My blog's evilness ==

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Showing posts with label list. Show all posts
Showing posts with label list. Show all posts

Wednesday, February 23, 2011

best of blogs 2010

Here's a list I compiled while reading blogs last year. By no means comprehensive (frex: I just dug into the Metal Earth this year - holy shit! And I can't really link to every damn post over at Old Guard Accouterments or Mule Abides in good conscience... just go read those blogs from beginning to end!) - but all of these links struck me at the time of reading to be worth retaining for various reasons. Readers, please enjoy - Authors, please write more!

NAGOH FRUGAL GAMING
MORE NAGOH!
MULE ABIDES 1
MULE ABIDES 2
OLD GUARD
TAO ALEXIS 1
ONE OF ZAK'S BEST
DADDY GROG ALIGNMENT
A TROLLSMYTH GOODIE
TAO ALEXIS 2
EVEN MORE TAVIS!
YET EVEN MORE TAVIS!!!

more along...

Friday, February 18, 2011

125 'professions'

Adventurer
Alchemist
Animist
Armorer
Assassin
Astrologer
Athlete
Baker
Barber
Bard
Beggar
Billeter
Blacksmith
Book Maker
Brewer
Burglar
Calligrapher
Candle Maker
Carpenter
Ceramicist
Charlatan
Cleric
Cobbler
Con Man
Conjuror
Cook
Counselor
Crocheter
Cultist
Delver
Distiller
Doctor
Dyer
Elementalist
Embalmer
Embroiderer
Enameler
Enchanter
Farmer
Fighter
Fortune Teller
Furrier
Gardener
Gladiator
Gem Cutter
Glassblower
Guard
Guide
Herbalist
Hermit
Hunter
Husbandry
Illusionist
Inventor
Justice
Jester
King
Knight
Knitter
Laborer
Lawyer
Lay Healer
Lay Priest
Leather Craftsman
Lord
Lumberer
Magician
Medic
Medium
Mentalist
Merchant
Messenger
Metal Smith
Miller
Missionary
Monk
Mother
Musician
Mystic
Necromancer
Net Maker
Nightblade
Noble
Painter
Paladin
Panhandler
Paper Maker
Physician
Pilgrim
Poisoner
Potter
Quilter
Quarryman
Ranger
Rogue
Roofer
Sage
Scholar
Scribe
Sculptor
Seer
Seneschal
Shaman
Soldier
Sorcerer
Spinner
Steward
Swashbuckler
Tailor
Tanner
Taxidermist
Thief
Trapper
Traveller
Upholsterer
Valet
Vetrinarian
Vintner
Warlock
Warrior
Weapon Smith
Weaver
Witch
Wizard
Wood Crafter

Monday, January 31, 2011

I am certain that everyone on the Internet has been wondering what I’ve been doing for the majority of the last few months while not blogging. The simple answer: Reading books. Lots of them.

I’d love to be able to say that I’ve compiled a giant list of ways that these books can be applied to gaming, but I have not. Certainly there were some moments that some things stood out, triggered some "game-thought", but I wasn’t really recording anything at the time.

Here's a list.

November
1. Four Black Revolutionary Plays, LeRoi Jones
2. Giving Good Weight, John McPhee
3. The Jack Vance Treasury
4. The Water of Thought, Fred Saberhagen
5. Invisible Cities, Italo Calvino
6. The Broken Sword, Poul Anderson

December
1. The Business, Iain Banks
2. Sabbath’s Theater, Phillip Roth
3. Mathematicians in Love, Rudy Rucker
4. Space Opera, Jack Vance
5. The Moon is a Harsh Mistress, Robert Heinlein
6. The Book of Laughter and Forgetting, Milan Kundera

January
1. Shadow Warriors: Inside the Special Forces, Tom Clancy, Carl Steiner, Tony Koltz, and Jonathan Marosz
2. Anais: The Erotic Life of Anais Nin, Noel Riley Fitch
3. Space Vikings, H Beam Piper
4. John Addams, David McCullough
5. Best of Leigh Brackett
6. Gloriana, Michael Moorcock
7. The Road, Cormac McCarthy
8. Singular Travels, Campaigns and Adventures of Baron Munchausen, R E Raspe & others, illustrations by Gustav Dore
9. The Fifth Head of Cerberus, Gene Wolfe
10. The Elephant Vanishes, Haruki Murakami
11. Hard-Boiled Wonderland and the End of the World, also Murakami

Yes I'm particularly happy with the 11 books in one month thing. I've heard a few times recently that the average American reads 2 books a year. What's up with that?

