Thursday, March 30, 2006
Prostitutes retrain as nurses, tele-marketers (Reuters, Mar 30, 2006)
Although uncomfortable for hardcore power-gamers, these campaigns take a light approach to powers and abilities, focusing more on character-development. Of course, these characters provide plenty of room for growth as well . . .
A non-heroic fantasy party would start with conservative 3d6 rolls for attributes, 4 hit points, racial bonuses, and 2 x (2 + INT) skill points (Min 2), and 1 feat. (I usually give my characters an extra feat across the board to begin with anyway—so many feats, so few levels . . . ) Saving throws start at 0 / 0 / 0, with a base attack of 0.
Skills and feats would need to be spent in ways compatible with their mundane (as in non-fantasy, not necessarily boring) profession. Then after having proved themselves “heroic” the characters would slowly being to discover their true talents and abilities . . . adjusting them to the point of 1st level characters.
I find this approach works very well in a hero-scarce environment, allowing the players to fell significant at even 1st level.
Starting with a solid background idea (even without the details), and a streamlined character development process (technically the impact of their choices upfront have little bearing on the eventual class choices their make), allow characters to develop as a realistic reaction to the world around them. It also has the added benefits of quickly getting into play and minimizes complex character rules for beginning players.
Monday, March 27, 2006
Is it a football? No, it's an enormous Cypriot lemon
What about plants? They usually don’t get much attention unless they are a serious threat to a party of adventurers. What kind of subtle, atmospheric contributions could unusual plants make to a campaign? Consider this:
- Normal plants of unusual size
- Normal vegetables of extraordinary flavor
- Moonflowers (They blossom at night and turn to face the moon)
- Rapidly growing grass that provides sustenance for an entire village.
- Abnormal-sized citrus that “carbonate” the juice, producing something similar to Orange Crush
- Especially potent sugarcane which sweetens the fruit of surrounding trees.
- Tropical trees with unusually large and tough leaves, which function similar to leather.
- Bright orange flowers with dry leaves that actually use flash fires to pollinate.
- WereTrees that loose all their leaves each full moon.
- Trees that grow a translucent, fireproof bark, serving as protection from the elements, but allowing sunlight through
- Squash that grows in a symbiotic relationship with local brownies
- Tarfruit that burns brightly for an hour.
- Weeds that are impossible to kill (oh, wait, that one is not speculative!)
- A colossal dandelion with floating seeds that, in a strong wind, create a field of caltrop-sized barbs.
- Pineapples with unusually acidic juice
- etc.
Thursday, March 23, 2006
Break the law and live by a beach (Reuters 3/23/06)
Another great article, brimming with RPG possibilities. . . .
Too often we fall back onto the stereotypes of damp dungeons, torture chambers, and oubliettes. Societies define themselves by how they treat dissenters.
Imagine, an isolated monetary where devotees work to reform prisoners through hard labor and mental conditioning.
Or, a mysterious castle where criminals enter, and emerge a year and a day later completely reformed.
Or, magical items---helmets, rings, amulets, tattoos---that alter the alignment of the wearer. (Until, of course, a freak magical storm dispels its effects letting every criminal loose on society simultaneously . . .)
Wednesday, March 22, 2006
Woman survives fall from 11th floor (Reuters 3/11/06)
- Soft Snow, -1d6 per 12 inches (-3d6 max)
- Hard Snow, -1d6 per 12 inches (-1d6 max)
- Loose Sand, -1d6 per 12 inches (-1d6 max)
- Water, -1d6 per 3 feet (-6d6 max, unless you pass a successful swim check of 15. then no max)
- Mud, -1d6 per 12 inches (-3d6 max)
- Stage diving into a crowd, (-1d6 into an unsuspecting crown, -2d6 for a friendly crowd, and no reduction for a hostile crowd—although you would probably provoke and attack of opportunity.)
- Special training, see descriptions of monk skills and other similar feats
- Unconscious or limp, subtract (1d4-1) dice from fall damage
(Note: Under no circumstances would the special training and unconscious bonus stack—they operate under very similar principals.)
