Showing posts with label optional rules. Show all posts
Showing posts with label optional rules. Show all posts

Friday, January 2, 2026

Thief Percentiles That Don't Suck

For a given thief check, thieves have a base chance equal to their level plus racial bonus plus relevant ability×5. Other classes can attempt these things, but their ability score will only be ×3. 

The racial bonuses, out of Supplement I: 
                    Locks     | Traps           | Filch             | Move       | Hide 
    Dwarf  | 5%          | 15%              | –                    | 5%            | 5% 
    Elf        | –             | –                   | 5%                 | 10%          | 15% 
    Hobbit | 10%       | 5%                | 5%                  | 10%         | 10% 

 And I would convert Hear Sound to a percentile ability, giving Hobbits a 5% bonus.

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Share good posts with good goblins. Claytonian at the gmails.

Thursday, December 25, 2025

For it is Dark and We May Die (a dismemberment table)

Are you prepared for the death
you've earned, little man?
Running a little Arden Vul Shadowdark lately. Sign up via my email at the bottom there.

We had been playing with "CON score is your back real HP". But it seems a bit too easy. Just a bit. So I'm thinking of a new rule (I think Arnold K and Cavegirl deserve some idea credit for wound systems here): 
 
Minimum HP is zero. While you are at 0 HP, you are fine, but you can only take a number of extra hits equal to your CON mod before you enter the dying state, and each hit will force a roll on the table below.

Roll a d20 - damage taken from the attack that hit you while you were in this HP-less state. LVL 5+PCs may roll a d30 instead.

Nat 1: Gory death: Every ally that witnesses it has to roll WIS vs 12 or freak out as per the losing it table below.

5 or less: Maimed: You lose a limb, an eye, or some fingers. You survive, but you're not whole. Besides the logical problems of losing bits, you need to roll a CHA check vs this roll or freak out till you get some good drugs. 

Losing It table Roll a d6.
1) Go ape-shit, attack everything

2) Run away--roll on the megadungeon table
3) Nihilistically give up "YES! KILL ME!"
4) Revert to childlike personality
5) Manic screaming or laughter that the others cannot shut up
6) Fruitless attempt to reattach missing bit

6-15: Defeated and on the ropes: You’re out of it until you make a CHA (willpower) check (on your turn's beginning) or someone uses an action to splash you with something. Equal chance of a concussion or a scar.

16-19: Supine: You're knocked down indefinitely and have to make a STR check to stand up, unless an ally spends their action to rally you.

Nat 20 (or more): You're fine (this time). In fact you inspire your group with advantage for the rest of the round (if your turn is last gain 1HP instead).


The above table was kinda made with a just-losing-your-turn-is-boring kinda mindset. There should be something interesting happening with you. Even if you do go down you got the usual death roll mechanics of Shadowdark to give you something to do when the round comes round to you.

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Share good posts with good goblins. Claytonian at the gmails.

Tuesday, September 3, 2024

A less tedious way to do prime requisits

The tired-sauce way.


I've actually done this in a couple campaigns now, and it worked pretty fine, though this is the simplest iteration of the rule: Your prime requisite score is applied as a percentile reduction to the XP you need to level up.

Simple example: A Wizard with INT 10 needs 100XP to reach level 2. She only really needs 90XP to level up. Easy peasy, wizard-squeezy. 

Aw, I started my example on the high road to really drive home that the glass-ceiling was being burst, but ended it creepy.

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Wednesday, August 10, 2022

ICRPG Gerblin Guns & Funky Flintlocks

This is attempt to patch a glaring hole in the rules of ICRPG, which probably shoulda had two more pages of weapons, one for gerblin gun priests, and another for all the polearms. Ew, my Gygax was sticking out.. We need old fashioned guns, that's for sure!


If you roll a nat 1 with any gun, you have exhasted an ammo slot unless you roll a second 1, in which case there is an explosion.

Trusty flintgerb: only does d6 effort at up to near range. Reload as part of a move.

