Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

Wednesday, June 5, 2019

Humpday Blog-O-Rama 6.5.19

Blogs are an integral, vital part of the RPG hobby. They serve as incubators for new games, sounding boards for fresh ideas, and platforms for up-and-coming talent. They keep "forgotten" games alive, foster discussions, and build communities.

Every Wednesday on the Thought Eater podcast and blog, I take a look at what is going on in the vibrant RPG blog scene. Check out previous Humpday Blog-O-Rama posts HERE.




MAPS



http://9and30kingdoms.blogspot.com/2019/06/pamphlet-town-revelode-pdf.html




https://randroll.com/archive/tools-of-legend-azgaars-fantasy-map-generator/



https://laughleviathan.blogspot.com/2019/05/dryads-sanctuary-release-party.html



REVIEWS




https://akraticwizardry.blogspot.com/2019/05/ghosts-of-saltmarsh-some-initial.html

https://www.tribality.com/2019/05/30/ghosts-of-saltmarsh-review/



https://zedecksiew.tumblr.com/post/185220851626/faux-pas



https://rollingboxcars.com/2019/05/29/wild-and-wahoo-a-review-of-gamma-world-2e/



RETROSPECTIVES



http://www.medievalists.net/2019/06/history-flying-middle-ages/



https://oldschoolroleplaying.com/traps-in-dungeons-and-dragons/





https://dmdavid.com/tag/the-gates-of-firestorm-peak-1996-greatest-dd-adventures-since-1985-number-10/



https://dmdavid.com/tag/tomb-of-annihilation-2017-greatest-dd-adventures-since-1985-number-6/



https://dmdavid.com/tag/sunless-citadel-2000-greatest-dd-adventures-since-1985-number-9/



https://dmdavid.com/tag/vault-of-the-dracolich-2013-greatest-dd-adventures-since-1985-number-7/



RANDOM TABLES AND GENERATORS

https://www.frugalgm.com/2019/06/free-gm-resource-osr-character.html

https://signsinthewilderness.blogspot.com/2019/06/shining-city-in-wilderness.html

http://elfmaidsandoctopi.blogspot.com/2019/06/d100-petty-secret-cults.html

http://eldritchfields.blogspot.com/2019/06/1d10-weird-books.html

https://blog.d4caltrops.com/2019/05/d100-table-one-hundred-unconventional.html



MISCELLANY



http://dragons.ie/snap-sandbox-events-with-sticky-notes/



https://polyhedralnonsense.wordpress.com/2019/06/02/more-stargate-paper-miniatures/
http://onemonk.com/downloads.html
http://cardboard-warriors.proboards.com/

http://deltasdnd.blogspot.com/2019/06/historical-costs-comparison.html




PULP FICTION



https://www.blackgate.com/2019/06/03/vintage-treasures-the-weird-tales-anthologies/



https://sfmagazines.com/



MONEY CHANGES EVERYTHING

http://talesofthegrotesqueanddungeonesque.blogspot.com/2019/05/the-value-of-what-you-do-is-your-call.html


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



Tuesday, June 4, 2019

Thought Eater Podcast: Top Three Tuesdays: Traps, Undead, and Horror Movies

Back again with more top three lists! Rob C from Down in a Heap wonders what my fave undead are, RFED asks about traps, and then I ramble a bit about my favorite horror movies. I also field calls from Evil Jeff of Minions and Musings and Angus from Kirby's Kids!




During the podcast, I also mention a 5e zombie adventure that I did a while back; you can download that HERE!

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



Wednesday, May 1, 2019

Humpday Blog-O-Rama 5.1.19

Blogs are an integral, vital part of the RPG hobby. They serve as incubators for new games, sounding boards for fresh 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 make a living from 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 and blog, I take a look at what is going on in the vibrant RPG blog scene. Check out previous Humpday Blog-O-Rama posts HERE.

CLICK HERE TO LISTEN TO THIS WEEK'S EPISODE!


