tag:blogger.com,1999:blog-52719910475368099082024-03-12T19:12:10.570-07:00Blood and Steel on Praxis VA blog for Dungeon Crawl Classics RPG and other OSR goodness.Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-5271991047536809908.post-7088693567842619432016-01-23T22:47:00.000-08:002016-01-23T23:07:58.458-08:00The Jack 2.0Download The Jack 2.0 <a href="https://drive.google.com/file/d/0B4Y564JRhhfLOEhnSUhxQWNfTms/view?usp=sharing" target="_blank">here</a>.<br />
<br />
The original writeup for the Jack was a prototype - it included several ideas I was working on, including streamlined thief skills, point buy for thieves, and thief/warrior/wizard multiclassing.<br />
<br />
I designed the original class with the intention that it would be just as competent as the Warrior or Wizard classes if all points were spent specializing along those lines. I realized afterward that this conflicts with one of the basic assumptions of DCC - role protection.<br />
<br />
DCC is balanced not through careful weighing of class powers, one against another. DCC is balanced through randomization, high lethality, and role protection. The Warrior has mighty deeds, the Wizard has wizard spells, spellburn, and patrons, the Cleric has the cleric spell list, divine aid, and disapproval, and the thief has the luck die and thief skills. Each class can do something amazing that the other classes simply can't.<br />
<br />
So, if you are going to create a Jack-of-all-Trades class that can mimic the key features of other classes, you need to make the new class perform substantially worse when doing so. Mighty Deeds without the damage bonus and requiring luck burn. Unreliable shared luck. Caps on spellchecks and types of spells available. That sort of thing.<br />
<br />
Something worth mentioning: when I was going through the spell list from the Rulebook, trying to isolate those spells that allow wizards to exponentially increase their power over time, I came up with the idea of Ritual Magic, defined as any spell requiring a turn or more to cast. This includes spells that allow for permanent increases in future spellchecks, the creation of magic items, the summoning of permanent or long-lasting servants, and Patron Bond. Restricting access to these spells is an excellent way to secure the position of Wizards as the primary spellcasters in the game.Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com31tag:blogger.com,1999:blog-5271991047536809908.post-3271083126566451702016-01-02T08:25:00.000-08:002016-01-02T09:57:29.974-08:00DCC Class: The Jack----------------------------------------------------------<br />
<br />
"On a long enough timeline, the survival rate for everyone drops to zero."<br />
-Fight Club<br />
<br />
----------------------------------------------------------<br />
<br />
<h2>
Motivation</h2>
<br />
N.B. - I hack DCC because I love DCC. I love DCC because I hack DCC.<br />
<br />
I love the core of the DCC thief class. The luck die is as revolutionary a mechanic as mighty deeds and variable spells. However, I find a great deal of the other working parts of the class restrictive, boring, or frustrating.<br />
<br />
Also, <a href="http://bloodandsteelonpraxis.blogspot.com/2015/11/dcc-without-character-alignment.html" target="_blank">I hate tying class mechanics to character alignment</a>.<br />
<br />
Also, I have this nagging desire to turn DCC into a classless/uniclass/multiclass abomination.<br />
<br />
This is me turning the thief into a class that I would choose to play pretty much every damn time.<br />
<br />
----------------------------------------------------------<br />
<br />
<h2>
<b>DCC Character Class, The Jack</b></h2>
<b><br /></b>
Unless noted otherwise, the jack behaves in all respects as a thief of the same level. The jack does not automatically receive skill points, or follow a skill path.<br />
<br />
<h3>
Point System</h3>
<br />
Every level, the jack receives 5 points with which to upgrade his character. The points may be spent on the following:<br />
<ul>
<li><b>Skills</b>. Every point is worth a 3 point increase in a listed skill. Skills are capped at +15. <u>There is no cap based on level</u>. Now your level 1 jack can be the "Master of Unlocking"!</li>
<li><b>Magic</b>. Every die increase in the Use Magic skill (a revised version of the Read Magic skill) costs one point. Transitioning from d16 to d20 costs 2 points, but the jack also receives a 1st level wizard spell of their choice upon reaching d20. Otherwise, the jack may purchase the use of spells that have been discovered in-game at a cost of 2x spell level. The jack may never learn 4th or 5th level spells. The jack may learn priest spells as a wizard. The jack can spellburn.</li>
<li><b>Upgrades</b>. Points may be spent on character upgrades, including upgrades to core class abilities.</li>
</ul>
<div>
<br /></div>
<h3>
Core Abilites</h3>
<h4>
</h4>
<h4>
</h4>
<div>
<br /></div>
<h4>
Wild Magic</h4>
<div>
<br /></div>
<div>
The Jack is a wild talent, not a learned wizard. His connection to the deeper mysteries comes and goes, waxes and wanes. Sometimes, inexplicably, the jack can connect directly to The Source, accomplishing amazing displays of sorcery infuriating to Wizards who have sacrificed years of their life to learn the Greater Mysteries.</div>
<div>
<br /></div>
<div>
The jack may attempt to cast any spell that he is familiar with, even if he has not mastered it. To do so, the jack burns 3x the spell level in luck points, and then rolls his Use Magic die. The jack may apply further luck and spellburn to his final roll, if desired. The Jack is familiar with any spell he has seen, or any spell he has had one week to study from a spellbook or other source.</div>
<h4>
</h4>
<h4>
</h4>
<h4>
</h4>
<h4>
<br /></h4>
<h4>
Dirty Deeds</h4>
<div>
<br /></div>
<div>
Through a combination of dirty fighting, cheap tricks, desperation, and blind luck, the jack is able to accomplish miraculous feats in battle, similar in effect to those of great warriors.</div>
<div>
<br /></div>
<div>
The jack may burn three luck points before attacking to declare a Dirty Deed, applying his luck die as if it were a deed die. The deed declared must fit the theme of the jack (e.g. telling a bawdy joke to inspire his comrades, rather than a noble speech).</div>
<h4>
</h4>
<h4>
</h4>
<h4>
</h4>
<h4>
<br /></h4>
<h4>
Lucky Bastard</h4>
<span style="font-weight: normal;"><br /></span>
<span style="font-weight: normal;">These bastards are really hard to kill. As they lack the focus and training of warriors and wizards, they survive primarily by chutzpah, cleverness, and dumb luck.</span><br />
<span style="font-weight: normal;"><br /></span>
<span style="font-weight: normal;">The jack has the same luck die progression and regeneration as a thief. In particular:</span><br />
<ul>
<li>When burning luck, the jack has one chance to decide how many luck points to burn.</li>
<li>Any time the jack would ordinarily receive a permanent luck point, he instead tries to roll 3d6 over his current permanent luck score. If successful, the jack receives a 1 point increase to his permanent and temporary luck scores. If unsuccessful, the jack only receives a 1 point increase to his temporary luck score (this may be in excess of his permanent total)</li>
</ul>
<br />
<h3>
Upgrades</h3>
<br />
Through character upgrades, the jack becomes better suited to certain roles. Upgrades allow the player to decide which direction to take the jack:<br />
<br />
<div>
<ul>
<li><b>Lucky Bastard Mk. II (2):</b> Roll 4d6, drop the lowest, when receiving luck.</li>
<li><b>Lucky Bastard Mk. III (2):</b> Roll 5d6, drop the lowest two, when receiving luck.</li>
<li><b>Second Sight (3):</b> When burning luck, make two rolls instead of one, deciding on the second roll after seeing the results of the first.</li>
<li><b>Shared Fate (3):</b> May burn luck for other characters, 1 for 1.</li>
<li><b>Dirty Deeds Mk. II (2):</b> Dirty Deeds only require two luck points.</li>
<li><b>Dirty Deeds Mk. III (2):</b> Dirty Deeds only require one luck point.</li>
<li><b>Wild Magic Mk. II (2):</b> Only requires 2x the spell level in luck points.</li>
<li><b>Wild Magic Mk. III (2):</b> Only requires 1x the spell level in luck points.</li>
<li><b>HD Upgrade (1):</b> Prior to rolling HP, upgrade the hit die by +1d. This may be selected multiple times, up to a cap of d12. This upgrade only applies to the current roll.</li>
<li><b>Stat Upgrade (1):</b> Try to roll 3d6 over one attribute. If successful, add one permanent point to that attribute. Does not apply to luck.</li>
<li><b>Imp. Crit Range (3): </b>Increase the crit range by one. May be selected multiple times, no cap.</li>
<li><b>[Judge Defined] (X): </b>Create your own upgrades. Allow this feature to turn your DCC game into a bizarre classless/uniclass abomination. Rejoice.</li>
</ul>
</div>
<br />
<h3>
Revised Skills</h3>
<br />
The jack makes use of the following list of available skills, modified from that available in the rulebook:<br />
<br />
<table border="1" style="width: 100%;">
<tbody>
<tr>
<td>Backstab</td>
<td>Tinker*</td>
<td>Bushcraft*</td>
</tr>
<tr>
<td>Stealth*</td>
<td>Spycraft*</td>
<td>Architecture*</td>
</tr>
<tr>
<td>Sleight of Hand*</td>
<td>Languages</td>
<td>[Player Defined]*</td>
</tr>
<tr>
<td>Climb</td>
<td>Poison</td>
<td>[Judge Defined]*</td>
</tr>
<tr>
<td>Search*</td>
<td>Use Magic*</td></tr>
</tbody></table>
<br />
Notes on some of the skills listed above:<br />
<br />
<b>Stealth - </b>Covers move silently and hide in shadows.<br />
<br />
<b>Sleight of Hand</b> - Includes picking pockets, concealing a weapon, minor physical (as opposed to magical) illusions.<br />
<br />
<b>Search</b> - Upgraded version of find traps. Works on traps, secret doors, secret loot stashes, etc. The ability to toss a room quickly, and the training to notice anything out of the ordinary.<br />
<br />
<b>Tinker</b> - Picking locks, disabling traps, and generally interacting with detailed, mechanical devices. Would also cover attempts to repair such devices.<br />
<br />
<b>Spycraft</b> - Covers disguise, forge documents, protocol.<br />
<br />
<b>Poison</b> - Covers both the use AND manufacture of poisons from appropriate ingredients (these may need to be purchased or quested for).<br />
<br />
<b>Use Magic</b> - Covers scrolls, items, and devices, any of which would call for a spellcheck. One example would be Sezrekan's Ring of Fire.<br />
<br />
<b>Bushcraft, Architecture</b> - Compare to the free LotFP Rules & Magic rulebook.<br />
<br />
<b>Player Defined, Judge Defined</b> - Add any skill desired or appropriate to the game, per the Judge's discretion. Ideas might include Alchemy, Invent, Acrobatics, Resist Torture, Whatever, etc.Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com12tag:blogger.com,1999:blog-5271991047536809908.post-46236349257488118032015-12-28T08:01:00.001-08:002015-12-28T08:01:30.898-08:00Schrodinger's Lock in Lamentations of the Flame Princess / B/XFor this example, we are playing Lamentations of the Flame Princess (LotFP), though the analysis wouldn't be any different if we were discussing B/X.<br />
<br />
The party arrives at the entrance to the dungeon, barred by a locked, wooden door (have we already hit poor adventure design?). Ichabod Salsby, a level 3 specialist, with 1 point assigned to tinker, attempts to pick the lock and fails (rolling a 6 on a 6-sided die).
