My DnD Gaming Mechanics, Revised!!



Firstly.. Yay this is my 102 post of Role-playing goodness! Thank you to everyone who reads my rambling and has contributed advice, ideas, or just reading!

I figured for this post I would go back and update an older post. My Dungeons and Dragons Mechanics! Here is the original post.

These mechanics are a hodgepodge of things I’ve taken from a few sources, mostly DnD 4e, Savage Worlds, and 3.5/Pathfinder.

*It is important to note, I am not a big fan of 4e (this is just my opinion and not knocking on ANYONE who enjoys the game- to each their own), however many of the mechanics of the game I actually like quite a bit and, as such, have incorporated them into my Pathfinder game.
4E Mechanics-

• All characters initiative going up every even level. This makes sense to me. Adventures of level 12 still going at their original +2 (because they don’t have a great dex or imp initiative) just seems very non-epic to me.
o How do you update Monsters from 3.x to reflect the initiative boost? Simple, look at their challenge rating or level advancement, and ½ that. There is their new bonus to initiative. If they have a rapid strike or quick draw feat give em +2 initiative.
• I’ve kept healing surges, to lighten the load on the healers, but they only get 2 + CON Mod (min of +1) healing surges per day.
• Bloodied- I’ve kept bloodied, but when bloodied characters take -2 to all roles, showing that they are becoming fatigued.
• One thing that really annoyed me with 3.x is status effects. These effects are difficult to keep track of. “You are poisoned, feared, etc for 2d4 rounds.” I like 4e use of it goes on the whole encounter, but at the end of your turn, you get a save. I’m keeping that, but using 3.5 saving throws.
• Quick Draw feat gives an additional +2 to Initiative. I like this.
Savage Worlds
• We now reroll initiative every round rather than rolling at the beginning and then the number remains static throughout the encounter. My players constantly were getting frustrated when they would roll really bad in initiative and then sat through a whole combat at really low number when everyone else is going much higher. So I asked them if they would be interested in rerolling initiative each round and everyone agreed.
o In Savage Worlds you use a deck of playing cards and every round the card is collected and each player gets a new one. We did not like using cards because it takes time out of playing gathering them up, reshuffling (if a Joker is drawn) and then dealing them out. I use a d20 (I have to get the d20 involved in Savage Worlds SOMEHOW). A 19-20 is considered a Joker for the purpose of Wild Cards. Also rolling a 5 or below is a reroll for anyone with the quick edge. –End SW Mechanics-

Monster Mods-

One of the things that always got to me about many role-playing games is the length of combat. Something that many GM’s and players have struggled with. To me combat should be fast, furious, deadly (Almost sounds like a Savage Worlds plug here.. And I originally wrote this before I tried Savage Worlds.. heh) without the really striving for TPK. What I decided to do was create a style of “minion” or “mook,” for lack of a better term. They don’t have 1 HP, but can definitely be killed in 1 to 2 hits. To make them more of a threat, I give them a higher initiative, higher attack, and up their damage and saves. So if the creature has an axe that normally does 1d8 damage, I up it to 2 or 3 d8.

The next style of enemy has slightly higher HP and doesn’t do as much damage, but has some tricks up their sleeves that can make them just as nasty, but again, they can go down in 2-4 hits.
Then it goes to mini-boss and boss type creatures. These can be anything- A goblin king, a shambling mound, a chaos beast, or a lich. I look at what the MM says their abilities, stats, etc are, use those as a base, and up or lower damage stats and etc. Usually I do this on the fly and have gotten decently good at providing a challenge for my players.

Action Points-

I like Eberron’s rules for Action Points. You get 3+ your level and they add +#d6 (depending on level) to your attack, save, skill check, ability check rolls when you decided to use one. They come in handy, and allow the players to be exceptional. My players LOVE action points as it has saved their butts repeatedly and AP add an epic cinematic feel to the game.

An Extra Action-

One thing that I hardly see players take advantage of is Blocking or Deflecting a melee attack, grappling (sometimes), or sundering a weapon. Why? I think that this is due to DnD being a battle of HP attrition. Players do not want to sacrifice their attack to try to block or sunder, etc, because they WANT to hit the baddie first and whittle Its HP before It can whittle down theirs.

In my original post I had come up with the concept of Fencing Points, and while it was fun I felt it just added another layer of bookkeeping for the players. Not something I really want.
So I came up with the idea that each player gets an additional action that can be used at any point during the round to be used as a block, deflect, sunder, or grapple. To make the game more epic feeling I’ve also added that it can count as an additional melee attack at the characters base attack bonus. They cannot move to the target, It must be within striking (or ranged- bow or crossbow or throwing) distance.

