Fighting types of the Hero level can draw their weapon in an impressive and awe inspiring manner. This will force 2d6 creatures to make an immediate morale check. On their own, this may only affect creatures lower than 1 HD.
With a properly powerful weapon, however, the HD cap becomes equal to the plus of the weapon. The plus can also be a penalty to the forced morale check if the creatures have HD lower than the cap. If the PC has a weapon that is suitably impressive but doesn't have a magic plus, just give it a rough HD cap and roll with it.
At Champion level, add an extra 1d6 to the number affected. Optionally, if you really want it to be overkill on peasant mobs, add 1d6 per creature HD below the cap (so a +3 sword drawn by a Champion against 1/2 HD peasants would force 6d6 to make a morale check!).
Whether or not this could force an additional morale check for any remaining creatures present is up to the DM.
Sunday, September 22, 2019
Wednesday, September 18, 2019
Round Robin!
Fellow elfgames enthusiast, blogger and all around class dude Claytonian of Kill it with Fire has been inspired by this blog to create a brilliant one page RPG called Round Robin!
It combines collaborative character generation and two six sided dice to create a game of fantasy derring do, simple but crucial resource management and a very engaging and fun level of player input.
Check it out right here!
| Resting for now. I'm sure he'll be up to merry murderhobo shenanigans soon enough... |
Friday, September 13, 2019
Collaborative Starting Magic
Inspired by Tales of Mordhease from VILE CULT OF SHAPES.
Make a blank d20 table. Each person adds a spell name to the table, rotating until it is complete. Upon casting a spell, this instance's effect should be agreed upon by the player and GM within the boundaries of the spell name. Spells usually cost a point, more if the effect is considered particularly strong by the GM. Perhaps 1d6 per magic point if specific numbers are needed, like in Vieja Escuela.
Wizards get 1+level points.
For Priests/Clerics/Paladins: Pick a God and its thing. Everyone else makes a spell list using the same method as above, themed entirely around that thing. Come up with only a d12 or smaller table because it saves time and makes it much easier to strongly stick to a theme.
Clerics have 1+2/3rds (rounded down) their level in miracle points because they have plate armour, turn undead and other stuff.
Make a blank d20 table. Each person adds a spell name to the table, rotating until it is complete. Upon casting a spell, this instance's effect should be agreed upon by the player and GM within the boundaries of the spell name. Spells usually cost a point, more if the effect is considered particularly strong by the GM. Perhaps 1d6 per magic point if specific numbers are needed, like in Vieja Escuela.
Wizards get 1+level points.
Clerics have 1+2/3rds (rounded down) their level in miracle points because they have plate armour, turn undead and other stuff.
| Nearly the OD&D lineup, just missing the Halfling. |
Also if someone writes down "Magic Dance", give them a pat on the back.
Subscribe to:
Posts (Atom)