Showing posts with label random tables. Show all posts
Showing posts with label random tables. Show all posts

Monday, November 19, 2018

How to Resolve Anything That Comes Up!

This blog post was prompted by +Michael Bacon's G+ post over here. This is a one-page article from my first issue of Dice Roll Zine (PDF at RPG Now or POD from Lulu) published in the fall of 2017. I hope you folks find it useful ... and at least a little bit funny. :-)

HOW TO RESOLVE ANYTHING

THAT COMES UP
What Else are Those Damn Ability Scores for Anyway?

In a tense game session, players sometimes forget that NPCs and monsters can be bargained with, not just slain. NPCs have bills, taxes, bad habits, and exes, too. Hired guards might flee suddenly when one of their own is used as Old One bait. Go figure. Your enemies may pay your torchbearer to stick his torch up your ass. When did Oddwick accidentally sell the mahogany chest (or was it the one with gold-pressed black iron locks?) with Blackrazor and the Eyes of the Overworld in it? Why is that weird jade monkey statue looking only at you? Is that giant slug with the bloody spiked tail going to offer you tea and directions or thump you? Did that tavern owner's potboy leave you fidgeting with an itch? Scratch scratch.
When stuff like this happens, either you or the Referee rolls 2d6 and adjusts the sum of the dice by one of your PC's ability score modifiers, whichever one seems right for the situation. Then check the result on the Resolve It! table below.

RESOLVE IT!
Roll
Result
2 or less
Catastrophically bad. It attacks, hurts, steals, hates, maims, attempts to eat, uses its worst, or otherwise fucks you up. Seriously. No chance of fixing. Hope you got a sharp sword or some hot spells of fiery doom.
3 to 5
Hostile or very bad. You're attacked or otherwise thwarted, hindered, harmed, or cleverly made to look like a chump. Too bad for you. If you want to recover, get creative or make some damn good rolls. Maybe get the Referee a beer.
6 to 8
Cautious or uncertain. Make another offer cheapskate, think outside the box, keep the negotiations going, play to your strengths, etc. Roll again if the Referee feels generous. Referee, you had a beer lately?
9 to 11
Friendly or good. Things go your way, your offer is accepted, or the NPC is willing to comply/discuss/help you out. Otherwise, the NPC thinks you rock on toast and quite possibly even likes your sexy smell and smarts. Or thinks you might taste good later, if hungry. Good going!
12 or more
Enthusiastic or extremely good. The monster or NPC goes far beyond your expectations to provide assistance or information. Perhaps you glean arcane or divine insight about something, real or imagined. Can you translate ancient hieroglyphs into six modern languages without a reference? Easy peasy, step aside lads, watch the professional work!

This table means to quickly resolve any minor issues and avoid messing about with obscure situational rules you never recall and probably have to look up during play. In fact, this table may spell the end of rules subsystems as we know them. Forever. Okay, perhaps not. Obviously, this table shouldn’t be taken too seriously—it’s also meant to inspire a ‘Rulings not Rules’ play style. This is only a game, after all. If you decide that a ruling is valuable to your game play, stick with it consistently in the future. No doubt, you do this already. Carry on with the fun!

Saturday, April 30, 2016

How To Resolve Anything That Comes Up...

I'm sure you all have your own version of this. Here's mine...

HOW TO RESOLVE ANYTHING THAT COMES UP
AKA, what are those Damn Ability Scores for anyway?

NPCs and monsters can be bargained with, not just slain. They have bills and ex-wives too. Hired guards sometimes flee suddenly when smacked upside the head with a real flail that actually hurts. Go figure. Your enemies may pay your torch-bearer to stick his torch up your ass. When the Hell did Oddwick accidentally sell your spare chest with Blackrazor and The Necronomicon in it? Why is that weird jade monkey statue looking only at you? Did that tavern owner's potboy leave you fidgeting with an itch? Scratch scratch.

When situations like these happen or, more accurately, when they are about to happen, either you roll or the referee rolls (guess whose choice?) 2d6 and adjust the result by one of your PC's ability score modifiers, whichever one seems right for the situation.

This table is meant to quickly resolve any minor issues and avoid messing about with obscure situational rules you never recall and probably have to look up during play. It's not meant to be taken seriously, rather used as inspiration. This is just a game. If you decide that a ruling is noteworthy or valuable to your game play, try to stick with it again in the future to be consistent. No doubt because you're an old hat at it you already do this. Good, we're all on the same page, then? Keep calm and carry on with the slaughter ... er, fun.

GENERAL NEED TO RESOLVE SOMETHING TABLE
Roll 2d6 +/- Ability Score Modifier
Reaction
2 or less
Catastrophically bad. It attacks, hurts, steals, hates, maims, attempts to eat, uses its worst, or otherwise fucks you up. Seriously. No chance of negotiating or fixing. Hope you got a sharp sword.
3-5
Hostile or very bad. You're attacked or otherwise thwarted or hindered or harmed or cleverly made to look like a chump. Too bad for you. If you want to recover, get creative or make some really good rolls. Maybe get the ref a beer.
6-8
Cautious or uncertain. Make another offer cheapskate, negotiate more enthusiastically, ponder the situation some more, have a good dump, etc. Roll again if the referee feels generous. Ref, you had a beer lately?
9-11
Friendly or good. Things go your way, your offer is accepted, or the NPC dude is willing to comply/discuss/help you out. Otherwise, it (or he or she or whatever) thinks you rock on toast and likes your sexy smell and smarts.
12 or more
Enthusiastic or extremely good. Monster or NPC dude goes above and beyond to provide assistance or information you weren't expecting. You glean arcane or (virtually?) divine insight about something, whether real or imagined. Can you translate hieroglyphs into three languages without a Rosetta Stone? Easy peasy!