Simple, not much to keep track of, save the player has to remember to USE it before initiative is rolled otherwise it is lost.
Alright.. So this is my new updated mechanics.
I dropped using 4e powers for my characters, again because it was more record keeping and we found that my players were forgetting to use them, or in all honesty, just “meh” about using it.

Feel free to comment and/or offer feed back on these, just no trolling please. Feel free to borrow or use any of this.
Again, thanks for reading!!

Creating a Homebrew Part 1

The Realm of Chaos

The Bubbling and Brewing

Last week I mentioned that for my upcoming (in the distant future after we finish the current one and we play some Clockworks) DnD game I wanted to do a homebrew world, since it has been quite some time since I have done one.

So I’ve set out to examine what has been really interesting me lately and what I would want to through into the world. I’ve been taking a class this semester on History of the Holocaust and really wanted to draw quite a bit from that.

This is a rough draft of ideas I came up with. I’m debating on how I want to handle religions for the “normal” races. I definitely want some form of Chaos god that they all believe in, but I also want maybe one god to each race that would be from their ancestors, a glimpse into their past.

The evil Totalitarian Githyanki.. Bum Bum Bum


Homebrew Fantasy Campaign
(After Machinations of the Old Sage)

Points

• Shall take place in the Eternal Realm of Chaos
• Use Sundered Skies continents (SW) as a guide. For those unfamiliar with the setting the continents are floating in a vortex of space and travel is done by airship.
• There will be 5 island continents and several smaller islands.
• The Githyanki are an aggressive nation that is committing genocide and aggression against the Githzerai, a peaceful monk race of scholars. Anyone who helps them finds themselves an enemy of the state.
• The group is going to be part of a resistance movement against the established Githyanki government.
• Magic is drawn from the realm of Chaos. Chaos Templar will be the Jedi Class and is something that the Githzerai can pass down. Use of both light side and dark side powers will be allowed. However dark side points will be accumulated. When 10 points have been accumulated a save must be made DC 20. Roll is 1d20 + ½ lvl (minimum of 1). Failure for that day means cannot use ANY Force Powers for that day. Dark side points are cleared through meditation. An hour of meditation every morning. Will check must be made DC Dark side points x2. Success purges 1 point. Tapping into chaos comes with a price. The Chaos Templar also bonds with a weapon melee. Forming the bond takes 24 hour of prayer. This gives the weapon a +2 bonus. If the weapon is destroyed, the Templar cannot bond with another weapon for one month and suffers a -2 to all attack rolls till a new bond is formed.
• Religions-
o Githyanki believe in an Old God, Tulmorfusian, that powers Chaos. They believe that they are the supreme beings chosen by the Old God.
o Githzerai believe in finding harmony within Chaos, and strive to find perfection of body and mind within the realm. The Chaos Templar whom can both tap into chaos and find peace within it is an honored and supreme being.
o Humans- ?
o Dwarves- ?
o Elves- ?
o Half-Orcs- ?
o Gnomes- ?

The peaceful and persecuted Githzerai...



This is it thus far. I shall, as I get more ideas, pop them up on the blog for everyone to give feedback from.

Clockworks Hits 50!

Clockworks webcomic just hit its 50th strip today! I really recommend following along with this awesome comic! It is based on a homebrew Steampunk Game by Shawn Gaston!

I’ve recently started playtesting his setting! Thus far, it has been loads o’ fun! Poke around on my blog, you’ll find previous entries that deal with our playtest!

Clockworks Play-test! The Gentleman Caller Recap

Warning- This contains spoilers of the Gentleman Caller adventure, by Shawn Gaston. Although I will try to keep them to a minimum if possible.

For Chargen- Part 1 and Part 2.

Players-
Angie- Jane Goodwin (human/elementalist)
Elmer- Orson Vastol Duran (human)
Drew- Cid Evenblood (human)
John- Noah Walker- (Faeblooded)
Liam- Jean-Claude “Bloody Bones” Zeeman (faeblooded “elf”/wannabe vampire)

Sunday my group and I got to play our first Clockworks session and it went very well.

For this post I will just do highlights or show where things deviated from the module format.

The groups flew through most of the adventure without any hang ups. The only deviations during the investigation part of the adventure was instead of going to a library the group went to the 9th level State Police Station to look at the archives of previous victims.