<br />
<br />
Under our system, Ichabod may not try to pick the lock again until he reaches the next level. Also, Ichabod's chance to pick the lock was not based on any feature of the lock - he has a 2-in-6 chance to pick <b>any</b> lock in one turn.<br />
<br />
Let us construct a model that explains these features. In our fantasy world:<br />
<ol>
<li>There are a finite number of lock types. Every lock in the world belongs to exactly one of these types, which are all equally probable to occur.</li>
<li>For each lock type, either Ichabod can or cannot pick that lock type - success or failure is automatic depending on type. His tinker skill is a reflection of the number of lock types that he has mastered.</li>
<li>The type of a lock must be determined by a picking attempt. <u>It is not decided by the Judge in advance</u>.</li>
</ol>
<div>
Under this model, prior to Ichabod's attempt, the lock is of indeterminate type. Following the old Schrodinger saw, the lock is of every type simultaneously, until Ichabod's action partially collapses the state of the lock relative to the partition of Ichabod's tinker skill (i.e. the exact lock type is not determined, but only whether the lock is of a type Ichabod can pick, or not).</div>
<div>
<br /></div>
<div>
There are two stubborn facts that contradict this model. First, if Ichabod increases in level but doesn't assign any new skill points to tinker, than why should he be allowed another chance to pick the lock? Ichabod has mastered no additional lock types. Ichabod failed to pick the lock previously because he is unable to pick that lock type, and since he has mastered no additional lock types in his advancement it logically follows that he cannot succeed with another attempt.</div>
<div>
<br /></div>
<div>
Second, allowing Ichabod an independent chance to try a failed lock again after reaching the next level doesn't reflect the true conditional probability of the event. Assuming Ichabod reaches level 4 and places one more point in tinker, his probability of picking the previous lock is now 1-in-4, rather than 3-in-6. The first problem described above is really a special case of this second problem with the model (Ichabod's retry probability would be 0-in-4 rather than 2-in-6 in that case, resulting in automatic failure).</div>
<div>
<br /></div>
<div>
For these problems, I argue that while the model does not perfectly match the mechanics, we have instead a best approximation - to expand the game mechanics to fully match the model would require an unreasonable increase in cost (detail and complexity). The DM would need to track the results of any failed pick attempts and character tinker skill levels over time. The current mechanics match 80% of the model with 20% of the complexity - success.</div>
<div>
<br /></div>
<div>
On the positive side of the ledger, this model explains why:</div>
<div>
<ul>
<li>A character may only try to pick a lock once</li>
<li>A character may try to pick the lock again after reaching a new level</li>
<li>A character with a higher skill may fail, but a character with a lower skill may succeed</li>
<li>The chances of picking a lock do not increase with additional time or resources</li>
</ul>
</div>
<div>
Part of the reason this combination of model and mechanics works so well in LotFP is because of other mechanics. Lock picking is an improved method of entry (noise, surprise, etc.), but only rarely is it the only method of entry. The characters can always smash the door open with enough time and the right tools. LotFP is very clever in guaranteeing success with a more primitive method, ensuring that no dungeon branch is off-limits due to a bad die roll.</div>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com9tag:blogger.com,1999:blog-5271991047536809908.post-2450408802689677362015-12-17T20:45:00.000-08:002015-12-18T10:42:36.441-08:00Consistent Saving Throws in Dungeon Crawl Classics (DCC)----------------------------------------------------------<br />
<br />
"You burst into the room and find a ferocious Red Dragon. It breathes flame at you. Save or Die!"<br />
-Anonymous 80s DM<br />
<br />
----------------------------------------------------------<br />
<br />
A recent post by a contributor to the B/X and DCC google+ communities got me thinking. The claim was, essentially, that DCC Judges seem to pull saving throw DCs out of the air during play - or, worse, that the DCs are chosen for the modules so that they will 'scale' accordingly to the appropriate character level for the adventure (thus creating a treadmill effect). Here are my thoughts on how to make DCC saving throws more consistent, objective, and easier to adjudicate.<br />
<br />
<div>
DEFAULT SAVING THROW DCs</div>
<div>
<br /></div>
<div>
Systems like B/X have a tremendous advantage over DCC, in that the Judge simply needs to call for an "X type" saving throw, without having to spend the time thinking over an appropriate target DC. This also prevents the Judge from consciously or unconsciously scaling DCs to character level, creating arbitrariness or a treadmill effect. We will assume as a design principle that we want characters to become objectively better at saving throws as they increase in level.</div>
<div>
<br /></div>
<div>
How do we solve this problem? The first step is to realize that DCC is really no different than B/X, with the exception that target numbers have been switched with bonuses in the class tables, and the rulebook has failed to provide a baseline target DC for saving throws to translate between the two forms. If you run the math, DC 14 as a baseline target for saving throws creates as close to the same arrays as B/X and LotFP as is possible. <u>This is a useful point for people who are interested in converting modules from B/X and LotFP for DCC</u>.</div>
<div>
<br /></div>
<div>
<b>So, for maximum simplicity, the Judge can simply set all saving throws to DC 14. When the judge asks for a Fortitude/Reflex/Willpower saving throw, without specifying any conditions, the DC is 14. If you are converting modules from LotFP, B/X, or other OSR products, also use DC 14.</b> Alternatively, the Judge can setup a scheme where objective saving throws are called for by descriptor such as:</div>
<div>
<br /></div>
<div>
Easy - DC 11</div>
<div>
(default) - DC 14</div>
<div>
Hard - DC 17</div>
<div>
Critical - DC 20</div>
<div>
<br /></div>
<div>
I like the use of these descriptors because they signal to the players that saving throws have an objective reality - the target numbers will always match up in a meaningful, consistent way with the descriptors, which will match up with like challenges. This is similar to bounded AC in DCC or D&D 5e.<br />
<br />
EDIT: After reading through this post again, I wanted to mention that DC 14 is not the "right" answer, so much as one choice for this universal constant of the gaming universe - the choice that most closely matches up with the flavor of B/X and LotFP. You can set the default DC higher or lower according to taste, and by doing that you will be changing the nature of the game that you are playing.</div>
<div>
<br /></div>
One of the results of an objective system for saving throws is that the Judge only has to account for one variable (result) rather than two (target number + result) when setting challenges for the players. This will usually make things simpler for the Judge when designing challenges for his game.<br />
<br />
SIDEBAR: NUMBER OF SAVING THROW CATEGORIES<br />
<br />
The number of saving throw categories in the game system is really a matter of taste. B/X and Labyrinth Lord use 5, Swords and Wizardry 1, DCC 3. The more categories there are, the more of an opportunity there is to tweak the arrays for the different character classes to have idiosyncratic highs and lows coming to the same approximate average, and the more of an opportunity there is to target specific categories with bonuses and penalties due to in-game effects. But at the same time, the more categories you have, the more bookkeeping is created, and the more opportunity there is to argue over the appropriate categorization of different events.<br />
<br />
Interestingly, with DCC, since the maximum differential between saving throw bonuses up to level 5 (<a href="http://bloodandsteelonpraxis.blogspot.com/2015/12/the-highest-level-in-dungeon-crawl.html" target="_blank">and that is all I'm interested in</a>) is 2 points (10%), there is practically no reason to keep the three categories, with the exception that each category is governed by a different attribute allowing up to a 3 point swing from the baseline. All this being said, I am relatively satisfied with the three categories in DCC - satisfied enough to be defeated by the forces of inertia on this one (though I think I slightly prefer either the B/X or S&W systems, each in their own way). Maybe I just hate the throwback to 3e.<br />
<br />
Alternate systems:<br />
<br />
<ol>
<li>Switch DCC to a system where saving throws are directly tied to the appropriate attribute. In this case, they become specially designated skill checks. Provide a single flat saving throw bonus for each character class based on level. At level 5, for all human classes, this bonus would be +2, the average across the three categories. Under this system, there would of course be 6 saving throw categories, one for each attribute.</li>
<li>Completely rip off the saving throw tables of B/X, LotFP, or Labyrinth Lord for the analogous character classes on a level-for-level basis (this is one of the points where DCC does not scale 1 to 2 with other OSR systems).</li>
