Author Archives: Necropraxis

B/X 5E

Is this not just the new Basic D&D? Not quite.

(If you like this mashup, here’s a one page PDF version.)


BX 5E mashup smallAbility scores: 3d6 down the line. Rearrange as desired. Bonuses from B/X (page B7), because the bell curve distribution of +1, +2, +3, with max 18, makes bonuses more special than the 5E linear increase. Ability checks: roll 1d20 <= score (lower better). Skill checks: roll 1d20 +bonus & +proficiency if proficient (higher better; vs. DC 10 most of the time).

Recovery and dying: re-roll HP during each downtime. Save or die when reduced to zero HP.

Classes are the fighter (HD d8), magic-user (HD d4), and thief (HD d6) from B/X but interpreted as makes most sense in light of the below referenced 5E rules. Use fighter XP progression for all classes (page X6).

Turn undead is a first level spell; use B/X rules (page X5). Successful turns, or turn results that are doubles, do not expend the spell. Concentration required. If you want to play a demon hunter or cleric, make a fighter and take the turn undead spell as your first level feat. (Necromancers: substitute command undead.)

Fighters begin with proficiency in all weapons and medium armor. (Yes, medium. If you want to use heavy armor without penalty, you need to spend a feat.)

Magic-users begin with proficiency in daggers and no armor. Spell progression is from B/X (page X6). Roll three starting spells randomly from B/X or some other spell list. You can pick a spell too if that’s what you spend your first feat on. Spell casting in armor without proficiency is impossible.

Thieves begin with proficiency in club, dagger, staff, short sword, sword, short bow, light crossbow and light armor. They also start with proficiency in dexterity (stealth), strength (climb), intelligence (search), backstab (or sniper), and thieves’ tools.

Backstab is only for surprise melee attacks and deals +1d6 damage per point of proficiency. (But see also the sniper feat.) Distraction + successful stealth check = hidden. Attack from hiding = surprise.

Situational modifiers: Use 5E advantage and disadvantage.

Armor: Ascending AC and armors from 5E (PHB page 145). If you do not meet the heavy armor strength requirements, you take disadvantage on most physical tasks (rather than the speed modifier suggested by the 5E rules, because that does not really come into play unless you are counting squares). Shields: proficiency with medium armor grants the ability to use shields passively. Otherwise, a shield is just a weapon and you need to spend an action to get any defensive benefit.

Weapons: From B/X (damage on page B27). Attack bonus: apply your proficiency bonus to attacks with weapons for which you have proficiency. Finesse weapons: (dagger, stiletto, rapier, etc) use the dex bonus rather than the strength bonus for attack and damage. Initiative: group d6, highest wins.

Feats: Characters gain a feat at levels 1, 4, 7, 10, & 13. Yes, first level too. So go crazy with a spell-casting fighter or a swording magic-user. Who needs multi-classing? Or just go fighter/cleave. Choose from the following options whenever you get a feat. (Or roll if feeling oracular.)

  1. +1 to the ability score of your choice (max 18)
  2. Never surprised
  3. +2 HP
  4. Cleave (taking down an enemy in melee grants a free adjacent attack)
  5. Spell and bonus spell slot
  6. Backstab or sniper (ranged backstab) +1d6 damage
  7. Armor proficiency increases one step (none, light, medium, heavy)
  8. Weapon proficiency (or specialization: +1 damage with a particular weapon)
  9. Skill proficiency (5E PHB page 174)
  10. Tool proficiency (5E PHB page 154)

Bonus spell slots can be used to prepare spells of first level or any level that you can otherwise cast.

References: B/X (Basic/Expert) rules & the 5E PHB

 

Wonder & Wickedness draws near

wonder wickedness titleSoon, if all goes well, Lost Pages will release my sorcery supplement, Wonder & Wickedness.

