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






Wednesday, April 10, 2019

psst - Your Shield is Upside Down

Came across an old fave Dave Sutherland graphic on Old School FRP ...but something about that shield always bugged me.  You tell me...?


Am I wrong?

(according to Old School FRP, "no credit for Sutherland by name" in the module that the original drawing had inspired!  For shame!)

And while I'm at it, I suppose this big guy is Surprised, because why else would he be holding his polearm upside down?  Maybe trying to get around some Large vs Small penalty


Unrelated Link: http://jrients.blogspot.com/2019/11/watch-out-for-bucket-bob.html

Saturday, April 6, 2019

Saturday, March 23, 2019

4d12 Gem Types Tables


the Hellfire of Hellastar

GEM TYPES (d12 each)

Ornamental                                                                 Fancy to Precious
1 Azurite: mottled deep blue                                       Amber: transparent golden
2 Banded Agate: blue, red, and white stripes            Alexandrite: dark green
3 Blue Quartz: transparent pale blue                          Amethyst: purple crystal
4 Hematite: gray-black                                               Aquamarine: pale blue green
5 Lapis Lazuli: dark blue, yellow flecks                      Chrysoberyl: green or yellow green
6 Malachite: striated light and dark green                  Coral: pink to crimson
7 Moss Agate: pink, gray-green moss                       Garnet: deep red to violet crystal
8 Obsidian: jet black                                                   Jade: light to dark green or white
9 Rhodochrosite: shades of pink                                Jet: deep black
10 Tiger Eye Agate: gold brown, dark stripes            Pearl: pure white, rose, to black
11 Turquoise: aqua, darker mottling                          Topaz: golden yellow
12 Gnartian Glowstone, small                                    Glowstone, medium-large or spar
                                                                                   
Semi-Precious                                                            Gems & Jewels
1 Bloodstone: deep red, black mottling                      Diamond: clear, blue, yellow,pink           
2 Carnelian: orange to red-brown                              Ruby: clear to deep crimson red
3 Chalcedony: white                                                   Emerald: brilliant green
4 Citrine: pale yellow                                                  Sapphire: clear to medium blue
5 Jasper: blue, black to brown                                   Black Sapphire: rich black highlights
6 Moonstone: white pale blue hue                             Opal: pale blue/black, gold motes
7 Onyx: black, white, or bands of both                       Fire Opal: fiery red
8 Rock Crystal: clear, transparent                              Jacinth: fiery orange
9 Tourmaline: translucent green                                 Dark Amethyst: deep purple
10 Smoky Quartz: yellow, brown, rose, blue              Fire Topaz: fiery yellow
11 Sard: dull or brick red                                            Moon Opal: misty blue, silver motes*
12 Gnartian Firestones (# 1d6)                                  Moon Sapphire: dark blue, silver highlights*

* Moon Gems glow softly from within, their only source is the moon of Nikto.  Moon Opals always have a base value of 5K, while Moon Sapphires start at 10K

Wednesday, March 13, 2019

Fave D&D-ish Video Links List

Got any more for my list?


Roll a d6   Music vid

Elder Sign  Commercial Ad

Mongrel & The Wrath of the Ape King  Retroscope short

The Gamers: Dorkness Rising  Full movie

AFK: The Webseries  Waking up as your PC

The Reward  Animated short

Cubicles & Careers  D&D Characters play "Papers and Paychecks"

THE PARACHUTE ENDING  Trippy space wizard music vid


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