Bermstick: d8 effort, 2 cartriges, one action reload.

Blerkperder Rerfile: d8 effort, easy to hit far targets, 1d4 rounds reload time.
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Of course, there are futuristic ray guns out there somewhere, with better stats.
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Tuesday, January 26, 2021

Why Vancian is Better Than Spell Points (and what to do about it)

First, let me lay out my credentials for my click-bait title.

Over on our Discord, (mail me if you want in on chances to play elf-games online), we have been playing a lot of Lodoss Companion, a game I translated from Japanese. It uses a stat called MP (magic points) to cast spells from. If you run out of MP, you faint.

About a couple years back I was in another RPG that uses spell points (run by Fear of a Black Dragon's Tom), Warhammer Fantasy Roleplaying 1e. We played through the Enemy Within adventure path thing.

On the Discord, we also spent a few months going through my other big fanslation project, Double Moon. Dubmoon, being from the same publisher as Lodoss, shares a lot of its DNA, including the MP system, using Psychic Points called PPs, much to our amusement.

Finally, also on the Discord, we messed around with my hack of Arduin for a while. Uncle Dave "Killmepleasedaddy" Hargrave used a hybrid between Vancian and spell points back in the day. He also gave levels to spells because he was basically using 0DnD. I opted to just have spell points spent just be the level of the spell, let PCs cast any level of spell, and kicked Vancian restrictions out of there.

So all of these systems used points is my point. What is the problem I've noticed time and again? You are extremely incentivized to cast the same spells each combat. It was really bad in WHFRP. Once I learned Lightning Bolt, I would try to cast it each round. We could point out here that RAW material components would have ameliorated the problem, but like most groups we ditched those rules.

In Lodoss it's usually the same routine. Cast buffs on the fighter. Summon a spirit to fight. There is a bit of deja-vu each combat. My players do like the system though. One said they really dig not having to choose spells that they might use each game morning.

The Arudin games were a bit better, probably because of the sheer amount of gonzo spells the players wanted to try out. Also, without level restrictions, they could consider casting powerful, yet expensive spells.

 So, what's my solution to keep a game with spell points interesting? Well, I have a few.

  • Spell points are still a thing, but whenever a player casts a spell, it is gone for the day (sneaky Vance). 
  • Spell points are still a thing, but each additional time you cast a certain spell in a day costs one extra point per level of the spell (Vance tax).
  • Use DCC-style Mercurial Magic, which may make the player prefer to cast different spells for different situations. You don't need DCC tho; I got a d60 list of crazy spell requirements and effects.
  • Incentivize spell prep with Memorization Side Effects (using a Vancian hybrid or pure Vancian).
  • Use those material components up. Boo. Hey, maybe have all your spell-casting based on material components to make it better?
  • Seed a whole lot of situations that will require spells as tools. This one is hard to do, because utility spells are usually taken care of by equipment or the thief's abilities. 
  • Spells are free-form, but you can never cast the same spell twice (the Barony/Conrad's Game method).

Got more ideas? That's what comments are for!

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Friday, August 9, 2019

Roll Under? Nah, Brah. Roll Uber!

But actually still roll under.
The problem: Your face. Sorry. No, the actual problem is that rolling a d20 at/under your ability score to do checks and saves is fine occasionally, but not satisfying as a unified mechanic. Think about it: if your score is even slightly low, you'll suck at everything, and if its too high you'll be bored as you wade through all challenges at a leisurely pace.

One solution is to stick to rulings not rules and have roll under being a last resort or bonus opportunity on top of normal competence. "You examine the drawer. You find a jeweled torque and a bedazzled cutoff denim vest. Roll a Wisdom check for me to see if you notice the assassin creeping up on you while you do that."

But today's post is about your mom. No! Not your sweet, sweet mom. I mean, the other solution. You have a percentage chance to do an action. It starts at 60% and goes up by 1% for each point of ability score you have. Simple. You want more competence? Add your level too.

