YARC: Druids

Finally getting around to Druids. To be honest, it’s taken me a while to come up with something interesting for Druids. In very old D&D, there were monsters then they became Neutral Clerics. In 3rd Edition, they were massively overly powered. (A T Rex is my animal companion. No really saw that.) Now I did do an old post on Druids and all that still stands. Basically, they should be more than just tree huggers. Now, what to actually do with Druid in YARC. Well, not much really other than a few minor tweaks here and there. So let’s get down to the crunchy bits.
Hit Dice, Saves, and Attack & Spell Progression: Unchanged.
Class Abilities:
Shape Change: A Druid may transform into a normal mundane animal. The first time per day that a Druid does; it costs the casting a 1st Level Spell. The second time, a 2nd Level spell. The third time, a 3rd Level spell. And so on.
In Tune With Nature: Add WIS Bonus to any skill check involving nature.
Saving Throw Bonus: +2 vs elemental energy type attacks.
Druids and Metal Armor: They just can’t cast spells. Tough luck.
Druidic Language: That all depends on your campaign world. In mine, there isn’t one.

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This week’s episode: Use The Environment to Make Encounters More Interesting

An encounter should be more than just a PC’s and monsters attacking each other. Those some interesting terrain or environmental hazards into the mix. Also, this episode the “new” cleric spells in Greyhawk and a little rant for beginners trying to play a magic-user. And don’t forget, 50 Likes on the Facebook page means Bonus episodes!

You can listen to this episode over here on Anchor.fm

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A Little Self Promotion

Time for a little self promotion on the good old blog. I’ve updated the benefits on the Patreon and now I’m sort of updating the goals. I know folks don’t want to part with their hard earned dollars. Heck, I was really resistant backing someone on Patreon for years so I understand. But to get more things going, I’m sweetening the pot. I’m going to move ahead on some goals based on outside goals. So here’s the deal.
You want bonus episodes of the Playing It Wrong Podcast. I’ll start doing a bonus episode if we get 50 Likes on the Facebook Page. Patrons will still get this a week early.
For the Youtube Channel. I’m setting the outside goal pretty high: 100 subscribers. Why? Well, that’s the point that I can get the much lauded custom url. Also, the videos take more effort and time. So I want to put my effort where the audience is. I’ll post videos there as things just pop up but it won’t be on any sort of schedule.
Time to grow the audience and see what happens.
please visit the Patreon and check it out. Thanks!

Night Shift: Veterans of the Supernatural War


OK. Yeah I mentioned this briefly on the podcast but I figured what the heck. How about another little shout out. Because yes I do have a soft for Urban Fantasy. And this one has me excited. Yeah another one.
Let me give you a little run down on the system. It’s old-school inspired. It’s uses descending AC but not in the way you’re probably thinking. Attack roll are d20+Ability Mod+Attack Bonus+AC. Yes plus AC. So low AC is better. You need a 20 to hit. Pretty simple for the new folks to understand that whole descending AC thing. Skills. Yep got those. IHMO, you really need those for modern settings. But just like the old school Thief, they are percentile based. Weapon damage. Oh that’s a d6. So very White Box. Oh yeah and class and levels.
So what about setting? It looks to be pretty generic urban fantasy/monster hunters. A good thing they are doing is spelling out options for how gritty or cinematic you want the play to be.
I don’t have any insider info but hey, they did release a very simple and preliminary quick start. So what are still doing here? Go check out the Kickstarter.

YARC: Bards What’s in a name?

I know originally I said that I wasn’t going to do Bards but I just couldn’t resist. Why? Mainly because I like the class despite its varied history. And yes I know in official Swords & Wizardry there isn’t a Bard class.
Let’s talk first about the history and how I see the class. It was originally really hard to become a Bard. You were Fighter then a Thief then Druid (and thus becoming a Bard). It used the old dual classing rules that really were a pain in the butt. The Bard became a jack-of-all-trades in Second Edition. That was my favorite iteration of the Bard. 3.x gave us the support Bard. They really weren’t that good at anything else and had a tendency to die. And then finally in 5E, there’s sort of balance between the jack-of-all-trades and the support Bard.

For YARC, I’m running the jack-of-all-trades Bard. Because, well, that’s my personal favorite. The Bard still has that support role of being second best or better than nothing in a particular and still having sort of niche of the face of the party. I look at Bards as the dabblers in all manner of things from spells to fighting. They live by their wits and their luck. I’ve never really enjoyed the musical bard. I view it as the difference between a random priest who isn’t a cleric and minstrel who isn’t necessarily a bard. Sure they can entertain just like the priest can perform religious ceremonies. But like Clerics, the Bards should be adventurers.

Attack Progression: As Theif
Base Saving Throw Progression: As Fighter
Hit Die: D4
Class Abilities:
Power of the Written Word: Bards may use any spell scroll.
Lucky Stiff: If a Bard’s CHA is 13 or more then the character gains an additional HP/Level.
Spells: Bards may cast a limited number of Magic-Users spells each day. They may cast up to their level or the total of CHA and INT Modifiers whichever is less. Bards cannot research spells but they may attempt to transcribe spells from spell books or scrolls. This is the only way Bards may learn new spells. They face the restriction of casting in armor as a Magic-User.
World Traveler: Bards begin play with an additional language.
Skills: +2 in Appeal and Banter, and +1 to any other three skills of choice.

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An Episode About Nothing

This is fun filled episode. I know the title says nothing but it’s got a lot of little bits. See below for links and highlights.
You can listen to the episode here on Anchor.fm or subscribe on your favorite service.
Night Shift: Veterans of the Supernatural Wars Kickstarter.

The Egyptian Situation From Outer Time

And I grabbed up even more dice because you can never have too many dice. Just need a bigger dice bag.

Oh yeah and then there’s Feast of Legends.

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YARC: Paladins

Ah. Paladins. The first time I played one, I quickly became a plain old human fighter. I deserved it. So no complaints there. But this class has me scratching my head. Originally, the Paladin was the paragon good, law, wholesomeness and all that. They were Lawful Good and had to have that high Charisma. Plus they that wonderful Detect Evil ability that could have been named Start an Argument at the Table. Of course, soon after the Anti-Paladin was published and everybody wanted to play that. Later Editions played around more with the Paladin and gave them a more loose moral standard and made them out to be divine warriors which is sort of what a cleric is, right? YMMV.
So where does that leave me with Paladins for my own little heartbreak. Well, Rangers are badasses. So are Paladins. While the Ranger is the general badass. The Paladin is the fanatical badass Witch Hunter, Undead Slayer, and Demon Hunter.
Attacks and Saves: Per Standard Swords & Wizardry rules.
Hit Die: D6 (Yes, I’m still reserving that D8 just for Fighters but see below)
Class Abilities:
Detect Unclean: With a successful Instinct check, the Paladin may detect the presence of an arcane caster, undead, or demon (or other planar and eldritch creatures) within 60 feet. It doesn’t single out an specific individual only that such a being is in the area.
Divine Favor: The Paladin may cast one First Level cleric/day. The character chooses the spell at First Level and may only change when they gain a level.
Smite: The Paladin has a pool of points to do extra damage to foes (2 HP/Level).
Zealotry: If a Paladin’s Charisma score is 13 or greater then they gain an additional HP/Level.
Skills: Paladins gain a +2 Bonus to skills pertaining to Demons and Undead.
I know this version of the Paladin takes away a lot of what has become their stock class abilities. Part of my thought on this is that I want the Paladin to be something other than a cleric who fights real well or the party’s morality compass. Though many times they need one.

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Roll Dice. Kill Monsters. Take Their Stuff. And Have Fun!

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