Wednesday, November 28, 2012

Magic Gems





I have been playing Torchlight 2 and I really like all the socketed items and the way those work. To that end I have been playing around with the following magic item idea for my D&D game.

Magic Gems

Magic Gems attach to magic weapons and armor. Only 1 gem can attach to any given item. Effects of multiple weapon gems and multiple armor gems do not stack. Once a gem is attached it cannot be removed without destroying the item.


Orange Gem - Exploding Fire

Weapon - Weapon does 2d6 fire damage on a successful hit. If either fire damage die rolls a 6 roll another d6 and add this to the total. If this die rolls a 6 add another die. Continue this until no die rolls a 6.

Armor - Resist fire. Take 1/2 damage from magical fire based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes fire damage as shown for weapon above.


Yellow Gem - Chain Lightning

Weapon - Weapon does 3d6 lightning to primary target on a successful hit. The lightning then arcs to the closest additional enemy target (if one exists) and does 2d6 damage to that target, and finally arcs again for 1d6 lightning damage to a third and final enemy target if one is available.

Armor - Resist lightning. Take 1/2 damage from magical lightning based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes lightning damage as shown for weapon above.


Blue Gem - Freezing Ice

Weapon - Weapon does 2d6 ice damage on a successful hit. Further if the 2d6 damage roll is "doubles" the target is frozen solid until the beginning of your next turn. A frozen target has their Armor Class reduced by -5 and all attacks on a frozen target inflict double damage. If a frozen target is reduced to 0 HP while frozen they shatter doing 2d6 damage to everything within 5 feet of the exploding corpse.

Armor - Resist ice/cold. Take 1/2 damage from magical ice/cold based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes ice/cold damage as shown for weapon above.


Red Gem - Blood Stone

Weapon - Weapon does 1d6 vampiric damage. You heal a like amount.

Armor - Regeneration. Regain 1 HP every minute.


White Gem - Holy Pearl

Weapon - Weapon does 2d6 holy damage on a successful hit or 1d6 holy damage on a miss. No damage is done if the unadjusted roll to hit is a 1.

Armor - Resurrection. If you die, you are resurrected instantly to full hit-points. This destroys the Holy Pearl which shatters and cannot be used again.


Black Gem - Shadow Onyx

Weapon - Shadow Weapon. Grants proficiency of the weapon for anyone with a Dexterity of 13 or greater. Makes the weapon a finesse weapon. Double the characters Dexterity bonus is applied to attack and damage rolls with the weapon.

Armor - Shadow Armor. Grants proficiency of the armor for anyone with a Dexterity of 13 or greater. Makes the armor light class armor. Double the characters Dexterity bonus is applied to Armor Class while wearing the armor.



Buying Magic Gems

There is a fair (30%) chance that a magic shop has Magic Gems for sale ... Roll d20.

01-14 = 0 gems available
15-17 = 1 gem available
18-19 = 2 gems available
20 = 3 gems available

Type of Gem found ... Roll d12.

1-3 = Exploding Fire (orange) 1000 GP
4-6 = Chain Lightning (yellow) 1000 GP
7-9 = Freezing Ice (blue) 1000 GP
10 = Blood Stone (red) 5000 GP
11 = Holy Pearl (white) 5000 GP
12 = Shadow Onyx (black) 5000 GP



- Posted using BlogPress from my iPad

Magic Gems





I have been playing Torchlight 2 and I really like all the socketed items and the way those work. To that end I have been playing around with the following magic item idea for my D&D game.

Magic Gems

Magic Gems attach to magic weapons and armor. Only 1 gem can attach to any given item. Effects of multiple weapon gems and multiple armor gems do not stack. Once a gem is attached it cannot be removed without destroying the item.


Orange Gem - Exploding Fire

Weapon - Weapon does 2d6 fire damage on a successful hit. If either fire damage die rolls a 6 roll another d6 and add this to the total. If this die rolls a 6 add another die. Continue this until no die rolls a 6.

Armor - Resist fire. Take 1/2 damage from magical fire based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes fire damage as shown for weapon above.


Yellow Gem - Chain Lightning

Weapon - Weapon does 3d6 lightning to primary target on a successful hit. The lightning then arcs to the closest additional enemy target (if one exists) and does 2d6 damage to that target, and finally arcs again for 1d6 lightning damage to a third and final enemy target if one is available.

Armor - Resist lightning. Take 1/2 damage from magical lightning based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes lightning damage as shown for weapon above.


Blue Gem - Freezing Ice

Weapon - Weapon does 2d6 ice damage on a successful hit. Further if the 2d6 damage roll is "doubles" the target is frozen solid until the beginning of your next turn. A frozen target has their Armor Class reduced by -5 and all attacks on a frozen target inflict double damage. If a frozen target is reduced to 0 HP while frozen they shatter doing 2d6 damage to everything within 5 feet of the exploding corpse.

Armor - Resist ice/cold. Take 1/2 damage from magical ice/cold based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes ice/cold damage as shown for weapon above.


Red Gem - Blood Stone

Weapon - Weapon does 1d6 vampiric damage. You heal a like amount.

Armor - Regeneration. Regain 1 HP every minute.


White Gem - Holy Pearl

Weapon - Weapon does 2d6 holy damage on a successful hit or 1d6 holy damage on a miss. No damage is done if the unadjusted roll to hit is a 1.

Armor - Resurrection. If you die, you are resurrected instantly to full hit-points. This destroys the Holy Pearl which shatters and cannot be used again.


Black Gem - Shadow Onyx

Weapon - Shadow Weapon. Grants proficiency of the weapon for anyone with a Dexterity of 13 or greater. Makes the weapon a finesse weapon. Double the characters Dexterity bonus is applied to attack and damage rolls with the weapon.

Armor - Shadow Armor. Grants proficiency of the armor for anyone with a Dexterity of 13 or greater. Makes the armor light class armor. Double the characters Dexterity bonus is applied to Armor Class while wearing the armor.



Buying Magic Gems

There is a fair (30%) chance that a magic shop has Magic Gems for sale ... Roll d20.

01-14 = 0 gems available
15-17 = 1 gem available
18-19 = 2 gems available
20 = 3 gems available

Type of Gem found ... Roll d12.

1-3 = Exploding Fire (orange) 1000 GP
4-6 = Chain Lightning (yellow) 1000 GP
7-9 = Freezing Ice (blue) 1000 GP
10 = Blood Stone (red) 5000 GP
11 = Holy Pearl (white) 5000 GP
12 = Shadow Onyx (black) 5000 GP



- Posted using BlogPress from my iPad

Friday, November 9, 2012

Dave Bezio's X-plorers





Next in my series of reviews in the, "Great things come in small packages!" category is: X-plorers by Dave Bezio.

I own the PDF and print versions of X-plorers and let me start by saying, if you own a free version of the game, it's well worth your money to upgrade. This book is gorgeous! Art, layout, editing, everything in the Brave Halfling Publishing edition of this game is excellent and professional. X-plorers' production values are second to none. It scores a perfect 5 out of 5 for style and presentation. And at a petite 39 pages, X-plorers is the epitome of quality over quantity. This is how every RPG should be done.

X-plorers is a science fiction themed space exploration RPG. The game feels like a good balance of science fantasy and space opera and I think it could handle anything from Star Trek to Firefly to Starship Troopers to Star Wars inspired star-faring adventure pretty well.

Characters are defined through four primary attributes that range from 3 to 18 and familiar terms like initiative, armor class, saving throws, and hit points, all work as you'd expect. The four base character classes are good fits for the genre and the skill system looks to be perfect for the OSR feel the game is shooting for.

Basically skills work like old school saving throws. You have target numbers based upon your character class. As you level up the target numbers go down making the skill checks easier to hit. Clean, simple, very old school. It makes the game easy to play, easy to maintain. It's the kind of thing I want at my gaming table.

The rules include space ship and world design, space combat, psionic powers, alien creature and robot design, everything you'd want to see in a scifi RPG with the possible exception of cyber-punk style trimmings, but I feel like that's really a separate genre anyway.

The next time I want to run a SciFi RPG, I will definitely turn to X-plorers. It can easily handle anything a more complex game like Traveller can do with a fraction of the book keeping.

Get X-plorers HERE ... It's awesome!



Regards,



Jeff



- Posted using BlogPress from my iPad

Dave Bezio's X-plorers





Next in my series of reviews in the, "Great things come in small packages!" category is: X-plorers by Dave Bezio.

I own the PDF and print versions of X-plorers and let me start by saying, if you own a free version of the game, it's well worth your money to upgrade. This book is gorgeous! Art, layout, editing, everything in the Brave Halfling Publishing edition of this game is excellent and professional. X-plorers' production values are second to none. It scores a perfect 5 out of 5 for style and presentation. And at a petite 39 pages, X-plorers is the epitome of quality over quantity. This is how every RPG should be done.

X-plorers is a science fiction themed space exploration RPG. The game feels like a good balance of science fantasy and space opera and I think it could handle anything from Star Trek to Firefly to Starship Troopers to Star Wars inspired star-faring adventure pretty well.

Characters are defined through four primary attributes that range from 3 to 18 and familiar terms like initiative, armor class, saving throws, and hit points, all work as you'd expect. The four base character classes are good fits for the genre and the skill system looks to be perfect for the OSR feel the game is shooting for.