<li>Switch DCC to a system with a single saving throw, with a single flat saving throw bonus for each character class as with #1 above. Either have one attribute key to saving throws, or simply leave saving throws unrelated to the attributes. Allow for bonuses and penalties to saving throws of a specific type through the use of keywords or descriptive language.</li>
</ol>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com10tag:blogger.com,1999:blog-5271991047536809908.post-19694197355414152422015-12-15T19:11:00.000-08:002015-12-18T10:43:16.571-08:00DCC Monster: The Songbird<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEk3yUkAyMSBq-uJsEwHsi1c2bKL-KPn-X87-eV43UynHPhxklPFnaFwSKOmSFD4JbVPosskJ9ZDPgXR0M5baZHsMb53i2Z4QCcxS_VU_EN0pRk69WpOX2kryc5MslstT1iVKIs76GGg/s1600/Songbird.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEk3yUkAyMSBq-uJsEwHsi1c2bKL-KPn-X87-eV43UynHPhxklPFnaFwSKOmSFD4JbVPosskJ9ZDPgXR0M5baZHsMb53i2Z4QCcxS_VU_EN0pRk69WpOX2kryc5MslstT1iVKIs76GGg/s400/Songbird.png" width="346" /></a></div>
<br />
"It would crush its own bones to follow prey down a narrow tunnel."<br />
<br />
It doesn't have a name. Garvin was experimenting and came up with a liquid that makes people into something wrong. He kept the first one in a cage, waiting to see how long it took for the creature to die without nourishment. 9 weeks.<br />
<br />
It kept running full speed at the bars, beating itself into a pulp, snapping its bones. Then it would lay on the floor, its breath too fast, pulse racing, as the bones and tissue knotted back stronger, more malformed, before it tried again. Garvin reinforced the cage after the first one died - it had almost bashed its way through using only muscle and bone.<br />
<br />
Garvin ran so many tests on the first three. He knows the easiest way to kill them, to make them dormant, to transport them. He thinks they are beautiful. He is proud that he invented something so special.<br />
<br />
Like other monsters, it doesn't have a name. Sometimes villagers will find a body ripped apart, smashed to pulp, a surprised look on what remains of the face. The people don't know what happened. There are no survivors to talk to. Each village has its own theory, its own name for this.<br />
<br />
Only Garvin knows. He calls them Songbirds, because of the sound they make when they look with their ears.<br />
<br />
<b>Songbird</b>: Init +8; Atk crush +8 melee (1d4+5) or bite +8 melee (1d10+5); AC 15; HD 6d8+6; MV 40'; Act 2d20; SP blitz, echo-location, regeneration, fearlessness, exceptional strength, immunity to mental effects, SV Fort +6, Ref +6, Will N/A; AL C.<br />
<br />
<b>blitz</b> - the songbird attacks ferociously without warning. If it approaches within 40' unnoticed, players must succeed on a DC 14 Int check or be surprised.<br />
<br />
<b>echo-location</b> - the songbird has no eyes and senses its environment by echo-location, emitting a singsong call. The songbird tracks prey and other creatures by sound, and has exceptional hearing.<br />
<br />
<b>regeneration</b> - the songbird regenerates 1d8 hp/round, one round after taking damage. Acid and fire attacks do not regenerate. The songbird will regenerate even after death, unless it is decapitated or suffers massive damage. Knowledgeable players may spend one round to dispatch a songbird, ensuring it does not return.<br />
<br />
<b>fearlessness</b> - the songbird has no concept of fear. It never checks morale, and fights until death. The songbird will use its body as a weapon or ram if appropriate. It would crush its own bones to follow prey down a narrow tunnel.<br />
<br />
<b>exceptional strength</b> - the songbird receives a +5 to grapple and other strength checks. The songbird attacks with its crushing hands and vice-like bite.Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com11tag:blogger.com,1999:blog-5271991047536809908.post-15985732376321214342015-12-12T14:17:00.003-08:002015-12-12T14:17:57.050-08:00Random Funnel Seed Generator<html>
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With thanks to the DCCRPG google+ community, I present the Random Funnel Seed Generator. You might use this table to generate ideas for new funnel adventures for your players, or to create the backstory of a new 1st-level character joining the group, assuming they similarly went through a funnel experience "off-camera" (this is my intended use). For my first roll, I came up with a 1, 6, and 12, which gives me:
</br>
</br>
"A set of clones, created to ensure the survival of at least one copy, find themselves running out of food and supplies, threatening the mission. Out of desperation, the group enters an obvious Negadungeon, forever considered taboo by all who hold to the light. Though the peril was obvious, the group felt they could avoid catastrophe through their own cleverness. They thought the importance of the mission justified their actions. In the end, they unleashed an even greater evil upon the world than that which they hoped to avoid."
</br>
</br>
Enjoy!
</br>
</br>
</br>
<table style="width: 100%;">
<tr>
<th>Roll</th>
<th>Who?</th>
<th>Where?</th>
<th>What?</th>
</tr>
<tr>
<td style="text-align: center;">1</td>
<td>One of a set of clones created: (a) to ensure the survival of at least one; (b) in a magical accident; (c) as a disposable resource</td>
<td>On a bizarre gameshow</td>
<td>Guided/tormented by a psychotic AI</td>
</tr>
<tr>
<td style="text-align: center;">2</td>
<td>Street urchins of Ur-Hadad</td>
<td>On a derelict spacestation</td>
<td>Following an ancient prophecy</td>
</tr>
<tr>
<td style="text-align: center;">3</td>
<td>Desperate slaves, waiting for a lucky break</td>
<td>Trapped in a cave system</td>
<td>Dinner murder mystery</td>
</tr>
<tr>
<td style="text-align: center;">4</td>
<td>Hopefuls trying out for the circus</td>
<td>Lost on an alien planet</td>
<td>Hunted for sport by: (a) a rich noble; (b) an advanced alien hunter; (c) unsympathetic humanoids; (d) mutated hillbillies; (e) masked slasher killer</td>
</tr>
<tr>
<td style="text-align: center;">5</td>
<td>Amnesiacs - "Where am I? Who am I?"</td>
<td>Out of gas in the middle of nowhere. "Did you hear that?"</td>
<td>Doppelganger parasites</td>
</tr>
<tr>
<td style="text-align: center;">6</td>
<td>Group volunteers for a medical experiment</td>
<td>Running out of food and supplies. Won't make it much longer.</td>
<td>Overrun by giant insects/animals created by: (a) a careless wizard; (b) nuclear radiation; (c) accidentally released from a land of giants</td>
</tr>
<tr>
<td style="text-align: center;">7</td>
<td>Religious heretics, pursued by the Law-Givers of Justicia</td>
<td>Ghost Ship/Ship of the Damned/Ship to Hell</td>
<td>Oh god no! Not the Pig-Men!</td>
</tr>
<tr>
<td style="text-align: center;">8</td>
<td>Traveling minstrels</td>
<td>Woken from Cryosleep</td>
<td>Battle to stop the emergence of a Chaos Lord</td>
</tr>
<tr>
<td style="text-align: center;">9</td>
<td>Miners, working for hazard pay</td>
<td>Arctic science station</td>
<td>Guided by the spirit/hologram of a long dead wizard</td>
</tr>
<tr>
<td style="text-align: center;">10</td>
<td>A group of overmatched pest exterminators</td>
<td>Trade outpost out in the boonies</td>
<td>The perfect heist gone wrong</td>
</tr>
<tr>
<td style="text-align: center;">11</td>
<td>Lunatics in an asylum</td>
<td>Extra-planar battle arena</td>
<td>Undead barbarian raiders, "recruiting" the strongest to their army</td>
</tr>
<tr>
<td style="text-align: center;">12</td>
<td>Convicts, scheduled to hang</td>
<td>The House on the Hill</td>
<td>Entered the Negadungeon, ignored all the warning signs, unleashed a plague on humanity</td>
</tr>
<tr>
<td style="text-align: center;">13</td>
<td>Deserting soldiers, looking for a place to hide</td>
<td>Consciousness downloaded into automatons/androids</td>
<td>Forced on a mission to rescue the Princess. The Princess is: (a) undead; (b) a willing captive; (c) a robot agent; (d) a grave threat to humanity; (e) currently waging a guerrilla war on her captors</td>
</tr>
<tr>
<td style="text-align: center;">14</td>
<td>Prisoners of war, seeking escape before their inevitable death</td>
<td>Solar/Lunar Eclipse</td>
<td>"The doctors[/orderlies/servants/guards/children] have been changed into something else, you have to believe me!!"</td>
</tr>
<tr>
<td style="text-align: center;">15</td>
<td>Bored, precocious residents of the Sunset Valley Home for Decrepit Oldsters</td>
<td>Ice bridge, three miles long</td>
<td>Deathtrap dungeon engineered by Garvin Richrom/The GearMaster</td>
</tr>
<tr>
<td style="text-align: center;">16</td>
<td>Suicide squad offered a chance at redemption</td>
<td>Creepy gothic hospital</td>
<td>The summoned evil must be bound again, before it's too late. Summoned by: (a) stupid college kids; (b) cultists; (c) one ostracized and forgotten, seeking revenge</td>
</tr>
<tr>
<td style="text-align: center;">17</td>
<td>Imposter heroes (con-men)</td>
<td>Shipwrecked on an island paradise</td>
<td>Unexpected run in with the undead spider demigod Izzgozz</td>
</tr>
<tr>
<td style="text-align: center;">18</td>
<td>The most ordinary of ordinary peasants</td>
<td>Returning from a long voyage, happy to see home again</td>
<td>Everyone has mysteriously vanished. Cause: (a) zombie plague; (b) body snatchers; (c) profane flesh golem, as big as a house; (d) Mental domination by the Old Ones; (e) Carnivorous plants that don't leave a trace; (f) hiding from something much, much worse</td>
</tr>
<tr>
<td style="text-align: center;">19</td>
<td>Inheritors of the black sheep's estate</td>
<td>Sleepy village in a secluded valley. Everyone seems almost a little too nice</td>
<td>Groundhog's Day infinite time loop. For time taken to break out of loop, roll 2d6: (1) 1 day; (2-3) 1 week; (4-6) 1 month; (7-9) 1 year; (10-11) 5 years; (12) 100 years</td>
</tr>
<tr>