In the case of this woman, she should have taken 11d6 points of damage from her fall. If she landed in 3 feet of soft snow, and she was only partially conscious, she could have reduced it to 5d6 points of damage. Definitely unpleasant, but it would certainly be possible to survive.
Tuesday, March 21, 2006
Wrath of God behind Israel bird flu? (Reuters 3/21/06)
In pseudo-medieval/gothic times—where most fantasy adventures are loosely staged, these impulses would be even stronger. Fantasy adds the additional twist that players experience regular evidence of realized superstition. If an old gypsy curses your character, you have every reason to believe that it contributed to your horse panicking in combat two days later.
In the vacuum of scientific explanation, the loudest and most aggressive fill the void. This is most often advocates of religion. Even when magical divination is used, absolute truth is elusive. Revelation is tainted by the particular ideology and goals of the revealing God. Magic reveals itself as a reflection of the caster—instilled with her interpretations of the world around her.
This conflict is ripe with plot-tension possibilities for any RPG. What is really causing the disease that is sweeping the kingdom? Is it an act of God, as the clerics suggest? Might other religious view it differently? (A purging, calling the elect home, end of the world, fulfillment of prophecy, etc.) Military leaders might assume neighboring orc-lands are poisoning the water supply. The guild of Wizards might argue that the disease is the work of dark magic, and launch a quest to retrieve components for an antidote. Common folk might see this as a “convenient opportunity” for the government to relieve the load off their welfare coffers. To sages, this might be part of a 1000 year-long cycle, that will inevitably pass in a few weeks. Each of these groups would push their own “solutions” to the problem, often coming into conflict with each other. Players might adhere to one, or be trapped between several.
Friday, March 17, 2006
Life in the fast lane... (Reuters 3/17/06)
Concentration checks are another skill that is rarely used in the game, but has some very powerful potential. Often the only time it gets used is for spellcasters . . . (I have found it to be an unfortunately dilemma, by the way, that GM's who rarely use certain skills "train" players to not spend skill points in them--which makes it harder to start using them.)
In general I would say, attempting two skills simultaneously requires a successful concentration check, or you take a -5 penalty to each of the other two skill rolls.
Here are a few random situations and the DC of the required Concentration to "pull it off"--so to speak ;^)
- Driving and having sex (DC 20) (I am curious if I get any hits to this post purely because it includes the word "sex"--twice.)
- Using escape artist skills while riding a horse (Very similar to the above task, BTW) (DC 20)
- Trying to "persuade" while "grappling" (Also, not entirely dissimilar) (DC 20)
- Climbing and dodging (as per Dodge feat) at the same time (DC 15)
- Driving and talking on the cell phone (DC 10)
- Listening at a door and picking a lock simultaneously (DC 15)
- Searching for a secret passage while swimming in rough water (DC 15)
- Performing an elaborate dance while picking someone's pocket (DC 20)
- Speak an language (other than your native) and bluff (DC 15)
- Trying to tumble silently (DC 20)
Some obvious skill combinations that require no additional concentration check when used at the same time are:
- Spot and listen
- Hide and Move silently
- Spellcraft and spell casting (for identifying and countering a spell)
Thursday, March 16, 2006
Ex-teacher takes 18 pupils hostage (CNN 3/9/06)
Perhaps there are some rules out there already on how to handle these kinds of hostage situations. I have yet to see anything satisfying to me . . . .
In my campaigns we make fairly regular use of the d20 3.5 Coup de grace rules. Unfortunately, these don’t seem to capture the “movie-like” tension created with the bad guy has a knife to the through of his hostage, using them as a human shield.
Allow me to elucidate: ;^)
There are traditional two levels of attacking a helpless target:
(1) Normal attack against an immobilized (bound, sleeping, etc.) target
- This requires a partial action, does normal damage (plus sneak attack if applicable).
