Thursday, August 28, 2025
Play-Testing Complete
Thursday, August 7, 2025
Playtest Results
Wednesday, August 6, 2025
Playtest
Saturday, June 22, 2024
"D&D Is The Best"
We've been continuing our play of Dragon Wrack this week...session #5 was Friday, and we put in a solid four hours, though I'd estimate the total play time prior to be something in the 10-12 hour range. Kids are having a great time, the title of this post was an un-prompted quote from my daughter towards he end of the session, after a pretty good battle between the party and some 14 elite gnolls.
Sunday, October 15, 2023
Final Exams
Monday, October 9, 2023
Another Forbidden Foray
| No yuan-ti were harmed (nor encountered) in the running of this adventure scenario. This will NOT be the case in the next adventure session. |
Monday, June 19, 2023
Con Games
- Two PCs, four NPCs, average levels 6th (the bard counts as a 7th)
- 30 minutes prep (character selection, equipment purchase), 90 minutes play, 5-10 minute bathroom break, 110-115 minutes play. Game was "called" at that mark, one encounter short of the end. After (roughly) a couple hours break, we finished up the scenario in about 20-25 minutes.
- Total monsters slain (by hit dice): 44 (1 x22, 2 x8, 3 x3, 4 x1, 6 x6, 8 x3, 9 x1). Six combat encounters. Number of bugbears appearing: zero.
- Total treasure recovered: 42,400 g.p. (not counting enchanted items).
- One NPC death; one NPC forced to retire prior to completion.
Wednesday, November 24, 2021
Play-Testing The Insanity
Dim light shines up through the floor. A vast hall stretches to the east. The ceiling, heavily reinforced, stands solidly above, but below, the floor has fallen away in several places. Hot mists, carrying the odor of decay, rise through the holes in the floor.
- There is a 65% chance that any weight greater than 50# within 5’ of a hole will cause the floor beneath it to collapse. The fall to the cavern floor below is 700'.
Any dwarf can tell that the floor is unsafe. The holes open to a 700' drop straight into the lower ruins of the city. Anyone who weighs more than 500 gpw [gold piece weight] and comes within 5' of a hole's edge runs a 65% chance that the floor below him will collapse.Even if a hero makes it to the edge of a hole, all he sees is a foul mist gathered below.
Friday, April 23, 2021
Come Sail Away...
- Dice pools get substituted for polyhedrals: 1D = d4, 2D = d6, 3D = d8, 4D = d10, 5D = d12, 6D = d20. Much of the mechanics involve "shifting" die size UP or DOWN. Above d20, shifts go to d20+1, d20+2, d20+3, etc. all the way up to an absolute maximum of d20+9 (the equivalent of 15D; there are a couple dudes who have these scores). Fractional "pips" from WEG are generally dropped or rounded when doing conversions.
- Target Numbers are pretty simple: Very Easy = 2, Easy = 4, Moderate = 6, Difficult = 8, Very Difficult = 12, and "Heroic" (from 2nd edition) would be around 15, if you wanted to set something that high. Many rolls are contested (meaning an opponent is trying to prevent your action), in which case you must beat the opponent's roll AND the target number to succeed.
- Character creation goes like this: start with the same six attributes (DEX, KNO, MEC, PER, STR, TEC) at 1d8 each. You can select a max of two to shift UP to 1d10 by selling down others to 1d6. Nonhumans can shift ONE 1d10 to 1d12 by selling down an additional attribute (either another 1d8 to 1d6 or a single 1d6 to 1d4). Skills are mostly the same, though I've combined some ("parry" has just been subsumed under melee, for example, "shields" are part of piloting, cultures/aliens species/planetary systems is just one combined skill as is jumping/climbing/swimming, etc.) to shorten/streamline the list. Starting characters get seven skill advances to raise die types (up to two shifts per skill); so, for example, if I have "Blaster" at d8 (because my DEX is d8), I could spend up to two of my advances to make the skill d12. Characters with force skills (force adepts, aged padawans, washed-up Jedi) can assign these skill advances to the usual control, sense, alter skills, but as they start at NO DIE TYPE (they don't fall under an attribute) the first advance gives you a d4 and the second a d6, should you choose to "max" them. Trappings (i.e. equipment or "starting stuff") is based on template, and I've got a list of 19, mostly taken straight from the original 1E list. It's workable.
