Sunday, 4 June 2017

Unified House Rule Document Update AND Handy Linked PDF

Mid-year update whaaaat.

Mostly this is because I'm always a little bit "oh no!" when I discover someone's been reading the house rule doc and it's NOT UP TO DATE OH NO.

Occasionally I get a comment that's like "hey could you put all the Lorebonds and elf powers and stuff into the one pdf?" so that it can basically be played out of the box.
The answer is - kinda!

You can now find a Linked PDF Version here. Intended to be used/perused digitally, everything you need an external resource should have a handy-dandy link.

You can find the non-Linked PDF Version here. Intended to be printed out for table use.

Linked Version

Unlinked Version

For context for some of these changes, at the beginning of the year we had the campaign's first ever TPK! So we skipped the timeframe forward half a century so people could see what's happened in the interrim.
How exciting!

Change Log:


- Added Zeanism, based on the teachings of one of the player characters who took the Termaxian "do whatever you want, the gods aren't watching!" thing to heart.
Basically this is the drug religion now, and the Cleric spell allows you to take drugs with no downsides!
- Termaxianism has changed in the last 50 years, mostly because they're pretty sure that God lost the final war for all creation. Now it's up to them to finish the fight. No change besides their general lore.
- Nonanism is now accepting of the Undead and Necromancy in general. Pragmatism or corruption? Who can say? Another lore change, they're mechanically the same. 

Char Gen:

- Removed the Cartographer equipment pack because it contained paper and pens and I can't be fucked to enforce the need for paper in order to draw a map any more. It was a boring idea anyway.

Experience Points:

- Added Party Roles as directly inspired by John Bell at the Retired Adventurer. This has been real useful for keeping track of stuff and keeping players engaged even if they're not directly involved in the action.

Living Standards:

- Originally you needed to get to Comfortable conditions in order to heal from 0HP to 1HP, no longer! Otherwise it interacts weirdly with the "Take a Break" option where you eat a ration to heal 1d6 HP.
- Comfortable conditions now give you an extra 1d6 bump if you're already at full health! You'd imagine everyone would prefer comfy sleeps, but if you get nothing extra at max health you may as well save your money and live in a bin.
- Splendid conditions grant 1d6+level extra temp HP, since Comfortable conditions stole that thunder.

Big Purple d30 Rule

- Now upgrades a single die roll to the next die size when used. Previously you could replace any single roll with the Big Purple d30, which had the surprisingly underwhelming effect of making it an "I Win" button. This compounded by the large number of d30s players would accrue through buying me beer...

Downtime Activities

- Magical Research went through a few changes to make it slightly more interesting.

Fancy Combat Actions

- Changes to Sneak Attack. Now you roll when attacking from surprise to find your extra attack bonus, and enemies with high Awareness (renamed Search) have a chance of avoiding the damage multiplier.

Fancy Combat Reactions

- Split these off into their own heading.
- Parry covers all defensive melee actions. Smaller weapons can counter, larger weapons can disarm, and setting spears against charge is now covered under the Parry banner.

Melee Weapon Types

- One day I'll probably either remove these or make them Fighter-only, but for now I'm simplifying further. I've got lots of players and don't want things to stay as fiddly as they were.
- Axes remain the same - double damage on evens vs low armour.
- Hammers get +2 vs Chain or better. Straight up.
- Swords get +1 to hit across the board. Versatile, never a bad choice, a little boring.
- Knives give bonus damage if you beat their AC with your Wrestle Roll because you're shanking the shit out of them.
- Whips remain.

Ranged Weapon Options

- Flintlocks are in the game post-timeskip! Hurrah! That's basically it.

Death & Dismemberment

- Rewritten for the millionth time. This remains one of my favourite subsystems but boy is it hard to explain when you're not just passing out dice around a table.

Running Away

- Added a section on this very important aspect of not dying.

New Skills

- Search renamed to Awareness.
- Sneak Attack: When attacking from Surprise, roll Sneak Attack. On success, gain the result as a bonus to hit. If the enemy fails an Awareness check, multiply damage by your whole Sneak Attack score. Even your standard 1-in-6 character gets a little benefit maybe.

Saving Throws

- Hey what I renamed them! Makes it easier, and I don't think I ever called a save vs device.
- Stun, Doom, Blast, Law, Chaos.
- All as per usual, except Law is your save vs Lawful magic. Makes that more of a divide I guess!

Also one of my players made a rad new character sheet. Hurrah!

Tuesday, 23 May 2017

FLEE!!! Snakes & Ladders chase mechanics

Some time ago I posted that Snakes & Ladders is the superior way of conducting a chase sequence in D&D.
Some time later, I was at an OSR game day and people agreed!

And so David Black made this doozy of a thing -

So much improvement! Find it here.

This is, of course, the tits. Some slightly different rules for my game though, as follows.


- Pursuers go last.
- Each group rolls 1d6+Speed Die of the slowest member of the group and moves that many spaces.
- Movement can be forwards or backwards.
- Distance is abstract, after each roll the DM will yell a choice at the Pursued. If they don’t answer before the Pursuer’s dice hit the table, they choose a route at random.
- Groups can split up into smaller groups at will. Doing so must be decided before the group's pursuit roll, and groups cannot rejoin until the chase is over.

Speed Dice
- Speed Dice are based on encumbrance:
  - Unencumbered - 1d10
  - Lightly Encumbered - 1d8
  - Heavily Encumbered - 1d6
  - Severely Encumbered - 1d4
  - Over Encumbered - 0

- If Pursuers catch up to the Pursued or get to the end, the chase is over and the Pursuers automatically win initiative.
- If the Pursued get to the end, they've lost their pursuers!

My alterations are pretty ghetto, but laminated to the back of the Marching Order sheet so you can flip it!

Additional Notes:

It's pretty much perfect.
Easily grasped, unpredictable, exciting, it's everything you need a chase to be.
Plus it's abstract, so you can use it for anything from dungeon chases to horseback races.

In my game, this is basically the only thing that encumbrance really matters for. I tend to just eyeball encounter roll frequency, and combat movement speeds are boooooring as fuuuuuck.
Armour is a tradeoff between protection and escape speed. Treasure is a tradeoff between money/exp earnings and escape speed. Having lots of stuff just-in-case is a tradeoff between preparedness and escape speed.
It all boils down to whether you'll be able to run away.

Ending each roll with a LEFT OR RIGHT?! or STRAIGHT OR DOOR?! is fun because it means the party's likely to get lost if they're not used to the place.
I have them flip their maps when a chase begins to make it harder. Keep up the pressure.
I mark which choice they took on a secret sheet, that way after the chase ends I can go through the dungeon map and see where they ended up. Hopefully in the lair of another monster!
The thing with splitting into smaller units means fast guys can leave slow guys behind if they want. If you've got one guy loaded up with Plate and Shield and Greatsword, you can leave him behind to fight off the monsters while everyone else escapes!
Groups can't reform until the chase is over, so if you run off on your own you've got a better chance of escaping but you'll be alone if you end up getting caught.
This is also good for when people have to flee in two different directions. Good luck finding each other now, kids!

Oh and finally, squares 20 and 21 on the table are "Quickly!" and "Slow going!".
I have these change the base d6 pursuit die to d8 and d4 respectively.

Wednesday, 17 May 2017

Making Magic: Spell, Potion and Scroll Creation for Wizards and Clerics

PDF here.

Main changes are adding some tables to roll on when Chaotic classes research spells, and adding a minigame where Clerics can craft Protection Scrolls by killing stuff with a blessed weapon.
Hopefully it's more interesting than the default!

