description links "hits" with "energy to fight".
Hit dice dictate the number of creatures affected by Sleep. Sleep does not wound the targets, so that too indicates hit points/dice measure something in addition to the capacity to survive wounds.
Perhaps the most direct reading is that hit points correspond directly to the capacity to sustain wounds, but it's possible to understand some passages to mean that hit points/dice sometimes represent other concepts. I tend to favor the latter reading. Practically speaking, an experienced combatant may to some extent be able to mitigate wounds (maneuver to take a bruise to the shoulder instead of a slash to the ribs), but they'll certainly be better conditioned both mentally and physically to the rigors of battle in terms of stress, fatigue, and concentration.
* Although page 35 of Underworld & Wilderness Adventures says "energy levels can only be regained by fresh experience, but common wounds can be healed with the passage of time"
.
Friday, October 22, 2010
This game is fun
"...it was more important to start playing and to play regularly than it was to get everything completely right. [...] the players all said that they had a wonderful time and they would very much like to continue. It could be that the inadequacies of the session were entirely in my head or, at least, invisible to the players."Yes, indeed. I'm sure Evan ran a good session. One of the things I've learned over the past few months, though, is that this game is fun. Even if the DM isn't at his best during a particular session, or isn't as prepared as he'd like to be (and who ever is!), the game is still fun. Friends, dice, and dungeon crawling is a hard to ruin recipe. That realization has helped me relax and enjoy myself as a referee.
Thursday, October 21, 2010
Alignment = the Flow of Capital
Adventuring characters gain experience through the wealth they extract from the underworld. As detailed in The First Fantasy Campaign by Dave Arneson, adventurers in the initial version of what was to become D&D were required to spend their plundered gold pursuing certain motivations in order to gain experience from it. Gold allows experienced adventurers to bring order to the wilderness on the surface through the construction of strongholds. The forces of Law desire the plundering of gold from the clutches of Chaos in the underworld that they might spread the will of man across the land.My imagination went to a slightly different place with this idea than Sham took it. He went in a metagame direction (XP), while my thinking was more economic. Both approaches are slightly different aspects of the same thing, and lead to similar outcomes.
The more gold in man's economy, the more the domain of Law expands, thereby encroaching on the domain of monsters. It's habitat destruction.
Most monsters of low and medium intelligence have no use for gold. Their "societies" are anarchies where the strong dominate the weak. They have little use for abstract currency, since their economy is based on barter—barter of goods, or the barter of favors and promises.
However, some intelligent monsters recognize the dangers posed to their habitat by man's expansionism. These monsters, particularly dragons, hope to stymy civilization by removing currency from the human economy (i.e.—hoarding treasure). They do so directly and by employing lesser agents, such as orcs, goblins, and kobolds. Goblins have no interest in gold, but they desperately want the favor and protection of a dragon or his mid-level ogre operative.
Low level adventurers are just as much cogs in the System of Capital as goblins. This is even more evident if you use the carousing rules in your game—characters acts as hoses, syphoning gold from the dungeon to the economy. Even neutral, primarily self-interested adventurers are therefore agents of Law.
Law versus Chaos is all about the flow of capital. Dragons are economic terrorists, who want the flow running away from Men.
Wednesday, October 20, 2010
In defense of coin-weight encumbrance
Tuesday, October 19, 2010
The Clamorous Opal
Monday, October 18, 2010
The magic sword Dachmikek
Dachmikek
+1, +2 versus goblins, hobgoblins, and bugbears
Lawful; INT 7; empathic; Egoism 1 (leads user past better weapons)One primary power: detect gems
When wielded, this sword will cause a tingling sensation in the user's arm when it comes within 60' of a previously undetected gem. Within 10' of the gem, it will cause euphoria to the extent that the user must save versus Stone or become overexcited (-3 AC and -3 to hit). If the saving throw is failed, the character may attempt to save again on each subsequent turn to end the effect. On the blade of the sword is its name, and an unlabeled map, which appears to show a mountain stronghold. These markings are not inscribed or etched into the blade; they are drawn by veins of carbon which run through the entire thickness of the steel.