- Combat works more-or-less like WEG: declare actions, adjust die type downward for multiple actions (such as shooting while dodging), high rolls happen first, rolls must beat both opponent's defense AND target numbers to succeed (tie rolls allow simultaneous attacks/damage). Melee is simplified (no parries, just compare attack rolls). Succeeding allows a damage roll versus STR (adjusted by armor) to determine wound level. Wound results are as per 1E rules (stun, wounded, incapacitated, mortally wounded) with the addition of messy, instant kills for damage rolls exceeding 4X the target's STR roll.
- Damage for melee is generally STR + damage die determined by weapon (knife: +2, club: 1d4, spear: 1d6, sword/axe: 1d8. vibroblade: 2d4, vibroaxe: 2d6). Lighsabers do 1d12 + control skill. Ranged weapons don't add STR, and range from 1d4 (thrown rock) to 1d20+2 for an E-Web heavy repeater (standard blasters are 1d10+1, heavy blaster pistols are 1d12+1). Armor has two ratings: a die roll that's added to STR versus physical attacks, and a die shift to STR versus energy attacks.
- For fans of The Mandalorian, I added my own rules for beskar armor that work like this: each piece added increases the protection of the armor (+1d6/+1 shift with one piece; +1d8/+2 shifts with two pieces; +1d10/+3 shifts with three pieces, considered a "full set"). A partial set can be worn with light body armor, increasing both physical and energy protection one step (to +1d8/+2 and +1d10/+3); however, doing so forces the character to use the body armor penalty (-1 die shift to all DEX related skills). Beskar amor by itself carries no penalties.
- Force points are awarded and used much the same as per the 1E WEG rules: spending a force point allows you to double the dice rolled for any actions taken in the round. So, for example, if I'm shooting at a 1d8 (possibly because I'm blasting multiple opponents), I'd roll 2d8 for each shot, greatly increasing my chance of success. My daughter used her force point to convince the AT-AT pilots via commlink that the PCs were actually Imperial pilots (flying Rebel Y-wings) so that they could escape without being blasted; she rolled a truly heroic success!
- We haven't seen any Jedi characters (yet), but my intention is to allow any force skills found in the 1E rules, rather than worry about characters learning "spells" (or whatever they're called) in 2E. Since it hasn't come up, I haven't had to mock up a table for it, but it will probably be an extrapolation of the stuff I've already got here. Maybe I'll put some Dark Inquisitor types in my next adventure.
- Skill points: using the rules from 1E (rather than 2E's character points) with some slight modifications. I'm handing these out in play in the form of poker chips; all players get 1 to start and then I toss them another every time they do something amusing, heroic, or "Star Wars-y," and every time they finish a combat or significant action sequence (like a chase). Chips can be spent to re-roll any failed die (one re-roll attempt only!); no player is allowed to hold more than 10 chips at a time. At the end of the session, the GM (me) throws each player a couple-three extra chips depending on the final result of the adventure...whatever is in their pile (again: maximum of 10) gets "banked" and can be used for buying advances, as per 1E rules (i.e. for skills or for modifying ships and signature gear). Increases are strictly by die type, so it costs a number of skill points equal to the new die to advance it (to improve a skill from d6 to d8 costs eight skill points, for example). Dice that are already at d20 (or higher) can be advanced (to d20+1, d20+2, etc.) with a flat expenditure of 20 skill points; as stated previously, d20+9 is the absolute maximum.
| Light combat armor + 1 piece of beskar. |
Friday, April 16, 2021
Fast and Loose
Wednesday, April 14, 2021
Hammering Away
Monday, March 8, 2021
Playing the Tomb of Bendan Fazier (P.1)
- Barod (played by Diego, age 10); a 1st level cleric.