- The target has a minus 9 to their AC. (-4 penalty, plus a Dexterity reduced (max -5) for a total penalty of -9)
(2) Coup de grace attack
- This requires a full-round and provokes an attack of opportunity. The attack of opportunity is resolved before determining the results of the coup de grace attack.
- It does provide and automatic hit, and is an automatic critical. In fact, the target must make Fortitude save vs. DC 10+total damage dealt, or die on the spot. (Quite potent really---as it should be)
The problem is with that attack of opportunity. High level characters have a good possibility of attacking and killing a villain as they try to make their fell blow.
Thus leading to the rational of:
(3) Readied coup de grace attack
This forces players into some other creative tactics to negotiate hostage situations: bluffing, feinting, diplomacy, distractions, perhaps even (heaven forbid) giving into the villains demands.
If players still want to risk attacking the hostage taker—remember those rules about striking cover. If your villain is using their victim as a shield (i.e., standing behind them), and your players say “I was to shoot him in the eye with my bow.” Remember, the villain gets a bonus to his AC relative to how much of his body the players can see. If they miss by an amount less than or equal to his bonus (in other words—if they would have hit him if he didn’t have the bonus) they strike the target. (Also bad news for the victim.)
I imagine it only takes accidentally killing one damsel in distress before your players start thinking a little harder about those hostage situations . . .
Wednesday, March 15, 2006
Body parts scandal could be growing (CNN 3/14/06)
Since I've started this blog, I've yet to be disappointed by the bounteous creative goldmine of "Info-tainment" . . . Behold, another great example--I may have to work this into an adventure in the near future. (I am particularly fond of adventures with a bit of a dark bent.)
Imagine your party uncovering a black-market ring of healer/necromancers that will help the underclass workers recover missing body parts by robbing local crypts. This begs the development a new magical disease or two that can be contracted this way---"Ghoul's Fire" or "Necro-bane" or some such . . . maybe another time . . .
But I will mention that the heal skill is all too often overshadowed by the prevalence of magical healing. In my campaigns, magical healing is often powerful, but also indiscriminate--and can be used in conjunction with the heal skill for some interesting effects. (I try to have healing magic supplement, but not replace traditional healing.)
Two checks are required:
(1) Successful attachment
With a successful heal check, flesh can be attached to flesh, and then with any kind of magical healing (potion, spell, divine, arcane, etc.) fused into a living member. (Of course, this can be attempted without magic, but magic certainly facilitates the process.)
DC of Healing Check to attach a transplanted organ
- DC 10 Skin (small--less than 6 sq inches)/Tooth
- DC 15 Finger/Toe, Skin (large--more than 6 sp inches)
- DC 20 Hand/Foot
- DC 25 Arm/Leg, Eye
- DC 30 Internal organ (other DC checks may be needed to keep the patient alive)
- DC 35 Skin (complete)
- DC 40 Head/Brain/Heart
- MODIFIER: +1 per day since the injury (of the tissue recipient) missing tissue
- MODIFIER: +5 if different species, +10 if different race
- MODIFIER: +3 if attaching to burned flesh
- MODIFIER: +5 if not using magical healing
(2) Avoid rejection of the transplant
The person receiving the transplant to make a Fortitude check to see if their body rejects the addition. (If they fail their check, they body cannot adopt the new part. ALSO, if they succeed by more than 5 points, their body rejects the tissue as foreign, and reacts against it. In either case, the transplant fails.
Fortitude Check for Adoption of new flesh
- Base DC 10
- MODIFIER: +5 if different species, +10 if different race
- MODIFIER: +1 for each day the tissue has been "dead"
- MODIFIER: +2 for less than sanitary conditions, +5 if flesh was exhumed
- MODIFIER: +5 if not using magical healing
Additionally, the chance for infection and/or disease should be roughly proportional to the DC for the fortitude check.
Tuesday, March 14, 2006
Shifting sands reveal 'buried mystery' (CNN 3/14/06)
What a great concept for an adventure . . . a quiet coastline village, nestled in an isolated harbor, providing a simple and peaceful life for its inhabitants. Until shifting wind and water reveal something buried beneath the sand . . . (I guess that isn't as unique a concept as I was thinking at first. Still--very cool . . .)
