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MAZE CARETAKER

A ttrpg blog mostly focused on OSR systems with some exceptions.





MONDAY, FEBRUARY 13, 2023


MY NECROMUNDA PROJECTS


Been a little quite at the moment, ive taken a quick break from ttrpgs as I go
through changing jobs and getting used to a different schedule. one thing ive
been working on a few months however is getting some stuff together for the
scifi skirmish game necromunda. And let me tell you as someone who's been in the
wargaming hobby for the majority of my life (almost 2 decades and I'm not even
25 as of writing) feels like the perfect game.


Necromunda provides a fast paced and exiting game with boatloads of
customization options and different tactics and playstyles, and most importantly
this means an excuse to convert like hell, converting has always been my
favourite part of the wargaming hobby and is an activity I find
immensely rewarding, this blog post will mainly be a gallery of some of my
favourite converted models ive made in the past few months as well as a bit of a
chin wag about necromunda and wargaming in general.


So first on the block is the nice and easy flagellant converts, the empire
flagellants set is one of my all time favourite sets, and that's with the fact
that i never collected an empire army, i originally brought a box of flagellants
back in 6th edition 40k when for a signal edition the Penal legion made a come
back for imperial guard (dead again in 7th rip) and since just having a few
units of veteran guard is kind of boring (I didn't have enough pocket money to
afford a full platoon back then) i used some spare las gun arms from the old
guard set and slapped them on some flagellant bodies, the effect while simple
worked wonders. in the current day I'm able to combine flagellant bodies with
another fantastic set that's come out more recently, the necromunda hive scum
set



I cant say enough about the hive scum set honestly, though seemingly limited to
just 4 models the amount of head and arm variety allows for a wide wide range of
combinations and the arms fit well with alot of diffrent sets like the gene
stealer sets or many of the house gang sets,


Necromunda has a lot of narrative room to play around with, it encourages you to
make unique characters to represent your gangs leaders or bounty hunters and
this uniqueness gives a blank check to the creative energies of the player, 

Converting is in many ways somewhat necessary for necromunda, not all options
are available in official sets so if you want a specific weapon load out
represented on your models you'll need to grab your hobby knife and glue,



Other gangs might require converting more heavily than others, you could easily
play with the house gangs using the standard sets and upgrade sprues but if you
want to play something like the Ogryn slave gang your either buying 3 copies of
a massively underwhelming set or your converting (small lose it is probably one
of the most restrictive gangs with a single range option that sucks...)




One Thing im trying to work on is learning to sculpt models from putty, been
serval months since i started learning and i think ive come a long way,
sculpting is very slow paced compared to cut and stick converting so trying to
stay motivated enough to finish a model when it kind of looks like a blob is a
bit hard, though its extremely satisfying seeing the image in your minds eye
stare back at you as a solid object. 



A squat ive been working on


Ill try to share more stuff on the blog in the future, i think there's a lot of
cross over between ttrpgs and wargames (especially when looking at early
iterations of both) so i think it would be pointless to limit the scope of
hobbies i write about (this is already a self indulgent blog for organizing my
thoughts after all no quality here) I have also got plans for starting up a few
necromunda games so i might throw up some battle reports after some games.

- February 13, 2023 No comments:
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FRIDAY, JANUARY 13, 2023


MIN MAXING AD&D: AD&D CHARACTER OPTIONS HIT DIFFERENT


So one of the common wisdoms of the OSR is that you cant min max in OSR games,
like most common wisdoms this is completely untrue. The issue itself is that old
school games are too alien to the modern ttrpg mind that great pilgrimage of
knowledge seem necessary to reach understanding ( but since i have already
climbed mount osric and consulted the great sage EOTB, i guess i can just tell
you the esoteric secrets, i mean who's going to stop me?) 


in this post i will begin to unravel the multitude of character options and meta
knowledge that should give you the head start in reaching AD&D nirvana, most of
what i write will be in reference to Osric since that's what ive been running
reading and digesting over the past month or two, there are differences between
Osric and AD&D but most of what im talking about should be similar enough that
the advice will still be useful. A lot of the difference of minimaxing in old
D&D is while new D&D min maxing is largely a solo affair AD&D characters are
nothing on their own compared to them being part of a smart and coordinated
team, if you stop thinking about D&D characters as a individual and more as part
of a whole things start to click together a bit easier (might go into more
detail on this in a future post just thought it needed to be mentioned here)


