Friday, August 6, 2021
Friday, March 12, 2021
Shadow Tower's Badass Bestiary (Spoilers)
Wednesday, February 24, 2021
A Blog Post Recommendation and (Probably) Terrible Idea
Thursday, January 28, 2021
Truths and Terrors in Surreal Dungeonscapes with Imaginary Hallways' CESR!
Charlie over at the kickass blog Imaginary Hallways has written a great post on the Bloodborne frenzy mechanics I wrote two years ago! With a killer little system that I will talk about.
CESR (Charlie's Eerie Simple Rules) is a succinct and no-nonsense game system that involves desperate dungeoneers going into dark, otherworldly places and trying contend with the horrors within. I'm going to make a quick character for the game to show you why I think it is wicked.
Rolling 2d6+3 for each stats gives us 11 Strength , 9 Dexterity, 13 Wisdom, and 10 Charisma. Standard checks are 1d20 equal to or under stat. For HP rolling 4D6 drop lowest gives us a whopping 17 HP.
Now to pick three abilities. These are great and really sell the weird, desperate sorts that must contend with the horrors of the dungeon! I'm going to roll 3 abilities on 1d6, rerolling duplicates, since there are only six currently and I want to see what kind of weird dungeon guy I roll up. I get 1, 2, and 5.
The first is a really handy extra attack/1d6 damage per round of fighting. It's cool how you have to describe why you get the extra damage. This has great roleplaying potential with the player explaining their character's method of fighting. It could be a better understanding of weakspots, brutally attacking foes with pure ultra violence, using pocket sand to create an opening, etc.
The second result gives advantage in an area of expertise. I'm going to randomly roll this one too and receive a bonus to dealing with mechanical devices. Very handy! The final ability is the power to see invisible beings and never be fooled by illusions. It makes me think of the actor character from The Seventh Seal that possesses second sight. I think I've basically rolled up a medieval "Rowdy" Roddy Piper from They Live. Fantastic!
Character advancement is purposefully not a thing, besides maybe getting one more ability. It's a great call for a horror game like this where the maddening truth lurks in dangerous realms and characters can be made quickly. Said madness comes in the form of Frenzy, which deals huge damage if it reaches the same score as your Wisdom stat. Spells can be stored in your head by taking the burden of a number of Frenzy points per spell level. Being a wizard is a risky game of juggling power and the possibility of having your head explode. Great stuff.
Did I mention that one of the abilities includes always having a hidden knife?
Needless to say, I can't wait to see further updates!
Wednesday, January 27, 2021
Heroism (A Skill for LBB OD&D, LotFP, etc.)
"I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called a
thousand more before the world goes dim and cold.
I am hero." - Marathon 2: Durandal, Kill Your Television terminal.
Summary: The Dungeon Crawl Classics Deed Die or similar stunt system adapted to a rule more in line with the skill system and standard dungeoneering checks of OD&D, LotFP, and similar games.
Heroism is a skill innate to all fighters that allows them to perform feats of combat and stunts during adventuring. It begins at 2 and must be rolled equal to or lower than on 1d6 to be successful.
For combat, the stunt or deed must be declared before the attack roll. The die should be rolled with the 1d20 during the attack, with both a successful skill check and hit required to perform the stunt. Standard DCC stuff, basically.
Outside of combat, the Heroism skill can be used to perform feats of strength and other pulpy, action movie derring-do. This absolutely includes kicking open those stubborn, evil dungeon doors.
It increases to 4 at Hero level and 5 at Superhero level. Alternatively, if you want it to be a near surefire thing at Superhero level, increase it to 6 instead (requires two rolls of "6" in a row to fail!).
Notes: One cool thing about this is that it makes stats less important, which ties in well with LBB OD&D's design. I imagine that this skill would be only for the human fighter class because of the valuable bonuses and skills given to the demi-human warriors. However, you could instead reduce the Heroism skill score for demi-human warriors such as dwarves. You do you.