<td style="text-align: center;">20</td>
<td>Farmers with failing crops</td>
<td>Following an ancient, unreliable map</td>
<td>Taken/held captive. Captors are: (a) killed during the prisoners' escape; (b) disabled by natural forces, forcing the prisoners to fight for survival; (c) killed by a stronger force, which the prisoners must deal with</td>
</tr>
</table>
</body></html>Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com8tag:blogger.com,1999:blog-5271991047536809908.post-23965148642461675852015-12-08T09:25:00.000-08:002015-12-08T10:38:23.792-08:00The Highest Level in Dungeon Crawl Classics is 5Marty DiBergi<b>:</b> Why don't you just make ten louder and make ten be the top number and make that a little louder?<br />
Nigel Tufnel<b>:</b> [pause] These go to eleven.<br />
-This is Spinal Tap<br />
<br />
Noah Vanderhoff: Zantar is a gelatinous cube that eats warriors in a medieval village, and every time it eats a chieftain you ascend to a higher level. Beauty part is you can't get to the next level, so the kids keep coughing up quarters...[chortles]"<br />
-Wayne's World<br />
<br />
-------------------------------------<br />
<br />
<b>The thing you need to realize is that there are no DCC characters above 5th level.</b><br />
<b></b><br />
<a name='more'></a>-------------------------------------<br />
<br />
I mean, maybe there are. There is probably some mad scientist in Wisconsin who has successfully run a DCC game long enough for some lucky freak to cross the finish line. Colossus Arise! is the only Goodman Games module for characters past this range (8th level), and I'm sure there are groups who have waded in to that scenario with pregens.<br />
<br />
DCC is very deadly and unstable, and unless the Judge is overwhelmingly generous with XP or character replacements, the system should probably reach equilibrium somewhere between levels 1 and 5. Also rolling-the-body attribute decay. If your characters are over level 5, perhaps it's time to ascend to godhood or retire or assemble the deadliest allies you can find and carry out a once-in-a-lifetime suicide mission to destroy the Reapers or something. Tadlock's crew got past 5th level, and they ended up in a fistfight with Cthulhu, which they won, kind of ("The World is Safe Again...But For How Long?").<br />
<br />
So if you are testing/considering new game mechanics you can basically ignore any level after 5. Make up some numbers that seem convincing and put them at the end of the write-up. Don't worry, no one is actually going to use them. Or if they do and the mechanics don't make any sense, perhaps these lunatics will just chalk it up to the fact that Epic level play never makes any sense anyway.<br />
<br />
This makes me want to start modding DCC into some kind of <a href="http://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D" target="_blank">Epic 6</a> version. Characters stop at level 5. Stretch out the XP requirements, or allow additional experience to be spent on new spells, feats, abilities. If I ever start droning on about rules hacks, and my work gets sloppy after level 5, this is why...Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com12tag:blogger.com,1999:blog-5271991047536809908.post-57004584040125123892015-12-07T13:05:00.000-08:002015-12-07T13:32:43.720-08:00150 Mighty Deeds<b>DCC Warriors, the world trembles at your approach.</b><br />
<br />
Mighty deeds are not a short list of discrete options for Warriors in DCC. They are anything and everything an action hero could do. They are your ability, once per combat round, to bend the fiction of the game to your will. Use some of the suggestions below, and enjoy watching your Judge become increasingly harried coping with your creativity.<br />
<br />
150 ways to crush your enemies:<br />
<a name='more'></a><br />
<ol>
<li>Headbutt</li>
<li>Knock them off the cliff</li>
<li>Sand in the eyes</li>
<li>Trip</li>
<li>Knockdown</li>
<li>Painful strike</li>
<li>Sever the hamstring</li>
<li>Stomp the foot</li>
<li>Slash achilles' tendon</li>
<li>Pin and hold</li>
<li>Use the Force! (blindfighting)</li>
<li>Shield bash</li>
<li>Pommel strike</li>
<li>Blood in the eyes</li>
<li>Leaping strike from above</li>
<li>Hurl unsuitable weapon</li>
<li>Flaming oil down the throat</li>
<li>Smash turret/beam emitter</li>
<li>Terrifying roar</li>
<li>Whirlwind attack</li>
<li>Throat strike</li>
<li>Pop the eardrum</li>
<li>Rallying cry</li>
<li>Flourish</li>
<li>Fake death</li>
<li>Diversion</li>
<li>Taunt</li>
<li>Mouth smash</li>
<li>Mount</li>
<li>Shoot down grenade</li>
<li>Catch and return (Big Trouble In Little China, anyone?)</li>
<li>Sidestep and slash</li>
<li>Force onto spikes</li>
<li>Throw</li>
<li>Jump between/interpose</li>
<li>Lend your strength</li>
<li>Missile barrier</li>
<li>Snatch arrow</li>
<li>Rage</li>
<li>All-out attack</li>
<li>Turtle defense</li>
<li>Attack interrupt</li>
<li>Harass/Delay</li>
<li>Slide into</li>
<li>Slide underneath</li>
<li>Fighting withdrawal</li>
<li>Somersault past</li>
<li>Knock off helmet</li>
<li>Knock away shield</li>
<li>Sunder armor</li>
<li>Sunder weapon</li>
<li>Bleeding strike</li>
<li>Poisonous strike</li>
<li>Bolo around the legs</li>
<li>Force under the water</li>
<li>Suffocate/choke</li>
<li>Disable arm</li>
<li>Disarm</li>
<li>Hit existing wound/cruel blow</li>
<li>Sneezing powder</li>
<li>Choking dust</li>
<li>Stun</li>
<li>Collapse diaphragm</li>
<li>Blow to the Spine!/paralyze</li>
<li>Solar Plexus strike</li>
<li>Flurry of blows</li>
<li>Grease</li>
<li>Caltrops</li>
<li>Ball bearings</li>
<li>Sense weakness</li>
<li>Shred wing</li>
<li>Cut off spike/claw</li>
<li>Sense strength level</li>
<li>Sense special attack</li>
<li>Decapitate</li>
<li>Smash kneecap</li>
<li>Groin strike</li>
<li>Distracting scream</li>
<li>Disrupting blow</li>
<li>Flank</li>
<li>Create opening</li>
<li>Lure</li>
<li>I am not left-handed!</li>
<li>Toss weapon to ally</li>
<li>Toss item to ally</li>
<li>Torch to the face (blindness)</li>
<li>Molotov cocktail</li>
<li>Accurate mortar</li>
<li>Play keep away</li>
<li>Cause enemies to strike each other</li>
<li>Matrix missile dodge</li>
<li>You can't be dead, Neo, because I love you!</li>
<li>Leap over enemy</li>
<li>Battle midair</li>
<li>Blow fire</li>
<li>Twist the blade</li>
<li>Knock down object</li>
<li>Topple statue/pillar/vat of human soup</li>
<li>Bowling with logs/barrels</li>
<li>Jumping strike</li>
<li>Pole-vault into danger</li>
<li>Backstab</li>
<li>Weaken structural supports</li>
<li>Start a fire</li>
<li>Knock over table/furniture, use as cover</li>
<li>Improvise weapon</li>
<li>Sneak attack suddenly in social situation</li>
<li>Weigh down</li>
<li>Jump and grab (flying enemies)</li>
<li>Throttle</li>
<li>Eye gouge</li>
<li>Nose smash</li>
<li>Smash eye socket</li>
<li>Intimidate</li>
<li>Surrender or die!</li>
<li>Knock unconscious</li>
<li>Swap initiative</li>
<li>Wall run</li>
<li>Empty Mind</li>
<li>Indomitable Will</li>
<li>Baleful Gaze</li>
<li>Catchphrase</li>
<li>Second wind</li>
<li>Just in time</li>
<li>Lucky break</li>
<li>Take the blow/In the Line of Fire</li>
<li>Land on the grenade</li>
<li>Heroic sacrifice (+2d to Deed Die? More?)</li>
<li>Admirable Enemy (change reaction)</li>
<li>Grant me Revenge! And if not, then to hell with you!</li>
<li>Epic speech</li>
<li>Carry the wounded</li>
<li>Ignore the pain</li>
<li>Perfect timing</li>
<li>Aim</li>
<li>Swing from chandelier</li>
<li>Hold breath</li>
<li>Quiet as the grave</li>
<li>Still as a statue</li>
<li>Ceiling cling</li>
<li>Walk on enemies</li>
<li>Goomba Stomp!</li>
<li>Adrenaline high</li>
<li>Combat enhancing drugs</li>
<li>Silent takedown</li>
<li>Hold the corridor/chokepoint</li>
<li>You shall not pass!</li>
<li>Brace for impact</li>
<li>Trample</li>
<li>Cleave!</li>
</ol>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com9tag:blogger.com,1999:blog-5271991047536809908.post-63758518866189323222015-12-06T12:17:00.000-08:002015-12-06T12:17:05.072-08:00My First Dyson Map<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-gnkpXY0UoO3LdjQXRj83k75vGcqt90vRkymwfuS9QuPR-rRJDwSc55QiMfMW05gmUBuPb8hCgLZAse7Ki6ZmHHnQsGCoBEJtafDDdeDHgZ2MV9yninumqstSbmpJOkZTWmgkx8aHRg/s1600/20151206_113743_001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-gnkpXY0UoO3LdjQXRj83k75vGcqt90vRkymwfuS9QuPR-rRJDwSc55QiMfMW05gmUBuPb8hCgLZAse7Ki6ZmHHnQsGCoBEJtafDDdeDHgZ2MV9yninumqstSbmpJOkZTWmgkx8aHRg/s640/20151206_113743_001.jpg" width="460" /></a></div>
<br />
Some random LotFP map, Dyson-ized.Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com7tag:blogger.com,1999:blog-5271991047536809908.post-48738236305445560762015-12-05T19:34:00.001-08:002015-12-06T12:18:44.692-08:00Deity Writeup: Crom<span style="font-size: small; font-weight: normal;">I thought the Carnifex was pretty good. Let's see if we can do better. Thanks to Metal Gods of Ur-Hadad and Crawljammer for inspiration.</span><span style="font-size: small; font-weight: normal;"><br /></span><br />
<h2>
Crom. The Mountain King. Lord of Valhalla. StarSmasher.<a name='more'></a></h2>
<div>
<br />
Crom is a balanced force, who thrills for battle. Crom gives men the strength to stand on their own against the forces of law and chaos.</div>
<br />
<blockquote class="tr_bq">
"Crom is the god of men and steel. Long ago, the giants that live in the earth tricked Crom and took from him the riddle of steel. Crom killed the giants with fire and earth and threw their bodies into the ocean. But in the fury of battle, the gods forgot the secret of steel on the battlefield, and those that found it are simply men. Not gods, nor giants, but men.</blockquote>
<blockquote class="tr_bq">