So firstly lets kill a meme (an always enjoyable task) are Demi humans worse
than humans in AD&D? no are you out of your mind? they're better, a flat out a
better option 9/10 times, especially these days where sadly most games wont go
the distance, the main thing people get upset about is level limits which is
usually discussed completely out of context and with no understanding about some
very key mechanics, namely 


1. demi humans get tons of special abilities from level one, these abilities by
themselves are valuable boons to a character, stuff like an increase to hit with
certain weapons, +4AC Vs large creatures, dark vision, +4 Vs poison (which
considering poison is one of the most common instant death effects out there is
huge) and a laundry list of known languages (very useful when you have to
negotiate with a orc tribe for the release of your captured friend, this isn't a
game just about combat non combat stuff can massively help you survive and
thrive)


2.multi classing, you know what's better than being a human mage? being an elf
mage who can wear armour and use weapons because they are also a fighter, you
know what's better than being a elf mage fighter? an elf mage fighter that can
also scale walls better than spider man, multiclassing is good so what's the
downside? level limits, these don't matter if you aren't playing beyond like 9th
level anyway (which is probably the majority of games these days) and really
only effects you in the magic and Thac0 department anyway, personally I think
your more likely to be able to get an elf fighter magic user with its better
armour and hit points to 9th level than a human magic user so the trade off of
high level magic is really not that much of a loss, there's also the fact that
every demi human can level unlimited in thief, which provides some hp and saves
improvement's at higher levels while also giving you cool thief skills (without
sacrificing the abilities of the other classes your multiclassed in)


3.Human classes have level limits too, well assassin and druid do but you get
the point, hell you can play a half orc and get to max level in assassin, you
can play a half orc and multiclass assassin to max level and fighter to level
10!!!!! an amazing option how can humans compete? (probably with the ranger)


another thing worth mentioning is dual classing, this is an extremely
interesting option humans get access to kind of like their version of multi
classing, where as a demi human can level in 2-3 classes at once splitting their
xp between their classes the human levels one class at a time but can switch to
another class and start levelling in that instead (as long as you meet some
quite high requirements, the process is also not reversible so if you where a
level 5 fighter you cant then level fighter any higher), this comes with the
draw back that your thac0 increases and saving throws while levelling this new
class are set at that classes current level while your hit points stay the
same,if you use your other classes ability while levelling this new class you
don't get xp so this is a very difficult endeavour where you basically have to
earn your reward (made a bit easier by hopefully having some magic items and
higher level allies to carry you through the adventure) upon reaching one level
higher than your original class with this new class you apparently get the
ability to use both classes abilities (so basically you can be a fighter magic
user without the level restrictions just with a lot more work and time
investment, if your going to play in the same game for 50 years with the same
characters this is probably the option) 


so what if you just want a quick boost to your character at low levels is it
possible just to start as a fighter and switch to a mage after one or two levels
to have the benefits of a fighters hp pool? yes as long as you meet the
requirements (AD&D character gen is quite forgiving and there are ways to
increase stats in game though mostly down to finding certain magic items or
drinking from magic fountains and using wishes) so if you get a raw deal at
character gen don't give up hope for them, i think one thing that can be taken
from this post is that AD&D is about the journey not the destination and damn is
it one wild journey.


So i think that's where ill leave it, i think some more posts like this looking
into the old school meta would be fun (future subjects could include but are not
limited to, why chivalry will save your life or the risks of murderhoboing, why
you should use consumables as soon as convenient, use wishes quickly and
effectively etc) AD&D is a game of tremendous depths due to its many sub systems
so there's a lot to talk about and it will be an excuse for me to dive further
into the mechanics of the game (since i need to learn them for my game anyway).
also was thinking about reading through some old fan zines from AD&Ds height
like old dragon and white dwarf issues, since AD&D is the same game as when they
where published I'm sure they are a treasure trove of advice tips and tricks
(already peaked at white dwarf issue one there's some real fascinating articles
in there)

- January 13, 2023 No comments:
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MONDAY, JANUARY 2, 2023


MEGA DUNGEON INSPIRATION,


So happy new year, one of the things ive seen pop up around new year is Dungeon
23 the idea of making a mega dungeon over the course of a year, coincidently i
also need to build a mega dungeon for my AD&D game so i might as well join in
(though i might need the first 2 floors finished alot sooner than other people
doing this challenge) i quite enjoy the art of dungeon building and its really
something i need to ease myself back into again.