Friday, October 15, 2010
Food always tastes better when you're hungry
Wednesday, October 13, 2010
Life span differences
Then there are Elves. Immortal they provide a living memory back into the depths of time for the cultures they come into contact with. It as in the 21st century we have people who knew and spoke with Julius Caesar, Charlemagne, and other historical figures of the past.This would be an issue for any two races of significantly differing lifespans. How they each deal with the issue would indeed tell much about their cultures. An elven culture might, for example, have some sort of "prime directive" to prevent them from derailing the cultures of shorter-lived races. Imagine a group of humans who, in order to extract valuable information, hold captive a memeber of a long-lived race—perhaps for generations.
Friday, October 8, 2010
Search the OSR
Thursday, October 7, 2010
Island hopping campaign
Wednesday, October 6, 2010
Dice roller bot
Tuesday, October 5, 2010
Fairy tale inspirations
Year after year, we print and re-print fairy tales. What is it that makes them valuable? [...] surely the tales do not teach morality. Remember the egregious brutality of that spoiled princess in The Frog King who, after hurling the little animal who helped her against the wall, gets rewarded. [...] Nor do the tales psychologize or philosophize. What they do, instead, is what all great children’s literature does: they literalize metaphor. They lower their glittering buckets deep into the psyche’s well. [...] Not quite like ancient myths, which use nymphs and satyrs to explain recurring natural phenomena; nor like fables, whose timeless moral lessons are parlayed through the escapades of animal characters; nor like legends, which exude the pungent aromas of one particular locale and its history, fairy tales are [...] stories made to summon wonder, horror, enchantment—and not necessarily anything more. Uncanny in the purest sense of the word, which is to say, both bizarre and familiar at once[....] the Grimms’ tales match, with an almost miraculous precision, children’s own ways of thinking. They transform contiguity into causality, and they maximize contrast.Mixing these characteristics into a D&D would give it a fairy tale flavor. Here's a quick example. Take the idium/cliche "ton of bricks". Imagine the ruler of a small kingdom, who was forced (for whatever reason—war, famine, corruption) to make very difficult decisions. One of his policies hurt a witch. The witch put a curse on him: every time one of his decisions harmed one of his subjects, a lead ingot would appear in his vicinity. Over the course of a few months, his castle filled with lead ingots. Eventually, the structure collapsed, killing him and his family. That's your dungeon— a ruined castle full of lead ingots. This could present some interesting challenges to adventurers, and a backstory for the players to uncover as they explore.
Monday, October 4, 2010
The Book of Imaginary Beings
- the shaft of a griffon's feather makes a marvelous bow
- angry villagers who slay a monster might have it taxidermied and prominently displayed to visitors
- the dots on tortoise shells are treatises about the cosmos
Sunday, October 3, 2010
Wednesday, September 29, 2010
Target-20 for 0e
Attacker bonus | +1 | +2 | +3 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +13 |
---|---|---|---|---|---|---|---|---|---|---|---|
Fighting- man level | 1-3 | 4-6 | 7-9 | 10-12 | 13-15 | 16-18 | |||||
Cleric level | 1-4 | 5-8 | 9-12 | 13-16 | 17-20 | 21-24 | |||||
Magic- user level | 1-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | |||||
Monster hit dice | 0-1 | 1 +1 | 2-3 | 3-4 | 4-6 | 6-8 | 9-10 | 11+ |
Tuesday, September 28, 2010
OD&D attack matrix
"...and at 13th level the Patriarch would get 8 + 2 and fight as a Superhero - the next change in Fighting Capacity coming at 17th level."So... it seems that attacks will continue to get better beyond level 16, yes?
Monday, September 27, 2010
Dungeon geomorphs
[...] my challenge to myself for the next three months is to draw up a 100′ x 100′ dungeon geomorph every day, six per week, and then compile that week’s geomorphs into a single page PDF release every Friday as my Friday Map.I may have to try my hand at making some geomorphs.
