An idea I've always fancied for representing "masterwork" and other such high-quality weapons is something more dynamic than a simple +1 to hit. Because while in theory, a masterwork weapon may be easier to wield and use, or aim, I was never very keen on the constant and infinite scalability of modifiers in Third Edition and newer. It just seems too lazy and repetitious.
So instead, my idea is that in place of adding a 'to hit' modifier, that the masterwork weapon, rather shift how it deals damage when it hits. Take for example, a weapon that normally deals 1d8 damage by itself, will deal 2d4 damage as a masterclass weapon. This allows weapons to deal greater averages in damage, which if using hit points similarly to how I do, this still works out as making it easier for the attacker to hit. If only because the attacked need dodge harder to avoid a lethal blow, wearing themselves out faster.
And if nothing else, it just makes for more dynamic weapons; though the potential for making attacks tedious becomes a possibility for weapons that already use two dice in attacking. As an advantage for magic-scarce games, the fighter can have a slightly better sword without it having to be a +1 or better magic sword.
Showing posts with label Augment. Show all posts
Showing posts with label Augment. Show all posts
February 8, 2012
February 6, 2012
Surplus Spells & Slings
And now, for another exciting installment of Surplus Spells & Slings!
Ricocheting Orb of Distraction
Looking as if a large ball of glass filled with metallic flecks of multicolour, though pliable as rolled sap. When thrown, the ball bounces off all solid surfaces emanating a bright flashing light of colours all across the spectrum. When the blink seemingly is off, it is in fact displaying colours in spectrums invisible to the human eye. Beings exposed to this light are blinded for 1-2 rounds at start, and subsequently take -2 to hit so long as the ball continues to bounce around until resting to a halt or caught in hand.
-rumors speak of the original being a full set of 2d8 balls, though most were lost by the original owner, a gnome from Derkschlund
Fabricator's Pen
A bizarre fountain pen with a handle carved from a single piece of carnelian. The ink cartridge is thin glass with golden butt. When drawn upon paper, the pen will physically manifest any being drawn within with up to 5 HD. If the drawn thing does not physically exist, the DM must quickly design the creature based on his player's drawing, rolling 1d6-1, where a modified result of 0 means a less than 1 HD monster. Each cartridge may draw up to 2d4 images. The manifested images act as their monster, but is friendly toward the creator, and the creator alone, appearing as an inky mockery of the original creature. Each image lasts the inverse of its HD, with 1 HD creatures lasting 5 minutes, and 5 HD lasting 1 minute.
Stones of Promotion
All products of a long-forgotten culture buried with time. Stones of Promotion are palm stones which each grant different and unique properties to the possessor, and are activated by the sweat of a clasped hand. These stones should be regarded as very rare and special by the DM, and not to be easily found, nor in any volume.
Stones of Promotion Table (d12)
# Stone Benefit
01 Blue Calcite Restores 1 INT/turn, +1 HP for ALL healing
02 Pink Calcite Calms the mind, brings happiness.
03 Gold Calcite +1 AC, +1d4 temp HP, brings joy.
04 Green Calcite Brings acceptance of the new.
05 Clear Calcite 2x caster level for purpose of spell power, 1 in 6 chance of detecting magic
06 Carnelian Protection from ESP, +1 Against disease & poison protects against fear,
increases libido.
07 Cat's Eye Preserves youthfulness, promotes luck.
08 Cat Iron 50% spell really won't fizzle, 1 in 6 chance of finding the path.
09 Celestite Clears speech, makes true, heightens awareness.
10 Cerussite Read Languages 1/day, protection against bugs.
11 Chalcedony Dissolves illusions & fantasies, banishes fear.
12 Coral +4 to saves against rays, +1 HP to ALL healing*
*+1 HP to ALL healing only benefits females.
Stones of Promotion II
All products of a long-forgotten culture buried with time. Stones of Promotion are palm stones which each grant different and unique properties to the possessor, and are activated by the sweat of a clasped hand. Like the first set of stones, these should be regarded as very rare and special by the DM, and not to be easily found, nor in any volume.