The book will contain:

  • 56 spells divided into seven specialties
  • 50 enchanted treasures
  • 84 sorcerous catastrophes (12 each for 7 kinds of magic)
  • New illustrations by Russ Nicholson
  • Sorcery rules: spells without levels, spell duels, and more

The text is done and layout progresses, about 90 A5 pages. We are working on a small number of hand-bound hardcovers as well.

The spells and several of the enchanted items have appeared before on this blog, though I have modified a few of them. All of the catastrophes and the bulk of enchanted items are new.

We do not have an official release date yet, but hope to have this available before the end of december.

Unsolicited aesthetic opinions on the 5E Monster Manual

1. In general, the art is even better than the PHB. There is an almost biologic sensibility, like what might be recorded in the notebook of a 19th century naturalist. The influence from real animals on the illustrations is more pronounced than in past versions. Not in terms of direct realism, but just in that you can recognize features, poses, and behaviors that make the creatures seem more anatomically resonant.

2014-12-10 16.22.32 copy

2. Other than the green dragon, which I like, the dragon shoulders are pronounced in a way that looks somewhat ridiculous (this is worst in the red and silver dragon illustrations). I don’t care how much muscle a “real” dragon would need, it does not look good.

2014-12-11 08.55.16 silver dragon

3. The small landscapes scattered throughout might be one of my favorite features, especially the one right prior to the demon entries. They evoke exploration and weird expanses.

2014-12-10 16.17.36 landscape

4. The best and most creative art seems to be for the monstrosities. See the aboleth below, for example. The worst is for the humanoids. I like the gnoll and ogre. The bullywug is okay but then it’s also really hard to mess up a frog person. Which leads me to…

5. Most unimpressive new visual identity: goblin. Successful goblins I have seen are cute (Gremlins and Pathfinder), Tolkienesque (Alan Lee and Angus McBride), or faerie tale (Arthur Rackham and Ian Miller). This one is just boring.

2014-12-10 16.21.36 goblin

6. Most impressive new visual identity: aboleth, probably. It no longer looks like a big fish with funny eyes and tentacles, but something truly alien and new. I don’t think I’ve seen anything that looks like it before. (And if you have the book, check out the smaller picture on the following page of an aboleth seemingly pulling itself over land with its tentacles.) There were a lot of other good candidates here though. See also the mind flayer (the Darth Vader style makes it really feel like an extradimensional invader) and the manticore (that mouth!).

2014-12-11 09.06.43 aboleth

7. Most unsuccessful illustration: tarrasque. Makes it seem about the size of a goat. Seriously, look at that thing and tell me it’s bigger than a large dog.

2014-12-10 16.27.35 tarrasque

8. Most successful illustration: I don’t know that I can pick just one. Green dragon, pit fiend, succubus & incubus, lich, medusa, wraith, pseudodragon, mind flayer, shadow, drow, darkmantle.

9. I like this succubus and incubus picture and appreciate that the incubus was made attractive too. Likewise with the angels (particularly the deva) and the yuan-ti (which also remind me of the snake men Masters of the Universe toys).

2014-12-10 16.27.08 incubus succubus

10. The demons and undead are effective except the marilith, which just looks awkward. Zombie is kind of weak, but lich, mummy, and wraith are awesome. Mummy approaches legit scary (something about the unnatural but yet still natural head shape) and that’s pretty rare in RPG illustrations.

2014-12-10 16.24.26 mummy

Setting traps in 5E

Source: Wikipedia

Source: Wikipedia

Paul S. asked (private circle share) about 5E rules for setting traps. Some traps, like setting a bucket of paint on a door that is ajar or scattering marbles, do not require any special rules. You set them, and they trigger if situationally appropriate. They can be handled entirely by description and ruling. Setting more sophisticated traps, such as a concealed snare, present an opportunity for leveraging existing mechanics to support character abilities that are not explicitly handled.

5E already has rules for crafting using tool proficiencies. Thus, setting a trap requires trap-maker’s tools, which can be improvised. Simple traps can be set in one dungeon turn, but more complex devices may require more time. If the crafting is possible but uncertain in some way (such as under time pressure), require a crafting check (probably DC 10, but adjust as necessary).

