tag:blogger.com,1999:blog-7487871339000666216.post8009822188162791584..comments2024-03-29T07:58:31.156-04:00Comments on GROGNARDIA: Dwimmermount Campaign House RulesJames Maliszewskihttp://www.blogger.com/profile/00341941102398271464noreply@blogger.comBlogger19125tag:blogger.com,1999:blog-7487871339000666216.post-4608854840118091832008-12-25T00:22:00.000-05:002008-12-25T00:22:00.000-05:00How do you describe hit points? Does cure light wo...<I>How do you describe hit points? Does cure light wounds actually heal injury, or are characters basically fine until at zero hit points they're fatally run through?</I><BR/><BR/>I intend to be studiously vague about the matter :)<BR/><BR/>My gut tells me that spells like <I>cure light wounds</I> and so forth work best if described blessings of various sorts -- they "refresh" body and spirit, thereby enabling the replenishment of hit points, thereby avoiding the sticky question of what percentage of hit points constitute actual physical damage and how much is fatigue, etc.James Maliszewskihttps://www.blogger.com/profile/00341941102398271464noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-23556118892125647602008-12-20T16:51:00.000-05:002008-12-20T16:51:00.000-05:00I like your alignments. One thing I would change i...I like your alignments. One thing I would change is to split up Chaotic into those that 'merely' want civilisation to fall and are willing to work with Chaos up to a point (a sort of anti-Lawful) and those that serve Chaos itself and want to completely destroy reality. Right now, there is no middle ground between Neutrality and total-annihilation-insanity. I can imagine a druid that would prefer an untainted, pure Nature over one with civilisation 'blighting the earth', even if it means handing Nature over to Faerie. But that's just me.<BR/><BR/>How do you describe hit points? Does cure light wounds actually heal injury, or are characters basically fine until at zero hit points they're fatally run through?Maroonhttps://www.blogger.com/profile/02360872886639277389noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-27958405408199100992008-12-17T17:21:00.000-05:002008-12-17T17:21:00.000-05:00The really big skew: A result of 6 is 11 times as ...The really big skew: A result of 6 is 11 times as common as a result of 1, versus an even distribution with 1d8 or 1d6+1.Dwayanuhttps://www.blogger.com/profile/07388657516129827977noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-43515325394510334982008-12-17T16:33:00.000-05:002008-12-17T16:33:00.000-05:00Some mathematical observations:Rolling 2d6 for dam...Some mathematical observations:<BR/><BR/>Rolling 2d6 for damage and taking the higher produces roughly the same average as 1d8 or 1d6+1, but skews more toward high numbers. A roll of 4+ (50% with 1d6) is about 63% with 1d8, 67% with 1d6+1, 75% with better of 2d6.<BR/><BR/>Rerolls modify the final chance proportionately. A second chance to succeed boosts 20% to 36%, 50% to 75%, etc.. A second chance to fail cuts 50% to 25%, 80% to 64%, etc..Dwayanuhttps://www.blogger.com/profile/07388657516129827977noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-56003238729295943542008-12-17T13:36:00.000-05:002008-12-17T13:36:00.000-05:00youre tracking a lot to gain pracically nothing>...youre tracking a lot to gain pracically nothing><BR/><BR/>Of course you are right, King. But I was thinking it would only be worth it if you aren't trying to be super-simple with what is a minor thing. A single roll/thing to worry about is probably appropriate in very basic D&D. <BR/><BR/>But I also think that downing booze and suddenly getting harder to kill (cue Popeye eating his spinach music) is just a bit too cartoonish/video game RPG for my taste. I think it best to have at least one small trade off to represent how drinking is bad for you. Heh heh, maybe just give liver and brain damage to anyone who does it a lot for 20 years.<BR/><BR/>If anyone drinks hard to get drunk enough to be harder to knock out, you gotta at least make them do a DEX roll here and there while fighting/running drunk. I mean, C'mon...Kevin Machttps://www.blogger.com/profile/14122665488285424578noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-21092666618105576662008-12-17T10:28:00.000-05:002008-12-17T10:28:00.000-05:00hmmm boosting strength by a point and knocking a f...hmmm boosting strength by a point and knocking a few abilities down a point doesn't really seem worth it to me as youre tracking a lot to gain pracically nothing; but an extra d6 hitpoints is definitely a big deal and can make the difference between life and death.Pete Kinghttps://www.blogger.com/profile/03438651595079082035noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-60011407249942481392008-12-16T13:30:00.000-05:002008-12-16T13:30:00.000-05:00As somebody who likes his drinking, and has been i...As somebody who likes his drinking, and has been in a few knock down drag outs in his life, intoxicated and sober (I never started it - I'm a jolly drunk), I'll chime in on the intoxication rule. I know you are keeping it simple, but I use these rules, and I'm known as "Mr. Simple."