So spell research! Something I'd never really thought about much.
Base LotFP has it as a time sink and a money sink. You gamble how much time (and thus, money) you're going to spend, the DM rolls how long you actually needed to spend, and if you gambled too low you lose the time and money.
As Perttu is fond of saying and Logan points out in his spell research rules, this is boring as fuck.

The reason I haven't really gone into it much is that I quite like time and money sinks.
Time sinks mean I can jump the timelines of various encroaching dooms forward, and also hopefully make game time keep up with real time.
Money sinks are because it's always nice to have another thing for players to burn money on.
Keep them poor. That keeps them hungry for more!

The other thing is I quite like the idea that a wizard spends time researching spells alone in a tower while their friends are having fun carousing in the town below.

The Last Gasp spell research stuff is pretty kickass, but I do want to keep Spell Research as a downtime time sink and my wizards have got more trad spellcasting mechanics than Logan's Maleficar.
Also I needed to put Cleric spell stuff on there.

So I basically boiled it down to this. Intended to be printed double-sided.
Costs in silver standard as normal for me, change it to gp if you use a gold standard.

Making Magic: Lawful Version
Making Magic: Chaotic Version

For Chaos

The chief gimmick is still that it's a gamble, except unlike base LotFP a failure means you suffer some sort of negative consequence beyond just wasting time and money.
This is most notable in Spell Research itself. You could lose that spell slot forever!
On the other hand I don't want manufacturing consumable potions and scrolls to be a massive risk. What's the harm? They only get to use it once, and it's never actually come up in my game yet.

Some notes on modifiers:
  • There's no bonus per level. I don't want to hamstring low level casters, and I don't want high level casters to succeed automatically.
  • People can still just spend the maximum amount of time to ensure success. I'm ok with that, at least it means they burn a bunch of money and time.
  • You can still research spells if you can't find a big enough library, it just takes longer and/or is more risky.

Some notes on the rest.
Changes for those who aren't using all of my house rules in
  • Arcana is a skill that replaces Architecture in my game. Int score improves Arcana, as does having Identify prepared. Intelligent wizards with access to Identify can thus get a sizable bonus.
    >Just ignore the Arcana bonus if you don't use it, it's easy to get bonuses just from spending more time anyway.
  • Spell Research, second result: "Can only be cast via a spell swap" refers to my house rules. Casters can swap spells on casting, but risk doom on Last Gasp's Cast the Bones table.

    >Change to something like "take spell level in damage whenever you cast it"
  • Scroll Making, second result: "Even you need to use Arcana or Read Magic to use this scroll" refers to another house rule.
    Anyone can roll Arcana to use a scroll, even if they're not a caster. If a caster uses Read Magic on a class-appropriate scroll they can use it without needing to roll Arcana.
    >Could be swapped for something like "Scroll is half as effective"

For Law

Clerics, as the only Lawful caster class, have a less random system.
Because Law is reliable and Chaos is random. Something something thematic mechanics.
I also like that Holy Water and the new Protection Scroll mechanic require returning to the same church every day. I like this because Clerics are encouraged to stick around one church for a while, even if they adventure in the meantime.

Holy Water:
Pretty much as per LotFP. Bless the same font of water every day for ten days, receive a vial of holy water.
Differences are you can make a few at a time if you're willing to use up more than one Bless per day (not explicit in the LotFP rules), and if someone drinks it they get affected by your Denomination Spell.

Spell Scroll:
As per LotFP, without the rolling.

Protection Scroll:
Big changes! And hopefully a fun mini-game.
LotFP has some strange mechanic where you have to sacrifice creatures of the appropriate type and the total HD slain is the percentage chance the scroll is actually created.
Which is cool and all, but having to commit goblin genocide in order to reliably get a scroll that keeps them away for up to an hour is a hard sell. By the time your scroll's ready, there won't be any goblins left!

Now its a minigame where the Cleric has to kill creatures with a special knife they create, and at some point they'll have killed enough for the Protection Scroll to be completed!
You can still do this in a church, and it's still percentage based (guess I lied when I said god doesn't play dice with the universe), but the key thing is that you can make your sacrifices when you're out adventuring.
Want to make a Protection from Goblins scroll? Go out there and kill goblins! With the knife! In the name of your god! But make sure you're only killing goblins, anything else makes all your prior effort for nothing.
You could also kill just one goblin then wait around until you eventually get the Scroll. It's 50sp a day and you've got to stick around the church though.

This also leaves it open for Clerics to have multiple Protection Scrolls (and thus multiple ritual knives) on the go at once, making sure they're murdering the goblins with their Goblin Knife and humans with their Man Knife.
I don't think there's a literary precedent for this, but it sounds pretty cool.

"What if I don't want to use a knife?!"
Any minor weapon is fine, mostly so you have to remember to use it if you want those sweet sweet Sacrifice points.
Fuck, although, a wax-sealed pistol reserved for killing demons would be rad as hell. Maybe you have to put a seal on every shot?! I'd probably allow this.

this was a cool thing in Equilibrium but there are NO good screenshots of the cross-shaped muzzle flash

Tuesday, 2 May 2017

So I Helped Make Secret Munticore

This is a review of a product that will blow your mind.
It is Secret Munticore.
Back in 2016, since Santicore just never happened, a bunch of us Mongrels decided to do our our shitty version of it.
What followed was a bunch of horrible requests, followed by a bunch of replies that were actually pretty good!? At least... some were.
The good David Black said he'd put it all into a pdf for us... and that never happened. So after some grousing in the group I just went at it with scissors and paper and a marker pen, scanned it in, and scooped all the trash into one purchasable trash heap.

I will deal with each nugget of geniousness in order.

Apps by Oli Palmer
A whole list of pretend fantasy smartphone apps to assist your players with their lives.
Do they not have smartphones?
They do now!
Why do they have smartphones?
Post-apocalyptic something something!

Basement Referee by Nick LS Whelan
A terrifying "monster" encounter where YOU THE REFEREE are the monster.
A referee who lives in a basement and makes things terrible for everyone around them.
Gives true ultimate power to whoever defeats it.

Bears by Gregory Blair
Greggy-boy's first foray into the making-things-for-other-people santicore-style melting pot.
He put a heap of effort into this as a result. God knows why.
Anyway, you've got a big TWELVE new bear-based monsters for horrifying your players with.
I decided to try and doodle all the bears which is why I ended up illustrating more. Poor bears.

This bear is made of herpes
Beers by James Young
I don't know who this James Young guy is but he fucking nailed this one. 26 beer ingredients, each with flavour imparted and in-game effects!?
Holy shit this guy is amazing.
And he did all the interior art!? What an animal!

Bordello, Orc by Evey Lockhart
A short but juicy (the wrong sort of juice) table for spicing up the inevitable whore-fights in your D&D games.
My players end up in Orcish whorehouses at least twice a session so this is going to be massively useful.

Christmas Party by Tore Nielsen
Nobody asked Tore to do this, and he did it anyway.
An encounter table of things that could happen at a mongrel christmas party.
We got animated tinsel.
We got a diabetic.
We got whoever Waylon Jennings is.
We got the best party, basically.

Elderly Lady by Tore Neilsen
Tore's "real" entry involves the goings-on behind the closed doors of the elderly lady in 4a.
She's up to all sorts, let me tell you.
Can easily be reskinned to a space opera setting if you replace the elderly lady with an elderly alien sitting on a space chair watching space telly.

