Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Saturday, August 29, 2026

Pokémon Generation from Ability Scores

I made a table where you can determine a Pokémon species from a set of D&D ability scores. You roll your scores, then you see what Pokémon you are.

For example, if your stats are:

  • Str 14
  • Dex 7
  • Con 14
  • Int 10
  • Wis 7
  • Cha 5 

...you are a Rhyhorn!


I've equated the D&D abilities with the Pokémon stats like so:

  • Strength = Attack
  • Dexterity = Speed
  • Constitution = HP
  • Intelligence = Special Attack
  • Wisdom = Special Defense 

(The Defense stat would determine AC.)

Roll 3d6 down the line, and then check the table below. First find the Strength range that includes your score (3-8, 9-12, or 13-18), then Dexterity, Constitution, Intelligence, and finally Wisdom, where you'll see your Pokémon.

Charisma does not factor in. Any Pokémon can have any level of charisma.

- Strength 3-8

- - Dexterity 3-10

- - - Constitution 3-8

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Weedle

- - - - - Wisdom 11-18: Squirtle

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Omanyte

- - - - - Wisdom 11-18: Magnemite

- - - Constitution 9-12

- - - - Intelligence 3-10

- - - - - Wisdom 3-8: Caterpie

- - - - - Wisdom 9-12: Nidoran♀

- - - - - Wisdom 13-18: Drowzee

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Exeggcute

- - - - - Wisdom 11-18: Ditto

- - - Constitution 13-18

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Jigglypuff

- - - - - Wisdom 11-18: Chansey

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Seel

- - - - - Wisdom 11-18: Clefairy

- - Dexterity 11-18

- - - Constitution 3-8

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Magikarp

- - - - - Wisdom 11-18: Horsea

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Gastly

- - - - - Wisdom 11-18: Abra

- - - Constitution 9-12

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Zubat

- - - - - Wisdom 11-18: Onix

- - - - Intelligence 11-18

- - - - - Wisdom 3-8: Pidgey

- - - - - Wisdom 9-12: Staryu

- - - - - Wisdom 13-18: Vulpix

- - - Constitution 13-18

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Meowth

- - - - - Wisdom 11-18: Tentacool

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Voltorb

- - - - - Wisdom 11-18: Mr. Mime

- Strength 9-12

- - Dexterity 3-10

- - - Constitution 3-8

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Shellder

- - - - - Wisdom 11-18: Paras

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Koffing

- - - - - Wisdom 11-18: Dratini

- - - Constitution 9-12

- - - - Intelligence 3-10

- - - - - Wisdom 3-8: Sandshrew

- - - - - Wisdom 9-12: Nidoran♂

- - - - - Wisdom 13-18: Cubone

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Bulbasaur

- - - - - Wisdom 11-18: Oddish

- - - Constitution 13-18

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Slowpoke

- - - - - Wisdom 11-18: Venonat

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Lickitung

- - - - - Wisdom 11-18: Porygon

- - Dexterity 11-18

- - - Constitution 3-8

- - - - Intelligence 3-10

- - - - - Wisdom 3-8: Rattata

- - - - - Wisdom 9-12: Diglett

- - - - - Wisdom 13-18: Ekans

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Pikachu

- - - - - Wisdom 11-18: Charmander

- - - Constitution 9-12

- - - - Intelligence 3-10

- - - - - Wisdom 3-8: Spearow

- - - - - Wisdom 9-12: Poliwag

- - - - - Wisdom 13-18: Goldeen

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Psyduck

- - - - - Wisdom 11-18. Farfetch’d

- - - Constitution 13-18

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Growlithe

- - - - - Wisdom 11-18: Eevee

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Tangela

- - - - - Wisdom 11-18: Jynx

- Strength 13-18

- - Dexterity 3-10

- - - Constitution 3-8

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Krabby

- - - - - Wisdom 11-18: Geodude

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Doduo

- - - - - Wisdom 11-18: Kabuto

- - - Constitution 9-12

- - - - Intelligence 3-10

- - - - - Wisdom 3-8: Machop

- - - - - Wisdom 9-12: Mankey

- - - - - Wisdom 13-18: Hitmonchan

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Bellsprout

- - - - - Wisdom 11-18: Grimer

- - - Constitution 13-18

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Rhyhorn

- - - - - Wisdom 11-18: Snorlax

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Lapras

- - - - - Wisdom 11-18: Articuno

- - Dexterity 11-18

- - - Constitution 3-8

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Pinsir

- - - - - Wisdom 11-18: Hitmonlee