Basically skills work like old school saving throws. You have target numbers based upon your character class. As you level up the target numbers go down making the skill checks easier to hit. Clean, simple, very old school. It makes the game easy to play, easy to maintain. It's the kind of thing I want at my gaming table.

The rules include space ship and world design, space combat, psionic powers, alien creature and robot design, everything you'd want to see in a scifi RPG with the possible exception of cyber-punk style trimmings, but I feel like that's really a separate genre anyway.

The next time I want to run a SciFi RPG, I will definitely turn to X-plorers. It can easily handle anything a more complex game like Traveller can do with a fraction of the book keeping.

Get X-plorers HERE ... It's awesome!



Regards,



Jeff



- Posted using BlogPress from my iPad

Friday, November 2, 2012

The Future is Now





Tablets are changing the way we use, think of and experience computers. I think about my iPad and the computer displays on Star Trek and it makes me realize that the future is now.

This post will be a bit of a departure for me. I have mentioned my passion for my iPad and today's release of the iPad mini has me surfing the web reading about tablets ... So, I decided to share links to some information that I found interesting. If you have an interest in tablets ... Take a look!

http://hexus.net/tech/reviews/software/47305-windows-8-part-one-rebirth/

http://hexus.net/tech/reviews/software/47309-windows-8-part-two-modern-ui/

http://hexus.net/tech/reviews/software/47313-windows-8-part-three-desktop/

http://www.trustedreviews.com/ipad-4_Tablet_review

http://www.t3.com/reviews/ipad-mini-review

http://reviews.cnet.com/google-nexus-7/


- Posted using BlogPress from my iPad

The Future is Now





Tablets are changing the way we use, think of and experience computers. I think about my iPad and the computer displays on Star Trek and it makes me realize that the future is now.

This post will be a bit of a departure for me. I have mentioned my passion for my iPad and today's release of the iPad mini has me surfing the web reading about tablets ... So, I decided to share links to some information that I found interesting. If you have an interest in tablets ... Take a look!

http://hexus.net/tech/reviews/software/47305-windows-8-part-one-rebirth/

http://hexus.net/tech/reviews/software/47309-windows-8-part-two-modern-ui/

http://hexus.net/tech/reviews/software/47313-windows-8-part-three-desktop/

http://www.trustedreviews.com/ipad-4_Tablet_review

http://www.t3.com/reviews/ipad-mini-review

http://reviews.cnet.com/google-nexus-7/


- Posted using BlogPress from my iPad

Thursday, October 25, 2012

Converting D&D Armor Class to Retro Phaze Defense





If you want to use an OSR compatible supplement with Retro Phaze you will need to do some converting to make things work.

The key score you will need to convert is Armor Class.

For the most part, the quick and dirty rule for converting D&D Ascending Armor Class (higher is better) to Retro Phaze Defense is: Armor Class divided by two, round fractions up, and then add one to the result.

This is a pretty quick and easy formula for the Ref on the go, but it doesn't always work when comparing AC to actual RP armor values, so the graphic above includes a table with the true conversion values for when you need to be more accurate.

If you haven't checked Retro Phaze out yet, give it a look. It's awesome!


Regards,



Jeff


- Posted using BlogPress from my iPad

Converting D&D Armor Class to Retro Phaze Defense





If you want to use an OSR compatible supplement with Retro Phaze you will need to do some converting to make things work.

The key score you will need to convert is Armor Class.

For the most part, the quick and dirty rule for converting D&D Ascending Armor Class (higher is better) to Retro Phaze Defense is: Armor Class divided by two, round fractions up, and then add one to the result.

This is a pretty quick and easy formula for the Ref on the go, but it doesn't always work when comparing AC to actual RP armor values, so the graphic above includes a table with the true conversion values for when you need to be more accurate.

If you haven't checked Retro Phaze out yet, give it a look. It's awesome!


Regards,



Jeff


- Posted using BlogPress from my iPad

Friday, October 19, 2012

I made this character sheet for use with Retro Phaze!





I created this character sheet for Retro Phaze. I would love to have some feedback on it. It's the first time I've done anything like this with my iPad. Let me know what you think, and I am open to suggestions for changes, additions, improvements!

Regards,



Jeff


- Posted using BlogPress from my iPad

I made this character sheet for use with Retro Phaze!





I created this character sheet for Retro Phaze. I would love to have some feedback on it. It's the first time I've done anything like this with my iPad. Let me know what you think, and I am open to suggestions for changes, additions, improvements!

Regards,



Jeff


- Posted using BlogPress from my iPad

Thursday, October 11, 2012

Retro Phaze RPG Review





A few months ago I reviewed "The Supercrew" by Tobias Radesäter. I began that review by saying: I believe that good things come in small packages. Along those same lines, the latest game to grab my attention is another example of gaming greatness packaged in only a handful of pages. Let's call this the second in a series of my "Great Games in Small Packages" reviews.

Retro Phaze by John Higgins is an old-school game with a unique flavor that I believe worthy of special mention and more than a little praise. But I very nearly gave it a miss, and that would have been a tragedy.

The cover of Retro Phaze boasts: "Eight-Bit Fantasy Role-Playing" which put me in mind of the games, "Super Console" and "8-Bit Dungeon" which certainly have their charms, but which I feel cater to a very focused and select audience and are limited in scope by the nature of their designs.

My brain immediately relegated "Retro-Phaze" to this same category and but for the fact that Lulu has the PDF version of the game available for free, things might have ended there. But, as the PDF was freely available and I had been browsing around for something to read, I went ahead and gave Retro Phaze a look.

Forget the cover and the "Eight-Bit Fantasy" tag-line for a moment. What struck me about RP as I began flipping through its pages is that it is a very complete and well reasoned OSR Game. Not a clone, but an original interpretation of the first RPG, and a good one ... a very good one.

RP's source of inspiration does not limit it, it elevates it. I liken Retro Phaze to Lamentations of the Flame Princess. LotFP makes changes to the first RPG in order to streamline clarify and re-imagine the system into the best that it can be. The changes that are made keep its setting, "weird fantasy" in mind while staying true to the playability and spirit of the original rules set.

Retro Phaze does the same: new ideas, streamlined rules, and a complete package that stays true to the "old school" while serving its setting ... in this case, not "weird fantasy" but classic JRPG's like Final Fantasy and Dragon Warrior.

Probably the biggest departure in RP from the original rules is an adaptation of the entire system from d20 to the d6. Some may balk at this change, but I was frankly amazed at the elegance with which it is accomplished. I have seen other house-rules that "convert" d20 systems to d6 ... But none of them are as clean and as natural as what I see here. I am a huge fan of the d6, and Retro Phaze proves that you can do OSR just fine without the d20.

Another big change is that Retro Phaze uses a set of four base attributes combining the effects of Strength and Constitution, keeping only Strength. And merging Wisdom and Charisma into a new attribute: Willpower. I like this consolidation as it makes these attributes more important. This change works well in combination with the new die mechanic and it shows that RP isn't tied to legacy mechanics just for the sake of them. Everything serves the system.

There are four races and four classes, culled from the old-school but sprinkled with JRPG flavor. There's the races of Man, Elf, Dwarf and Hob and the classes of Fighter, Monk, Wizard and Rogue. These can be chosen in any combination and they should feel familiar to any old-school player.

The classes do a few new things and I should mention that the Rogue is not a thief class, but rather a ranged combat specialist. RP does have a simple but very functional skill system that would enable someone so inclined to shape their Rogue into a Thief class easily if that's what they wanted.

Also new is optional 'upgrades' at 10th level that allow a Fighter to become a Paladin or a Rogue to become a Ranger. This diversity is a nice addition; it adds a new richness but feels both very old-school and very JRPG at the same time.

The game includes spell and monster lists taken from the game's JRPG inspirations. These are simple and concise. I especially liked the explanations for 'range' and 'spread' that help to define the scope of effect for every spell. All descriptions are minimized reducing the number of pages the game needs to do this job substantially in the process. There are a healthy number of spells and creatures and the game doesn't feel "lite" or incomplete in any way.

The game reminds me a bit of Dungeonslayers (3.5 ver.) in the way it manages to create a complete RPG package as concisely as possible. But, I find Retro Phaze's rules and mechanics to be more accessible, more familiar and more friendly than Dungeonslayers.

Game play itself is pure old-school. RP doesn't try to emulate the game play of an 8-bit RPG the way that Super Console does, and this is a blessing. When playing one of the classic console JRPG's one might think, "It would be so cool to play this as a tabletop adventure ..." that's what RP does.

To me games like Super Console that try to emulate the mechanics of a console's gameplay at the tabletop won't give you that. They work more in the reverse. If you are running your OSR group through an old-school dungeon crawl and you find yourself thinking, "This would make a cool console game ..." that, is what Super Console does. If that's what you want, cool. But, if you want to incorporate all the best tropes of the classic JRPG into your OSR game, then Retro Phaze was made for you.

In the last pages there are a generous number of example magic items and some examples of campaigns and styles of play inspired by early console RPG 's. There's even mention of using RP for a campaign set among the stars, and I could see RP working for that very well.

If you just want a very good, very clean, very complete old-school experience that uses a d6 and does everything that the best that the OSR can do, and does it in only 32 pages, Retro Phaze is for you. It's certainly for me, and since you can download the PDF for free from Lulu, what's holding you up? Give Retro Phaze a look.

