Showing posts with label Errata. Show all posts
Showing posts with label Errata. Show all posts

Wednesday, February 13, 2019

Humpday Blog-O-Rama 2.13.19

Blogs are an integral, vital part of the RPG hobby. They serve as incubators for new games, sounding boards for new ideas, and platforms for up-and-coming talent. They keep "forgotten" games alive, foster discussions, and build communities. Not everyone can work for a big game company, command a large audience on Twitch, or get paid for their art or cartography, but every RPG enthusiast can easily create a blog and start sharing their passion with the world. Every Wednesday on the Thought Eater podcast, I take a look at what is going on in the vibrant RPG blog scene.

LISTEN TO THIS WEEK'S EPISODE HERE




LINKS FROM THIS WEEK'S EPISODE

MAPS




https://www.patreon.com/FrankT

https://www.blueswordgames.com/

https://monkeyblooddesign.co.uk/2019/02/09/sewer-map-wip-city-of-great-lunden/


BAD RULEBOOKS

https://tabletopbellhop.com/gaming-advice/bad-game-rulebook/


HYDRA COOPERATIVE



https://dungeonspossums.blogspot.com/


THE PULP-O-MIZER



https://thrilling-tales.webomator.com/derange-o-lab/pulp-o-mizer/pulp-o-mizer.html

https://www.webomator.com/


BUCK ROGERS

http://sorcerersskull.blogspot.com/2019/02/high-adventure-cliffhangers-buck-rogers.html


VARIANTS

https://roseandkingfisher.blogspot.com/2019/02/bard-spells.html

http://bxblackrazor.blogspot.com/2019/02/howardian-healing.html


FINDING COOL BLOGS

http://save.vs.totalpartykill.ca/blog/osr-opml/

https://campaignwiki.org/osr/

https://campaignwiki.org/indie/

Non-OSR game blogs a la carte

OSR blogs  a la carte

https://dreamsofmythicfantasy.blogspot.com/2019/02/the-osr-news-february-9-2019.html



If you enjoy my free zinepodcast, and/or blog, please consider supporting my work for only $1 per month. 



Wednesday, January 23, 2013

Treasure in 4e Forever, Part 2: Electric Boogaloo


A few things have changed since I first wrote about how treasure is presented in my upcoming 4e fanzine. The main development is simple; I am now completely sold on inherent bonuses. The zine is all high Paragon and Epic tier, so I was ready to just roll with +5 and +6 items, but now I have just completely stripped "plusses" altogether. Everything else is pretty much the same: no prices or rarity for items, few items for sale, narrative descriptions of items as opposed to stat blocks, etc. There are however a few new wrinkles that I thought I would share. I probably should call them "old wrinkles", because these rules hearken back to the classic editions.


First, some items will have charges. I think this is a much better way to deal with powerful items as opposed to item rarity. I particularly dislike the concept of "rare" items, items supposedly so interesting that you don't mind playing 10 levels with the thing. I am sorry, I am in the process of wrapping up a 4e campaign that took almost 2 years to get through 10 levels. You can't tell me it would be fun to use the same sword for that long a stretch, even if it gives you foot rubs and cooks you Filet Mignon every night. Items with charges are a much cooler way to introduce powerful items into your game; they have a built in "self-destruct" button, a fail safe that makes sure they don't last forever. For example, I might have a staff that automatically crits whenever it hits. Super-powerful. Not something you want in the game for very long, but tolerable if it is limited to a few charges. Of course, don't tell the recipient how many charges it has, that adds to the fun (the DM could roll a d6 or d8 and track separately).

Second, we get away from telling players an item's properties right off the bat. Require them to use the item to find out. This was how you could get a PC to use a cursed item or drink poison back in the day. If they find a potion, they have to take a tiny sip to know what it does (this doesn't waste the potion). Is it dickish to poison your PCs, or to give out cursed weapons? Hell no. It's tradition. It is flavorful. You don't do it every time, or even often, but in rare instances it is totally within the bounds of fair play. In fact, I always remember cursed items as actually adding a lot of fun to the sessions they appeared in.

So that's it. Nothing too groundbreaking. If you hate item rarity as much as I do, yet still want to use powerful items in your 4e games, try items with charges. Also consider requiring the PCs to use trial and error to find out the properties of their items. Oh, and poison them every once and a while.

Sunday, July 22, 2012

Frothsof 4e Errata!

So I thought I would point out a couple of bits of "Errata". I have edited some posts based on ongoing playtesting. These are mostly minor changes but I wanted to point it out to anyone using or getting ready to use the rules.

-Henchmen are now attracted to PCs starting at level 8 (as opposed to 6), and never total in number to more than a quarter of the PC's level. This used to be 1/3.

-I have edited the Reaction Tables. The chance of a monster being initially unfriendly or hostile has increased slightly.

-The biggest changes have been to the Giant Crab preview. The grab still does not allow for escape attempts, but it now automatically ends at the end of the Crab's next turn. Of course, this means it has a chance to continually "refresh" the grab, but for some PCs, particularly those with high Reflex scores, the possibility of escape is there. I have also lowered the damage expressions slightly based on the number of these it will be possible to encounter. The AC was lowered to the standard number for its level, and its attack bonus verses grabbed creatures was lowered. It is still very nasty, but it did get "nerfed".

-I have added some extra information to the No. Appearing post, providing information on the formulas being used to balance the random numbers of creatures encountered.