In Memory of Gary Gygax
Today Gary Gygax passed away. He was the co-creator of the game we all enjoy so much: Dungeons & Dragons. A lot of us honed our vocabulary, our critical thinking, and creativity due to Gary Gygax’s work. It created communities where we found new friends and were able to keep them through on-going games.
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Critique of Dungeons & Dragons 3rd Edition
With 4th edition just around the corner, I thought I’d give my impression of 3rd Edition and the d20 system. See the rest of this entry…
Topics: Rules Hints & Tips | 5 Comments »
Chi Powers
First of all, this system may seem a little complex at first, but try to read it and see where it’s going. If it’s too much, simplify to suit your needs, but try to keep game balance (either through the rules, or through who obtains chi powers).
Topics: Celestial & Arcane | No Comments »
Character Sheet Made with Scribus
Recently I’ve wanted to learn how to use Scribus to do page layouts. Scribus is a free, open source page layout software. So here is my first production with Scribus: a landscape oriented character sheet based on the class D&D character sheet.
Topics: Printable Sheets | 3 Comments »
Spell Variations: Wizards’ Panache
The Color of Magic was an excellent article from Dragon Magazine issue no. 200 by Dan Joyce. I particularly liked it because it showed how the real game isn’t about rules and dice rolling–it’s about story and wonder. It explained how the mechanics of various spells (do damage, heal, improve AC, etc.) are really all the same, it’s how the spells are perceived that make the real difference. Additionally, I have found it a useful technique to tweak certain spells that seem “broken” for a particular campaign.
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Half-orc
- Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
- Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
- Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
- Maximum Level: 12 (36, if optional rules are used.)
- Armor: Any; shields permitted.
- Weapons: Any.
- Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell
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Ranger
Upon reaching 9th level, a Neutral traveling fighter may elect to become a Ranger. The following requirements must be met: See the rest of this entry…
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Modified Mystic or Monk
Modified Mystic and Monk from Dragon Magazine 09/1981
- Prime Requisite: Strength and Dexterity. Other Requirements: Wisdom 9, or better.
- Experience Bonus: 5% for Strength or Dexterity 16-18; 10% for Strength and Dexterity 16-18.
- Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2/level after 9 with no CON adjustments.
- Maximum Level: 21.
- Armor: None; shield not permitted.
- Weapons: Any.
- Special Abilities: At 1st level — Armor Class bonuses, increased Movement, Find Traps, Climb Walls, Move Silently, Hear Noise, Martial Arts and Mystical Abilities.
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