Showing posts with label Adventure Guide. Show all posts
Showing posts with label Adventure Guide. Show all posts

Thursday, 29 August 2013

My Three Favourite House Rules

Long time no post. Life, work, other priorities.

But I am still playing. 

Kids D&D using B (Mentzer) and X (Cook) is where I am at.

But rather than leave my blog site forever up and running with a fairly random last post I would rather leave my favourite 3 house rules on my home page. So here they are.


Rule Number 1 No dump stat. EVERY ability score counts for EVERY character

Intelligence gives XP bonus / penalty  (I don't use prime requisites but do use class minimums). "You catch on quick, you must be pretty smart," applies to every character.


Ability Score
XP Adjustments
3
-15%
4+5
-10%
6-8
-5%
9-12
No adjustment
13-15
+5%
16-17
+10%
18
+15%


Wisdom bonus gives saving throw bonus / penalty to ALL saving throws.
Wisdom is will power and fate (do the god's love you or hate you).


Ability Score
Saving Throw Adjustments
3
-3
4+5
-2
6-8
-1
9-12
No adjustment
13-15
+1
16-17
+2
18
+3


Charisma gives bonus / penalty to starting gold. How much do people care for you and want to help you survive as an adventurer.


Ability Score
Adjustments to starting gold pieces
3
0
(rags, what you wear is all you have)
4+5
10-60gp (1d6)
6-8
20-120gp (2d6)
9-12
30-180gp (3d6)
No adjustment
13-15
40-240 gp (4d6)
16-17
50-300gp (5d6)
18
60-360gp (6d6)


Rule Number 2 Poison made simple
Poison does damage over time. If player fails their saving throw: Roll for damage, roll for time, start the poison. Simple and anxiety inducing for players. 

Slow poison even has a role now. 

I generally roll 1d4 for damage and 1d6 per HD of the poisoning creature for rounds of damage ie I emphasise time over immediate damage.

eg 3 on d4 then 4 on d6
"You lose three hit points damage as the poison courses through your body, what do you want to do?"
"Wait"
"You lose another three hit points"
"Take healing potion"
"You gain 5 hit points but lose another three hit points from the damage"
"I've got no more healing!"
"You lose another three hit points"
"I'm down to 1 hit point!"
"The poison seems to have stopped."



Rule Number 3 Mounts have to make a morale check to enter dangerous situations 

It makes high morale mounts very important and makes mounted combat unpredictable.

Mounts must pass a morale check to enter dangerous situations, eg combat, jumping a chasm etc. I check start of every round in combat.

If failed the mount and its rider will take no action that round (as the mount bucks, repositions etc), except for the option to flee from combat at maximum movement. A mounts morale can be modified by expensive training or if the character has animal handling ability modifiers (non-weapon proficiency or the like), but no mount should have a modified morale of 12, unless magically induced eg paladin's war horse. Makes a +1 moral horse worth purchasing and worth naming.


Friday, 3 August 2012

Waterborne Adventures 
: Random Events and Monsters Tool


One of my projects, long on hold was the creation of the Old School Adventure Guide.
Re-inspired by JB which allowed me to find Jeff's eXPloration 2009 post (my vote is for 100-600 XP per wilderness hex explored, shared by the party), and having abandoned any HP loss for overland travel mechanic, here's something to add into the mix. 

And don't forget, everyone likes choosing cards. Blanks left for you to suggest and if you like blanks, you will find many more, in fact mostly blank, in the OS Adventure Guide. Join the project.

Waterborne Adventures 



Random Events and Monsters Tool
Daily roll 1d6, on a 1-2 get the players to draw a card…



54 Deck of Cards (2 Jokers)

♥ = Relational

♦ = Situational

♣ = Confrontational

♠ = Environmental

Joker = Draw 2 more cards and ‘somehow’ link them.



♥ = Relational

2♥ = one of the crew or passengers has a secret (traitor, spy, monster)

3♥ = one of the crew is to be punished for a minor offence (the punishment will be severe)

4♥ = trouble with the natives (at the next shore stop, the crew cause trouble or are accused of trouble)

5♥ = there is a thief onboard

6♥= betrayal (you will be betrayed)

7♥ = raucous rum filled party (join in or try and stop the fun)

8♥ = learn some wisdom (new song, new tale, new rumour)

9♥ = Contraband is in the hull

10♥
=
J♥= duel (after an argument on board, one of the players is challenged to a duel)

Q♥= one of the male crew or passengers is a she not a he

K♥ = mutiny on the high seas

A♥= one of the crew or passengers has formed a deep attachment to one of the players)



♦ = Situational

2♦= one of the crew / passengers has disappeared

3♦ = food / water spoilage 

4♦= slavers ahead

5♦= strange force at work disables all magnets AND Magic

6♦ = merchants on the seas

7♦= a strange darkness

8♦= buccaneers ahead

9♦= lost

10♦= the map is damaged / a fake / or just plain wrong

J♦= the stars seem different tonight

Q♦

K♦

A♦



♣ = Confrontational

2♣= Whale

3♣= Termite, Water

4♣ = Snake, Sea

5♣ = Shark

6♣ = Serpent, Sea

7♣= Sea Dragon

8♣ Squid, Giant

9♣ = Hydra, Sea

10♣= Octopus, Giant

J♣ = Ahoy, it be pirates

Q♣ = Mermaids (and maybe Mermen)

K♣ = Dragon (flying)

A♣= Dragon Turtle



♠ = Spades (Environmental)

2♠= Becalmed for 1d6days

3♠= Extreme light breeze for 1d6 days (movement reduced to ⅓)

4♠ = Light breeze for 1d6 days (movement reduced to ½)

5♠ = Strong breeze for 1d6 days (movement increased by ⅓)

6♠ = Good winds for 1d6 days (movement increased by ½)

7♠= High winds for 1d6 days (double movement rate but lose 1d10 hull points)

8♠= Gale (triple movement rate but in a random direction and lose 2d10 hull points)

9♠ = 

10♠
=
J♠ = 

Q♠= Iceberg 

K♠= Tidal Wave

A♠= Maelstrom with/without Whirlpool