A set of trap-maker’s tools is a small kit containing cords, wires, springs, and so forth that functions similarly to a healer’s kit. It counts as one significant item (if using simple encumbrance), and is exhausted using whatever rules are in effect for healer’s kits (in the 5E PHB, this is 10 uses, but I might use an ammo die).

Tools can be improvised from local detritus, standard, or masterwork. The referee must rule whether tools can be improvised in a given situation. If tools are improvised, saving throws versus trap effects are made with advantage. If masterwork, they are made with disadvantage.

Trap DC works like spell DC: 8 + ability bonus + proficiency bonus.

Crude mechanical traps (such as rigging a swinging log) use dexterity. More sophisticated traps based on specialized knowledge (such as crafting a poison needle mechanism) use intelligence.

Example 1: first level character without proficiency, using improvised tools, with dexterity of 12 (+1). Trap DC is 9 (8+1), victims make saves with advantage (due to improvised tools).

Example 2: first level character with proficiency (+2), with dexterity of 15 (+2), using standard trap-maker’s tools. Trap DC is 12 (8+2+2), saves are unmodified (since standard tools were used).

Player-safe maps

Lost river cave excerpt (full original)

Lost river cave excerpt (full original)

Too few products come with exploration-oriented maps (as opposed to something like a grid map for use as a battle map) that can be shared directly with all players. For example, consider this beautiful map by Mr. Logos. The under/over dotted line style gives away information that explorers should not know. Added work is needed to create a version of the map that can be revealed directly to players. I do not mean to single out Dyson; this was just the map that prompted these thoughts this morning. Other traditional referee-only features such as secret door annotations have the same issue.

If the map itself is a work of art filled with nuance and detail, it seems like a shame for it to be seen only by the referee in a play context. While I probably notice this more now that I often share maps with fog of war reveal on hangout games, it could be relevant to in-person play as well, since you can cover up parts and use it as a visual aid. If it really is just for the referee’s eyes, the functionalist in me might even prefer something more schematic and less polished.

Honestly I am not sure exactly where I am going with this. Do I think that all modules ever should be done in the most convenient form for me personally? No. Do I think that all modules ever should put more effort into game aids? Well, it would be nice, but there are resource constraints so again probably not. However, it is worth considering the way maps function as game tools. There are still many opportunities for improving the usability and format of modular content.

Against genre

I find the idea of genre emulation in RPGs inherently boring. The thing that excites me most about RPGs, as a medium, is that the possibilities are wide open. You are not constrained by diffident principles such as Chekhov’s Gun or other devices of dramatic progression and resolution.

This is not to say that genres as descriptive categories have no value. In fact, I often describe games in terms of certain setting and genre characteristics, because that helps align player tastes and develops initial buy-in. Accepting that this is a starting point, not a constraint, opens up the possibilities of genre shift as a game progresses, which is another thing that other forms of media do poorly. Attentive players (and remember the referee is a player too), cognizant of each others’ feedback, can drift a game in one direction or another. This requires some degree of sensitivity and attention, but then so does all social activity. Such drift keeps a campaign interesting and fresh, where serial fiction could (and often does) stagnate.

Since this is the Internet, I must acknowledge explicitly what should go without saying, that of course others need not share my preferences in this matter. But for me, I feel as if the unique potential of tabletop RPGs is sidelined by mechanisms which force only genre appropriate outcomes. I thrill to the possibility of an Independence Day where the aliens are triumphant, or a King Lear where everybody does not die. That is a big part of what “play to find out what happens” means.

Below is quoted from Apocalypse World, pages 108 & 109.


Play to find out: there’s a certain discipline you need in order to MC Apocalypse World. You have to commit yourself to the game’s fiction’s own internal logic and causality, driven by the players’ characters. You have to open yourself to caring what happens, but when it comes time to say what happens, you have to set what you hope for aside.

