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.

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.










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.

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 name

Chris: 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:
  1. Frocensin (14)
  2. Gleran(12) in case of tie, PC goes before NPC
  3. Boss monster (12)
  4. Anders (10)
  5. Minions (9)
  6. Milo (8)
So which ever PC acts first better roll well.

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. 


Travel PaceSurprise DCFeet in 1 Min
Cautious0100
Slow5200
Moderate10300
Fast15400