Friday, October 3, 2014

Bigger Even More Honking Random Monster Table [Wastelands]

Just a quick update to share today. I've expanded my Wastelands random creature encounter table to include more monsters (mostly from the Fiend Folio) and I folded the sublists (humanoids, giantkin, oozes, undead, and the like) into the main table.

I've also added in my other wilderness random encounter tables up front, which use some house rules like "scatter" dice as well as the excellent d30 Sandbox Companion (by Richard J. LeBlanc Jr. of New Big Dragon Games) for wilderness travel.

As with the previous version, the tables 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.


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. ;-)

Tuesday, August 12, 2014

Warriors of the Red Planet & d30 Companions!

It has been entirely too long since my last post!

Just a quick note today to praise the coolness of my two (well, three) most recent OSR purchases.

Warriors of the Red Planet by Al Krombach and Thomas Denmark (see the WotRP blog) is a crisp, lean, old-school rules guide for games of the Sword & Planet genre. I've been reading through this the past couple of days and I can say without doubt that this 134-page booklet-sized paperback (color cover, black & white interior, perfect bound, available from Lulu) has me all jazzed up for leaping from airship-to-airship, slaying evil Black Martian baddies, ripping the blonde wigs off Therns and rescuing me a hot Red Martian princess. Excellent work gentlemen.


The d30 Sandbox Companion and d30 DM Companion by Richard LeBlanc are both fantastic accessories for the overworked and under-appreciated referee. These two saddle-stitched paperbacks (black & white interiors with mono-color covers, available in PDF from Drive-Thru and PoD from Lulu--see links above) weigh in at 52 and 36 pages, respectively, and provide a plethora of random tables (all of the cool d30 variety!) to generate damn near close to everything you could expect to generate during a game session--random ruins, settlements, NPCs, temples, monsters, weather, treasures, even entire adventures. You name it and it's in there. These two books will feature prominently in my next sandbox game and I highly recommend them both.

That's all for today, next up will be a post discussing the sandbox game I just mentioned. :-)



Thursday, May 8, 2014

Racial Secondary Skills Tables

The Borderlands blog will be going dark for the next couple of weeks while my wife and I take a holiday down in the Caribbean. This past winter was particularly long and cold, so this vacation is long overdue and we will definitely enjoy soaking up the sun. And rum. :-)

Today I'm posting my goofy little racial secondary skills tables for Labyrinth Lord (or any old-school games). Basically, I've taken the secondary skills/professions and rather arbitrarily broken them out and added some additional ones based on the stereotypical notions of the "basic four" fantasy races. It's pretty vanilla stuff and its origin goes way back to my Warhammer Fantasy Roleplay days in the late 80s.

Enjoy, and see you all soon!


SECONDARY SKILLS
Roll on the appropriate racial table below to determine your profession or occupation before you became an adventurer. You know how to do the things associated with your profession and the referee will determine when your knowledge is helpful or beneficial to adventuring situations.

SECONDARY SKILLS TABLE: DWARF

Roll d20
Profession
Roll d20
Profession
1
Archivist
11
Locksmith
2
Armorer
12
Man-at-arms
3
Artisan
13
Mapmaker
4
Blacksmith
14
Merchant
5
Cook
15
Miner
6
Engineer
16
Runescribe
7
Gemcutter
17
Slave
8
Initiate
18
Soldier
9
Jailer
19
Stonemason
10
Jeweler
20
Weaponsmith

SECONDARY SKILLS TABLE: ELF

Roll d20
Profession
Roll d20
Profession
1
Animal trainer
11
Hunter
2
Artisan
12
Initiate
3
Astrologer
13
Jeweler
4
Blacksmith
14
Merchant
5
Bowyer/Fletcher
15
Minstrel
6
Cook
16
Sage
7
Furrier
17
Smuggler
8
Gambler
18
Soldier
9
Guide
19
Vintner
10
Herbalist
20
Weaponsmith

SECONDARY SKILLS TABLE: HALFLING

Roll d20
Profession
Roll d20
Profession
1
Animal trainer
11
Herder
2
Artisan
12
Jeweler
3
Blacksmith
13
Locksmith
4
Brewer
14
Merchant
5
Butcher
15
Militiaman
6
Cook
16
Miller
7
Farmer
17
Scribe
8
Gardiner
18
Smuggler
9
Gypsy
19
Tailor
10
Herbalist
20
Woodsman

SECONDARY SKILLS TABLE: HUMAN

Roll d20
Profession A
Roll d20
Profession B
1
Animal trainer
1
Locksmith
2
Artisan
2
Longshoreman
3
Baker
3
Man-at-arms
4
Blacksmith
4
Mapmaker
5
Bowyer/Fletcher
5
Mercenary
6
Brewer
6
Merchant
7
Butcher
7
Miner
8
Cook
8
Scribe
9
Farmer
9
Slave
10
Gambler
10
Smuggler
11
Gardiner
11
Soldier
12
Guide
12
Squire
13
Herbalist
13
Stonemason
14
Herder
14
Street thug
15
Hunter
15
Tailor
16
Initiate
16
Tax collector
17
Jailer
17
Torch bearer
18
Jester
18
Vintner
19
Jeweler
19
Woodsman
20
Leatherworker
20
Weaponsmith
Note: Roll d6. On a result of 1-3, roll d20 on Profession A column. On a result of 4-6, roll d20 on Profession B column.