Stones of Promotion Table (d12)
# Stone Benefit
01 Charoite True Seeing 1/day, +1 HP for ALL healing, releases and sobers from alcohol consumption.
02 Chrysoprase Lifts emotions, banishes greed, envy, selfishness, tensions, stress.
03 Cuprite Access a past life, heals relationship with father.
04 Diamond +1 temporary STR, Protection From Evil.
05 Dioptase Cleanses ulcers, +5% to experience points.
06 Dolomite Soothes pain, reduces the effects of PMS.
07 Eilat A feeling as if floating in tropical waters.
08 Fluorite Helps concentration & grasping abstract ideas.
09 Fossil Improves business, doubles abilities of ESP.
10 Golden Beryl Scrying 1/day, protection from telepathy.
11 Kyanite Facilitates better travel between the planes.
12 Malachite Shatters if within 60 ft of threat of 8 HD or greater than possessor's HD (whichever is more).
Ricocheting Orb of Distraction
Looking as if a large ball of glass filled with metallic flecks of multicolour, though pliable as rolled sap. When thrown, the ball bounces off all solid surfaces emanating a bright flashing light of colours all across the spectrum. When the blink seemingly is off, it is in fact displaying colours in spectrums invisible to the human eye. Beings exposed to this light are blinded for 1-2 rounds at start, and subsequently take -2 to hit so long as the ball continues to bounce around until resting to a halt or caught in hand.
-rumors speak of the original being a full set of 2d8 balls, though most were lost by the original owner, a gnome from Derkschlund
Fabricator's Pen
A bizarre fountain pen with a handle carved from a single piece of carnelian. The ink cartridge is thin glass with golden butt. When drawn upon paper, the pen will physically manifest any being drawn within with up to 5 HD. If the drawn thing does not physically exist, the DM must quickly design the creature based on his player's drawing, rolling 1d6-1, where a modified result of 0 means a less than 1 HD monster. Each cartridge may draw up to 2d4 images. The manifested images act as their monster, but is friendly toward the creator, and the creator alone, appearing as an inky mockery of the original creature. Each image lasts the inverse of its HD, with 1 HD creatures lasting 5 minutes, and 5 HD lasting 1 minute.
Stones of Promotion
All products of a long-forgotten culture buried with time. Stones of Promotion are palm stones which each grant different and unique properties to the possessor, and are activated by the sweat of a clasped hand. These stones should be regarded as very rare and special by the DM, and not to be easily found, nor in any volume.
Stones of Promotion Table (d12)
# Stone Benefit
01 Blue Calcite Restores 1 INT/turn, +1 HP for ALL healing
02 Pink Calcite Calms the mind, brings happiness.
03 Gold Calcite +1 AC, +1d4 temp HP, brings joy.
04 Green Calcite Brings acceptance of the new.
05 Clear Calcite 2x caster level for purpose of spell power, 1 in 6 chance of detecting magic
06 Carnelian Protection from ESP, +1 Against disease & poison protects against fear,
increases libido.
07 Cat's Eye Preserves youthfulness, promotes luck.
08 Cat Iron 50% spell really won't fizzle, 1 in 6 chance of finding the path.
09 Celestite Clears speech, makes true, heightens awareness.
10 Cerussite Read Languages 1/day, protection against bugs.
11 Chalcedony Dissolves illusions & fantasies, banishes fear.
12 Coral +4 to saves against rays, +1 HP to ALL healing*
*+1 HP to ALL healing only benefits females.
Stones of Promotion II
All products of a long-forgotten culture buried with time. Stones of Promotion are palm stones which each grant different and unique properties to the possessor, and are activated by the sweat of a clasped hand. Like the first set of stones, these should be regarded as very rare and special by the DM, and not to be easily found, nor in any volume.
