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Showing posts with label table. Show all posts
Showing posts with label table. Show all posts

Thursday, March 10, 2011

Wilderness Monsters by Season

To make up for the Hottie Elf Chick madness sweeping through the ranks of us old fogies, here's an encounter table based on the current season. Yes, it's d76. Oh well.


Spring (C)

Summer (L)

Fall (C)

Winter (L)

1

Green Dragon

Red Dragon

Black Dragon

White Dragon

2

Elf (CG)

Dwarf (LG)

Elf (CG)

Dwarf (LG)

3

Dwarf (N)

Elf (N)

Dwarf (N)

Elf (N)

4

Dryad

Dryad

Efreet (N)

Djinn (N)

5

Ettin

Efreeti (LE)

Ettin

Ghost

6

Gargoyle

Gnome (LG)

Gargoyle

Gnome (LG)

7

Ghoul

Goblin

Ghoul & Ghast

Goblin

8

Gnoll

Goblin & Hobgoblin

Gnoll

Goblin & Hobgoblin

9

Gnome (N)

Hobgoblin

Gnome (N)

Hobgoblin

10

Dwarf & Gnome (N)

Dwarf & Gnome (LG)

Dwarf & Gnome (N)

Dwarf & Gnome (LG)

11

Elf & Gnome (N)

Hell Hounds

Elf & Gnome (N)

Gorgon

12

Grey Ooze

Black Pudding

Harpy

Hell Hounds

13

Harpy

Hydra

Hydra

Kobald

14

Jackalwere

Kobald

Jackalwere

Goblin & Kobald

15

Gnoll & Jackalwere

Goblin & Kobald

Gnoll & Jackalwere

Hobgoblin & Kobald

16

Leprechaun

Hobgoblin & Kobald

Lizard Man

Goblin, Hobgoblin &Kobald

17

Lizard Man

Goblin, Hobgoblin &Kobald

Werebear

Lamasu

18

Werebear

Lammasu

Werboar

Wereboar

19

Werewolf

Lizard Man

Werewolf

Manticore

20

Berserker

Wereboar

Berserker

Berserker

21

Nomad

Manticore

Nomad

Dervish

22

Brigand

Bandit

Brigand

Bandit

23

Pilgrim (N)

Dervish

Pilgrim (N)

Pilgrim (N)

24

Pilgrim (CG)

Nomad

Pilgrim (CG)

Pilgrim (LG)

25

Pilgrim (CE)

Pilgrim (N)

Pilgrim (CE)

Pilgrim (LE)

26

Merchant

Pilgrim (LG)

Merchant

Merchant

27

Spirit Naga

Pilgrim (LE)

Spirit Naga

Nightmare

28

Minotaur

Merchant

Minotaur

Nymph

29

Nymph

Night Hag

Night Hag

Orc

30

Ogre

Orc

Ochre Jelly

Ogre Magi

31

Ogre & Gnoll

Ogre Magi

Ogre

Pilgrim of & Ogre Magi

32

Orc

Pilgrim of Geryon & OgreMagi

Ogre & Gnoll

Pilgrims of & Rakshasa

33

Orc & Ogre

Pixie

Orc

Ogre Magi & Goblins

34

Shadow

Pilgrims of & Rakshasa

Orc & Ogre

Ogre Magi & Hobgoblins

35

Gynopshinx

Rakshasa & Hobgoblins

Purple Worm

Ogre Magi, Goblins &Hobgoblins

36

Giant Spider (CE)

Gynosphinx

Giant Spider (CE)

