1 firx, the scorpion who lives in your liver and follows a strict code of conduct, stinging you when you get out of line.
2 saggus, the scorpion made of a million tiny human hands.
3 trang, the hairy brown scorpion the size of a horse, who builds wooden houses.
4 fray, the scorpion with tentacles of bone, who eats bees.
5 if, the scorpion who sings sweet songs of summer in order to lure folk away from their lives and into service.
6 seck, who lives on the other side of shadows, the scorpion who eats names.
Saturday, 7 September 2013
skullfire island
main factions
-the heirarchs, roman conquerers from the continent
-the driftlords, like mobsters or japanese daimyos, split remnants of earlier rule
neutral factions
-the fiends, the native population of tieflings, imps and so on.
-the lizards, bands of mercenaries, often dragonborn.
-the collectors, the ashsellers, the ghouls and the tinkers
beast factions
-the hive, kruthik or similar
-the rocs and raptors
-the triffids
cities
-The industrial city, Phintad
-The holy city, Kitan
-the steppe merchant town, Yartagun
-the ruined city, Argol
-the heirarchs, roman conquerers from the continent
-the driftlords, like mobsters or japanese daimyos, split remnants of earlier rule
neutral factions
-the fiends, the native population of tieflings, imps and so on.
-the lizards, bands of mercenaries, often dragonborn.
-the collectors, the ashsellers, the ghouls and the tinkers
beast factions
-the hive, kruthik or similar
-the rocs and raptors
-the triffids
cities
-The industrial city, Phintad
-The holy city, Kitan
-the steppe merchant town, Yartagun
-the ruined city, Argol
the guy trains you
THE GUY TRAINS YOU
which character trains you - which bonus that gives you
based on zak's (fighter/ranger/thief) tables, but more different.
whenever you level up, roll once on table 1. get that bonus.
as well, check the table for your class, get the appropriate bonus for the character who's training you - or if they're not on there fudge it, or you can just roll on that table.
basically I'm trying to do the thing it says in the DMG where you have to find a higher level character who can train you, in order to level up. Because i'm being stingy with levels, I want levelling up to be a cool thing that gives you cool stuff.
TABLE 1
[1] +1d4 to your prime ability (if maxed, roll again on this table)
[2] +1d4 to two ability scores at random (if an ability is maxed, not that one)
[3] +1 tohit and +1 to all saves
[4] +1d2 to your ok-good saves but not to your worst save (if any).
TABLE 2: FIGHTERS
[1] (training with a mercenary captain or barbarian or something) +1 melee tohit and +1 melee damage, and +1 damage with (axes/swords/hammers/spears/flails/unarmed) - whatever the trainer's best at.
[2] (training with an arena champion) +2 grapple checks etc, and +1 AC when wearing light armor or no armor.
[3] (training with a ranger or marksman) +1 missile weapon tohit, and +1 to hit a specific type of enemy you've fought before(mages or goblins or spiders or something), with any weapon.
[4] (training with a pirate king) get +1 to climbing and jumping and swimming. also, any one time you take damage, you can opt to lose an arm or leg (randomly determined) instead, and take no damage, even if the hit would've killed you - you can do this once for each time you do pirate training at level up.
[5] (training with a generous lord) you get a loyal dog or horse or henchman, who is better than a normal dog or horse or henchman.
[6] (training with a demon or skeleton king or giant snake or something) +3 vs flames or fear or poison or something.
TABLE 3: THIEVES
(thieves get [thief skills] according to their level, as normal)
[1](training with a beggar lord) +2 pickpocket and +1AC in light armor or no armor.
[2](training with a blademaster or street thug) melee backstab goes to 2X or 3X or 4x damage or whatever.
[3] (training with a ranger or marksman) missile backstab goes to 2X or 3X or 4x damage or whatever.
[4](training with an assassin) gain the 'handle poison' skill at d20+0 (assuming DC10). if you're an old hat at poisons, get +5 to that skill.