I had to make a quick decision here because the library aspect of the adventure has a way for the group to find out about the Urban Legend of the Gentleman Caller. I did not want to have to take time having the group go to the library for just this. I decided that if the a member of the group rolled two raises on investigation, they would discover a report that described the urban legend in brief detail, that it was mentioned on some level by the previous victims, either in poem, or in a quote by someone the victim had known.

This worked very well to get the GC info to my group.

A Hunting We Shall Go

When the group got to the 2nd level of Clorencia City, now hunting the GC, they ran into the Faeblooded Gang who was threatening violence if they did not receive a sum of money.

(Enter Side Note- I have decided to move away from actual money. Instead I have a wealth skill. In my DnD game it is 1d20 plus ½ your level to show your character getting more wealthy as they become more heroic. In my Savage Worlds game it is a skill that can be purchased. If you do not have it, it is treated like any untrained skill 1d4-2, and shows that you are poor or have a hard time controlling your finances.)

Elmer’s character, is very wealthy, rolled a wealth check and succeeded pretty well. He offered 600 marks if they gangers would offer any info on the GC urban legend. The gangers blanched and became nervous. They divulged that they know where he lives and that no one goes there.. Suddenly it dawns on the party.. Oh shit.. He’s real.

The gang is asked if they would show the group where he lives. They said they would take them half way, and no further. This did a good job of scaring my players. What the hell could have 15 fully armed gangers so frightened.

The group continued after the gangers left them behind and discovered the school where the GC lurked.

The group decided it would be foolish to go into the beings lair and decided to recite the poem outside in the open. Props to them.

Liam bit the bullet… after we made fun of him- he’s a big brawny Faeblooded and he kept trying to instigate plans of action that would lead to conflict, but when it came time to throw down, he always suggested someone else take the risk.. So we made fun of him.. he finally stepped up to bat.

Suddenly Liam’s character feels an arrow fly by his ears as Angie shot at him, a near miss. (I had the GC use his puppet power on her). Then suddenly the GC appeared behind Liam and took a swing at him with his large jagged knife.

The fight went pretty quick and reintroduced the deadliness of Savage Worlds combat to my players.

The fight ended, after my spending all my bennies to soak, with the culmination of two claw swipes by Liam and Elmer’s bodyguard opening up a world o’ pain with a shotgun blast to the chest.

We had to end it here since it was 10pm. When we start next session I will wrap up the adventure, and we shall continue on with the next adventure.

Some Quick Funny Moments

When group was a the school questioning Allia’s friends about any pertinent info, Liam’s character, who now apparently has a phobia or something for blossoming young women, crouched and hid in the corner away from them… I think we all learned something about Liam’s psyche last night.

John used his weird science skill to create a PKE (Ghostbusters) meter to sniff out weird science or elementalists. It had the snout of a dog on the end and a meter that went left for weird science and right for elementalists. The more powerful, the further along the needle tipped. The nose made loud sniffing noises (we joked that using this will negate sneaking around).

When the group was at the victims house looking around John decided to break out his sniffer and examine the room. Suddenly the needle started pointing towards elementalist.

Angie’s character got nervous since she is hiding that she is a water elementalist.

Angie: Umm.. Hm… I.. I wonder what if there are any clues in the other rooms!

She quickly exits and the needle goes directly to zero

John: (Looks at the door Angie left through) I have a theory.

It was a great session and we had a lot of fun. My compliments to Shawn for crafting a great module. I’m now looking forward to crafting my own adventures now!

Help With Building a Homebrew World

The secret to Homebrew

I have mentioned in previous posts that I am wrapping up my current DnD campaign. The group still has four of the Five Blades to hunt down, but then the campaign which has been going on for a year now.

We are also starting our play-test of Clockworks, a steampunk campaign setting by Shawn Gaston. My groups chargen creation posts are here and here.

Anyways.. The Point

I was planning on running a 3.5/Pathfinder game after we take a small break from DnD and focus on the clockworks steampunk game. I was planning on running the game in Eberron since I love that setting, but I have been running games in Eberron since it first came out for 3.5.

I’m really considering doing a homebrew world, but in all honesty I am very rusty on doing a homebrew AND when I used to do nothing but homebrew worlds I would create TONS of information and towns and etc for it, and the players would never see it.. I understand that is part of the risk of homebrewing, but I don’t have a copious amount of free time… I’m also interested in doing some group world creation.

This is a Call to all the Cows

I’m interested in how you come up with your homebrew world? What are you secrets/advice on doing homebrew? What do you view as important and pertinent info and what is superfluous and be negated. How do you handle, if you do so, group world creation?