Saturday, April 24, 2010

12 touchstones of old-school modules

Decided to reprint this cool list from ENWorld and Knights & Knaves. Enjoy!

1) environmental hazards -- slippery floors, rooms that flood, narrow ledges over steep drops, rooms that are excessively hot or cold, rooms or corridors filled with poison (or otherwise magical) gasses, etc.

2) combat encounters should generally be with baseline (or near-baseline) monsters with difficulty enhanced by the circumstances of the encounter (i.e. monsters have set up ambushes, monsters forcing the PCs to fight in unfavorable surroundings, teams of similar (or dissimilar) monster-types working together, etc.) rather than through templates or class-leveling

3) at least one encounter that if played as a straight combat will totally overmatch the party, but which can be avoided or circumvented by some clever means

4) at least one puzzle, trick, or obstacle that requires the players to figure it out, rather than being solvable by a die-roll

5) at least one item, location, or creature that causes some kind of significant permanent effect (permanently raise/lower stats or hp, permanently change race, gender, or alignment, permanently grant or take away magic items, etc.) determined by a random roll on a table -- with possibilities for both good and bad effects, depending on the roll

6) at least one item of treasure that is cursed or has other detrimental side-effects on the owner/possessor

7) some sort of "false climax" where inattentive players will think they've won the adventure and either let their guard down or go home, while clever players will realize this couldn't have really been the climax

8) at least one disorienting effect. teleporter, mirror trap, [swiveling] floor, or maze like monster. up is down too.

9) an area where resources are an issue. wet torches or wind blowing them out. oxygen low or having to hold your breath to swim [through] a tunnel.

10) an area that has items of value. but they are too large to transport. or cause someone to have his hands full at an ambush.

11) a creature that appears to be something it is not. Some examples: Lurker above, mimic, [cloaker], wolf in sheep's clothing, doppelganger, gas spore (perhaps my favorite), etc.

12. One encounter (no more, no less) that makes absolutely no logical sense, that the DM completely leaves up to the players' imagination to explain.

(1-7 are from T Foster
8-10 are from Diaglo
11 is from Xyanthon, and
12 is from rogatny,
original research-fu courtesy of piper)

Wednesday, September 30, 2009

Breaking AD&D character classes to itty bitty bits

Why not? It's the kind of question one usually asks after the fact.

So one night a while back I made a table whose elements in a few hours went beyond d100 range, but stayed far shy of d1000. I stopped somewhere in the 150-160 number, listing out discreet elements of the AD&D character classes. An heretical idea had seized me - instead of picking a class, players make 2-5 rolls on this table, and these elements would define the class. Magic user that can disguise like assassin? Cross your fingers and roll! With the right five rolls, the generated class could conceivably fight like fighter, spell like a cleric AND a magic user, sneak like thief, and get druid level powers (as their career of near assured success continued).

So yeah, the table got huge. Throw'd in race-specific stuff, spell-like powers, magic resistance, starting wealth and magic items, etc... I started getting bored. And then I started trying to write it up as a table. Too many elements for d144 (d12 tens, d12 ones)... oh, I should edit it down... I think I got tired.

There's recurring board-debate on such pressing issues of class-as-mechanically-immutable-archetype vs. 'why caint my wizard wear a sword?', etc, etc. My response would be to have 2-5 rolls made on some refined version of this sprawling, half-baked list, to see exactly which classes have their turfs (turves?) tread upon.

I largely forgot about it, and then found it today while cleaning up. Enjoy. It's just a list...
fiddly fiddly fiddly!