[5](training with a street performer or theatre troup) gain the 'disguise' skill at d20+5 (assuming DC10). if you're an old hat at disguise, get +5 to that skill.
[6](training with a thief lord or merchant prince) get +1 contact in every city.
TABLE 4: CLERICS
[1](training with a prophet or oracle) cumulative 1/6 chance to forecast future events, once a week. the character doesn't determine the events, only sees them.
[2](training with a bishop or evangelist) +2 to checks to convince somebody to join or support your religion. +1 to convince your god to do special god stuff for you.
[3](training with a beggar-priest or travelling friar) +2 to checks to convince someone to let you stay with them overnight. +2 when begging for alms.
[4](training with a healer or apothecary) +1 to healing spells, and +2 to identify magical reagents.
[5](training with a witch-hunter or inquisitor) get +1 to turn undead. and +2 to know things about witches/abominations/heresies.
[6](training with a angel or demon or similar) get +1 contact on every plane and get +1 to saves vs some alignment or flames or something.
TABLE 5: MAGES
[1](training with an alchemist) +2 to create potions, and +2 to identify potions and reagents.
[2](training with an astrologer or fortune teller) cumulative 1/6 chance to forecast future events, once a week. the character doesn't determine the events, only sees them.
[3](training with a researcher or scholar) +1 on spell research checks and checks to create magic items.
[4](training with a travelling shaman or hedge wizard) +2 to identify magical stuff and +1AC in light armor or no armor.
[5](training with a djinni or demon or whatever) get a wish.
[6](training with a duelist) +1 to your casting speed.
Friday, 15 March 2013
DEATH and DIMINUTION
i've got this weird DEATH SAVE rule I've been using, it's pretty simple:
everybody has a DEATH SAVE. you roll 1d6 and write down the result, and write DEATH SAVE or draw a big skull or something. the death save should stare out at you from the page, humbling you. "I want to jump over this chasm - but if I fall, there's a 3-in-6 chance I will die," you will say.
so whenever you are hit by an attack that takes you down to 0HP, make a DEATH SAVE.
or when a thing happens that should kill you, or when the book says 'save or die', make a DEATH SAVE.
to make a DEATH SAVE:
roll a d6, get on or under your DEATH SAVE score.
if you fail, you are dead.
if you succeed, you are not dead, and (optional variant: you heal a little) and (optional variant: you lose a thing), and your death save goes down by one, so that with each successful save you are slowly ticking down to the day when you will die. if your death save reaches 0, you can still do adventures if you want to, but you can't succeed a DEATH SAVE anymore.
the DEATH SAVE increases by one each time you level up.
everybody has a DEATH SAVE. you roll 1d6 and write down the result, and write DEATH SAVE or draw a big skull or something. the death save should stare out at you from the page, humbling you. "I want to jump over this chasm - but if I fall, there's a 3-in-6 chance I will die," you will say.
so whenever you are hit by an attack that takes you down to 0HP, make a DEATH SAVE.
or when a thing happens that should kill you, or when the book says 'save or die', make a DEATH SAVE.
to make a DEATH SAVE:
roll a d6, get on or under your DEATH SAVE score.
if you fail, you are dead.
if you succeed, you are not dead, and (optional variant: you heal a little) and (optional variant: you lose a thing), and your death save goes down by one, so that with each successful save you are slowly ticking down to the day when you will die. if your death save reaches 0, you can still do adventures if you want to, but you can't succeed a DEATH SAVE anymore.
the DEATH SAVE increases by one each time you level up.
Tuesday, 12 March 2013
HOW TO MINMAX A D&D NEXT GUY
(using the optional point-buy rules)
the standard array:
[15,14,13,12,10,8] basically not good for humans (need mostly odd)
AND not good for demihumans (need mostly even)
the point buy system in the book suggests (as most extreme and most boring cases):
[15,15,15,8,8,8] okay for a human, but three bad scores.