Ogre Magi & Bugbears

37

Sprite

Rakshasa, Goblins &Hobgoblins

Roc

Ogre Magi, Goblins,Hobgoblins & Kobalds

38

Stirge

Rakshasa

Satyr

Remorhaz

39

Giant Toad

Stirge

Stirge

Slyph

40

Treant

Giant Toad

Giant Toad

Ice Toad

41

Troglodyte

Wight

Treant

Wight

42

Troll

Wolf

Troglodyte

Wolf

43

Will-o-wisp

Dire Wolf

Troll

Dire Wolf

44

Vampire

Wraith

Vampire

Winter Wolf

45

Wolf

Rakshasa

Shadow

Roc

46

Dire Wolf

Shedu

Will-o-wisp

Wraith

47

Yeti

Skeleton

Skeleton & Shadow

Shedu

48

Skeleton

Skeleton & Zombie

Skeleton

Skeleton

49

Skeleton & Zombie

Spectre

Skeleton & Zombie

Skeleton & Zombie

50

Skeleton & Shadow

Criosphinx

Skeleton & Shadow

Spectre

51

Shadow & Zombie

Hippogriff

Shadow & Zombie

Criosphinx

52

Androsyphinx

Stone Giant

Androsphinx

Yeti

53

Hieracosphinx

Fire Giant

Hieracosphinx

Griffon

54

Griffon

Barbed Devil

Hippogriff

Frost Giant

55

Blue Dragon

Horned Devil

Cloud Giant

Ice Devil

56

Hill Giant

Ankheg

Storm Giant

Brownie

57

Ankheg

Basilisk

Centaur

Blink Dogs

58

Basilisk

Brownie

Chimera

Bugbear

59

Bugbear

Blink Dogs

Bugbear

Cockatrice

60

Bulette

Pilgrims of Dispater

Cockatrice

Pilgrims of Dispater

61

Centaur

Pilgrims of Geryon

Pilgrims of Jubilex

Pilgrims of Geryon

62

Chimera

Displacer Beasts

Pilgrims of Orcus

Doppleganger

63

Pilgrims of Jubilex

Pilgrims of Dispater &Barbed Devil

Djinn

Displacer Beasts

64

Pilgrims of Orcus

Pilgrims of Geryon &Horned Devil

Doppleganger

Pilgrims of Dispater &Horned Devil

65

Djinn

Fire Giant & Hobgoblin

Displacer Beasts

Frost Giant & Hobgoblin

66

Hill Giant & Orc

Fire Giant, Hobgoblin &Goblin

Frost Giant & Orc

Frost Giant, Hobgoblin &Goblin

67

Hill Giant, Ogre & Orc

Stone Giant & Orc (N)

Frost Giant, Ogre & Orc

Pilgrim of Geryon & OgreMagi

68

Hill Giant & Gnoll

Stone Giant & Dire Wolf

Frost Giant & Gnoll

Pilgrim of Dispater &Ogre Magi

69

Hill Giant & Bugbear

Pilgrim of Dispater &Ogre Magi

Frost Giant & Bugbear

Pilgrim of Geryon & IceDevil

70

Hill Giant, Bugbear &Gnoll

Brownie & Pixie

Frost Giant, Bugbear &Gnoll

Pilgrim of Dispater & IceDevil

71

Hill Giant & Ettin

Wraith & Shadow

Hill Giant & Orc

Goblin & Bugbear

72

Basilisk & Gargoyle

Spectre & Shadow

Hill Giant, Ogre & Orc

Wraith & Shadow

73

Troll & Troglodyte

Dryad & Pixie

Hill Giant & Gnoll

Spectre & Shadow

74

Pilgrims of Orcus &Shadows

Gnome & Pixie

Hill Giant & Bugbear

Ghost & Shadow

75

Centaur & Sprite

Spectre & Shadow

Hill Giant, Bugbear &Gnoll

Brownie & Gnome

76

Treant & Sprite

Wraith & Shadow

Hill Giant & Ettin

Yeti & Wolf



Refer to OGL if required.

Tuesday, October 13, 2009

AD&D early magic items

Another long table - didn't want to post it here. So here's the ubiquitous PDF.

This one is two-hundred elements, each a magic item that is worth less than 1000 experience points as per the DMG (using some items from UA also). Made it for myself to use - I don't like placing magic items personally, rather let chance decide - but hate fudging a roll of 17 on Miscellaneous Magic Table I...or the folding boat...

While on the subject - I have never understood the experience point reward for magic items. The only thing I can think of is that it was a method to ramp characters up from low levels. XP for gold? I'm OK with that (particularly with carousing, spell research, etc...) - but the magic item providing experience still sort of bugs me on some level. Particularly this: as the power of the magic item increases, so does the experience reward. Then, when you get those items that are the top of the heap (artifacts & relics) - THERE'S NO EXPERIENCE REWARD!