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Ponyta

- - - - - Wisdom 11-18: Magmar

- - - Constitution 9-12

- - - - Intelligence 3-10

- - - - - Wisdom 3-8: Tauros

- - - - - Wisdom 9-12: Scyther

- - - - - Wisdom 13-18: Aerodactyl

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Electabuzz

- - - - - Wisdom 11-18: Moltres

- - - Constitution 13-18

- - - - Intelligence 3-10

- - - - - Wisdom 3-10: Kangaskhan

- - - - - Wisdom 11-18: Mew

- - - - Intelligence 11-18

- - - - - Wisdom 3-10: Zapdos

- - - - - Wisdom 11-18: Mewtwo

Sunday, August 9, 2026

Ocean D&D: Session Documentary

I played a stomatopod in Spuk's OD&D (Ocean D&D) game, and had a great time. Here's a session report. Note that none of the "scientific facts" are guaranteed to be accurate - do your own research.

Also, you must read the report in the voice of David Attenborough.

“The reef is one of the most complex environments on Earth. Hundreds of species live side by side, and form intricate, symbiotic relationships.

“To see this interspecies cooperation in action, let us take a closer look at just five of the creatures inhabiting this reef.”



“Two hermit crabs, whom we’ll call Magnifico and Crabraham Lincoln.”


“Two axolotls, who will go by Mantle-of-Cloud and Amby.”


“And one stomatopod: Creel Crusher.”

“These five companions have left the reef, in search of food or anything else of interest to bring back home. As they explore the open seafloor, they do find something interesting. Perhaps too interesting.”


“It’s a giant triton snail, towering over the five smaller creatures. The hermit crabs greedily eye its huge shell, which would be a major home improvement for either one of them. But Creel Crusher cautions them that the snail would be an overwhelming opponent, even for the five of them together. The group decides to move aside and let the massive snail continue on its way.

“The bulbous eyes of a stomatopod can see millions of colors, and it is even believed that they can read the ‘aura’ of other creatures and assess their strength. A helpful ability when making the decision between fight and flight.

“Our five intrepid explorers continue into a kelp forest, still on the lookout for anything worth bringing back to the reef. It seems that Mantle-of-Cloud has found something. A rectangular box. Quite an unusual sight on the seafloor. But it is stuck in the ground. As the group attempts to unearth it, danger draws near.



“Dozens of sea nettle jellyfish. The faintest touch of their stinging tentacles is enough to incapacitate or even kill a small creature like an axolotl. If the group wants the mysterious box, it’s now or never. But Mantle-of-Cloud has a solution.

“This is one of the most remarkable spectacles of nature. The nanites inside the tail of the axolotl activate, and exert a magnetic force upon the stubborn box, pulling it out of the ground and onto Mantle-of-Cloud... where it dissolves?

“Indeed, the box was composed of more nanites, which are absorbed by the axolotl—doubtlessly granting them yet another mysterious power. With the treasure secured, Mantle-of-Cloud and their friends make a quick escape from the frightening jellyfish.

“Hiding in the kelp, the five creatures settle down to rest. But a few hours later, they are in for a rude awakening.”


“It seems our bold travellers have blundered into the territory of kelp crabs, which have now surrounded the five intruders, menacingly clicking their claws at them. But the hermit crabs, Magnifico and Crabraham Lincoln, click their claws back at them, and the situation calms down. It seems that a deal has been made.

“The five explorers join forces with the kelp crabs, journeying through the kelp forest until they reach their goal: a giant clam.”

“The flesh of this massive mollusc would make a delicious meal for the kelp crabs, if they could only get at it—preferably without becoming trapped inside its shell. Perhaps the reef creatures can help them out.

“The hermit crabs heave a rock up to the mouth of the clam, trying to jam it open. But the clam closes, expelling the rock. Now what?

“Mantle-of-Cloud digs at the spot where the clam is connected to the ground, exposing its fleshy foot. This, too, is a tempting meal. The kelp crabs swarm it, and start feasting... but the clam becomes unstable. It topples over, crushing half of the kelp crabs, as well as Crabraham Lincoln! The poor hermit crab has been ended by this ‘Clam Wilkes Booth’.”


“Just then, a new denizen of the reef arrives upon the scene. An octopod, whom we will call Octo-Potato.