[13,13,13,12,12,12] +1 to everything. dumb.
so these are pretty bad examples to include in the book.
there are essentially four kinds of guys you can make in d&d next:
I: humans with +3 to one ability score and +1 to all the rest
II: humans with +2 to two scores and +1 to all the rest
III: demihumans with +2 to one score
IV: demihumans with +1 to two scores
you need to point-buy differently in each case - so a cautious player (with access to the point buy system) will spend too much time making a guy. d&d next character creation is full of little problems like this. (if you are a dm running d&d next and a player asks to use an optional rule, "hey I can create my own background right?" say no) (I always do all the optional stuff)
numbers in [] brackets are the original scores just from point buy.
numbers with no brackets include bonuses from race and class.
good sets for a human:
(I: humans with +3 to one ability score and +1 to all the rest)
18,16,16,9,9,9 [15,15,15,8,8,8] (three good scores, three bad)
(as suggested in the book)
18,16,14,14,12,9 [15,15,13,13,11,8] (four good scores, one bad)
(much better)
18,14,14,14,13,10 [15,13,13,13,12,9] (or this)
(II: humans with +2 to two scores and +1 to all the rest)
16,16,14,12,11,11 [14,14,13,11,10,10] (three good scores, no bad)
16,16,13,12,12,12 [14,14,12,11,11,11] (no bad scores)
good sets for other races:
(III: demihumans with +2 to one score)
16[14],14,14,10,10,10 (two good scores, no bad)
16[14],14,12,12,11,10 (no bad scores)
(IV: demihumans with +1 to two score)
16[15],16[15],14,12,8,8 (three good scores, two bad)
16[15],14[13],14,10,10,10 (three good scores, no bad)
14[13],14[13],14,12,12,10 (three good scores, no bad)
(all this is from the current playtest packet. maybe the game will not be like this when it's out.)
the standard array:
[15,14,13,12,10,8] basically not good for humans (need mostly odd)
AND not good for demihumans (need mostly even)
the point buy system in the book suggests (as most extreme and most boring cases):
[15,15,15,8,8,8] okay for a human, but three bad scores.
[13,13,13,12,12,12] +1 to everything. dumb.
so these are pretty bad examples to include in the book.
there are essentially four kinds of guys you can make in d&d next:
I: humans with +3 to one ability score and +1 to all the rest
II: humans with +2 to two scores and +1 to all the rest
III: demihumans with +2 to one score
IV: demihumans with +1 to two scores
you need to point-buy differently in each case - so a cautious player (with access to the point buy system) will spend too much time making a guy. d&d next character creation is full of little problems like this. (if you are a dm running d&d next and a player asks to use an optional rule, "hey I can create my own background right?" say no) (I always do all the optional stuff)
numbers in [] brackets are the original scores just from point buy.
numbers with no brackets include bonuses from race and class.
good sets for a human:
(I: humans with +3 to one ability score and +1 to all the rest)
18,16,16,9,9,9 [15,15,15,8,8,8] (three good scores, three bad)
(as suggested in the book)
18,16,14,14,12,9 [15,15,13,13,11,8] (four good scores, one bad)
(much better)
18,14,14,14,13,10 [15,13,13,13,12,9] (or this)
(II: humans with +2 to two scores and +1 to all the rest)
16,16,14,12,11,11 [14,14,13,11,10,10] (three good scores, no bad)
16,16,13,12,12,12 [14,14,12,11,11,11] (no bad scores)
good sets for other races:
(III: demihumans with +2 to one score)
16[14],14,14,10,10,10 (two good scores, no bad)
16[14],14,12,12,11,10 (no bad scores)
(IV: demihumans with +1 to two score)
16[15],16[15],14,12,8,8 (three good scores, two bad)
16[15],14[13],14,10,10,10 (three good scores, no bad)
14[13],14[13],14,12,12,10 (three good scores, no bad)
(all this is from the current playtest packet. maybe the game will not be like this when it's out.)
