Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Monday, July 11, 2011

You Need One of These

Now, I believe we gamers have all gotten creative over the years with determining probability when the standard dice didn't quite cover it. But some of these options just get tedious after time. Yeah, I'm talkin' to you, d1. I don't know about the rest of you, but my d1 approach is such a game stopper. But you should try it sometime!

Step 1: Locate marble.

Step 2: Roll marble on table.

Step 3: Wait for it...

...

rolls onto floor...

...

...

ricochets off first wall...

...

...

second wall...

...

it's a 1!

- - -

But seriously, there are certain required probability rolls for which the game publishers never bothered to manufacture a concise solution. The most infamous is the d3. I'd say 90%+ of gamers just half the d6, but I always thought we could do better.

A couple years ago I finally found a d3! I gave it a few years to catch on, but I'm still shocked by the number of gamers I encounter who have no idea of its existence (and who salivate at the sight of one!).

Well, there is a legit d3 out there, by GameScience.


The silly letters are--I presume--a way for handless folks to adjudicate Rock-Paper-Scissors. To me, they're an acceptable distraction from the sheer awesome of having a d3.

Now your halfling, or slapfighting human, can have a proper damage die. And for that, we rejoice.




Monday, July 4, 2011

They Like Me! They Really Like Me!

So, me pal Lance is published! He's on DungeonMastering.com with a nice column: The Art of the Small, Analyzing the "Crunch for the Fluff". After two articles published, I can say that it's solid stuff. There's already something I'll be incorporating into my game on Friday. Language barriers, ho!!!!!!

And seeing this wonderful work of art really got me to thinking, "I like writing; why don't I see if I can con someone into putting my thoughts in their 'zine?" I mustered the courage and shot RoleplayingTips.com a note (damn you, Lotus Notes, for that part of my vernacular) and asked if I could contribute to this user-fueled treasure trove of all things fluffy. They obliged.

It looks like the post didn't make it to the website after all, but it's in the newsletter. So, subscribe, and tell 'em to send you a back issue of B'omarr Punk's post! If you get issue 522, scroll to the bottom of this post, you'll see that they liked my character creation guidelines (which emphasize character depth and reward such with tangible bonuses) enough to copy and past them! It ain't much, but it's a start. If you read it, let me know what you think!

Wednesday, March 10, 2010

3.5 Sorcerer, I Can't Stop Myself

I really like the new feel of my sorcerer class, but I feel like it's missing the mark. I wanted sorcery to feel so different from wizardry (in execution, not in power or effect). I thought the pseudospell powers would do the trick, but I quickly learned (thanks to some friendly DMs) that it would be hard to adjudicate. So I scrapped it. But without it, I feel the whole point of my endeavor was unmet.

Something I have considered and am now reconsidering is treating sorcerer spells like psionic powers. Those unfamiliar with psionics...well, instead of spell slots and spells per day, the psionicist gets points which they spend to evoke powers, and they can spend more points to augment those powers as they see fit (increasing damage, extending duration, adding secondary effects, etc.)

In my experience, psionics come with their own set of pains, but (like many non-standard ideas) they work if used responsibly.

A spell point system truly opens up the caster to (near) complete freedom. He could throw everything he has into his fireball, augmenting it to max damage, but leaving himself spell-less until the next day.

Here is a good basic spell point concept. What it lacks is the complete freedom of augmentation (this one only allows for increasing of damage dice from the minimum).

Here's an example of a psionic power and the augmentation possibility: The first-level power force screen (the psionic equivalent to shield) allows this: "For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1."

And another: This is found in the power energy bolt, a third-level Wilder power: "For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1."

In summary, I'm considering changing sorcerer spell slots to spell points, using an amalgam of the variant spell point rules and psionic power augmentation. If I do that, I'll remove the bonus feats from the sorcerer.

Wednesday, March 3, 2010

Real World Dungeon Room

The most treacherous 5'x5' space on earth is in my office. Some crazy lady got fired and they just now got around to cleaning her cubicle. The pics below are her office space after an hour of diligent cleaning. You can imagine the original disposition.




Incorporate this into your next dungeon and watch your players retire instantly.

Traits:

What a mess!: The entire room is treated as hindering terrain. Also, creatures in this area have concealment.

Trap: Bowl of rotten food (CR 4). Has been festering for several months. Upon opening, characters within 30ft must succeed on a Fort Save (DC 20) or be nauseated for 1d6 hours.

Incongruent Philosophies: The walls of this room are plastered with a myriad of demotivational anecdotal cartoons, watered down Christian philosophy, random quotable phrases, and pictures of long-dead pets. Understanding the beliefs of the inhabitant requires a Decipher Script check (DC 30) which takes several minutes. It is likely that during this time you will be attacked by a...

Cockroach Swarm (CR 5)