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Category: Electrum Pieces (Page 62 of 156)

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More Thoughts On House Rules

The 30 Day Challenge was a lot of fun. It also acheived the main goal which was to get most of the creative ideas out of my head and into type. It's true that the posts did not require anything new, but looking through the old notes, I realized that there were still lots of things I wanted to create.

A good example comes from the post about shemping. I wanted to create a Dragon Disciple class that basically makes a cleric/priest type of class evolve into the power equivalent of an ancient dragon at higher levels. I also enjoyed shemping other creatures as humans - it makes for truly interesting NPCs.

The big project, though, that I want to create is my book of house rules for S&W. If the execution matches the concept, it will look like a cool combination of Blackmarsh and Stonehell set in Pars Fortuna. In reality, well, it may look like yet another retro-clone fantasy heartbreaker. After that, I'll need to work up the gumption to run a G+ game with it.

To get a good idea of the outline, I turned to Stars Without Number. Kevin Crawford to doing something awesome with taking what is essentially Basic D&D and creating worlds around that system. The outline he is using is easy to understand for players and GMs. So here is my SWN inspired outline:

Creating a Character

Roll Attributes

Choose Homeland

Choose Class

Choose Race

Buy Equipment

Adventuring

Movement and Encumbrance

Character Advancement

Spending Wealth

Systems

Saving Throw Mechanic and Its Uses

Turn Undead Table and Its Uses

Combat (Mundane and Supernatural)

Magic

Eldritch Wizardry

Wyrd Sorcery

Studious Alchemy

Divine Miracles

Powers of the Hermetic Mind

Magical Research and Specializations

The Four Regions

Life in the Four Regions

The Eternal Struggle

The Role of Supernatural Beings

Deities and Other Beings with Godlike Power

The Universe

The Starting Planet

The Other Planets

Spheres and Other Universes

The Multiverse

The Astral Sea

Other Dimensions

The Outer Planes

All Creatures Great and Small

GM Resources

Starting Adventurers in A Different Region

The rules begin with the individual and work their way into larger and larger scope until you reach the GM, the one about it all. The idea is for the rules to expand from personal perspective to how the world works (systems) to how magic works, to the continents, planets and spheres of the universe before expanding out to the multiverse.

Creating a Character is pretty much by the book. Choosing a homeland asks the character to be from somewhere within the psuedo-European region of the world. It provides some grounding for everyone starting out. Class choices actually differ by region, but more on that is covered at the end of the book for GMs where all the player and nonplayer classes are listed.

Adventuring provides some information that characters face in their exploration of the world. I give XP for exploration, so a section of how that works in adventuring seems necessary. Outside of that, mechanics for encumbrance and other mundane aspects of adventuring are covered.

The Magic section deals with the five types of magic. Within each type are multiple ways of using that magic. Mages can be traditional vancian mages, five-color mages, talisman makers. Wyrd Sorcerers fill in a miscellaneous spot. This would include shamans, theurgists and other types that are difficult to classify. Priests operate like Priests of Different Mythoi from 2e, so some examples are provided. Alchemy is the traditional name for my Hewcaster. This class steals the essence of things and make wondrous items. Hermetic Magic is my term for psionics, this owes more the western tradition of the Hermetica that speaks of enlightenment, the mind, the cosmos and nature.

Common to all magic, is specialization, a focus for a spellcaster that determines his/her success in understanding magic.

Beyond that, everything is GM stuff that may or may not be used. Wish me luck.

Caltrops and Other Things

Caltrops are the great equalizer. With few exceptions, whatever is charging at you will stop or at least slow down when confronted with caltrops. I believe the party in my high school group kept the caltrop industry churning at high speed across several planets and alternate dimensions.

We surround the only entrance with caltrops.

We lay down a 20 by 20 spread of caltrops on the main highway. Seeing as this highway is on the side of a cliff, we are going to fly out of here.

Does a thrown caltrop do 1 point of damage? What about 20? They're kinda like shurikens, right?

The other thing they liked were mules. Mules could carry more loot, who cares about looking heroic. If push comes to shove, the retainers (and the magic-user) can ride mules while the rest of us have horses.

The ten-foot pole was also quite popular as well as iron spikes and a small hammer. Honestly, the fear would eat the party up sometimes when they spiked a door shut and laid out caltrops around it.

My favorite, however, were thieves' tools.

When I was younger, I had no conception of how they worked or what was included in the kit. The group and I figured that there were some wires, an earhorn (for combination locks), some ball bearings, maybe a bit of acid,  a bag of lime and some rope. Whatever it was, I liked to think of it as a non-magical bag of holding that always produced what was needed for a particular lock or trap. I wanted to create a real kit that with useful things for modern-day so that I would be ready for anything, too.

Looking to the Future

I want to play anything in the future. I am still trying to overcome a bit of nervousness and run a game on G+. I wanted to join an existing group, but Wednesday are really hard for me. I may ask to join a friend's in-person group, even if they are playing a Dungeon World hack of Edge of the Empire. I really want to play/GM again really soon.

But my favorite character to play in the future will hopefully be a character in whatever my son's campaign will be. It will be a while, but we're getting warmed up for it. Tonight I was the Dolphin Torch, an alternate-earth version of the Human Torch that is a dolphin that lives on land. Tonight's encounter was the Invisible Woman (my daughter), Mr. Fantastic (my son) and me (the Dolphin Torch) going camping and roasting food on a campfire that I started.