“In its fall, the giant clam has opened back up again. Now’s the chance. The surviving kelp crabs rush in, tearing away at the soft insides of the clam. Creel Crusher and Octo-Potato has spotted something else within the clam. Together, they manage to extract it: a huge pearl. Now, sea creatures obviously have no concept of wealth or monetary value... but everyone likes a pearl.

“The kelp crabs have finished off the giant clam, and feast on its flesh—as well as the flesh of their fallen comrades. There is little sentimentality under the sea. The reef denizens also enjoy a hearty meal. Octo-Potato devours the crushed Crabraham Lincoln. To octopods, crabs are a particular delicacy. But the creatures of the reef don’t just eat. They also take with them as much food as they can carry, in their shells, paws, mandibles, and tentacles. The pearl is brought along too, of course, as the five travellers head for home.”


“They run into some crown-of-thorns starfish on the way, but give the spiky creatures a wide berth.

 “Finally the group returns to the reef, where the collected food is shared with the other inhabitants.”

“It is a moment of triumph not just for the five explorers, but for the reef as a whole.

“After resting up, our five heroes are still restless. They set out on another expedition, this time onto the open sand plains on the other side of the reef. But they don’t get far before they run into danger once more.”


“A pair of cuttlefish, hungry for crab. As they approach, their bodies turn sharp white. A hypnotizing color, which transfixes Creel Crusher and Amby. Those who retain their senses must escape quickly—and take their friends along. Magnifico grabs onto Creel Crusher and drags them away. Meanwhile, Octo-Potato sprays ink to confuse the cuttlefish, while holding onto Amby and Mantle-like-Clouds with their tentacles. Mantle-of-Clouds activates their nanites once more, but now for a different effect. The axolotl expels a jet of water that propels them at high speed, along with Octo-Potato and Amby.

“The cuttlefish give chase, and before long, they catch up to the group. But now the reef dwellers have come back to their senses, and they stand and fight. Creel Crusher squares up to a cuttlefish—and strikes.

“There is a flash of light. The cuttlefish is knocked out cold in an instant.

“A stomatopod’s punch accelerates at a rate similar to that of a pistol shot, and can strike with a force of 1,500 newtons. A direct hit can incapacitate a creature many times the stomatopod’s size, as this cuttlefish just discovered.

“Meanwhile the other cuttlefish is set upon by Magnifico and Octo-Potato. The octopod wields sharp clam shells into the fight, and together, the two of them makes short work of the cuttlefish.

“An octopod’s capacity for using tools is a clear sign of their high intelligence. Who knows what else these creatures may be capable of?

“With the cuttlefish defeated, the group drags them back to the reef for all to feast upon. Certainly all five explorers have learnt from their experiences, and Creel Crusher’s fighting skills seem to have reached a new level.”

"The old moray eel that dwells on the outskirts of the reef seems to have noticed the group's success. Perhaps it will take interest in their further activities..."




Wednesday, March 18, 2026

More Ways to Die: Getting Old

 You wanna see the most messed up class feature in all of 5e?

 
"Timeless Body (Monk feature)
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water."
 
You know what rules there are in 5e for "frailty of old age" and "dying of old age"? That's right, none.
 
Ever since I ran a Traveller campaign I feel like a system is just incomplete without rules for aging and dying. It's especially relevant to my group because not only do we have a monk in the party, we also have an awakened cat. Cats don't live very long, you know.
 
So, here are my rules for getting old in 5e. They assume the use of my other house rules for dying, though you could just attach them to vanilla 5e.
 
The species table uses "official" lifespans as far as I could find them. The exception is eladrin, elves, sea elves, and half-elves, who have Tolkien-style immortality. If you prefer the official lifespans for these species, use the values of shadar-kai for eladrin, elves, and sea elves, and use the values of minotaurs for half-elves.
 
Old Age
To determine your birthday, roll 1d12 for month and 1d30 for day.

When you reach a certain age, you must start making aging checks regularly at a certain interval of years. To pass an aging check, you must roll 4+ on 1d6. If you fail, your exhaustion limit (the amount of exhaustion at which you die) is reduced by one. If the limit reaches zero, you die. At a certain age, the difficulty of the aging check increases to 5+, and later to 6+.

If you succeed on an aging check, roll 1d4 on the Aging Effects table below.