Some claim that Crom was once a man, that he led the armies of the Wild Men the day they broke the strength of the Elder slavers. Perhaps, but no matter. For now Crom continues the eternal battle against Colaxis and the serpent-wizards of Praxis IV across the stars."</blockquote>
<br />
All clerics and warriors of Crom greet one another with the Dillon-Dutch Predator handshake. Powerful disciples are able to emit a minor sonic boom in this manner. Yes, the Judge should make this gameable.<br />
<br />
All clerics of Crom must come up with a catch-phrase used when they activate their Holy Sword through the spell Divine Symbol. Suitable examples include:<br />
<ul>
<li>"Thunder, Thunder, Thunder, Thundercats, Ho!!!"</li>
<li>"By the Power of Greyskull!"</li>
<li>"I Have the Power!"</li>
<li>"Autobots, Transform and Rollout!"</li>
<li>"Care Bear Stare!"</li>
<li>"Form Blazing Sword!"</li>
<li>"By the Power of Crom, I am Captain Planet!"</li>
</ul>
<b><br /></b>
<b>Alignment:</b> Crom embraces the mixture of saint and sinner that is man. He battles for a future where men choose their own destiny and are free from interference from the overreaching of Law and Chaos.<br />
<b><br /></b>
<b>Healing</b>: Clerics of Crom heal by distributing the wounds of their subjects across the host of all Crom's followers. Eventually the cleric will be called upon to bear his portion of these wounds...<br />
<br />
<b>Unholy</b>: Serpents, serpentine humanoids, planar (law/chaos), dark sorcerers and magical constructs, giants, poisoners, deceivers, subhumanoids (not including elves, dwarves, and hobbits - though Crom is not overly fond of them...).<br />
<br />
<b>Holy Symbol</b>: Clerics of Crom carry a longsword or two-handed sword crafted by a master smith as their holy symbol.<br />
<br />
<b>Boon</b>: Clerics of Crom cast Divine Symbol as a 1st-level cleric spell (+2 to spellchecks), replacing one of their randomly chosen cleric spells at 1st level. Clerics of Crom are proficient with all swords.<br />
<br />
<b>Disapproval Table for Crom</b><br />
<br />
All effects last until Disapproval resets, unless specified otherwise.<br />
<ol>
<li><b>Meditation: </b>Crom senses fear in the heart of the cleric. The cleric loses all spellcasting ability until he spends one hour in meditation, after which he recommits his life to a violent end. +2 to the next spellcheck.</li>
<li><b>The Visage of Crom:</b> The cleric doubles over with pain as Crom warps his physical form to be closer to Crom's ideal (all forehead and biceps). The cleric is at -2 to all physical checks for the next hour until he becomes accustomed to the modifications.</li>
<li><b>Enough!!!</b> Crom grows tired of these constant requests for aid and bellows his divine rejection in the cleric's ears. The cleric is struck deaf for the next 1d6 hours, all surrounding individuals are struck deaf for 1d6 turns.</li>
<li><b>Suffer for the Cause (Minor):</b> The cleric is called upon to bear minor wounds sustained by other followers of Crom. Gashes and bruises appear across his body. -1 to STR, AGL, and STA which heals normally.</li>
<li><b>The Fist of Crom:</b> The cleric calls on Crom, interrupting the Mountain King's frivolities in Valhalla. Crom slams his divine fist (roughly the size of a man) into the body of the cleric, knocking him out cold. The cleric stays unconscious for 1d3 turns, and remains groggy (-4 penalty to all rolls) for one hour after waking.</li>
<li><b>The Battle Rages in a Distant Galaxy...</b>: Crom's forces are currently occupied in a pitched battle with the LizTars of Colaxis near the Gorblarn Nebula. With Crom unable to provide aid, the cleric may only redistribute hit points with his healing ability from among willing local participants for a period of 1d2 days.</li>
<li><b>The Mead of Valhalla</b>: Crom has seen uncountable numbers of men live and die in battle. To teach the cleric to relish life and the thrill of glorious battle, Crom fills the cleric's belly with the mead of Valhalla, making him stinking drunk for a period of 1d6 hours. The cleric becomes joyful and uninhibited, but his actions become sloppy, resulting in -1d to all actions requiring concentration or finesse (Judge's discretion).</li>
<li><b>The Trial of Savagery: </b>Crom grows tired of the 'civilized' manners of his servant, and yearns for the days when men were wild and free! The cleric's intelligence is dropped to 3, he loses the power of speech and can barely understand language. The cleric also becomes more defiant and impulsive. During this time the cleric gains +1 to physical checks (including combat) and spellchecks as he learns to call on Crom without words.</li>
<li><b>Suffer for the Cause (Major): </b>The cleric is called upon to bear major wounds sustained by other followers of Crom. His muscles are torn and bones are bruised as open slashes appear across his body. -3 to STR, AGL and STA, which heal normally.</li>
<li><b>Join the Fight!</b> The cleric is surrounded by the ghostly shapes of Crom's warriors and Serpent-Men caught in a pitched battle on an alien planet. Suddenly, several of the Serpent-Men (per the Judge's discretion) materialize in the cleric's location as Crom sends them to be cut down by his holy warrior.</li>
<li><b>Tithe:</b> Crom demands the cleric donate 40% of his material possessions to the followers of Crom, preferably in the form of weapons and armor, training, and fortification. Until the cleric agrees to this demand, he suffers a -4 to his spellchecks.</li>
<li><b>The Trial of Poison:</b> Crom demonstrates the vile nature of poison by infecting the cleric with a slow-acting toxin. At the start of each day, the cleric's maximum HP is lowered by 1. At the end of each day, the cleric rolls a fortitude save as his body attempts to develop an antigen, DC (21 - # of HP lost). When the cleric passes his fortitude save, he recovers all lost HP after a full night's rest, and gains a +1 to all saves against poison.</li>
<li><b>A Tour In The Mech Corps:</b> The cleric is pressed into service as a psychic pilot of a Mark X5 Hunter-Killer Unit carrying out operations on a forward base of Colaxis. For the next 1d5 nights, each night the cleric's consciousness is transferred into the unit, where he experiences savagery that cannot be believed (X5 Units provide faithful pain and sensory input to the user, to increase success rates...). Each morning the cleric wakes exhausted and harrowed, losing 1d2 temporary PER, and only recovering half of his Disapproval, but gaining 1d4 XP. At the end of his tour, the cleric is discharged with a chit that can be redeemed with Crom for +2 to any spellcheck.</li>
<li><b>Quest:</b> Crom orders the Cleric on a quest to deliver a savage blow to the foes of men. The cleric suffers -2 to all spellchecks until he is actively pursuing the quest.</li>
<li><b>Suffer for the Cause (Critical)</b>: The cleric is called upon to bear critical wounds sustained by other followers of Crom. The cleric's body is left a crumpled mess as his bones crack and deep tissue bruises appear over his entire body. The pain is excruciating. Crom grants the cleric a minor blessing as a reward for this burden. -6 to STR, AGL and STA which heals normally, +1 to luck.</li>
<li><b>Trial of Gravity:</b> Crom tests the cleric's will. The effect of gravity is doubled on the cleric, resulting in half distances for jumps, -10 to climb checks, and -1d for all physical combat and activities. At the end of each day, the cleric has a 5% cumulative chance to physically adapt to this new environment, after which Crom removes the effect and the cleric gains +1 to the physical attribute of his choice. The cleric may also beg Crom to take away this burden, resulting in a permanent -1 to PER as the cleric is forever stained by his failure.</li>
<li><b>Drafted!</b> - The cleric (and his party members per the Judge's discretion) are instantly taken as per the Eternal Champion spell to aid the followers of Crom at some place and time of the Judge's choosing. The Judge may play through the day's events, or randomly determine the effect on the cleric, including XP gained, damage suffered, and adventures had! Recommendations include a siege of The Infernal Factory, a defense of Hill 7Z on the 4th moon of Pluto, or a "bug hunt" to rescue captured warriors on Klendathu. Characters killed during the spell are returned alive with the rest, but as if they had succeeded on a roll-the-body check. All characters conducting themselves heroically receive +1 luck. The Judge is encouraged to come up with suicide-type missions for the characters.</li>
<li><b>Incoming Warp Signatures Detected!</b> - The cleric is made known to a significant enemy of Crom and unwittingly becomes a part of the galactic conflicts of the StarSmasher. Expect potential inbound starships and light orbital bombardment.</li>
<li><b>The Curse of Death</b>: Crom warps fate, sparing one of his most favored followers from death by switching his destiny with that of the cleric. For the next 48 hours, as the spirit of death seeks to rectify the imbalance, the cleric is treated as having a 3 luck as anything that can go wrong does go wrong. The Judge may change the outcome of any three rolls in an attempt to kill the unfortunate cleric. If the cleric survives this period, he may assume the title "He Who Laughs At Death," and gains +2 luck. Forever after, the cleric is personally known to Death, who considers him an admirable rival.</li>