LINKS FROM THIS WEEK'S EPISODE


MAPS




https://jhmrad.com/22-amazing-medieval-castle-house-plans/medieval-castle-floor-plan-lower-plans/



https://monkeyblooddesign.co.uk/2019/04/25/hidden-chapel-of-thoolk-map/



https://dungeonfantastic.blogspot.com/2019/04/dcc-lankhmar-poster-map.html



DIY MAPPING

https://www.frugalgm.com/2019/04/free-gm-resource-inkarnate.html


http://thestoryteller.design/2019/04/24/tutorial-how-to-draw-a-fantasy-village-map/



MUST-BACK KICKSTARTER



https://www.kickstarter.com/projects/trilemma/trilemma-adventures-compendium/



REVIEWS AND RETROSPECTIVES


https://rlyehreviews.blogspot.com/2019/04/mutants-masterminds-basics.html


https://philgamer.wordpress.com/2018/08/13/lets-study-warhammer-fantasy-roleplay-4e-part-1-introduction/


http://samwise7rpg.blogspot.com/2019/04/villains-of-undercity-rpg-adventure.html


https://cannibalhalflinggaming.com/2019/04/26/aberrant-a-forgotten-superhero-rpg-worth-remembering/


https://dmdavid.com/tag/in-1981-a-troll-named-grimtooth-set-a-path-for-todays-dd-books/

https://gdorn.circuitlocution.com/rpgblog/history_of_xp.html



PLEASURES OF THE OSR SERIES

http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-secrecy-and-discovery.html

http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-emergent-story-and.html



HA'PENNY PIE


https://fasagames.com/hapenny-pie-archive/



RANDOM TABLES AND GENERATORS

http://dreamsandfevers.blogspot.com/2019/04/treasures-from-vault-d20-magic-items.html

https://goodberrymonthly.blogspot.com/2019/04/what-happened-this-semester.html

http://blog.d4caltrops.com/2019/04/five-more-forest-hexes.html



VARIANTS


https://daimon-games.blogspot.com/2019/04/combat-bring-escalation-die-to-osr.html

https://daimon-games.blogspot.com/2019/04/combat-initiative.html

https://thethingswedoforxp.blogspot.com/2019/04/slightly-subtler-necromancy.html



SCI-FI ZINES


http://frontierexplorer.org/article/issue-24-now-available


https://www.freelancetraveller.com/magazine/



THE GRASS IS ALWAYS GREENER



https://crumblingkeep.com/2850/crumbling-upkeep-grinding-through-after-the-honeymoon-period/

https://anchor.fm/Thedicearescreaming/episodes/Episode-71-One-Night-Stands--Mini-Campaigns-e3igo3


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





Tuesday, February 19, 2013

Let's Clear Up A Few 4e Myths

Howdy. I had a few disparate blog ideas running thru the head, and I realized they all could be used to dispel a few 4e myths, so I have combined them together. First off, don't get me wrong, 4e isn't perfect and I don't claim it to be. Readers of this blog know that I constantly tinker with 4e to make it something I like more. That's sort of the essence of D&D after all: making the game your own. But I am undoubtedly a huge fan of 4e. Anyway, here are some common 4e myths and my response:





"It is difficult to convert old modules to 4e"

I don't now who started this one, but it simply isn't true. I've mentioned before that I drop Skill Challenges from my games. One of the reasons for this is that, on its own, the 4e skill system is very smooth, intuitive, and covers pretty much anything that comes up (and if something else comes up, you can roll with Ability Checks). Anyway, in my experience the 4e skill system works like a charm in updated adventures. I updated Ravenloft (I6) for 4e. There are all kinds of roleplay moments, exploration, etc where skills came up. I just rolled with it if the players wanted to use one, or called for a check if it was really needed. So there is really no conversion necessary for an old modules' out-of-combat material. It can be handled on the fly quite easily.

The monster conversion is where the real challenges would appear to begin. Now, I am not going to say converting monsters from 1e to 4e is as easy as 1e to B/X or 2e, because it isn't. But 4e does have a strength that those games lack: 4e monsters have specific formulas to work from. This can help DMs determine difficulty fairly accurately, but more importantly, it is very easy to make 4e monsters.