Stones of Promotion Table (d12)
# Stone Benefit
01 Charoite True Seeing 1/day, +1 HP for ALL healing, releases and sobers from alcohol consumption.
02 Chrysoprase Lifts emotions, banishes greed, envy, selfishness, tensions, stress.
03 Cuprite Access a past life, heals relationship with father.
04 Diamond +1 temporary STR, Protection From Evil.
05 Dioptase Cleanses ulcers, +5% to experience points.
06 Dolomite Soothes pain, reduces the effects of PMS.
07 Eilat A feeling as if floating in tropical waters.
08 Fluorite Helps concentration & grasping abstract ideas.
09 Fossil Improves business, doubles abilities of ESP.
10 Golden Beryl Scrying 1/day, protection from telepathy.
11 Kyanite Facilitates better travel between the planes.
12 Malachite Shatters if within 60 ft of threat of 8 HD or greater than possessor's HD (whichever is more).
January 22, 2012
Surplus Spells & Slings
This will be an ongoing, though not necessarily consistent, series where I make up four random, and hopefully unique magic objects and devices each entry. These aren't things made for D&D 3 and up however, so it's up to those that do to come up with item prices and such. These things will also usually be quite vague, and are intended by the DM/GM/Ref/ML or whatever to make their own lore and reasoning behind the existence of these things.Now for our first fun four.
Esteem Band
A small gold band with a faint green sheen. When worn for more than 5 minutes, any sweat from the wearer leaves a thin, dark smudge where the ring had sat. While worn by its owner, the ring implants a firm feeling of self belief and general courage, treating their hit die as being one type greater than their current. This effect raises their maximum hit points by the difference per level, and drops it by the same number if removed. The "replacement" hit die is not used when rolling new HP during a level-up. If taken from the wearer in a most untimely manner, that the character will die if their hit points drop to '0' or less. For example, a 2nd level human fighter with d8 hit die with 14 HP counts as having a d10 hit die with 18 HP for the duration.
(This ring plays to the concept that HP represents the ability to avoid damage, as opposed to a measure of physical damage threshold)
Bangled Boots
Garb once used in an ancient dancing tradition, and usually danced to the breaking point. This pair, apparently wasn't. While worn, the user feels an uplifting feeling, encouraging extraneous dancing whenever in the presence of polka (or other very happy tunes). Even when not in the presence of chippy muzak, the wearer may lightly hop about when in a good mood. Heroes gain the most use of these boots in any activity involving jumping, skipping and dodging. Dodge-ball was a main event in those ancient traditions. When jumping, the wearer can jump 10 feet farther than normal, horizontally and vertically; in combat, wearers can do zany maneuvers such as leaping attacks as bullywugs do, and are considered as +2 to DEX in combat only for the potential of increasing their armour class. It is up to the discretion of the DM when the cord of the bangles breaks, freeing both glass beads and magical powers.
Mask of Mouse
Little more than a rough-hewn mask of petrified wood, this simple design is spartan at best. If worn across the face of any more flat-faced hominid, they and the mask suddenly merge, transforming the wearer into a tiny rodent as fitting their personality, as polymorph with no save against, nor chance of system shock. The transformation is permanent for 30 minutes; after which time the wearer may "peel" the mask from their face, an action only a wearer could find possible, though they are not alerted to any feeling that it can be removed now. Every 6 hours that the mask is worn roll against system shock, with a further penalty of -10 each attempt. Failure permanently fuses the mask and wearer, turning both into any other individual of the chosen race, erasing any identity or memory of who they once were. Attempting to dispel or remove curse gives the wearer a save versus death or be obliterated, leaving the mask behind. Passing the save separates the mask and wearer, permanently reducing the victim's intelligence by 2, though fused victims become a rodent in man's body.
Idiot's Tablet (cursed)
Like a wax writing tablet, but of a jet pitch in appearance, with string-attached writing and erasing utensil. Those who come in possession of this tablet must make a save versus magic or become infatuated with the device. They will incessantly argue the object's worth at any mention of its being, even when they really are losing the argument, and will refuse to separate themselves from it. Driven far enough into anger, an owner will resort to lethal violence to stop anyone trying to remove them of, talk terribly of, or attempt to destroy the tablet.
June 1, 2011
Mixing Music & Miniatures: an under-rated asset.
