Showing posts with label BX. Show all posts
Showing posts with label BX. Show all posts

Monday, March 15, 2021

Critical Roll

Player Critical

Critical hits have one of two effects chosen by the player.
  • Inflict maximum damage (no roll).
  • Whatever they can imagine and convince the DM of happening.
The second option is wide open. Things I've seen or thought of; disarming, knocking prone, stunning, pushing over nearby cliff, causing immediate morale check, exiting from melee (without typical enemy free attack).

The main types of things I disallow are boring "dealing more damage" ones. Pick the first option to be boring. [I purposely made the damage option not super great, like 2x damage. Because I want players to pick option 2. I want them to entertain me with their creativity. I run games primarily to experience the ridiculous shenanigans players get up to.]

Magic Weapons

Magic weapons do something "special" on critical hits. [An idea from EverQuest "procing" weapon effects].  I always give magic weapons some Boogie-Woogie. Like "the dagger's blade appears to be an icicle, although steel hard and sharp. When wielded your breath appears as on a frigid morning." Or maybe just a name "Hammer of Dissolution".

I'll then use that "flavor" to enhance the critical chosen by player. Very situational, sometimes over the top [crits should be "WOW" moments]. But, scaled to the "drama of the moment".  So, a max damage crit with hammer against wandering monster, will moleculary dissolve it regardless of actual hit points remaining.  But against Lareth the Beautiful during the final struggle against Chaos a critical blow from that hammer would be epic. [Which I finding hard to "wing" an example of in the absence of actual game play. But, would probably be "stop the evil plot/win the day" type thing].

Monster Critical

Major and or interesting monsters; Orc bosses, champions and torturers, but probably not orc "fodder".  Possibly a rat swarm. Certainly all the mythical, magical beasts, and EHPs wielding spears of utter chaos. They all have a thematic "special effect" when they critically hit. I often have idea of what ahead of time but typically come up with something better during play.

Grizzly Bear gets it bear hug or maybe caves in breast plate, the wearer can no longer breath until removed.

Orc Boss savage attack inspire's his tribe they all recover some hp and immune to moral checks.

Orc Torturer whip's blister beetle ichor filled barbs rake your skin. Writhe in agony for next d6 rounds.

Basically all the stuff in books, movies and video games that isn't well represented by rolling d6 damage...

Sunday, February 21, 2021

The Extraordinary Climb Ability Visualized

I present you, a mid level thief, demonstrating her Climb Walls Extraordinary Ability. 


I rule failed climb walls as "No convenient crack, etc. was found" rather than falling.  Damage is too severe penalty for attempting something that is a big reason to even bring thief along.  I want thieves to be utilizing their abilities. I want parties to be thinking of and executing interesting solutions to obstacles using Climb Walls.

If thief gets attacked mid climb or other "bad thing" happens, I'd probably require an extra Climb Walls check to "hold on". And a Save vs Petrification (my go to "react to avoid bad thing" save based on some early published modules) for half damage.

Also why I don't make it insanely hard (as written (esp in AD&D) or interpreted by many) to set up a back stab. If thief successfully "sneaks*" prior to combat, they get back stab on first baddy passing them by.  During combat if they spend round sneaking (and are successful) the next round they get to backstab **any** enemy. Party can choose to take out leader or wizard. But, only by investing 2 rounds (with possible failure) and probably leaving thief vulnerable "behind enemy lines".  Another tool / decision point for players to exploit.  

* my house rules combines move silently / hide in shadows into one skill sneak.  Sneak is the thematic thing going on. The implementation details (hiding in shadows, using distractions, cat stepping) are beneath the abstraction level of D&D.


Original Reddit thread https://www.reddit.com/r/whatcouldgoright/comments/lombqq/i_mean_the_stairs_were_right_there/

Sunday, March 1, 2020

Owl Con 2020 Recap



Got back to Owl Con this year.  A great con at Rice Univ in Houston Texas. I ran a B/X session of Caves of Chaos. I had a blast, the full table of eight players had a blast. My friend ran Tegal Manor using OD&D and my other friend (I do have more than two) had an exhibitor booth hawking Scribes of Sparn wares. Mostly Planet Eris Gazetteer, map and modules. Being the shared campaign world several Austin OSR games run in.

He also did a much better job at taking photos and blogging about con than I ever will. So, I'll just direct you to his coverage on The Contemptible Cube of Quazar starting with this post OwlCon Live Blog Day One.  Half dozen or more posts after than one.  Be sure to look for "Professor" Norm and the serendipitous behind the screen photo of the DM's map!

Sadly I got sick and went home late Sat night. Looking fwd to Chupacabracon in May.

Wednesday, February 19, 2020

Old-School Essentials Online Tools and SRD

My 2nd favorite incarnation, OSE, of my favorite D&D rule set, B/X.  [My 1st favorite is Necrotic Gnome's previous, B/X Essentials, cause it was soft backed, handier and cheaper.]  Have released the Old-School Essentials SRD (System Reference Document)  And a slew of cross-linked  Treasure, Encounter, Spell, Magic Item, Retainer OSE generators.



The /r/osr announcement.

Generators include:
These generators are cross-linked with the Old-School Essentials SRD.  Optimised for desktop, mobile, and tablet. Formated for Cut and Paste.

My initial review, Necrotic Gnome have rolled a nat 20!

Thursday, January 16, 2020

Old-School Essentials Classic Fantasy PDF Sale Today





Not affiliated, etc. Just selfishly want the world to play the version of D&D I like so I have more people to play with :)

There is also free Basic OSE Rules if you want to check out before you put cash out.