Old school mutation: Your chance is expressed on a d6. Just like the elves get when they walk by secret doors. I like this one a lot, even though it merely masks the problem that is the central conceit of this blarg post.
  • 1/6= Ability score from 3 to 4
  • 2/6= Ability score from 5 to 8
  • 3/6= Ability score from  9 to 12
  • 4/6= Ability score from 13 to 16
  • 5/6= Ability score from  17 to 18
You can express even more competence by giving rerolls, and to account for classes, kindred, or careers. I like to give thieves their percentage scores as a last ditch chance to do something when their ability check says they should fail.

Oh, and feel free to flip these numbers to justify the title of this post. Like I flipped your mom last night, Trebek. 
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Sunday, July 21, 2019

PCs fall, everybody dies

Here's some fun falling damage ideas. Pick one or more:
  • Falling with more than half your encumbrance slots full moves the damage dice up a step in severity. Being fully encumbered moves it up two steps, and being over-encumbered does extra damage equal to your greed. By greed I mean extra slots, but let's call it that.
  • Rolling the max on a falling damage die means you broke a bone (basically the DCC rule). Roll a d12, modified by Luck or whatever way you track the support of the fickle gods in your system: 1 or less) neck (die or paralyzed, as a Luck roll dictates); 2) spine (Luck roll decides if you are para or quadriplegic now); 3) d6 ribs (roll a d12 over that number or have a punctured lung); 4) right humerus, radius, or ulna; 5) left humerus, radius, or ulna; 6) right femur, kneecap, fibula, or tibia; 7) left femur, kneecap, fibula, or tibia; 8) jaw (can't cast spells or shout warnings, only mumble); orbit (eye either temporarily or permanently blinded, depending on a Luck roll); 9) collar bone (can't wield weapon or one side, nor wear a backpack) coccyx (can't sit); 10) right or left ankle (has to hop about to move); 11) right or left wrist; 12) nose.
  • Roll a number of d4s as close to the number of feet fallen as possible, but only if you fell 10 or more feet.
  • That splat sound engenders a random encounters check as monsters come to see what's up.
  • Each item you have has a chance to get shattered. Maybe if the falling dice roll 1s the DM chooses something from your inventory.
  • Any creature you can grab and shove under you on the way down blunts your fall by 10 feet.
  • If you fall down a truly bottomless pit, its reality warping nature keeps you alive and conscious forever. There is a 10% chance that eventually you will develop psionics after millions of years of falling with nothing but your thoughts to keep you company and then develop the ability to come back through the illusion that is space-time to give your former companions one last boon--or push one of them in the pit and see how they like it. Shoulda tried to save me, jerks!
  • Damage dice get increasingly larger for every ten feet you fall. Something like the image from this post.
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Saturday, July 20, 2019

Session Achievements: Arduin XP rethought

While perusing the Arduin Grimoires, I kept thinking about the table of things you could do to weedle extra XP out of ol' uncle Hargrave and how to streamline them a bit for my needs.

A couple things I decide to change  are not mentioning core-D&D magic items*; to go from small, more likely to come up achievements at the top and Satan's own pitchfork type things at the bottom; and to integrate the XP for slaying monsters rules that were in a separate part of the grimoires.

As this is just a homebrew homage to Arduin, things are skewed a little to my tastes too. But you might find this useful fodder for any D&D campaign.







