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Showing posts from March, 2012

You Are Never A Clone

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I'm finding some great inspiration in the Old School Renaissance (OSR) movement.  A few things I've seen stressed here and there that are great include: Kludge it until it's right - Don't just stick with the rules as written if the don't get what you're going for, mess with it a bit. World first, mechanics later (if necessary) - The mechanics provided are just to give a Player creativity first, character skills later (if necessary) - If the players have interesting ideas, don't force them to be constrained to their character's mental stats and training.  If it seems remotely plausible, let it happen.  If they're looking for something in a reasonable manner, let them find it.  Let them solve puzzles rather than rolling to overcome them.  A roll might notice something, but thorough searching can do the same, and actual thought will be necessary to overcome the problem. Skills later (if necessary) - Skill rolls can be saved for dramatically ...

Spell: Wither

It appears that although Regenerate is a spell in D&D edition 3.5, the corresponding "Wither" spell has been excluded. So although there's a convenient way to attach limbs, there's no specific magical way to remove them. Hence the entry below. Wither Limb Necromancy Level : Clr 7, Drd 7, Sorcerer/Wizard 7 Components : V, S Casting Time : 1 standard action Range : Touch Target : Living creature touched Duration : Instantaneous Saving Throw : Fortitude negates (harmless) Spell Resistance : Yes (harmless) The subject’s bodily extremities (arms, legs, tails, or even extra heads on multi-headed creatures) shrivel and fall off. After the spell is cast, the physical degeneration is complete at the end of 1d4 rounds. Withering also causes 4d8 points of damage +1 point per caster level (maximum +35). It is equally effective on all creatures which have bodily extremities including nonli...

Warrior Feat: Barehand Technique

This feat allows a character to do increased damage when using their body en lieu of other weapons to attack an opponent.  Through increased combat training the character becomes more effective as follows: Combat Ability Damage 1-3 1d6 4-7 1d8 8-11 1d10 12-15 2d6 16-19 2d8 20 2d10 Characters using claws, horns or other innate, physical melee attacks are treated as using either the damage from their innate attack form or the barehanded technique damage, whichever is higher.

'Lithic

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As usual Jeff put up another post that stirred a disused corner of my imagination: Cave man days, through the lens of a D&D fork. This is something I used to give a lot of thought to back in the day.  GURPS Ice Age seemed like such a neat idea, but I didn't love the system and couldn't figure out what to do for adventures (Fighting wolves and tribes all the time?  Hunting a lot?).  Acquisition of non-subsistence stuff isn't typically a big part of the caveman way of life. One possibility would be tribesmen stumbling across Lovecraftian horrors, but I had doubts about losing player interest while trying to build a backdrop of normalcy before contrasting it with the first unnatural discovery. Another thought was contrasting current neolithic era with finds of lost pre-existing civilizations of human or inhuman origin.  It's an idea I like, and I think it could work well used appropriately. The Lithic setting wouldn't really work as a part of the same...

Warrior Feat: Forseen Eventuality

Some of the discussions of "buffing" (i.e. combat preparation effects) for non-magic users in this thread led to the inspiration for this warrior feat: Foreseen Eventuality - Before a combat or, as a free action on a warrior's turn, the character may state a situation they expect to take place during the coming conflict and the action they wish to take if it does occur.  The warrior then spends a point of reserves to keep a piece of their attention focused on this possible outcome.  However, if the stated outcome does take place then the warrior is able to respond in an instant taking a standard action as a free reflex action. The warrior's contingent, free reflex action comes at the same time as, or immediately after, the triggering situation (at the warrior's option), but before any other actions in the round.  If the triggering situation occurs at the same time, then neither the warrior nor the trigger interrupt each other.  Both have their normal chances...