On the negative side, RP is not what I would call a very pretty book. The art that has been 'pixelated' to create that 8-bit feel adds nothing very useful to the game's presentation. And as I said, I almost passed over the game all together, based strictly on "first impressions." I am very happy that I didn't. This is compounded by the fact that I didn't find any reviews for Retro Phaze with a cursory Google search. It seems that Retro Phaze has been sadly overlooked.

It would be nice if Retro Phaze could get a facelift. I would lose the "8-Bit" graphics for ones that emphasize the "J" in the JRPG aspects of those same inspirations, using anime style graphics to enforce the same feel. This change in presentation could improve Retro Phaze's visibility without changing a word of its text. And improved visibility for Retro Phaze would make me very happy, because quite frankly, it's awesome!

PROS:
OSR Friendly original game mechanics.
Uses D6 exclusively for greater accessibility.
Spells, Monsters, Magic Items, Races, Classes, Campaign Settings.
OSR Compatible Skill System!
Handles it's premise (JRPG Console Games) well.
Flexible enough for any OSR Fantasy style campaign.
Complete RPG in only 32 pages!!

CONS:
No Character Sheet or Sample Adventure.
Presentation would benefit from a facelift.

Nothing Else ... Really!
Retro Phaze is just about perfect!


PS - I bought a print on demand copy of Retro Phaze. If you like what you see, encourage the game's author by doing the same.


Regards,




Jeff Moore



- Posted using BlogPress from my iPad

Retro Phaze RPG Review





A few months ago I reviewed "The Supercrew" by Tobias Radesäter. I began that review by saying: I believe that good things come in small packages. Along those same lines, the latest game to grab my attention is another example of gaming greatness packaged in only a handful of pages. Let's call this the second in a series of my "Great Games in Small Packages" reviews.

Retro Phaze by John Higgins is an old-school game with a unique flavor that I believe worthy of special mention and more than a little praise. But I very nearly gave it a miss, and that would have been a tragedy.

The cover of Retro Phaze boasts: "Eight-Bit Fantasy Role-Playing" which put me in mind of the games, "Super Console" and "8-Bit Dungeon" which certainly have their charms, but which I feel cater to a very focused and select audience and are limited in scope by the nature of their designs.

My brain immediately relegated "Retro-Phaze" to this same category and but for the fact that Lulu has the PDF version of the game available for free, things might have ended there. But, as the PDF was freely available and I had been browsing around for something to read, I went ahead and gave Retro Phaze a look.

Forget the cover and the "Eight-Bit Fantasy" tag-line for a moment. What struck me about RP as I began flipping through its pages is that it is a very complete and well reasoned OSR Game. Not a clone, but an original interpretation of the first RPG, and a good one ... a very good one.

RP's source of inspiration does not limit it, it elevates it. I liken Retro Phaze to Lamentations of the Flame Princess. LotFP makes changes to the first RPG in order to streamline clarify and re-imagine the system into the best that it can be. The changes that are made keep its setting, "weird fantasy" in mind while staying true to the playability and spirit of the original rules set.

Retro Phaze does the same: new ideas, streamlined rules, and a complete package that stays true to the "old school" while serving its setting ... in this case, not "weird fantasy" but classic JRPG's like Final Fantasy and Dragon Warrior.

Probably the biggest departure in RP from the original rules is an adaptation of the entire system from d20 to the d6. Some may balk at this change, but I was frankly amazed at the elegance with which it is accomplished. I have seen other house-rules that "convert" d20 systems to d6 ... But none of them are as clean and as natural as what I see here. I am a huge fan of the d6, and Retro Phaze proves that you can do OSR just fine without the d20.

Another big change is that Retro Phaze uses a set of four base attributes combining the effects of Strength and Constitution, keeping only Strength. And merging Wisdom and Charisma into a new attribute: Willpower. I like this consolidation as it makes these attributes more important. This change works well in combination with the new die mechanic and it shows that RP isn't tied to legacy mechanics just for the sake of them. Everything serves the system.

There are four races and four classes, culled from the old-school but sprinkled with JRPG flavor. There's the races of Man, Elf, Dwarf and Hob and the classes of Fighter, Monk, Wizard and Rogue. These can be chosen in any combination and they should feel familiar to any old-school player.

The classes do a few new things and I should mention that the Rogue is not a thief class, but rather a ranged combat specialist. RP does have a simple but very functional skill system that would enable someone so inclined to shape their Rogue into a Thief class easily if that's what they wanted.

Also new is optional 'upgrades' at 10th level that allow a Fighter to become a Paladin or a Rogue to become a Ranger. This diversity is a nice addition; it adds a new richness but feels both very old-school and very JRPG at the same time.

The game includes spell and monster lists taken from the game's JRPG inspirations. These are simple and concise. I especially liked the explanations for 'range' and 'spread' that help to define the scope of effect for every spell. All descriptions are minimized reducing the number of pages the game needs to do this job substantially in the process. There are a healthy number of spells and creatures and the game doesn't feel "lite" or incomplete in any way.

The game reminds me a bit of Dungeonslayers (3.5 ver.) in the way it manages to create a complete RPG package as concisely as possible. But, I find Retro Phaze's rules and mechanics to be more accessible, more familiar and more friendly than Dungeonslayers.

Game play itself is pure old-school. RP doesn't try to emulate the game play of an 8-bit RPG the way that Super Console does, and this is a blessing. When playing one of the classic console JRPG's one might think, "It would be so cool to play this as a tabletop adventure ..." that's what RP does.

To me games like Super Console that try to emulate the mechanics of a console's gameplay at the tabletop won't give you that. They work more in the reverse. If you are running your OSR group through an old-school dungeon crawl and you find yourself thinking, "This would make a cool console game ..." that, is what Super Console does. If that's what you want, cool. But, if you want to incorporate all the best tropes of the classic JRPG into your OSR game, then Retro Phaze was made for you.

In the last pages there are a generous number of example magic items and some examples of campaigns and styles of play inspired by early console RPG 's. There's even mention of using RP for a campaign set among the stars, and I could see RP working for that very well.

If you just want a very good, very clean, very complete old-school experience that uses a d6 and does everything that the best that the OSR can do, and does it in only 32 pages, Retro Phaze is for you. It's certainly for me, and since you can download the PDF for free from Lulu, what's holding you up? Give Retro Phaze a look.

On the negative side, RP is not what I would call a very pretty book. The art that has been 'pixelated' to create that 8-bit feel adds nothing very useful to the game's presentation. And as I said, I almost passed over the game all together, based strictly on "first impressions." I am very happy that I didn't. This is compounded by the fact that I didn't find any reviews for Retro Phaze with a cursory Google search. It seems that Retro Phaze has been sadly overlooked.

It would be nice if Retro Phaze could get a facelift. I would lose the "8-Bit" graphics for ones that emphasize the "J" in the JRPG aspects of those same inspirations, using anime style graphics to enforce the same feel. This change in presentation could improve Retro Phaze's visibility without changing a word of its text. And improved visibility for Retro Phaze would make me very happy, because quite frankly, it's awesome!

PROS:
OSR Friendly original game mechanics.
Uses D6 exclusively for greater accessibility.
Spells, Monsters, Magic Items, Races, Classes, Campaign Settings.
OSR Compatible Skill System!
Handles it's premise (JRPG Console Games) well.
Flexible enough for any OSR Fantasy style campaign.
Complete RPG in only 32 pages!!

CONS:
No Character Sheet or Sample Adventure.
Presentation would benefit from a facelift.

Nothing Else ... Really!
Retro Phaze is just about perfect!


PS - I bought a print on demand copy of Retro Phaze. If you like what you see, encourage the game's author by doing the same.


Regards,




Jeff Moore



- Posted using BlogPress from my iPad

Saturday, October 6, 2012

Love my Final Fantasy!





My iPad is my console of choice. I like the portability and not being tied to (or tying up) the TV. I had a GameBoy Advance SP which I liked, but it's so tiny that some of the joy of the gaming experience is diminished just because the visual display is so small. I don't feel that way about my iPad. I don't feel like I am missing anything. And as more and more games are finding their way to this platform it really is becoming a better investment everyday. I write on it, email on it, text on it, watch TV on it, surf the web on it, play on it, read comics on it ... It's the most useful toy I have ever owned.

One of the things killing the iPad and Android Tablets as gaming platforms is the incredibly low price point set because of the way these games have evolved as cell-phone "novelties." The average iPad/Phone game probably sells for less than $5.00. Well, at that price you have to sell a lot of units to make back your development costs, especially on a 40+ hour epic scale JRPG like Final Fantasy. This has to impact the final quality of games available, and it also effects the kind of games that are produced.

SquareEnix has been experimenting with a pricing model that I really like, with Final Fantasy Dimensions and also Final Fantasy IV: The After Years. They sell the game in linear "chapters" to lessen the sting of the overall package. With "After Years," I bought the first chapter as downloadable Wiiware for about $5.00. I remember I was really excited about it and I wrote something about it in my blog. But, that wore thin for whatever reason after a few days, and I never finished the first chapter. With Final Fantasy Dimensions the first chapter (actually the prologue) was free. Now it was admittedly short, but it gave me enough of a "taste" for the game to make me realize that I was exactly the kind of old school RPG gamer audience that they were shooting for, and I wanted to see more. I bought Chapter 1 for $2.99 and played it through to the end. It was also pretty short, but I spend more than $2.99 on a hamburger and the game lasted a damn site longer than one of those.

