Memorial Day

“Some things in life are too beautiful to be forgotten. These things may be what men do in this world; they may even be their manner of passing from it. For example, almost every country has instituted a memorial day to recall the supreme sacrifice its patriots have made in defense of country and civilization. Because life was the most precious thing they could give, the living cannot forget their gift. They themselves could not ask for any such memorial, nor could they institute it; that was left to their survivors.” — Archbishop Fulton J. Sheen

May 25th, 2015  in RPG No Comments »

Gift of Tongues

And there appeared to them parted tongues as it were of fire, and it sat upon every one of them: And they were all filled with the Holy Ghost, and they began to speak with divers tongues, according as the Holy Ghost gave them to speak.

Rarely, some divine powers bestow the Gift of Tongues upon one or more of the chosen faithful. This special grace manifests itself as a tongue of fire above the recipient’s head.

When those blessed with the Gift of Tongues speak, anyone who hears the speaker’s words hears the words in his native tongue. What is more, the one blessed hears all spoken languages in his own native tongue. These are not the only benefits enjoyed by the recipient. Not only are his words universally comprehensible, he is endowed with eloquence and confidence. The speaker becomes immune to effects related to fear and doubt, and the force of his rhetoric can sway crowds of people to at least respectfully consider the speaker’s words.

Of course, the Gift of Tongues cannot be misused. Just as it is freely bestowed, those same divine powers can instantly withdraw the blessing should the recipient attempt to use its benefits for purposes contrary to the divinity’s ethos and goals. The duration of the Gift of Tongues tends to be brief, aimed at a particular circumstance, such as addressing a specific crowd of doubters at a certain time and place. It is very rare indeed that the Gift of Tongues becomes long-lasting.

There are no saving throws or other such things against this blessing’s effects. The Gift of Tongues never overwhelms a hearer’s will. It cannot compel action.

May 24th, 2015  in RPG No Comments »

A Great Cause & Little Baby Sings

Did you know that you can buy both Erik Jensen’s Bonespur Glacier and Jason Paul McCartan’s The Tomb of Bashyr as an OSRIC game system, double-feature module? Well, you do now.

Best of all, this double-feature module helps fund a worthwhile charitable effort: St. Jude Children’s Research Hospital. This link takes you the pay-what-you-want version. There’s also this $4.99 version. I’ve purchased my copy, and you should too. It’s a great pair of adventures written for a great game that help support a great organization.

And now, a new magic item!

Little Baby Sings

This strange toy, cast from metal into the shape of a crawling infant and painted with bright colors, features eight oblong buttons on one side. The first seven buttons are numbered; the last is labeled with a musical note.

The toy’s holder can press a numbered button and then the musical note button to produce a magical effect. The exact effects vary as it seems as if no two of these items are identical.

Possibilities could include such effects as these:

1. A single humanoid creature of 4 or fewer Hit Dice within 30 feet is dazed and loses its next action.

2. For one round, the use can make a rope move as commanded.

3. A single creature of 5 or fewer Hit Dice suffer from severe fear for 1d4 rounds.

4. An illusionary duplicate of the holder appears and lasts for 1d4 rounds. The duplicate mimics the holder’s actions.

5. Secret doors within 30 feet are revealed.

6. For the next minute, the holder can walk across water or other similiar substances as if they were solid ground.

7. Ignite a flammable object within 30 feet.

May 23rd, 2015  in RPG No Comments »

Things I Don’t Miss about the D20 System

1. Attacks of opportunity and the accompanying square/hex counting

2. Character build optimization

3. “That encounter’s CR was too high for our level!”

4. “That’s broken!”

5. “That’s under-powered!”

6. One-hour-long combat rounds

7. Having to hunt through a dozen books to find a single rule

8. Feat chains

9. Spending 12 hours to prep for a 4 hour game session

10. “What kind of action is that? Standard? Move?”

May 19th, 2015  in RPG 3 Comments »

Z is for ZZZ

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Well, that’s it. The month is over. This post is actually two days late. I lost my rhythm, and just couldn’t get caught back up, especially what with me falling asleep at about eight or each evening.

Speaking of sleep, one of the things that has bugged me a little bit about the sleep spell in the d20 System is this line: “Slapping or wounding awakens an affected creature, but normal noise does not.” When I think about it, I cannot help but think that this sentence pretty much ruins the spell’s effectiveness much of the time.

If slapping a target of sleep wakes them up, then wouldn’t the targets wake up when they collapse and hit the ground, especially if they were running, jumping, fighting, et cetera, before the spell took effect?

GM: “The orcs charge.”

Player: “I cast sleep.”

GM: “The orcs fall asleep instantly. They tumble roughly to the ground, landing on each other, smacking their heads on the ground, and what not. Of course, this wakes them up.”

I’ve never adjudicated sleep that way, but it kind of makes sense.

April 30th, 2015  in RPG No Comments »