<BR/><BR/>May I also recommend that strength goes up (I usually have +2 for those with strength lower than 14, and +1 for higher strength) and Dex goes down a point. Make it more complicated you say? OK, also knock intelligence and Wisdow down a couple pegs. <BR/><BR/>If drinking fast and hard with the intent to get drunk quickly, have Con represent how many minutes it takes for affects to show up. <BR/><BR/>Affects should go away after an hour, unless you keep drinking moderatly. In that case, make a system shock every hour to keep from passing out, or use a Con roll on a D20 instead.<BR/><BR/>I'm a big fan of the late, great Mr. Gygax, and still love 1st Edition AD&D. But even as a teen reading bare fisted fighting and drinking rules in the DM guide, I could tell Mr. G had never been in a real fight (from the Hand to Hand rules)or gotten blazing drunk. Of course, he was a gentlemen. Me, on the other hand...<BR/><BR/>Mmmm...getting thirsty. Feels like a Bass Ale night tonight...Kevin Machttps://www.blogger.com/profile/14122665488285424578noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-89885582229621634712008-12-16T13:25:00.000-05:002008-12-16T13:25:00.000-05:00I wonder why nobody wants a "use shield parry" rol...I wonder why nobody wants a "use shield parry" roll, which is how I've handled it in other games.<BR/><BR/>But then I start thinking about the difference between target and kite shields vs. missile attacks, and it starts getting complicated.<BR/><BR/>I do love the splintering thing, though.richardhttps://www.blogger.com/profile/13517340075234811323noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-77532937166794706032008-12-16T13:07:00.000-05:002008-12-16T13:07:00.000-05:00For two-handed weapons, is that roll damage twice ...<I>For two-handed weapons, is that roll damage twice and take the higher?</I><BR/><BR/>Yes.<BR/><BR/><I>Shields: Force an opponent to re-roll an attack once per round.</I><BR/><BR/>I hate anything that requires re-rolls, as it slows down play. I'd much prefer to use this variant for shields: http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html<BR/><BR/><I>Dual Wielding: Roll twice for attacks, take the higher result. Maybe use weapon size as a limit on what you can wield in both hands, to steer toward lighter, lower damage weapons.</I><BR/><BR/>That works nicely, I think.<BR/><BR/><I>Two-Handed Weapons: Roll twice for damage (your rule). Particularly useful since two handed weapons tend to use bigger dice.</I><BR/><BR/>In <I>AD&D</I>, this makes 2H weapons potentially very powerful, which isn't a bad thing. In OD&D, all weapons do 1D6 damage, so it's still an advantage but far less powerful a one.James Maliszewskihttps://www.blogger.com/profile/00341941102398271464noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-38769814803858332612008-12-16T13:00:00.000-05:002008-12-16T13:00:00.000-05:00For two-handed weapons, is that roll damage twice ...For two-handed weapons, is that roll damage twice and take the higher?<BR/><BR/>That spawns an idea in my head regarding dual wielding, two handed weapons, and shields. I'm tempted to add this to my own list of AD&D house rules:<BR/><BR/>Shields: Force an opponent to re-roll an attack once per round.<BR/><BR/>Dual Wielding: Roll twice for attacks, take the higher result. Maybe use weapon size as a limit on what you can wield in both hands, to steer toward lighter, lower damage weapons.<BR/><BR/>Two-Handed Weapons: Roll twice for damage (your rule). Particularly useful since two handed weapons tend to use bigger dice.Mike Mearlshttps://www.blogger.com/profile/18338840534913321057noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-69566965840967495552008-12-16T11:39:00.000-05:002008-12-16T11:39:00.000-05:00Bob,That is indeed intended. One of the goals of t...Bob,<BR/><BR/>That is indeed intended. One of the goals of this campaign is to keep things as "middling" as possible. I think <I>D&D</I> works best when characters are fairly mediocre mechanically and the hit dice house rule is part of the plan to encourage that.James Maliszewskihttps://www.blogger.com/profile/00341941102398271464noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-60846798368636666762008-12-16T11:36:00.000-05:002008-12-16T11:36:00.000-05:00Just an observation that the hit dice rule has the...Just an observation that the hit dice rule has the effect of driving hit points toward the middle of the range for each level. This may be intended, but for myself as a cleric I'd be just as happy to roll 1d6+1 at each level and take my lumps or loaves as they arrive with each level.