  1. +1 to hit with blunt weapons
  2. +1 to hit, +1 damage with one melee weapon
  3. +2 damage with one melee weapon
  4. +1 damage with missile weapons
  5. Gain use of weapon not normally allowed (or +1 to hit with 1 weapon if weapon use unrestricted)
  6. +1 to hit with missile weapons
  7. +1 dexterity reaction/attacking adjustment
  8. +1 to hit with one melee weapon
  9. Turn undead as cleric of same level
  10. +1 constitution hit point adjustment, +10% system shock/resurrection survival
  11. +1 to hit with spears/polearms
  12. Disarm at +2
  13. +1 damage with one melee weapon
  14. Turn undead as cleric of level/3
  15. Turn undead as cleric of level/2
  16. Has d3 doses of poison and +2 on saves vs poison
  17. Has d6 doses of poison
  18. +2 to hit with one melee weapon
  19. Backstab as thief (if already a thief, may use assassination table when appropriate)
  20. Infravision (30', or +30' if already has infravision)
  21. +1 dexterity defensive adjustment
  22. +1 wisdom magic attack adjustment
  23. +1 to hit with on type of melee weapon (axes, swords, polearms, etc)
  24. All saving throws at +1
  25. All saving throws at +2
  26. Immune to disease
  27. Immune to poison
  28. Immune to petrification
  29. “Lay on hands” as a paladin
  30. Surprise as a ranger
  31. Dodge missiles as a monk (if a monk, saving roll at +2)
  32. Track as a ranger at half listed chances (if a ranger, add 5% to chances)
  33. Track as a ranger (if a ranger, add 10% to chances)
  34. Open lock and find/remove traps as thief of same level (if a thief or monk, add 10% to chances)
  35. Read languages as a thief (if a thief/assassin/monk, add 10% to chance)
  36. May use assassination table at ½ listed chance (if assassin, improve chance by 5%)
  37. Disguise as assassin (if an assassin, reduce chance of detection by ½)
  38. Infravision (60' or +60' if already has infravision)
  39. +1 to hit against one type of creature
  40. AC improved by 4 when fighting one type of creature
  41. +1 to hit and AC improved by 2 when fighting one type of creature
  42. Secret concealed door detection as elf
  43. Surprise as elf
  44. +1 (+5%) to reaction rolls
  45. +2 (+10%) to reaction rolls
  46. +2 to hit with thrown weapons
  47. +1 to hit, +1 damage with thrown weapons
  48. Knows 1 additional language per 4 points of intelligence
  49. +1 to hit with melee weapons
  50. Half chance of getting lost
  51. +10% improvement to climb walls*
  52. Herbal lore allows location and preparation of minor toxins and physicks
  53. +d4 hit points
  54. +2 hit points
  55. +d6 hit points
  56. +4 hit points
  57. Internal clock allows unerring sense of passage of time
  58. Earth detections as a dwarf (if already a dwarf, improve all chances by 10%)
  59. Earth detections as a gnome (if already a gnome, improve all chances by 10%)
  60. Reduce final price of weapons purchased by ½
  61. Reduce final price of armor purchased by ½
  62. Reduce final price of animals, equipment and supplies by ½
  63. Improve initiative by 1
  64. Does barehand damage as a monk of level-2 (if already a monk, +1 to hit barehand)
  65. Does barehand damage as a monk of level-1 (if already a monk, +1 to hit barehand)
  66. Does barehand damage as a monk of own level (if already a monk, +1 to hit barehand)
  67. +1 to hit with missile weapons, may extend range of missiles by 25%
  68. Improve AC of armor worn by 1
  69. May use a shield against 1 more attack than normal.
  70. Natural Horseman
  71. Outdoorsman
  72. Encumbrance penalties halved
  73. May use a shield as a off-hand weapon (treat as a club)
  74. +10% pick-pockets*
  75. Add open hand attack damage to a successful hit with a melee weapon
  76. +5% Move Silently and Hide in Shadows*
  77. +10% Move Silently*
  78. +10% Hide in Shadows*
  79. Re-roll any fumble. If second roll hits, no damage is done, but fumble is ignored.
  80. Heal at x2 normal rate
  81. +10% Hear Noise*
  82. No off-hand penalty applied while using two weapons
  83. +1 on saves against any source of heat/fire or cold
  84. +2 on saves against any source of cold
  85. +3 on saves against any source of cold
  86. +2 on saves against any source of heat/fire
  87. +3 on saves against any source of heat/fire
  88. +2 on saves against any source of heat/fire or cold
