Archive for the ‘RPG Hub’ Category

Christmas lights! Run!

Thursday, May 19th, 2011

Fitz poses the question: “If your character encountered something like this while lurking about underground looking for something to kill and/or steal, what would be your immediate reaction?”

Sadly, most 4e adventurers would probably think “There are several of them, so they must be weak.”

Sometimes you want to step out of the 4e assumption that every fight is level-appropriate. Maybe an area is particularly dangerous. If you just spring a killer fight on unsuspecting players, though, you’re just being arbitrary.

Here’s one way to take a middle course: when the players wade into combat with the first light ball, they find that it is a high-damage solo monster. During the battle, the next-closest light ball might drift ominously closer, but doesn’t join the fight.

When the players stand, bloody but victorious, over the creature’s dying sparks, they look down the hall and see this:

Possibly now the PCs will start thinking about finding an alternate route.

holy water in Basic D&D

Wednesday, May 18th, 2011

In Basic D&D, Holy water is actually a much worse deal than flaming oil. I don’t know why I ever got it.

1983 Basic equipment list.

1983 Basic equipment list.

Holy water does 1d8 damage to undead creatures. Not too bad: in Basic, only a fighter could reliably do more than 1d6 damage with an attack, and only if you were using the variable weapon damage optional rules. Holy water is still potentially a good choice for a rogue or a magic-user faced with undead.

Flaming oil, on the other hand, did 1d8 the first round and 1d8 the second – twice the damage. Furthermore, it hurt nearly every creature, including undead.

Not only was holy water half the damage and more situational, it also cost 25 gp per vial, compared to oil’s 2 gp.

If I were to play Basic again, I think I’d at least double holy water’s damage.

Use this race/culture randomizer to make your campaign completely original!

Monday, May 16th, 2011

In my campaign world, the…

northern humans …dress… in standard medieval garb
southern humans all Renfest: the guys wear doublets and rapiers and the girls wear bodices and tricorn hats
elves like Mad Max: one shoulderpad each, and 1 in 10 guys wears a jeweler’s loupe
dwarves like French aristocrats: white wigs, cravats, beauty marks
orcs in Victorian/steampunk garb
goblins for the Arctic regions, but for some reason they all wear midriff-exposing furs and chainmail bikinis
gnolls like I Dream of Jeannie
mermen all sword-and-sandal
gods/angels in loincloths and tattoos, and use blood used as facepaint
demons like various incarnations of David Bowie

The Pusher: an epic D&D campaign for you

Friday, May 13th, 2011

The Magazine of Fantasy and Science Fiction, Oct 1981

The Magazine of Fantasy and Science Fiction, Oct 1981

In a used bookstore, I picked up the Oct 1981 issue of The Magazine of Fantasy and Science Fiction. It looked like it had some interesting stories in it, but it was stolen before I finished it, due to a car-door locking mishap.

Before it disappeared, I noted this passage from “The Pusher” by John Varley:

It was a wonderful tale he told. It had enchanted castles sitting on mountains of glass, moist caverns beneath the sea, fleets of starships, and shining riders astride horses that flew the galaxy. There were evil alien creatures, and others with much good in them. There were drugged potions. Scaled beasts roared out of hyperspace to devour planets.

This sounds like a great elevator pitch for an Epic-level D&D campaign. If you put every one of these elements into the campaign, I think you’ve got yourself a foolproof Best Campaign Ever.

It sort of seems to takes place in the same time period as Krull (which would also make a better D&D campaign than it did a movie).

Critical hit! On my Religion check!

Thursday, May 12th, 2011

I figured out how knowledge checks fit into the 20 and 1 are magic rule.

If you roll a natural 20 on a knowledge check, you write down on your character sheet that you have expertise in a particular sub-branch of knowledge. From then on, you get a +5 bonus to all such knowledge checks. For instance, if you crit on a knowledge check about the Death God’s sacrificial rites, you write down “expert in Death God rites”.

If you roll a natural 1 on a knowledge check, you write down your ignorance on the subject (“ignorant about Death God rites”.) From then on, you automatically fail on any checks on that subject.

This lets you collect knowledge like treasure, and randomly fills out your character’s interests. It also lets a good or bad Knowledge check inform further ones.

flaming oil through the editions

Wednesday, May 11th, 2011

I just looked up flaming oil in my Basic D&D book. It did 1d8 damage on the first round and 1d8 in the second. Of course, it was more complicated than its watered-down 4e equivalent, Alchemist’s Fire: with Flaming Oil, you had to douse a guy with oil and then make an easy attack roll to set the enemy on fire.

1983 Basic equipment list.

1983 Basic equipment list.

Still, 2d8 was a lot of damage in Basic D&D. Keep in mind that all weapons do 1d6: variable weapon damage is still listed an optional rule in my 1983 Basic set. Even with the optional rule, oil’s average of 9 damage is the same average as a fighter with 18 strength and a +2 longsword. It’s enough, on average, to kill a 2-hit dice creature in one shot. It’s hard to compare, but in 4e, to kill a 2nd level creature in one hit would take about 40 damage.

There wasn’t much monetary inflation between Basic and 4e – a Basic sword costs 10gp and a 4e sword costs 15 gp – but Basic flaming oil costs 2gp. That’s a tenth of its cost in 4e. Cheaper and more effective.

By the way, I notice that the new 4e alchemist theme allows you to use a free alchemical item as an encounter power. That improves alchemy considerably.

Finally you can have your own sweet Mazes and Monsters GM screen!