The thing is, people reviewing the game in the App store are slamming it for it's $30+ final price tag (for all chapters) and I find that extremely disheartening. The tendency is to compare the game to cheaper games in the App store as if to say, cheaper is better. This is nonsense. If you have a paper airplane and a gas powered model plane, is the the paper airplane a better toy because it's cheaper? Games in the App store are going to have to pull down prices comparable to other gaming platforms if they are to compete with other gaming platforms in quality and content. SquareEnix is pushing the market in this direction and I for one applaud their efforts.

I spent $5.00 on "After Years" and only played for a few hours before deciding that it wasn't a game that I was enjoying. I spent $50.00 on Xenoblade Chronicles and only played for a few hours before deciding that it wasn't a game that I was enjoying. I played and enjoyed Final Fantasy Dimensions for free for a few hours. I decided that it was a game that I was enjoying and I paid $2.99 to play for a few more hours. Still having fun, I have dipped into my pocket again to buy Chapter 2. This one is $9.99 and promises to be three times longer than the previous chapters. That's cool. I have enjoyed myself so far.

I don't play many games through to completion. I get distracted or bored, or the game gets too hard or frustrating, or I just decide I don't like it. Whatever the reason, I start a lot of games, but finish very few. The pay-per-chapter model is brilliant. I only pay as long, and as much, as I play. If I manage to make it all the way through to the end of Final Fantasy Dimensions I will have paid, $33 for a game that I played for many hours from beginning to end. If I lose interest or get distracted before completing this chapter, I will have paid $13 for what has already amounted to several hours of enjoyment. That's a bargain compared to the $50 investment made in Xenoblade Chronicles that sits unplayed on my shelf after only a few hours.

Uh, I've been preaching much more than I planned to ... Sorry about that. Anyway, I am liking Final Fantasy Dimensions and hope to see more like it on my iPad in the near future.

Talk to you soon.



Jeff



- Posted using BlogPress from my iPad

Love my Final Fantasy!





My iPad is my console of choice. I like the portability and not being tied to (or tying up) the TV. I had a GameBoy Advance SP which I liked, but it's so tiny that some of the joy of the gaming experience is diminished just because the visual display is so small. I don't feel that way about my iPad. I don't feel like I am missing anything. And as more and more games are finding their way to this platform it really is becoming a better investment everyday. I write on it, email on it, text on it, watch TV on it, surf the web on it, play on it, read comics on it ... It's the most useful toy I have ever owned.

One of the things killing the iPad and Android Tablets as gaming platforms is the incredibly low price point set because of the way these games have evolved as cell-phone "novelties." The average iPad/Phone game probably sells for less than $5.00. Well, at that price you have to sell a lot of units to make back your development costs, especially on a 40+ hour epic scale JRPG like Final Fantasy. This has to impact the final quality of games available, and it also effects the kind of games that are produced.

SquareEnix has been experimenting with a pricing model that I really like, with Final Fantasy Dimensions and also Final Fantasy IV: The After Years. They sell the game in linear "chapters" to lessen the sting of the overall package. With "After Years," I bought the first chapter as downloadable Wiiware for about $5.00. I remember I was really excited about it and I wrote something about it in my blog. But, that wore thin for whatever reason after a few days, and I never finished the first chapter. With Final Fantasy Dimensions the first chapter (actually the prologue) was free. Now it was admittedly short, but it gave me enough of a "taste" for the game to make me realize that I was exactly the kind of old school RPG gamer audience that they were shooting for, and I wanted to see more. I bought Chapter 1 for $2.99 and played it through to the end. It was also pretty short, but I spend more than $2.99 on a hamburger and the game lasted a damn site longer than one of those.

The thing is, people reviewing the game in the App store are slamming it for it's $30+ final price tag (for all chapters) and I find that extremely disheartening. The tendency is to compare the game to cheaper games in the App store as if to say, cheaper is better. This is nonsense. If you have a paper airplane and a gas powered model plane, is the the paper airplane a better toy because it's cheaper? Games in the App store are going to have to pull down prices comparable to other gaming platforms if they are to compete with other gaming platforms in quality and content. SquareEnix is pushing the market in this direction and I for one applaud their efforts.

I spent $5.00 on "After Years" and only played for a few hours before deciding that it wasn't a game that I was enjoying. I spent $50.00 on Xenoblade Chronicles and only played for a few hours before deciding that it wasn't a game that I was enjoying. I played and enjoyed Final Fantasy Dimensions for free for a few hours. I decided that it was a game that I was enjoying and I paid $2.99 to play for a few more hours. Still having fun, I have dipped into my pocket again to buy Chapter 2. This one is $9.99 and promises to be three times longer than the previous chapters. That's cool. I have enjoyed myself so far.

I don't play many games through to completion. I get distracted or bored, or the game gets too hard or frustrating, or I just decide I don't like it. Whatever the reason, I start a lot of games, but finish very few. The pay-per-chapter model is brilliant. I only pay as long, and as much, as I play. If I manage to make it all the way through to the end of Final Fantasy Dimensions I will have paid, $33 for a game that I played for many hours from beginning to end. If I lose interest or get distracted before completing this chapter, I will have paid $13 for what has already amounted to several hours of enjoyment. That's a bargain compared to the $50 investment made in Xenoblade Chronicles that sits unplayed on my shelf after only a few hours.

Uh, I've been preaching much more than I planned to ... Sorry about that. Anyway, I am liking Final Fantasy Dimensions and hope to see more like it on my iPad in the near future.

Talk to you soon.



Jeff



- Posted using BlogPress from my iPad

Friday, September 28, 2012

House Rules for Labyrinth Lord





The Totally Random Fantasy Character Builder in 13 steps!
Alternative character creation for use with Labyrinth Lord or other old-school games.

(Note: although these tables make a clear distinction between Race and Class, these characters are meant to be played with the original Labyrinth Lord Rules (not the Advanced Rules Companion.) Each character is to be defined by the new Racial Abilities provided here and their HUMAN class of Fighter, Cleric, Magic-User or Thief.)

[ 1 ] Gender (players can choose to play their own gender or roll ... )

Player choice or roll 1d12:
1-8: The character is male.
9-12: The character is female.

[ 2 ] Race

If MALE roll 1d12:
1-5: The character is of the Human race.
6-7: The character is of the Elf race.
8-11: The character is of the Dwarf race.
12: The character is of the Gnome race.

If FEMALE roll 1d12:
1-4: The character is of the Human race.
5-9: The character is of the Elf race.
10: The character is of the Dwarf race.
11-12: The character is of the Gnome race.

[ 3 ] Starting Age

Human starting age: 13 + 2d4 years.
(15 – 21 with 18 the average. A Human will generally live to be 84 + 4d4 years.)

Gnome starting age: 13 + 2d8 years.
(15 – 29 with 22 the average. A Gnome will generally live to be 118 + 4d8 years.)

Dwarf starting age: 13 + 2d12 years.
(15 – 37 with 26 the average. A Dwarf will generally live to be 202 + 4d12 years.)

Elf starting age: 13 + 2d20 years.
(15 – 53 with 34 the average. An Elf will generally live to be 420 + 4d20 years.)

[ 4 ] Height

Human male height: 58 + 2d10 inches.
(60 – 78 with 69 inches average.)

Human female or Elf (any) height: 52 + 2d8 inches.
(54 – 68 with 61 inches average.)

Dwarf male height: 46 + 2d6 inches.
(48 – 58 with 53 inches average.)

Dwarf female or Gnome (any) height: 40 + 2d4 inches.
(42 – 48 with 45 inches average.)

[ 5 ] Build

Human male build: roll 1d10.
1-2: The character is of slight build.
3-8: The character is of proportionate build.
9-10: The character is of stocky build.

Human female or Elf (any) or Gnome (any) build: 1d10.
1-6: The character is of slight build.
7-9: The character is of proportionate build.
10: The character is of stocky build.

Dwarf male build: roll 1d10.
1: The character is of slight build.
2-4: The character is of proportionate build.
5-10: The character is of stocky build.

Dwarf female build: roll 1d10.
1: The character is of slight build.
2-7: The character is of proportionate build.
8-10: The character is of stocky build.

[ 6 ] Hair Color

Human hair color: roll 1d20.
1-2: Platinum
3-5: Blonde
6-9: Brown
10-11: Black
12-15: Auburn
16-18: Strawberry Blonde
19-20: Red

Elf hair color: roll 1d12.
1-4: Jet Black
5-8: Stark White
9-11: Metallic Silver
12: Metallic Gold

Dwarf hair color: roll 1d12.
1-4: Red
5-8: Black
9-11: Brown
12: Blonde

Gnome hair color: roll 1d12.
1-3: Pink
4-6: Green
7-9: Purple
10-12: Blue

[ 7 ] Eye Color

Human eye color: roll 1d12.
1-3: Brown
4-6: Blue
7-9: Grey
10-11: Hazel
12: Green

Elf eye color: roll 1d12.
1-4: Aqua Blue
5-8: Forest Green
9-11: Violet Purple
12: Metallic Silver

Dwarf eye color: roll 1d12.
1-7: Dark Brown
8-11: Light Brown
12: Blue

Gnome eye color: roll 1d12.
1-5: Yellow
6-10: Orange
11: Red
12: Pink

[ 8 ] Racial Abilities

Human Ability: roll 1d6.
Humans are a seafaring race of island kingdoms and coastal cities. They are envoys and diplomats, trading with all races. Their element is water.

