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Showing posts from February, 2022

Leader of Men, Slayer of Beasts, The Ranger

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  "Ranger" has got to be the most hotly debated class of this generation. They've been everything, and no one can agree on what they shouldn't  be. But maybe that's the point. Rangers are classically survivalists who patrol the edges of civilization. They live in the wilds and protect common folk from the monstrosities they like to pretend don't exist. These people need  to be self-sustaining, and so they've got to be good at most things. A Ranger is a Jack of All Trades, Master of One. That One, in my opinion, is keeping bumbling fools alive in places they don't belong. Here is ( yet another ) attempt to capture the essence of a ranger and tie it down with abilities and rules. THE RANGER Survivalist : Each step of Ranger grants you +1 to a free "Survivalist" skill that can be used for activities such as stealth, hunting, and tracking. This skill does not count against your total. Random Skill : Wanderer | Monster Hunter | Scout Starting Equi

d66 Arcane Dooms

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 Meddling With Magic When a wizard casts a spell, a roll of doubles or triples gains them 1 point of doom. Whenever a wizard gains a point of doom, they must roll a d20. If the rolled 20 is equal to or lower than their doom score, they gain 1 doom effect, known as a mishap. After a mishap occurs, the wizard's doom score is reduced to 0 ( Unless you want magic to be even more  dangerous ). If a mishap does not name a time, assume it is permanent. Such mishaps may  be curable through questing for a solution. d66 Tables Roll 1d6 to determine which table to roll on, then another d6 to determine the result on that table. Alternatively, roll on the table most closely matching the form of magic the wizard was attempting when they triggered a mishap. TRANSMUTATIONAL -Your eyes turn two different colors. -Your hair turns rigid as twigs. -Everything you are wearing turns to stone. -Every hair on your body turns to water. No new hair grows. -Your skin turns a shade of green. -You grow a large

GLOG Solutions (Or, How to Kill the Devil When You've Only Got 30 HP)

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GLOG Solutions An archdevil rules the City Beneath with legions of devils and human thralls at his command. The party wishes to end the devil's infernal reign, and sets out to slay him and lift the city from its ashes. 5e's solution: The 300 HP, AC 19 Pit Fiend. The Pit Fiend makes 4 attacks, averaging 73 damage per round. It also has magical weapons, the ability to cast a few spells, and a few nasty traits like a fear aura and Magic Resistance. GLOG's Solution: Archdevil This being commands an infernal legion of approximately 500 soldiers. It is imbued with unholy magic, and seeks to bring all peoples under its command. Archdevils rarely work together, unless brought into servitude to another of their kind. HD: 12+10 (64 HP), AC : 18 (Infernal Plate), Morale : 10 STR:  +4, DEX : +2, CON : +3, INT : +2, WIS : +3, CHA : +4 Motive : Dominion Move : 45' Fly Flaming Greatsword:  x3, STR+3, d12, 1d6 Fire Hellfire : A 45' cone of flame shoots forward from the Archdevil

The Yorde

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The Yorde Beyond the walled city-states of civilization lies the Yorde. Some call it the wild, some call it “Mother Nature”, and some even dare to call it home. The Yorde cares not what you call it, only that you respect it. If you do not, it will swallow you whole. Trust no “safe road”. Keep your eyes open. Give the Yorde no opportunity to claim you, and it might let you live. Regions Anmark A dozen houses of men vie for the right to wear the Emerald Crown of Anmark, but the crown itself was stolen long ago. Without it, the war waxes and wanes without end in sight. Ashema Ashema—the City of Life—nestles into a Bend of the River Ah, but between Ashema and the world spills a sea of dunes, where the cold stars take turns with the glaring sun to watch men die searching for the fabled treasures of the Dead City. Fountains Deep in the mountains, the Dwarves found the Fountains - three majestic waterfalls spilling forth into a great box canyon. They built their city directly into the walls o

Character Retirement Perks (GLOGueLike)

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Inspired by this post by Portals and Pegasi, here is a simple system for adding "Legacy Perks" to a game of GLOG 5. Character Retirement Once a character reaches level 5, their player may choose to retire them from the adventuring lifestyle. Doing so unlocks a “Perk” for future characters created by the party, but the retired character becomes an NPC under the control of the DM—though some player input should be welcome if the DM needs that character to make a major decision. Retired characters may become kings, generals, high-priests, or even villains. Whatever path awaits them, the DM can no longer harm them. They’ve proved themselves against the perils of the world and pass into legend. When you retire an adventurer, add a perk to the perk pool, according to your character's class.  New characters may take one perk from the pool, and perks may be taken by multiple characters. Acrobat - Treasure Map . Pick any location on the world map and add a treasure map for that l

Shadow & Fae Houserules (An OSR for 5e's Lost Children)

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Core Rules ,  GM Screen Character Sheet , Digital Character Sheet , Party Sheet How Did We Get Here? Several years ago, after listening to a handful of D&D podcasts we loved, my siblings and I decided to play it. It was a big step for us.  We were raised in a Christian home where D&D was seen as occult. Meanwhile, we, along with our parents, loved Lord of the Rings, Harry Potter, and Terry Pratchett. Now, we're all still Christians, but we've grown up a little and realized that Jesus never said "Thou shalt not roll dice." Actually, he seemed to love sitting at a table with a bunch of friends and laughing and talking about life. Even had a glass of wine. I'd like to think one of the occupations of Heaven is telling stories, and given Jesus's own penchant for parables, I may be on to something. Anyways, we started our foray into D&D with 5e. I rolled up a massive, overly complicated world full of politics, and lore , and then we tromped off into it,

GLOG for Foundry VTT

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  Ladies and gentlemen, GLOG now runs on Foundry VTT. Alright, alright, I know what you're thinking. You're about to tell me "Your GLOG does, but it's not MY GLOG, and only MY GLOG really matters." Well, I have good news for you, if you're interested in the potential for setting up a GLOG on Foundry. Step 1 - Download the pre-built file. Nab it here . This is a .json file that contains all the hard work I've put into this Foundry-based GLOGhack. Step 2 - Install Foundry's Sandbox System Builder. In Foundry's set-up screen, navigate to the systems, and download Sandbox System Builder. It's a system that lets you build character sheets from pre-defined properties.  Step 3 - Create a New World Make sure it uses Sandbox. Step 4 - Import the .JSON On the Game Settings panel, click the button that says "Import Sandbox Json". This will let you choose the previously downloaded file, and then install all the data into your world. It's goin

AC/DC and Ability Scores (Or, Yet Another Post on d20 Mechanics)

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 No... This has nothing to do with them. Actually this post is about Math. One of the greatest foes to exist in the D&D universe, the unseen wizard behind the curtain, chaining the chaotic forces of "luck" within bounded walls of accuracy. We may hate the guy, but he starts throwing fits if we ignore him. This post is mainly about the math of how I got to my current standpoint, which isn't too off from "Standard". If you're looking for crazy ideas, see the next link. If you're interested in the math of d20 dice rolls, stick around! I'm writing a GLOG, as inspired by Arnold K of Goblin Punch blog, and for some reason the issue of Ability Scores has become the snare on which I continually trip. Actually, that reason is this post on Goblin Punch:  Stat Squish and the Lawful Roll   It confused me, and suddenly my understanding of Ability Scores was shattered. The problem with not being sure about Ability Scores is that EVERYTHING is built on them, an