1. Your life experience grants you XP equal to your age times your level times 5.
2. Randomly determine three different ability scores. Increase one of your choice by 1, and decrease another one of your choice by 1. The one you decrease has its maximum value reduced by 1.
3. You gain expertise with one skill or tool you have proficiency with.
4. You have entered the golden years. Until you fail an aging check, you gain inspiration on each of your birthdays. This effect can stack, granting you several instances of inspiration.

Your starting age, the age at which you must start making aging checks, the ages at which the difficulty of the check increases, and the interval in years between the checks, are all determined by your species.

Species Starting age Interval Aging 4+ Aging 5+ Aging 6+
Aarakocra 2+1d3 2 6 16 26
Aasimar 15+3d8 8 64 104 144
Bugbear 13+3d6 4 32 52 72
Cat 1d4 1 5 10 15
Centaur 15+3d6 4 36 56 76
Changeling 13+2d6 4 36 56 76
Dragonborn 13+2d6 4 36 56 76
Duergar 15+3d8 24 120 240 360
Dwarf 15+3d8 24 120 240 360
Eladrin* 15+3d8 40 40 - -
Elf* 15+3d8 40 40 - -
Fairy 15+3d6 4 60 80 100
Firbolg 15+3d8 28 140 280 420
Genasi 15+3d6 4 72 92 112
Githyanki** 15+3d6 4 36 56 76
Githzerai 15+3d8 8 56 96 136
Gnome 15+3d8 28 140 280 420
Goblin 7+1d6 4 14 34 54
Goliath 15+3d6 4 36 56 76
Half-elf*** 15+3d8 4 40 60 80
Halfling 15+3d8 8 40 80 120
Half-orc 12+2d6 4 28 48 68
Harengon 15+3d6 4 36 56 76
Hobgoblin 15+3d6 4 36 56 76
Human 15+3d6 4 36 56 76
Kenku 11+1d6 4 20 40 60
Kobold 5+1d6 8 24 64 104
Lizardfolk 13+1d6 4 20 40 60
Loxodon 15+3d8 28 140 280 420
Minotaur 15+3d8 8 100 140 180
Orc 10+2d6 2 26 36 46
Satyr 15+3d6 4 36 56 76
Sea elf* 15+3d8 40 40 - -
Shadar-kai 15+3d8 56 180 460 740
Shifter 8+2d6 4 24 44 64
Simic hybrid**** ? ? ? ? ?
Tabaxi 15+3d6 4 36 56 76
Tiefling 15+3d6 4 40 60 80
Tortle 13+2d6 2 32 42 52
Triton 15+3d8 8 100 140 180
Vedalken 36+4d6 28 140 280 420
Yuan-ti 15+3d6 4 36 56 76

 *Eladrin, elves, and sea elves are immortal. When they fail an aging check, their exhaustion limit is not reduced. Instead, they incur a cumulative -10% penalty to all XP gained. This can eventually prevent them from gaining XP entirely. Successful aging checks do not grant a roll on the Aging Effects table.

**For a githyanki, time spent in the Astral Plane does not count towards their aging. They still use their full age and actual birthdays for effects from the Aging Effects table. A starting githyanki character is assumed to have spent half their life so far in the Astral Plane.

***When a half-elf reaches age 40, they must choose whether to accept or refuse immortality. If they accept, they age as an elf. If they refuse, they age normally using the given values.

****Simic hybrids use the values of their origin species. The ages at which they must start making aging checks, and at which the aging check increases in difficulty, are reduced by a number of years equal to the origin species' interval. This does not apply if their origin species is eladrin, elf, or sea elf.

Tuesday, December 9, 2025

Consuming Draconic Essence

After fighting elves for a bit the party decided to return to the castle, and go for round two against the dragon. They slew it! The sorcerer decided to bite into the dragon's heart, and received a vision of the missing princess speaking with the dragon. But the sorcerer was not satisified with just a bite. He ate the whole thing.

You gotta reward that kind of behavior, so for the next session I prepared some consequences.

YOU WILL BELIEVE. (No, I have not seen this movie) 

 Consuming Draconic Essence

You can consume the essence of a dragon by devouring its heart, or by another appropriate method. Each dragon only has one essence.

The first time you consume the essence of a dragon, roll 1d4 on the Benefits table and 1d4 on the Penalties table. For every subsequent essence consumed, the size of the die you roll on the Benefits table increases by one step, to a maximum of 1d10. You always roll 1d4 on the Penalties table.

Reroll duplicate results on the Benefits table, but not on the Penalties table. 