1-2: Fellowship - your character generally gets a friendly response from strangers, a neutral response from those who might otherwise be hostile, and those inclined to be friendly will go out of their way to help you. Once per game you can request a favor from an NPC that they will grant (subject to a saving throw at the Labyrinth Lord's discretion.) Alternately, you can invent a friendly NPC on the spot, or a past history with an existing NPC, who knows your character as a friend or love interest. (Subject to LL approval.)

3-4: Swashbuckler - regardless of their Class your character can fight with a longsword (or short sword) in one hand and a dagger in the other, gaining two melee attacks each round. (If you don't have them, add a short sword and a dagger to your starting equipment.)

5-6: Bard - Your character can sing and or play an instrument to almost magical effect. If you spend 2 consecutive rounds in a combat singing or playing, all allies gain a + 1 morale bonus to all die rolls for the duration of the combat. (Add a musical instrument to your starting equipment).

Dwarf Ability: roll 1d6.
Dwarves live under the mountains and harness the power of the molten earth. They forge weapons and armor of legendary quality. Their element is fire.

1-2: Battle Hardened - your character uses Hit Dice that are one die-type better than that indicated by their Class when rolling hit-points. (Fighter: d12, Cleric: d10, Magic-User: d6, Thief: d8.)

3-4: Fire Born - Your character is immune to all fire based damage. You can breath fire once a day that does damage equal to your current hit-points.

5-6: Berserker - Your character is blinded by blood lust flying into an uncontrollable Berserk Rage. Check for rage the first time your character takes damage in a combat. Your character Rages on a 2 in 6 chance. A Berserk Dwarf has a +3 bonus to melee attack and damage rolls. Alternately, if your character is a Magic-User they can cast a mini-fireball (automatic hit on one target for 1d4 + half your level rounded up in damage) each round for the duration of the combat. At the end of the combat there is a 2 in 6 chance that the Dwarf will continue in their rage attacking friendly targets for 1d3 rounds before calming down.

Elf Ability: roll 1d6.
Elves live in the forests building cities in the tree tops. They have a close affinity with nature and are competent users of both magic and weapons. Their element is earth.

1-2: Animal Companion - Your character has an animal companion like a wolf or similar medium sized natural beast with the following stats -- Hit-Dice: 1d6 x your character's level, Attack: bite for 1d6 + your character's level. The beast has a magical tie to your character and makes saving throws as your character. Also, the beast's spirit is part of this bond and your animal companion cannot die as long as your character lives. Further, any magic that would return your character to life will also revive your animal companion.

3-4: Spell Sword - If your character is not a Magic-User they are still able to prepare and use Magic-User spells as if they were a Magic-User of one-third your current class level +1 (round down.) So, at 3rd level you could cast as a 2nd level Magic-User; at 6th level you could cast as a 3rd level Magic-User; at 9th level you could cast as a 4th level Magic-User ... etc. (Add a Spell Book to your starting equipment). If your character is a Magic-User, you use 1d6 for Hit-Points and can equip weapons and armor as if your character were a fighter. (Take Chainmail Armor and Longsword in place of Robes and Staff in your starting equipment.)

5-6: Archer - regardless of their Class, your character is proficient with both Longbow and Short Bow. When using these weapons your character gains 2 attacks each round. When using a Longbow your character can add their Strength modifier to their damage. (If you don't have one, add a Short Bow to your starting equipment.)

Gnome Ability: roll 1d6.
Gnomes live high in the mountains in tall towers with moving walkways and clockwork elevators. They are master inventors and have built ships that can sail the skies. Their element is air.

1-2: Tinker - Your character can build and repair most anything. They carry a variety of tools, parts, and gizmos on their person and almost always have the right tool for the job. Although most of these contraptions are cobbled together and good for only one application before they fall apart.

3-4: Pilot - Your character knows how to control Gnomish Airships and as such has been permanently grafted with a set of clockwork mechanical wings. Your character can fly.

5-6: Clockwork - Your character isn't actually a flesh and blood Gnome at all but is a clockwork construct. As such, your character does not benefit from healing magic, but your automated repair processes allow you to regenerate 1 HP per minute as long as you have not been irreparably damaged (-10 HP.) You are immune to poison and do not need air, food, or water to survive, but you suffer double damage from electricity.

[ 9 ] Character Class

Human: roll 1d12.
1-4: Fighter
5-7: Cleric
8-9: Magic User
10-12: Thief

Elf: roll 1d12.
1-4: Fighter
5: Cleric
6-10: Magic User
11-12: Thief

Dwarf: roll 1d12.
1-5: Fighter
6-9: Cleric
10: Magic User
11-12: Thief

Gnome: roll 1d12.
1: Fighter
2-3: Cleric
4-7: Magic User
8-12: Thief

[ 10 ] Ability Scores

Fighter
Strength: Roll 2d6 dropping the lower die; add 12 to the result.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 1d6; add 12 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 2d6; add 6 to the result.

Cleric: roll 1d6.
Strength: Roll 2d6; add 6 to the result.
Dexterity: Roll 4d6 dropping the lowest die.
Constitution: Roll 3d6 dropping the lowest die; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 2d6 dropping the lower die; add 12 to the result.
Charisma: Roll 1d6; add 12 to the result.

Magic-User: roll 1d6.
Strength: Roll 3d6.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 2d6 dropping the lower die; add 12 to the result.
Wisdom: Roll 1d6; add 12 to the result.
Charisma: Roll 4d6 dropping the lowest die.

Thief: roll 1d6.
Strength: Roll 3d6 dropping the lowest die; add 6 to the result.
Dexterity: Roll 2d6 dropping the lower die; add 12 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 1d6; add 12 to the result.

[ 11 ] Hit Points

At 1st Level gain the MAX HP for your HD, but use the Advanced Rules for HD, so:
Fighter: 10 HP + Constitution Modifier (d10 Hit Dice)
Cleric: 8 HP + Constitution Modifier (d8 Hit Dice)
Magic-User: 4 HP + Constitution Modifier (d4 Hit Dice)
Thief: 6 HP + Constitution Modifier (d6 Hit Dice)

[ 12 ] Equipment

Characters start with: sturdy clothes, a backpack, a bedroll, a tinderbox, a mess kit, a wine skin, 10 days rations, 50 feet of rope, 10 torches, and 5d20 gold.

In addition:
Fighters have: Chainmail Armor (AC 5), a Longsword (1d8 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), and a quiver with 20 arrows.

Clerics have: Scalemail Armor (AC 6), a Mace (1d6 Dmg), a Shield (-1 AC), and a silver holy symbol.

Magic-Users have: mage robes with many pockets of spell components, a gnarled staff (2-handed, 1d6 Dmg), a Dagger (1d4 Dmg), a Sling & Stones (1d4 Dmg), a Spellbook, parchments, pens and ink.

Thieves have: Studded Leather (AC 7), a Short Sword (1d6 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), a quiver with 20 arrows and a set of thieves tools.

[ 13 ] Alignment

I never liked the Alignment system of: good / evil / law / chaos / neutrality, as a guide for roleplay although I recognize its value in the Fantasy Magic system. To that end I am substituting an alignment system based upon the four elements of earth, air, fire, and water. Your race determines how your character is aligned. In practice, a spell that protects against fire, for example, might prevent or reduce fire based damage. But, a spell that protects against the ALIGNMENT of Fire would protect against fire aligned characters and monsters, Dragons, Orcs, and Dwarves!

Human alignment is: Water
Elf alignment is: Earth
Dwarf alignment is: Fire
Gnome alignment is: Air


*****

Using these rules will produce Fighter, Cleric, Magic-User, or Thief for Labyrinth Lord with a twist! If you don't like my house rules, it shouldn't be too tough to modify these tables to fit your own campaign. Enjoy!


Regards,




Jeff Moore


- Posted using BlogPress from my iPad

House Rules for Labyrinth Lord





The Totally Random Fantasy Character Builder in 13 steps!
Alternative character creation for use with Labyrinth Lord or other old-school games.

(Note: although these tables make a clear distinction between Race and Class, these characters are meant to be played with the original Labyrinth Lord Rules (not the Advanced Rules Companion.) Each character is to be defined by the new Racial Abilities provided here and their HUMAN class of Fighter, Cleric, Magic-User or Thief.)

[ 1 ] Gender (players can choose to play their own gender or roll ... )

Player choice or roll 1d12:
1-8: The character is male.
9-12: The character is female.

[ 2 ] Race

If MALE roll 1d12:
1-5: The character is of the Human race.
6-7: The character is of the Elf race.
8-11: The character is of the Dwarf race.
12: The character is of the Gnome race.

If FEMALE roll 1d12:
1-4: The character is of the Human race.
5-9: The character is of the Elf race.
10: The character is of the Dwarf race.
11-12: The character is of the Gnome race.

[ 3 ] Starting Age

Human starting age: 13 + 2d4 years.
(15 – 21 with 18 the average. A Human will generally live to be 84 + 4d4 years.)

Gnome starting age: 13 + 2d8 years.
(15 – 29 with 22 the average. A Gnome will generally live to be 118 + 4d8 years.)