- Sonia (played by Sofia, two months shy of age 7); a 1st level magic-user.
- Tully (NPC); a 2nd level dwarf thief; has the map to the tomb and recruited this expedition.
- “Tiny” (NPC); a 1st level fighter with 18/07 strength; ot-nay oo-tay ight-bray. Dubbed “Tiny” because he’s smaller than Jumbo. Grunts more than he talks.
- “Jumbo” (NPC); a 1st level fighter with 18/77 strength; AKA “Big Jim.” 6’5”, 250# (300# with scale armor and shield). Smarter than he looks.
- Four mules, unnamed.
| No way, no how. |
Monday, September 28, 2020
Monday Night Football
*chirp*chirp*chirp* (those are the crickets, excited for yet another Blood Bowl post)
[hey, folks! I know that I am constantly abusing my readership by writing about football and Blood Bowl instead of, say, B/X Dungeons & Dragons. I get it...that's not what y'all signed up for. But dammit, shouldn't SOMEone on the internet be blogging about the original "fantasy football" game? Until a different nerd comes along and starts doing it, I'm going to consider myself the designated blogger for all things Blood Bowl related]
[actually, even if someone else DID start a Blood Bowl blog it probably wouldn't stop me. Really, I just can't help myself!]
This is not the post about rosters and positions I have sitting on the draft board...it continues to sit like a third string rookie on the bench. But I wanted to give a couple updates before I got back to more "serious" and "studied" meanderings.
Our new Blood Bowl rules are pretty darn good. There are a couple tweaks that are needed...things like reacting to a hand-off in the backfield...but, generally they're working great. I am very, very pleased.
We made it through two full games this weekend (using the new kick-off rules), which is pretty good considering that our time was pretty limited (we're just a very busy household) and the "growing pains" learning a new system. The first match was an orcs-human match-up that went all the way down to the last play of the game: the orcs, down 12-9 had marched the length of the field but were stopped short of the goal line. Linking up to kick a chip shot field goal (to send the game to overtime) the humans crashed the line and tipped the kick, sending the greenskins down in defeat. Pretty glorious overall...and *I* was the one on the losing side!
Our second game also went right to the end but the teams are even more disparate: elves versus dwarves. I thought this one had the potential to be a massacre one way or another, but the dwarves were actually leading 7-0 at halftime. And while the casualties did pile up on the elven side (a total of six by the end), the dwarves weren't far behind (finishing the game with five).
The dwarves' halftime elation was short-lived as the elves received the kickoff to start the 3rd quarter and proceeded to score a touchdown on their first play from scrimmage. THEN a normally sure-handed dwarf running back fumbled on the first play of the shorties' next possession, giving the elves a short field to score a go ahead touchdown.
The dwarves then drove the length of the field, using a "hurry up offense" in the last quarter (and judicious use of time outs) to work the clock and score in the waning minutes of the game. Unfortunately, the extra point attempt was wide right and the dwarves ended up falling 14-13. Again...my team lost. But while I know a good coach shoulders the responsibility of defeat himself, in this case I have no choice but to throw my players under the bus for their poor execution. How do you miss an extra point?!??!
I'm going to guess the dark elves are having that exact conversation today in Dallas after blowing two such kicks against the Seahawks.
But how 'bout them dark elves, huh? Man, yesterday the orcs looked...well, pretty much like orcs trying to defend against an elvish passing game. Sunshine or no (I suppose the charitable could blame the Cowboys' turnovers and gaffes on a non-overcast sky), Dak sure can sling that rock, huh? Thank goodness our guy can, too.
Tonight, we've got the humans (Chiefs) versus chaos (Ravens) and, apologies but I'm still working out my rules for mutations, because otherwise I'd try running this game on my own tabletop to see how they stack up. As it is, I guess I'll just have to watch Monday Night Football like a normal person. Jeez.
; )