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FMC House Rules

I've been flirting with the idea of starting an FMC campaign with some friends, and I wanted to compile some house rules into one place to make that a little easier, in case that does end up happening. As follows: Mortals: Prices are silver standard. Pay 1% of XP per month as living expenses. Use simple encumbrance except in edge cases. Armour prices are 25/100/1000. Any class can wear any armour. Replace Int and Wis with Arcane and Faith. Explained here. Use ascending AC. Fighters add HD to attack rolls. Everyone else progresses normally. Fighters have 1d+2 HD at 1st level, 2d+1 at 2nd. Magic: Mages and Clerics can both prepare # of spells equal to their level, of power = 2/level rounded up. (from Necropraxis ) Mages learn a spell each level up, of spell level equal to highest number they can cast. Random on odd levels, chosen on even levels Spells cannot be *copied* from other sources, they have to be transferred. Scribing a spell from another mage's spellbook or a scroll re

d8 Invaders

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I love Souls games. I love getting invaded. I wanted to bring some of that energy to my ttrpg games. Some of these are based on invaders from the Dark Souls games, others are my own ideas. For best results, use with the Underclock . Add a Black Phantom entry to your dungeon encounter table. When you roll it, roll on the subtable below. promotional image of a black phantom for Dark Souls Attributes: Invaders have Hit Dice equal to 1 + the number of classed characters in the party being invaded. Max 9. They can make a number of attacks each round equal to the number of humanlike creatures they are in melee with. They attack for 3 rounds, until they kill someone, or until they are slain. They appear as malevolent, burning shadows, but can be struck as if corporeal. 1d8 Invaders: Prong Knight. ac as plate, morning star-1d6+1. Wears thick, plate armour, bolted shut. Long iron spikes protrude from every surface, warning against those who would try to free her. Any who strike the Prong Knigh

od&d Witch

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Primary inspired by this article on thief knacks from Rise Up Comus. I'm also a huge fan of this little spellbook by Substitute Adventurer on Itch.io. I've always liked witches. Lately I've been rocking with Berserk's take on them specifically. I love the way they seem to understand what's actually going on with the world, at least more then others do. This witch is a little more chaotic though. The powers that be are fickle. This is maybe a little high complexity for od&d, but I've still chosen to go with it, since od&d is usually my preferred system.  The Witch by John William Waterhouse Class Attributes Prime Requisite: Faith (wisdom). You follow the Mother, she of the earth and the sky. You follow a loose pantheon of other gods too, when it suits you. Hit Dice and Combat Ability: As a Cleric. Equipment Restrictions: You may not wear armour or wield weapons forged with iron. Weapons purchased during character creation are made of bronze. Cool we

October Monster Roster

I really enjoy campaigns with a small selection of monsters. Luke Gearing wrote about this here . Mark Rosewater of Magic: the Gathering often says "Restrictions breed creativity." At least he used to. I haven't followed Magic in a while. That's the whole intro, I think. It's October, so I wanted to make a small list of spooky monsters, for dungeons which are creepy and/or wet. These are less new monsters and more re-imaginings of pre-existing ones. Here they are: Deathless Legion 1 Hit Die, AC as Chain. Desiccated corpses with pale grey flesh, clad in ancient armour. Very tactical and coordinated, communicating to one-another through battle-sign. Make no noise, but their armour clinks and sheds rust particles, which can give them away. Armour is either bronze rusted blue-green, or iron rusted deep orange, depending on the era of the corpse. Each legionnaire has a gold coin under it's dried, black tongue. Malice Hounds 1 Hit Die, AC as Leather. Twisted, lanky

Faith and Arcane

In the interest of procrastinating my upcoming assignments, I wanted to elaborate on something I posited on another website: replacing Intelligence and Wisdom with Arcane and Faith. What this means: Arcane is your hyper-specific magical and occult lore. It's your time spent reading giant tomes and dusty grimoires bound with hopefully-not-human leather. Arcane is your mathematics degree, rather then having any direct bearing on like, general knowledge. Faith is your blind trust in a cosmic path through the universe. The more you believe in something, the more real it is. If enough people believe in you, you too can play God. Reasons I like this: De-emphasizes character intelligence. You (the player) are clever. Don't feel like you need to roleplay otherwise because of stats. I think people already know this, but I like to see it reflected in game terms. Works well with od&d. Prime requisites map cleanly onto character classes. Wisdom becomes the Cleric ability. Intelligenc

d20 Morale

Morale system I've been using lately: Check morale when a group of npcs loses a leader or suffers half casualties, or when a solo npc suffers half health. To check morale roll a d20. If result is equal to or greater then target's Morale score, morale fails, the group attempts to retreat. Otherwise, morale holds. Morale score is by type of creature, as follows: Morale Example 10+ Normal humans, animals 12+ Bandits, orcs, goblins 14+ Mercenaries, elves, dwarves, hobgoblins 16+ Monsters. Basilisks, ghouls, ogres 18+ Demons, dragons What I like about this system is that I never need to reference a book. It didn't take long for me to have this memorized, and I've been yet to find a monster that doesn't neatly slot onto this scale. I also find it very satisfying that this system uses the same 12-14-16 rule I prefer for armour class and saving throws.

New Blog

Hi, I'm alice! I've been playing ttrpgs for close to half my life now, and sometimes I have thoughts about them, so I made a blog. I don't except to post super regularly, I just wanted a place to put my thoughts. I love lots of different types of games, though I expect I'll mostly end up posting about od&d.