<li><b>Riddle of Steel:</b> Time stops, and the cleric suddenly finds himself standing before Crom and his greatest warriors in Valhalla! Crom immediately demands the cleric answer him the Riddle of Steel. The player has 30 seconds to come up with a short, epic speech concerning valor, steel, and the human soul. The cleric rolls a DC 20 willpower save, modified up to 5 points based on the quality of the speech. If failed, Crom bellows "NOT GOOD ENOUGH, MORTAL!" as he scoops the cleric up in his fist and hurls him to earth. The cleric smashes into the ground, creating a medium-sized crater and suffering 1d3 <b>permanent</b> physical ability score damage, assigned randomly, as his body is sundered from the impact. All creatures within 20' of the cleric are knocked prone and suffer 1d6 damage from the shockwave, and the cleric is dazed for 1d3 rounds. If the cleric passes the test, Crom bellows with laughter as he recognizes the cleric's growing understanding. Crom places his mark of favor upon the cleric, and the cleric gains a permanent +1 to PER and forever gains a +2 to attempts at Divine Aid.</li>
</ol>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com9tag:blogger.com,1999:blog-5271991047536809908.post-29364156487612428052015-12-04T17:34:00.001-08:002015-12-07T13:56:10.595-08:00How To Make the (DCC) Cleric Not Suck"No one man should have all that power<br />
The clock's ticking', I just count the hours<br />
Stop tripping', I'm tripping' off the power<br />
(21st century schizoid man)"<br />
-Power, Kanye<br />
<br />
In every system, DCC included, clerics suck. But we can fix them. We can make them Metal. We have the technology. Here we go:<br />
<a name='more'></a><br />
<ul>
<li><b>Step 1: Make Clerics Optional</b></li>
<ul>
<li>What do clerics have that we absolutely must have? HEALING. They have a monopoly on rapid, magical healing (outside of magical items and potions, which are supposed to be rare as f***).</li>
<li>Solution? Allow for stamina burn for all characters, 1 point per hit die, as per Crawl Issue #1. Allow unlimited stamina burn 10 minutes outside of any emergency situation. Suddenly, clerical healing has gone from a necessity to a useful option, to be weighed against disapproval, alternate spells, and having to owe the blasted cleric a favor.</li>
<li>This makes sense in the game fiction. HP represents a combination of luck, close calls, physical resilience, fighting skill, etc. Burning stamina is the player's way of admitting that the character is slowing down, that he took some flesh wounds in the combat and will eventually be overcome through attrition.</li>
<li>Burning stamina gives a wonderful sense of attrition and dwindling resources, and rewards clever play.</li>
<li>The Judge needs to have a plan for broken bones, disability (blindness, deafness, etc.), disease, <b>and in-combat healing</b>. Either have this be acceptable in the game fiction (LotFP), or provide outside healing services, or make this less common, or...whatever. You decide, figure it out.</li>
<li><u>Now players play clerics because they want to, not because somebody has to</u>.</li>
</ul>
<li><b>Step 2: Give Each Deity Their Own Fearsome Disapproval Table</b></li>
<ul>
<li>Stop being lazy and do it.</li>
<li>A single disapproval table for all clerics sucks. The official Disapproval table mostly compounds the downward spiral of spellcasting loss. Disapproval can be so much more, including any of the following:</li>
<ul>
<li>The deity screwing with the player</li>
<li>Roleplaying opportunities</li>
<li>A chance to add an aspect to the character that the Judge can make rulings with (drunk, blind, hideous, etc. etc.)</li>
<li>Dangerous opportunites</li>
<li>Tests and trials</li>
<li>A chance to show the cleric that constantly relying on divine aid can be <b>dangerous</b></li>
<li>A chance to start a fight</li>
<li>Torments</li>
<li>Mutations/transformations - generally to look more like the deity's ideal form</li>
<li>Demand for service/works/donations</li>
<li>One of the primary sources for flavor text for your deity</li>
</ul>
<li>The cleric should worry about rolling on this table. If the cleric rolls above a 15 or so, he should expect to get wrickety wrecked. Example ranges:</li>
<ul>
<li><b>1-5:</b> Inconvenience.</li>
<li><b>6-10: </b>Problem</li>
<li><b>11-15:</b> Crap.</li>
<li><b>16-20:</b> Frack.</li>
</ul>
</ul>
<li><b>Step 3: A Mechanical Description of the Deity</b></li>
<ul>
<li>This includes:</li>
<ul>
<li>Unholy categories. These need to make sense, even if they are narrow.</li>
<li>Weapon proficiencies (or just strip these out of the game)</li>
<li>What does a holy symbol look like?</li>
<li>How does the cleric's healing and magic work?</li>
<li>Enemies?</li>
<li>Special rituals and rites</li>
<li>Alignment (<a href="http://bloodandsteelonpraxis.blogspot.com/2015/11/dcc-without-character-alignment.html" target="_blank">or just strip this out of the game</a>)</li>
</ul>
</ul>
<li><b>Step 4: A Fluff Description of the Deity</b></li>
<ul>
<li>This is more important than Step 3. With this, you can build Step 3 from scratch in a minute or two. In fact, do this first. Then build Step 3 in five minutes. You are being timed.</li>
</ul>
<li><b>Step 5: Give the Cleric Something Special</b></li>
<ul>
<li>Give the cleric something, even at 1st level, that sets them apart. A boon. Make this flexible and deity specific.</li>
<li>Examples include a unique spell, special ability, item, or oppotunity the cleric can develop over the course of the game. One favorite of mine is giving the cleric a 1st/2nd level cleric or wizard spell that casts as a 1st level cleric spell (+2 to spellchecks if 2nd level). And I jazz that spell up.</li>
</ul>
<li><b>Step 6: Don't wait for Disapproval to Get Up in the Cleric's Business</b></li>
<ul>
<li>Give the cleric visions, dreams, miracles, curses at times chosen by the deity. A cleric is like a wizard with a patron, except you can't get the patron to shut up or stay out of your business. Awesome!</li>
</ul>
<li><b>Step 7: Crank Divine Aid to 11</b></li>
<ul>
<li>Divine aid, if pulled off successfully, should be Metal. Bring the thunder, lightning, giant spirit blades, rain of spiders, antigravity fields, an army of the dead at the cleric's command, Deva soldiers, Jesus with machineguns, a crashing meteor, animated statues, etc.</li>
<li>For a gold star, write up an Invoke Diety table. Or just wing it.</li>
<li>Once called upon, divine aid will require great works to restore the balance. No spamming.</li>
<li><i>I'm amazed how this never gets used in play. Perhaps players need to be prompted?</i></li>
</ul>
<li><b>Experimental Step 8: Clerical Spellburn - "Spiritburn"</b></li>
<ul>
<li>I haven't fully decided how to implement this. Clerical spellburn should be rare, and it doesn't necessarily have to rely on physical attribute points. Maybe a second type of disapproval points that don't reset every morning? Maybe these points recover based on cleric level? Maybe we switch to personality burn? There are probably several ways to make this work, but there should be a way for a cleric to on a rare basis overcharge a clerical spell.</li>
<li>Example system: Clerical spellburn creates Type II disapproval points (call them Spiritburn points if you like). These points are recovered each day in an amount based on the cleric's level [level/3 rounded up]. These disapproval points have the same effect as regular disapproval points. These Spiritburn points take effect <b>after</b> the spell they are used on.</li>
<li>Holy crap, I like that. Can anybody come up with a better alternative? But I think we should keep the name "Spiritburn."</li>
</ul>
</ul>
<div>
Done! >:D</div>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com9tag:blogger.com,1999:blog-5271991047536809908.post-41173508530697680572015-12-03T09:42:00.003-08:002015-12-03T09:49:37.216-08:00A Little Light Reading: Sylle Ru's Bookshelf<ol>
<li>An Illustrated History of the Western Moorlands</li>
<li>Blackwell's Dieties and Demigods</li>
<li>Astral Travel and You: How to Really Go There!</li>
<li>Artefacts of Yore</li>
<li>The Mystic Ways of the Savage Kings</li>
<li>Property Records - Hirot - 1029-1456<a name='more'></a></li>
<li>Mortimer's Style and Usage</li>
<li>The Hymns of Justicia, First Collection</li>
<li>The Passions of the Countess (currently banned by royal edict)</li>
<li>Desmond's Almanac</li>
<li>The Thirteen Prophecies of Gurble the Goatherd</li>
<li>A Farewell to Wands</li>
<li>The Tiger and the Setting Sun: A Gazetteer of Punjar</li>
<li>The 44 Lamentations of the Flame Princess</li>
<li>Gisby's Primer - Succession and Inheritance</li>
<li>Gisby's Primer - Fealty and Taxation</li>
<li>Gisby's Law Dictionary</li>
<li>The Diamond Road: Opening the Third Eye</li>
<li>The Grim Tarot</li>
<li>Ley Lines of the Northern Climes</li>
</ol>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com7tag:blogger.com,1999:blog-5271991047536809908.post-88773865533278909162015-11-29T08:17:00.000-08:002015-12-07T14:39:47.605-08:00Disapproval Table: The CarnifexThe Carnifex embraces suffering and the transience of the mortal coil, and exalts death as a release from the agony of life.<br />
<br />
Unholy: Undead, necromancers, those who artificially prolong life, those who hide from suffering.<br />
<br />
Healing: Clerics of the Carnifex heal by consuming small amounts of the subject's total life force, resulting in a shorter lifespan.<br />
<br />
Unless noted otherwise, all effects last until disapproval is reset.<br />
<br />
<b>Disapproval Table For The Carnifex</b><br />
<br />
<ol>
<li><b>Meditation</b>: The cleric feels an emptiness where The Carnifex should be, and loses all spellcasting ability until he spends one hour in meditation. After reflection, the cleric realizes that the emptiness is the truth of his own mortal existence. The cleric receives +2 to his next spell check.</li>
<li><b>The Pin Prick That Tests The Faith</b>: The Carnifex reminds the cleric that everything accomplished in the mortal realm is done so through suffering. The casting of every spell causes 1 point of damage per spell level. Healing and turning count as first level spells.</li>