Benefits

  1. At the end of each session, you gain 5 extra XP for every 50 gp worth of treasure you own. These XP are only for you and not shared with anyone else.

  2. You grow scales and gain natural armor that gives an AC equal to 13 + your Con modifier.

  3. You learn Draconic, and can cast charm person once per day without using a spell slot. If you don’t have a spellcasting ability score, use Charisma.

  4. Whenever you deal damage of the same type as the most common breath weapon among the draconic essences you have consumed, you deal 1 extra damage per draconic essence you have consumed.

  5. You gain a breath weapon that you can use once per day. It affects a 30’ cone. It deals 1d6 damage per draconic essence you have consumed. The damage type is that of the most common breath weapon among the draconic essences you have consumed. A target can make a Dex save to take half damage. The DC is 8 + your proficiency bonus + your Con modifier.

  6. You gain resistance to the damage type of the most common breath weapon among the draconic essences you have consumed.

  7. You gain +2 Constitution, and your maximum possible Constitution increases by 2.

  8. You gain +2 Charisma, and your maximum possible Charisma increases by 2.

  9. You become one size category larger. Your weapon/unarmed attacks deal 2 extra damage.

  10. You grow wings and gain a flying speed of 60’.

Penalties

  1. Half of all treasure you own, and half of any you earn (rounding up) are considered your hoard. To spend treasure from your hoard, you must pass a Wis save of DC 12 + the number of digits in the gp value you want to spend. If you fail, you can try again the next day. The DC increases by 2 for every additional time you roll this penalty.

  2. If any of your treasure is stolen or lost, you take 1d4 psychic damage per digit in the gp value lost. The size of the dice increases by one step for every additional time you roll this penalty.

  3. Your ungainly body reduces your Dexterity by 1, and your maximum possible Dexterity is reduced by 1.

  4. The stress of your transformation causes you to gain one level of exhaustion and lose 50 XP.

Wednesday, November 19, 2025

How to Die, and XP for Failure

Ok, so like I said in the last post, I made some changes to the 5e 2014 rules. The major change is to the dying and resting rules, which ties in to how I award XP. You may be able to apply the basic principle in other games.

Dying: When you go to 0 HP, you gain one level of exhaustion. Then, the party gains XP equal to your level of exhaustion, times your level, times 100. This XP is shared equally among all PCs at the end of the session.

When you fail a death saving throw, you gain one level of exhaustion, and the party gains XP in the same way as above.

Exhaustion: The normal penalties for exhaustion do not apply, except you still die if you reach six levels of exhaustion.

Short rest: During a short rest, you can spend hit dice to regain hit points as normal. You always regain the maximum amount of hit points from each die, no need to roll.

Long rest: A long rest does not let you recover any hit points by itself, but you can spend hit dice just like during a short rest. You recover all hit dice and spell slots at the end of a long rest. But if you have exhaustion, there is an X in 6 chance to not recover an expended hit die or spell slot, where X is your level of exhaustion. Roll a d6 for each expended hit die and spell slot.

After determining what hit dice and spell slots you recover, remove one level of exhaustion.

Channel Divinity: A cleric or paladin with exhaustion must roll to recover expended uses of Channel Divinity during a short rest, in the same way as for hit dice and spell slots during a long rest. They always recover Channel Divinity during a long rest. (We agreed to implement this after the Life Cleric went crazy with her Channel Divinity healing.)

Base XP Reward: At the end of each session, in addition to the XP gained from dying, each character earns XP equal to the highest level among the surviving characters, times 100.

New Characters: If your character dies, your new character starts one level lower than your high score (minimum 3).


The guys who survived the dragon fight found themselves mysteriously dumped in the wilderness. They headed to town and someone had the idea "hey, maybe we should tell the queen there's a friggin dragon in her castle." So they returned to the castle and screwed around, killed some wolves and more suitors, never got around to telling the queen anything, and then an old guy with an arrow in his back showed up in town and said the elves were coming. I didn't mention this last post, but our heroes did previously break a statue of the king's grandpa that had a weird pointy-eared monster inside. Which they killed. Well what they don't know is that it was the elf lord of the land, twisted by his long imprisonment, who was sealed in there by the first human king, and with the old elf lord dead, the great fey has finally chosen a new ruler of the land's elves, and she has called upon them to take back what is theirs, and now the elf war is about to begin.

ELF WAR PARTIES

Roll d4 for Frontline and Support, and combine.