Thanks for the help!

Clockworks Playtest- Chargen! Part Two

For Part One, click here.

After my players got done with the things that needed to be on paper and solidifying their Clockworks characters personality and concept it was time to discuss HOW and WHY they each knew one another.

Even though I am a 3.5/Pathfinder player usually, I did buy the DMG 2 (4e) because I heard quite a bit of positive feedback for it. I did a review of it from a 3.5 DM perspective, part 1 and part 2. The first chapter, done by the amazing Robin D. Laws, talks about the concept of group character/party generation and having each player have a tie-in with someone else.

I really wanted to give that idea a try, since usually I allow my players to be whatever the hell they want, within reason, and then something brings them together. With this campaign I didn’t want to rely on “divine prophecy/intervention, a “Johnson” giving them various jobs that bound them together, etc.

I had already decided to run the Gentleman Caller, a Clockworks adventure module. I like the way it flows, and whatnot. I’m leaving out info on it here so as not to spoil it for my players and other potential people. Needless-to-say, I like it.

Solidifying the Concept

I told my players that they will be employees of the Department of Unusual Biology at the Colrencian University. The idea I have for this campaign is an X-Files kind of feel where they are trying to prove/disprove different “species” of creatures. At least in the beginning.. MWA HA HA.. Sorry.

Solidifying the Party

Each member of the party was to create a link with another in the group. Everyone sat in silence.

ME: Alright.. How about we go around the room, you describe what kind of character you are, personality, etc, but you don’t have to give anything away.. When we are done with that, you can work out, through discussion, who you know here and why.

I won’t go through a play by play of the discussion of each person, and in the first part of the post you can read the concept of each of the players, I will say though, I was really happy with my players creative juices flowing freely.

In the end the group tie-ins look something like this:

Angie and Drew

Angie’s character goes out in the field looking for a link that would show that Faeblooded are the next link in evolution of man. Drew accompanies her in the field trying to garner info that will help him, unbeknownst to her, achieve his goal of saving “undesireables” and bringing down the DoUB.

Omar and Elmer

Omar, being a bounty hunter and hit man (and breaker of my toilet without telling anyone that he clogged it up and lets someone else discover the horror that lurks within the bowl.. sorry.. Had to get that out.) was hired at some point by Elmer’s father, most likely for several jobs, now is on retainer for Elmer in case he is ever needed. Elmer has used his money and influence to get him a job at the DoUB so he can remain close.

Liam and John

After the accident that John’s character caused, he now works in the basement of the DoUB as maintenance man. There he also gets to tinker with left over parts and etc on inventions and devices of his own. Liam has gotten to know John, a fellow Faeblooded, and aides him in his tinkering and maintenance. Liam uses his info from DoUB and John to aid him in trying to gain equality for Faeblodded throughout the Great Republic.

So there you be….. My group ready to rock come December 6th, 2009 on our first official Clockworks session.

A Character Creation Questionnaire.

I’m posting this after a comment from Anarkeith. This is a questionnaire that I gave to my players in my current DnD 3.5/Pathfinder game.

Feel free to use it, comment on it, or whatever.

Character Creation Questions

1) What is your characters name?
2) What does your character look like? (Age, height, weight, eye color, hair color, what kind of clothing does your character usually wear? What do they wear when unarmored?
3) What do you see as your future goals? Both long term and short term.
4) What do you think is the best thing about you?
5) What is your biggest weakness?
6) What is your greatest strength?
7) What is the most enjoyable thing you remember doing? What is the most significant thing you remember doing?
8 ) How do you feel about your group members thus far? Are you paranoid, or weary about any of them? Do you respect any of them? Why?
9) What would you like to know about each one of your party members (ie- how they got a scar? Have they ever been in battle? Have they ever lost someone they loved?)
10) What makes you most excited?
11) What do you enjoy the least?
12) What do you fear the most?
13) Why do you think you’re here?
14) Tell me about your past, where you’re from, your family, notable accomplishments or failures, any significant other relationships or jobs.
15) There’s a dangerous creature approaching your group quickly, you _______________________________________________
16) A quote that personifies you the essence of your character.
17) What is your worst memory?
18) What is your best memory?
19) How do you feel about the other “playable” races (dwarves, elves, gnomes, humans, half-orcs, half-elves)?
20) If you feel strongly, positive or negative, towards a race, why?
21) Have you ever been in love? Are you still?
22) Are you married? If so where is your significant other?
23) What would you do if you lost that person?
24) List 5 of your favorites (ie- color, food, drink, animal, past time, skill, etc.).
25) Out of character- What is something you would like to see your character do? Something that would happen to them?
26) Create an edge for your character.
27) Create a flaw for your character.

