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

Saturday, March 2, 2019

Super Simple Poisons



POISON
Insinuative; must be introduced to body, Save Negates entirely, Rare
Ingested; must be consumed, Save for Half Damage or Negate/Lesser Effect, Very rare
Contact; must touch skin; No Save, Extremely Rare
Poisoned creatures will suffer warning signs during Onset
May be diluted or concentrated, as per DM, Save Bonus/Penalty +1 to +4
Detection is tough; DF 20+ Passive, DF15+ Active

Class   Onset  Damage/Effect        Rate/Duration   Poison                    Venom/Ingredient
I           ---        1d6+1                     Immediate         Bloodthorn Root     Dolm Ant
II          1d6r     2d6+2                    4HP/r                Creeping Death       G Spiders
III         1d4r     3d6+3                    6HP/r                Cerulon Blue           Brain Slug
IV         2r         4d6+4                    8HP/r               Two-Step                 White Scorpion
V          1r         5d6+5/Death         10HP/r              Crimson Death        Crimson Worm
VI         ---        6d6+6/Death          Immediate        Finality                    Tomb Beetle larvae
VII        1d4r     Blindness              1d6T/Perm       Naga Milk              Naga, Batwing Viper
VIII       2r         Sleep                    1d6+1T             Dream Weaver        G Spiders, Mugato
IX         2r         Slow/Paralysis      2d6r/2d6T         Long Nap               G Wasp, C Crawler
X          1r         Insanity/Feeblemind   Perm           Mage’s Bane          Jale Ant


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


Unrelated