<li><b>Minor Flesh Wasting Disease</b>: The Carnifex teaches the cleric not to rely on the strength of his own body, which is merely a failed device. The caster suffers one point of strength, agility, and stamina loss, which heal normally.</li>
<li><b>True Sight</b>: The Carnifex gives the cleric a wonderful gift, allowing him to see the world as she does. All humanoids appear as walking corpses, swarming with worms and maggots. -4 to any reaction checks.<a name='more'></a></li>
<li><b>Bloody Stigmata</b>: The Carnifex caresses the cleric's form, causing 1d6 damage as bloody stigmata erupts across his body. The stigmata will never drop the cleric below 1 hp, and always leaves a permanent scar. The Carnifex will not allow for this blessing to be magically healed.</li>
<li><b>Silence...</b> The Carnifex grows weary of the cleric's constant cries for aid. The cleric feels the Carnifex's terrible hand close about his throat. The cleric cannot speak above a whisper, suffering a -1 to spellchecks.</li>
<li><b>The Fire of the Blood:</b> The cleric feels the burning love of the Carnifex surge through his body. Blood droplets begin to fly from the cleric's eyes, nose, ears, mouth, and fingernails, causing 1d4 damage. As each droplet lands on the ground it catches fire. This is likely to cause one or more uncontrolled fires in the cleric's immediate area and potentially catch nearby individuals on fire, DC 10 reflex save to avoid.</li>
<li><b>The Cost of Power</b>: The Carnifex teaches the cleric that true power comes from sacrifice. The cleric ages one year for every spell level cast.</li>
<li><b>Eyes of Blood</b>: The Carnifex reminds the cleric not to revere the mortal world. Blood seeps from the cleric's eyes, blinding him to the physical world, but allowing him to see the world of the spirit. When fighting enemies possessed of a soul, the cleric does not suffer a penalty to hit.</li>
<li><b>Test of Pain:</b> "You humans complain about the pain I cause you. I have only ever given you just enough pain. After this test, you shall be grateful to me and understand my mercy so much better." Discomfort causes pain and pain causes agony. When hit in melee, the caster must make a DC 10 will save or go unconscious for 1d3 turns. In addition, all attacks do double damage, with the additional damage as subdual damage. The cleric may be required to make an appropriate will save if he willingly decides to undertake a course of action that would cause significant pain.</li>
<li><b>Crush the Enemies of the Faith</b>: The Carnifex causes several undead (Judge's discretion) to be brought into the area of the cleric - the cleric is charged with their destruction. Failure to carry out this duty results in a loss of spellcasting ability for 1d6 days.</li>
<li><b>Watch The World Burn</b>: The Carnifex commands the cleric to burn away 40% of his material wealth, so that it may benefit no one. Until the cleric solemnly swears this oath, he shall suffer a -4 to his spellchecks. Failure to follow the oath shall be punished severely.</li>
<li><b>Major Flesh Wasting Disease</b>: The Carnifex delights in wasting the physical form of the cleric, showing him how fragile his life has always been. What has been given can always be taken away. The cleric suffers three points of temporary strength, agility, and stamina damage, which heal normally.</li>
<li><b>Test of Painlessness</b>: "Know, my beloved disciple,, that pain is a teacher and has its use. Do not run from it - embrace it as yet another of my dark gifts." The cleric cannot feel pain or discomfort of any kind. The Judge should make a note of the player's current HP, and until the test is passed, the Judge will not tell the player of any HP changes or any other effects that rely on the ability to sense pain.</li>
<li><b>Quest</b>: The cleric must agree to a quest to humble one who has mocked death. Until actively on the quest, the cleric suffers a -2 to all spellchecks.</li>
<li><b>The Test of Aging</b>: "I shall give you a wonderous gift. Know that no mortal shall live forever. When you die, I shall come for you and take you into my embrace." The cleric's body is withered into old age (70 for humans), suffering all appropriate limitations and penalties. The cleric then ages backwards, 10 years for every day for humans (or a similarly appropriate period for demihumans), slowly regaining their strength and vitality.</li>
<li><b>The Balance of Life and Death</b>: For a period of 1d3 days, the cleric's healing power becomes the power to transfer the harm suffered by others to himself. As such, the cleric cannot heal himself.</li>
<li><b>Critical Flesh Wasting Disease</b>: The cleric rots from within. The Carnifex favors one who has suffered so much in her name. +1 to luck, -6 to strength, agility, and stamina, healing as normal.</li>
<li><b>Pieces of You</b>: The Carnifex helps the cleric not to rely on the body but the soul. She permanently takes a sliver of the cleric's vital essence, but whispers an impossible secret in his ear. 1d3 permanent loss of points from physical attributes, chosen randomly. After a full day of meditation, the cleric has grasped a small aspect of the Carnifex and may be prepared to write a useful treatise for worshippers of the goddess. The cleric gains +1 to personality.</li>
<li><b>Join Me, My Darling</b>: The Carnifex stops time and personally comes to take the cleric to her home plane, lovingly torturing him for a period of 1d3+1 years. During this time the cleric ages normally. The cleric is then returned to the moment he was taken from. The cleric makes a DC 13 will save - if successful, the cleric comes to better understand the nature of existence and gains a +1 to personality. If not, the cleric suffers 1d8 temporary Personality damage from the madness caused by these ministrations.</li>
</ol>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com8tag:blogger.com,1999:blog-5271991047536809908.post-37615004982868617262015-11-27T12:12:00.001-08:002015-12-03T09:51:23.062-08:00DCC Without Character Alignment<br />
This post will outline one possible method for running DCC without character alignment. I'm sure there are many other ways to do this. And as always, everyone is free to run their game any way they want. Hopefully this is helpful to some.<br />
<br />
----------------------------------------------------<br />
<br />
Mongol General: "Conan! What is best in life?"<br />
Conan: "To crush your enemies. See them driven before you. And to hear the lamentations of the women."<br />
Mongol General: "That is good! That is good!"<br />
-Conan the Barbarian<br />
<br />
Leeloo: "Everything you create, you use to destroy."<br />
Korben Dallas: "Yeah, we call that human nature."<br />
-The Fifth Element<br />
<br />
<a name='more'></a>----------------------------------------------------<br />
<h3>
<b><br /></b></h3>
<h3>
The Motivation:</h3>
<br />
In the film Conan the Barbarian, what alignment was Conan? Did he properly follow his character alignment through the film? When Conan and Subotai fought Thulsa Doom and his followers at the Battle of the Mounds, who were the good men, and who the bad?<br />
<br />
These are the wrong questions. And Conan had no concern for the answers.<br />
<br />
Let me tell you what I did with character alignment in my DCC game. When we started, I had already rolled up characters for all the players in Roll20. On every character sheet under Alignment I wrote "Neutral." And from then on, character alignment was never mentioned again. If I had it to do over again, I would redesign the Roll20 default character sheet for DCC and strip out the section for Alignment.<br />
<br />
I started with Sailors on the Starless Sea, with the characters questing against the rise of an Avatar of Chaos. This to save the people of their village. The clerics worship Crom and The Four Winds. They heal party members and cast spells. The wizard has a demon from another planet as his patron. The party has enjoyable debates about whether and how to help the people of Hirot. The thief is a bit selfish. The wizard is somewhat unhinged. The amazon warrior is a champion of the people. All this without official character alignment, and certainly without any policing from my end of any mindcrimes they may have committed.<br />
<br />
DCC as a game has already gone halfway to eliminating the concept of character alignment. Consider the following dialogue from Intrigue at the Court of Chaos:<br />
<br />
<b><i>Why don't you steal it yourselves if you're so powerful?</i></b><br />
<i>"</i>...In this matter, we must rely on mortal servants with souls as yet undevoted wholly to one side or the other. You mortals' curious and most delightful gift of free will makes you immune to the wards that prevent us from acting directly.<i>"</i><br />
<i><br /></i>
<b><i>But I am a devoted servant of Law (or Neutrality)?</i></b><br />
"Are you? Are you truly? How quaint is the concept of devotion in you mortals...Tell us: Do your gods always answer your prayers?...What you mortals call 'faith' is nothing more than lighting a candle against the eternal darkness of the multiverse."<br />
<br />
As we are already halfway, let's see how far we must go to finish the job.<br />
<br />
----------------------------------------------------<br />
<h3>
<b><br /></b></h3>
<h3>
The Mechanics:</h3>
<h4>
<b><br /></b></h4>
<h4>
<b>Step 1: Take the Word 'Alignment' Off the Character Sheet</b></h4>
<br />