I think its worth talking about a few dungeons or mega dungeons from fiction to
give a little inspiration to people making their own, as they are good examples
of how to describe these environments as well as establishing what sort of
tropes dungeons tend to follow, for me the biggest examples come from Swords and
Sorcery fiction (where tomb robbing is a frequent past time).


Firstly Conan being a barbarian and often a thief has many great examples of
such dungeons, on of the first comes from the second Conan story published "The
Scarlet Citadel" this is a fortified palace fortress built into a mountain side
but the interesting part is within its dungeons, these are the domain of the
citadels sorcerer who traps prisoners and his inhuman creations in the lightless
tunnels of the dungeon, Conan encounters many strange creatures here like a
giant snake a half frog creature with the voice of a woman and a strength
sapping vine, the only entrance is also impossible to open from the inside a
serious problem for Conan. Next we have the story "Slithering Shadows" in which
Conan stumbles apon a large palace that turns out to be a entirely self
contained city full people in a drug induced slumber, each building within
connects to other buildings through a series of secret doors and corridors,
within the depth of these tunnels lies the slumbering god of the city that
occasionally awakens to eat the inhabitants of the city, this sort of city will
come up again a few more times later as well.


I think i should mention "Rouges in the House" as one of my favourite Conan
stories, its by no means a mega dungeon but has some fantastic trap ideas, in
the story Conan, the man who hired him to assassinate a high priest and the high
priest he was hired to kill are all trapped in the priests house trying to out
smart the priests ape man servant that's gone insane and started killing
indiscriminately, it features contraptions like a tube of mirrors that project
an image from the room at the top of a set of stairs to the bottom of the stairs
(to allow remote viewing) a portcullis that automatically closes behind someone
and sets of an alarm, a corridor where thick glass blocks each end and poisonous
powder is dropped from above.


"People of the black circle" features the assault of a sorcerers fortress while
his apprentices and magical servants attempt to use all their magic tricks to
defend it, one of the most striking parts of this is a sea of poison gas with a
thread running through it, by staying on the thread you are magically protected
from the gas (this just screams trick or trap room), "Jewels of Gwahlur" is the
next story to feature a prominent dungeon, in the form of a ruined city with a
tunnels network bellow, there's also a funny part where a slave skilled in
acting pretends to be the undying saint of the city (which could be a great
interaction as part of a rival faction of thieves for a dungeon) its also
notable because the creatures that conan faces in this story are magical
servants that keep certain parts of the city maintained and guarded replacing
the robes of the real saint when they degrade etc which is a great idea for a
mega dungeon especially one ruled by a mage or powerful creature. 


for the last two Conan stories there's a brief part in "Hour of the Dragon"
where Conan enters the pyramid of Set a massive pyramid with a maze of corridors
and chambers containing unknown horrors of the night, pyramids and other grand
tombs are great inspirations for dungeons as they usually contain some form of
anti tomb robber traps (as well as mummies in D&D having mummy rot which is
pretty nasty) And lastly for the Conan stories we have "Red Nails" a perfect
example of a mega dungeon, it is another self contained city like in slithering
shadows that is split into multiple levels with a massive crypt beneath it
containing all manner of magic items buried with the city's former sorcerous
residence. dwelling within this city is two tribes of humans that have waged
never ending war for 50 years Conan of course joins forces with one of the
tribes to help them with their war, this is a great example of the much talked
about faction play which mega dungeons due to their size are very well suited
for (as you can fit many many different factions within)