Friday, September 24, 2010
Fantasy doodle Friday
Village in the Dale, as rendered on a 3" x 5" index card:
This image is © Paul Gorman, and licensed under both the OGL 1a and the Creative Commons Attribution License—take your pick. Also available in a print resolution version.
Wednesday, September 22, 2010
My simulacrum game
I think it's a useful exercise (one that I'm currently about 50% done with myself) for anyone trying to come to grips with OD&D to write their own clone of the three LBB's. Organize it in a way that makes sense to you and your players, but hew as closely as possible to the originals. I've learned a lot by doing this. One of the main problems/decisions is what to do about the ambiguities and omissions in the originals. You must decide whether to preserve those ambiguities or to clarify them. I've settled on mostly preserving the ambiguities, and providing filler for the omissions in an appendix. If my lawyer gives it the thumbs-up, I'll release my clone as a free PDF (along with the LaTeX source files). I encourage everybody interested in this kind of thing to give clone writing a try for themselves. Don't worry about having too many clones around; filtering for the best content is one of the things the internet does well.
Sunday, September 19, 2010
Old school art
Friday, September 17, 2010
Fantasy doodle Friday
This image is © Paul Gorman, and licensed under both the OGL 1a and the Creative Commons Attribution License—take your pick. Also available in a print resolution version.
Thursday, September 16, 2010
Fix scans in Judges Guild PDF's
convert -density 300 -brightness-contrast 0%x90% JGld-ReadyRefSheets.pdf readyrefsheets-contrasty.pdf
That grinds my machine to a halt for several minutes, so you might want to lower the priority level of the process with nice. If you have an older version of ImageMagick, you may be able to achieve similar results using the-contrast-stretch
option instead of -brightness-contrast
. If you have a better way to achieve similar results, I'd like to know. Thanks.
Tuesday, September 14, 2010
Initiative by weapon priority
- Gaze attacks
- Breath weapons
- Spells level 1-3
- Missile weapons
- Long weapons (polearms, spears)
- Spells level 4-6
- Medium weapons (swords, maces)
- Short weapons (daggers, saps)
- Spells level 7-9
- Read scrolls, other actions
Monday, September 13, 2010
Ritual spell casting
A magic-user (or cleric) can cast any spell they know without it occupying a daily spell slot so long as they have the spell in written form and can take the time to cast it (two 10 minute turns per spell level). This is not something they can do in combat or any other distracting situation. The referee should make a wandering monster check each turn during ritual spell casting.
Saturday, September 11, 2010
What armor restrictions?
The whole plethora of enchanted items lies at the magic-users [sic] beck and call, save the arms and armor of the fighters (see, however, Elves); Magic-Users may arm themselves with daggers only.To my eyes, this is only talking about magical armor. It's possible that there's a later passage in the LBB's that explicitly bans mundane armor for magic-users, but based on this I think they should be able to suit-up in full plate. Even the daggers-only clause is joined by a semi-colon to the clause about enchanted items, so it may imply "with enchanted daggers only." That could mean that they can use all mundane weapons but no magical weapons except for daggers. If the referee was feeling perverse, he could even interpret it to mean that magic-users can't wield any mundane or magic weapons except for enchanted daggers. I assume that the accepted doctrine against armored magic-users is rooted in how things worked at Gary's gaming table, but I haven't found much discussion on the usual forums about what a literal reading of the text would mean. Your thoughts?
Friday, September 10, 2010
Fantasy doodle Friday
This image is © Paul Gorman, and licensed under both the OGL 1a and the Creative Commons Attribution License—take your pick. Also available in a print resolution version.