Have always been tempted to reinterpret the experience reward for magic items as a minimum required experience to use the item. This makes a little more sense to me - that one cannot even use a Staff of Power (an extreme example - experience point value: 12,000) until 3rd level. This would mean that a fighter couldn't use a +1 sword until they'd got some 400 experience under their belt the hard way.

Tempting...tempting...but I think that recrafting the tables to suit my campaign is better than imposing arbitrary limitations on what characters can do. Am I learning to say yes?

Maybe. Kinda.

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...

Tuesday, September 29, 2009

Spell casting foiled

(d6)
1. Spell fails, memory of it is retained
2. Spell fails
3. Spell fails, memory of it replaced with other known spell, determined randomly
4. Spell fails
5. Spell fails, 50% chance it replaces spell written on a scroll in possession
6. Spell fails

Saturday, August 15, 2009

Fear, Rage, and Command

Continuing from prior post, three more tables (d10) to generate variations or details on such effects.
FEAR
1Cringing - can take no action except self defence at -1 penalty
2Terrorized - can take no action
3Overwhelmed - takes no action, pays strict attention to source. Will surrender.
4Scared - runs away at double move rate
5Desperation - 50% runs away (as FEAR(4)), otherwise goes berserk.
6Dread - 50% fall unconscious, otherwise fall to floor and can be commanded.
7Doomed - hopelessly attempts to attack source at -4.
8Tormented - can take no actions. Experiences hellish hallucinations, will hate source.
9Demoralized - retains will and self control, but all actions at -1
10Panicked - Drops all held items and runs away at double normal move rate


RAGE
1Fumes and simmers in private madness. -1 to all attacks, +1 to damage
2Focused - Attacks current or nearest opponent at +1
3Distracted - Attacks current of nearest opponent at -1
4Writhes with bestial spasms - attacks random target in reach (friend or foe)
5Attacks current or nearest opponent +1 to hit and damage
6Tantrum - 50% Tries to break whatever is held, otherwise throws it at source
7Lured - Charges at source to attack.
8Bully - Spits on corpses, kills helpless victims - attacks weakest targets.
9Self Abuse - smash head on wall, jump through windows, etc. Does not make attacks unless in doing so will certainly harm self. 50% suicide if option available.
10Fit - rage directed at inanimate objects only, but gets +1 damage against anyone trying to stop them.


COMMAND
1Begrudging - will obey, but try to subvert if intelligent (and possible), and any actions pertaining to command at -1. Retains memory
2As COMMAND(1), but will not retain memory of the experience
3Listless - obeys command, at -1 to any actions performed pertaining to it. Will not try to subvert.
4Obeys command, though may try to subvert. Retains memory of experience
5Considers command in own best interest and will obey. Retains memory of experience
6Obeys command. Will not retain memory, unless source desires that they do.
7Obeys command. At +1 to any actions undertaken to fulfill the command. Will retain memory only if source desires.
8Obeys the command without thought, the effect will last twice normal duration
9Obeys unquestioningly, +1 to any actions undertaken to fulfil the command. Will resent the source afterwards.
10Obeys enthusiastically, +2 to any actions undertaken to fulfil the command. Will offer services if applicable

Thursday, August 13, 2009

Influence Effect Tables (sys-neutral-ish)

Been digging through my unkempt piles of gaming-notes, map, etc, looking for several tables I made a long time ago and managed to keep because of their utility. Made them after thinking about the different ways to interpret some pseudo-common in-game terms (awe, charm, confusion, fear, command, and rage). Well - found 'em! Many of these terms are used as spell names, or have some delineation in your rulebook of choice, but these tables largely ignore those (edit: I slipped into vague D&D-isms...oh well). Some of the effects allow for secondary conditions (one can perhaps issue commands to one who is awed - or they may be so overcome as to go unconscious). Hope you enjoy! Now I'll never have to look for them again!