moving on from Conan now we move to the "Farfrd and the Grey mouser" series
which has a few fantastic examples of dungeons though most are quite brief so
ill skip them, one example that pops up in a few stories is the cave of
Ningauble of the seven eyes the patron sorcerer of Farfrd, this magical cave is
infinite and connects to other planes of existence, Ningauble is a keen
collector of artefacts and rumours so there must be something of value within
these caves. The next location of significance is in the story "Adept's Gambit"
in which Farfrd and the Grey Mouser travel from their world to earth during the
raign of Alexander the Great, they are cursed by a sorcerer and end up foiling
him and go to his masters castle which is know as "the castle called mist" this
is a colossal castle that both externally and internally is shrouded by a cloud
of thick mist, many strange items are held within from a shaven bear cub (why is
this here? probably for a ritual or something) to smoking scrolls cooled by the
mist that erupt into flames once the mist is dispersed. Next is yet another self
contained city whcih is PERFECT mega dungeon fodder much in the same way as Red
Nails was with "The Lords Of Quarmall". In this story Farfrd and Mouser are
unknowingly hired as champions by the two warring hairs of the city of Quarmall,
the city is mostly subterranean split into a surface keep ruled by the king of
Quarmall, the upper levels controlled by one of the hairs, a ever shifting
no-mans land and lower levels controlled by the other hair(there is also
mentions of even lower and ancient levels that contain the remnants of the elder
ones) the city has many interesting features such as mushroom farms, large
crypts and even giant fans to suck air into the lower levels of the city, its a
fantastic story that i highly recommend one of my favourite.


Lastly for Farfrd and the Grey Mouser i think it would be good to briefly
mention Lankmar bellow, a city of sentient rats beneath the city of lankmar, 
one interesting concept in mega dungeon design is the idea of sub levels, these
are area between or to the side of a mega dungeon that may be hidden or
difficult to enter and can have additional challenges and treasure to the main
dungeon, D&D has a few spells and potions that allow you to reduce your size so
why not make some sort of sub level that's only accessible via shrink spell or
potion? there's really unlimited possibilities for sub levels and they can be a
fun change of pace to break up the standard dungeon crawling of mega dungeon,
think of them as bonus/hidden levels from video games.


lastly for this post, its hard to discuss inspiration in D&D without talking
about "the Dying Earth" this is a world full of mega structures, few feature
prominently in the stories but non the less a great source of inspiration, to
summarises briefly a few fantastic dungeon ideas from this series you have a
colossal museum built to contain the entire history of man (in a world set
thousands of years after that of today, that's alot of histoy....) a tomb city
sealed with thousands of hand picked humans of exemplarily ability kept in
stasis (that are being eaten one at a time by a tribe of cannibals) gigantic
tombs that contain millions of perfectly preserved corpses, and ones that are
being used as a source of stone by a local village and a city controlled by a
sorcerers brain in a jar. Dying earth is a fantastic read i highly recommend it,
one of the most imaginative fantasy worlds out there and beautifully written.


That's all for now will try to get more dungeon stuff up in the future if people
want it and illl probably make a write up of the first few sessions of my AD&D
game in the near future, i don't think i have any new years resolutions this
year, mainly its just "carry on from last year" but there's some projects im
interested in doing (including trying to play more wargames, idk how much people
who read this are interested in that but i might make some blog posts to do with
that in the future) also been trying to read more scifi currently on Larry
Niven's "Ringworld" 

- January 02, 2023 1 comment:
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TUESDAY, DECEMBER 27, 2022


XP ATTRITION, THE SLOW DEATH OF AN OSR OPEN TABLE GAME


XP rates isn't a subject you see OSR talking heads mention too much, i guess its
more on the technical side that is often neglected in ttrpg discussion, I do
feel there is plenty of discussion to be had in this regard expressly in OSR
spaces which could defiantly benefit most from this line of thinking.


Firstly Xp is a form of progress, the more xp you have the higher level you are
and by extension more powerful, players in xp based games could quite fairly
judge their progress in a game through their levels as resources can be lost and
expended along the way and some games may have more of an episodic quality to
them than more story path focused play. There may be those who reject xp as a
form of progression seeking to keep their games within the level 1-3 range
indefinitely, personally i find this form of gaming frustrating and unrewarding
but it is largely irrelevant to this discussion, all of what will be written in
this blog post assumes the standard xp for gold system of OD&D, B/X or AD&D are
being used and looking at it from a purely game play perspective.


So now that we should be on the same page the main subject of this post is to
discuss XP attrition(or the more funny term XP Cucking), which I will define as
xp that permanently leaves a game. As the title suggests this mostly has to do
with open tables with inconsistent players and the general boom or bust gameplay
of extended dungeon crawling, I feel that this could (pure speculation) be one
of the factors behind a open table game running its course and fizzling out due
to lack of enthusiasm on both player and Dm side (been there many times)


Firstly the main candidate for XP attrition is characters leaving, this could be
characters dying, players becoming too busy and having to leave the game or
people who turn up for a odd session and decide its not for them, this is
generally a perfectly organic thing with no malice behind it (Allegedly) but
should be something DMs are aware and keep an eye out for, some player loss is
generally inevitable these days and honestly something ive come to expect (not
everyone who clicks interested on a event will show event planning 101). Around
mid level when res spells and items start being more available a dead character
may no longer be "lost XP" which is generally good given the amount of time it
takes to get a pc above the 5th or 6th level range, but these spells usually
have limitations so not 100% guaranteed. 