Confronted with the need to convert a monster in an old module, the first step I would encourage is to see if there is a 4e version within your party's level range. If so, check the source and see if it is post MM3. If it isn't, try these tips to upgrade old crappy monsters on the fly. If the monster isn't in your party's range, it is fairly straightforward to adjust. The design remains the same, you just plug in different numbers. Make sure you are using the DMG errata though.

If you can't find the monster in a 4e source, or if you don't like what 4e did the monster, build your own. This doesn't have to be laborious. Use this guide to make quick 4e monsters. Try to distill the essence of the original monster and keep it simple.



The last step is to make sure the adventure doesn't run like a sloggy mess. There are several ways to do this. You could drop the wandering monsters from an adventure and just run the prepared encounters, or you could drop a lot of planned encounters and instead just use the wandering monster tables. Or you could drop a little of both. This isn't just in response to 4e combat length (more on that below); the fact is, some old modules feel like a grind to begin with. You should also use Morale and Reaction Tables. If you are using an old module that has Morale scores, just port them over. Otherwise you can check my 4e Morale rules. Ok, so that leads us to the next myth.

"Combat was fast in old editions, never approaching 4e length"

This is simply not true. It is true that classic edition combat COULD be quicker, but it wasn't always. I know this because I DM and play old editions. At even moderate levels, old edition spellcasters could have a ton of choices, and adjudicating their effects was often not a cut and dried proposition. A typical PC's percentage chance to hit was often lower, so there are more misses. There were also huge throngs of monsters in old adventures, like all the time. I am reminded of one of my faves, Descent Into the Depth of the Earth, which was a combo module of D1-D2. There are like 20 Drow here, 40 Kuo-Toa there, 30 Troglodytes here. Heck, even in the Village of Hommlet, you will have 16 or more enemy combatants!

Now I KNOW combat can drag in 4e. I have tried to provide some tips and ideas to help with that. Simplifying monsters, using groups of the same monsters, using Morale, lowering hit points-all of this helps. But it is simply disingenuous to act like old combat couldn't take a while, especially when casters had some actual spells to cast. This has also been true of my experience with 5e so far. We had a two hour combat last week and we just hit level 2. Combat often takes an hour or more at level 1. I am not saying it isn't fun, or that this is too long, I am just saying that combat length can drag in multiple editions; it isn't only a 4e phenomenon.

"It is harder to houserule 4e than other editions"

I am tempted just to say "read my blog" as a response to this one, because there are dozens of houserule examples on here, but just to expound on it a bit, 4e is no different from any other edition of D&D. You can houserule it and make it your own with ease. The difference between 4e and classic editions is that the mechanics in 4e are "on display". The math is predictable and easy to grasp. This is already sort of covered above with monsters. This makes houseruling and homebrewing very easy. Since you have clear expectations for damage, defenses, DCs, etc at all levels, it becomes very easy to slide the scale towards "easy" or "hard". See Fourthcore. I have tweaked monster design, traps, disease, combat, and on and on, and I have only scratched the surface of the possibilities. 4e does not deviate from D&D's proud history of homebrewing and houseruling, it embraces it as much as any other edition.

That's all I have for you today. As always, I welcome comments! Take it easy!

Friday, December 7, 2012

A Little Friday Trap Action



Hello. A very short post today just to show you a few more examples of the traps from my upcoming zine. I posted some ideas a bit ago about it. The basic idea is that traps don't scale; the same trap can threaten PCs of all levels. Instead of traps rolling to hit PCs, the PCs roll saving throws. The damage expressions stay constant regardless of tier, so you don't need 30 different pit traps. I hope you like them!




Hallucinatory Gas
“Get them off me!”, he screamed. “They are crawling all over me!”
-Detect: Perception to notice small vents in walls.
-Disable: Thievery
-Trigger: A creature enters a trapped square, triggering the gas.
-Effect: Each creature that breathes within a given area must roll a saving throw. A creature trained in
Endurance gets a +2 bonus to the roll. On a failed save, each creature is slid adjacent to their nearest ally, making an At-Will attack of the DMs choice against them as a Free Action.

