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| A wizard who has leveled up one too many times (art by Erol Otus) |
Wednesday, July 29, 2020
Earning Rewards
Monday, July 20, 2020
Casting Spells
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| A sorcerer who has suffered from numerous spell catastrophes (art by Russ Nicholson) |
- Spellcasters specialize in certain types of spells: schools, circles, domains, whatever. They are proficient in casting those spells. They can cast other spells, but not as well.
- During every full rest (a rest spent in a safe haven), a caster can memorize a number of spells equal to their level.
- When they wish to cast a spell, they roll a d20 and add their INT bonus (and caster level / 2 if it's from their favored school), trying to exceed 10 plus the level of the spell.
- If they succeed, they cast the spell and remember the steps to cast it again.
- If they fail, they still cast the spell, but forget how to cast it again.
- A natural 1 results in bad news: everything goes bottoms up. The casting fails miserably and the caster suffers a catastrophe.
- If the spell requires an attack or contested roll, use the result of the d20 roll as the attack roll.
Thursday, July 16, 2020
Discovering New Worlds
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| A ship spotting a randomly generated coast |
1 The sea lies to the …
1 South
2 Southeast
3 Southwest
4 West
5 East
6 Roll again
2 Just offshore you’ll find ...
1 A single large island
2 A long cape
3 Dangerous small rocky islands
4 A deep, cold ocean trench
5 A stretch of tidal flats
6 Barrier islands
3 The coastline is dominated by …
1 Numerous inlets and rocky bays
2 Coastal cliffs
3 A large river delta
4 Tidal lowlands
5 Long sandy beaches
6 Protected harbors
4 The lands along the coast are …
1 Heavily forested
2 Mountainous or rocky
3 Disease-ridden and swampy
4 Dotted with rolling hills
5 Modified by civilization
6 Marked by signs of a disaster
5 Most of the population lives ...
1 As subsistence farmers
2 In the remnants of a lost colony
3 In a powerful metropolis
4 As nomadic hunter-gatherers
5 In hiding from dangers in the wilderness
6 Among ruins of an ancient civilization
6 The dominant culture of the area is made of …
1 Friendly colonists
2 Friendly natives
3 Opportunistic traders or missionaries
4 A diverse mix of indigenous folk and colonists
5 Colonial rivals
6 Hostile natives
7 This land is named for …
1 Magic phenomena
2 An indiginous settlement
3 The dominant water feature
4 The major flora or fauna of the area
5 The dominant terrain
6 A historical or religious figure
8 The climate tends to be …
1 Cool but sunny
2 Hot and humid
3 Temperate
4 Rainy or cloudy
5 Dry with a wet season
6 Harsh and unforgiving
9 The best source of freshwater is …
1 A navigable river
2 A series of freshwater lakes
3 Cold natural springs
4 A large lake
5 Runoff streams
6 Rain
10 Food comes from …
1 Plentiful wild game
2 The sea
3 Local fruit or nut trees
4 Indigenous cultivation
5 Invasive crops from the Old Lands
6 Further inland
11 The people are experiencing …
1 An armed conflict
2 Mysterious disappearances
3 Famine or drought
4 Gluttony and moral decay
5 Social revolution
6 Lasting prosperity
12 The people most recently fought …
1 Each other or former allies
2 A nearby indigenous settlement during raids
3 A colonial expeditionary force
4 A large band of native settlements
5 A magically summoned army
6 Boredom. Peace reigns.
Thursday, June 25, 2020
Chainmail Difficulty
- Unify saves and checks around the 6 ability scores.
- Use standard target numbers. I don't mean they never change, but a default value always exists.
- Use the to hit value of chain mail armor as your default target number. For me, that's 15. Why 15?
- The cool answer: because original D&D descended from the game Chainmail, so it felt fated to be.
- The real answer: because that is the first number at which you receive favorable results in my d20 reaction roll table.
- Add a standard bonus equal to level/2 to proficient checks and attacks as well as all saves.
- Treat checks more as reaction rolls than pass / fail. 15+ gets you an unequivocal success, but 7-14 might get you varying degrees of partial success or complication.
- Saves are more black and white, pass / fail. Something bad is about to happen to you, either you avoid it or you don't.
- Always add the standard bonus to saves. Their ability bonuses will differentiate different PCs, but treat them all as proficient at reacting to danger.
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| A die showing a number you'll never see when you need it |
Thursday, June 18, 2020
Unifying Level-Based Bonuses
- You roll to increase your scores. This randomness makes the score increases feel detached from the fictional experience that drove the increase.
- You increase your attributes. You can go from the least nimble human adventurer to the most nimble just by gaining experience. Again, it creates a disconnect when I try to envision the fictional character. How did my innate attributes change so much?
- You tend to pick which ability scores to roll based on mechanical benefits. For instance, increasing your Constitution is a priority because it increases how much you can carry (very important in a classless, inventory-driven system!).
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| An adventurer with proficient feet (art from AD&D rulebook) |
Monday, June 15, 2020
For Every Action ...
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| A fisherman who rolled well when meeting giant frogs (art by Matt Ray) |
| d20 Roll | % Chance | Outcome | % Chance | 2d6 Roll |
| 1 | 5% | Hostile | 3% | 2 |
| 2 - 6 | 25% | Unfriendly | 25% | 3 - 5 |
| 7 - 14 | 40% | Unsure | 44% | 6 - 8 |
| 15 - 19 | 25% | Talkative | 25% | 9 - 11 |
| 20 | 5% | Helpful | 3% | 12 |
Sunday, June 7, 2020
Setting Difficulty
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| Role players preparing to kill their characters (art by Simo Gomez) |