The thousand yard stare of those who've seen too much
Familial Complications by Jarrett Crader
In the most personally-affecting entry in the Munticore rankings this year, Jarrett delves too deep into his own soul and experiences to portray a dire portrait of a family edging close to ruin behind a fantasy veneer.
Liminal spaces are crossed, boundaries are transgressed, and your sister is inseminated by your grandad's evil twin.
A harrowing journey into the id, where the question of self is constantly brought into question.
Plus discover whether you win D&D.

Jarrett Bum by David Black
David Black shows us exactly what's been hidden from view for too long.
There are many strange things up there, but in true D&D style we use the oracular power of dice to discover what was truly there all along.
The capacity for a single random roll to change the fiction in such a massive way is something to be celebrated.

Mongrel Carouse by Reece Carter
Given the prompt of "a carousing table with meth on it", Reece crafts gold.
Iconoclasm. STIs. No less than seven results that involve smoking something weird.
An easy addition to any carousing table, maybe to roll on if someone rolls a mishap they've already had?

Mutant Pet Table by Richie Cyngler
Boy, we've had the Esoteric Creature Generator and the LotFP Summon spell and the Guests in Red and Pleasant Land, but they all quail before the mighty Roll-All-the-Dice mutant pet table.
Does YOUR random mutant/demon tables have such wonders as the Hard-Face Fake SLime Dominator that devours goodwill or the Mysoginist Gnome which is so foul it defies even description?
That is the sort of shit you're getting from this crazy table. If anything, this is the thing that's worth the price of admission.

I don't think anyone's having a good time in this book

Unicorns by Christian Kessler
Delving deep into the ancient layers of mythology, Christian reinvents unicorns for the modern age.
Also many of the results may be useful for manticores.
We've got some crazy shit in here, like a rad motorbike unicorn mutation and a unicorn whose blasted-off skin makes you invisible but ALSO forces you to hunt down and kill the rest of its still living body.
Grim shit.
Also a unicorn with a dick for a horn, obviously.

What are we doing?! by Ben L
Given possibly the most difficult prompt because Evey couldn't get her shit together to ask a proper request, Ben L still manages to put on a good show.
This would be a sick way of starting off a new campaign. "You all got fucked up and ended up.. roll dice!" and now you've just got to deal with the consequences.
Go wild!

this is all performance art

So there you have it! A thorough review of the worst best the OSR has to offer.
You can buy it here.
My mum bought 5 copies and has stopped talking to me.

Tuesday, 18 April 2017

Running for Big Groups

Since early 2015 I've been running for BIG GROUPS more or less constantly. We usually hover around 7-10 players per session.
This is great (since I never run into problems with not enough people showing up, a holdover worry from the shaky early days) but difficult to manage if you're not used to it.

This boat battle had 4-5 different mini scenes going on at once involving 8 players, it was awesome

So here are some tips.

Running the Game

Tell them to speak up
Possibly the most important, and something I learnt from Courtney when I was in one of his big hangouts games.
Make sure you stress that a big group is ok but you need people to speak up if they want to do something. Players want to be involved, so let them help you!
With this many players, it's not worthwhile to concern yourself with how much "spotlight time" people are getting. It's going to have to be up to them to seize the spotlight, and up to the group to give them that spotlight if they're not a natural spotlight-grabber.
Just keep an eye out for people who seem like they're about to say something but get interrupted by a louder voice. A quick "hold that thought" is usually all you need so you can circle back round to them.

Be lenient
Alex Chalk states this well in his recent Maze Rats house rule guidelines. Interpret play actions in good faith.
In a large group, it's very possible that someone at the table misheard or wasn't concentrating on something that happened way over on the other side of the table. Dumb "gotcha" stuff isn't usually fun, and being in a bigger group makes it worse.
I find it useful to get other players to describe what's going on for me, because it's not uncommon for me to discover that the whole group's imagining something differently to what I had in my head.
Usually a simple "so you're doing X, do you realise that Y?" is enough to realign understandings.

Embrace the chaos
There is going to be a LOT going on, and sometimes things will happen that just screw up everything! Spells will go awry, somebody will shoot into melee and hit a friend, a crit or fumble (fairly common when you've got up to ten people rolling attacks) will completely fuck you over, and all those random abilities and bits and pieces any normal party picks up over time will turn up at the worst possible time.
Embrace it!
If something really crazy happens, it's a good idea to take stock at the end of the round or other convenient break point. Give a little summary of the current situation. This is so that you can get a handle on what's going on, so the players can work out how this changes their plans, and so the guy at the end of the table who missed it can enjoy the spectacle of the dad-faced eel that is wriggling its way from the wizard's throat even now.

Split the party! 
If it gets too big, split the party! This is classic bad advice, but it works with big groups.
Make the two groups change seats to sit together to help with attention-switching. Easiest in sprawling megadungeons because they've got splitting paths in which you can run two parties more easily, but we've also had geographically displaced mini-parties before, with one group in a dungeon and another group travelling in the overworld. This gets chronologically messy when the groups are travelling on different timescales, but whatever.
If you haven't run a split party before, the main trick is this - get one group to a decision point where they can discuss what to do next, then switch to the other.

Group Initiative
It's really easy to get bogged down in combat with a big group. Group Initiative solves this little problem by meaning anyone can go at any time during the player's round. I'll generally sweep round the circle from one side to the other, and come back to anyone who's still deciding what to do.
Also with a big group, it's ok to be a bit heavy-handed with exactly how much a person is able to do in a round.
In a smaller group I'll tend to let several smaller actions slide, in a larger group it's going to be a round to grab the potion AND a round to drink it. The party has TONS of actions at their disposal, so it's ok to leech them away when you can. Just make sure you're not devaluing actions that are more interesting than "I attack". If someone wants to drink a potion AND attack in the same round, I'd probably ask for a Gambit.

Party roles
Something else I've been trying recently that's been well received is to use a variation on John Bell's Party Roles. They work well! It keeps people engaged because they're still keeping track of what's going on, and also takes off some of the DM overhead.

Party roles in my game, in general order of priority, are as follows:
Remembrancer: Records what's happening so I can do the recaps more easily.
Caller: Announces what the group as a whole is doing. This is even more important in a split party situation - you want a Caller per group so when you switch back to them there's someone to tell you "this is what we're doing next".
Mapper: Drawing the maps. A classic role.
Treasurer: Keeping track of party loot.
Quartermaster: Keeping an eye on consumables, weapon breakage, and encumbrance.
Guard: Organising marching order and initiative, and rolling for random encounters.
Tracker: Tracking party HP, spells remaining, and special conditions.

I'm giving 100 bonus exp to anyone who takes on a role, as an extra bonus.

There may be a time when you say "there are too many characters" and you will probably be right.

Game to Run

Run a sandbox
Sandbox gameplay is important for big groups. Your plot-based campaign can and will fall down when a plot-centric player drops out without warning or someone leaves who was the only one who really cared about recovering the Nega-Gems of the Boom King. A sandbox means the game's much more resilient to change.
With so many people in your group, there's no doubt that at least one person will have a goal, and player-set goals are the key to running a good sandbox.
Also, make sure you've got a rumour table to drive player goal-setting. This isn't specific to large groups, it's just real important. You're the car, the players are the driver, and rumours are the fuel.

No Session Zero
Having an assumption-setting Session Zero is good advice for lots of games but bad advice for big groups. Session Zero is a lot of time spent not playing the actual game, and a lot of time for a bunch of people in the group to get bored.