Not many people (at least to my experience) seem very interested in using various music tracks as flare to their games, or simply are at a loss for correctly applying it to their activities. If appropriately applied, almost any soundtrack has its place and can greatly enhance the ambiance and atmosphere of any play session.
Empowered military organizations drum and boom across the field as one nation's young, brave soldiers press forward into enemy territory. There is purpose, pride and patriotism behind these mortal stalwart men.
Such music could extend beyond any set period of war. Ranging easily across early 20th-century and beyond, whether it is for a world war or for those steeled soldiers in a distant hard-science fiction setting.
What inspired me to write this happened yesterday when I stumbled upon the soundtrack from the console strategy game, 'Aliens versus Predator: Extinction'. This game, in my opinion had some fairly solid music behind each of its three campaigns, of which each of the myriad of tracks are all around ten minutes long. Perhaps it is just nostalgia on my part, but when combined with various music tracks from the great game, 'Aliens versus Predator: Gold Edition', and certainly without forgetting the amazing military score from the original source, 'Aliens', had I easily created a large enough selection of thematically-similar while still diversified collection of music that could apply to almost any military-based game session.
Perhaps, it is my experience with playing video games that leads me to favor the use of music during tabletop game sessions. In any decent game, there was decent music, and it tied the end result together well, or otherwise. Perhaps it is just me.
I don't game Vietnam, but if I did, I would suggest using a lot of the great music from that period that we all know (and maybe love), for that good old American jungle picnic feeling many seem to associate with that conflict, instead of this sort of music. Just because the USCMC was inspired by the Vietnam war, doesn't mean it was, but in space.
Here are some picks of that music I was referring to above:
'AvP Extinction Soundtrack - Marine theme 3'
'AvP Gold Soundtrack - Orbital'
'Aliens Soundtrack - Combat Drop'
'Aliens Soundtrack - Combat Drop (Percussion Only)'
'Aliens Soundtrack - The Complex'
'Aliens Soundtrack - Newt'
'Aliens Soundtrack - Ripley's Rescue'
'Aliens Soundtrack - Ripley's Rescue (Percussion Only)'
Empowered military organizations drum and boom across the field as one nation's young, brave soldiers press forward into enemy territory. There is purpose, pride and patriotism behind these mortal stalwart men.
Such music could extend beyond any set period of war. Ranging easily across early 20th-century and beyond, whether it is for a world war or for those steeled soldiers in a distant hard-science fiction setting.
What inspired me to write this happened yesterday when I stumbled upon the soundtrack from the console strategy game, 'Aliens versus Predator: Extinction'. This game, in my opinion had some fairly solid music behind each of its three campaigns, of which each of the myriad of tracks are all around ten minutes long. Perhaps it is just nostalgia on my part, but when combined with various music tracks from the great game, 'Aliens versus Predator: Gold Edition', and certainly without forgetting the amazing military score from the original source, 'Aliens', had I easily created a large enough selection of thematically-similar while still diversified collection of music that could apply to almost any military-based game session.
![]() |
| Add a dash of percussion, a pinch of loneliness, and some creeping terror. |
Perhaps, it is my experience with playing video games that leads me to favor the use of music during tabletop game sessions. In any decent game, there was decent music, and it tied the end result together well, or otherwise. Perhaps it is just me.
I don't game Vietnam, but if I did, I would suggest using a lot of the great music from that period that we all know (and maybe love), for that good old American jungle picnic feeling many seem to associate with that conflict, instead of this sort of music. Just because the USCMC was inspired by the Vietnam war, doesn't mean it was, but in space.
Here are some picks of that music I was referring to above:
'AvP Extinction Soundtrack - Marine theme 3'
'AvP Gold Soundtrack - Orbital'
'Aliens Soundtrack - Combat Drop'
'Aliens Soundtrack - Combat Drop (Percussion Only)'
'Aliens Soundtrack - The Complex'
'Aliens Soundtrack - Newt'
'Aliens Soundtrack - Ripley's Rescue'
'Aliens Soundtrack - Ripley's Rescue (Percussion Only)'
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