Baltic D&D House Rules 1

Hello again, this time it’s first collection of house rules from my Baltic D&D campaign based on Basic D&D Rules Cyclopedia.

These are mostly house rules I wrote up when designing the campaign, many are about modifying character classes. All of them were taken into use straight to first session.

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Ascending AC for Basic D&D

Basic D&D is an old beast that uses descending AC and THAC0. When I was starting this campaign and going through the rulebook I quickly came to the conclusion that I don’t want to do table lookups every time monsters are attacking the PCs. That would get tedious very quickly. I’ve played a lot of D&D 3.x which uses ascending AC and attack bonuses that make the whole attack and defense system very straight forward to use.

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Guns!

Or rules for modern firearms for Pathfinder.

It seems that my own rule system is on indefinite hold and I’m switching to Pathfinder to run my own Kingmaker style campaign in the near future. The world I set the campaign will the same I used with my own rules so I need rules for various guns. Paizo has published rules for firearms up to around 19th century tech but I need rules for 20th century and future guns so I wrote my own. These are first version and I’m not entirely sure about these. The damage values and prices are something to carefully think. Not sure how expensive these should be, the idea is that player characters can buy these from certain NPCs if they have the money but they shouldn’t be cheap. On the other hand selling them for huge amounts of cash should not be possible. Also the campaign is supposed to be lower magic (magic item wise) then regular Pathfinder so these should replace some of the magic armaments PCs normally have.

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Feathers, tusks and moles

I’m not dead yet.

Lot of stuff has happened since the last session report, holiday season, couple of session, me being sick and hellishly busy at work.

Quick recap of the couple of last sessions before today’s session. Heroes tried to get the dragon again, this time they found the lair when the dragon was returning to it and tried to climb up to it. Unfortunately they fooled around with magic and alerted the dragon and the same player lost another character, this time to the dragons fiery breath when he was halfway up to cliff and couldn’t get away. Rest barely managed to make it back to town of Edge. Continue reading

d12 Magic, Spells

Spells (so far) are based on D&D spells and modified to d12 system. I might start writing original spells sometime but at the moment I’ll use what is available.

Spell Stats

All spells have following stats.

  • Casting Difficulty (10+)
  • Learning Difficulty (10+)
  • Resisted (yes/no)
  • Target (self/single/multiple target/area)
  • Range (touch/range/line of sight/plane/unlimited)
  • Casting time
  • Duration
  • Description (including scaling effects)

As general scaling effect for all spells that can be resisted, extra degrees of success can be used to give the target penalty dice to the resistance roll. Continue reading

d12 Magic, Spellcasting

Second part of the magic rules.

How mages cast spells and what skills they use and all miscellaneous weirdness and little things that come from using magic.

Magic Skills

  • Channeling
  • Advanced skill used to cast spells
  • Mages channel energy from Sea of Chaos/Hyper dimensions to power their spells
  • No specializations
  • Energy Manipulation
  • Advanced skill used to control magical energies
  • Used to prevent side effects or control them
  • Specialization
  • Resistance, resist hostile spells
  • Control, preventing and controlling side effects or manipulating ongoing magical effects
  • Store, temporarily store channeled energy to gather enough for big effects Continue reading