Play with whoever's there
It's impossible to run for a big group if you're expecting everyone to be there every session. It's a good tip anyway, but having a sort of West Marches philosophy of "we play with whoever shows up" is absolutely crucial. Gameplay is more important than narrative continuity.
I've seen groups where a single player being off that night means that the people who showed up do some little one-shot or side quest or something, if you did that with a big group you'd never play at all!
The most important person at the table is, of course, you. It can't go ahead without you there, so be committed! Even if you feel a bit shit that day, drag yourself to that place.

Abandon game balance
Are you hoping to have at least some semblance of combat balance in your game? Good luck buddy!
Maybe you'll have ten players. Maybe you'll have 4 show up due to everyone else being on holiday or something.
You can't plan around player numbers and with larger groups your players will have way more raw firepower than ordinarily available to a party. Modules will be skewed, monsters will fall before the laws of averages, and something that would kill your average group of adventurers only slays half of them because the rest couldn't fit into the trap room.
Luckily there is a natural balancing system inherent in old school exp-for-loot. The players are safer and more powerful than the average party, but they're getting the same loot and sharing the same exp out amongst a larger group. They'll need to go to some REAL dangerous places if they want to level up as fast as a normal party.

Hardcore Mode
Apparently I'm more hardcore than I realised, since it's not as common as I imagined to enforce a "new characters come back at level 1" policy.
This does a few things to the game:
- Death is actually scary. Just generally a nice thing to have in D&D.
- Attendance is rewarded. If everyone levels up together, isn't it unfair to the guy who turns up every single week? Sure, they're there because they enjoy the game itself, but it's nice to have that translate into an actual in-game advantage.
- High level is a high score. It's a mark of pride. Getting to level 7 (the highest level anyone's ever attained in like 3 years of game) is a big fuckin' deal, and you feel massively powerful compared to any new players and characters that show up!
- Increases campaign longevity. If people are occasionally dying and working their way back up the ladder, it keeps play from straying too far from the grotty lower level stuff I like running. This thing could go forever, there's no distant endgame where the players are arbitrarily powerful and have to fight gods to find a fair fight.
On that last point, it might seem that the massive setback of losing a higher level character and coming back as a level 1 woobie would be constant slam on the brakes for the party's capabilities as a whole. Yet somehow the power of the party as a whole is always increasing. Characters may die, but the party remains.

Play somewhere that's not someone's house if at all possible
I'm lucky enough to run my game at a pub, which is ideal. Access to food and drink, fairly central, enough room for everybody, staff to clear up the mess.
Plus it's hard to get ten people sitting around a table in a flat in London, and a bit of a dick move to your housemates who have to deal with a swarm of people all showing up at once and queuing for the toilet. And it'll be difficult for at least some of your players to get home, because the vagaries of fate ensure that at least one or two people will live right across the other side of the city!
These are pretty London-specific problems though.

And finally...
Enjoy your good luck! There are heaps of people who can't manage to get together even a small group of players. Obviously you're running a pretty good game if all these people keep coming back week after week!

You can do it! I believe in you!

Tuesday, 7 March 2017

Dungeons and Druggies

You guys wanna get fucked up?

Having my campaign area's capital as an exaggerated fantastical other-London means that London's furtive yet pervasive drug culture gets blown up into a whole RANGE of fantasy drugs!
Good times for all! Unless you get addicted and it ruins your life of course, but that's by the by.

Mind-Altering Substances table here.

The silly names for real drugs were initially placeholders, but I kept them because I think they're a little bit endearing and give some plausible deniability if the drug doesn't work quite how the player was imagining.
"Oh no, our characters aren't taking ecstasy! This is a fantasy drug called Unmandy!"
Do feel free to change the names in your own game.

Mind-Altering Substances: Gygaxian Democracy Edition table here.
If you make up more drugs for your game, definitely add them in.

The basic mechanics are meant to be simple enough to bolt onto any game. 
Drugwise, the upsides are meant to be useful enough to make getting high on a dungeon crawl a tempting proposition, and the downsides bad enough to make drug addiction a big deal for your characters.
You may notice some Fallout influence, and that some Narcosan drugs feature on the Rare Drugs part of the table. I'll be adding more over time, I'm sure!

Here's how it works.


  1. Take a drug and get its Upsides and Downsides for the Duration.
  2. If you're already on something and you take something else, also roll for Drug Miscibility
  3. At the end of a day in which you took drugs, check for Tolerance
  4. If you have a Tolerance to a drug and haven't taken it in the last 7 days, check for Withdrawal


Take a dose of a drug, and you're saddled with Upsides and Downsides for the drug's Duration.
Extra doses stack.

Sick. Smash a couple doses of Alterket and you're taking -2 damage per die from all sources and won't pass out from Pain, but you've got -2 AC, move 2 encumbrance levels slower, and the DM keeps track of your HP in secret.
Good for when you're about to run into a room of unfriendly looking cultists with 1d4 damage daggers. Bad for running away from the demon they just summoned.

Mixing Drugs

Mixing your drugs is a gamble at the best of times.

Any time you're on something and take something else, roll 1d6 on the Miscibility table for each category of drug currently in your system.
So if you're on a depressant and then take another depressant, roll once on the Depressant table.
If you're on a depressant and then take a stimulant, roll once on the Depressant table AND once on the Stimulant table.

For the DM - decide now whether you can be bothered to track what mixes with what. I probably won't bother (you never can be sure about the purity), but it might be cool to do it on a per-combination or even per-character basis.
Everyone knows that Notcoke goes great with a couple of pints of lager... right? Or so you think until your mate passes out on his bar stall and cracks his head on the way down.

Tolerance / Addiction

The main downside to drugs is, famously, addiction.
The true tragedy of drugs to the end user is, in fact, tolerance.
This mechanic is meant to model both at once.

Well I mean, the real tragedy is dying of an overdose, but I figure if you're a heroic player character who can eat a few sword thrusts to the face you're heroic enough to snort a line as long as your arm.
Take drugs and there's a chance you'll build up points of Tolerance.

At the end of each day, Save vs Poison per drug you took that day with the following modifiers:
  • +/- Tolerance modifier (see table)
  • +/- Wis modifier
  • +1 for each Tolerance point you already have with the drug.
  • -1 for each dose of the drug taken that day

Success, and you're fine. No change.
Failure, and you gain a Tolerance point with the drug.

Each point of Tolerance builds up Tolerance Effects.
Generally the Tolerance Effect is the opposite of what the drug does, or a downside that the drug will make irrelevant.
So not only do you have to take more of the stuff to get the same effect, you've also got to take a bit of it to take the edge off and act sorta-normally.

Damn. Your Alterket habit is catching up with you and you've gained an Alterket Tolerance point. You take +1 damage per die from all sources and take double penalties from Pain.
Good thing taking a dose of Alterket will equalise the first effect and nullify the other...

Kicking the Habit

So you're addicted to something and don't want to be addicted any more.
Or even worse, your stash ran out a couple of days ago and you're still stuck in this stupid dungeon!
What to do?
Whatever happens, it's going to suck.

The easiest thing to do is shift your addiction onto some other substance, hopefully something that it's easier for you to obtain and/or control.
The hardest thing to do is go cold turkey.

If you have Tolerance points in a drug, you've got to take it at least once a week or risk going into withdrawals.
If you haven't taken it in the last 7 days, Save vs Poison with the following modifiers:
  • +/- Wis modifier
  • -1 for each point of Tolerance you have with the drug
  • +1 for each point of Tolerance you have towards other drugs
Success, and you can remove a Tolerance point for the drug.
Failure, and you double the Tolerance Effects until you take the drug again.
If you get this result again, triple the Tolerance Effects until you take the drug again, and so on.

