Dragon Tree Blog
The Ancient Evil DMs speak. Well, chaotic devious DMs, anyway.
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Tuesday, May 22, 2007
Book of Artifacts????
I am what you might call an OLD school player. I have been playing D&D for about 27 years (my god, has it been that long?!?!?). When I first started playing I was looking for any kind of way to try and spice up my adventures for my friends. Then one day I went into my local hobby store and saw the Dragontree books. So what did I do? Like a novice adventurer I picked up the most interesting looking book and started reading it. It was the Book of Artifacts. I was instantly immersed in a world of Dungeons and Dragons that was unlike any other I had ever seen. Spell casting arrows (that were really funny to throw into an adventure at just the right moment) and bigmouth swords that got you into more trouble than out of. Or best of all was this Amazon Company that seemed to be interested in trade (or maybe behind some of the more sinister parts of the main D&D world). Who did finance the Slave Lords (modules A1-4)? I know that some of my uses were probably not what you intended but it sure kept my players interested.
Saturday, January 20, 2007
In works -- Character Class: Yogi
Initiate (1)
Novice (2)
Student (3)
Ascetic (4)
Monk (5)
Faquir (6)
Adept (7) no gender contact restrictions / improper contact sends adept back to novice
Guru (8)
Master (9) shift illusion
Boddhisattva (10) does not shift illusion, shifts expectations / attitudes
Avatar (revert, prey to illusion, etc)
Yogis do NOT gain points by fighting but may lose points (and levels) for excessive violence.
Some illusions he may never see, never know what the party is talking about. He may also confuse the party by telling them "Everything is illusion." But if questioned, he can distinguish that some illusions are more illusory than others.
Can go without food for long times, but when he does eat, it must be vegetarian (or meat from animals that have died of natural causes). Similar restrictions on use of leather and similar animal products.
May require much hot tea, milk, and butter.
Initiate (1)
Gains +1 to charm and constitution
+1 if declaring attempt to disbelieve
+2 bonus on saves versus charm
+1 bonus on saves versus poison
can communicate with advanced (Monk and above) yogis using mental contact
can heal others of injury, poisons, etc at 1d6 points / round
can heal insanity (25% chance/attempt but only once per hour)
Novice (2)
Gains +1 to charm and dexterity (cumulative)
detect alignment / sense evil, anger, lust,
+2 if declaring attempt to disbelieve
can heal others of injury, poisons, etc at 2d6 points / round
can heal insanity (35% chance/attempt but only once per hour)
Sadhu (3)
Gains +1 to charm, dexterity and constitution (cumulative)
wanderer, only temporal weapon is buckhorn (antler), +3 to strike / 1d10 damage
able to redirect anger, hunger, lust, etc in others (including companions)
+4 if declaring attempt to disbelieve
can heal others of injury, poisons, etc at 3d6 points / round
can heal insanity (45% chance/attempt but only once per hour)
+1 on initiative, can hear attackers
Ascetic (4)
Gains +1 to charm, dexterity and constitution (cumulative)
able to block anger, hunger, lust, etc in others (including companions)
Disbelieve illusions, +5 to succeed
Detect illusions, +2 to succeed
Detect bluff / lies / fear
can heal others of injury, poisons, etc at 4d6 points / round
can heal insanity (55% chance/attempt but only once per hour)
+2 on initiative, can hear / smell attackers
Monk (5)
Gains +1 to charm, dexterity, constitution and wisdom (cumulative)
Levitation, and ability to generate body heat to keep himself warm and even melt snow -- but only when sitting in proper lotus position, and wearing nothing but a loin cloth. (He can also warm others, but may be forbidden to touch the opposite sex.)