Dwarf starting age: 13 + 2d12 years.
(15 – 37 with 26 the average. A Dwarf will generally live to be 202 + 4d12 years.)

Elf starting age: 13 + 2d20 years.
(15 – 53 with 34 the average. An Elf will generally live to be 420 + 4d20 years.)

[ 4 ] Height

Human male height: 58 + 2d10 inches.
(60 – 78 with 69 inches average.)

Human female or Elf (any) height: 52 + 2d8 inches.
(54 – 68 with 61 inches average.)

Dwarf male height: 46 + 2d6 inches.
(48 – 58 with 53 inches average.)

Dwarf female or Gnome (any) height: 40 + 2d4 inches.
(42 – 48 with 45 inches average.)

[ 5 ] Build

Human male build: roll 1d10.
1-2: The character is of slight build.
3-8: The character is of proportionate build.
9-10: The character is of stocky build.

Human female or Elf (any) or Gnome (any) build: 1d10.
1-6: The character is of slight build.
7-9: The character is of proportionate build.
10: The character is of stocky build.

Dwarf male build: roll 1d10.
1: The character is of slight build.
2-4: The character is of proportionate build.
5-10: The character is of stocky build.

Dwarf female build: roll 1d10.
1: The character is of slight build.
2-7: The character is of proportionate build.
8-10: The character is of stocky build.

[ 6 ] Hair Color

Human hair color: roll 1d20.
1-2: Platinum
3-5: Blonde
6-9: Brown
10-11: Black
12-15: Auburn
16-18: Strawberry Blonde
19-20: Red

Elf hair color: roll 1d12.
1-4: Jet Black
5-8: Stark White
9-11: Metallic Silver
12: Metallic Gold

Dwarf hair color: roll 1d12.
1-4: Red
5-8: Black
9-11: Brown
12: Blonde

Gnome hair color: roll 1d12.
1-3: Pink
4-6: Green
7-9: Purple
10-12: Blue

[ 7 ] Eye Color

Human eye color: roll 1d12.
1-3: Brown
4-6: Blue
7-9: Grey
10-11: Hazel
12: Green

Elf eye color: roll 1d12.
1-4: Aqua Blue
5-8: Forest Green
9-11: Violet Purple
12: Metallic Silver

Dwarf eye color: roll 1d12.
1-7: Dark Brown
8-11: Light Brown
12: Blue

Gnome eye color: roll 1d12.
1-5: Yellow
6-10: Orange
11: Red
12: Pink

[ 8 ] Racial Abilities

Human Ability: roll 1d6.
Humans are a seafaring race of island kingdoms and coastal cities. They are envoys and diplomats, trading with all races. Their element is water.

1-2: Fellowship - your character generally gets a friendly response from strangers, a neutral response from those who might otherwise be hostile, and those inclined to be friendly will go out of their way to help you. Once per game you can request a favor from an NPC that they will grant (subject to a saving throw at the Labyrinth Lord's discretion.) Alternately, you can invent a friendly NPC on the spot, or a past history with an existing NPC, who knows your character as a friend or love interest. (Subject to LL approval.)

3-4: Swashbuckler - regardless of their Class your character can fight with a longsword (or short sword) in one hand and a dagger in the other, gaining two melee attacks each round. (If you don't have them, add a short sword and a dagger to your starting equipment.)

5-6: Bard - Your character can sing and or play an instrument to almost magical effect. If you spend 2 consecutive rounds in a combat singing or playing, all allies gain a + 1 morale bonus to all die rolls for the duration of the combat. (Add a musical instrument to your starting equipment).

Dwarf Ability: roll 1d6.
Dwarves live under the mountains and harness the power of the molten earth. They forge weapons and armor of legendary quality. Their element is fire.

1-2: Battle Hardened - your character uses Hit Dice that are one die-type better than that indicated by their Class when rolling hit-points. (Fighter: d12, Cleric: d10, Magic-User: d6, Thief: d8.)

3-4: Fire Born - Your character is immune to all fire based damage. You can breath fire once a day that does damage equal to your current hit-points.

5-6: Berserker - Your character is blinded by blood lust flying into an uncontrollable Berserk Rage. Check for rage the first time your character takes damage in a combat. Your character Rages on a 2 in 6 chance. A Berserk Dwarf has a +3 bonus to melee attack and damage rolls. Alternately, if your character is a Magic-User they can cast a mini-fireball (automatic hit on one target for 1d4 + half your level rounded up in damage) each round for the duration of the combat. At the end of the combat there is a 2 in 6 chance that the Dwarf will continue in their rage attacking friendly targets for 1d3 rounds before calming down.

Elf Ability: roll 1d6.
Elves live in the forests building cities in the tree tops. They have a close affinity with nature and are competent users of both magic and weapons. Their element is earth.

1-2: Animal Companion - Your character has an animal companion like a wolf or similar medium sized natural beast with the following stats -- Hit-Dice: 1d6 x your character's level, Attack: bite for 1d6 + your character's level. The beast has a magical tie to your character and makes saving throws as your character. Also, the beast's spirit is part of this bond and your animal companion cannot die as long as your character lives. Further, any magic that would return your character to life will also revive your animal companion.

3-4: Spell Sword - If your character is not a Magic-User they are still able to prepare and use Magic-User spells as if they were a Magic-User of one-third your current class level +1 (round down.) So, at 3rd level you could cast as a 2nd level Magic-User; at 6th level you could cast as a 3rd level Magic-User; at 9th level you could cast as a 4th level Magic-User ... etc. (Add a Spell Book to your starting equipment). If your character is a Magic-User, you use 1d6 for Hit-Points and can equip weapons and armor as if your character were a fighter. (Take Chainmail Armor and Longsword in place of Robes and Staff in your starting equipment.)

5-6: Archer - regardless of their Class, your character is proficient with both Longbow and Short Bow. When using these weapons your character gains 2 attacks each round. When using a Longbow your character can add their Strength modifier to their damage. (If you don't have one, add a Short Bow to your starting equipment.)

Gnome Ability: roll 1d6.
Gnomes live high in the mountains in tall towers with moving walkways and clockwork elevators. They are master inventors and have built ships that can sail the skies. Their element is air.

1-2: Tinker - Your character can build and repair most anything. They carry a variety of tools, parts, and gizmos on their person and almost always have the right tool for the job. Although most of these contraptions are cobbled together and good for only one application before they fall apart.

3-4: Pilot - Your character knows how to control Gnomish Airships and as such has been permanently grafted with a set of clockwork mechanical wings. Your character can fly.

5-6: Clockwork - Your character isn't actually a flesh and blood Gnome at all but is a clockwork construct. As such, your character does not benefit from healing magic, but your automated repair processes allow you to regenerate 1 HP per minute as long as you have not been irreparably damaged (-10 HP.) You are immune to poison and do not need air, food, or water to survive, but you suffer double damage from electricity.

[ 9 ] Character Class

Human: roll 1d12.
1-4: Fighter
5-7: Cleric
8-9: Magic User
10-12: Thief

Elf: roll 1d12.
1-4: Fighter
5: Cleric
6-10: Magic User
11-12: Thief

Dwarf: roll 1d12.
1-5: Fighter
6-9: Cleric
10: Magic User
11-12: Thief

Gnome: roll 1d12.
1: Fighter
2-3: Cleric
4-7: Magic User
8-12: Thief

[ 10 ] Ability Scores

Fighter
Strength: Roll 2d6 dropping the lower die; add 12 to the result.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 1d6; add 12 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 2d6; add 6 to the result.

Cleric: roll 1d6.
Strength: Roll 2d6; add 6 to the result.
Dexterity: Roll 4d6 dropping the lowest die.
Constitution: Roll 3d6 dropping the lowest die; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 2d6 dropping the lower die; add 12 to the result.
Charisma: Roll 1d6; add 12 to the result.

Magic-User: roll 1d6.
Strength: Roll 3d6.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 2d6 dropping the lower die; add 12 to the result.
Wisdom: Roll 1d6; add 12 to the result.
Charisma: Roll 4d6 dropping the lowest die.

Thief: roll 1d6.
Strength: Roll 3d6 dropping the lowest die; add 6 to the result.
Dexterity: Roll 2d6 dropping the lower die; add 12 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 1d6; add 12 to the result.

[ 11 ] Hit Points

At 1st Level gain the MAX HP for your HD, but use the Advanced Rules for HD, so:
Fighter: 10 HP + Constitution Modifier (d10 Hit Dice)
Cleric: 8 HP + Constitution Modifier (d8 Hit Dice)
Magic-User: 4 HP + Constitution Modifier (d4 Hit Dice)
Thief: 6 HP + Constitution Modifier (d6 Hit Dice)

[ 12 ] Equipment

Characters start with: sturdy clothes, a backpack, a bedroll, a tinderbox, a mess kit, a wine skin, 10 days rations, 50 feet of rope, 10 torches, and 5d20 gold.

In addition:
Fighters have: Chainmail Armor (AC 5), a Longsword (1d8 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), and a quiver with 20 arrows.

Clerics have: Scalemail Armor (AC 6), a Mace (1d6 Dmg), a Shield (-1 AC), and a silver holy symbol.

Magic-Users have: mage robes with many pockets of spell components, a gnarled staff (2-handed, 1d6 Dmg), a Dagger (1d4 Dmg), a Sling & Stones (1d4 Dmg), a Spellbook, parchments, pens and ink.

