Thursday, May 26, 2016
Wednesday, May 25, 2016
Monday, May 23, 2016
Make Dragons Great Again
You just rolled a 1, Gary. Look at me, Gary. That's a Critical Failure, Gary. You failed. #winning #dnd #trump2016 pic.twitter.com/prXs3ykbb6
— DungeonsAndDonalds (@DungeonsDonald) May 11, 2016
Thursday, April 7, 2016
Collating Selling Loot Rules, etc
APPRAISING LOOT:
Coins and Bullion:
all characters can figure out the value of coins and ingots of precious
metals, no rolls need to be made.
Ordinary Items:
any item that appears in the Gear Book likewise does not need an
appraisal. If the players don’t know the
value, it is easily discovered with minimal effort and no cost.
Precious and Rare Items: other
items must be appraised in order to get a value. The character must roll his intelligence or
less on a d20 to successfully appraise a piece of loot. Each character may only attempt to appraise
any one object, or group of identical objects, once. Furthermore, only certain classes are able to
even attempt an appraisal, and they are often limited to only certain types of
objects.
Type of Object
|
Classes that May appraise
|
Gems
|
Thieves,
Gnomes
|
Jewelry
|
Thieves,
Dwarves
|
Holy Objects
|
Thieves,
Clerics
|
Books
|
Thieves,
Magic-Users
|
Fancy
Weapons/Armor
|
Thieves,
Dwarves, Fighters
|
Instruments
|
Thieves,
Bards
|
Historical
Items
|
Thieves,
Bards (but only by using Lore ability)
|
Mystics, Druids, Healers and Berserkers are unable to
appraise anything other than items that are specifically associated with their
own class or order. Lackeys think
everything is worth a fortune.
SELLING LOOT: equipment looted from
enemies can be sold for 50% of list price.
Stolen goods can be fenced for 10% of list price. Thieves can add the higher of their
Intelligence or Charisma score to the base 10% fence price. Equipment can usually be sold in large lots,
all at once, taking a day of game time for the sale.
SELLING GEMS AND OTHER FANCY LOOT: when
characters receive gems, jewelry and other fancy loot, or decide to sell off
magic items, they can dispose of them by travelling around the city state
searching for a buyer in the market place or established stores. It takes 1 day per item to make a sale. For each item, the seller can attempt to make
a good deal. For items that were
successfully appraised, if he rolls his Charisma or less on a d20, he gets full
retail for the item, if he fails, he gets 50% of retail price. If the item was not appraised, he gets 75%
if he makes the deal, 25% if he doesn’t.
Use the Hackmaster DMG for finding magic item prices.
DONATING ITEMS: if a
character donates a gem, magic item, etc., to an NPC cause (temple, monastery,
poorhouse etc) he immediately gets the full value of the item applied as XP to
his character. Arranging a sacrifice, is
slightly different, splitting the XP between the PC and his future character XP
bank.
PURPOSE: I've been making various special treasures for decades now. However, it seemed like a complete waste of time. Everyone just "threw it on the pile", now a "500gp gem" isn't just a long way to say "500gp", it's a "small ruby" which is both a problem and an opportunity.
PURPOSE: I've been making various special treasures for decades now. However, it seemed like a complete waste of time. Everyone just "threw it on the pile", now a "500gp gem" isn't just a long way to say "500gp", it's a "small ruby" which is both a problem and an opportunity.
Monday, April 4, 2016
Wilderlands 6 Discussion
The map certainly made a huge difference. The fact that the map was so crowded really gave the harpies a chance. Their AC's were low, and hit points not exceptional, but the fact that it was impossible to bring the whole party to bear allowed them to hang on for a bit. The fact that Marlon was bedazzled a couple of time took out almost all the party's beef. Frank's o.k. and Ludwig doesn't seem to have a lot of punch yet. Having 2 bards spending all their time with buff songs seems to weaken the offensive punch of the party quite a bit.
Still thinking about next week. I have three thoughts:
What's underneath the abandoned temple where the Morningstar Inn is built?
How about looking for a special herb for Marlon's herbalist friend, that can only be harvested on the solstice (June 21) in the hag-ridden forest to the north?
Random Dungeon Time?