d10AWECHARMCONFUSION
1Overwhelmed - stops everything, pays attention only to source of awe. Can be commandedEnthralled - pays attention only to source of awe. Open to suggestionTakes no action except self-defence
2Cowers and grovels in abject submission. Can be commandedOffers source object or service of valueContinues prior or current action at 1/2 effectiveness
3Shamed - develops aversion to source and seeks distance from it above all else. Friendship - Wants to help source. Retains free-will. Open to suggestionTakes no action
4Transcendent - feels that source has improved target in some ineffable way and is totally grateful. Can be charmed.Tolerant - will not instigate or assist actions against the sourceWander random direction at half normal move
5Pious - target believes source to be divine and to be adored. Can be charmed and commandedEnthusiastic - as CHARM(3), but all actions undertaken at the source's behest are at +1Wander random direction at normal move
6Dread - knees buckle, bowels loose, held items are dropped. Unable to take any action. If saving roll failed by large amount, consider a heart attackToady - takes no actions but complimenting source. No detail is too mundane to receive copious praise. -1 to all actions undertaken on behalf of source (too distracted)Wander random direction at double normal move
7Antithetic Conversion - as AWE(5), but target's alignment/outlook is reversed. Target believes that this change is for the better and is grateful that the source instigated the change. Can be commanded.Protective - Will defend and protect source to best of ability. Open to suggestion.Drop all held items. 50% chance target continues to divest itself of possessions beyond what is in-hand
8Epiphany - as AWE(4), but target gains experience points (1d6 per level times 100) from the experience.Respectful - as CHARM(4), but is inclined to to follow suggestions from source that coincide with own interestsContinues prior or current action at -d4 penalty to actions
9Revulsion - as AWE(3), but source becomes the center of lingering psychosisInfatuation - obsessive interest in source. May be romantic/sexual/possessive. Open to suggestionCannot remember anything. May defend self at -1.
10Fervor - target has no will of own but to serve and glorify the source. Very emotional and irrational. Can be commanded.Henchman - wants to serve source as a henchman. May be commandedStruck mute, seized by twitching spasms. Out of touch with reality. May be awed


Will continue with the others later

Thursday, August 6, 2009

alignment table re-do

I like this better.
d%
01-16Neutral Evil58-69Lawful Neutral
17-24Lawful Evil70-76Chaotic Good
25-31Chaotic Evil77-84Lawful Good
32-43Chaotic Neutral85-00Neutral Good
44-57True Neutral


Think I'll lay off the alignment for a while.

Monday, August 3, 2009

yet more alignment

Here's a quote from Gygax in Strategic Review. At this point, the system of alignments is beginning to move from the Original D&D (Lawful/Neutral/Chaotic) into that presented in Homes Basic (Lawful Good/Evil, Neutral, Chaotic Good/Evil).

Considering mythical and mythos gods in light of this system, most of the benign ones will tend towards the chaotic/good, and chaotic/evil will typify those gods which were inimical towards humanity. Some few would be completely chaotic, having no predisposition towards either good or evil — REH’s Crom perhaps falls into this category.

I find this interesting on 2 points.
  • Allowing one and two term definitions of alignment to co-exist, and
  • stating that evil is 'inimical towards humanity', placing the interests of humanity as the objective standard (which is probably the safest approach, maybe the only approach...)

Holmes alignment is the one I've felt most comfortable with. Not too esoteric, but of finer resolution. Continuing to use Lawful and Chaotic as independent terms does not seem a serious complication, and one that allows the existence of objective Law and objective Chaos, in the realm of deities and such.

And to maintain the humanocentric interpretation of alignment, the last paragraph of this article says:
As a final note, most of humanity falls into the lawful category, and most of lawful humanity lies near the line between good and evil. With proper leadership the majority will be prone towards lawful/good. Few humans are chaotic, and very few are chaotic and evil.

Perhaps to reinterpret the 1e AD&D alignment, removing the neutrality of each of its variations (and get rid of True, same as adding it implicitly)...nah.