Magnet Trap
The next thing I knew, I was hurtling towards the center of the room. I smashed into the
the pillar, cracking a rib.

-Detect: Typically the magnetized object will be in plain sight.
-Disable: The magnet must be destroyed by repeated blows or avoided.
-Trigger: A creature wearing metallic armor enters a space within 10 squares (50 feet) of the magnet.
-Effect: The creature must make a saving throw. A creature trained in Acrobatics gains a +2 bonus to the roll. On a failed save, the creature is pulled rapidly towards the magnet, crashing into it for 20 damage. A creature can move at half-speed away from the magnet, but must make a saving throw at the end of each of its turns or be pulled back again.

Acid Spray
My nostrils were burning..then I realized my arm was missing. I screamed...
-Detect: Nature to identify smell from a distance; Perception to notice jets.
-Disable: Thievery
-Trigger: A creature enters a trapped square, triggering the jets.
-Effect: Each creature within a given area must make a saving throw. On a failed save, a creature drops to its bloodied value and permanently loses a limb. Roll 1d4 (1-2=Arm, 3-4=Leg).

Sunday, November 18, 2012

4e Forever Preview: Taking on Traps

 **PLEASE NOTE, THE FINAL TRAP RULES APPEAR IN ISSUE ONE OF 4E FOREVER, AVAILABLE NOW FOR A FREE DOWNLOAD**



My upcoming 4e Forever fanzine uses the following rules for traps. A trap has a trigger and an effect. A trap's triggered effect always behaves as an Opportunity Action unless otherwise noted. Most triggered traps do not make attack rolls; instead, a PC is usually required to make a saving throw to avoid a trap's effects. It is (hopefully) more dramatic and exciting for the player to roll to save, rather than watch the DM roll to attack.  




PCs trained in applicable Skills might be given small bonuses to their saving throws. Since 4e saving throws stay the same regardless of a PC's level, a single trap can now threaten PCs over multiple tiers of play. In addition, trap damage no longer scales. The damage simply is what it is. Traps are not assigned levels, and, as the traps typically do not attack, they no longer require constantly increasing attack bonuses that have historically lead to “trap bloat”.


For example, while a falling stone block is lethal to low-level PCs, it can still pack a wallop against high-level PCs. A falling block trap does 50 points of damage. This will flat-out crush a 1st Level character, and still dent the hell out of an Epic suit of armor. PCs that are trained in Acrobatics might get a small bonus to their save, representing an increased chance to dodge the block.

The relative damage totals for different traps are assigned based on a rough comparison of their deadliness. So while a scything blade might do less damage than a falling two-ton block, a strong poison gas might just kill you outright, regardless of your hit points or armor.

Traps are presented in simple terms, with a brief description of the trap and what it does, along with a trigger and effect. The size of a trapped area, or the number of trapped squares, is left for to the DM to decide unless otherwise noted. Specific Skill(s) that can be used to detect or disable traps are provided at the beginning of a trap's listing. The DCs to detect and/or disable traps are always the Hard DCs of a PCs level. This is the only way in which traps “scale”. In game terms, this is kind of required based on the way 4e is built, but in terms of flavor, I think it is well-supported as well. As PCs gain levels, they are in increasingly dangerous situations, facing more formidable foes. Maybe if a 25th Level PC went back to the first little dungeon he ever cleared, the DCs would be lower; however,  the pitiful treasure would not even be worth taking. Similarly, if some 2nd Level scrubs were unlucky enough to happen upon an Arch-Lich's tower...lets just say they would be dead before they crossed the threshold.

 

Sample Trap

Falling Block Trap
Stepping onto the floor released a massive stone block from overhead, crushing the Elf.
-Detect: Dungeoneering
-Disable: Dungeoneering or Thievery
-Trigger: A creature enters a trapped square.
-Effect: The creature must roll a saving throw. Creatures trained in Acrobatics receive a +2 bonus to the roll, representing an increased chance to dodge. On a failed save the creature takes 50 damage.


