Showing posts with label houserule. Show all posts
Showing posts with label houserule. Show all posts

Tuesday, February 18, 2020

High INT Bonus - "Floating" Spell Slots


Bonus Slots per Day
INT 13-15 +1
INT 16-17 +2
INT 18 +3
High INT Sorcerers gain “Floating” Spell Slot(s), each equivalent to One Spell Level. 
At higher Casting Levels, these may be combined; a Sorcerer of INT 16-17/+2 has two Bonus Slots, and may choose either two 1st Lvl Spells, or one 2nd Lvl Spell.  
A Sorcerer with 18 INT/+3 may choose from three 1st, two 1st and one 2nd, or one 3rd Lvl Bonus Slot/Day 

Monday, July 1, 2019

Foreshadowing PC Doom; a game mechanic for any RPG

The TOKEN of DOOM always rests before one of the Players at the table.  It can be any small object; special die, favorite paperweight, conch shell... it serves two purposes, possibly three:

1. When a die roll must be made on behalf of the Party, rather than an individual PC - Surprise, Party Initiative, maybe an on-the-fly treasure determination, etc - the Player makes the roll, then passes the Token to the next Player (keeps it fair, helps maintain engagement)

2. The "Doom" Part; Whomever holds the Token is also under the Shadow of Doom, for should the next Encounter call for a Party member to be a trap-tripper, attacked first in a combat, or otherwise randomly selected, singled out, possibly ganged-up on (definitely, if number of foes exceeds number in Party!)... They've ALREADY been randomly selected, AND they got to "have a bad feeling about this..." beforehand.  Not that anyone else is safe, just that the Token bearer is under increased threat of extra peril.   Pass it along after doom befalls

3. Next time a Player does something solely and explicitly designed to piss off the DM, he has the option to silently yet meaningfully pass the Token from the current bearer to the offending Player, and make them keep it awhile






Saturday, March 9, 2019

Idea: NOT Memorizing 1st Level Spells

How about, NO Spell Casters have to "memorize" 1st Level Spells?!  ALL 1st Level Spells could be chosen at time of casting... If a PC has access to a 1st Level Spell (in Spell Book), then they can cast it up to many times as their number of Slots for the day permits 

Makes 1st Level Spells more like variable Special Abilities, subject to a max cap of uses/day
Increases fun and survival at lower Levels
No setting up camp, just to get a Cure Light or Read Magic Spell before proceeding!
Feather Fall makes more sense
Just seems fitting - and not unbalancing -  that the Spell Caster can produce Light, Affect a Fire, cause some Dancing Lights, even Detect Magic.  A Cleric should nearly always have access to their Protect from Evil and Remove Fear, right?

Plus, it's cool: the Evil Necromancer always seems to have a ready Magic Missile for a bungling minion, the Mighty Wizard never says, "Hold up, magical eye-strain, can't Read this inscription until tomorrow," and the Cleric doesn't have to get stuck with, "I don't wanna take all Cure Light Wounds, I need to know if this guy is Evil, dammit!"

I get excited when I think I have a cool novel idea... then someone says, "Yeah, Pathfinder 6.7 has that one in an expansion, it sucks."

unrelated pic

unrelated link: Interesting Old School commentary and exploration, retro clone examinations

Tuesday, February 26, 2019

d50 PC/NPC Peculiarities; Bonuses, Backstory, Weirdness (NSFW)


TELL US SOMETHING ABOUT YOU (d50)
 I really think everyone should roll at least once during Character Creation, or as many times as CHR Bonus indicates