Second common issue is too many characters, this could be a boom in your open
table where you have a dozen players for a session or maybe the hiring of npc
henchmen or pc backup characters, this is the death by a thousand cuts (of xp)
generally if you have a pc count over 6 you should probably not allow players to
bring more than one character, remember that henchmen and fighting hirelings get
a share of xp and loot and REMIND players of this fact whenever they hire them
make sure your using the loyalty and hiring rules for henchmen to prevent them
becoming just the instant win button of expendable body's to throw at a
situation, in games using some form of 1:1 time like in a west march style game,
where characters might be out of action for a few days while adventures are
still available players will naturally want alternate characters to allow them
to experience more of these adventures, its worth noting that these are probably
the most invested players in such a game so punishing or restricting such
behaviour is probably unwise for the long term health of the game. Its worth
keeping note of the number of PCs and hench men from session to session so you
have a general idea of the average characters per sessions for you to stock
future dungeons with an appropriate amount of monsters and treasure (remember
that these games generally assume a base player count of 6) 


Thirdly there is xp lost through level drain, this is particularly nasty though
generally not the most common thing, especially low levels when most open games
struggle to get momentum, but its worth noting as a hazard for when the game
gets into mid level. 


Lastly i think i should mention that i generally fall on the more Monty haul
side when stocking dungeons, these games tend to have limits on levelling more
than once a session or rules like training which places a time cost onto the act
of levelling up, there is also the fact that these games EVERYTHING can be taken
away at a moments notice (really liking item saving throws btw 😉) from level
drain to breath weapons to landing on that healing potion you were saving for a
rainy day, attrition is a part of the game, a lot of the time its about being
fair with rewards and punishments don't go out of your way to stave the party
there's plenty of mechanics that do that already.


Anyway just something to chew on and have a happy new year, looking back at the
numbers for this blog i think i managed an average of around 3 blog posts a
month though this was far from a consistent out put, for next year im
probably going to try putting out posts more consistently and staying productive
to avoid creative slumps.

- December 27, 2022 No comments:
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TUESDAY, NOVEMBER 22, 2022


OBLIVIUM MONSTER CONVERSION: PART ONE



Ad&d stuff should be coming relatively soon, ive set up a session and I'm just
putting the finishing touches to the dungeon, but returning back to the Oblivium
conversion i think i mentioned last time getting started on converting the
bestiary over, this is a relatively simple process but i think it's worth
spelling it out as it can get a little Vague in some areas,

So how does each system run monsters and judge their power levels? 

well in 5e a monster is run much in the same way a player character is, they
have ability scores skills features, ac and the same types of actions etc, the
power level is judged by cr which is what level party it can theoretically solo
(assuming a party size of 4) 

Osr systems are a lot simpler, monsters don't have ability scores or skills, how
strong a monster is usually having to do with number of Hit Dice (which to hit
and saving throws are usually tied to) and how many special ability's it has
(each making it count as one hit dice more in power level) Swords and Wizardry
complete has its how Cr system, this is basically hit dice plus abilities (they
have a table for calculating it as well, very helpful) 

So when converting a 5e monster to an Osr monster your basically binning half
the stat block, we will ignore hp ability scores and skills and only focus on
Cr(as a way of understanding roughly what level a party will fight it) and
attacks/abilities and Mabe AC. So starting from A lets quickly convert a handful
of monsters to show the process:

1. Abhuman Sojourn, this is a human in the process of becoming non-human? its Cr
6 and has a multitude of spell like abilities, so lets make it hd 6, give it the
ability to make illusions and cast telekinesis on will and a once a day cast of
dominate person and that should put us about cr 9, their weaon does alot of dmg
which i would proberly reduce to around 2d8 dmg (still very deadly for its
level) and it can keep the two attacks which would make it a formidable foe, it
has 15 base ac which sounds about right, and the ability to communicate
telepathically, 