Thursday, September 9, 2010
Really large dungeons: scan and print
Thursday, September 2, 2010
Encounter Critical
Tuesday, August 31, 2010
Rolling ability scores
Dice Roll (3d6) | Ability Score | Probability |
---|---|---|
3 | 11 | 0.5% |
4 | 12 | 1.4% |
5 | 13 | 2.8% |
6 | 14 | 4.6% |
7 | 15 | 6.9% |
8 | 16 | 9.7% |
9 | 17 | 11.6% |
10 | 18 | 12.5% |
11 | 3 | 12.5% |
12 | 4 | 11.6% |
13 | 5 | 9.7% |
14 | 6 | 6.9% |
15 | 7 | 4.6% |
16 | 8 | 2.8% |
17 | 9 | 1.4% |
18 | 10 | 0.5% |
Friday, August 27, 2010
Two word NPC's
- charitable poacher
- professional bather
- narcoleptic tollkeeper
- cannibal crofter
- lovelorn bugbear
- muscular lacemaker
- gossipy limner
- daydreaming veterinarian
- myopic watchman
- cutpurse sawbones
- prophetic maidservant
- thrill-seeking copyist
- crippled stevedore
- obsessive-compulsive oil merchant
- palsied gemcutter
- pyromaniacal lampwright
- careless butcher
- deaf sperviter
- sweaty phrenologist
- prosaic dreamreader
- be-gilled oarsman
- impatient tallyman
- meticulous surveyor
- prudish midwife
- cursed barber
- wereboar swineherd
- troubled wellsinker
- decorous fence
- excitable philosophe
- delusional publican
Thursday, August 26, 2010
Trading on design
Wednesday, August 25, 2010
Hmph: Frog God Swords & Wizardry
"We won't sell you hand drawn maps and clip art laid out by amateurs and posted up on Lulu.com as a cheap book that you look at and discard."And speaking of tone, I've always felt that Peter Mullen's art strikes just the right note for any old-school gaming material. Frog God Game's new S&W cover—not so much: I mean, it's nice and all, but to me the new cover art says "d20-era Call of Cthulhu" not OD&D. UPDATE: Mythmere (Matthew J. Finch) comments on the "by amateurs and posted up on Lulu.com" statement.
Tuesday, August 24, 2010
Superstitious dungeoneers
Monday, August 23, 2010
B/X Companion initial impressions
"Craft Device: this is the thief's ability to construct elaborate traps of mechanical nature. Cost and time to construct will need to be decided by the DM (similar to construction of magical devices). Thieves use these devices to protect their hideouts, though they may build them for others at a price. Failing the craft roll by more than 10% means the device was not constructed correctly, and all the time, money, and components are wasted. Failing the roll by 10% or less indicated the thief successfully created the device, but is himself the first victim of the device as he sets off the trap!"
Abilities for general task resolution (2/2)
9 | 12 | 15 | 18 | |
---|---|---|---|---|
2d6 | 83.3% | 100% | 100% | 100% |
3d6 | 37.5% | 74.1% | 95.4% | 100% |
4d6 | 9.7% | 33.6% | 66.4% | 90.3% |
5d6 | 1.6% | 9.8% | 30.5% | 60% |
6d6 | 0.18% | 2% | 9.7% | 27.9% |
7d6 | 0.01% | 0.3% | 2.2% | 9.4% |
8d6 | 0% | 0.03% | 0.38% | 2.4% |
Sunday, August 22, 2010
Abilities for general task resolution (1/2)
"At judge's option, a player may attempt a task, and be successful if he rolls the ability being tested as a percentage or less. For example, a Fighter with a Strength of 15 attempts to roll back a large boulder, rolling a 14% he would be successful."This is a fun mechanic, because by changing the unit of dice from 3d6 to d100 it puts the difficulty of the task in perspective for the player. But there's an easy way for the referee to tune it according to the difficulty of the task without resorting to +/- percentage modifiers. I'll talk about that tomorrow.
Saturday, August 21, 2010
Carcosa author reviews LotFP
Friday, August 20, 2010
Which dialect of Common do your PC's speak?