This is the alignment table I use for random determination
d%1e AD&DHolmes Basic
01-05Lawful EvilLawful Evil
06-15Chaotic EvilChaotic Evil
16-20Neutral EvilNeutral (evil tendencies)
21-35Chaotic NeutralNeutral
36-55True NeutralNeutral
56-80Lawful NeutralNeutral
81-85Neutral GoodNeutral (good tendencies)
86-95Chaotic GoodChaotic Good
96-00Lawful GoodLawful Good


So 60-70% of the aligned population falls into neutral territory, with a greater chance of lawful ethos where applicable. Boring? Realistic? Not sure. Somewhat comfortable though.

Sunday, May 10, 2009



Character's Ultimate Fate (when player stops showing up. 2d4.
Stat modifiers applied to player's next character
if they return.))
2Wanders into the hills one summer afternoon. Eaten by a giant spider. -1 IQ.
3Finds a cursed ring of invisibility and winks out of existence when it is put on. -1 LK.
4-6Retires and fades into obscurity.
7Converts to a religion and is exalted on comfortable passing. +1 LK.
8Becomes Lord of the Spider Hills. +1 CH (son/daughter of said lord...)

Thursday, March 26, 2009

25 meme table

(why so much space above the table?)
(while you're scrolling, consider buying print versions
of Fight On! They're on a push to win a contest!)


d100Descriptord100Descriptor
01-04Swamp53-56Vast Mountains
05-08Dark Fae57-60Animal Languages
09-12Local Gods61-64Dangerous Wilds
13-16Sandbox65-68Costly Magic
17-20(Brian Aldiss)69-72(Jack Vance)
21-24Rituals 73-76Reality Warps
25-28Boring Towns 77-80Demons
29-32Ancient Underworlds81-84Orange/Red Sun
33-36Evil Elves 85-88Strange Plants
37-40Cannibal Cultists 89-92Hill Tribes
41-44Underwater Horror 93-96Poisons
45-48Jewelled Throne 97-00NO RAILROADS!
49-52Astronomy

Wednesday, March 25, 2009

meh...general whatever

I think I'm getting my head wrapped around Play By Post. I've just started a game up at Vin's Trollbridge (had the last few days off to work on stuff...). It's primitive, and I'm wondering if all of the five players are going to 'show-up', but I think that running this is going to be a blast.

Oddly enough (!), playing more has cut into 'blog-time'...

The pace of online gaming is still a little rough for me but I'm getting used to it.I'm playing in a Warhammer FRP PBP and a couple of the players are in Israel, so there's next to no chance that we'll be online at the same times...so I don't have expectations of 'instant-action' or something...

This mode of gaming lends itself well to 'parlour-games', more abstract gimcrackery, woodshedding, strategy games. Thinking about the Play-by-Mail model - which I admittedly have never done, just read about it...I think it would be really interesting to run a sandbox game where every player<->GM channel had its own thread - or an approach that considered threads calving and merging a trivial thing.

I've been thinking about ways to deal with the absence of players. My inclination is to post up a table like this and let the players know that I'll run them as NPCs if I need to to progress the game. What player would want that? The DM is not to be trusted!

Cue Random Tables! It's just like AI!

Based on what kind of situation the characters are in, the actions of a character-sans-player are 'determined' by a die roll...




d6COMBAT
1Stumbles and falls down (momentarily helpless)
2Decides to change weapons then changes mind (no action)
3Moves to defend ally
4Attacks nearest opponent/Casts sub-optimal spell
5Attacks random opponent in reach or moves to nearest opponent/Casts optimal spell
6Goes Berserk

d6SOCIAL
1Says something really insulting and wont retract it
2Tangential mouth-mush leaves people confused and suspicious
3Mumbles and grunts at some appropriate places
4Doesn't say much
5Lends good support to own or party's goal/agenda
6Steals the show, very convincing arguments for own goal/agenda - may try to cast an 'appropriate' spell toward this end
*"own goal" meaning maybe the GM's interpretation...

d6EXPLORATION/STEALTH
1Gripped my 2 minute choking and coughing fit (very noisy, takes no actions)
2Lazy (-1 search or stealth or whatever negative modification os appropriate)
3normal
4normal
5Is double-checking already explored areas/normally stealthy
6Is searching (and finds 10 gp!)/sneaking at +1 (or whatever)

ha ha! wouldn't that be cute!