Monday, May 9th, 2011
This entry is part 33 of 34 in the series Mazes and Monsters

The original Mazes and Monsters MC screen.

The original Mazes and Monsters MC screen.

Or Maze Controller’s Screen, to be more precise. Just like the one that Daniel rocked in the movie.

I’ve made a printable screen that is JUST AS COOL as the original, and it has all the Mazes and Monsters charts you need to run the game. (Edit: I’ve added a blank template as well, for use with other games: see below.) Wandering monster matrix, Maiming Subtable, it’s all here. It looks something like this:

Click for a bigger view

Click for a bigger view

Here are all four PDFs you need to construct it. They’ll be in the completed M&M PDF.
left front section
left section
right front section
right section

Or if you want blank templates so that you can play with your own rules of choice but LOOK like you’re playing Mazes and Monsters, you can use these instead of the left section and right section:
left section (blank)
right section (blank)

I’ve tried printing and cutting it out, and the completed castle looks pretty nifty. I can’t wait for my next M&M playtest.

Atta

Friday, May 6th, 2011

Atta by Francis Rufus Bellamy

Atta by Francis Rufus Bellamy

I’ve always found giant ants to be a boring monster. The foot-long giant ant dungeon pests of 1e are actually OK for an encounter; but the horse-sized formians and similar races seem to require a whole adventure or episode of their own, and the idea of raiding an anthive and killing hundreds of identical monsters fills me with a naptime feeling.

Francis Rufus Bellamy’s 1953 adventure novel, about a guy who shrinks to half an inch tall and adventures among the ants, strikes me as the right way to go about using formians in a game. This way, you don’t need to put aside a part of your world to be ruled by a giant ant kingdom; you can vary the encounters with battles against giant bees and grasshoppers; and you can have a boss fight against a badass shrew. Those guys are super mean and scary looking! And they can be any size from half an inch to a foot long! You can use any of the excellent official D&D shrew minis already in your possession.

A super weird looking shrew.

A super weird looking shrew.

While your PCs are shrunk, have them make discoveries about their familiar surroundings they couldn’t normally make. Perhaps they climb into a tiny crack in the wall, and discover Diamond as Big as the Ritz, or a giant gold ring. When they return to their normal size, they can retrieve it. (Come to think of it, a ring makes some interesting defensible terrain for ant-sized PCs, forming a little fortress around one or four squares, behind which they can take cover.

The key to an interesting ant adventure is to make the ants sentient, as Bellamy did. Have the PCs choose sides in a war between an ant colony and a rival colony of slave raiders. Have them befriend ants, and ride them like mounts in daring cavalry attacks. When the PCs return to normal size, maybe they’ll have different feelings about the ants scuttling beneath their feet, over whom they now have such power.

burning through your flaming oil

Wednesday, May 4th, 2011

I’m reconsidering last week’s post about making alchemical items into encounter powers. Maybe part of the charm and flavor of flaming oil, holy water, and the rest are that they are expendable resources, like potions – part of the long-term resource management aspect of the game. In old school D&D, you’re like, “I have some money… I’ll get some chain mail, and some iron rations, and… let’s say 3 flasks of oil.” I dunno. Is the expendability an integral or nonessential property of a flask of oil?

What’s more fun:
a) “Holy crap, this is a dire situation! I’ll use my flask of oil to set these guys on fire.”
or
b) “It’s round 4 of combat and I’ve used my encounter powers. I’ll use my flask of oil to set these guys on fire.”

Keep in mind that in situation b) you get to set a lot more guys on fire.

Good Rules Don’t Mean Bad Roleplaying

Tuesday, May 3rd, 2011

Paul and I were talking a while back about how recently it seems like Wizards of the Coast seems to have been focusing its attention on older editions of D&D recently and thinking about what made people so excited about them. The Redbox and Essentials line is one example of this, where they tried to capture both the simplicity/accessibility of D&D and the charm of playing very different types of characters. Another example is the series of articles by Mike Mearls focusing on the history of D&D and discussing what that can tell us about the game today. These seem like good steps to take and have the potential to address some of the objections fans have to 4th edition versus 3.5 or earlier editions of D&D.

What strikes me is that from what I can tell a lot of people are objecting more to what they see as the new philosophy of D&D rather than the rules themselves. And in some ways I see where they are coming from (in other ways I completely disagree).

The thing is, the new rules for 4e are GREAT. They are hands down superior to the rules in other editions. They are more elegant, expand choices in and out of combat, generally more balanced, and basically more fun in every way. They involve less arbitrary charts. They involve more meaningful choices. They are great. I’ll save a meaningful defense of the mechanics of 4e for another article, however :).

Meanwhile, the philosophy behind the new editions or in some cases the perception of the philosophy sometimes leaves room for lingering doubts:

1. A Return to Dungeon Crawls: Is it just me, or is 4e more about dungeon crawls and less about more free-form encounters in the wilderness or in cities, which seemed more common in 3.5? Official adventures, for example, seem to consist almost entirely of long dungeon crawls. And 4e rules, with their structure of encouraging multiple encounters in a day, definitely seem to work very well for a dungeon crawl.

The thing is, this needn’t really be the case. There’s nothing in 4e rules forcing PCs to muck about in dungeons, and it is not too difficult to create situations where multiple fights crop up naturally over the course of a day. Or just one or two SUPER HARD fights. So this is a situation where the general tone of 4e seems to imply that players should be fighting wave after wave of monsters in a dungeon, which could turn off some more die-hard roleplayers, when in reality, the rules support any style of play in this area. (more…)