Monthly Archives: July 2012

I Actually Really Dig Damage by Class

Yesterday I posted my version of Trent B’s Hack.

In Trent’s hack everyone does a d6 damage and Fighters do a d8 and I adopted that into my hack, with slight alterations: Fighters d8, Cleric and Druid d6, Sorcerer d4 (except quarterstaff d6).

Trent has his own rules for dual wielding and 2h weapons, but I have it as roll two die and take the highest of the two for 2h weapons and dual wielding either gives you +2 AC or +2 attack, your choice.  You need a min of 13 in strength and dexterity respectively to use these options.

Let’s cut out the fat and look at this as a rule as written:

Damage:

Fighters d8, clerics and druids d6, sorcerers d4 (except d6 with quarterstaff)

Dual wield (min 13 dex)- +2 AC or +2 Attack.

Two handed weapons (min 13 str)- roll two of damage die type, take highest of the two.

Ranged Weapons- Bows/slings- move and fire (35 yards).  Crossbows +2 hit/dmg- 1 round immobile to load.

Boom!  That’s it!

What I like about these rules is their utter simplicity.  It keeps the fighter on top for weapon damage (where they should be), there is no convoluted charts and tables for various weapons, and due to that there is no need to create a shit ton of rules to regulate who/what can use these weapons.

If you have someone who wants to play a spiked chain wielding sorcerer, awesome!  He does a d4 damage with it due to lack of training with various weapons, but he can still feel cool (and like a badass) by going into the fray with a big spiked fucking chain.

Other games I’ve seen that have weapons doing a variety of damages A) have HUGE tables of weapon choices with tons of stats, etc (see below); B) rules of attribute requirements for many of them to keep various classes from using them; C) The need to justify why a weapon does the damage that it does.  Why does a Great Axe do 1d12 and a Great Sword do 2d6 damage?  Why does a long spear do 1d10 damage?; D) And/or an edges/feats system that require a character to dump rewards into so as to gain the use of a weapon type.

Think of 3.x/Pathfinder- to use a Spike Chain you have to take the feat Exotic Weapon Proficiency (Spiked Chain) to use it (and it doesn’t even do that much damage unless you also take feats to let you fight with two weapons at once without suffering massive modifiers).

I am NOT knocking the variety weapon damage system that many games use (also classless games would be difficult to nail down damage without a variety weapon system).  I’m just stating that I’m really digging weapon damage by class and the reasons why…

Again lets look at this:

Damage:

Fighters d8, clerics and druids d6, sorcerers d4 (except d6 with quarterstaff)

Dual wield (min 13 dex)- +2 AC or +2 Attack.

Two handed weapons (min 13 str)- roll two of damage die type, take highest of the two.

Ranged Weapons- Bows/slings- move and fire (35 yards).  Crossbows +2 hit/dmg- 1 round immobile to load.

VS

Weapons (This is from Pathfinder RPG that I put into my other Hack)

Weapon

Cost

Dmg (S)

Dmg (M)

Dmg (L)

Range

Type

Special

Unarmed Weapons

Unarmed

1d2

1d3

1d4

B

Nonleathal

Gauntlets

2gp

1d2

1d3

1d4

B

Light Melee Weapons

Axe, Throwing

8gp

1d4

1d6

1d8

10ft

S

Dagger

2gp

1d3

1d4

1d6

10ft

P & S

Dagger, Punching

2gp

1d3

1d4

1d6

P

Gauntlet, Spiked

5gp

1d3

1d4

1d6

P

Hammer, Light

1gp

1d3

1d4

1d6

20ft

B

Handaxe

6gp

1d4

1d6

1d8

S

Mace, Light

5gp

1d4

1d6

1d8

B

Sickle

6gp

1d4

1d6

1d8

S

Trip

Starknife

24gp

1d3

1d4

1d6

20ft

P

Sword, Short

10gp

1d4

1d6

1d8

P & S

Weapon

Cost

Dmg (S)

Dmg (M)

Dmg (L)