2.Asharaan Concubine, emerald skinned humanoids with beguiling abilities, this
one is Cr 1/4, since hd really only starts at a 1/2hd and this doesn't seem like
a particularly weak creature like a goblin or kobold ill start it at Hd 1, it
has ac 12 but has +3ac vs humanoids, it has a 1/day charm effect which we can
keep working like the charm spell, given its stealthy nature lets make it have a
1-3 chance of Suprise, it say it has a poison needle which would be a save vs
death in Swords and wizardry, since its such a low level creature its probably
best to make it a poison +4 or somthing, so the final S&W Cr would be 2 or 4
with the poison attack,

3.Battyfang, think Victorian gang member, these are relatively standard cr 1/2
lets make them hd 1 again, ac 11 from a thick duster, they have multi attack but
they are a bit too low level for that in S&W so we will ignore that same goes
for pack tactics which really dosnt translate to S&W, they have a pistol attack
which does d6 dmg which i would keep, CR 1 nice and simple no need to
overcomplicate things,

ive kept ac mostly the same it might have to be tweaked up or down but might
require a bit of play testing first, general power level may have to be adjusted
based on play test but this is a start for monsters, there are some real unusual
creatures in this setting so i might have to spend more time on one or two
rather odd ones to get them right but this shouldn't take too long overall.


- November 22, 2022 No comments:
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SUNDAY, SEPTEMBER 25, 2022


STARTING A JOURNEY INTO AD&D,


So, throughout the last few weeks there has been one phrase ive heard repeated
again and again, "One D&D" this phrase has seeped into my subconscious and piled
up into my mind until this memetic programming triggered some repressed desire,
it's so obvious "One D&D, D&D One D&D 1st edition, FUCK IT I SHOULD RUN AD&D" so
grabbing my copy of OSRIC and started reading, in short it's really not that
bad, I started with the combat segment system as I know this would be the
hardest part to learn, but it wasn't as hard as I thought it would be, hell I
think it could be made easier with some tools or visualisation aid of some kind
(could be a future blog post).




One of the things i find most appealing about AD&D is the subsystems form
managing hirelings' mercenaries and experts to arial manoeuvring it's got a lot
of depth that doesn't bog down the core gameplay as well as providing emergent
game play.


Another aspect I'm interested in looking into is the "implied setting" a sort of
inherent world assumption written into the AD&D rules, with lots of information
on the monsters that dwell within this weird Swords and Sorcery world (including
how good they are at tunnelling i.e. how well they can make or modify caves and
dungeons for habitation) this implied setting is also reflected in what marital
is suggested in the Appendix N: list of inspirational reading, which is mostly
Swords and Sorcery and other weird fiction (such as the complete works of H.P.
Love craft) definitely worth immersing yourself in these story's to understand
this particular style of fantasy.


I'll be occasionally trying to make some AD&D related posts in the future,
probably looking at some of the sub systems like psionics or arial agility and
seeing how it works, if there's any questions about AD&D or something AD&D
related let me know and I'll try to write something on it.

- September 25, 2022 No comments:
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OBLIVIUM CONVERSION PART 5



So reptilians, classic pulp villain and found throughout fantasy settings,
obviously they are the sort of race that would have magic users and maybe
clerics (possibly worshiping set or something) and this could be an opportunity
to have a multi class combo of cleric and magic user outside of half elf (to
represent a sorcerous priest of some dark deity) in fighters and thief's they
have some interesting quirks being scaled monsters (AC bonus?) and slippery and
Maby camouflaged ( bonuses to hide in shadows and move silently) Oblivium 5e
presents 2 sub races the degenerate and the savants, i think the difference
between the two could largely be determined by class combination picked
(degenerates picking thief's and fighters for instance)

so classes would be fighter(6th level), thief(unlimited), magic user(9th level)
and cleric(5th) , they can multi class into magic user-cleric, thief cleric, or
fighter thief

they gain a + 10% to hide in shadows and move silently, and a +5% to climb sheer
surfaces,

reptiloids gain 60ft dark vision, a bite attack that does d4 +str if fighter, +1
bonus to Ac from their scales, 

you also have a +4 vs poison 

I feel this might be a bit light, but this should be enough for now, i think im
going to work on converting some monster stat blocks for a bit before returning
to finish off the player races. I also have some other projects that i would
like to do for the blog in the near future so hope fully ill have something for
that done soon too.


- September 25, 2022 No comments:
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