Wednesday, 6 March 2013
weird table
this is like the laziest DM tool ever but it works so whatever.
for my village generator on abulafia i made this one table, that will madlibs a weird adjective in before any noun to make it more weird. I keep finding places to use it when I'm generating other stuff.
example: [weird] wolf, [weird] wizard, [weird] sword, [weird] room, [weird] mine.
MAYBE WEIRD
1-4 regular
5-6 weird
WEIRD
1 fish
2 bug
3 egg
4 fungus
5 glass
6 slime
7 poison
8 soul
9 acid
10 salt
11 crystal
12 clock
13 vapor
14 sex
15 dream
16 sleep
17 imaginary
18 blood
19 flesh
20 bone
21 bile
22 ash
23 tentacle
24 trash
25 time
26 space
27 quantum
28 cosmic
29 extradimensional
30 non-euclidian
for my village generator on abulafia i made this one table, that will madlibs a weird adjective in before any noun to make it more weird. I keep finding places to use it when I'm generating other stuff.
example: [weird] wolf, [weird] wizard, [weird] sword, [weird] room, [weird] mine.
MAYBE WEIRD
1-4 regular
5-6 weird
WEIRD
1 fish
2 bug
3 egg
4 fungus
5 glass
6 slime
7 poison
8 soul
9 acid
10 salt
11 crystal
12 clock
13 vapor
14 sex
15 dream
16 sleep
17 imaginary
18 blood
19 flesh
20 bone
21 bile
22 ash
23 tentacle
24 trash
25 time
26 space
27 quantum
28 cosmic
29 extradimensional
30 non-euclidian
Saturday, 23 February 2013
are things that turn into monsters better than monsters that turn into things?
me
tell me about this monster
it's a ferret made of daggers
People are like "oh what a lovely dagger I'll just pick it up" and then it turns into a ferret and bites them.
me
what i had was:
SCATTERDOG : can turn into a swarm of needles
SCATTERDOG
me
well, you try to pat a dog and then OOPS swarm of needles
are things that turn into monsters better than monsters that turn into things?
Yes.
me
discuss
If you're looking at a monster you already expect it to attack you
you don't expect a thing to attack you
me
i still think the most boring thing to do with monsters is kill them/have them kill you
me
it gets you through
I don't think razordogs would be better if they didn't attack you
or skinlings
or vorn, I guess
me
these are better monster things:
chases
riddle games
heists
uneasy alliances
legal situations
chases
riddle games
heists
uneasy alliances
legal situations
me
where you need the monster for a thing, or they're toying with you, or something - you can't kill the monster and the monster just doesn't care about you
and you're like MAN i want to kill this monster but i can't
like with vorn it wouldn't work if we just killed vorn or vorn just killed everything
I think you're really underselli ng how interestin g being attacked by a monster is
Aliens would not have been better if they made an uneasy alliance with the aliens
or a heist, or a legal situation
me
i disagree
i dont mean never-figh ting-monst ers-is-ide al
The buddy movie thing worked well with shodan, but I don't think it's always ideal.
me
i mean you should do monster-fi ghting in like 25% of monster situations
Ok, these things are worse than being attacked, because monster movies are not about the monsters.
like a zombie movie is not at all about the zombies, it's about how characters interact in an apocalypse situation
doing uneasy alliance stuff with the zombies takes emphasis away from the important stuff
IE how do you avoid being killed by this monster
which is the fundamenta l D&D problem
me
there's something to that
how do i get the treasure out without being killed by this dungeon
is kind of the same
but i want a d&d to be much bigger than that
i mean, diplomacy is awesome, recurring villains would probably be awesome if we didn't keep killing them
i'm not totally sure if i believe that
maybe becoming a part of the monster empire and tearing it apart from the inside is cool?
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