Range

Type

Special

One-Handed Melee Weapons

Battleaxe

10gp

1d6

1d8

1d10

S

Club

1d4

1d6

1d8

10ft

B

Flail

8gp

1d6

1d8

1d10

B

Disarm and Trip

Longsword

15gp

1d6

1d8

1d10

S

Mace, Heavy

12gp

1d6

1d8

1d10

B

Morningstar

8gp

1d6

1d8

1d10

B & P

Scimitar

15gp

1d4

1d6

1d8

S

Shortspear

1gp

1d4

1d6

1d8

20 ft

P

Sword, Bastard

35gp

1d8

1d10

1d12

S

Trident

15gp

1d6

1d8

1d10

10ft

P

Brace

Warhammer

12gp

1d6

1d8

1d10

B

Whip

1gp

1d2

1d3

1d4

S

Disarm, Nonleathal, Reach, Trip

Weapon

Cost

Dmg (S)

Dmg (M)

Dmg (L)

Range

Type

Special

Two-Handed Melee Weapons

Chain, Spiked

25gp

1d6

2d4

1d10

P

Disarm and Trip

Falchion

50gp

1d6

2d4

2d6

S

Flail, Heavy

15gp

1d8

1d10

1d12

B

Disarm and Trip

Glaive

8gp

1d8

1d10

1d12

S

Reach

Greataxe

20gp

1d10

1d12

2d6

S

Greatclub

5gp

1d8

1d10

1d12

B

Greatsword

50gp

1d10

2d6

2d8

S

Halberd

10gp

1d8

1d10

1d12

P & S

Brace and Trip

Lance

10gp

1d6

1d8

1d10

P

Mounted Only

Longspear

5gp

1d6

1d8

1d10

P

Brace and Reach

Quarterstaff

1d4

1d6

1d8

B

Double

Scythe

18gp

1d6

2d4

1d10

P & S

Trip

Spear

2gp

1d6

1d8

1d10

20ft

P

Brace

Weapon

Cost

Dmg (S)

Dmg (M)

Dmg (L)

Range

Type

Special

Ranged Weapons

Blowgun

2gp

1

1d2

1d3

20ft

P

ROF- 2

Darts (10)

5sp

Bolas

5gp

1d3

1d4

1d6

10ft

B

Nonleathal and Trip

Crossbow, Hand

100gp

1d3

1d4

1d6

30ft

P

Bolts (10)

1gp

Crossbow, Heavy

50gp

1d8

1d10

1d12

120ft

P

ROF- ½

Bolts (10)

1gp

Crossbow, Light

35gp

1d6

1d8

1d10

80ft

P

Bolts (10)

1gp

Dart

5sp

1d2

1d3

1d4

20ft

P

ROF- 3

Javelin

1gp

1d4

1d6

1d8

30ft

P

Longbow

75gp

1d6

1d8

1d10

100ft

P

Arrows (20)

1gp

Longbow, Comp

100gp

1d6

1d8

1d10

110ft

P

Strength (Min 14)

Arrows (20)

1gp

Net

20gp

10ft

Tangle

Shortbow

30gp

1d4

1d6

1d8

60ft

P

Arrows (20)

1gp

Shortbow, Comp

75gp

1d4

1d6

1d8

70ft

P

Strength (Min 12)

Arrows (20)

1gp

Sling

1d3

1d4

1d6

50ft

B

Bullets (10)

1sp

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The Hack That I Hacked and Said Hack Alot With Changes/Revisions

Here’s the new version: Hack of Trent B’s Hack Rules

Last week I did a post showing my hack (old version) of Trent B’s own awesome hack.  Later that week I posted another project I knocked down last week, the Concise Spell List for ANY version of D&D.

After I got done with that I looked back through my version of Trent’s hack and decided that A) I wanted to include this in the document; B) Since I went to all this damned trouble for the spells I should create a druid class and put the spell casting version of Cleric back in; C) Add more of my rules from my OTHER hack; and D) while I dig my version of the Summoning Spell inspired by Lamentations of the Flame Princess I needed to nix it in lieu of keeping with the concise spell list mantra (and I do have a really simplified version of that spell in the list).

The one thing I’m very happy about with this document is that you have a fully playable version of Dungeons and Dragons in 15 pages (8 if you print double sided) that has depth and robust to handle different OSR styles of play.

The options I created for Fighter make it so there is enough variation that if several people play one it can still be unique.  Mix that with the three casting classes and you’re good to go.

I plan to do some another document with a few new races and classes (for fun) that I’ll put up later.  Enjoy!  Hope you find it fun.


The Lamentations of the Princess Summoning Spell Cheat Sheet

Awhile back I did a summoning spell inspired by both Vornheim mentality and LotFP summon spell….

