Level Attained | Training Time | Gold | Level Attained | Training Time | Gold | Level Attained | Training Time | Gold |
2 | 10 days | 30 | 2 | 5 days | 68 | 2 | 2 days | 180 |
3 | 10 days | 90 | 3 | 5 days | 203 | 3 | 2 days | 540 |
4 | 10 days | 180 | 4 | 5 days | 405 | 4 | 2 days | 1,080 |
5 | 20 days | 300 | 5 | 10 days | 675 | 5 | 4 days | 1,800 |
6 | 20 days | 500 | 6 | 10 days | 1,125 | 6 | 4 days | 3,000 |
7 | 20 days | 800 | 7 | 10 days | 1,800 | 7 | 4 days | 4,800 |
8 | 20 days | 1,200 | 8 | 10 days | 2,700 | 8 | 4 days | 7,200 |
9 | 20 days | 1,700 | 9 | 10 days | 3,825 | 9 | 4 days | 10,200 |
10 | 20 days | 2,300 | 10 | 10 days | 5,175 | 10 | 4 days | 13,800 |
11 | 30 days | 3,000 | 11 | 15 days | 6,750 | 11 | 6 days | 18,000 |
12 | 30 days | 3,800 | 12 | 15 days | 8,550 | 12 | 6 days | 22,800 |
13 | 30 days | 4,700 | 13 | 15 days | 10,575 | 13 | 6 days | 28,200 |
14 | 30 days | 5,700 | 14 | 15 days | 12,825 | 14 | 6 days | 34,200 |
15 | 30 days | 6,800 | 15 | 15 days | 15,300 | 15 | 6 days | 40,800 |
16 | 30 days | 8,000 | 16 | 15 days | 18,000 | 16 | 6 days | 48,000 |
17 | 40 days | 9,300 | 17 | 20 days | 20,925 | 17 | 8 days | 55,800 |
18 | 40 days | 10,700 | 18 | 20 days | 24,075 | 18 | 8 days | 64,200 |
19 | 40 days | 12,500 | 19 | 20 days | 28,125 | 19 | 8 days | 75,000 |
20 | 40 days | 15,000 | 20 | 20 days | 33,750 | 20 | 8 days | 90,000 |
Blog for my Mount of the Red Doors open table campaign and other musings about RPGs in general and currently D&D 5e in particular.
If some of the information on this site seems familiar, I'm not stealing and passing it off as my own. It's because I'm using an existing commercial product that I have changed some names and other things in order to protect the innocent villains against those dastardly adventurers.
Thursday, May 28, 2015
Training Levels: Update
In an earlier post I created a training cost table that differed from the DMG. I've decided to update it again. This time I giving the players the option to decrease the time it takes to train if they are willing to pay more.
Wednesday, May 27, 2015
Casualties After 3 Sessions
Here is the list of monsters of the Mount that our brave adventures have defeated (killed or some other means of victory) and captured.
Momma, don't let your babies grow up to be dungeon dwellers.
Name | Defeated | Captured |
Beetles, Giant Fire | 7 | |
Dwarves, Insane | 1 | 1 |
Kobold-ish Creatures | 39 | 3 |
Rats, Giant | 9 | |
Skeletal Creatures | 6 | |
Snorks | 36 | 3 |
Spiders, Giant | 8 | |
Zombie-ish Undead Creatures | 1 |
Momma, don't let your babies grow up to be dungeon dwellers.
Tuesday, May 26, 2015
My Setup: Latest Addition, Spell Books
I grabbed pdzoch's Spell Cards (Template) for D&D 5E using Magic Set Editor (MSE) created a set of spell cards for each of my player's spell casting characters. And placed them in the spell books from my copy of Mage Wars.
Saturday, May 23, 2015
Tuesday, May 19, 2015
I'm a rules junkie: Degrees of Advantage/Disadvantage
I've always liked creating games or tweaking existing rules, maybe even more than playing. After I got my first "serious" war game Starship Troopers from Avalon Hill in the late 70s/early 80s, I used the board and units to create my own Star Wars game.
Anyway, I'll post some of my RPG rule ideas here on this blog - probably with little or no play testing.
My thought is what if different degrees of advantage/disadvantage gave different size of advantage/disadvantage die. So instead of the additional die always being a d20, the lowest degree of advantage/disadvantage provides a d10, the next degree provides a d12. Now in the standard set of dice the next size is of course a d20. Which is a significant jump from a d12. Fortunately there are d14, d16, and d18 dice available. There are even d24 available. I already have a d16.
Using the different sizes also allows a cumulative effect. You have two conditions that grant an advantage? The first advantage would grant you a d10. The second advantage would increase it to d12.
I'm already using this in my flanking advantage rule. At least for now I won't implement this rule. I'll run D&D5e as written, with the exception of flanking - 5e has no specific rules for how flanking affects combat, except rogue's backstab.