Frontline

  1. 1d4 elfmaidens riding unicorns
  2. 1d2 fey trolls (cannot regenerate while touching steel)
  3. Vine mech piloted by an elf
  4. 1d6 foxfolk mercenaries

Support

  1. 1d6 stealth archer elves
  2. 1d4 singing bard elves
  3. 1d4 solar priest elves
  4. 1d4 flying wind wizard elves 

Friday, November 14, 2025

The Old-school 5e Renaissance Has Begun

 The new edition of D&D 5e has been out for a while, and people seem to agree that it's kinda bad but it's all right. I have no interest in playing it. But it did make me think back to the olden days (mid-2010s) when I first ran 5e. It was fun! 5e was, at the time, an OSR game. We had weird player characters wandering the wilderness and delving dungeons, searching for treasure and dying horribly to my home-made monsters. Why not return to those rose-tinted days of high adventure!

My friends were thinking the same, so we've started a 5e 2014 campaign. There's a talking cat, and a servant of cosmic Law, and a kobold that can turn giant, and more, and they came to the sick king's castle that had turned into a dungeon, and they fought poison-spitting stag lizards and creepy suitors looking to marry the queen, and they met a raven man who gave them random prophecies of doom, and the queen wanted them to cure the king and also find the lost princess, and they looted the princess's bedroom and found a secret door, and they fought a dragon that kicked their ass and killed the kobold, but the player came back with a githyanki stand-user... Yes, this is just like I remember it!

Of course I had to make some changes to the rules, but that's all part of the fun. Here's what I think needs fixing in 5e 2014. Maybe I'll go into more detail on how I did it later.

  • All player options are allowed
  • Put ability score bonuses wherever you want 
  • Start at level 3
  • No feats or multiclassing
  • Fix or ban the annoying spells
  • Fix the druid
  • Fix the ranger
  • Don't fully recover after a single long rest if you got really beat up
  • Add a travel system
  • Decide how to reward XP
  • And most importantly: Make the monsters deadlier

I know there have been people trying to make 5e into more of an "old-school" game before, but I'm not really trying to make 5e like the early editions of D&D. I'm trying to make it into the 5e I remember playing, the game from my blurry nostalgic memories. And I'm succeeding!

To be continued...? 

Tuesday, January 14, 2025

Taken by the Blood-Men

I made Taken by the Blood-Men, an entry for Idle Cartulary's Zungeon jam!

It's a 1st level dungeon adventure, statted for old-school games, 5th edition, Into the Odd, and Tunnels & Trolls. Captured by horrifying Blood-Men, can you survive and escape?

You can download the adventure here, and you can read more about zungeons here.

Thursday, November 28, 2024

Using Chainmail for Multi-Character Gaming

I ran a game using a combination of Chainmail and OD&D rules. It was a lot of fun!

The OD&D actual play by Bandit's Keep was a big inspiration, and Marcia B.'s Fantastic Medieval Campaigns was a great resource for the OD&D and Chainmail rules.

 

Points values from Fantastic Medieval Campaigns

Here's the basic gist of how I did it:

- Let each player build a band of characters with a total value of 10 points, using the points values from Chainmail. I disallowed those creatures that cost exactly 10 points.

- New characters can be recruited by paying gp equal to the points value times 100.

- Basic infantry and cavalry can be recruited in towns, but you can also try to recruit any creature you meet in the wilderness or in the dungeon, using the recruitment rules from OD&D. If your party is worth less than 10 points total, you can recruit for free in towns to get to 10 points.

- Make reaction rolls when encountering NPCs (2-5 attack, 6-8 uncertain, 9-12 friendly). If they are uncertain, roll again next round.

- Resolve combat using Chainmail's mass combat rules. Don't use the "Combat between special units" rules. For creatures that lack a defense value, use the same value as for attack. No creature is immune to normal attacks.

- Wilderness movement and encounters work as in OD&D.

- In dungeons, track movement round by round as if the dungeon crawl was a continuous combat. Roll for random encounters at the end of every round. Cavalry have to dismount before going into the dungeon!

- XP is awarded for gathering treasure (1 XP per gp) and for defeating enemies (XP equal to points value times 100). XP is divided equally among all characters.

- Characters level up using the Fighter XP progression from OD&D. Every level gained means they count as one more fighter in combat (make one more attack, survive one more hit), and also improves their morale by 1 point.