In session achievements

  • 25XP for being a level 4~5 rear guard during most of session.
  • 25XP for being a level 4~5 point man during most of session.
  • 25XP per dangerous creature of HD less than you that you helped to slay.
  • 50XP for figuring out a trap.
  • 50XP for tripping a trap and taking damage.
  • 50XP for cleverly using a lesser spell.
  • 50XP for losing more than half HP.
  • 50XP for doing extra-dangerous risky acts.
  • 50XP per creature of HD equal to your own that you helped to slay.
  • 75XP for being a level 1~3 rear guard during most of session.
  • 75XP for doing simple detection spells.
  • 100XP for being expedition leader.
  • 100XP for coming within 1 point of dying.
  • 100XP for acquiring potions (100 points per dose).
  • 100XP for casting vitally-needed spells that keep the party alive or avoid great peril.
  • 100XP per creature of HD more your own that you helped to slay.
  • 100XP for besting foes that had magical items or powerful abilities.
  • 100XP per spell lvl×uses or more XP for finding magik scrolls.
  • 125XP for finding single or limited use items that aren’t scrolls.
  • 125XP for using up supernatural items.
  • 125XP for finding +1 items or very simple items.
  • 125XP for casting spells like Wizard Eye that provide vital intel.
  • 125XP for throwing a lightning bolt that kills the B.E.M. just in time to save the party.
  • 150XP for being a level 1~3 point man during most of session.
  • 150XP for finding +2 items, lesser rings, amulets, &c.
  • 150XP for doing spells of the fourth order to useful effect.
  • 175XP for acquiring +3 items, wands, most rings and amulets.
  • 175XP for doing spells of the fifth order to useful effect.
  • 200XP for acquiring items that are +4 or of unusual powers.
  • 200XP for doing spells of the sixth order to useful effect.
  • 225XP for acquiring +5 items, or most magikal staves or rods.
  • 225XP for using a single wish.
  • 225XP for doing spells of the seventh order to useful effect.
  • 250XP for being cursed.
  • 250XP for acquiring a cursed item.
  • 250XP for dying but being regenerated back to life.
  • 250XP for doing spells of the eighth order to useful effect.
  • 275XP for doing spells of the ninth or higher order to useful effect.
  • 300XP for acquiring a major artifact.
  • 325XP for defeating, in single combat, any creature that is HD20+.
  • 350XP for defeating, in single combat, a demi-god or major Demon.
  • 375XP for being the sole survivor of an expedition.
  • 375XP for acquiring the mightiest of artifacts (Satan’s pitchfork, nuclear weapons, phasers, &c).
  • 400XP for dying (but somehow coming back).
  • 400XP for reincarnation.
  • 400XP for permanently being changed into another type of entity via a curse, &c.

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*I don't like weapons with pluses to hit for pretentious reasons, so they might get axed out of this list at some point.

Saturday, March 14, 2015

A roll-low saves system for DCC

I started a couple roll-low initiatives in DCC a few months back. One was to have players do ability checks instead of "skill checks". They just have to roll at or under their ability score on a d20 to do the thing they want. Have a more difficult challenge, or an untrained (0-level job-wise) PC? roll a d24 or d30 instead. I've abandoned this one recently because, quite frankly, I want some things to be near impossible. For instance, breaking through a porticulis in the module Silent Nightfall. I saw the DC 35, but the players went through it like paper. Rubbed me the wrong way, but I think it's still a valid resolution mechanic. However, I've abandoned it for now.

But the other roll-low thing is one I'm going to keep for a while yet. I think it's working. Saves. In normal DCC, saves are pretty much your standard 3.x DnD saves. Roll to beat a DC. Only, the highest you can roll with this system under normal circumstances is 29 (max stats at level ten with a good save), and that can be a problem when you are trying to resist a wizard spell that rolls higher. Some would say wizards that roll high deserve to auto-win against their targets. Valid point, but not one I'm happy with at this time in my development as a judge.

 

 So here is how roll-low works:

The judge says roll an x save, where x is one of the three (REF, FORT, WILL). The player looks at their number for that save (which may-well be negative if you are low level with low stats). They add that number to 10 and roll a d20. Rolling at or under that sum on the d20 means you made the save.

If the danger is particularly pernicious (say the wizard rolled a 42 to hex you or a dragon is being a scary dragon flaming you), the judge can ask you to roll a bigger die instead. Maybe even percentile dice.