If you don't mind a little more complexity you could allow combinations of multiple advantages and disadvantages rather than simply one disadvantages negating multiple advantages. You have three conditions, two granting advantages and one granting a disadvantage? Subtract the difference. Two advantages minus one disadvantages results in gaining a d10 advantage.
Anyway, I'll post some of my RPG rule ideas here on this blog - probably with little or no play testing.
Degrees of Advantage/Disadvantage in D&D 5e
The advantage/disadvantage mechanism is a real nice simplified means of handling conditions. You don't need to remember and add together a dozen different modifiers. Unfortunately, it's either you have an advantage/disadvantage or you don't. There is no variance, no degrees of, no means of cumulative effect. Could we add this without too much complexity?My thought is what if different degrees of advantage/disadvantage gave different size of advantage/disadvantage die. So instead of the additional die always being a d20, the lowest degree of advantage/disadvantage provides a d10, the next degree provides a d12. Now in the standard set of dice the next size is of course a d20. Which is a significant jump from a d12. Fortunately there are d14, d16, and d18 dice available. There are even d24 available. I already have a d16.
Using the different sizes also allows a cumulative effect. You have two conditions that grant an advantage? The first advantage would grant you a d10. The second advantage would increase it to d12.
I'm already using this in my flanking advantage rule. At least for now I won't implement this rule. I'll run D&D5e as written, with the exception of flanking - 5e has no specific rules for how flanking affects combat, except rogue's backstab.
If you don't mind a little more complexity you could allow combinations of multiple advantages and disadvantages rather than simply one disadvantages negating multiple advantages. You have three conditions, two granting advantages and one granting a disadvantage? Subtract the difference. Two advantages minus one disadvantages results in gaining a d10 advantage.
Friday, May 15, 2015
Session #2 Report
Players and Characters
All the players in the current player pool were able to attend. In order by character nameChris: Anders Blackwood
Brian: Frocensin Verth
Bill: Gleran
Jeremy: Milo Tealeaf
Party was joined by Frocensin's squire Kelyn Robinsworth.
What Happened
My audio recording worked this time. Yea. While I listened to the six hour recording I took notes on my cell phone's voice recorder. I finished listening today. Before I got to my recorded notes, my cell phone locked up and proceeded to do a factory reset - all recordings gone!So to summarize what happened in session #2, lots of shit! The PC explored, killed, almost died and left. The End!
I hate re-doing crap. Maybe I'll go back later. Right now I'm just don't want to even think about it.
Explored
Map of what was explored during the two sessions.In-game date(s): Aprflos 6 & 7, 918
Thursday, May 14, 2015
Training to Gain Levels
Edit: Updated
Level Attained | Training Time | Gold |
2 | 10 days | 30 |
3 | 10 days | 90 |
4 | 10 days | 180 |
5 | 20 days | 300 |
6 | 20 days | 500 |
7 | 20 days | 800 |
8 | 20 days | 1,200 |
9 | 20 days | 1,700 |
10 | 20 days | 2,300 |
11 | 30 days | 3,000 |
12 | 30 days | 3,800 |
13 | 30 days | 4,700 |
14 | 30 days | 5,700 |
15 | 30 days | 6,800 |
16 | 30 days | 8,000 |
17 | 40 days | 9,300 |
18 | 40 days | 10,700 |
19 | 40 days | 12,500 |
20 | 40 days | 15,000 |
Initiative: We know they're there, we should have a plan
During session 2, which I'm still working on the report, the party came to a door with holes they could use to look through. Beyond the door was a room with some giant rats. They decided to open the door, go in, and to take on the rats. I determined that the rats were not surprised and had everyone roll initiative as normal. As a result of initiative a PC in the second row went first. Since he acted before the PCs in front of him could move, it limited his options.
With the PCs knowing what lay beyond, they could develop a plan of action. To my thinking this would cause the normal roll of initiative to be inappropriate.
Here is what I plan to implement for future sessions when the party wishes to take the time to develop a plan which includes the order in which each PC will act. The PC who will act first makes his initiative check. Every PC after will have an initiative value of 2 lower than the previous PC. I will roll initiative for the opponents as normal and slide them into initiative order based on their results.
Example: Say the party decides to go in the following order: Frocensin, Gleran, Anders, and Milo. Frocensin would make his initiative check, say he got a 14, then Gleran would have 12, Anders 10, and Milo 8. Then say I rolled for monsters in two groups: boss and minions. Minions got a 9 and the boss got a 12. So the order of initiative would be:
With the PCs knowing what lay beyond, they could develop a plan of action. To my thinking this would cause the normal roll of initiative to be inappropriate.
Here is what I plan to implement for future sessions when the party wishes to take the time to develop a plan which includes the order in which each PC will act. The PC who will act first makes his initiative check. Every PC after will have an initiative value of 2 lower than the previous PC. I will roll initiative for the opponents as normal and slide them into initiative order based on their results.