- You don't need to track or pay for basic equipment, food rations, inn rooms etc, but at the end of every month, you must pay gp equal to 1% of each character's XP total (as per the OD&D rule).

* * *

The game was set in the Land of the Winterwind, the great northern wilderness. I was going to have three players; two called in sick but me and the last player went ahead. I let him spend 30 points on his starting band. He went with 1 great orc, 2 orcs, 2 elves, 5 goblins, and 2 fairies.

Having heard a rumor of an underground ruin full of shining gems they went north. On the way they met a few ents and a werebear; fortunately they were friendly. They reached the dungeon, went inside, and the carnage began.

The party killed goblins, slime folk, and crystal beasts in the cramped tunnels, but also saw their own members fall one by one. They rescued a captured human but he got killed later. In the end only two characters were left: the great orc and a fairy. They ran into 7 archers as they were about to leave, and gave them most of the treasure they had found to not have to fight them. The orc and the fairy made it out with a few gold pieces and gems, a +1 extendible claw staff, and almost enough XP to level up.

Filthy and bloodied they made their way to a nearby dwarf hold, where they could finally relax, and try to take in what they had just experienced.

Then they recruited a couple of rookie dwarf fighters, and prepared for the next expedition.

Monday, February 26, 2024

The Twelve Planes

 


Still working on the planar cosmology I laid out the other week. I cut a couple of heavens, added a couple of lands-of-the-dead, and changed some other things. It's still all very top-level, but I want to define how the world works before I drill down into smaller stuff.

Overview

  1. World of Earth
  2. World of Fire
  3. World of Air
  4. World of Water
  5. Material Ideal
  6. Dreamland
  7. Halls of the Dead
  8. Elven Fields
  9. Angelhome
  10. Heaven
  11. Spiritual Ideal
  12. The Absolute

The first five planes are material, shaped from the four natural elements and infused with spirit. The following six are formed out of pure spirit. The twelfth and final plane is beyond both matter and spirit.

Each of the first four planes reflects one particular element. This is not a physical reflection (the World of Fire isn’t full of fire, for example), but rather, each of these planes reflects the philosophy of its element. Physically, these planes are not too different from each other. They all have mountains, forests, oceans, deserts, and so on.

First Plane: World of Earth

Earth is solid and comprehensible, and rarely does anything unexpected. It is difficult to influence or bypass, making it an anti-magical element.

In the world of Earth, magic is weak, to the point where many inhabitants don’t believe it exists at all. Portals to other planes are extremely rare, and do not stay open for long.

Humans and halflings come from Earth, though no halflings remain here in the present day.

Second Plane: World of Fire

Fire is chaotic and unpredictable. It can be destructive, but it is also creative, as it can change matter from one form to another. Fire is hard to kill: a small ember can cling to life for a long time, until it bursts into flames once more.

The world of Fire has seen many great changes and cataclysms throughout its history. The greatest acts of destruction and creation have taken place here.

Dwarves are native to Fire. A long time ago, humans and halflings came to Fire from Earth, and they have stayed and grown numerous. More recently, many elves have arrived in Fire from Air.

Third Plane: World of Air

Air has varying moods. It can be still and silent; it can be flighty and playful; it can be wrathful and awesome. Air is easy to pass through, and conducts magic well.

The world of Air is constantly changing, but rarely as dramatically as Fire often does. Air is highly magical, and interplanar portals are more common here than on other planes.

The immortal elves, native to Air, have a better understanding of the planar cosmology than most other beings of the material planes.

Fourth Plane: World of Water

Water wants to dominate. It submerges and drowns. It sweeps away anything and anyone weaker.

The world of Water is home to the dragons, who constantly compete for dominance. Weaker dragons search for interplanar portals, hoping to rise to power in another world - or just live in peace.

Fifth Plane: Material Ideal

The Material Ideal holds the essences of the four elements. Their power flows from here into each of the material planes. If one element becomes stronger or weaker in the Material Ideal, it will also grow stronger or weaker in all of the lower material planes. For example, if water becomes stronger in the Material Ideal, there will be heavy rains and floods in the lower planes. If water becomes weaker, there will be droughts. Many angels work to preserve balance in the Material Ideal, in order to avoid disasters.

The landscape of the Material Ideal is formed from nigh-pure elements, or simple combinations thereof. There are forests of fire-trees, bottomless oceans, mountains of mist, rivers of mud. Each of the plane’s living creatures are also strongly tied to one or two elements.

