Skip to main content

Posts

Showing posts with the label d20

Punchy Fantasy RPG: Cooking Characters in GLAIVE

GLAIVE is a rules toolkit for running old-school fantasy RPGs created by Scott Wegener. Talent-powered competent adventurers in standard adventure fantasy game. Check out the book here . We are using v2.2 of the game. This is traditional fantasy game, so I'll keep [Dimaapi] archetype in mind to make a typical fighter/combatant dude to start things off. See Cooking Characters Primer for more details about archetypes. So, let's make our adventurer and dive into the character creation rules!  Step 1. Roll for background, gear, and bond.  Rolled [12] and [59] on background table (d100). A smuggler liberator character is appealing, so I'll go with Smuggler.  I like him already.  Now for gear, I have to get a dungeoneering gear pack and choose a weapon of choice. Rolled [5] on Dungeoneering Gear, so I get Swordman's Pack (lucky!). Then I'll choose a Sword  as a weapon to complement it. I imagine our character the guy who takes front in tunnels, and wards off trouble...

Devlog: Tampalasan Initiative System

I'm currently running my initial draft for Tampalasan, a tropical fantasy adventure game that has strong influence of Filipino and Southeast Asian concepts, but still has stereotypical fantasy elements. Planning to launch a playable version of it on Session Zero Online, this coming Jan 30 2021 . One of the things I've pondered for a while is its initiative system, which I want to focus more on strategy and less on tactics. Combat options will still be there, but it shouldn't be the main focus of the game, and it shouldn't alienate those who do not delve deep into combat mechanics. I've covered before how an initiative system dictates the type of game your playing , and I still believe that.  Here are some aspects from initiative systems I took inspiration from, and what aspects I don't like about them.  1. Group initiative , where roll against your Speed/Dex stat to go first before the enemies. Used in Into the Odd, Bastionland, and a few other games. Simple and...

4E D&D Hack: HP costs on Powers

I made a twitter post about this, and I decided to blog it as well for posterity. I'll also adjusted some theories and numbers, expound the reasoning behind this hack, and showed what to expect in game play. You can check the original twitter thread here . - - -  So first, I'd like to point out the idea of HP from 4E D&D, seen on page 293 on D&D 4E PHB. HP =/= Life Points. So we're extending the meaning here of HP as stamina and mana as well. It's more than just health points. Hit points help you stay alive and able, and will now fuel your strongest of powers. Now the key change is that you still play 4E DnD as is, except powers with Encounter and Daily keywords now have HP costs , regardless of power type (class, racial, utility, theme, etc), and you are no longer limited by their casting limits . These are some new rules: You can now cast any powers many times, as long as you have enough HP to do so. No limits. Encounter powers costs power le...

Dex-Int Initiative - d20 Initiative System Hack

Something I have thought of a few months ago, but I keep forgetting to write about. If you want to add a small layer of variance in your d20 initiative system, but still want the predictability of a tracked initiative list, you might be interested in this. - - -   It's another initiative-related post, so have a google image search again. When rolling initiative, create two sets of initiative track for combat, one for odd-numbered rounds and another for even-numbered rounds. For the odd-numbered rounds of combat, add Dexterity modifier to the initiative roll to determine the result. For the even-numbered rounds of combat, add Intelligence modifier to the roll. Note that each combatant still rolls one initiative roll, they just have a different ability modifier for the two tracks of initiative. Any additional modifiers from other sources (features, feats, spells, etc) still apply to all rounds. Why do this?  1. A chance for Int-based characters to act fast, af...

Momentum - Hack from Ironsworn

So a while back I've played a few games of Ironsworn. If you haven't played it, it's a game of quest-driven characters seeing their stories unfold in a perilous land . Nothing grand about the setting, but I did like some of its subsystems and the way it frames usual gaming constants like initiative and supply. But for now I'd like to toy with its momentum subsystem, which is a core part of the game. It gives the play a heroic and dramatic feel: accumulated successes lead to point where you can grab control a crucial moment in your journey. At the same time, continuous failures will make your usual strong moments a bit more risky. It won't make the game swingy, like how usual meta-currency subsystems work. So I tried converting it for d20 games. Usable in D&D 5E, D&D 4E, Knave, or any d20 game that has a roll over DC/TN resolution system. - - - image from Ironsworn book. used without permission Momentum Score Momentum is a mechanic that repres...