Example: Say the party decides to go in the following order: Frocensin, Gleran, Anders, and Milo. Frocensin would make his initiative check, say he got a 14, then Gleran would have 12, Anders 10, and Milo 8. Then say I rolled for monsters in two groups: boss and minions. Minions got a 9 and the boss got a 12. So the order of initiative would be:
- Frocensin (14)
- Gleran(12) in case of tie, PC goes before NPC
- Boss monster (12)
- Anders (10)
- Minions (9)
- Milo (8)
Monday, May 11, 2015
Movement and Surprise
In a corner of one of the pages on the D&D 5th Edition Cheat Sheet/DM Screen at EnWorld is an area under Travel Pace. I don't know where he/she came up with the numbers or if he created them. The numbers in distance don't match the rules from the Player's Handbook. I gather the idea is the faster the party is moving the more likely it is to be surprised. I've changed the distances to match the numbers from the PHB.
This rule will not come into effect during ambushes - Perception vs Stealth - or when one party would have a reasonable chance to hear, see, etc. the other party - Perception vs DC based on amount of noise, light, etc.
The characters make a Perception check vs the given surprise DC. Those characters that fail are surprised for the first round.
In using this, Passive Perception is not used for encounters. But it is still used when passing by something of interest.
This rule will not come into effect during ambushes - Perception vs Stealth - or when one party would have a reasonable chance to hear, see, etc. the other party - Perception vs DC based on amount of noise, light, etc.
The characters make a Perception check vs the given surprise DC. Those characters that fail are surprised for the first round.
In using this, Passive Perception is not used for encounters. But it is still used when passing by something of interest.
Travel Pace | Surprise DC | Feet in 1 Min |
Cautious | 0 | 100 |
Slow | 5 | 200 |
Moderate | 10 | 300 |
Fast | 15 | 400 |
Encounters, Initiative, and Talking
Ameron over at DungeonsMaster.com has an article, The New Initiative – Talk then Fight,
that discusses ideas on how to allow more opportunities for conversations between party and what they just encounter.
I'm going to use his simple suggestion of Insight checks.
that discusses ideas on how to allow more opportunities for conversations between party and what they just encounter.
I'm going to use his simple suggestion of Insight checks.
"If nothing else I might secretly roll Insight checks for your character to give you a sense of what you encounter might do."
Tuesday, May 5, 2015
Calendar
For keeping track of in-game dates I need a calendar. In previous campaigns I've made, I created calendars with fantasy names and unusual arrangement of days. Once I created months that each had three 10 day weeks. The problem, of course, is that everyone is used to the Gregorian calendar. Therefore, there's requiring remembering the calendar and making mental translations.
So for this campaign I decided to go real simple with just a touch of change to invoke some feeling of a fantasy world. I took the Gregorian calendar and only tweaked the names of the months to make it obvious what earth month it's referring.
My first thought was just to replace the end of each month with "us". I like the sound "us" at end of words. But I thought it was a little too repetitive.
Janus, Februs, Marus, Aprus, Mayus, Junus, Julus, Augus, Septus, Octobus, Novembus, Decembus
Instead I decided to group the months by season and use a suffix based on a translation of a word associated with the given season.
So here is the calendar grouped by season:
So for this campaign I decided to go real simple with just a touch of change to invoke some feeling of a fantasy world. I took the Gregorian calendar and only tweaked the names of the months to make it obvious what earth month it's referring.
My first thought was just to replace the end of each month with "us". I like the sound "us" at end of words. But I thought it was a little too repetitive.
Janus, Februs, Marus, Aprus, Mayus, Junus, Julus, Augus, Septus, Octobus, Novembus, Decembus
Instead I decided to group the months by season and use a suffix based on a translation of a word associated with the given season.
- Spring, I translated the word flower into Latin: flos.
- Autumn, I translated the word harvest into Latin (verb form): meto
- Winter, I translated the word cold into Latin: frigus.
- Summer, I just kept the "us"
So here is the calendar grouped by season:
Spring | Summer | Autumn | Winter |
Marflos | Junus | Sepmeto | Decfrigus |
Aprflos | Julus | Octmeto | Janfrigus |
Mayflos | Augus | Novmeto | Febfrigus |
Sunday, May 3, 2015
My Car Failed It's Saving Throw
Highway accident where my car was used as an accordion between a SUV and a semi. Fortunately, except for sore ribs, I'm fine. My car, not so much.
Friday, May 1, 2015
More About My Setup
PC Trays
I like to use tokens to represent things when possible. Each character has a tray - tray comes from Axis & Allies - to store various tokens. I use red 8mm wooden cubes to represent ammunition - arrows, bolts, etc. - and brown 8mm wooden cubes for a day's worth of rations. Each character holds a number of poker chips equal the character's max hit points. When the character takes damage, he/she just removes that number of chips from the tray and places them on the table.Gaming Area
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Picture of my gaming table. |
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