Archive for July, 2013

Random Wizard’s Questions & My Answers

A few other people were answering the Random Wizard’s Questions (example and example), and I just can’t help being a hardcore conformist, so here’s my stab at the queries.

(1) Race (Elf, Dwarf, Halfling) as a class? Yes or no?

I’d prefer them to be an option but not a requirement. If someone wants to play a halfling as a class rather than a halfling thief (or vice versa), why should I care?

(2) Do demi-humans have souls?

All living things have souls. The real question should be what kind of soul? Immortal or not? Rational or not?

(3) Ascending or descending armor class?

I’m happy either way. THAC0 is just BAB with a different name.

(4) Demi-human level limits?

I’m happy either way. If I’m the GM, I’d likely not use them.

(5) Should thief be a class?

Duh. I’d get rid of magic-users before I got rid of thieves.

(6) Do characters get non-weapon skills?

Not necessary, but I do like to have a skill resolution system even if there aren’t defined skills in the game.

(7) Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)?

I’ve never really understood the argument that magic-users are the most uber of classes. Are they powerful? Sure, even at 1st-level, where sleep is a game-changer. For one encounter a day. Maybe. There are simply too many variables to say that, all things being equal, magic-users blow fighters out of the water.

(8) Do you use alignment languages?

I have used them, but not since 1E.

(9). XP for gold, or XP for objectives (thieves disarming traps, etc…)?

I reject the fallacy of the false dilemma. My answer, “Yes, please.”

(10) Which is the best edition: ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next ?

I have no experience at all with 4E or Next, so I can’t say for sure. I have a fondness for the earlier editions, but which one’s the best? I don’t know. Best at what?

Bonus Question: Unified XP level tables or individual XP level tables for each class?

I have no real preference.

July 29th, 2013  in RPG No Comments »

The Doppelgänger

A doppelgänger hails from Vioo, the barren, dark realm that exists on the other side of mirrors and mirror-like surfaces (which form the only passages through which light passes into Vioo). Most of the time, doppelgängers have no life apart from acting as reflections for whomever is facing the mirror (which isn’t to say that all reflections are doppel- gängers). These monsters hate their limited existences. They hate the fact that they fade in and out of being, and that their appearances change, and doppelgängers most of all hate the people their strange state of being forces them to mimic.

Rarely, a doppelgänger’s hatred becomes so great that the monster manages to transcend the limitations of its nature. When this happens, the doppelgänger can act independently of the person using the mirror, and the doppelgänger can even break through the mirrored surface to enter our world. Then, the doppelgänger seeks to murder and replace the person it almost perfectly duplicates.

Doppelgängers have enormous physical strength. As such, they enjoy a +2 bonus to attack rolls, and their weapon attacks (including unarmed attacks) inflict an extra 1d6 points of damage. These creatures are immune to sleep and charm, and they are considered magic resistant for purposes such as breaking through wizard lock and similar spells. They have a very good saving throw (5+) against magic of all kinds.

Swords & Wizardry

Hit Dice: 4
Armor Class: 5 [14]
Attacks: By weapon
Saving Throw: 13 (5 against magic)
Special: Enormous strength, immune to sleep and charm
Move: As humanoid mimicked
Alignment: Chaos
Challenge Level/XP: 6/400

July 17th, 2013  in RPG No Comments »

The Mamsako

The mamsako hunt shallow, muddy riverbanks where their natural coloration and ability to lie still for long periods of time make them dangerous ambush predators. These crocodilians grow to lengths of 20 feet, and they can lope about on their long legs at surprising speeds. For 1d4+1 rounds, a mamsako can gallop at a move of 12. After this, it must rest for a like number of rounds before galloping again. A victim struck by a mamsako’s bite must roll 1d6 per Hit Die versus the mamsako’s 4d6. If the mamsako wins this contest, it subjects its victim to a death roll. The victim automatically takes an additional 2d6+2 points of damage and is knocked prone.

Swords & Wizardry

Hit Dice: 4+4
Armor Class: 3 [16]
Attacks: 1 bite (2d6), 1 tail (1d6)
Saving Throw: 13
Special: Death roll, gallop, surprise foes on a 1-3
Move: 9/12 (swimming)
Alignment: Neutrality
Challenge Level/XP: 6/400

Stars Without Number

Armor Class: 3
Hit Dice: 4+4
Attack Bonus: +4
Damage: 2d6 bite/1d6 tail
No. Appearing: 3-12
Saving Throw: 13+
Movement: 30 ft. (40 ft. swimming)
Morale: 9

July 15th, 2013  in RPG No Comments »

The Gorillelephantaur

Gorillelephantaur
Hit Dice: 8+3
Armor Class: 6 [13]
Attacks: 2 stomps (2d6) and 2 claws (1d6), or 2 stomps (2d6) and weapon (1d10)
Saving Throw: 8
Special: Rending
Move: 15
Alignment: Chaos
Challenge Level/XP: 9/1,100

Half gorilla, half elephant, the mighty gorillelephantaurs rule the tropical plains they call home. They fight with their columnar forelegs and powerful claws, or else use a weapon instead of their claws. If a gorillelephantaur strikes a foe with both claws, it does an additional 1d12 points of rending damage.

July 10th, 2013  in RPG 2 Comments »

New from Spes Magna…

For the first time in a while, it’s been a busy month for Spes Magna Games. I have three new products out at both Paizo.com and DriveThruRPG (links over in that left-side margin). Two are free; one is for-sale. Get your PDFs while supplies last! (Get it? They’re PDFs. The supplies always last. Ha!)

That’s a Goblin!?

Catch your players off guard with That’s a Goblin!?. This Old School supplement presents 23 goblin mutations, 15 fey goblin abilities, 3 goblin subspecies, and 6 goblin tactical specialties. Mix and match to create scores of different goblins!

That’s a Goblin!? also includes Tributary of Terror, a mini-adventure taking place within Reyr’s Well, a detailed fantasy hamlet suitable for just about any campaign world.

Check out this 5-star review at DriveThruRPG!

Ars Natatoris

Dive into adventure with Ars Natatoris! This brief product presents swimming and drowning rules compatible with a wide range of old-school games.

Check out this 4-star review at DriveThruRPG.

The Accordian Files Playtest Packet

The Accordian Files pits the forces of accord, the player characters, against the forces of discord, controlled by the Discord Master. In the zipped file, you’ll find all you need to playtest this new, rules-lite RPG.

* The Player’s Book tells you everything you need to know to make and run a character.
* The Discord Master’s Book offers helpful advice and insight for presenting the forces of chaos in your game.
* The Ghost in the Washing Machine presents an introductory adventure that pits the heroes against a sinister business owner.

Join the good fight today!

July 10th, 2013  in Spes Magna News No Comments »