I find this system has a certain charm as being like a reverse of old school DnD rules as I understand them. In some older editions, you have save numbers that you have to roll over to save (flavored depending on the threat). As you level up, the saves get easier, until you only have to roll a 4 or better to save against most things. The save names are different and simplified these days, but they mirror the old ones quite well when using the new saves system detailed above.

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Thursday, March 12, 2015

You Feelin' Lucky, Punk? A DCC gambit houserule

I'll give a little update of my DCC luck-regain rubric at the bottom of this post. I think it works swell, but sometimes players got more Luck than they know what do with.

So here is the gambit rule. You are out of ideas. You might die. You ask the judge, "Can I get some kind of miracle here?"
"Wanna ask your gods?" She suggests with a DCC judge smile.
"Not really. The cleric has disapproval 4 right now... And Crom doesn't listen to me anyways. To hell with him!"
The judge, ever the Faustian entity, is ready with a followup: "Hmm. Sounds like you need a little deus ex machina. What's your wager?"
"Hmm... Six Luck?" You figure you can spend that much and still be okay.
"Alright. Roll a d20!" She declares.
Rattle. "I rolled... a 14?!" Your hands go to your face in shock at the lost gambit.
"Too bad. Well, hope you saved some luck for when they roll over your poor carcass."

However, in the good universe (see the law of Abed-thermo-dynamics) you rolled a 3. Which is at or under your wager.
The judge frowns, robbed of the description of your grizzly demise, but concedes your victory, "Your Luck has proved a fair loss this time, Hogarth MacMorn of the clan of feral men, for the grue advancing upon you suddenly falls to the ground. He's having a bit of indigestion. Shouldn't have eaten the party halfling. He'll be distracted for a little while, if you'd like to slink out of here now."

So yeah, spend some Luck. Roll at or under that number on a d20. If you do, the judge helps you out. You lose the luck points permanently either way. 
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LUCK RUBRIC

Anyhoo, here's how regaining Luck has been going in my online DCC games. I allow players to roll a d20 once for each of the following conditions. If their roll goes over their character's current Luck score, it goes up by one and then we can see if they have any more chances to roll. If a 1 is rolled, you are done getting Luck chances today. Sorry. If you roll a 20, you get a bonus chance!

You get a Luck chance if you:
  • Completed a "quest."
  • Saved an important thing.
  • Have done a character report in the forum since last time.
  • Have done something cool or funny (you can't petition the judge, they'll let you know)
  • Had a victory that is particularly good for your alignment's gods.
  • Showed up on time (actually I give 2 to people on time and 1 to people who had to come late just as thanks for showing up).
  • Appeared on camera (hangouts are better with humans).
  • Were voted MVP by the other players.

The catch is if you are a thief or hobbit, your Luck can never exceed its original amount with this method. Because you have too many Luck advantages already. But it at least lets you regenerate Luck quicker than normal.

In addition to the above, I stole these other things that engender chances from Dungeon World:
Wizard/elf/psion:
  • Lawful
    • Used magic to solve a puzzle.
  • Neutral
    • Discovered something about a magical mystery.
  • Chaotic
    • Used supernatural power to cause terror and fear.

Thief or hobbit
  • Lawful:
    • Pleased your client or da boss
  • Neutral:
    • Avoided detection or infiltrate a location.
  • Chaotic:
    • Shifted danger or blame from yourself to someone else.

Warrior/dwarf
  • Lawful:
    • Defended a teammate or love interest.
  • Neutral:
    • Defeated a worthy opponent.
  • Chaotic:
    • Killed a defenseless or surrendered enemy.

Cleric:
  • Helped the cause of your alignment.
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Saturday, April 5, 2014

DCC lvl 1 Spell Memorization Effects

+Courtney Campbell Reminded me that I was always meaning to do something with +James Maliszewski's idea about the effects of memorizing a spell have on a wiz. So here's my take, using the core spells of DCC. DCC is probably too crazy already though. But still.

All effects evaporate if you forget a spell. Hey look, I included reverse spells that the book only hints at.

