Showing posts with label dice. Show all posts
Showing posts with label dice. Show all posts

Wednesday, September 17, 2014

Wastelands Big Honkin Random Monster Table

The Wastelands is a sandboxy hex-crawl style setting. As such, I needed to create a series of random encounter tables for the numerous geographical regions. I had originally drafted a d20-based table for each major region (Bandlands of Paj, Kreth Verdant, Steaming Jungles of Su'Janga, etc.), but soon realized that a d20 randomizer did not produce enough variation within each region to satisfy my personal Creature Feature Quotient--meaning I needed more monsters!

Artisan dice! https://www.artisandice.com/
So as I often do when pondering dungeon mastery-type things, I consulted the definitive work of Grand Master Gygax, the 1st edition DMG. Therein, as usual, I found my solution: d100-based random tables delineated by predominant terrain type. I have moved away from d100-based tables in recent years, mostly because they require a lot more fiddly maths and sometimes produce too many options for my personal tastes. However, for this purpose, and to satiate my CFQ--I wanted roughly between 20 and 40 possible random creatures for most regions--the good old d100 tables worked perfectly.

Thus, I reorganized my separate regional d20 tables into one big honking d100 table broken out into predominant terrain types (arctic, badlands, forest, desert, and so on) similar to what was done in the DMG. The table can be downloaded here (.pdf) should you good readers wish to use it as-is, or here (.docx) if you'd like to tinker and customize it.

The creatures on the table include a few of the regular suspects from the Monster Manual (it goes without saying that I mean the AD&D version--but I guess I just said, or wrote, it anyway!) But with this campaign setting I wanted to mine the other monster manuals for lesser-known and/or infrequently-used critters. For example, monsters such as the crysmal, kampfult, solifugid and xag-ya from Monster Manual II, and the caterwaul and skulk (and the humanoid aarakocra, grimlocks and quaggoths) from the Fiend Folio will turn up randomly in some areas of the Wastelands.

I also included the thanoi, or walrus men, from the Dragonlance Adventures book (and DL6 Dragons of Ice). Mostly because I like the idea of warrior walrus men. I never liked much from Dragonlance, but I always thought the thanoi were cool. Coo coo ca choo! Bad puns intended. ;-)

Friday, August 29, 2014

Heroic Dice! [House Rule]

Heroic Dice in action!
HEROIC DICE

Heroic dice are extra dice you may use in place of poor or undesirable dice rolls. They represent a well of inner resolve, an unrelenting drive, a will to succeed, or simply sheer blind luck that distinguishes adventurers from everyone else.

When you make a bad roll, you may declare to the referee you are spending a Heroic Die to re-roll a single die. A Heroic Die may be any die type and may be spent in any situation—attack roll, damage roll, saving throw, proficiency (or skill) check, and so forth.

You may only spend one Heroic Die on any single bad die roll—you cannot keep spending Heroic Dice to re-roll until you get a favorable result. If a Heroic Die roll is equal to or worse than your original roll, use the original roll. However, that Heroic Die is still spent.

You gain more Heroic Dice to spend as you gain levels. Heroic Dice refresh at the start of each day.

HEROIC DICE TABLE
Character Level
Heroic Dice per Day
1-3
1
4-7
2
8-12
3
13+
4

This is a pretty straightforward house rule I've encountered in many variations over the years. Some referees divvy them up into specific pools for spellcasting or combat, and others call them luck dice, drama dice, fate points and such.

Wednesday, August 20, 2014

Throw Down! [House Rule]

Back in April, Chris at the Aspiring Lich blog wrote about a Save vs Awesome option for use in old-school games. I liked it.

His option started me thinking (uh-oh!) about other ways to inject awesomeness into combats a little more frequently, and I came up with this little idea: the Throw Down.

Basically, the Throw Down is used when you (or a referee's big NPC baddie) want to single-out an opponent and gain a bonus against that opponent. Think of it like the proverbial "throwing down the gauntlet" and calling out a foe. It's also meant as a means to encourage roleplaying and add drama to a combat encounter.

While thinking about it, I recalled that 4th edition D&D had a fighter class feature called mark or challenge (or something like that). Throw Down works along those lines, but provides you the bonus; it does not impose a penalty on your foe.

Eowyn throws down against the Witch King!
THROW DOWN
You single out a foe with a clever insult, flash of steel, guttural roar, or some act of derring-do. You choose one of your ability scores (appropriate to the way you call out your foe) and roll a contest against your foe, who must use the same ability score. (Depending on the game system you are using, this could be a d20 + ability modifier contest or a "roll under" ability score contest. Either way the result is the same.)

If you beat your foe on the contest roll, you gain a +1 bonus to attack rolls, damage rolls, saving throws, and ability checks directly involving that foe for the rest of the encounter. If you attack or try to harm any other foe (other than casting an area spell which includes the designated foe) after you have won a throw down, you immediately lose your bonus.

If you lose the contest roll, nothing good or bad happens to you. You throw down but your foe has better moxie.

The foe you thrown down against must have equal or greater hit dice than you. It's not very heroic to throw down against an inferior foe! There is no limit to the number of times you can throw down in an encounter, but you can only ever have one throw down bonus active and an ally cannot attack (or otherwise harm) or throw down against the same foe while your throw down is active. If an ally does either, you immediately lose your throw down bonus.

Plenty of Options: The throw down bonus doesn't need to be a simple +1 to numerous rolls. A referee might allow an extra damage die on attacks, maximized spell effects, an improved initiative bonus, temporary hit points, or other similar benefits.