Afterwards I created a cheat sheet for the original version of the spell..  I cut out all the fluff that I could and got the spell from 6 pages to 2 pages…

It’s not the prettiest fucking thing, but it will get the job done.

So here it be:

Lamentations of the Flame Princess Summoning Spell Cheat Sheat


Hubris Campaign Session 4 Recap and Steal the Quick Dungeon I Used

Last session of my Hubris campaign Nate and Stephen ventured into the sewers to discover what was causing their new hideout (a basement room in a used bookstore) to flood.

There is no light at the end of the tunnel in the Vornheim sewers...

 

Players

Omar- Half Elf Rogue

Liam- Human Fighter*

Stephen- Human Sorcerer*

Nate- Human Warrior Priest of the Corpulent One

Fletch- Human Alchemist*

Dan- Human Witch

*= Players that were at session.

They fell down a waterfall and discovered Fletch and Liam covered in spider webs and just coming to.  Nate was attacked by a spider and Stephen shocked it, electrocuting everyone.

They fled down a tunnel and began attempting to map out the dangerous nastyness of everything.

Highlights: 

  • Avoided being eaten by a big nasty mutant by hiding in a hole.
  • Found a rope leading down into the pits of hell made from demon hair that causes nasty boils to appear when touched.  Fletch caused a rats spine to burst from its back by rolling a 20.
  • Killed some nasty fishmen.
  • Made it (well some of them did) to the exit and up into their hideout.

Sad Stuff:

  • Missed a bunch of treasure.
  • Stephen failed two sanity saves in a row while fighting the Fishmen and fell unconscious.  Fishman coup de grade him and went to attack the others.
  • Liam attempted to loot Stephen’s body.  Nate’s char (I NPCed) warned him not to loot the body of his friend.  Warned that there would be dire consequences..  Liam did it anyway.  Nate attacked.  Liam went down.  Managed to be saved, however decided he didn’t like the character, allowed him to drown in the sewers.
  • They had no bananas.

Aftermath

Nate and Fletch made it up with Stephen’s belongings.  Stephen and Liam rolled new characters.  Stephen a barbarian and Liam a druid.  They are both together, recently arrived in Vornheim from the savage and frozen reaches of Ingvar.

It will be interesting to see how the dynamic changes with these new characters and the attempt to build up a crime syndicate considering that 1 of the founding members bit the dust.  Looking forward to next session.

Now onto the dungeon… 

This is the portion of the sewers I created for them to dive in..  Sadly they barely explored any of it, but thems the breaks.  I figured I’d put it up here for peeps to steal/use if they feel so inclined.

For the keying of the dungeon (Vornheim Sewer section Key and Info) I wanted to use Courtney’s awesome and simple approach and I have to say that it works really fucking well.

Alright, well enjoy.


Quick Taverns and Inns Generator for Wilderness Kit Vornheim Hack

I’m getting closer to being done with my Complete Wilderness Kit Hack of Zak’s awesome book, Vornheim.

Here is a way to generate quick Tavern/Inn with some interesting stuff going on inside if the player should come across one.

Roll a d20 twice to generate the name.

Then roll all 7 of the standard fantasy polyhedral dice and consult the

Taverns and Inns

Roll Name 1 Name 2

1

Barmy Stone

2

Salty Urn

3

Hacked Bear

4

Bleeding Orc

5

Cursed Hammer

6

Hanged Corpse

7

Sleepy Noble

8

Bloated Cat

9

Exiled Wolf

10

Shadowed Maiden

11

Demonic Serf

12

Singing Fox

13

Angelic Hag

14

Lucky Axe

15

Haggard King

16

Crass Dragon

17

Dead Goblet

18

Rusted Bard

19

Angry Horse

20

Talking Priest

D4- Number of Patrons

1)      3

2)      5

3)      10

4)      15

D6- Games/Music

1)      Lone minstrel

2)      Bones/card game

3)      Hootenanny

4)      Brain maggot fighting

5)      Band of bards

6)      Pickled rat brain eating contest

D8- Interesting Features

1)      Singing moose head.

2)      Rickety piano plays tune the player knows by itself.

3)      Pit in middle of bar that people throw food and drink down.

4)      Zombie fighting pit.

5)      Hot spring- soak for a bit- see what will happen…

6)      Long feast table loaded with rotten food.

7)      Large exquisite portrait of the bar.  Painting moves.  It shows things 5 seconds in the future.

8)      Strange blue torches that hum a lullaby.