The Material Ideal is the last material plane. From here on, the planes and their inhabitants are entirely spiritual.

Sixth Plane: Dreamland

Those who sleep on the material planes visit Dreamland. The plane is in constant flux, as it is shaped by the dreamers’ subconscious thoughts, fears, and desires. Most creatures of Dreamland are not truly alive, as they are created, changed, and destroyed by the whims of dreamers. But if they escape to another plane, they will retain their form and drive.

A waking visitor of Dreamland could find any dreamer and talk to them, but the shifting dreams are difficult and dangerous to navigate. Those who have business in Dreamland instead train themselves to dream lucidly, taking conscious control of the dream, then seeking out the dreamer they need to contact.

Seventh Plane: Halls of the Dead

When a mortal being from the material planes dies, their soul travels to the Halls of the Dead. This is not their final destination, however. When the soul wishes, it can ascend to the Twelfth Plane, where it joins the Absolute. Exactly what this means is a mystery, but certainly no soul has ever returned from this journey.

The Halls of the Dead are dark and dull. Aside from the dead, they are inhabited by a few keeper spirits, who greet newly arrived souls and tell them of the journey they must make.

Some souls linger in the Halls of the Dead. Those who are afraid of what lies beyond, those who refuse to believe they are dead, and those who have unfinished business. A strong soul can will itself back to the material planes, to haunt its old home or place of death.

Magic that raises the dead works only if the dead person’s soul remains in the Halls of the Dead. If it has ascended to the Absolute, it cannot be brought back.

Eighth Plane: Elven Fields

Elves are immortal, immune to death by old age. But if an elf is slain by misadventure, their soul does not go to the Halls of the Dead. Instead, it goes to the Elven Fields.

The Elven Fields are rolling meadows, crossed by streams and dotted by groves of trees. The sky is clear, and it is twilight in late summer.

Elven souls cannot ascend to the Absolute, so they remain in the Elven Fields forever.

Ninth Plane: Angelhome

Angels are servants of the gods. Each angel is tied to one particular god, and carries out their will in the lower planes. Every god has one hundred and eleven angels. An angel cannot be permanently killed while their god still lives. If destroyed, they will reform in Angelhome after a time.

Not all angels stay loyal to their god. Some reject servitude, and decide to live by their own free will. They become demons. Demons have varying ideals, but there are two main philosophies: the Godless and the Godlike.

The Godless reject all divine influence, and believe each being should be solely responsible for itself. In the lower planes, Godless demons work to thwart gods and overthrow faiths.

The Godlike wish to impose their own will on the planes and their people. The mightiest Godlike demons take this to the final extreme: they declare themselves gods, severing the link to their former divine master. These demon lords gather lesser demons as followers, and seek worshippers in the lower planes, all to impose their own vision on the cosmos.

There is constant conflict between angels and demons, and also between Godless and Godlike demons. Angelhome is riven by war, and the three factions clash whenever they meet on other planes.

Tenth Plane: Heaven

Heaven is home to the gods.

Gods care about the beings of the material planes, and want to aid them. They listen to their prayers to find out what they need. Some gods may be capricious or easily offended, but ultimately they all want to help. Of course, different gods have different ideas of what is best for the material planes, which can lead to conflict.

There are many different gods. Most are only worshipped in one or two places on the material planes, and may at times have no worshippers at all.

Gods can be killed, but doing so is extremely difficult. A slain god ascends into the Absolute, and is never seen again. The angels (and demons) who were linked to the dead god will no longer be able to reform if they are destroyed, instead ascending to the Absolute as well.

On rare occasions, new gods spontaneously appear in Heaven, their angels appearing in Angelhome. The cause for this is unknown.

Eleventh Plane: Spiritual Ideal

The Spiritual Ideal holds emotions and concepts: the base “elements” of spirit. Anger, beauty, grief, freedom, love, and many others. A disturbance here will have spiritual consequences on all lower planes.

Beings native to the Spiritual Ideal are strange and single-minded, and can cause great trouble if they make their way to the material planes. The greatest beings in the Spiritual Ideal are perhaps better described as “phenomena”, but either way, they are more powerful than any god.

Twelfth Plane: The Absolute

The highest plane is the most mysterious one. No natural portals lead to the Absolute. Planar spells can take one there, but most such travellers never return. Those who do have difficulty describing the experience. There was a singular presence. They had to use every bit of their willpower to remain separate from it. That is all which can be understood.