A bad Example to children

Jack is the party Fighter. He knows the next room is dangerous - full of ratmen at least. Ratmen like to set ambushes and to grapple you and bite you.
Luckily Jack's brought some Notcoke with him! Keeps you alert for ambushes and bumps up your melee skills. He carefully unpicks the little paper wrap, pretends to sneeze, and takes a couple of bumps off of the end of his dagger while he "blows his nose".
BOOM. It kicks in! He's PUMPED! +2 to Search and +2 to melee!

2 doses of Notcoke - Upside is +1 to Search and +1 to melee per dose.

The only downside is he's got to Save or do something risky and impulsive - he saves successfully, but they were planning to charge into the room anyway!
He boots down the door, sees the Ratmen dropping from their ambush position on the ceiling, and charges into GLORIOUS BATTLE!

2 doses of Notcoke - Downside is Save vs Paralyze or do something risky and impulsive with a -1 penalty to the save per dose.

That evening, Jack's regaling the people at the local tavern with his exploits. His teammates look at him with wide-eyed awe. "I can't believe you saw the ratman that jumped out behind me!" says the Wizard. "You were amazing, Jack!" says the Elf he's got a crush on.
He gets to bed and peels off his ratblood-soaked armour.
He has to check for Tolerance. He's got average Wisdom and Notcoke has a +0 Tolerance modifier, so he's just rolling a Save vs Poison at -2.
Shit, he failed.
Jack gains 1 Notcoke Tolerance point.

Check for Tolerance:
+0 for Notcoke's Tolerance modifier. 
+0 for average Wis. +0 for having no Tolerance to it. -2 for doses taken today.

The next day he wakes up feeling groggy. Weird. -1 to Search. -1 to melee. 
Entering the dungeon the next day, he feels like he's not up to his usual dungeonbashing standards. 
On the sly, he does a fat line of Notcoke to keep his head in the game. 4 doses means he's up to +3 Search and +3 melee! -4 to his Save vs recklessness of course, so he's charging in more often than before, but why hold back when you're this good?
Over the next few weeks he'll begin relying on it more and more to get him through the adventuring day, and need to take more and more of it to get to his normal baseline.

1 Notcoke Tolerance point. Effect: -1 to Search and -1 to melee per Tolerance point.
4 doses of Notcoke - Upside is +1 to Search and +1 to melee per dose.
4 doses of Notcoke - Downside is Save vs Paralyze or do something risky and impulsive with a -1 penalty to the save per dose.

- A few weeks later -

Jack's been smashing Notcoke every time he goes into a dungeon. He's not even bothering to hide it any more.
He's got 5 Notcoke Tolerance points at this point, meaning he starts the day at -5 to Search and -5 to Melee.
The rest of his party is worried about him, but the few times he's taken their suggestion of delving without taking it he's been a fucking liability.

5 Notcoke Tolerance points. Effect: -1 to Search and -1 to melee per Tolerance point.

Finally he's caught stealing drug money from the party coffers and enough's enough.
"No delving until you get clean" says the hot Elf. He'll do it for her.
After a week of feeling fucking terrible, it's time to check for Withdrawal.

He's got 5 Notcoke Tolerance, average Wisdom, and no other addictions. That's -5 to his save.
He rolls a Save vs Poison at -5. Against the odds, it's a success! He feels marginally less shit!
The next day he's got 4 Notcoke Tolerance! That's -4 to Search and -4 to melee.
If all goes well, he'll have kicked this in a month.

Check for Withdrawal: +0 for average Wisdom. -5 for 5 Notcoke Tolerance points. +0 for other addictions.
4 Notcoke Tolerance points. Effect: -1 to Search and -1 to melee per Tolerance point.

Another horrible week goes by. It's time to check for Withdrawal again.
Same again with a -4. This is getting easier!
Or so it seems.
He rolls a Save vs Poison at -4 and... fails. God fucking damn it, he needs some Notcoke.
All Tolerance effects are doubled - now he's at -8 to Search and -8 to melee.

Check for Withdrawal: +0 for average Wisdom. -4 for 4 Notcoke Tolerance points. +0 for other addictions.
Withdrawal - double Tolerance effects until you take the drug again.
4 Notcoke Tolerance points. Effect + Withdrawal: -2 to Search and -2 to melee per Tolerance point.

He's never felt this bad! 
And he knows, he knows, that if he just took one little bump it'd be enough to set him back up to -4 for everything. He'll still bad, but not this bad. Just one little bump to get him level, then he'll be back on the wagon.
Fuck it. While the rest of the party is out, he rifles through their stuff to find where they hid the last of his stash... and finds it.
Just a little bit left, but it's enough. A single dose, and he's no longer affected by Withdrawal! Phew! Even though he knows this could give him another Tolerance point and set him back a week, it was worth it.
Unfortunately he's still got a negative Search skill so he doesn't even notice when the Elf comes in early and sees the party's stuff scattered all over the floor as he snorts a little line.
She gasps, tears in her eyes, and he starts at the sound!
He fails his save against doing something impulsive! He approaches to kiss her! And she easily wrestles his -3 melee penalty arse out of the room and tells him never to come back.

1 dose of Notcoke - Upside is +1 to Search and +1 to melee per dose.
1 dose of Notcoke - Downside is Save vs Paralyze or do something risky and impulsive with a -1 penalty to the save per dose.
Withdrawal reset

4 Notcoke Tolerance points. Effect: -1 to Search and -1 to melee per Tolerance point.

Now Jack's on the street, no job and no money and a ruthless Notcoke addiction.
At the end of the day he'll be checking to see if that single dose gave him another Tolerance point, but until then he's got to find some way to scrounge money and survive.
Add him to the encounter table boys, he's an NPC now.
Requiem for a Dungeoncrawler.

Tips for Cooking Up Drugs

So you're a DM and want to add more drugs to the the game.
Here are some tips!

  • In general, modifiers for upsides, downsides and tolerance are +/-1. This is so people can take several doses in order to improve the effects, and so that tolerance effects build up fairly slowly.
  • If it's something that you don't think is that dangerous (like Otherpot), feel free to make the upside negate any amount of Tolerance Effect. In the case of Otherpot it only takes one dose to negate all the Tolerance Effect you've accrued.
  • If you want the addiction to be harder hitting (like Notcoke), make the Tolerance the exact opposite of the Upside without negating any of the Downside.
  • If you want to make an addict act a bit weird all the time even when they're on it (like Unmandy), have a Tolerance Effect that can't be negated by taking the drug. With Unmandy, you're on a -1 to reaction rolls per Tolerance point but you can still read intentions from facial expressions. You're still useful in the party's negotiations unless you're speaking directly to people.
  • Don't go overboard with the Tolerance modifier. Maximum of +4 for extremely addictive and -4 for non-addictive.
    Psychological addiction is like 80% of addiction, man. Hell, I once met someone who was addicted to nangs of all things.

Thursday, 9 February 2017

Books! aka Droppin' Lore aka Make Libraries Great Again

Historically valuable, gamewise worthless unless they're a spellbook (at least in my game).

So here's the basic idea.

Books and Such

I've got a big table of book topics, each topic with a hash code so I can say "You find Book #156 - The Nature of Heaven" and they can write down just Book #156 if they want.
Table of generic book subjects here.

Every hour of study, roll a die based on how many books on the subject you've got available to reference:

Roll it on the following table:

Then ask a question and I'll give an answer based on what you rolled.
And that's it!