B/X Essentials (the previous to Old-school Essentials) is by far my favorite B/X rule set. I wish the softbound printed booklets were still available.

Monday, January 13, 2020

Celebrate the Birth of D&D, January 26th

Celebrate the Birth of D&D



On January 26th 1974 (or thereabouts) the first rule books for D&D were published for sale. Come celebrate and rediscover the original edition of the game with experienced referees from the local area.

Several referees will be available to run games, using the original rules, house ruled or not, OD&D, AD&D, B/X, BECMI, or their retro equivalent.

No materials are needed. Pencils, paper and dice are optional. Characters will be rolled at the table or provided.





Currently scheduled referees:
  • Steven Clark (and the event organizer)
  • Jimm Johnson
  • Tres Churchill
  • Lawson Benett
  • Norman Harman (me)
  • Kevin Searle
  • Nathan Jennings
  • Anthony Huso

More information and to register interest (as a player or referee) visit the Austin D&D and Tabletop Meetup page.



[While googling for the above LBB image I found this blog, Why OD&D is my (sometimes) favorite RPG. Which, hey, I wrote! Rereading it, other than cringing at my writing style/voice, I get the same craving for hunk of open fire roasted meat. Although now, B/X is my system of choice to satiate that hunger. It sharpened my understanding of what I enjoy in this style of game. Quoting from the designer notes of my Wilderlands Campaign Book;
I really enjoy how B/X leans more towards “a game” than towards “story time” or towards “tactical battle simulator”. Players move their game piece around a “board”. Rather than being their game piece. A subtle distinction. Backgrounds, goals, character growth are emergent rather than preconceived and related. B/X is play over narration.
B/X is built to be a game of exploration and acquisition of mechanical power (levels, items, gold). Which is what I often want. When I don't I use some other rules. They all have a place.]

Monday, February 11, 2019

Specialist Retainers

Additional Specialist Retainers available in my B/X Sandbox using Judges Guild Wilderlands setting.


Astrologer

10 gp per reading.

Most settlements village or larger will have an astrologer. A basic reading costs 10gp gets 2d6 roll. With a “sacrifice” of 50 gp or more roll d6 + d8. A great sacrifice, 200 gp or more, earns a 2d8 roll. Outcome effects entire group and lasts until next Downtime.

Roll Outcome :
2 Monsters receive undisclosed bonuses.
3-4 Twice as many random encounters.
5-9 The omens are unclear. No effect.
10-11 Each player gets one saving throw or To-Hit re-roll.
12 Half as many random encounters.
13+ As “12” and all player saving throws are rolled using d30.

Chronicler, Venerator

d6+2 x 100 gp per month

Useful only in cities. Abstracts together several related occupations hired to raise the social status of people in the Noble, Gentlemen, and Military hierarchies. Increase character’s Social Level (JG Ready Ref Sheets p2) by one if 2d6 die roll is greater than their current Social Level.


Slanderer, Spy, Thief

d6 x 100 gp per mission.

Spies are hired to gather information about a specific person, group or area. They are also used for sabotage, rabble rousing, rumor mongering and the like. The Referee will determine the probability of success based on the scope and difficulty of mission, the details and aide provided by players. Spies may or may not be reliable, and could stab the hiring character in the back. Maybe literally!.

Tuesday, February 5, 2019

Wilderlands Optional House Rules

Putting together B/X Sandbox using Judges Guild Wilderlands setting, I of course have to create a setting & house rule booklet. Here are a couple rules I moved to "optional" and may drop all together. I have used versions of them before in OD&D based Planet Eris campaign. The sources include Judges Guild Read Ref Sheets (repartee and locution), Jeff Rients and quite possibly many others.

Divine Intervention


Characters may plead for Divine Intervention and may even do so when dead or unconscious. Characters of like belief should pray together and combine their levels in one roll. Different characters repeating a similar, recently ignored plea is a sure way to annoy deities. Beseeching higher powers more than once per Lunar cycle also risks incurring divine wrath.

The chance to be heard is the supplicant's level expressed as a percentage. Sacrifices relevant to the deity will improve this chance:

  • +1 for any amount of animal(s), foods, or other items sacred to diety. 
  • +1 per Hit Die of sentient creatures. 
  • +1 per 100 gp of treasure.

Deity's action upon hearing request is dependent on request and nature of deity. But, most will be something (even it's only to berate supplicant for being weak). Deities will refuse to aid non-believers. And will not directly harm any creature.

Example interventions:
  • Allow supplicant's spell to affect all faithful within sight.
  • Miracle! Effects as any spell.
  • Return life to a faithful servant.


Dueling Sermons

Clerics may verbally assault one another. Clerics who do not respond to an opposing polemic are immediately rebuked for their lack of conviction. Losing half their current Hit Points.

Each faith rolls two differently colored d6 (one "condemning" and one "extolling"). After rolling, each participant may replace a die roll with their level.

If both rolls are greater than the corresponding rolls of all other faiths, a devastating sermon has been served. All participants of other faiths must spend the next d6-1 rounds stunned as they rationalize away winner's arguments and reestablish their faith. Believers of the winning faith are inspired and get +1 on Saving Throws, To-Hit, and Damage rolls for duration of the encounter.

Otherwise, participants may "drop out" after first round having minimally defending their faith. If two or more opposing faiths remain, the theological throw down continues into the next round.

While sermonizing, participants are protected as Sanctuary spel. In addition if they take damage, the source of that damage is divinely rebuked, taking damage equal to amount dealt + d6.

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