1. Really Good Listener; +1 Hear Noise
2. Going by your childhood nickname, because DM knows your embarrassing first name
3. Inherited; (d4) A minor Misc Magic Item, Jewelry worth 1d4K GP, a Map from a dying drunk guy, details sealed tomb with treasure, Immunity to one Disease
4. Resting Face; (1d4) People assume you’re Dour, Contemplative, Vacant, Stoned
5. Lefty; +1 Parry vs Righties with weapons
6. Mysterious Tattoo; (d4) Symbol/Rune, Animal, Portrait, Indoor/Outdoor Map Symbol
7. Can handle your drinks, Advantage in Drinking Contests
8. Can count cards, Advantage in Gambling Contests
9. Pre-Existing Condition; Saving up/Busted up, (1d4) New Eye, Gimpy Leg, PSTD, Huge Scars
10. Big Boned; +1 Open Doors
11. Make a Good First Impression; +1 Encounter Reaction
12. Addiction; (d4) Drink/Drug, Love, Gambling, Sex
13. Can hold your breath twice as long as most, and +1 vs Gas
14. Were once kidnapped (d4) Probed/Prodded by Aliens, Forced Apprenticeship (Pick Skilled Trade), You have entirely repressed the memory, Taught one First Level Spell by a Madman
15. Full-On Polychromatic Heterochromia
16. Functionally fluent in an Obscure Language which may come up at some point
17. A Real Comedian; Advantage when trying to get a laugh
18. Double-Jointed; Advantage to Break/Slip bonds
19. Criminal Record or Bounty on Head/Hide
20. Got bit by a lot of things as a child, +1 to Poison Saves
21. Eidetic Memory; never have to write anything down, never lose keys
22. OCD; DM will tell you, Save vs (d4) Lying, Swearing, Hand Motion/Gesture, Kleptomania
23. Lucky at Love; +1 Seduction
24. Closet Kink; (d4) Exotic Humanoids/Aliens, Sado/Maso, Furry, Voyeur/Exhibitionist
25. Family Secret; (d4) Adopted, Disgraced Nobility, Bastard, Fanatics
26. Dark, Troubled Past; (d4) Street Urchin, Young & Needed Money, Pit Slave, Broken Heart
27. Extra-Extra; (d4) Digit(s), Conjoined Twin, Born with Tail, +1 to Random Ability Score
28. You Never Seem To; (d4) Shut Up, Get Angry, Weep, Get Enough
29. Once Volunteered for Experiments; Possess a Random Potion effect, 1/day
30. Fast Healer; +1HP/rest
31. Weird Collector; (d4) Weapons, Bones, Objets d’Art, Jewelry
32. Overused Catchphrase or Personal Motto everyone should live by
33. Sometimes, you see/hear Dead People, Horripilation  w/in 15’ of Undead
34. Sneaky SOB; +1 Sneak
35. Sleep Disorder; (d4) Too Deep (2 rnds to wake), Too Much (+1d4 hrs/night required), Too Little (extra watch shift, -1HP/rest), Periodic Prophetic Dreams
36. Awkward Quirk; (d4) Mouth Breather, Low/Loud Talker, Stutterer, Window Licker
37. Artistic Talent; (d4) Story Telling, Dancing, Singing, Drawing
38. Always Right; Once/day, and it’s annoying
39. Schlemiel; If something bad happens, you did it (you spill soup…)
40. Schlimazel; If something bad happens, it happens to you (…on this guy)
41. Prominent/Impressive Feature; (d4) Dem Eyes, Dat Smile, Doze Ears, Other
42. Good with Impressions; Advantage to Mimicry
43. Hair! (d4) Losing, Lots/Long, Style Issues, Dreaddy/Unkempt
44. A True Inspiration; +1 Morale
45. ESP; Once/day, can Detect (d4) Lies, Evil, Magic, Minor Illusions, by (d6) Taste/Tongue, Touch, Smell, Sight, Hearing (Magic smells of cinnamon, Lies appear as black smoke…)
46. Born under a Lucky Star; substitute d30 for d20 vs any Save, Once/session only
47. Born under a Bad Moon; fumbles of 1 always seem to go extra badly for you
48. Heir? (d4) Struggling Worm Farm, Screwed by Primogeniture, Haunted Tower, Huge Tracts of Land
49. Slightly Mental; (d4) Once/day you can ask a simple question, and know the true answer in another’s mind, You can call small objects to your hand from 6’, You get a spooky vibe when harm’s a-comin’, +1 Surprise, Uncanny knack for knowing how many HP a dying/near-death creature has remaining
50. Roll Twice


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