Special Character Sheet
I made this one to accommodate non-traditional classes or monsters that I felt should be able to gain levels with the players. It contains places to put the level, max level, which saving throw chart to follow, xp chart, hit roll chart, etc. so that you can keep a record of that special character.
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Traditional Character Sheet
Traditional style record sheet, landscape-style. I also have a Character Sheet Made with Scribus that looks very similar.
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Campaign Record Sheet
A sheet with calendars to keep track of campaign details, events, and passed time.
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Modified Weapon Chart
This is, in my opinion, a new and better alternative to the “New Weapon System” that allows characters to attempt at one or two-handed weapon use on just about all weapons. I decided that only certain weapons should be allowed to be used optionally one or two handed (particularly I don’t think two-handed weapons should be used one-handed). Also, I think the damage of fired arrows and sling stones should be increased. Finally, I decided there shouldn’t be so much tampering with hit rolls. See the rest of this entry…
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Alternate Rulebooks
As you know, the original Dungeons & Dragons game has long been out of print. Even if you can’t get your hands on one of the older rule sets, you can still use one of a couple of replacements: Basic Fantasy or Labyrinth Lord.
You can download the rulebooks in PDF format for free below.
Other Heroes Only authors and I have contributed to Basic Fantasy, and have found the policies surrounding the production of the game to be the most favorable. (Chris Gonnerman, the creator and editor of the game materials, chooses not to attempt to make a profit on it despite all of his hard work.) See the rest of this entry…
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Fighter Combat Skills
Let’s face it, playing a Fighter level after level can get a little boring. A good DM will include some pretty interesting magical items, but aside from that it’s likely that your strategy in battle tends to be “attack the nearest enemy.” A few things have been tried in the history of D&D to make the Fighter a little more interesting and give them something to look forward to.
Fighter Combat Options seem to have been a combined attempt at codifying the kinds of maneuvers that characters can make in a board game-like battle, and to give fighters a couple of extra moves so they can do something besides roll 1d20 in a fight.
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Mystic Weapons
Nunchucku – 1d6 – (F,C,T,E,D,H,My) Small, 2-handed weapon that doesn’t lose initiative. Can be used to give +1 in wrestling for choking.
Tetsubo – 1d8 – (F,C,E,D,My,Dr) – Large, 2-handed weapon that loses initiative; pole arm rules.
Sode Garami – 1d4 – (F,E,My,Dr) Large, 2-handed weapon that loses initiative. Can be used to catch the sleeves of the opponent; opponent gets save vs. paraysis.
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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.
Today is a day to think about how D&D has affected our lives: not just the game itself, but also the multitude of other RPGs that were inspired by the creation of the game. And we should also take a moment to remember the Father of Roleplaying, Gary Gygax.
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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.
Good Ideas
The d20 system has several good ideas that make it easier to understand and more easy to play.
- Positive AC. A larger AC is better than a smaller one makes more sense.
- Magic. I like the idea of the effectiveness of saving throws being based on spell level. This makes more powerful magic inherently harder to avoid than less powerful magic, and it makes a lot of sense. I never liked the way a sixth level spell like Death could be simply shrugged off by a Save vs Death Ray, the easiest saving throw to make.
- Saving Throws. Having saving throws based on “reflex” or other descriptions of how a character may actually avoid a situation is clearer.
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