The reward for MCing, for this kind of GMing, comes with the discipline. When you find something you genuinely care about — a question about what will happen that you genuinely want to find out — letting the game’s fiction decide it is uniquely satisfying.

Simple injury rules

Source: Wikipedia

Source: Wikipedia

Injury threshold (IT) = constitution divided by 2, round up.

A character that takes IT (or more) physical damage at once sustains an injury. This injury affects one of the physical ability scores: strength, dexterity, or constitution (determine which randomly). The afflicted score is decreased by 1d6 points.

Further, if the damage causing the injury reduced the injured PC to zero HP, immediately reduce the stat maximum by one permanently.

If the injury is not treated by a doctor or healer during or before the next downtime, the stat reduction is permanent. Put another way, it is dangerous to spend the downtime following an injury in an uncivilized or poorly equipped location.

Any permanent stat reduction from injury results in a visible scar or maiming of some sort. The player may decide how this manifests, or defer to the referee.

A mental injury threshold (MIT) could be handled in a similar manner.


I have been thinking about using a Call of Cthulhu rules base for a dark fantasy survival horror dungeon crawl game. The above injury rules were inspired by reading various Basic Roleplaying variants. Following is the original version I developed for use with BRP.

Damage from a single attack that equals or exceeds a target’s injury threshold (which is half maximum HP) causes an injury. An injury reduces one physical characteristic (appearance, constitution, dexterity, or strength) by 1d6 points. If not treated promptly, this decrease is permanent. Injuries may have additional consequences, such as shock or ongoing damage from blood loss, as determined fictionally.

Biological imagination

Orc Stain is a book by James Stokoe put out by Image Comics during the period from 2010 to 2012. There were only seven issues, and the story was left unfinished. Thank Pearce for drawing my attention to this during some G+ conversation about comics. Though this post is image-heavy, I have barely scratched the surface. Similar quality can be found on average at least every second or third page.

There is so much raw creativity here it is hard to know where to start. The protagonist orc One-Eye has a knack with a hammer. He can see faults in just about anything, and knows exactly where to hit and with how much force in order to make something fall apart.

2014-11-26 18.08.42 orc stain

The detail work is amazing (pencil example from the author’s blog). The entire series is cast in a distinctive green, purple, magenta, red palette which is like seeing the world through a bruise-tinted lens.

2014-11-04 20.22.07 orc stain

The best part though? It is the amoebic, organic quality to everything. This extends from the depiction of tools and technology to the texture of everyday objects. Birds are axes. Safes live. An orcish telephone is a person strung up like a puppet who transmits information over cables by twitching (or something).

2014-11-04 17.37.23 orc stain

2014-11-04 20.21.14 orc stain

The raw and sometimes gory action goes down smoothly because of the humor. This is no grimdark mire. Similarly with sexuality. The orcs have love nymphs in bondage and their currency uses petrified genitalia. That’s right, there is plenty of orc dick to be seen here and the funny thing is that it’s so skillfully woven into the setting, story, and humor that it doesn’t seem excessive or out of place. When you read it, it’s just like: yup, orcs.

2014-11-04 17.45.30 orc stain

2014-11-04 17.46.26 orc stain

2014-11-05 11.47.47 orc stain

Bowie the poison thrower (clearly played by Helena Bonham Carter)

2014-11-05 11.48.05 orc stain

Though the series is premised on inverting fantasy cliches, it does not accomplish this by presenting traditionally monstrous creatures as misunderstood and unfairly vilified, as is often done. Orcish culture as shown is rather terrible, but amusingly and endearingly so, even when (sometimes especially when) it veers off into absurd cruelty and ultra-violence.

2014-11-26 18.18.07 orc stain

On Twitter, on November 15th of this year, the author wrote that he had finally finished inking issue 8, so it looks like there is hope that Orc Stain has not been completely abandoned, though it probably makes sense to calibrate expectations due to the rate of release so far.