Thieves have: Studded Leather (AC 7), a Short Sword (1d6 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), a quiver with 20 arrows and a set of thieves tools.

[ 13 ] Alignment

I never liked the Alignment system of: good / evil / law / chaos / neutrality, as a guide for roleplay although I recognize its value in the Fantasy Magic system. To that end I am substituting an alignment system based upon the four elements of earth, air, fire, and water. Your race determines how your character is aligned. In practice, a spell that protects against fire, for example, might prevent or reduce fire based damage. But, a spell that protects against the ALIGNMENT of Fire would protect against fire aligned characters and monsters, Dragons, Orcs, and Dwarves!

Human alignment is: Water
Elf alignment is: Earth
Dwarf alignment is: Fire
Gnome alignment is: Air


*****

Using these rules will produce Fighter, Cleric, Magic-User, or Thief for Labyrinth Lord with a twist! If you don't like my house rules, it shouldn't be too tough to modify these tables to fit your own campaign. Enjoy!


Regards,




Jeff Moore


- Posted using BlogPress from my iPad

Saturday, September 22, 2012

The Orc Feast of DEATH!





I have been playing D&D and other RPGs since I was 16 ... for over 30 years. I have been reading rules, and guides, and examples, and trying to find the way to create the perfect game.

There are many guides and examples that speak to the composition of "balanced encounters" and "challenging encounters" and "threat of death increasing the excitement of the game" ... The "Barrowmounds" is an old-school adventure where, "threat of death" and danger is very real. As DM I was drawn to this idea. Low powered heroes fighting for their lives, all dark and gritty and scary ... sounds awesome! But, was it the right thing for my group?

There are just as many "guides" out there (or at least things I have read in my past) that preach against the dangers of "Monty Haul" DMing ... And I remember something about 4th Edition trying to de-emphasize the importance of magic-items to avoid what that article referred to as "Christmas Tree" characters. Is this right? I have read all of this advice. I have followed it. But, is that the best thing for me to do?

We play once a week, with occasional "skip weeks" due to conflicts. We play from 7 to 10 ... But chatter and late arrivals cuts into this. It's difficult for players to immerse themselves into the fiction of the world. I have been playing the: dark dungeon ... slow advancement ... low magic ... low rewards ... in for the long haul ... game. It's a good game for frequent gamers. The kind of gamer I was 20 years ago. Is it right for the game we are playing now?

One rule I haven't read, maybe it's assumed to be common sense, maybe it's simply too difficult to explain or quantify ... I don't know, but it's important.

MY GAMING ADVISE:

No two games, or groups are the same. What works for one doesn't work for all. The best thing to do is experiment. Try different things and pay attention to what works. Listen to your players and find out what they like ... and do that. Temper your actions with all that good advise about gaming, but then using that, embrace this simple truth: In gaming, 'Fan Service' is a good thing. "The fun of creating a story where you cast yourselves as the heroes is in living out your fantasies."

*****

In our game, we play for just a short time. The sense of "danger" must be immediate and short lived. And rewards need to come around quickly. And combats ... "encounters" don't have to be the focal point of a game. This last game, I wasn't prepared. I hadn't been feeling well and I wasn't sure what to do, but I have improvised many a game, so I didn't worry too much. What I did was allow my players to take the reins and "run" their own game.

A story had been evolving where an army of Orcs were approaching to retrieve a legendary artifact. The artifact was of great religious importance to the Orcs. The players were under orders to deliver the artifact to the Orcs as a diplomatic gesture to avoid war. The problem? The players didn't want to do it. They needed a plan.

So, they made a plan. They made a plan, and as DM I could have thrown any number of wrenches into their machinations ... But, as I said ... I wasn't feeling particularly well ... And they seemed so engrossed by their schemes, that I gave them what they wanted. Their plans seemed logical enough in the context of our fictional universe, so ... Why not?

They used the fact that they possessed a powerful Orc artifact to parlay an audience with the Elf King. (The Human government was pushing the for the artifact's return.) They spoke to the Elves about making a replica of the artifact and enchanting it so that the Orcs wouldn't know.

They added the following "Geas" to the replica:

[ 1 ] Any Orc who sees this will know it to be the true artifact and have an irresistible compulsion to "show" the artifact to other Orcs.

[ 2 ] Ten hours after viewing the artifact any Orc who views it will be possessed of an irresistible compulsion to EAT another Orc.

This is what they wanted. It was crazy. It was silly. They were totally serious. They were passionately committed to this plan. So, I facilitated it ... Narrated its realization. And my players were thrilled. They are talking about the game days later. This silly little event was the highlight of their characters' careers. Why? Because it was an event that they made. This was their creation ... their game. And that's an important lesson to learn. Your RPG is your players' game. Let them have it.

Maybe next week your players will be talking about the cannibalistic carnage of, "The Orc Feast of Death!"

Regards,



Jeff Moore



- Posted using BlogPress from my iPad

The Orc Feast of DEATH!





I have been playing D&D and other RPGs since I was 16 ... for over 30 years. I have been reading rules, and guides, and examples, and trying to find the way to create the perfect game.

There are many guides and examples that speak to the composition of "balanced encounters" and "challenging encounters" and "threat of death increasing the excitement of the game" ... The "Barrowmounds" is an old-school adventure where, "threat of death" and danger is very real. As DM I was drawn to this idea. Low powered heroes fighting for their lives, all dark and gritty and scary ... sounds awesome! But, was it the right thing for my group?

There are just as many "guides" out there (or at least things I have read in my past) that preach against the dangers of "Monty Haul" DMing ... And I remember something about 4th Edition trying to de-emphasize the importance of magic-items to avoid what that article referred to as "Christmas Tree" characters. Is this right? I have read all of this advice. I have followed it. But, is that the best thing for me to do?

We play once a week, with occasional "skip weeks" due to conflicts. We play from 7 to 10 ... But chatter and late arrivals cuts into this. It's difficult for players to immerse themselves into the fiction of the world. I have been playing the: dark dungeon ... slow advancement ... low magic ... low rewards ... in for the long haul ... game. It's a good game for frequent gamers. The kind of gamer I was 20 years ago. Is it right for the game we are playing now?

One rule I haven't read, maybe it's assumed to be common sense, maybe it's simply too difficult to explain or quantify ... I don't know, but it's important.

MY GAMING ADVISE:

No two games, or groups are the same. What works for one doesn't work for all. The best thing to do is experiment. Try different things and pay attention to what works. Listen to your players and find out what they like ... and do that. Temper your actions with all that good advise about gaming, but then using that, embrace this simple truth: In gaming, 'Fan Service' is a good thing. "The fun of creating a story where you cast yourselves as the heroes is in living out your fantasies."

*****

In our game, we play for just a short time. The sense of "danger" must be immediate and short lived. And rewards need to come around quickly. And combats ... "encounters" don't have to be the focal point of a game. This last game, I wasn't prepared. I hadn't been feeling well and I wasn't sure what to do, but I have improvised many a game, so I didn't worry too much. What I did was allow my players to take the reins and "run" their own game.

A story had been evolving where an army of Orcs were approaching to retrieve a legendary artifact. The artifact was of great religious importance to the Orcs. The players were under orders to deliver the artifact to the Orcs as a diplomatic gesture to avoid war. The problem? The players didn't want to do it. They needed a plan.

So, they made a plan. They made a plan, and as DM I could have thrown any number of wrenches into their machinations ... But, as I said ... I wasn't feeling particularly well ... And they seemed so engrossed by their schemes, that I gave them what they wanted. Their plans seemed logical enough in the context of our fictional universe, so ... Why not?

They used the fact that they possessed a powerful Orc artifact to parlay an audience with the Elf King. (The Human government was pushing the for the artifact's return.) They spoke to the Elves about making a replica of the artifact and enchanting it so that the Orcs wouldn't know.

They added the following "Geas" to the replica:

[ 1 ] Any Orc who sees this will know it to be the true artifact and have an irresistible compulsion to "show" the artifact to other Orcs.

[ 2 ] Ten hours after viewing the artifact any Orc who views it will be possessed of an irresistible compulsion to EAT another Orc.

This is what they wanted. It was crazy. It was silly. They were totally serious. They were passionately committed to this plan. So, I facilitated it ... Narrated its realization. And my players were thrilled. They are talking about the game days later. This silly little event was the highlight of their characters' careers. Why? Because it was an event that they made. This was their creation ... their game. And that's an important lesson to learn. Your RPG is your players' game. Let them have it.

Maybe next week your players will be talking about the cannibalistic carnage of, "The Orc Feast of Death!"

Regards,



Jeff Moore



- Posted using BlogPress from my iPad

Friday, September 14, 2012

Tabletop Dungeon Board Game Playtest Edition

A friend came over and we played a version of a now defunct "Aliens" Board Game, the rules for which he had pulled from the Internet. I liked the game mechanic for the Aliens which allowed them to be automated leaving all players to play the Heroes. It reminded me a bit of a game I have enjoyed called, "Castle Panic." Which is a cooperative play Castle Defense game that pits the players against "the board."

I was inspired enough to jot down some of my own ideas for a Dungeon Crawl game along the same lines. These rules are in "testing" process and will doubtlessly require some tweaking, but I couldn't think of anything else to blog about ... So, decided to share what I have done so far ...

Words and Pictures (such as they are) are by me: Jeff Moore.