  89. +2 on saves against any source of electricity
  90. +3 on saves against any source of electricity
  91. +2 on saves vs poison
  92. +1 on save vs poison per 5 constitution
  93. Decrease chance of surprise by 1 and gain +4 to hit against surprised opponents
  94. Number of henchmen x1.5, loyalty base +10%
  95. Regenerate 1 hit point per minute unless killed (must be inactive to regenerate)
  96. +1 to strength damage adjustment
  97. Shields used reduce armor class by 2 steps
  98. Blunt weapon and impact damage (including falls) to character are halved
  99. If reduced to half or less hit points, to hit and damage at +1
  100. If reduced to half or less hit points, AC improved by 1
  101. AC improved by 1 against 1 attacker/round
  102. AC improved by 2 against 1 attacker/round
  103. AC improved by 1 against up to 2 attackers/round
  104. Photographic Memory
  105. Unaffected by mind-influencing spells
  106. +1 damage per level against one type of creature
  107. +1 damage per 3 levels against one class of creature
  108. Invisible to scrying
  109. Knows one 1st level magic user or illusionist spell, and gains 1 1st level spell per day
  110. Knows two 1st level magic user or illusionist spells, and gains 1 1st level spell per day
  111. Knows one 2nd level magic user or illusionist spell, and gains 1 2nd level spell per day
  112. May cast spells as a cleric (if cleric, one additional spell/day)
  113. May cast spells as a cleric of ½ level (if cleric, one additional spell/day )
  114. May cast spells as a druid (if druid, one additional spell/day)
  115. May cast spells as a druid of ½ level (if druid, one additional spell/day)
  116. May learn and cast spells as a magic user (if magic user, may retain memory of one spell cast/day)
  117. May learn and cast spells as a magic user of ½ level (if magic user, may retain memory of one spell cast/day)
  118. Has Magic Resistance equal to charisma + (level x 2)
  119. Has Magic Resistance equal to wisdom + (level x 2)
  120. Saves versus spells, rods, staves and wands at +1
  121. Saves versus spells, rods, staves and wands at +1 per 6 points of wisdom
  122. Saves versus spells, rods, staves and wands at +2
  123. Saves versus spells, rods, staves and wands at +1 per 4 points of wisdom
  124. Saves versus magic user and illusionist spells at +4
  125. 50% magic resistance vs spells and powers of creatures from other planes
  126. Saves versus cleric and druid spells at +4
  127. May learn spells from one other class
  128. May learn spells from two other classes
  129. Sixth sense – cannot be surprised
  130. Saves vs spells, rods, staves, and wands at +1. Saves versus spells cast by character at -1
  131. Operates as a thief (if already a thief, +5% to all skills)O
  132. perates as a thief at ½ level
  133. May cast Remove Curse 1/day
  134. May cast Dispel Magic 1/day
  135. May cast Animal Friendship 1/day
  136. Ethereal Sight for 2d10 minutes, 1/day
  137. Saves against spells cast by this character are at -1 **
  138. Saves against spells cast by this character are at -2 **
  139. Magic Resistance of those targeted by character's spells is halved **
  140. Magic Resistance of those targeted by character's spells is ignored **
  141. May save vs death at +1/level to ignore spell disruption effects **
  142. Spells cast have double area of effect/number of targets when applicable **
  143. Touch range spells have range 5', ranged spells add 50' to range **
  144. Self range spells have range touch, touch range spells have range 5' and ranged spells add 50' to range **
  145. Duration of spells cast is doubled when applicable **
  146. If magic user/illusionist, may wear leather armor. If druid, may wear chain. If other, improve AC by 1
  147. Has d3 potions
  148. Has a scroll
  149. Has a magic sword
  150. Has a miscellaneous magic weapon
  151. Has a magic wand
  152. Has a magic staff
  153. Has a magic rod
  154. Has a magic ring
  155. Has a miscellaneous magic item
  156. Has magic armor or shield
  157. Double starting gold
  158. Begins the game with d3 henchmen (up to maximum)
  159. Begins the game with d6 henchmen (up to maximum)
  160. Begins the game with 2d6 henchmen (up to maximum)


!EDIT! Ugh! A PDF! Improved? I dunno, but even a little longer...