2014-11-26 18.06.35 orc stain

You can buy issues digitally from Comixology, which is what I did. Because of the Image policy on DRM, this also means that you get unencumbered PDF versions in addition to the “guided view” feature available in their native reader (which is quite nice).

Highly recommended if you like anything you have seen here even a little bit.

Deep Carbon Observatory exordium

Western Europe after the treaty (source)

Western Europe after the treaty (source)

Following is the background I put together for a historical situating of Deep Carbon Observatory which I am running in person. One session down so far.

The year is 1713 and the War of the Spanish Succession was just settled by the Treaty of Utrecht. Great Britain, Portugal, the Dutch, and others successfully prevented France from consolidating a hold over Spain. The Faerie courts (unbeknownst to most common folk) meddled throughout the process, but seem to have vanished, not sending delegations to the final treaty negotiations. The Unseelie Twilight Prince had been seen as friendly to the British while the Seelie Summer Queen threw her lot behind the French. At the same time, strange Swiss machines were surfacing on battlefields and in other locations. British intelligence has tracked Swiss supply to the remote Lock River valley in the Low Countries. However, in the market supply of these Swiss devices seems to have ceased, and British spies report that the valley has flooded.

A group of infamous adventurers called The Crows, previously in the employ of France but now disavowed, have already been reported in the area. You are part of a privateer expedition financed by the British Crown. Your primary objective is to investigate the flood to find out if something has happened to the supply of materials used by the Swiss machinists, who had a relationship with the British. The secondary objective is to kill or (preferably) capture The Crows. As per standard privateering arrangements, all treasure or valuables discovered may be kept as spoils. Machines and armaments are to be kept out of the hands of the French Dynasts at all costs lest the fist of Tyranny descent upon the continent.

You need not be British, but if you are not you are most likely mercenaries included in the continental expedition.


Rules are Lamentations of the Flame Princess with the following modifications:

PCs begin at level 3. Increased funds for characters starting above level one is given on page 8 of Rules & Magic. In addition, you will begin with a retainer/attendant, which is a zero level character. If your main character dies, you can either continue playing as this retainer, or make a new character at your option.

Demi-human classes may be selected but should be re-skinned as humans (a halfling could be recast as a scout, and so forth).

Magic-users are renamed Occultists and may be either members of the hermetic order or hedge magicians. There are also Diabolists, but these worshippers of The Adversary are not available as PCs.

Clerics are renamed Rosicrucians and are members of an esoteric society dedicated to furthering the machinations of Heaven.

Non-occultist, non-fighter characters have an attack bonus of 1/2 level (round up).

XP will be awarded for treasure recovered as standard, and also for the completion of objectives (capture/killing of The Crows, furthering the aims of your current British patrons, and so forth). No XP will be awarded for combat or killing in general, however.

Reloading uses the firearms skill. This has a base of 1 in 6 for all characters, modified by attack bonus. To reload, spend a combat action, succeed on a dexterity check (1d20 less than or equal to score), and succeed on a firearms skill check. A firearms skill check may also be used to clean a fouled weapon (spending an exploration turn to make the check), or other firearms-related tasks.

The overloaded encounter die will be used for timekeeping.

Appropriateness

In class, a point made about subject quality: a sample is good if it is appropriate to the question being asked. You cannot legitimately criticize a study for “only using college students” (or whatever) unless there is a articulable reason to think that the sample is inappropriate to the particular inquiry. And often there is such a reason, but frequently the objection is formulaic and in service of some other agenda.

Analogously for game design: a system is good if it is appropriate to an audience (or can be misused, misunderstood, or corrupted in a way that is appropriate to an audience). The second case is “hacking” in both the traditional using for a purpose other than originally intended and the RPG modifying slightly senses.

Maybe this is obvious? In any case I found the comparison useful to think about, given how often “good design” is conceptualized as some sort of independent quality.


Aside: you may have noticed the relative dearth of posts lately. This corresponded with the beginning of grad school, which seems to be somewhat time intensive. Who would have thought? I do not intend to disappear completely, but expect the frequency to remain lowered.