Archive for September, 1999

Magic Item Tables

Thursday, September 9th, 1999
1d100Sword
01-13sword+1, +3 vs dragons
14-26sword+1, +3 vs lycantheropes
27-39sword+1, +3 vs undead
40-49sword+1, +3 vs spellcasters
50-59sword+1, +3 vs regeneration
60-65sword+1, cure lt wounds 1/day
66-71sword+1, light 1/day
72-77sword+1, darkness 1/day
78-82sword+1, locate object 1/day
83-86sword+2, flames on command
87-90sword+2, charm person on hit
95-97sword+1, haste user 1/day
98-99sword+1, drain life energy (1d4+4)
100sword+1, wishes (1d4)
1d100Weapon
01-07dagger+1, +3 vs kobolds, goblins, orcs
08-20dagger+1, +3 vs elementals
15-21dagger+1, +3 vs enchanted
22-27mace+1, +4 vs undead
28-33war hammer+1, +4 vs dragons
34-39war hammer+1, +4 vs regeneration
40-45battle axe+1, +4 vs dragons
46-51battle axe+1, +4 vs giants
52-57battle axe+1, +4 vs kobolds, goblins, orcs
58-63polearm+1, +4 vs dragons
64-69polearm+1, +4 vs giants
70-73staff+1, read magic (unlimited)
74-77staff+1, detect magic (unlimited)
78-81mace+1, locate object 1/day
82-85mace+1, cure lt wounds 1/day
86-88whip+1, hold person on hit
89-91spear+2, light 1/day
92-94hand axe+2, double range
95-97war hammer+2, striking 1/day
98-99dagger+1, invisibility 1/day
100war hammer+3, boomerang
1d100Missile/Weapon
01-1420 arrows+1, +4 vs dragons
15-2220 arrows+1, +4 vs lycantheropes
23-3220 arrows+1, +4 vs regeneration
33-4220 arrows+1, +4 vs spellcasters
43-5220 arrows+1, +4 vs undead
53-6010 arrows+2, charm person on hit
61-6710 stones+2, hold person on hit
68-7410 arrows+2, flame (2d6 dmg)
75-8010 arrows+2, lightning (2d6 dmg)
81-8710 quarrels+3, leech (-1 hp/rnd)
88-91sling+1, +3 vs giants
92-94sling+1, +3 vs spellcasters
95-96crossbow+1, darkness on impact
97-98short bow+1, light on impact
99-100long bow+1, dispel magic on impact
1d100Armor
01-11shield+1, +3 vs breath
12-22shield+1, +3 vs spells
23-32shield+1, +3 vs paralysis/stone
33-42leather armor+1, +4 vs poison/death
43-52leather armor+1, +4 vs paralysis/stone
53-60plate mail+1, +3 vs breath
61-68plate mail+1, +3 vs spells
69-75plate mail+1, +3 vs paralysis/stone
76-81chain mail+1, +4 vs poison/death
80-83chain mail+1, +4 vs spells
84-87chain mail+1, +4 vs paralysis/stone
88-91shield+2, +5 vs breath
92-93shield+3
95-97chain mail+2, absorb 2 dmg/attack
98-99plate mail+2, absorb 2 dmg/attack
100leather armor+3, absorb 3 dmg/attack

Notes:

  • 1 in 20 chance of being cursed
  • Hold Person on hit: operates just like the spell, but there is no -2 penalty to save
  • Flame and lightning arrows turn into a bolt of flame or lightning when fired,doing 2d6 dmg.
  • Leech arrows do 1 hp/round after the initial strike until the arrow is removed or healing is applied.
  • Light/darkness on impact: if a creature is hit, he is the victim of the spell, and must save or be blinded.

Dungeon Master Tips from the Astral Plane

Wednesday, September 8th, 1999

This is just a list of guidelines I made for myself as a young gamer. Most of these should be obvious, but maybe we need a reminder from time to time.

  • Concentrate on role-playing monsters, think less of numbers
  • Create characters with different personalities
  • Create strong villains who fight intelligently
  • Don’t let all monsters always fight to the death
  • Don’t tell the players everything
  • Don’t give the players suggestions
  • Don’t let the players be in control, be fair, and don’t go ahead until you’re ready
  • Keep game rythm in mind and have encounters as neccessary
  • Keep monster menu, not a chart, and choose from this
  • KISMIF (keep it simple, make it fun) – see Dragon Magazine issue no. 175
  • Action is more fun than architecture
  • People are more interesting than buildings
  • Don’t create lengthy battles with unworthy adversaries

Optional Rules for Classic Games

Monday, September 6th, 1999

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. (more…)