P.S. We need to start thinking about Mother's Day and the schedule.
Still thinking about next week. I have three thoughts:
What's underneath the abandoned temple where the Morningstar Inn is built?
How about looking for a special herb for Marlon's herbalist friend, that can only be harvested on the solstice (June 21) in the hag-ridden forest to the north?
Random Dungeon Time?
P.S. We need to start thinking about Mother's Day and the schedule.
Thursday, March 17, 2016
Wilderlands 5 Discussion
Another good game on Sunday. I think the cash dynamic is working out really well. There's pressure to go earn some dough, and a lot of things to spend it on. I also like the gems and jewelry not being automatically appraised. I'm trying to keep gem values in line with the AD&D list, so rubies are more likely to be worth more than garnets etc.
I think I've made more than enough henchmen for the deck. There are freaking metric ton of them in there. I think the death rate for henchmen might be a little higher than for ACKS, since you have to spend a chip to save them.
The illusionist spell list is a bit more interesting than I had thought at first. For example, Invisibility is a first level spell for Illusionists. I wish I had chosen that for Mister X rather than Phantasmal Force, which is hard to adjudicate in many ways (especially when I'm trying to run the guy and DM him at the same time).
In case you hadn't figured it out, Andrew, Mister X was meant to be an NPC that you could slip into and play if you had shown up late on Sunday. When you do indeed rejoin us, I'd expect you to make your own guy, but I wanted to be ready in case this past Sunday.
I'm thinking I might want to play a berserker or fighter at some point. Maybe after we finish with the Harpy Hunt, I'll design a DM-less session and run a character in it.
Using the DM fate chips is an absolute must. It ramps up some of the danger that the player Fate Chips blunt. Also, welcome back to the gang-up bonus. I seriously missed that in the ACKS campaign. The bonus increases tactical thinking and makes high AC's vulnerable.
The adventure is a bit interesting. I bought a PDF of an old Judge's Guild product from 1980 called "Book of Ruins". It contains 10 short adventures, the fourth of which is a Harpy Lair. This matches up nicely with the Harpies that are said to lair in hex 2020 of the City State map. So, I sketched out the hex area, placed the first 4 locations on the map and off we went.
I hadn't realized how weird the ruins were in one sense. They were all approximately the same size, about 50 by 60 feet. They were all one story, no windows, secure roof and only one entrance. You'd think ruins would be more, well, ruined.
However, the contents worked pretty well for the characters we had and the session worked out nicely.
I think I've made more than enough henchmen for the deck. There are freaking metric ton of them in there. I think the death rate for henchmen might be a little higher than for ACKS, since you have to spend a chip to save them.
The illusionist spell list is a bit more interesting than I had thought at first. For example, Invisibility is a first level spell for Illusionists. I wish I had chosen that for Mister X rather than Phantasmal Force, which is hard to adjudicate in many ways (especially when I'm trying to run the guy and DM him at the same time).
In case you hadn't figured it out, Andrew, Mister X was meant to be an NPC that you could slip into and play if you had shown up late on Sunday. When you do indeed rejoin us, I'd expect you to make your own guy, but I wanted to be ready in case this past Sunday.
I'm thinking I might want to play a berserker or fighter at some point. Maybe after we finish with the Harpy Hunt, I'll design a DM-less session and run a character in it.
Using the DM fate chips is an absolute must. It ramps up some of the danger that the player Fate Chips blunt. Also, welcome back to the gang-up bonus. I seriously missed that in the ACKS campaign. The bonus increases tactical thinking and makes high AC's vulnerable.
The adventure is a bit interesting. I bought a PDF of an old Judge's Guild product from 1980 called "Book of Ruins". It contains 10 short adventures, the fourth of which is a Harpy Lair. This matches up nicely with the Harpies that are said to lair in hex 2020 of the City State map. So, I sketched out the hex area, placed the first 4 locations on the map and off we went.
I hadn't realized how weird the ruins were in one sense. They were all approximately the same size, about 50 by 60 feet. They were all one story, no windows, secure roof and only one entrance. You'd think ruins would be more, well, ruined.
However, the contents worked pretty well for the characters we had and the session worked out nicely.
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