Thursday, March 26, 2015

My New Novel

I have released my novel, "Conversion," and it has a very strong D&D feel to it. It is certainly inspired by role-playing and swords and sorcery. It is available now through Lulu:

Tuesday, January 13, 2015

The Party Rests in Armor

I received a heavy set of steel chainmail for Christmas. I wear it around town, under my huge sweatshirt, three sizes too big. It's about thirty pounds of extra weight so maybe I will burn off some of the Holiday Cheer. In any case, I slept in my armor last night to no ill effect. So I suggest that if you require your Player Characters to sleep outside of their armor when they rest, perhaps you should make an exception for chainmail. It is not uncomfortable, and I'm a light sleeper.

Tuesday, December 9, 2014

Complete Tarot Deck of Many Things

This is a complete Deck of Many Things, and is attributed to the wonderful Thoth Tarot Deck:

Saturday, December 6, 2014

More House Rules II

Here are some more house rules dealing with the AD&D Dungeon Masters Guide.

Pg. 25 – Player Character Expenses: 100 GP a month per level? Really? Not including taxes or room and board? That can safely be ignored. The DM will occasionally ding the total treasure brought into town to cover minor costs of living, but not 7200 GP a year + expenses for a party of 6.

Pg. 58 – Outdoor Movement: It is hot and muggy in most areas in Mu. This chart assumes as much and gives movement in miles per day. Easier areas are per the old chart on pg. 58:
Terrain
Burden.. Normal..Rugged..Very Rugged
Light.. 20.. 15.. 10
Medium.. 15.. 10.. 5
Heavy.. 10.. 5.. 2

Mounted movement miles/day
Terrain
Mount.. Normal.. Rugged.. Very Rugged
Light.. 50.. 20.. 5
Medium.. 35.. 15.. 5
Heavy.. 25.. 10.. 5
Cart*.. 20.. 10
Wagon*.. 20.. 5

* With some kind of road or flatland.

Pg. 64 – Grenade Like Missiles: Misses: When a grenade like missile misses its target, roll 1d3 and 1d8. The d3 represents the squares away from the target that the missile will land. The d8 gives the direction, clockwise from the target’s square with the front square being “1”.

Pg 72 - Grappling: Grappling is a Strength vs. Strength battle. If a character wishes to grapple another, then he or she must first roll to hit as normal. After hitting, the struggle begins. The procedure is to take the strength of the attacker and compare it to that of the defender. For every point of strength that is different, a plus or minus 5% is given. For example: a person with 16 Strength grapples someone with 12 Strength. 16 – 12 = 4. 4 X 5% = +20%. Therefore the attacker would have a base 50% chance of holding his or her target prone, plus 20% due to being stronger. The attacker would have a 70% chance of successfully Grappling the defender each round, holding the defender prone and unable to act. Of course, the defender must be able to be grappled (i.e. not a slime, or a spirit, etc.)

Pg –192 Harlots: We really don’t need to roll on a chart to determine what kind of harlot you are hiring.

Extra: Suffocation: Suffocation: A breathing, humanoid creature that is roughly human sized, will suffocate to death if they are held without air for their Constitution score in rounds or more. For example: a fighter with a Con of 12 will drown to death if submerged in water for 12 rounds (2 min, 24 sec.)
A similar person held without air for half of their Constitution score (rounding down) in rounds will require additional rounds to recover. For example: if the same fighter with Con of 12 is held for 10 rounds without air. For each round in excess of 6 (half Con), the fighter will require 1 round to recover, or 4 rounds in this case. During those rounds the character will be treated as prone.

More House Rules

Here are more house rules from the AD&D Players Handbook.