Characters do not select an alignment at creation or at any other time. They exist in a universe with a cosmology as determined by the Judge. If the Judge follows the cosmology explicated in the Rulebook, then the universe has the Law Gods and the Chaos Lords, and neither side is necessarily on the side of humanity. Humanity is the random element at the middle of the conflict between these two overwhelming polarities.<br />
<h4>
<b><br /></b></h4>
<h4>
<b>Step 2: Fixes for Character Classes</b></h4>
<br />
Alignment is used at several points when defining the character classes in DCC. To strip out this component, make the following changes:<br />
<br />
<ul>
<li><b>Clerics</b></li>
<ul>
<li>Choosing this class requires the character to devote themselves to the ideals and worship of the deity they follow. This devotion goes well beyond the bargain between a wizard and his Patron. Failure to follow the proper ways will have predictable mechanical and roleplaying consequences. The specific ideals of the deity may not necessarily align with the Law/Order split predominant throughout the Rulebook - it's up to the Judge.</li>
<li><b>Healing</b>: Redefine the words in the matrix as follows:</li>
<ul>
<li><b>Same</b> - those who worship the deity</li>
<li><b>Opposed</b> - those who by their actions or nature are in opposition to or abhorrent to the deity</li>
<li><b>Adjacent - </b>everybody else</li>
</ul>
<li><b>Turning</b>: "Unholy" creatures are those who by their actions or nature are in opposition to or abhorrent to the deity</li>
</ul>
<li><b>Thieves</b>: Thief skills are determined in the Rulebook by alignment. Instead, allow each character to select which "Path" they want to follow. Or, if you are feeling particularly feisty, switch to a point-buy system and let your players do what they want (this is what I do).</li>
<li><b>Dwarves, Elves, and Halflings</b>: All player characters have free will and no set alignment, including demihumans. A demihuman race may have a propensity for one alignment as determined by the Judge or as listed in the Rulebook. The player may choose to adopt the predominant alignment or not, as desired.</li>
<li><b>Class Titles</b>: These are just flair anyway. Let the players pick which column they like, or have them select a title from each row depending on level, or better yet, let your players come up with their own title as reasonable and in keeping with their power level and reputation. Or have the Judge come up with their own naming system in keeping with the way their gameworld works.</li>
</ul>
<h4>
<b><br /></b></h4>
<h4>
<b>Step 3: Fixes for Magic Spells and Eldritch Events</b></h4>
<div>
<br /></div>
<div>
Several wizard and cleric spells and magical effects (mercurials, phlogiston disturbances) refer to alignment. I went through the Rulebook and I only found very minor effects, usually one or two points penalty or bonus for a save. Here is a list of the spells I found that mention alignment:</div>
<div>
<ul>
<li>Runic Alphabet, Mortal</li>
<li>Consult Spirit</li>
<li>Emirikol's Entropic Maelstrom</li>
<li>Eternal Champion</li>
<li>Fly</li>
<li>Runic Alphabet, Fey</li>
<li>Sword Magic</li>
<li>Write Magic</li>
<li>Blessing</li>
<li>Detect Evil</li>
<li>Find Familiar</li>
</ul>
</div>
<br />
For Blessing and other appropriate cleric spells, use the same trichotomy I listed above for clerical healing. For cleric spells like Detect Evil and Protection from Evil, the spell does all the work for me. "The definition of evil is based on the cleric..." (pp.263). Enough said.<br />
<br />
For the remaining spells above, simply ignore the penalty or bonus for alignment in the spell description if the spell targets a playable race or party member, or have the Judge determine an appropriate result (see below).<br />
<br />
For Find Familiar, either allow the player to choose which row or column they would like to roll on, or have the Judge determine an appropriate result (see below).<br />
<br />
<b>Step 4: The Judge Tracks 'Alignment'</b><br />
<b><br /></b>
The Judge will track all the actions of the players, and how those actions may create a stronger affinity for or commitment to one polarity or another of the Law/Chaos divide. This is no different from the Judge weighing the behavior of the characters as far as their local and regional reputation is concerned. Actions have consequences. As the PCs adventure, they will make choices and those choices will say something about who they are - in a more metaphysical sense, those choices may change who and what they are.<br />
<br />
It is up to the Judge to determine how those changes mechanically effect the characters, especially concerning spell effects and magical item effects that trigger off alignment. This is more an art than a science.<br />
<br />
<b>Step 5: Completely Disregard the Paragraph on Page 360</b><br />
<b><br /></b>
There is a paragraph in the Rulebook on page 360 describing the relationship between Luck and Alignment. Cross this paragraph out. Do not in any artificial way punish or reward the players for acting according to one alignment or another. The only consequences they should face from doing so are, as always, the natural consequences of their actions.<br />
<br />
This means that the Judge will need to determine under what circumstances they will grant or take away luck from the players. I leave that to your excellent discretion.<br />
<br />
<b>Step 6: Keep Alignment for Monsters, Items, and Beings as Desired</b><br />
<b><br /></b>
The point of this hack is to free the players to play the way they want. I personally love the Law/Chaos divide of DCC, and make heavy use of it in my games. Monsters, patrons, gods, magical items, feel free to assign them an alignment and have them act accordingly. But where I draw the line is the minds of the players/characters. You can have both - strong alignment mechanics, and player freedom.<br />
<br />
<b>Step 7: Handle Metagame Problems Through the Metagame</b><br />
<b><br /></b>
If PvP or 'evil' characters are not allowed in your game, just say so and have the players agree to such in advance. Don't police these issues in a roundabout way through the Alignment system. Address the problem head on, and solve any issues by talking to the players rather than punishing their characters.<br />
<br />
----------------------------------------------------<br />
<div>
<br /></div>
<div>
Hopefully this guide was useful to a Judge or two out there. There are many rpgs that don't make use of alignment at all, and I personally find alignment to be one of the best and worst aspects of d&d inspired rpgs. DCC came very close to my personal taste on this issue - with the simple changes above, it's a perfect match.</div>
<div>
<br /></div>
<div>
If you find any other issues in the conversion or have a different take on the matter, feel free to let me know in the comments.</div>
Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com8tag:blogger.com,1999:blog-5271991047536809908.post-65432619273567974192015-11-26T10:57:00.001-08:002015-12-07T14:39:35.385-08:00Magic Item: The Amulet of Echoes<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHBM81M51KQ9fAdVwZqNapB_cLDyPL-7wDu9KyPk_lO_oBZJu0TlABpaaQLyylSTnrquQDLAvTxHiaVfJ69L9P5gSsjHSf3FbMXSQ2PHLAOARwTCacdBo0uKFMGX37gGKTxP-Dp7iF1Q/s1600/amulet+of+echoes.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="612" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHBM81M51KQ9fAdVwZqNapB_cLDyPL-7wDu9KyPk_lO_oBZJu0TlABpaaQLyylSTnrquQDLAvTxHiaVfJ69L9P5gSsjHSf3FbMXSQ2PHLAOARwTCacdBo0uKFMGX37gGKTxP-Dp7iF1Q/s640/amulet+of+echoes.png" width="640" /></a></div>
<span style="background-color: white; color: #404040; font-family: "roboto" , "arial" , sans-serif; font-size: 13px; line-height: 18.2px;">This amulet allows the wearer to speak in the voice of another person or creature for one day if a fresh drop of their blood is applied to the surface. This could happen by accident, in battle or otherwise.</span><br />
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<a name='more'></a><span style="background-color: white; color: #404040; font-family: "roboto" , "arial" , sans-serif; font-size: 13px; line-height: 18.2px;">Every time the amulet is used, there is a 5% cumulative chance the wearer's voice is permanently stolen. If not, they suffer a difficult sore throat for a period of 1d6 hours after the magic fades.</span><br />
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<span style="background-color: white; color: #404040; font-family: "roboto" , "arial" , sans-serif; font-size: 13px; line-height: 18.2px;">Originally created by the vain sorcerer Kaspoor, who would pick just the right voice from among his slaves and prisoners to match his mood each day. Later used to great effect by the assassin Golod.</span>Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com0tag:blogger.com,1999:blog-5271991047536809908.post-72465275960278120102015-11-18T08:56:00.001-08:002015-11-30T16:14:20.388-08:00A New OSR BlogGreetings, friend, and welcome.<br />
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I have started a blog. I will be posting mainly about my interest in rpgs, particularly systems of the OSR including DCC, Labyrinth Lord, and LotFP.<br />
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<a name='more'></a>After playing 1st and 2nd edition d&d in my youth, I have returned to pen and paper role-playing games by throwing myself in the deep end of DCC. An rpg that has all of the best old school flavor, but is very light on mechanics. A system that expects you to already know how to run a working old-school rpg session, and says as much. And so this blog will be, in part, a catalog of my attempt to reinvent the wheel while I experiment on the poor test-subjects of my Monday night game on Roll20.Gleblixhttp://www.blogger.com/profile/03546938383587063556noreply@blogger.com5