Lankhmar for Dungeon Crawl Classics will be hitting the shelves some time soonish. The PDF’s have gone out to Kickstarter backers (Yep, I’m one) and the physical copies should be in my grubby hands in a couple months or so. One of the new mechanics added was Fleeting Luck which has been around a while for public consumption and comment for a while. I’ve used in Dungeon Crawl Classics and Mutant Crawl Classics and the players loved it. Then I got to thinking why not use it other games.
So here’s a real brief outline how Fleeting Luck works. The PC’s each get a Fleeting Luck Point at the beginning of the session. If player rolls a Natural 20 or does something cool then they get another point. If any of the players roll a Natural 1 then ALL of the players lose all of their Fleeting Luck.
Since other games don’t have a Luck Score like DCC, I looked around and thought what could I use? Oh yeah. Hello, Fifth Edition. Inspiration Points. So if you don’t Inspiration Points let the player roll two d20’s and take the better for checks. And there you go. Use Inspiration Points with the Fleeting Luck mechanic.
There is one change that I would make for Fifth Edition, I wouldn’t let characters use Fleeting Luck to heal. There’s plenty (almost too much) healing in 5E.
Still working and tweaking and brainstorming. You know that feeling. So here’s the bulk of the House Rules for my White Box Games. And like many things it’s still a work in progress. And helps explain the character sheet I did last week.
I like using the x in d6 for lots of different things and I think that it works well. If you go back in the blog archives, I talked about other systems too like using Saves As Skills and using an x in d12 system. Those things I’ll probably keep in my back pocket for Swords & Wizardry Complete/Core hack.
Plus I’m still doing some tweaks on races and classes. So stay tuned for that.
So here’s why you’re here: White Box House Rules V2
Also go ahead and check out the Downloads Page for other stuff. Yes, I know there some typos in some old stuff.
Old Man Grognard got me thinking about Wild West RPG’s and that lead me down a worm hole of old notes and thoughts about doing a sort Weird West thing along with looking at some inexpensive pdf’s. But more on the nitty gritty of that later on when I get those notes organized.
Here you go Episode 41: Wild West RPG’s
And the links to the games mentioned in this Episode:
Six Shooters & Wagons
Wild West Light
Shotguns & Saddles
The actual house rules that go with this are still a crazy mess that only I can understand. So that will hopefully get posted next week. But I made some tweaks based around my own ideas. YMMV. And could work for about any of the versions of the Swords & Wizardry. Once again YMMV and depends on the house rules.
White Box Character Sheet V2
The Wondrous Wand of Unreliable Resurrection usually works right and can bring that fallen comrade back from the dead. Note usually. The total number of Hit Die of creatures that the Wand has returned to life is the percentage chance that it will malfunction. When found in a loot pile, the Wand will have already been used for at least 3d10 HD worth of resurrections. Of course, the DM can adjust that however they will.
So what happens when the Wand malfunctions? Roll 1d8 below and see.
1. Disintegrated: That’s all folks!
2. Animate Dead (as the spell): Oops. Sorry. But at least your friend will be worth a few XP.
3. Lost in the Transition: Randomly rearrange the character’s ability scores.
4. Sorry, Wrong Number: The wrong soul is summoned from the Underworld. Make adjustments to alignment, class, ability scores as necessary.
5. Freaky Friday: The fallen character is brought back to life but the wielder and target switch bodies.
6. Reincarnation (as the spell)+Gender Switch: Hiya doin’?
7. Reincarnation (as the spell): Could be worse?
8. This Has Never Happened Before: The wand just doesn’t work. No effect but still counts to total HD resurrected.
What happens when the Wand reaches 100 HD? It continues to work but will malfunction every time. If this seems too kind then change result 8 to 10d6 Fireball, the wand explodes and is destroyed.
Keep rolling those dice folks!
And we’re back with a new episode. I decided to a little break. Both because of the happy holidays and because of stupid Internet drama. Just didn’t feel like doing an episode.
But here it is and back into the saddle again. This episode is about when to roll dice. When not to. When to roll in the open and when to roll in secret. I also continue with my readings and thoughts from the 0E Little Brown Books and give notice that I’m already thinking of some changes and making plans for the New Year.
Here you go. Episode 40
I dunno. Maybe it’s just me that it seems that Kobolds have become almost a joke. At least not as bad, goblins. Thank you, Pathfinder.
If you’ve been around the D&D block for a while, you’ve probably heard of Tucker’s Kobolds. This is one of those things that’s been kicked around, screamed at, and hand wrung over. For the link weary, it boils down to this. Even a low HD monster with intelligence, tactics, traps, and on their home turf can cause major problems for a higher level party. Some call it mean. Some call it unfair. Oh, well. But then in a harsh dungeon environment, how else are these little guys going to survive?
So yeah. Make them cunning trap builders with a knack for guerilla tactics and big streak mean. And that big streak of mean is where I’m heading in the post. Remember way back when and Kobolds were little evil dog-like creatures. Good. Now have you ever had a little dog? We’ve got one. He’s a little 16 pound bundle of “I ain’t taking shit off anybody”. Now I’m not saying he’s not a nice dog. He’s great and friendly. But he ain’t scarred of anything. Yes, I know that’s can be dangerous. That’s why he’s always on a leash. But I digress. Back to Kobolds. They’re little but they don’t care. Sure they’re little but their also supposed to be smart. So they just might have a bit a Napoleon complex when comes to dungeon intruders. A streak of vicious bravery especially if they get cornered. No cowering.
So in summary. Kobolds. Devious trap makers. Guerilla tactics experts. And what ever you do, don’t corner them.