I hope you like these ideas! Many more traps will be provided in my upcoming fanzine!

Friday, April 20, 2012

Fixing Passive Perception in 4e

Passive Perception isn't a bad idea in and of itself. It has a lot going for it, actually. It is nostalgic, originating from old school versions of the game, where certain races had a chance to notice hidden doors and the like, simply by passing by them. Using passive skills also rewards players who deliberately spend resources to improve and excel at a skill. Lastly, it can, in some instances, save the DM some time, as he doesn't have to call for a check. But somewhere along the way it all went wrong. In this post, I am looking at what the problem is with Passive Perception (and other passive skills to some extent), and how to fix it.

So what is the problem in the first place? Well, to put it as simply as possible, it is hard to threaten 4e PCs with traps using it. Even casual, unoptimized groups can produce a PC whose Passive Perception is consistently above the moderate difficulty check, and often even a hard check. It is too easy. I want players to explore their environment and not have everything handed to them automatically. So here are my ideas on how to make it better:

Always use the hard DC
I want most hidden traps to be hard to detect. Note I said most. Otherwise, there's not much point in hiding them. I mean, sure I want to reward players for spending feats and such to help boost their skills, but the bottom line is some groups skills are so high they will always beat DCs; so here is what I recommend for DCs. Well-constructed traps can only be detected passively by a PC with a score better than, or equal to, the hard DC of the trap's level. Note that you will still have players that beat these DCs passively, and that's ok. If a trap is of poor quality or obvious, use the moderate DC of the trap's level. There are a few times that I would encourage the use of a lesser quality trap. Maybe for flavor reasons, or when using traps in an already difficult encounter, or to lull the players into a false sense of security regarding their skills.

Limit a PCs ability to rely on passive skills
This one has an old-school vibe. If a PC rolls an active check, use that check until they leave the area; they no longer qualify for their passive scores while in that area. So say they announce they are looking for traps and roll a 2. Do not let their score suddenly improve while they are still in the rough area. You can even call it ten minutes, or a 'turn'. Let players know this when they roll an active check to search.

Use skills other than Perception
Flavor your traps with different detection requirements. Maybe Perception doesn't work on some of them; they require Dungeoneering training. Or there might be an old holy symbol that is plainly visible to all, but it takes skill in Religion to automatically recognize it is trapped.

Reward exploration
The obvious flip-side of all of this talk of torturing PCs is to reward exploration when deserved. This is the kind of think that doesn't necessarily fit the codified rules approach of 4e, but occasionally, if you have a group of adventurers that are showing caution, playing attention to clues, and roleplaying, and they make a group check and fail, consider giving them a bonus to their check, or an automatic success. Don't do this every time, as some players might feel patronized or insulted; rely on 'feel' to tell you when this is appropriate. This is basically "taking 20" with conditions added.

Experiment with an alternate approach
If you still hate passive skills, you could just try something completely different. Another way to do it is to require a moderate or hard DC to even qualify to detect a trap. The DM then rolls a hidden roll to determine if the qualifying PC notices the trap. In other words, their Passive Perception allows them a chance to detect it, but doesn't guarantee success. This is kind of like an old school game, like an Elf determining a hidden door without trying on the DMs roll of 1 or 2 in 6. If a PCs passive score is high enough to beat the moderate DC to detect the trap, make a hidden percentage dice roll. The PC has a 75% chance to notice a trap of average construction, and a 50% chance to notice a well-constructed trap. This method adds an extra chance of failure on the back end. This method increases the threat of the trap while giving you an added old-school vibe.

In summary, I really don't want to come off too harsh. I just want to reward actual exploration and make passive trap detection more difficult. These ideas put power back into the DMs hands and make traps more dangerous than those in the typical game of 4e.

As always, I am interested in your feedback and opinions. Do you have your own method for using Passive Perception? Leave a post!