Here are a few possible adventure seeds:
- Perhaps only the oldest villagers remember an invasion by a strange race of sea-goers generations ago, thwarted by the villagers. The re-emergence of one of their vessels reveals plans to return for revenge 100 years from the day of the initial attack (i.e., one fortnight hence . . .)
- Same story, but perhaps the invasion was a success, the villages are their descendants—and the 100 strike is coming from the original inhabitances who scattered into the hills and are raising an army.
- Perhaps the vessel is a magical inter-planar frigate, disguised to look like a sailing ship, that miscalculated a planar gate, emerging 30 feet under the beach, 700 years ago.
- Perhaps this is the “body” of a ghost ship that has been haunting coast line for years. Uncovering what truly happened aboard the ship can give the undead their final rest.
- Perhaps the ship is a magical desert “sandsails” (a ship designed for sailing through the desert dunes). Rather than running aground—it had “run asea” and become damaged beyond repair. . .
- Maybe it is not even a ship--but perhaps, the top of a tower (leading to a underground city ruin), a dragon skeleton (causing a flurry of excitement from nearby necromancers interested in the carcass), the tip of an iceberg that never seems to melt, a circle of standing stones or a Heiau, or some kind of divine weapon (prophesied to appear when it was needed most.)
Monday, March 13, 2006
Yeah, smart move to drop that last name.. (Reuters 3/18/06)
There have been times when players have been interested in developing characters with significant roles in my campaigns. If there are significant advantages during game play to particular roles characters fill, I usually negotiate one or more special feats called, "Enhance Status."
This feat can only be taken when the character is created, in an iterative process handed between the player and GM. The player composes the background of their character and outlines some advantages it would afford him. Then I will adapt the story to fit into the world, and massage the advantages to balance them with the existing scenario.
In some cases, the advantages are so great that multiple feat slots are used (i.e., as is often the case with royalty, elite, or characters who received some special tutelage, or members of a powerful organization.) In other cases, where disadvantages balance or outweigh advantages, no feats are necessary.
Some negotiated advantages include:
- Particular title / office (Count, Duchess, King's counsel)
- Influence (with a DC roll vs. Charisma to call in favors from friends)
- Wealth (additional starting wealth, plus additional resources throughout the game as appropriate)
- Reputation (bonuses to reactions)
In Ms. Bin Laden’s case . . . her last name probably causes significantly more problems then it provides advantages. However, if she was to invoke it in any informed group, she would get a +6 reputation bonus to any intimidate checks.
Sunday, March 12, 2006
New animal resembles furry lobster--CNN 3/8/06
And on that same note: (I promise, I won't always do monsters . . . )GIANT KIWAIDA
Gargantuan-Sized Animal (Aquatic)
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- Hit Dice: 20d8+180 (270 hp)
- Initiative: +0
- Speed: Swim 20 ft. Crawl 20 ft.
- AC: 24 (-4 size, +18 natural)
- Attacks: 2 claws, +28 melee
- Damage: Claws 4d8 + 12
- Face/Reach: 20 ft. by 40 ft./10 ft. (40 ft. with claws)
- Special Attacks: Improved grab, crush (4d8+12)
- Special Qualities: Damage Reduction 10/-, Tremor sense, Scent (water-based)
- Saves: Fort +21, Ref +12, Will +13
- Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 10
- Skills: Listen +15, Spot +16, Hide +5, Move Silently +15
- Feats: ---
- Climate/Terrain: Any aquatic (saltwater)
- Organization: Solitary
- Challenge Rating: 14
- Treasure: n/a
- Alignment: Lawful Evil
- Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
The Kiwaida appears as a gigantic albino lobster, with its pinchers and legs covered in long, white, sinuous strands of hair. Its body is 50 feet from front to back, its pinchers extending another 60 feet beyond its mouth.