"The basic fact of pre-state language distribution is that no single language can occupy, for more than a few centuries, an area too large for all its native speakers to communicate with each other regularly. The reasons for that are simple and obvious. All languages change, slowly but steadily, over time. Each change originates in a small part of the speaking population and spreads outward through the speech community. [...] Many changes either spread through the entire community over two or three generations or are suppressed by social “stigmatization”; some are accepted by some parts of the community but not by others, creating “dialect” differences within the broader speech community. But if parts of the speech community cease to communicate altogether, or communicate so rarely that they have no incentive to imitate each others’ speech, changes cannot spread from one to another; different changes will accumulate on either side of the linguistic barrier, and within a thousand years, at most, a single language will have become two or more. [...] Thus in pre-state communities every language spread automatically results in language fragmentation. Of course not all the fragments survive; pre-state language communities sometimes gradually abandon their native language and adopt the language of another community with which they are in intimate contact...."
Wednesday, August 18, 2010
Wandering monsters: frequency and uniqueness
Tuesday, August 17, 2010
Lamentations of the Flame Princess
Tuesday, August 10, 2010
New Stack Overflow for RPG's
Friday, August 6, 2010
Traumatic Adolescent Background Generator
1 – Head stuck in a hole in ground for 1d8 days. Something licks your legs periodically during your entrapment.
Thursday, August 5, 2010
Hirelings: The Master Rigger
Job | Cost | Time |
---|---|---|
Splice two lengths of rope (no chance of slipping) | Cost of ropes | 1 turn |
Create a safe humanoid climbing harness from rope | 1 gp rope | 1 turn |
Create a carrying harness that allows several men to move heavy objects by combining their strength | 2 gp per carrier | 1.5 turns per carrier |
Create a pulley system to safely shift a 1 ton load 10' | 50 gp | 2d4 hours |
Build a 50' rope bridge | 42 gp | 2d4 days |
Build a platform elevator atop a deep pit | 45 gp + 3 gp per 50' deep | 2d12+6 hours |
Wednesday, August 4, 2010
Excursions from the Megadungeon
Tuesday, August 3, 2010
Sandbox Without A World Map
Commercializing Greyhawk may have been the biggest creative mis-steps Gygax made, assuming the world of Oerth grew OUT OF his original D&D campaign (similar to what Maliszewski has done with the world surrounding Dwimmermount). By codifying it and selling it he said: look this is what you do! Create a whole world with factions and nations and religions THEN try to figure out how "your heroes" fit in! [...] So much easier to create the world a piece at a time, as needed, as the weirdness allows.I've been thinking about that problem lately: how to have a sandbox game while also letting the world grow organically. The way I imagine a sandbox game, the players point to a hex on a large-scale map, and that's where they go. The obvious way to combine that sandbox style with an only-design-what-you're-going-to-use-next-session game is to have a map with lots of empty space and vague descriptions. But that still entails having a predefined geography. I'd rather my players start the game uncertain of the scope of the world and their place in it. I came up with this type of compass chart as a solution: Players start the campaign knowing the relative distance and direction of some interesting destinations, but they'll have to explore and make their own maps. Such a framework allows the world to grow organically. Another option would be to give the players a world map which you stipulate is inaccurate in many particulars, because of the difficulties in a world where most people rarely travel between the "points of light" in a vast wilderness. * I strongly agree that unusual headgear is a necessary element of any game which hopes to capture that old-school Erol Otus vibe.
Saturday, July 31, 2010
Retro-Clone Comparison Chart
Thursday, July 29, 2010
Wednesday, July 28, 2010
Melan diagrams
Tuesday, July 27, 2010
Secret Arneson Gift Exchange
Magic Pools
1 | One time only, turns gold to platinum | ||||||||||||||||||||||||
2 | One time only, turns gold to lead | ||||||||||||||||||||||||
3 |
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4 | The pool speaks, and offers to grant one wish to each of the characters. The pool has an alignment: 1-2 lawful, 2-3 neutral, 4-6 chaotic. Characters who make a wish but are not of the same alignment as the pool suffer 2d6 damage. The wishes of characters of the same alignment as the pool are granted, but do not take effect for 2d12 hours. | ||||||||||||||||||||||||
5 | Characters entering the pool are transported to the surface. | ||||||||||||||||||||||||
6 | Characters entering the pool are transported one level down in the dungeon. |