For some time I had a limited number of uses per book (a la David Black or Vornheim), which has the unfortunate side effect of players ditching books when they run out of information juice.
Throw away books?! Not on my watch!

So instead books let you ask an unlimited number of questions on their topic, but it takes quite some time and you don't get many useful answers unless you have more books to reference.
This should hopefully encourage collecting books, hanging onto books, and maintaining a library. And it also means that finding the another book on the same topic is cause for happiness instead of indifference.
Each book takes up one encumbrance slot, so one of my hopes is that someone will hire a book-bearing retainer to porter relevant books around the dungeon for them.

You may notice that I haven't got anything in here in regards to the quality of a book's writing. This is intentional! I figure that book quality is abstracted, that way I don't need to worry about it. If one book's a light synopsis on the topic and the other's a long-winded rambling tome, you can use the one to inform the other.
If pressed, I can always say a really good quality book counts as two books or counts as a book on more than one subject. I probably won't, though.

The other thing I want to play around with is having, say, a frieze that counts as +1 book on a subject. So you find a frieze depicting the miracles of Jesus, and if you've got your Bible on you it counts as having a bonus book on the subject.
I've already got the National Library of Fortress-City Fate counting as a book on every topic, and that's made people become interested in it for the first time. Score!

Books for My World

Players: Please don't view this one. Is secret.
For everyone else: this actually turned out to be a good way for me to collate various lore garbage that may or may not ever be learnt by my players! Feel free to have a look, and use it as a basis for your own stuff.
Books of my world are here.
A side effect of giving the players quite a vague title/subject matter is that in some cases they'll have no idea what the book is even about until they spend a few hours "reading it" by asking questions.
If you've only got the title "Book #116 - Ur-Darghab, City of the Deeps" and one-word answers to your questions at best, it takes a bit of questioning to work out that this is a book about a Dwarf arcology city.

Tuesday, 31 January 2017

DM Shit: How I Use Skills

Skills were brought up fairly recently in the OSR Discord channel, specifically LotFP skills and specifically why/when/how to use them.
It's an interesting question!

So here's my personal take.

How I Think of Skills

- Adventurers are competent
- Skills are bullshit

So your average adventurer spends all their time doing adventure stuff, thinking about adventure things, being an adventure person. They've got not much else to do, really, .
If they have to sneak, they're sneaky.
If they have to climb, they're climby.
They know how to shoot an arrow, wield any weapon they pick up, how to use armour to deflect blows.
They can swim, read, climb up a rope, all that "normal" adventure stuff.
Basically, they're as competent as you want them to be.

This is reflected in LotFP by everyone having at least a 1-in-6 chance to succeed at any of the skills.
Every character knows the basic ideas behind climbing or tinkering or stealth or whatever.

But skills are bullshit. They let you do stuff nobody should be able to do.
Any adventurer could climb a wall, but only some could keep going when they get shot.
Any adventurer could pick a shitty lock, but only some could pick a good one.
Any adventurer could stay hidden, but only some could stay hidden when someone's looking right at you.

I only roll for skills when someone needs to do something above and beyond the capabilities of a competent person who has a good deal of familiarity with D&D-style adventure, whether that's doing things incredibly well or incredibly quickly.

A skill monkey geddit

Broad Strokes

Roll at point of contact
Or as Arnold puts it, roll just in time. Roll Stealth when you might be seen, not when you first fade into the shadows. Roll Tinkering when first operating your scratch-built invention, not while building it.

If anyone can do it, you do it better
Generally skills are either fairly open in their usage (Sleight of Hand) or they've got a specific usage (Sneak Attack).
The defined usage ones are fine, it's the open ones where I have to stop myself from calling for them whenever something's vaguely related.
Before asking for a skill check, ask yourself the following question - is there any reason they wouldn't just succeed?
If yes, cool! Ask for a skill check to complete the task!
If no, even better! Ask for a skill check to complete the task perfectly/quickly/stealthily/etc! Add a kicker, like "you Climb it easily, but if you pass Climb you can leave ropes to make everyone else's checks easier" or "you use the key on the door, but if you pass Sleight of Hand you do it swiftly without using an action and can keep running".

Don't plan for Specialists
Don't go into writing something with the assumption that there will be a Specialist in the party. That way when someone is a Specialist, they break the game and feel awesome.
"I'm putting a locked door here to give the Specialist something to do". Wrong.
"I'm putting a locked door here to keep people out, they'll have to smash it down". Right.
Oh shit you had a Specialist with Tinkering and you went through the door?! Fuck!
NB: This is how I approach all classes. Always assume nobody entering the dungeon will have special abilities, that way they always feel game-breaking special AND you don't hamstring your game because the Cleric didn't turn up tonight or nobody rolled a Specialist.

Avoid dicking over Specialists
In a similar vein, it's easy to get into the mindset where you feel you have to call for skill checks from a Specialist so they get some ROI on their skill choice.
Avoid this by asking the question the question above - is there any reason they wouldn't just succeed? Make it a roll for an extra good success if so.

No attribute checks
I used to do these, but skills and saves cover all situations better.
The issue is that attributes don't increase with level in this game, so a first level character with 12 Strength has the same chance of passing Strength checks at tenth level. Better to use skills and saves because they can be improved.
Anything not covered by a skill or a save is down to hashing out a ruling.

No bullshit difficulty levels
Late edition D&D loves giving different DCs for different lock types or for climbing walls of differing smoothness.
That's fucking boring. "DC 22 lock" has never been an interesting obstacle, and is blatantly there just to give ROI on skill choice. This ties into "Don't plan for Specialists" above. If you're putting a DC on a lock, you're planning for Specialists. Stop it.
If you want to make a lock impassable, just give a good reason and don't even roll for it. Non-euclidean mechanism requires a four dimensional key? Magical lock? Secret button? Just barred from the other side? Otherwise let them try with the flat skill check, no modifiers.
If they can't open an old lock, maybe they failed because the inside's rusted shut. If they manage to open a Dwarven Dragon Cylinder Mighty Mk VI Multilock, maybe they succeeded because someone left it on the latch.
Same with other skills of this sort. Tracking untrackable enemies? Just say they're untrackable and why. Climbing unclimbable walls? Say it's unclimbable and why.
I give modifiers for Languages a pass, because it's in the rules and get a bonus for high Int which sort of balances out.

Group checks
Hey you know those times when the guy who's good at picking locks fails, and so everyone else says "I'll give it a go!" and everyone rolls until someone picks the lock? Dumb.
Or when there's a group of people sneaking and the one Sneaky Guy fails while Clanky McClank in his plate armour manages to clatter out of sight? Dumb.
In any situation where everyone's trying to do the same thing, it's a group check. One person rolls, usually the most highly skilled, and everyone in the group uses that result. Roll a 1? Everyone succeeds! Roll a 4? Whoever has 4 or more succeeds!
If the master lockpicker can't pick the lock, nobody can.
If the Arcana expert can't identify that potion, nobody can.
If you've got two people with high Search, they could both spot the thing coming while the others don't.
The two people who have points in Stealth can stick to the shadows while their unskilled friends get seen.
This also removes the issue where a sufficiently large group of characters always has one or two people failing a skill check no matter what, making group Stealth a pointless endeavour. This way a group of unstealthy people will probably fail, but if they succeed then everyone succeeds together.
Bear in mind that I only call for a roll when it's above and beyond the ability of a competent character.
And again, I make an exception for Languages. It would be sillier to have a group check and everyone knows French now. Plus being one of the only people who can speak to the NPCs is part of the fun!