As far as is known, only one Kiwaida exists. Its home is in the deepest and blackest of depths, a bottomless aquatic ravine, called Kiwa. What lore of Kiwaida that exists has been forgotten or mistranslated a dozen times. Only a small cult of kuo-toa, who worship that the edge of Kiwa, know of its presence. Occasionally they have been able to rouse it from its slumber, but so far have not found any way to communicate. While awake however, the Kiwaida will dominate several nearby sea creatures, compelling them into crazed killing sprees, before returning to its hibernation.
Against "Huge" or smaller targets, the Kiwaida makes an automatic grapple roll whenever it successfully attacks with its pinchers. If a target is pinned, he takes an automatic 4d8+12 points of damage each round until freed.
5 times per day, the Kiwaida can cast Dominate Animal and Sleep as if by a 9th level druid (save DC 15+spell level). Although completely blind, the Kiwaida uses it's sensative white hairs and sense of smell to sense the present of its pray. It is immune to effects that target the eyes of a creature. Any creature that comes in contact with the white strands that cover the Kiwaida must make a fortitude check [DC 20] or be stunned for 2d4 rounds.
Saturday, March 11, 2006
Rat-squirrel back after 11-million-year absence--CNN 3/10/2006

DIRE ROCK SQUIRREL
Medium-Sized Animal
----------------------------
- Hit Dice: 3d8+12 (25 hp)
- Initiative: +3 (Dex)
- Speed: 60 ft. climb 30 ft.
- AC: 15 (+3 Dex, +2 natural)
- Attacks: 2 claws, +4 melee; bite -1 melee
- Damage: Claw 1d4; bite 1d6+1
- Face/Reach: 5 ft. by 5ft./5 ft.
- Special Attacks: Spring attack (Charge and make a full-attack action in a single round)
- Special Qualities: Scent, Low-light vision
- Saves: Fort +7, Ref +5, Will +2
- Abilities: Str 14, Dex 17, Con 19, Int 1, Wis 12, Cha 10
- Skills: Climb +16, Listen +6, Spot +6, Hide +5, Move Silently +5
- Feats: ---
- Climate/Terrain: Underground, dense jungle/forest
- Organization: Solitary, pair Challenge Rating: 2 Treasure: n/a Alignment: Neutral (Evil) Advancement: 4-5 HD (Large)
Friday, March 10, 2006
Bombs, guns knives, kites--Reuters 3/8/2006
Wow---who would have guessed that Julie Andrews was into thrill sports!
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I would have to rule (for those Weapon Specialists out there already thinking of specializing in the kite) that "Battle Kite," is an Exotic weapon (thus requiring a feat to avoid the -4 non-proficiency penalty), with a 20-foot range increment (10 increments max). Similar to a pole arm, the Battle Kite is useless if at close range (i.e., less than one range incrament). Additionally, attacking with a battle-kite provokes an attack of opportunity from anyone within striking distance.
Equipped with a proper "battle kite" (including a spiked frame and glass-covered string), an attacker would do 2d4 damage (slashing/piercing) (X3 on a critical). The kite could be used to make trip, disarm, or entanglement attacks. (Entangled targets would automatically take 1d4 slashing damage each consecutive round until freed.)
Additionally, you would probably receive a -2 penalty on initiative and a -4 on intimidate checks (unless the target is familiar with the use of the weapon). It seems unlikely that the kite could be used indoors, and would require at least a moderate wind. Unless the wind is particularly strong, you spend a full-action round running to get the kite in the air.
The kite requires two-hands to attack. If not attacking, the kite could be maintained with one hand, while using the other hand for another purpose. Other actions would receive a -2 circumstance penalty, due to the constant tugging and concentration required to keep the kite in the air.
The string itself can be attacked (1 hp, 3 hardness if reinforced with metal). Any attack (weather successful or not) requires a Reflex check vs. 18 to avoid "crashing" the kite. Once the kite is grounded either another full-round run, or a Reflex check of 25 is required to get it airborne again.
On the other hand, could you imagine the coolness of a readied coup du grace attack by kite from a city block away?