Pg 101-102 – Encumbrance: The new chart should explain it. However there should be something said about bulk. It is conceivable that a character would want to carry on his or her back: 100 arrows in five quivers, 10 flasks of oil, 200 feet of rope, 4 javelins, pots and pans, 20 days of food, 2 gallons of holy water, a 10’ pole, 2 blankets, and a backpack full of other stuff. Did I mention that the character was a three-foot-tall Halfling with 18 strength? While it would be possible for the character to carry all of this stuff, it would probably triple his or her size. Let’s be reasonable people. Clearly try to imagine where each piece would fit on the character. If you imagine something that looks ridiculous, then it very likely is.

20 gold coins equal one pound.

Str.. Light.. Medium.. Heavy
3-5.. 16 lbs.. 17-33 lbs.. 34-50 lbs
6-8.. 26 lbs.. 27-53 lbs.. 54-80 lbs
9-11.. 38 lbs.. 39-76 lbs.. 77-115 lbs
12-14.. 54 lbs.. 55-116 lbs.. 117-175 lbs
15-17.. 86 lbs.. 87-173 lbs.. 174-260 lbs
18-18(50).. 133 lbs.. 134-266 lbs.. 267-400 lbs
18(51)-18(00).. 173 lbs.. 174-346 lbs.. 347-520 lbs
19-21.. 266 lbs.. 267-533 lbs.. 534-800 lbs
22-25.. 400 lbs.. 401-800 lbs.. 801-1200 lbs

Armor movement restrictions are in place but no Max. Dex Bonus.

If you are Light or Medium in encumbrance then you get no modifier to movement. If you are Heavy, then you lose 30’ of movement i.e. from 90 to 60. If you are over your Heavy limit or carrying an oversized piece, you lose a total of 60’ of movement. Heavily encumbered characters are –2 on initiative and will only be able to travel half as long over land.

You can always swim if you come up Light.

Infravision in all of its forms has now become Darkvision. The subject gains the ability to see up to 60 feet in total darkness. Darkvision is black and white sight only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Someone with Darkvision sees colors in light but they are washed out, never bright. Bright light is irritating to those with Darkvision, but not to the point where normal daylight would hamper their abilities.

Ultravision is improved Darkvision. The 60-foot limit in darkness is removed. Additionally magical items and creatures emit a slight aura when viewed with Ultravision. Invisible is still invisible, however.

Supravision is like Ultravision however magical auras are clearer. Invisible shapes cast a shadow that someone using Supravision can see, if indistinctly.

True Seeing is like Ultravision except that invisible or otherwise magically hidden forms are clearly revealed.

Extra: Jumping: The distance achieved in a standing or running jump is determined by Strength and Movement rate. The distance of a standing long jump is equal to a character’s height, modified by the chart below. The distance of a running jump is equal to a character’s Strength score in feet, modified by the chart below. Encumbered (Heavy) characters lower the modifier by half or -20% for 0 modifier.

Jump Chart
Movement Rate/ Modifier
30.. -75%
60.. -50%
90.. -25%
120.. 0
150.. +25%
180.. +50%
210.. +75%
240.. +100%
270.. +125%
300.. +150%

