Posts

Rethinking Elves pt 1: Why I'm not a Fan, and yet I keep working on them.

I don't like elves. There, I said it. I'm not a fan of their long ass lives and how it makes world histories really weird when you have to contend with a work where your PC's dad might have met Christ, your PC might have been around for the civil war, and I the GM might have to figure out how much they know compared to the humans; I don't like how they are generally written as supposedly mostly CG, one of the most ill defined and most prone to misunderstanding and stupidity of all the Good alignments in gaming, I don't like how they all tend to be said to be long view goodies but who are somehow also petulant feudalist who tend to have kings and courts and somehow seem just as short sighted as the humans, and in hate how all of them tend to be some form of idealized white beauty in art while being called, "otherworldly beautiful".  It's all bad, and it's all so painfully redundant . And yet, I can't get away from the fuckers. Players want to ru

Making Curses Work: How the Rules can Add to your Game Rather than Take

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       Okay, I have a confession, I really hate the way that cursed items are presented in D&D and its children such as Pathfinder. As most groups and PR that you will see from outside the text will tell you, Cursed Items are the classic worst case scenario that you will see from classic literature. The bag that eats your items & your hand, the sword that makes you weaker not stronger, the crown that makes you mad or dumber rather than smarter, all of these things are really cool and fascinating but limits the actual use of the mechanic throughout the vast majority of games. Most players do not want to get saddled with weakening swords they cannot use, and most GMs don't want to stick players with bad items that are usually unfun in most instances and find using them to oftentimes feel more like a punishment than anything else.       And all of that is a shame, because as written, there's A LOT of really cool stuff that is written into the cursed rules that just gets gl

Designing from the Style Sheet pt. 3: Halfling Homesteader

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Halfling Tenderfoot CR 1/3 XP 135 Halfing  commoner  1 NG Small  humanoid  (halfling) Init  +1d4;  Senses   Perception  +1 DEFENSE AC  14, touch 13,  flat-footed  12 (+1  armor , +2 Dex, +1 size) hp  3 (1d6) Fort  +1,  Ref  +1d4+1,  Will  +0; +2 vs. fear OFFENSE Speed  20 ft. Melee  shillelagh club +1 (1d6/19-20) or crowbar -1 (1d6) Ranged  sling +1d4+1 (1d3; 50ft.) Combat Abilities  Large Target (+1 dmg to target w/sling per size category difference) Combat Gear  potion of cure light wounds, sling bullets (10) STATISTICS Str  10,  Dex  15,  Con  11,  Int  10,  Wis  9,  Cha  10 Base Atk  +0;  CMB  -1;  CMD  11 Feats  Large Target Skills  Acrobatics 1d4+2, Climb +2, Craft (blacksmith) +6,  Handle Animal  +4, Heal +1 (w/Healer's Kit), Perception +1 Languages  Common, Halfling Gear  reinforced tunic,   healer's kit, artisan's tools mwk, backpack mwk, Rogue's Kit, 2 copper rings (10 gp each),  2 silver rings (10 gp each), 8 gp, 9 sp SPECIA

Designing from the Style Sheet pt. 2: Ranged Variant & Others

After finishing the last post I realized I had a TON of ideas inspired by that style sheet for the Frontiersmen and decided to push out a few more of these based on various other stereotypical character archs for the Frontiersmen culture. So, without further adeu enjoy this ranged variant of the Homesteader and maybe a Halfling Homestead Slinger. Homesteader Greenhorn (Ranged) CR 1/3 XP 135 Human   commoner  1 N Medium  humanoid  ( human ) Init  +1d4;  Senses   Perception  +3 DEFENSE AC  14, touch 12,  flat-footed  12 (+2  armor , +2 Dex) hp  4 (1d6+1) Fort  +1,  Ref  +1d4,  Will  -1 OFFENSE Speed  30 ft. Melee  kitchen knife +1d4-1 (1d3/19-20) Ranged slurbow +1d4 (1d10/19-20; 120ft.) or kitchen knife +1d4-1 (1d3/19-20; 10 ft.) Combat Abilities  Point-Blank Shot (+1 ranged atk & dmg within 30 ft.) Combat Gear  potion of cure light wounds STATISTICS Str  11,  Dex  15,  Con  12,  Int  10,  Wis  9,  Cha  8 Base Atk  +0;  CMB  +0;  CMD  12 Feats  Point-Blank

Designing on Style: Building an NPC Blank from a Design Doc

Over the last few days, I was inspired to create a series of Style Guide for my home campaign and figured that this work would be perfect project for my audience to enjoy. The first in this series is the Frontiersmen. Settler immigrants and their descendants, these people are a culture and one of the primary factions that my Players may join as a faction option for my campaign. This makes them one of the most important and most common peoples they are likely to run into during any given session, and that means their consistent portrayal is important to not only telling my story, but to achieving immersion going forward. So with that, lets look at... The Concept:  Frontiersmen are meant to be a hodgepodge, a group of immagrants from Empire to the Southeast that have migrated here over the centuries for a variety of reasons. This means that this faction is in some ways even less consistent internally than other factions might be, since their only initial defining feature is, "le