TABLETOP DUNGEON

The Heroes are trapped in the monster infested, ever changing, dungeon of the Lich King! They must find the exit and escape before the Lich King summons an undefeatable Dragon to kill them all!

[ 0 ] INITIAL SETUP

Included in Tabletop Dungeon are Dungeon Tiles to cut out. A full set of tiles contains 8 Room (3x3-blue) Tiles, 8 Hallway (1x4-yellow) Tiles, 8 wound counters and 4 Doors. There are also 4 Hero, 1 Dragon, 18 Goblin, and 18 Orc paper minis.

Every Room will have a Hallway leading into/out of it and a door separating the room from any hallway connected to it.

Place one room and one hallway to start your dungeon.

Place the Door at the entrance to the room where the Hallway connects to it. This is the Initial set-up of your dungeon.






PLACE HEROES AND MONSTERS

Place the heroes in the hallway in any order desired. Then place 6 Goblins in the room. When placing Monsters always fill the room starting with the squares furthest from the Door.

[ 1 ] HERO TURN

Heroes move and attack in any order, the only rule is that each Hero can Move no more than a total of 4 squares each turn and can Attack only once. Movement is orthogonal only (like a Rook on a chess board.) Diagonal movement is not allowed. If a Hero has a valid target, they may attack the target.

Heroes can move, attack and move again as long as the total move taken does not exceed 4 squares. Players can even take a move or partial move with their Hero, allow another player's Hero to act, and then complete their turn after the other Hero has acted. Players are encouraged to strategize together. Tabletop Dungeon is a cooperative game. All players take the role of Heroes, and the Heroes are a team.

Doors block line of fire to a target but figures (Heroes and Monsters) do not.
Heroes can open and Move through a door as a free action. Doors are never locked.
Monsters cannot open doors (see DOORS.) When a Hero opens a Door, remove it from the Dungeon.

Figures (Heroes or Monsters) do not block movement, but a Hero cannot end their move in a square occupied by another Hero.

A Hero can intentionally end their turn in a square occupied by a Monster (but NOT the Dragon.) In this case, place the Monster on the Hero's character sheet. The Hero is now threatened.

Hero Attacks

Heroes can attack any monster that is Threatening them or any monster in a square next to them. Additionally, the Wizard can attack any monster up to 5 squares away, and the Archer can attack any monster up to 8 squares away.

To attack, roll 1d6. The attack does damage if the die roll is equal to or greater than the Hero's "Hit On" number. Most attacks do 1 damage. Some Heroes have special abilities that allow them to do more damage.

Goblins have 1 Life. Orcs have 2 Life. If a monster takes Damage equal to or greater than its Life, remove the figure from the Dungeon.

If an Orc remains in the Dungeon and has taken 1 Damage, swap its figure out for a Goblin.

After all heroes have had an oppotunity to move and attack it's the Monsters' turn.

[ 2 ] MONSTER TURN

Monsters have a movement of 4. Move the monsters closest to the Heroes first. Monsters always move toward the closest Hero that is not already in Peril.

Threat

A Monster can end its turn on the same square as a Hero. When this happens, the Monster figure is removed from the dungeon and placed on the Hero's character sheet. The Hero is now Threatened by that Monster. A threatened Hero cannot move (except for the Archer*) but may still attack.

*When the Archer moves while threatened, return the Monster that had been threatening her to the dungeon, placing it in the square vacated by her figure.

Heroes can attack a monster threatening another Hero only if their figure is positioned next to the threatened Hero. This rule applies to the Wizard and the Archer as well as the Barbarian and the Knight.

Peril

If the Knight is Threatened by 2 Monsters, the Knight is in Peril.

If any other Hero is Threatened by 1 Monster, that Hero is in Peril.

A Hero in Peril is in the deep throes of combat with a Monster (or Monsters in the case of the Knight.) Monsters will move past a Hero that is in Peril to find a fresh victim.

If all Heroes are in Peril, Monster movement ends and no more Monsters will move.

DOORS

If a closed Door exists between a Monster and the Heroes, move the Monster closest to the Door toward the Door. A Monster that ends its turn next to a Door is said to be attacking it. Only 1 Monster will attack a Door at a time. If a Door is already being attacked no more Monsters will move toward it.

[ 3 ] SEARCH PHASE

To Search, all Heroes (any still living and in the dungeon) must be in the same room. This room cannot be one that has already been cleared. None of the Heroes can be Threatened.

When Searching, each Hero rolls once on the Search Results Table.

ROLL 1D3 + TOTAL NUMBER OF ROOMS THAT THE HEROES HAVE CLEARED:

1-2 = Nothing Found.
3-4 = Roll once on the Minor Treasures table.
5-6 = Roll once on the Major Treasures table.
7+ = The Exit!

Heroes can only search a room once. To mark a room that has been searched place a monster figure laying down in the room. (Do this AFTER rolling on the seach table.) This room is now CLEARED.

MINOR TREASURES TABLE (ROLL 1D6)

1-2 = Luck Potion (re-roll 1 failed roll.)
3-4 = Healing Potion (remove 1 wound token.)
5-6 = Potion of Invisibility (Monsters ignore your Hero for 1 turn.)

A potion is good for a single use only. Drinking a Potion counts as 1 square of Movement.

MAJOR TREASURES TABLE (ROLL 1D6)

1-2 = Boots of Speed (Your Hero Moves 6 Squares each turn.)
3-4 = Cloak of Protection (Add +1 to your Saving Throws.)
5-6 = Ring of Power (Add +1 to your Attack Rolls.)

An item must be worn to give its benefit. Putting on an item to wear it uses 1 Square of Movement. A Hero can only wear one item of each type.

Heroes can give or exchange treasure items with other Heroes as long as the two figures are standing next to eachother and neither Hero is threatened. Giving and accepting an item uses 1 Square of Movement for both the giver and the receiver.

THE EXIT

If a player searching rolls "The Exit!" the Heroes have found their way out of the Dungeon and win the game!

[ 4 ] SAVING THROWS AND WOUNDS

Following Monster movement, any Hero who is in Peril must make a Saving Throw or suffer one wound.

To make a Saving Throw, roll 1d6. Your Hero is safe and takes no damage if the die roll is equal to or greater than the Hero's "Save On" number.

If your Hero fails this roll, you must place a Wound Counter on your character sheet.

If you have 3 Wound Counters on your character sheet, your Hero is out of the game.

[ 4B ] THE DRAGON (TERROR)

If the Dragon is standing next to any Hero, that Hero must successfully roll a Saving Throw or place a wound counter on their character sheet.

[ 4C ] DOOR DAMAGE

Following SAVING THROWS, any DOOR that is being attacked by a Monster takes damage.

A - In the first turn that a door is being attacked, lay the door down on its side to show the effects of the initial damage.

B - In the second turn that a door is being attacked, remove the door from the dungeon.

[ 5 ] ADD TO THE DUNGEON

The next phase is to add to the Dungeon! If there are an equal number of Rooms and Hallways, add a Hallway. If there are more Hallways than Rooms, add a Room.
Add a Door separating the Room from the Hallway where the two tiles meet.

When adding a Room, connect to the last Hallway that was placed. When adding a Hallway, roll to determine which Room the new Hallway will be added to:

Roll 1d3 -1 (for a result of 0, 1, or 2) and subtract this from the total number of rooms.

Example of a 1d3-1 roll with a total of 5 Rooms:
Roll of 1 (- 1) = 0 ... If total # of Rooms is 5, add the Hallway to Room 5 ... (5 - 0 = 5)
Roll of 2 (- 1) = 1 ... If total # of Rooms is 5, add the Hallway to Room 4 ... (5 - 1 = 4)
Roll of 3 (- 1) = 2 ... If total # of Rooms is 5, add the Hallway to Room 3 ... (5 - 2 = 3)

For any result less than 1, add the Hallway to Room 1.

[ 6 ] WHEN YOU ADD A ROOM, ROLL BELOW TO DETERMINE MONSTERS

Roll 1d3 + Total Number of ROOM Tiles in the Dungeon (including the new one.)

3-4 = 6 Goblins.
5-6 = 3 Goblins and 3 Orcs.
7-8 = 6 Orcs.
9+ = The Dragon!

THE DRAGON

Once the Dragon appears, the Dungeon is complete. You will not add any more tiles to the Dungeon.

The Dragon doesn't take damage and can't be hurt or killed.

The Dragon cannot move to occupy the same square as a Hero figure and is never removed from the Dungeon or placed on a Hero's character sheet.

The Dragon will take the shortest path to stand next to the closest Hero. The Dragon will stop next to the closest Hero even if that Hero is in Peril.

TERROR

During phase 4-Saving Throws and Wounds, after all Heroes who are in Peril have rolled Saving Throws, (and placed wound counters on their Hero sheet if they failed,) any Hero standing next to the Dragon must make an additional Saving Throw or take 1 wound.

DEATH

When a Hero has suffered 3 wounds, remove the Hero figure from the Dungeon. Place the Monster that was threatening the Hero in the square that the Hero was occupying.

When the Knight dies, place the strongest Monster threatening the Knight in the space that had been occupied by the Knight's figure and remove the other Monster from the Dungeon.

WINNING THE GAME

The Heroes defeat the Tabletop Dungeon by finding the Exit and Escaping.


Can you rescue all of your Heroes from Tabletop Dungeon?!
























































Regards,




Jeff Moore