Showing posts with label uncut unedited and extra juicy. Show all posts
Showing posts with label uncut unedited and extra juicy. Show all posts

Thursday, November 22, 2018

Scrambled Race Table

Let the record show: This was a poor idea to begin with and I was pressured into posting it.

It's got... stuff from... just about everywhere? There are duplicates, but not quite, and some are objectively better than others. Luckily, this is OSR, so the players that roll well will die pretty much exactly as fast, on average, as everyone else. Hurrah for statistics!

I refuse, on morale grounds, to fix the above problem. You can though! Just grab the stuff under the break, make the obvious and needful changes, then run it through this here doohickey. It's what I would do! But I'm not going to. For reasons.

Statistically, you're not gonna look as dope as this guy. No harm in trying though! Credit Jue "Leo" Li 





Friday, September 28, 2018

Mat "The Magnificent" vs. The Dervish of War - Chambers of God AP

The following was the culmination of several months of one-on-one play by post over Discord with a friend of mine. His character, Mat "The Magnificent" Rench, travelled solo through the entire first floor of the Chambers of God, a megadungeon I am currently in the process of being murdered by finishing. Mat was an early version of my Thief, and that character was played to the bone. Quite literally, after he lost an arm. The Tricky and Opportunist rules have gone through a fair bit of adjustment since then, as Mat was a nigh-unstoppable juggernaut when played "correctly":

For reference -
Gambit: Bet something beneficial on a hit (e.g. knock prone, disarm, shove), in return for something detrimental on a miss (e.g. drop your weapon, enemy gets a free attack, fall prone). You cannot use this to deal damage.
Opportunist: Whenever you Gambit, deal +1d6 damage
Tricky: When you Gambit, you can replace a miss condition with a tactical advantage.

Mat's player cottoned on to a a neat gameplay loop - if you can use a Gambit to set up a different tactical advantage, you could use that advantage for your next Gambit, and so on... resulting in a significant power-boost. If Mat could keep hitting attacks and staying on the ball, he could continuously deal +1d6 damage and inconvenience his enemies. This eventually resulted in Opportunist changing to: As a Gambit, deal +1d6 damage. And yet, Mat's shenanigans live on!

I didn't make that change during the campaign (of sorts) as they were the just reward for a crafty player, and likely the only thing keeping the solo character alive down there. By the time Mat reached the Dervish the second time, he had lost an arm, gained a mechanical replacement, made a friend (from a brain-eating demon gem and a wizard brain-in-a-jar) and discovered the meaning of love...ish.