May initiate new yogis
Detect bluff / lies / fear, +3 to succeed
can heal others of injury, poisons, etc at 5d6 points / round
can heal insanity (75% chance/attempt but only once per hour)
+3 on initiative, can hear / smell / feel attackers
Faquir (6)
Mystic rope, bed of nails, burial, levitation of self
Project illusions, -3 to disbelieve,
Detect illusions, +3 to succeed
Gains +1 to charm and wisdom (cumulative), no additional pluses to dex and constitution, intelligence and strength do not change
+4 on initiative, limited clairvoyance
Adept (7)
here and up they are gaining in wisdom and charisma, not dex and cons
levitation of objects
will never attack physically any other being
no sex contact restrictions / improper contact sends adept back to novice
can not lose initiative, full clairvoyance
Guru (8)
able to satisify anger, hunger, lust, etc in others (including companions)
levitation of others
summon gods
charm person, minuses to save
practice tantric sex
may be accompanied by one or more lower level yogis
immune to poisons
heal insanity (95%)
senses intentions of others, –5 to strike
Master (9)
dismiss gods, demons, ill spirits shift illusion
may be accompanied by one or more gurus (and all attendant yogis)
cures poisons
causes attacks to fumble, blocks intentions of others, 90% or better required to attack any Master
Boddhisattva (10)
enlighten gods, demons, ill sp;irits etc (change their alignment)
does not shift illusion, shifts expectations / attitudes
charm supernatural beings
may be accompanied by one or more masters (and all attendant yogis)
practice tantric sex
alters poisons
heal completely self or others
Avatar (11)
01-25% – blinded by self-illusion, reverts to novice, loses all bonuses, skills, etc
26-50% – reincarnated (fresh start as child)
51-75% – trapped on the god-realm, must contend with other gods, too busy to mettle in the affairs of men, elves, dwarves, etc.
76-00% – steps beyond worldly concerns entirely, physically translated (nirvana)
rules for throwing a flaming chair?
My comment:
I'd rather see free-form play than rules for everything, but this seems a little extreme. Suppose next round someone wants to do something else with the flaming chair: how do we know where it landed or whether it fell apart or what? I guess you could roll for that retroactively next round, but I'd rather hear the results when it's first thrown.
Too extreme in the other direction imo would be looking up some special rules for that character having some relevant Feat (carpenter? fire-swallower?) etc; I'd rather have a few simple basic Attrbutes to roll for nearly any action:
Roll Dex with minuses to pick up the awkward unfamiliar object.
Made it? - Okay, you pick it up without catching yourself on fire.
Roll Int to deal with throwing it without breaking it or getting smoke in your own eyes.
Made it? - Okay you throw it more or less in the right direction.
[DM rolls for condition of the chair, whether it comes apart in flight anyway.]
Roll to Hit with minuses.
Made it? - Okay. [DM considers opponent's vulnerability to fire, rolls for his damage.] The opponent's robes catch fire, he flees, dragging the flaming chair behind him as it is entangled in his robes.
This gives us a vivid picture of what is involved, and gives plenty of chances for something to go wrong in a vivid way. But no one has to look things up in the book, because the DM is basically winging the plusses and minuses. If the character IS a carpenter or something, he can state that as he picks up the chair, and the DM will consider that while winging the adjustment to his Dex role.
So am I Old School, huh, huh?
Thursday, January 18, 2007
Old School Homebrew
By these sorts of definitions, anyway:
http://knights-n-knaves.com/phpbb/viewtopic.php?t=1546
Sunday, January 14, 2007
The gods help the innocent....
In our play, we don't stop to look things up in books. If the DM makes a hasty ruling and something bad happens to a character, and the player later shows the DM it was quite wrong ... there's no reversal, no ret-con. What happened, happened. "Must have been some sort of glitch in the local mana, or some evil demon sabotage...."
What there is, is plenty of gods and temples and high powered magic users. In the next game, or between games, the injured party (or his survivors) can go looking for help and intervention till they find some. Which will have a price of its own, some new task or quest.
Whether the disaster was a mistake of the DM or of the player or plain bad luck -- anything can be repaired or restored eventually, if the player or the survivors care enough to keep trying.
(This has been described quite unfairly we believe, as 'You can keep throwing good characters after bad as long as you like.')
"Resolution Lag", or "What are you doing, 5,4,3,2...?"
Another help to getting on with it, is deciding WHICH details to roll for first. For example, if someone is falling onto a field of Black Tentacles, how much impact damage they might protect him from becomes kind of moot if the tentacles win initiatlve and kill him before he reaches the ground....
