Showing posts with label Crunch. Show all posts
Showing posts with label Crunch. Show all posts

Friday, 13 February 2015

Magic guns: Firearms modification in D&D

So, this might be a little ranty, but I feel like it. I warned you. I don't like guns in my fantasy. Not because I don't like any science in my fantasy, I just like science that makes sense. Guns in fantasy, they don't. If magic is readily available in a world since the dawn of time, people wouldn't experiment with non-magical, mundane stuff to create something equally useful, with way more time and energy invested. It just won't happen, unless there is a shortage of magic for prolonged periods of time... Anyway, on to the subject at hand.
As I mentioned above guns just don't make sense in fantasy worlds, but that doesn't have to mean that people can't play cool ass gunslinger characters!
Below you will find rules how to do guns and gun like weapons using nothing but fantasy elements! How frickin cool is that?

Monday, 2 February 2015

The Elder Scrolls Conversion Project; New class: The Skirmisher

Another new class for the conversion project, but this one is completely compatible with other D&D games as well. There is no need for tweaking, you can just hand it out to players right away.
Note: This class has some features that "step on the toes" of other classes. The reason behind this, is that in the Conversion Project I do not use the Monk class at all, since the whole Ki energy doesn't fit the world, so I just created this archetype to fit the idea of the monk in the Elder Scrolls setting, that is a stealth based unarmed combatant.
I hope you enjoy the class

Saturday, 17 January 2015

D&D 5th Edition Houserule; Speed factor in initiative

This is just a rather small modification of the rules, one I think it makes the "Speed" attribute a bit more relevant. A lot of monsters, and PC races have descriptions that say: They have quick reflexes and high speed, yet when in the game quick reflexes and high speed would come into factor, these creatures and races don't have a very big advantage. If you are bothered by that, use this houserule to change it.

Sunday, 11 January 2015

The Elder Scrolls Conversion Project; The Mage

This is the rework of the Wizard class, to represent magic and spellcasters more akin to the Elder Scrolls games. If you do not like the changes you can still use the vanilla Wizard, but I advise you to try this instead.


Thursday, 8 January 2015

The Elder Scrolls in 5th Edition; Conversion Project

Ever since Morrowind, I have been a huge fan of the Elder Scrolls series, and several thousand hours of gameplay in the latest 3 instalment of the world over the last 10 years shows that this obsession is not likely to go away. It's a wonder why there has been no official tabletop game in the world of Tamriel, and while there are dozens of different homemade games, either something brand new, or some conversions, none of them really tickles my fantasy, so I decided to give it a try, and start the illustrious sounding The Elder Scrolls Conversion Project.

I will do classes, races, religions, spells and magic items. If you are interested, keep coming back, I will update the blog frequently with new Elder Scrolls material.

Wednesday, 7 January 2015

Lingering Injuries and Wounds, Massive Damage; Variant optional rule D&D 5th Edition

In the DMG, there are rules which you could use if you wish to implement sustained injuries and wounds for your players (pg. 272) and while I like the idea the random table presented there doesn't really fit my ideas about such wounds and injuries. This is a table and rule I made for my home groups, I hope you like it. Feel free to use this in your own games, and if you do, tell me how it went.


Non-combat damage, Coup de grâce, Instant Death; Variant rule

In 5th Edition hitpoints are defined as combat stamina and luck. A character doesn't get healthier by gaining levels, he just gets more accostumed to fighting and pain, and more experienced at avoiding lethal blows. This is why a character can "heal" overnight from 1 hitpoint, and this is why short rests make sense. Hitpoints do not represent actual physical health and well being, and for this reason hitpoints only make sense in combat situations. With these variant rules, you can implement a more realistic (and grittier) way of treating non-combat damage.

Saturday, 3 January 2015

D&D 5th Edition Houserule, Proficiency Levels

I am pretty excited about D&D 5th Edition as it is, and mostly I only have minor complaints. The only larger problem I have, is the way how proficiency levels are done. Characters are either really good at something, or can't really grasp at it. Everything scales off from your levels. No middleground, no real choices when making a character. Class abilites enhance certain skills in some cases, but its far less common to make any real variety between characters who are not overly specialized. Yes, a Rogue sneaks better than a Fighter who happens to have stealth, but there isn't any difference between a Bard and the Fighter.
Another problem, fighting classes have no real advantage in combat than non figthing classes. A fighter can hit just as well as a wizard can, given they are using the same weapon. 
Of course, if you are not interested in making characters more detailed, and you prefer the streamlined solution provided in the core books, more power to you. But if you are like me, and would want just a little bit of more crucnh and mechanics... Here it is, Proficiency Levels, Optional Rule


Tuesday, 30 December 2014

D&D 5th Edition Barbarian Path, Path of the Flask

The Path of the Flask

To benefit from the powers of Rage, one does not have to hail from the uncivilized lands, or from the frontiers. That beast lives in all of us, and while some use their totemic heritage to call it out, that is only one of the methods. Many has discovered the Path of the Flask, simply by drinking a lot of alchoholic drinks, and they felt that their fighting prowess grew greatly under the influence of such beverages.