Also fuck that "no hiding in an empty corridor" thing, you do that movie clinging-to-the-ceiling-while-they-walk-under-you manoeuvre or throw a rock to distract them or pretend to be a lamp. 

Skills in Detail

Specific usage so I just use it for the exact things it's useful for. Identifying the sort of "generic" mystery magic stuff like potions, scrolls and wands, and casting spells from same.
Group Check: For Identification. Albeit I roll that in secret in case they misidentify it.
Why it's bullshit maxed out:
You know every potion in the world on sight and you can cast spells off any scroll even though you're no kind of wizard. Bullshit.

An interesting one because it's got specific uses but sounds like it should cover a wider range of things. Specifically, it's for hunting, not getting lost, and healing overnight if you've got nowhere to stay.
You'd imagine you could use it for things like tracking and identifying animal tracks and mushrooms and things, right? I actually just tell people those things without them needing to roll. You're a competent wilderness explorer.
Group Check: For getting lost. Rolled in secret.
Why it's bullshit maxed out: You can find food in any terrain and never get lost even in the deepest darkest jungle. Bullshit.

If you've got climbing stuff and as much time as you need, you just climb the wall. You're a competent wall climber.
I require a roll for climbing under stress, or for borderline-ridiculous climbing feats.
Climbing under stress is things like climbing at speed, climbing while under attack, climbing while encumbered, climbing without equipment etc etc
Climbing feats are things like firing a weapon while hanging off a ledge, or springing up a wall so quickly that you can still act when you reach the top, or climbing on a big monster. Crazy stuff that shouldn't work.
Note also that the price of failure for climbing is not always "you fall". Sometimes it's just "Ok it'll take a few rounds to climb back up, but if you roll Climb you can scamper up there in a single round" or "you've been going on about your climbing harness this whole time, if you fail you just waste your turn".
Group Check: When climbing in a group and under stress. Fairly rare.
Why it's bullshit maxed out: You can climb anything at speed without a harness or ropes or anything and can swing down a reverse overhang like it's nothing. Bullshit.

Easiest skill to explain. Roll whenever you hear or see a new language for the first time, if you succeed you've always known it. Penalties as per the rules.
Group Check: No.
Why it's bullshit maxed out: You know literally every language currently spoken, and many that haven't been spoken in thousands of years. Bullshit.

I use this differently to base LotFP, and will probably change the name to Surprise or Awareness or Sense Danger or something in the future.
I use Search as a just-in-time danger sense thing. So it's a counter-ambush skill (replacing Surprise chance) and a counter-trap skill (oh shit that thing just went click time to fall to my knees and roll).
A successful Search roll means you get a single action before everything goes down, so you could JUST throw yourself backwards away from the pit trap as it opens or dive into cover because you JUST saw the glint off the sniper lens before it fires.
Group Check: If a whole group gets ambushed or all walk into the fireball corridor together or whatever.
Why it's bullshit maxed out: It is impossible to sneak up on you and you sense every dangerous thing moments before it happens. Bullshit.

Sleight of Hand
In addition to the regular open stuff like picking pockets and palming objects without anyone noticing, I also have some specific uses for this skill. Specifically, it's to reload firearms quickly, to instantly retrieve items from your inventory, and to swap weapons in combat without a penalty.
Group Check: No.
Why it's bullshit maxed out: You have the right tool for the right job every time, and can steal man's glasses off his nose without him realising it was you. Bullshit.

Sneak Attack
Straightforward, destroys single targets, absolutely brutal.
Group Check: No
Why it's bullshit maxed out: Six times damage multiplier what the fuuuuck!!

Potential Alternate Sneak Attack:
I haven't tested this yet.
- Roll Sneak Attack when attacking from Surprise, and if successful get a bonus to hit equal to the value on the die. That's +1 if you succeed with a 1, all the way up to +6 if you succeed with a 6.
- If you hit with an attack from Surprise, multiply damage by your whole Sneak Attack score unless the target passes a Search check.
This means it's not completely useless to have points in Sneak Attack and not Stealth. If we assume you're competent enough to stay hidden in an ambush, it's the enemy's fault if they don't notice you. Plus since they only get a Search check if you actually attack, you can stay hidden and let them pass by without giving yourself away.
It also means all characters get some small benefit from their 1-in-6 Sneak Attack value.
Group Check: No
Why it's bullshit maxed out: +1 to +6 bonus to hit from ambush, PLUS six times damage multiplier! What the fuuuucccccckkkkkk!!!

In line with the "everyone is competent" idea, generally you only need to roll Stealth if you're pushing your luck somehow. Walking at those weirdly slow dungeon movement rates means you're going as quickly as possible while remaining stealthy and keeping an eye out for danger, but sneaking through a roomful of people or hiding from people who are looking for you requires a Stealth check.
That's the main use for Stealth.
The other is Combat Stealth. If you're flanking an enemy 5e-style (aka you and a buddy are in melee range of the same enemy) you can roll a Stealth check. On a success - that enemy can't target you on their turn if there are other targets available, and if you attack them next round it counts as attacking from Surprise.
Bear in mind you're not invisible, just elusive. You're rolling behind them or fading into the swirl of combat or even just faking them out. Randomly targeted effects and area attacks can still hit you.
Group Check: If sneaking in a group.
Why it's bullshit maxed out: You're so stealthy you can sneak through a cocktail party without being noticed by a single guest, and you can basically make enemies ignore you at will in combat. Bullshit.

Two big uses - locks and inventions.
Locks is obvious. Roll Tinkering and open the lock on success. A common group check because everyone's usually there together.
You're meant to use this for traps with exposed mechanisms, but I don't know if that comes up much. If there's a tripwire my players tend to step over it or set it off from a distance. Why risk a skill check when they could just player skill it?
Inventions is the fun one. This is my catch-all term for mechanical traps and the various ridiculous contrivances some players are wont to create. Snare? Grapnel gun? Chinese-style flamethrower?
Roll at point of use. Failure means it goes wrong in an entertaining fashion. If multiple people worked together to make it, it's a group check. Roll once and hope that someone's got enough Tinkering for it to work.
Group Check: Yes, for locks and inventions both.
Why it's bullshit maxed out: You can open any lock ever made AND you're a mad inventor of weird inventions that somehow just work? Bullshit.

The primary example of a skill that's useless until OH NO it's suddenly REALLY USEFUL.
Anyone can operate a boat under normal conditions. You're a competent sailor.
It's abnormal conditions that require Sailing checks. Rapids! Storms! Ship combat! All sorts of stuff is covered by Sailing. It's useless until you're in a boat, at which point it's useful for pretty much everything.
As long as you're on deck and unengaged by another activity you can be involved in group Sailing checks.
Group Check: Yes.
Why it's bullshit maxed out: You can pilot any vessel and survive through any storm? Bullshit.

Look ok, I added this skill mostly as a joke. Bards are stupid, and yet some players want to be Bards.
Originally just a shit way of making money on street corners, it's also a noisy way of getting +2 to Reaction Rolls.
But now there are magic instruments in my game which affect everyone who can hear them, unless you roll Music in which case you can choose who's affected. Bard instruments. This is who I am now.
Group Check: Nobody likes your band, man.
Why it's bullshit maxed out: Everyone likes your music and by busking you could earn up to 36 silver PER DAY! That's more than most people cost per day in the retainer list, so I guess that's pretty bullshit from their perspective.

