Tuesday, October 27, 2015
Saturday, August 29, 2015
It dawned on my as a pondered how to recreate the stress mechanics. Typical caveats for the poor and unrealistic treatment of mental illness apply.
Sanities Shall Be Splintered
(yet another incomplete, proposed mechanic, with root concept from Trollsmyth's Shields Shall be Splintered)
Upon taking a hit, a player may choose to sacrifice the character's mental well being instead of losing hit points. The character must make a save vs death (or wisdom, psionics, etc depending on your ruleset and preference):
- If successful, the character sustains no damage but will have a temporary (but cumulative) -1 to further saves for Sanities Shall Be Splintered until 8 hours of restful sleep had been had.
- If failed, the character gains a temporary insanity (from the AD&D Dungeon Master's Guide, p83, or your preferred edition of Call/Trail of Cthulhu). The insanity can be "cured" by a week spent in medition, prayer, flagellation, or preferred debauchery at a cost of 100 gp / character level. The character also suffers the side affect of success listed above.
Thursday, July 16, 2015
Tvtropes.com ever has an article about linear fighter, quadratic wizard. "Reality Ensues" really summarizes the quandry. I'll save my arguments and ideas for improvement for a subsequent post.
BUT WHY ISN'T ANYONE TALKING ABOUT NICHE PROTECTION FOR BARBER-SURGEONS. WTF CLERICS, YOU GET PLATE MAIL TOO.
Wednesday, April 8, 2015
Poison traps and poisonous bites of monsters sure, but they tend to be immediate "Save or Die" situations more than anything. Spells of Neutralize and Slow Poison exist, and should be resources to expend, and I should structure poisonous threats to generate more building debilitation or death after hours. Provide anti-venom or potions as resources to be purchased and expended, and accentuate the decision to press on or return to town rather than rolling up a new character.
Poisons in 5E are on the right track, though the PHB item is a little too expensive for the minimal effect, but I like to see it tied in to the proficiency of the character and some resource management. The AD&D PHB mentions belladonna and wolfsbane with little mention of their use. I'll have to dig out the Dragon Magazine articles expanding on the AD&D DMG to provide the variety and background of knowledge. I've never found the exact fit for effective spell component use vs recording keeping headaches, and maybe poison creation (especially with recipe elements like Skyrim or Dragon Age video games) can be a test run of a better method. I'd like to see thieves, assassins, and alchemists concocting their poisons and others buying them, and actively using in combat (or sneak attacks).
I love a good backstab and don't want that to disappear, but thugs with envenomed daggers fit better than gymnastics amid a melee. Thieves get a resource to be managed, to improve combat damage or eliminate foes. Certainly one that fits my vision more than some of the "combat effectiveness" abilities presented in various rulesets.
War Pigs, or at least war dogs (guard dogs in AD&D, mastiffs in 5E, I presume), always seemed to be a crutch for low-level characters in my younger days. They were set aside after a couple leveles, and took the place of some hirelings. Still, I like the idea of the baggage train expedition. If war animals or military elements don't work for you in the dungeon, they work at camp to guard the horses, or assist with the party's night watch. They require a hireling the manage more than one, and best yet - require no share of treasure beyond some iron dog chow.
Monday, March 23, 2015
Thus far, the contenders worth posting:
- The Unknowable Womb of Dreams - Creator of the World Made Flesh and Vine, and fundamental elements of the yet uncreated.
- Master of Writhing Memories - Doomed to wander the paths of the world and steal the thoughts of man to subsist.
Sunday, March 15, 2015
Your mission is to convert or corrupt enemies of the faith and failing that - destroy them. This includes your comrades.
I swear I will make henchmen and hirelings work. Observe the Auctoritas Ritae.