  • Animal Summoning: You have furry features. Go to your happy place and imagine your power animal.
  • Cantrip: Choose something odd to always be happening, like hair floating as if under water, a gnome living in your ear, etc. And you know what? In my campaign you can't forget cantrip.
  • Charm Person: +1d (dice step) to influence people or even jedi-mind trick them.
    • Repel Person: -1d to influence people, but they will be very willing to leave you alone if they can.
  • Chill Touch: Can't enjoy hot coffee. Can cause frostbite if you hold your skin against someone's for a round. Frost palm-sized surfaces.
    • Warm Touch: Can scald if you hold your skin against someone's for a round. Paper will burn in your hands.
  • Choking Cloud: -1d to influence people, as they don't like the miasma that floats about you. You always want your wizard pipe.
    • Refreshing Cloud: Everything near you for a turn will be clean and creatures will feel awake and dandy.
  • Color Spray: Eyes glow with psychedelic colors. They can project the colors like a spotlight if you desire.
  • Comprehend Languages: Use a d16 to try and understand languages just like a thief does. Inject a lot of Sesquipedalian terms, Latin and French into your character's speaking.
    • Befuddle Languages: Everyone must speak weird around you. Pig-latin, yoda-speak, Christopher Walken. Everyone (including PCs) has their own idiolect on top of whatever funny voice they might already have. 
  • Detect Magic: If someone is dweomer crafting (casting) near you, you're gonna get spider sense about it. The bigger the spell the farther you can feel it from.
    • Obfuscate Magic: You seem very boring and mundane. Other memorization effects are canceled.
  • Ekims Mystical Mask: You have a domino mask stuck to your eye area. People have -2d to recognize you, just like in the comics.
  • Enlarge: You are one head's length taller than normal, and can dunk.
    • Ensmall: You are one head's length shorter than normal, and dwarves start to make fun of you.
  • Feather Fall: You can bound like an astronaut on the moon.
    • Stone Fall: Your movement is slowed by 5 feet.
  • Find Familiar: N/A. This spell is obviously a ritual.
  • Flaming Hands: Fingernails exude constant flame that will alight stuff. Have care.
    • Freezing Feet: You can withstand up to -10 degrees celsius with no ill effects. Your boyfriend will be cranky at bedtime.
  • Force Manipulation: Minor telekinesis per 3e Mage Hand.
  • Invoke Patron: N/A (too messy with the potential of multiple patrons).
    • Counter Patron Meddling: Extraplanar creatures avoid you if friendly and attack you if hostile.
  • Magic Missile: +1d to throw items well/far (not for attacks).
    • Magic Shield: +1 to AC
  • Mending: Heal 1HP every hour.
  • Patron Bond: N/A
  • Read Magic: Mystical runes encircle and rotate around your head like a halo.
  • Ropework: Any ropes you have on you lazily grope their way about your person like snakes.
  • Runic Alphabet: Potential runes flit about on your skin/clothes as if something was casting shadows in their shape upon you.
  • Sleep: During non-tense times, you are rather prone to dozing off. Anyone near you has to roll under Luck to resist falling asleep too.
  • Spider Climb: Sticky hands, but not in a way that stops you from casting. Paper and dirt will stick to your palms.
  • Ventriloquism: You, or, if you're not willing, the Judge (yay!) will have a disembodied voice make smart-alec remarks. NPCs will be like "Guh?"
  • Ward Portal: You know instinctively if any given door is stuck or locked. 

Lvl 2 next time!


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Thursday, March 27, 2014

Insanities Holding Your PC Back

A ghost touches your soul. An elder evil's face is glimpsed. Your whole family dies. Roll under your own wisdom score or take a condition below*. While you have a condition, you cannot gain XP. All the conditions' mechanical effects and XP nullification will go away once their requirements have been satisfied, but these should prompt lingering role-playing issues.