First Aid
This is the non-magical healing skill and it's got defined uses so it's dead easy. Also, very good.
Out of combat - on a success you heal the target for the value of the die. So that's 1HP for succeeding on a 1, up to 6 for succeeding on a 6. Failing on a 6 deals one point of damage. This 1 point of damage has claimed three lives to date. I love it.
In combat it's maybe even more important with my Death & Dismemberment variant - on a success you remove a number of Death Dice equal to the value of the die. So remove 1 for success on a 1, all the way up to 6 for succeeding with a 6. As above, failing on a 6 deals 1 point of damage.
Group Check: No.
Why it's bullshit maxed out: You can heal people consistently, bring people back from the edge of death, and never even run out of healing juice like a Cleric would! Bullshit.

Wednesday, 11 January 2017

The Ten Foot Polemic Unified House Rule Document - 2017 Update

Jesus, it's been a year and a half since my last house rule update!
It's actually not changed that much since, they're in a really nice place and I'm pretty comfy using them now.
The only real changes involve switching up a few things that were a bit too fiddly to use consistently (like weapon breakage), adding excuses for stuff we were sort of doing anyway (like spell swapping), and adding the new subsystems I've added since (like poison).

Also in the time since I published the updated house rule doc it looks like people have uploaded it on a bunch of mirrors?!
I'll count that as a success.

My house rule page has been updated and the house rule document along with it.

New one here

Change log because that worked well last time:

Char Gen:

  • New! Added Religion, albeit the actual options are in a separate Religious Pamphlet which I just realised I still need to upload. Opens up Clerical options and makes religion more of a thing. Also, Cleric spell grid is a good at-a-glance guide to the different sects' attitudes towards one another.

Retroactive Backstory:

Combat Options:

  • Minor tweak - the defensive actions (spears vs enemies closing in, take cover, parry) can be declared in reaction to an attack by giving up your next action.
  • If you Aim you count as surprised. Tunnel vision's a real thing, I've got the paintball welts to prove it.
  • Removed Fighters/Elves/etc getting special combat manouevres. Gambits are more fun, and my Elves and Dwarves have weirder powers now.
  • Disengage and Opportunity Attacks swiped from 5th ed. Elegant solution to the stop-people-getting-through-the-front-lines problem without needing a grid. Opportunity attacks stop people from moving further if they hit, naturally.
  • Parry changed, I thiiiink these parry rules are from Delving Deeper. +4 to AC across the board, but with additional effects based on weapon size. Heavier weapons have a chance to disarm, lighter weapons have a chance to riposte.
    Obliquely favours high dexterity characters because they get an AC bonus, gives another layer of choice to size of weapon to those interested.
    Pretty cool. But needless to say, these extra effects only work on enemies with weapons.
  • Take Cover put down as an action rather than a passive thing, because I like the idea of diving into cover in response to gunfire.
    Plus it reminds people "oh yea I get an AC bonus from cover" which I often forget myself and means that firing at someone behind cover keeps their head down. Suppressing fire, yo.

Ranged Weapons:

  • Quietly shelved the Fighter firearm reload bonus. Nobody reloads in combat anyway.
  • Instead, successful Sleight of Hand halves reload time. Four round reload time if you've got good Dex and Sleight of Hand! Guns seem more of a Specialist weapon anyway.

Fall Damage:

  • Gygaxian original 1d6/10ft/10ft makes falls quickly deadly. Added a 10ft discount if it's a prepared fall, by way of compensation for this new deadly reality.
    Unwritten, but each 10ft counts as a separate attack for the purposes of Shields Shall Be Splintered and other damage-mitigation purposes like armour breakage. One time a guy jumped off a cliff and landed on his shield to survive like Captain America which was awesome but clearly absurd.

Death and Dismemberment:

  • Bleed now deals 1 damage per die at the end of the round, rather than simply increasing. This mostly because I always forgot to increase, and also because Bleed dice felt the least dangerous in play because you're not affected if nobody's hitting you.
    There's a special Bleed damage table here, which only makes sense as an addition to Courtney's table here. You'll notice most of the results end up with more Bleed, preserving the idea behind the previous bleed-builds-over-time mechanic.
    Conveniently this change ties in neatly to...
  • New Poison rules! Deadly over time without instant death, and allows me to give Ghouls stun poison and Spiders death poison and have it all be part of the same general system.
  • As stated in the Poison post, Delay Poison now makes you immune to the effects of poison for 24 hours. Hopefully you will have saved away all the poison by then. Neutralise Poison neutralises all poison dice.

Wear and Tear

  • Change to weapon notches - each notch reduces the damage of a weapon by one die size. This represents it getting battered and blunted and damaged over time. The more damaged the weapon, the less effective it is.
    This also mirrors armour which gives you -1 AC per notch.
    It's hard to get players to remember something that fucks them over if it's rarely engaged with, so this is an easy "oh no your sword's damaged in an obvious way because you're doing less damage" fix.
  • Willingly break your weapon to roll its original un-notched damage die. Your shitty rusty longsword gets a last 1d8 hurrah before bursting into fragments.
    Putting the choice to break a weapon in the hands of the players means they've got some more agency over it, and also means I don't have to think about it.
    Again, mirrors armour where it's the player's choice to actually break it. In that case breaking your armour reduces damage from an attack to 1. In both cases it's more worthwhile to break something that's heavily damaged and thus otherwise a bit useless.
  • Firearms use the England Upturn'd firearm mishap table in England Upturn'd when they take a notch. Because it's great. Replaces regular fumble table.

Class Tweaks

  • Clerics have 5 religious variants to choose from, each with a unique spell that acts differently depending on the religion of the target. Religion pamphlet here.
  • Spell swapping across all casting classes! Shock! Horror! Clerics had this already so other casters were not-so-subtly just casting whatever they wanted with their spell slots.
    I was going to yank 5e's spell slot system until I realised this is a good opportunity to use a favourite Last Gasp table I'd never been able to use before.
    Encourages bringing spellbooks into dungeons, penalises not thinking ahead, means the more situational or ridiculous spells like Speak With Dad are actually used.
    • Magic Users, Elves, Muscle Wizards - roll on the Cast the Bones table with a penalty equal to the sum of the spell levels being swapped.
      So swapping a level 1 spell for a level 1 spell is a -2 penalty.
      Swapping a level 5 spell for a level 2 spell is a -7 penalty.
      Sacrifice HP for a +1 bonus per point, because you're draining your own energy. I'd allow this even at 0HP and have it roll over to Death and Dismemberment.
    • Necromancers simply deal damage to themselves and everyone around them when swapping spells, equal to the sum of the spell levels being swapped.
      Swapping a level 1 spell for a level 1 spell is 2 damage.
      Swapping a level 5 spell for a level 2 spell is 7 damage.
      Heals undead though and damages all around, so I can see this being used tactically.
      Also rolls over onto Death and Dismemberment, likely the Cold Damage table.
  • New! Ratman class for the ability score impaired. Can't have any positive ability score modifiers, beloved of rats, actually surprisingly powerful at higher levels. 36 obedient rats at a time is nothing to sniff at!

Rune Magic

  • All direct damage glyphs do 1d6 damage, modified by vulnerability/resistance. Beams previously did 2d6, but it was complicated and also too good.
  • New scatter mechanic for firing beams from hands and shields and stuff - if you miss, roll the Warhammer Scatter Die (pictured below). A target means you miss safely and it just scorches up a wall or whatever. An arrow means it fires in that direction, hitting the first thing in its way.
    Using an Aim action beforehand means missed beams only ever miss safely.
    In-world explanation is that powering a glyph involves a brief moment of unconsciousness as your VERY SOUL is redirected to power it, which means accuracy is an issue with beams.

Turns out that was a longer list of tweaks than I thought!