Gaining Experience
These below can be combined with XP for silver or replace it.
Continue reading “House Rules: Advancement in World of Dungeons”These below can be combined with XP for silver or replace it.
Continue reading “House Rules: Advancement in World of Dungeons”In this issue: Tunnels & Trolls in World of Dungeons, MUs using the Cleric framework, World of Dungeons’ Cantrips, and season-based campaign framework.
Continue reading “Blog Scraps 4”Here’s something from it that may be useful for others. I exclude Clerics whenever possible, partially to make the undead threatening as they should be. But there’s a way that I found interesting to deal with them anyway, a bit more involved than giving any character the change to turn them if they have an occult implement in hands. The framework follows:
Continue reading “Turning Undead Without Clerics”Cosmic posted this in the expectation of further discussion. I did discuss with her a few minutes after the publishing (the added footnotes at the end were influenced by that), but I think it is better for me to just tackle in a full text to add to it. I have already shared thoughts about mental health in horror games, and will get back to it eventually.
Continue reading “Thinking Disability in Adventure Gaming”Someone better than me might use this as springboard. This presumes non-variable damage (which is also standard in B/X but most people go to the variable damage alternative) and uses the implied x-in-6 skill system in old D&D:
Continue reading “Musings on Non-Variable Damage Stunts”Bit of a slush post. This is a list of a few campaign settings that, like so many, linger on the hidden drawer, expecting for the kiss of life or for me to just face them solo, without a group to see me pratfall on the street. So it goes.
Continue reading “Three Campaign Settings From the Drawer”When you attempt something risky, roll 2d6 + bonus. 6- is a miss; things don’t go well and the risk turns out badly. 7-9 is success with some cost or harm. 10+ is success without complications.
Critical success is excluded. So is the original use of skills, that create a partial-partial success that I could never quite grok. Skills only inform the reasonable impact and consequences from a roll. I often codify exactly what are the standard costs for a campaign, such as units of time, losing an item or getting a negative tag.
Continue reading “World of Dungeons – A Few Rules”(Blog will hopefully return with a lot of content, but a bit of theorycraft first. My thanks to John Bell for entertaining my rambling)
Continue reading “Ability Resistance Rolls”