Clockworks Playtest- Chargen!

First little bit of info here.

Yesterday my role-playing groud and I took our first steps towards our play testing of Clockworks, the Steampunk setting by Shawn Gaston using the Savage World rules.

Sadly we actually didn’t get to run Gentleman Caller yesterday (to my players- don’t read this or I will hang you by your feet and cause you great amounts of pain and suffering), but we had so much fun with Savage Worlds chargen and coming up with Clockworks characters and how they will all fit together. Also it is important to note that I had to explain the world of Vheld to them, the workings of what their characters would know, explain where they would be, what they were doing and etc.

The Birth of a Party

After explaining the world and some of the history of the Great Republic, I told my players that they are employees of the Department of Unnatural Biology and that their characters need to reflect that in some way or go along with that theme.

I also explained that we were going to be doing group chargen, so everyone will need to know one of the other characters somehow. I wanted to use this tactic to form a bond right from the beginning.

I said that there were only two people were allowed to be Faeblooded, and one Elementalist and one Weird Scientist. All choices were gobbled up by the players quickly!

Players

• Omar
• Angie
• Drew
• John
• Liam
• Elmer- new to our role-playing group but long time friend of Omar!
• Kinal- she wasn’t able to make the session so her and I will have to get together soon and make her character.

Now I will let my players speak for themselves and their characters

Omar- “Rapiduro” Dominic Delavego (human)

Physical Description: Tall and slim. Green Eyes. Slightyy darker tan and hair tied in a braided ponytail.

Rapiduro is a slim, tall, and extremely handsome looking man. A bounty hunter by profession, Rapiduro is well known for his efficiency at catching, not only wanted criminals for steady income, but also entertaining hired work from private clients who desire a stroke of “bad luck” on persons of their choosing. Although very good at his work, he is severely arrogant and stubborn, always thinking he is the best at what he does and never wanting to admit he is ever wrong.

Quirk: Rapiduro cringes of the very thought that there might actually exist, although unlikely, a person that would dare scratch his beautiful, flawless face. Due to this fear he wears a white mask that simply has small slits for his eyes and slim red vertical diamond shaped marks on the mask. He only wears it when he is on a job, and he is compelled to ALWAYS wear it.

______

Angie- Jane Goodwin (human/elementalist)

Physical Description: 5’3”, 120 lbs, Green eyes and auburn hair.

Zoologist at the university. Young faculty member. Jane is thoughtful and bright. She is strongly convinced that a creature representing the evolutionary link between primates and faeblooded exists and she is devoting her life towards proving her theory. She is strongly curious and quite adept at adventuring in the field but has an irrational phobia of squirrels.

______

Drew- Cid Evenblood (human)

Physical Description: 5’11”, 200 lbs. Brown hair, blue eyes, and wears a monocle in right eye.

Cid is a member of the U.L.F. (undesireable Liberation Front), and is secretly trying to bring down the department of Unnatural Biology in an attempt to save faeblooded and other such “undesireables.”

______

John- Noah Walker- (Faeblooded)

Physical Description- 5’10”, 175 lbs. Looks human for the most part except skin always looks like it has a bad sunburn and eyes are yellow and animalistic.

Noah is a bit cocky. Growing up he was always a little ahead of the curve when learning new things. Being Faeblooded, the other children treated him badly, so he always felt he had something to prove.

Once he got into “weird science” he became uncontrollable until he caused an accident in which many people were injured. Sometimes people will still recognize him from that day. This event caused him to slow down and actually think about his actions and tinkering.

______

Liam- Jean-Claude “Bloody Bones” Zeeman (faeblooded “elf”/wannabe vampire)

Physical Description: 6’2”, 185 lbs. Golden hair and pale blue eyes.

J.C. was abandoned by his parents as a child for being faeblooded. Struggled to survive and developed a mean demeanor and physical prowess.

J.C. strives to obtain equal rights for all Faeblooded and will rush to the defense of any of his brethren, no matter the odds.

______

Elmer- Orson Vastol Duran (human)

Physical Description: A tall handsome fellow with bright eyes and a casual manner that belies his noble appearance.

Concept: Rich heir of a newspaper industry.