Wednesday, December 3, 2014

Why We Play The Game

I have put together a packet I call the “Players Guide” which gives information about my world, my rule changes from the AD&D PHB and DMG, and information on how the game will run. I have edited the packet a few times adding several pages with additional tables, and paragraphs of detail. My players have slowly been coming to me with feedback regarding the changes, but only one has approached me regarding the style of play we will incorporate. It is this feedback that I really want, as helpful as the rules feedback has been.
I posted before now the seven fundamental requirements for playing in my game. These I felt were reasonable and I researched each of them keeping the game context in place. These requirements were also answers to some problems that we have had. Players regularly showing up forty-five minutes late, for example, was a problem I addressed. I want to treat these people like adults but also don’t want to enable rude behavior. The one response I received dealing with these requirements is that my players would not be up for it. That the players won’t want to give up their little abuses and that I should find new players if I want to go this stricter, more “serious” way. I appreciated his feedback. Maybe I do need new players. Or maybe, although I don’t believe this, I need to forget about these new standards and I should just let people do what they do. They enjoyed my game in the past so… Maybe I’m wrong.
Or maybe I’m right. Part of treating these adult people as adults is to respect their words. I have asked each of them how they felt about the packet. So far all but the one has skipped over the requirements section with their feedback, and told me what they liked or disliked about the rule changes. I am certain that they have read the requirements, and at this point will treat their silence as acceptance of those requirements. Nevertheless, I will ask each player more specifically if he or she is okay with the requirements, but that will be their last chance to comment. After that, players, myself included, will be held responsible to their commitment.
So how can an adult game be fun? The game is too serious if we set up house rules for play, isn’t it? If Joe and Frank are an hour late, that just gives the rest of us more time to socialize. If Jane and Sally only speak when spoken to then that’s fine; more time for the real players to have their voices heard. Jim is on his phone so now is a good time to take advantage of his distraction. Speaking of distraction Margaret has fallen asleep on the couch and doesn’t need a share of tonight’s treasure. No one remembers that hint the old man in the tavern gave us last session; I will sneak back and exploit that on my own. Bill didn’t even show up, but hey, it’s only a game. Only a game.
It’s not only a game, people. You are building relationships around that table. You are forming possibly long-term friendships. Wouldn’t that be easier without snide remarks about behavior? What about hurt feelings because a good and fair boundary wasn’t set? What about those two anxious players you have that are frustrated because players are late? Where’s the respect? Players should do what they want to do. If they want to talk on their phones during the game then they should probably find a different game where phone chat is acceptable. They would be happier, and those still around the original table would not be held up.
Come, let us kill Orcs together, unified by purpose and fraternity. Let us scheme the best way to knock over that trade caravan, with each of us working together. Let us delve into that ancient tomb and with concerted effort, put to rest the Lich King of Arswhole. Let’s come to the table as close friends and leave a little closer.

Thursday, November 20, 2014

Fumbles Chart

Fumbles Chart

If a character makes an attack in a round after moving in the same round, then he, she or it fumbles on a rolled “1”.

