Thursday, September 9th, 1999
| 1d100 | Sword |
| 01-13 | sword+1, +3 vs dragons |
| 14-26 | sword+1, +3 vs lycantheropes |
| 27-39 | sword+1, +3 vs undead |
| 40-49 | sword+1, +3 vs spellcasters |
| 50-59 | sword+1, +3 vs regeneration |
| 60-65 | sword+1, cure lt wounds 1/day |
| 66-71 | sword+1, light 1/day |
| 72-77 | sword+1, darkness 1/day |
| 78-82 | sword+1, locate object 1/day |
| 83-86 | sword+2, flames on command |
| 87-90 | sword+2, charm person on hit |
| 95-97 | sword+1, haste user 1/day |
| 98-99 | sword+1, drain life energy (1d4+4) |
| 100 | sword+1, wishes (1d4) |
| 1d100 | Weapon |
| 01-07 | dagger+1, +3 vs kobolds, goblins, orcs |
| 08-20 | dagger+1, +3 vs elementals |
| 15-21 | dagger+1, +3 vs enchanted |
| 22-27 | mace+1, +4 vs undead |
| 28-33 | war hammer+1, +4 vs dragons |
| 34-39 | war hammer+1, +4 vs regeneration |
| 40-45 | battle axe+1, +4 vs dragons |
| 46-51 | battle axe+1, +4 vs giants |
| 52-57 | battle axe+1, +4 vs kobolds, goblins, orcs |
| 58-63 | polearm+1, +4 vs dragons |
| 64-69 | polearm+1, +4 vs giants |
| 70-73 | staff+1, read magic (unlimited) |
| 74-77 | staff+1, detect magic (unlimited) |
| 78-81 | mace+1, locate object 1/day |
| 82-85 | mace+1, cure lt wounds 1/day |
| 86-88 | whip+1, hold person on hit |
| 89-91 | spear+2, light 1/day |
| 92-94 | hand axe+2, double range |
| 95-97 | war hammer+2, striking 1/day |
| 98-99 | dagger+1, invisibility 1/day |
| 100 | war hammer+3, boomerang |
| 1d100 | Missile/Weapon |
| 01-14 | 20 arrows+1, +4 vs dragons |
| 15-22 | 20 arrows+1, +4 vs lycantheropes |
| 23-32 | 20 arrows+1, +4 vs regeneration |
| 33-42 | 20 arrows+1, +4 vs spellcasters |
| 43-52 | 20 arrows+1, +4 vs undead |
| 53-60 | 10 arrows+2, charm person on hit |
| 61-67 | 10 stones+2, hold person on hit |
| 68-74 | 10 arrows+2, flame (2d6 dmg) |
| 75-80 | 10 arrows+2, lightning (2d6 dmg) |
| 81-87 | 10 quarrels+3, leech (-1 hp/rnd) |
| 88-91 | sling+1, +3 vs giants |
| 92-94 | sling+1, +3 vs spellcasters |
| 95-96 | crossbow+1, darkness on impact |
| 97-98 | short bow+1, light on impact |
| 99-100 | long bow+1, dispel magic on impact |
| 1d100 | Armor |
| 01-11 | shield+1, +3 vs breath |
| 12-22 | shield+1, +3 vs spells |
| 23-32 | shield+1, +3 vs paralysis/stone |
| 33-42 | leather armor+1, +4 vs poison/death |
| 43-52 | leather armor+1, +4 vs paralysis/stone |
| 53-60 | plate mail+1, +3 vs breath |
| 61-68 | plate mail+1, +3 vs spells |
| 69-75 | plate mail+1, +3 vs paralysis/stone |
| 76-81 | chain mail+1, +4 vs poison/death |
| 80-83 | chain mail+1, +4 vs spells |
| 84-87 | chain mail+1, +4 vs paralysis/stone |
| 88-91 | shield+2, +5 vs breath |
| 92-93 | shield+3 |
| 95-97 | chain mail+2, absorb 2 dmg/attack |
| 98-99 | plate mail+2, absorb 2 dmg/attack |
| 100 | leather 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.
Tags: armor, curse, dm, dragons, mace, magic, poison, shield, spells, sword, table
Posted in Equipment | No Comments »
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
Tags: character, chart, encounter, game, Monsters, player, tips
Posted in Rules Hints & Tips | No Comments »
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…)
Tags: armor, assassin, character, Character Classes, chart, dice, dm, dragons, encounter, Equipment, fighter, game, games, mage, magic, Monsters, player, poison, random, rules, shield, spells, table, thief, treasure, weapons, wizard
Posted in Rules Hints & Tips | 1 Comment »