<BR/><BR/>Bob PAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-50884644882638979472008-12-16T11:28:00.000-05:002008-12-16T11:28:00.000-05:00I just plain love your booze rule, though it would...I just plain love your booze rule, though it would take more time than I have right now to explain all the ways I think it's right. FWIW, the early modern archival sources I've been reading give an impression that strong alcoholic drinks had almost magical effects.<BR/><BR/>Sadly, though, the Dutch do not use the term "Dutch courage."richardhttps://www.blogger.com/profile/13517340075234811323noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-82314364315264214002008-12-16T11:21:00.000-05:002008-12-16T11:21:00.000-05:00Good suggestion! I do like those shield rules, so ...Good suggestion! I do like those shield rules, so perhaps I should include them as well.James Maliszewskihttps://www.blogger.com/profile/00341941102398271464noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-21184850697107407502008-12-16T11:20:00.000-05:002008-12-16T11:20:00.000-05:00Yet another subtlety of OD&D I've missed. ...Yet another subtlety of OD&D I've missed. I think incorporating the "Shields Will Splinter" houserule will still leave shields a viable and useful item, especially with magical shields gaining some saves to not break.Michael S/Chgowizhttps://www.blogger.com/profile/02052820400496340137noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-28374775834620627012008-12-16T10:11:00.000-05:002008-12-16T10:11:00.000-05:00Kevin,That's probably more complexity than I want,...Kevin,<BR/><BR/>That's probably more complexity than I want, but if through play, it looks like something we might want to add, I'm all for it. Right now, I just wanted to give the PCs a properly in-genre way to boost their survivability, given that hit points will be low and curative magic precious.James Maliszewskihttps://www.blogger.com/profile/00341941102398271464noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-27787863707548335492008-12-16T09:44:00.000-05:002008-12-16T09:44:00.000-05:00Shouldn't booze give you a penalty to saves agains...Shouldn't booze give you a penalty to saves against charm-type magic? Beer goggles, after all.Kevin Brennanhttps://www.blogger.com/profile/05436497363925902795noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-77200398644294979052008-12-16T09:21:00.000-05:002008-12-16T09:21:00.000-05:00Non-stacking of magic armor bonuses is actually a ...Non-stacking of magic armor bonuses is actually a rule in OD&D, so I'm going with it in slightly simplified form. The actual rule is that the shield bonus stacks once out of every three attacks, which seems needlessly complex to me.James Maliszewskihttps://www.blogger.com/profile/00341941102398271464noreply@blogger.comtag:blogger.com,1999:blog-7487871339000666216.post-49377642714259704232008-12-16T09:15:00.000-05:002008-12-16T09:15:00.000-05:00What was the reason for not making magic armor/shi...What was the reason for not making magic armor/shields not stack?<BR/><BR/>I like your dual wielding and two handed weapons rule - that gave me something to think about, going back to my SCA/LARP experiences. <BR/><BR/>When I've dual wielded, I used those weapons in a way to maximize my hits and damage. Think of it like "setting up" someone - I may bring one weapon in a feint and then slip the other one into a non-guarded space. I might maximize my chances to hit, or I might be able to maximize my damage that I cause if/when I hit.<BR/><BR/>Dual wielding was hard for me! I must preferred sword/shield in SCA than dual wielding, but it did have some advantages. Going against martially trained fighters with two weapons was always a cause for pause.<BR/><BR/>I think that I might allow my characters to choose either to add the +1 and have 1d6 of damage, or no bonuses to hit, roll 2d6 and take the higher of the two. They choose before they attack which option, the default being +1 to hit. <BR/><BR/>That's just something I thought might be interesting to throw out there.Michael S/Chgowizhttps://www.blogger.com/profile/02052820400496340137noreply@blogger.com