1d12 Insanities:

  1. Secrets†: You're certain that a random ally or NPC has a secret, and you must find it out by any means necessary (the secret doesn't have to be true, but your character must be satisfied with the confession).
  2. Paranoia: You must change your current, true name and hide it in a Matryoshka doll in a box in a chest within the pits of ______ (the DM can decide how to get you the name of the place).
  3. Resentment: You must secretly or suddenly set up a situation harmful to a random ally or NPC. This should expose them to significant possibility of harm or loss of reputation.
  4. Power: You must gain an office with sway over no less than 100×your level sapient beings.
  5. Puzzlemania: You have to solve one adventure puzzle or riddle on your own. If anyone tries to help you, not only is the chance to end this condition ruined, but you also have the Resentment condition from above towards that character too!
  6. Monsterphilia: you have to woo one monster. Consummate the relationship somehow before regaining your wits.
  7. Gold fever: You need to collect at least 100 gold coins (no sharing!), then roll a (DC 15-1 for every 100 gold hoarded since you got unwell) Will save, or you still have this condition.
  8. Fear: Hire a body guard and cower during fights as long as the body guard lives. After they die you reluctantly start taking care of business again.
  9. Obsession: Chose a quest/mission/objective you have yet to fulfill (even if it is a really old one you kinda forgot), or throw yourself at the mercy of the DM and they will make up one for you. Drop any other current objectives and single-mindedly pursue that one to completion.
  10. Fey-primitivism: You abhor worked metal of any kind, and seize up with imagined allergic reactions at the touch of such. This condition ends once a foe has pierced you with such an implement and you survive. 
  11. Pyromania: You must set some structures (occupants quite optional) ablaze. The amount of floors of burned structures must equal your current level.
  12. Tomemania: You become obsessed with finding esoteric information (of your choice) that you are convinced is to be found in the tome of ____ and won't be sane until you have studied it for a number of weeks numbering (roll until you roll under your Int). You must do some research to find the name of the tome, as well as clues to where it might be.  
*:An alternate system involves no save, only XP damage. If it takes you below a level threshold, you get teh insanes.
†: This one is almost directly ripped from a False Machine post that started this idea for me.
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here's one I rejected for not being questy enough and overlong:
Body issues: You must (1d3) 1: loose 1d20 pounds, 2: gain 1d20 pounds of fat, or 3: gain 1d10 pounds of muscle. It will take 1 day of fasting to lose any 1 pound (roll over Con to confirm), and 1 week to gain any (roll under Str or Con to confirm). If you lose or gain fat, also lose or gain a point of Con when you reach your goal weight. If you gain the muscle, gain a point of Str, but you must eat double rations to maintain your body image/gained score.
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Sunday, March 11, 2012

The Crypts and Things RPG


Crypts and Things was one of the recent RPGs that inspired me to put together the Kill It With Fire rules. Specifically, I heard that they were going with the d6 standard for weapon damage. I love the simplicity of a d6.  From the PDF preview, it seems that they either abandoned that rule or went with the option of different classes doing different damage rules which is  one I found at the associated Arkratic Wizardry, and am still thinking of in terms of how to integrate them as an optional rule in KIWF.

Anyways, Crypts deserves props for filling my head with lots of ideas just by existing, so consider visiting their page and purchasing it if you like the Swords and Magic genre and name drops of authors like C.A. Smith.

Saturday, January 7, 2012

Alternative ways to deal with 0 hp

Found a fun system for what could happen to you if your hit points drop to 0 at Trollsmyth. Basically, one is not out of the fight at 0hp, but they are pushing their luck. Any time they are hit, 2d6 are rolled and the results compared to a table that has everything from dismemberment to adrenaline surges.

I may come up with a version of my own to put into the alternate rules appendix of Kill It With Fire.

Enjoy the Trollsmyth rules here.

Also, you can easily turn the Trollsmyth post into a pdf. I realized that was a feature sorely lacking from my blog, so I am adding it retroactively to select posts as soon as I figure out how.

EDIT: Figured it out. Turns out I missed the blogger customization options the first time I visited the site that does this. PDFs of all posts for all!