1-5 You have dropped your item
6-8 Your attention is unfocused by a glare of light. –4 from your next initiative.
9-11 Blood or sweat get in your eyes. –4 from your next initiative.
12-14 You trip and fall prone. –4 AC until your next action.
15-16 You trip and fall prone, losing your weapon 10’.
17-19 Your ankle gives out on you. Halve your movement for a complete turn.
20-21 You turn suddenly, twisting your ankle. Halve your movement for a complete turn.
22-23 Your knee hyperextends awkwardly with a loud pop. You have 1/3 your movement for two weeks unless healed.
24-25 A forceful pop in your shoulder is heard as your sword arm goes limp. –4 to attacks for a week unless healed.
26 Hit yourself hard in the groin. Deal yourself half damage and fight at –2 for a complete turn.
27-28 You hit yourself for full damage.
29-30 You hit an adjacent companion for full damage.
31-32 You strike yourself slightly on your backswing/motion. Deal yourself half damage.
33-34 You knock the wind out of yourself. Fight at –2 for a complete turn.
35 You have broken a bone in your sword arm. Lose 1/10 of HP rounded up. Gain –4 to attacks and no thief’s skills until healed
36 You have broken a bone in your leg. Lose 1/10 of HP rounded up. Move at 1/3 rate.
37-39 Your weapon becomes stuck in the floor or a nearby object or wall. Can be retrieved with help from one other person.
40-41 Your weapon breaks if it is non-magical.
42-43 You lose your grip and throw your weapon 20’.
44-45 Your attack ricochets back and you hit yourself for half damage.
46-48 Your movements put you severely off balance. Lose Dex bonus to AC until your next attack.
49 You trip, fall prone, and strike your head. Unconscious for 1d6 rounds.
50-51 Your helm becomes twisted, leaving you unable to see. –4 AC until your next action.
52-53 In the heat of massive fumbling, character momentarily loses inhibitions and unintentionally mentions something extremely awkward and otherwise unknown by members in the party.
54-56 Character trips, wobbles, and then crashes into adjacent ally. Both fall prone.
57-58 Character flails and pokes self in eye for 1d4 damage. –2 to hit and AC until healed.
59-60 All your enemies are heartened by your wild fumble. +20% morale.
61-62 You fall prone. Most fragile thing in your inventory is broken.
63-65 You misjudge your offensive and you leave yourself wide open to retaliation. –2 AC until your next attack.
66-67 Handling your weapon like a rank amateur you somehow manage to sprain your wrist. –2 to attacks for a week unless healed.
68-69 In an embarrassing display of awkwardness you overbalance and loose your composure and tumble forward 5’ and collapse.
70 The Invisible monster following you chooses this moment to strike.
71-72 You shriek, spasm and either urinate in fear or orgasm in excitement (player chooses secretly)
73 You've managed to smash your own larynx. Your voice is strained and raspy. For two weeks or until healed it is a real struggle to speak even a sentence.
74-75 Your weapon slips from your greasy, butter fingers. It ends up stuck somewhere that makes it difficult or impossible to retrieve.
76-77 You give your tongue an epic bite! You think part of it might be missing now. Speaking is difficult until you are healed.
78-79 You accidentally slash your own wrist or major blood vessel. Bleed 1/10 of your HP a round, rounding down, until you are healed.
80-81 You fall prone on your face... Hard! (1d6 damage, -1d4 Cha)
82 You fall onto your backpack. All breakables break.
83-84 Your sexy bits flop out! Fix it or risk it getting hurt.
85-86 You fall into a nearest light source. 1d6 damage+.
87-88 Knock yourself unconscious for 1d4 turns.
89 You hit the floor or wall and wake a thousand hornets. –2 to hit and AC.
90-91 You hit a wall support or pillar and are covered in a 20’ wide cave-in. Causes 1d10 damage to all caught.
92-94 Give yourself a bloody nose. -1 to hit.
95-96 Your foot gets stuck in a crack in the floor. Cannot move without help extracting your foot.
97-99 Roll twice and take worst result
100 Roll three times and take worst result.

Thursday, October 23, 2014

My DM Guide

Dungeon Master’s Guide Changes "Dungeon Masters Guide" by Gary Gygax. 1978. TSR Games.

Pg 11 – Generation of Ability Scores: Roll 4d6, 6 times, always taking the highest 3 dice and adding them together – ignoring the 4th die. This will give you 6 attribute scores between 3 and 18. These you can plug into the six attributes as you desire.

Pg 12 – It is strongly suggested that every character have a secondary skill that fits their backstory.
Character ages have been streamlined to fit the human life cycle. All characters start as young adults unless their backstories or class insists otherwise. All will be from 16-40 years old.

Pg 13 – The DM will not check every month to see if a player character gets sick.

Pg 15-16 – Racial tendencies are as the player sees fit.

Pg 18 – Paladins warhorse: The first time a paladin calls his steed it will immediately come to him. If the warhorse is lost for any reason then follow the procedure on page 18.

Pg 23-25 – Ignore alignment.

Pg 39 – Spell recovery is covered in the Players Handbook revisions.

Pg 41 – Protection spells do not prohibit bodily attacks (fists, etc.)

Pg 60 – Listening at doors. Humans, Dwarves, Half-Orcs and Half-Elves have a 1 in 6 base chance to hear a noise at a door. Halflings and Elves hear noises at 2 in 10. Gnomes hear noises at 1 in four.

Pg 61 – Surprise: If a party is surprised then members that were surprised can only act in the surprise round if their initiative comes later than the surprisor.

Pg 75 – There is a new chart for turning undead.

Pg 76-78 - can largely be ignored.

Pg 82 – Characters are dead at –10 hit points.

Pg 86 – There is no longer time or cost involved in gaining levels. Characters level up the morning after enough XP is attained.

Pg 221 – Taste and/or Odor: I suggest changing “musty” to “minty."