D&D 5th Edition Sorcerer Bloodlines, Infernal Bloodline

Infernal/Abyssal Bloodline

While members of the Celestial Bloodline have their powers originate from angelic influence in their family history, the Infernal/Abyssal Bloodlines can boast with fiendish heritage. These sorcerers have their power come from corruption and evil, whether this comes from one of the Nine Hells, or the Countless Layers of Abyss, it doesn't matter, they are shunned and feared throughout the world.

Monday, 29 December 2014

5th Edition Artifact, Crown of Horns :Homebrew:

The Crown of Horns
Legendary artifact (requires attunement)

The Crown of Horns is a legendary artifact that hosts the old God of Death, Myrkul. This powerful magical item is sought for by many necromancers, and would-be liches. It is a silver circlet adorned with black diamonds and four horns made from bone sprout forward from it. The dark and malicient energies are visibly materialized around the crown.
Any non-evil creature touching the Crown must make a DC 17 Charisma saving throw. On a failed save the creature's alignment changes to neutral evil.


Sunday, 28 December 2014

D&D 5th Edition Ranger Archetype, The Slayer

The Slayer

Some rangers are excellent warriors, protecting civilization against the countless dangers of the wild, while others take on a beast and raise it by their side. Some rangers are like you, however. Prime hunters who specialize slaying the largest of beasts, stalking and striking from the shadows. To them, this hunt is everything.

Saturday, 27 December 2014

D&D 5th Edition Sorcerous Origin, Bloodmage

Sorcerous Origin - Bloodmage

Some sorcerers gain their power through their heritage, descendants of powerful beings with powers mere mortals cannot understand... Other sorcerers have their power through the unexplainable ways of the universe, but You have your powers through your own blood. Your blood carries a rare magical power you have learnt to unlock.

Thursday, 25 December 2014

D&D 5th Edition Barbarian Path, Path of the Abolisher

Path of the Abolisher

Some barbarians walk the path of frenzy and rage to the fullest, while some others follow tribal totems, but You are different. You follow your hatred of magic. You might be driven by revenge to slay a magic user, or you follow the old traditions and believe that all magic is evil and corrupting... Your will is like iron, and your muscles are steel. Your sheer mental strength is enough to shrug of most spells.


D&D 5th Edition Sorcerer Bloodlines, Celestial Bloodline

Celestial Bloodline

There are many bloodlines of sorcerers, one of the most obscure of these bloodlines is the Celestial. These sorcerers are descendants of people who were touched by angels, and other divine servants, or in rare case, descendants of great heroes who have ascended to divinity. Their magical power, therefore has divine origins.


Wednesday, 24 December 2014

Tips on Magic items, Relics and Artifacts

Magic items are pretty much a trademark of fantasy, be it a novel, a film or a roleplaying game. Almost all fantasy worlds have magic items in them, some have less and some have more, but they share one very important aspect: they are magical. And that doesn't mean that they have powers, it means they grab our imagination. A good magic item, is indeed magical, it not only feels magical for our characters, but for us, players too.

D&D 5th Edition Goblinoid Player Races :REVISED:

Everybody knows them, everybody loves them! Your favorite goblinoids as player races, only here! Use them as a player, or create NPC-s for your games as you wish.


D&D 5th Edition Half-orc subraces

Give Half-orcs the respect they deserve!

In all previous editions, and in 5th as well, orcs were treated as the bastard children of the game. In 3.5 orcs had negative stat modifiers, and thankfully that has disappeared, they are still not equal to more beautiful races in options. There are many subraces of orc, as well as elves, but their descendants don't get this type of luxury... Well, I am going to change that!

With this homebrew supplement, you will find that half-orcs have the same number of options than those weak fancy pants elves!

Tuesday, 23 December 2014

D&D 5th Edition Bard College, College of Demise

Bard College

College of Demise


Bards of the College of Demise are peope who were struck down by grief, and they become obsessed with death. Channeling their sorrow they play music that chills the bones and causes pain in the soul.

Monday, 22 December 2014

D&D 5th Edition Druid Circle, Circle of Blight

Druid circle

Circle of Blight

The Circle of Blight is made up from renegade, outcast druids, who lost their ways and became perverted. They do not wish to preserve Nature, or Balance, they only care about destruction and pestilence. Any druid who angers their Gods, and does not seek attunement, usually ends up becoming a blight druid. Druids, who lost something of great personal value during or after their initiation, sometimes blame Nature for it, and in their sorrow become blight druids, to take revenge...