D10- Interesting Patrons

1)      Exiled Prince/Princess.

2)      Leper with amazing voice.

3)      Decorated war hero.

4)      Spirit of old patron.

5)      Hunted man seeking refuge.

6)      Soldier who deserted.

7)      Famous pretty bard.

8)      Grizzled monster hunter.

9)      The perfect mime- very annoying and can’t die.

10)  Whore- spouts fortunes as she fucks.

D10 (%)- Jobs

1)      Harvest the dreams of sleeping patrons.

2)      Farm nearby hasn’t been heard from in awhile.

3)      Barmaid fainted and is having violent night terrors.

4)      Beast is stalking in the woods.

5)      Story: Speaks of a wandering giant fire worm.

6)      A strange creature played a flute and wandered off with all the children.

7)      Strange sounds in a field at night.

8)      Story: The mists whisper secrets at midnight.

9)      Story: Woman who committed suicide after spurned lover.

10)  Story: Goldie Locks type story but about players and drinking.

D12- Random and Strange Food

1)      Maggot Paste Pasta

2)      Zombie Eyeball Stew

3)      Bear Liver Pâté

4)      Ooze Jello

5)      Pickled Rust Monster Eggs

6)      Bone Marrow Suckles

7)      Goblin Fried Fingers

8)      Horse Hooves Flambé

9)      Succulent Spider Sacks

10)  Dwarven Kidney Stones

11)  Owlbear Afterbirth Pudding

12)  Ghoul-ash

D20- Random Event

1)      Summer Solstice!  Time for the blood letting in hope of safety!

2)      Oktoberfest!

3)      Food poisoned at feast, several dead.  Unknown perpetrator.

4)      Has Demon Beds! The Beds that eat people!

5)      Singer suddenly loses her voice.  Then dies.

6)      Baby left on door step.

7)      Druids gather around the inn.  Why?

8)      Woman comes in covered in scratches and scared.  Says forest attacked her.

9)      Carnival is nearby.

10)  Noble demands tribute.

11)  The King or a high noble rides by, causes ruckus.

12)  Thick fog appears for days, when lifts a graveyard surrounds inn.

13)  Young prince gets in a fight and wets his pants.  Accuses other of trickery.

14)  Cook is doing a Sweeny Todd.

15)  Man burned at steak as chars approach.  Villagers roast marshmallows.

16)  Woman pukes up pea-green soup, speaks of nasty prophecy.

17)  Fighting match to the death.

18)  Were-creature hunting those foolish enough to stray into the woods.

19)  Ancient hero, long dead, stumbles in alive.  Doesn’t know where or how.

20)  Family member arrives at inn, they are in way over their head in trouble.

 

Example:

The Rusted Urn.  Specialty Food- Horse Hooves Flambé

5 current patrons that are engaged in watching Brain Maggots fight in a box.  A room off to the side has an enticing hot spring that all the patrons seem to be away from, yet eagerly watching to see if one of the characters takes a dip

An exiled Prince/Princess has been hiding here for several days.  One of the patrons is complaining about strange sounds in their field at night, but most are too busy getting ready for Oktoberfest!


The Concise Spell List for ANY Version of D&D or OSR

The Short Concise D&D Inspired Spell List

One thing that always annoys me about spell casters in D&D is the having to stop what we’re doing, flip through the book, and then read over a paragraph description, most of which is fluff….

So I set out to cut out all the bullshit fat of the spells and leave the nice meat and potatoes.  My guideline was if the spell couldn’t fit into two lines of text- then it got cut out.

There are a FEW that are a tiny bit longer, like summon, which is inspired by LotFP version.  That is fine considering most versions of D&D have 8 versions of the damned thing.

I also changed certain spells, like Cure Wounds.  Rather than having 4 versions of the same spell I just changed it to heals 1d8/3 lvls HP.

I used, mostly, the Castles and Crusades saves and cast time and duration info, but also used Swords and Wizardry for a guideline of shortened spells.  In the end I took a listing of spells that was 45 pages and chopped it down to 10…  Not bad for a weeks worth of editing and summarizing.

I hope peeps enjoy this….  If so spread the word to anyone who plays a caster.. Hopefully they’ll find this handy.


The Unicorn of Hubris

Not your normal beautiful horned beastie

What a unicorn looks like in my fucked up Hubris campaign.

Drawn by my girlfriend- inspired by a Native American sculpture we saw in Montreal in a gallery in the old city.