A spoiled, obnoxious, but rather intelligent young man forced around from university to university in an attempt to properly educate him and restrain his adventuring spirit. His family is home to some dark secrets and truly dirty deals of which he wants little to do with. In fact, he’s given little thoughts to his inheritance except that it funds his excursions and that his brother would be glad to be rid of him.

His bodyguard, Michael, is only the latest in a surprisingly long line of loyal servants.

______

So now you know the party members! Tomorrow I will go over each of their connections and how the campaign will begin. We plan to kick off, with our first actual play session of Clockworks on Sunday, 12/6/09!

Getting to Playtest Clockworks!!

Designed and Owned by Shawn Gaston

So a few weeks ago I asked Shawn to do a guest post on his influences on his steampunk webcomic based on his own homebrew game using Savage Worlds. He agreed, and it was a really good article.

As I had posted awhile back I was looking for a good Steampunk setting and many people had commented and left good idea. In the end, wanting to use the Savage Worlds system I decided to go with Deadlands…

Sadly there was much I personally didn’t like about the Deadlands setting once I got into the GM (Marshal’s) section. Without giving much away I felt as though the description of why our world ended up the way it did was pretty much tantamount to Willie Coyote going totally evil and creating an evil Acme factory that spits out weird evil creatures who’s single purpose was to generate fear.. Spppooooookkkyyy…

I liked everything before that. So maybe someday I’ll homebrew it to my liking… But not right now..

So I’ve been reading Shawn’s comic for a while and I’ve poured through his wiki and I found myself totally intrigued by his world and wanted to explore it in more detail.

I sent Shawn an email asking if he had more info I could use info from Clockworks and run a game set in his world. He politely told me that he did have stuff, but that he was keeping it close to the chest since he is planning on getting the setting published in the near future (something to look forward to at Gen Con ’11!!).

However…

Shawn mentioned that he wanted to have some people play test the world and system to see how it worked and etc. So he asked if I and my players were interested.. HELLZ YEAH!

So after signing a Non-Disclosure Agreement (NDA), I was sent all the info from the game. I can’t wait till Sunday to run our first session!

I should mention that Shawn is being really cool and allowing me to do session recap blog posts as long as it doesn’t divulge any information about the actual setting. He is also allowing me shy away from canon if I so desire since it is my own homebrew campaign. I appreciate this gesture since it will allow me freedom where things might not be concrete in his rules/setting.

I want to give a hearty thank you to Shawn for giving my players and I the privilege and opportunity to be the first to play test this!

I will be posting a session recap on Monday 11/23/09! Keep an eye peeled!

Here are some different recaps for Savage Worlds and etc. Many of these are older posts by myself, but they have TONS of links for Savage Worlds and Steampunk references, just in case you are curious:

Dude You Gotta Try Savage Worlds
Steampunk Gone Savage
More Steampunkyness

Having Fun With Curses!

In a recent post ChattyDM talks about how one of his players CHOSE to take a cursed item, and it jogged my brain about all the fun that I’ve had with curses in my games. No, not just the fun I have from being the mean nasty man behind the screen laughing maniacally at a player’s expense and intense suffering… MWA HA HA *cough* Anyways…

Curses are the bane of many a player’s existence because largely they end up messing up their abilities in combat and/or attributes. I can’t tell you how many times in a game I’ve played in that I sat out a whole combat, bored, because I kept failing a savings throw and was immobile or whatever.

It’s either that or it is a hat that cannot be taken off, except for a high level dispel by a cleric, that gives the wearer a -6 to some stat (and some DM’s target that characters most important stat just to be a dick), thus rendering that character very ineffective in their “nitch” situation.

So Let’s Make Curses Fun!

Fun? Scha, right.. And monkey’s might fly outta my butt (sorry, just got done watching Wayne’s World recently.. Had to get that out)…

So looking at Chatty’s example of cursed armor that does not impede on combat or give a negative stat modifier, just a lisp that makes for some good and silly role-playing!

In one campaign I created a curse that afflicted a player with some fun randomness. Every so often I would have the player roll a will save, if he failed I would roll a d100 and apply the effect to him

• Act normally
• Run around squawking and flapping arms like a chicken.
• Jibber like an idiot.
• Speak in a language unknown to character.
• Lay on the ground motionless.
• Be open to suggestion (this one was fun once my other players realized what this meant).
• Ect.

None of these really affected combat and actually, usually, made it more entertaining when the big bad warrior suddenly started running around clubbing baddies while acting like a chicken.

What about you? You have any fun curse stories or ideas?