The food items included pickles, iron plates, dinosaur meat, s'mores, hot dogs and tires. This was his list of ingredients.

Alas Glendon, Never Again

It's not that I didn't like Glendon, the Elf, it's just that he was all 18s. Playing a character that is perfect at everything is just no fun at all. Nope. No fun.

What I Always Roll

I always seem to roll an 8 on a d20. I tend to roll 3s on a d4, 5s on a d6 and 19 on a d%.

I do not own a d30. I hang my head in shame.

The Best DM I Ever Had

That was easy. +Scott Roche. We used to rotate around the DM'ing duties, but I really liked his adventures. Maybe this is why he is beginning to enjoy some success as a writer. GO BUY HIS BOOKS!

Seriously, we would be a little less gonzo, but we had to really think our way out of issues. There was no wand of fireballs to blast our way out, not that it would have helped at all, but there was always a reward for being clever. And no, hammering every door shut and laying out acres of caltrops wouldn't help you either.

He was much better at traps than I was and he could make interesting plots. Early on, I was very much of the "Kill things and take their stuff." He was more of a story guy and I really really liked that. I like to think that I run things more like him because of that.

Oh, I'm still somewhere between Races of Carcosa and The Wizard of Oz, but the answer will tend to be what you find, not what you exterminate.

On to the Next Episode

La-da-da-da-dahh
You know I'm mobbin' with the DMs 3.

You know, Stelios has an idea for some extra days in the challenge. That's why I finished the rest in this post. More than anything, actually writing has helped me to feel more creative and more like finishing certain projects. So here is his list:

  • Greyhawk: how a campaign should be published or just an old antique?
  • Elminster: should he live or die?
  • Do you allow Monty Python quotes at the tabletop? Why or why not?
  • Why to you love/hate/feel indifferent to 4e?
  • Is your character drunk yet?
  • Is D&D Next D&D last?
  • Do you spend more time talking/posting about gaming than actualy playing?
  • How do you kill a flumph?
  • What were the last words of your last character who died?
  • Do you think you're addicted to D&D?

The question about Monty Python quotes should go without saying. However, I do know some folks that do not allow them.

Elminister should die. Yeah, I said it. It's time for new blood.

I could go on.

So I'm looking at making my own list, so to speak. I hope to keep up the posting pace at about every other day. I also plan to have more stats for S&W stuff. I plan on including a few things from the above list as well.

See you Saturday. 🙂

When Your Weapon Is Smarter Than You

Yes, I love intelligent weapons.

mcleanI say weapons because I had no problem with intelligent axes, maces, halberds or shields. In fact, the one intelligent shield I had was +3 with Fire Resistance, but with the personality that can be best described as a cross between Eeyore and Marvin the Paranoid Android. If you kept it long enough, you would go insane or change alignment.

The appeal of intelligent items for me was that it allowed me to be a member of the party. I had to play the intelligent weapon with its agenda and personality quirks. I enjoyed the players and me talking about "the plan" for what they would do next. The temptation, of course, was to use as a way to railroad the party, so I minimized the effect of weapons dominating their owners. I usually didn't roll it.

Back to the point, being an intelligent weapons allowed a different level of interaction. This could be serious interaction, but many times became something like this:

Here I am, the best shield on the planet and all you do is use me to cover your eyes from the sun. Isn't there a red dragon or remorhaz for us to attack?

Well, I like cutting things. After all, I am a sword, right? Well yeah, I'm a sword. I'm just saying that, well, you know, you could use that guy's dagger for cutting rope and stuff. I have, well, other plans for my life, you know? I'm meant for something greater, like killing ogres. Have I told you what ogres are like? They are big and smelly and should be totally wiped off the face of the planet. I mean, why did the gods bother with them at all. They are a blotch on the world and require excision in all haste. LOOK AN OGRE! MUST GO KILL NOW!

Hmm. Did you say something? Oh, well, I think going to town is just so much fun, but maybe we should go east. The town is just so, how shall I say, NORTH and WEST. I think going east would be advisable.

As strange as it may sound, having the sword (or shield or dirk or mace) interact with the players introduced a random element for them. It seemed that the characters were always amazed that the thing could talk. One time, a player was between adventures and noticed that his intelligent mace could speak Draconic. He asked if the mace could be his mentor to learn the Draconic language. Why not? I rolled it and he was successful.

He should have asked me what kind of dragon he talked like. :evil grin:

I liked intelligent weapons so much, I attempted to make them a character race/class. It had only six levels of advancement and the powers that were granted each level could be random determined at the player's choice. I had always mapped out the powers ahead of time, but sometime the players love their dice. If I could find the notes for the race/class, I'd include them here. I probably won't re-create them. I recall that it wasn't much fun to be an intelligent sword as a player.

On a different note, I loved loved loved the Deck of Many Things. I mention it here because one the cards in my deck was intelligent. It would provide a minor benefit all the time, but could provide a major benefit once, but then it would disappear. The card was always trying to convince the character that the major benefit wasn't really needed. If memory serves, I believe it was something like a +1 to hit all the time, but the ability to do 6d6 damage in a one time attack.

I know you're dying, but I really don't think that the big kaboom is needed. I mean, the other guys are bleeding less than you. They should be able to hold that thing off for a bit. What do you say?

He used the big attack. It wasn't required, but he threw the card at the demon to do the big attack. It worked as advertised.

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