28 February 2016
Original Dungeons & Dragons Supplements Return
26 January 2016
Original Dungeons & Dragons Is Affordable Again
11 January 2016
How to Knock Out a Foe in One Easy Rule
Knocking outor being knocked out byan opponent ought to be a viable tactic in an adventure game, but more often it is made too obscure or unwieldy in the rules of Dungeons & Dragons and its offspring. As an alternative (and as an encouragement in the use of this tactic), I offer the following house rule.
Any attack with a blunt instrument (either unarmed or with a weapon) can be made with the intent to knock out an opponent. The victim is entitled to a saving throw. If the saving throw succeeds, the victim takes no damage if a helmet is worn or half damage if the head is unprotected. If the saving throw fails, no damage is sustained, but the victim is knocked out and will remain unconscious for 1d6 turns or until revived. Opponents who are surprised suffer a −2 penalty to their saving throw; opponents who are attacked from behind suffer a −4 penalty.
Edged weapons with suitable non-edged surfaces (such as a sword's pommel or an axe's handle) may also be used as a blunt instrument for the purpose of this rule.
01 January 2016
Applying Phantasticality in 2016
In 2016, I will be slightly adjusting the focus of Applied Phantasticality. Swords & Wizardry White Box has been moving to the center of my experiments with Old School Renaissance gaming, and it will remain an area of concentration, but this year I will also be giving a significant amount of attention to Dungeon Crawl Classics. (I backed the 4th printing Kickstarter project, so I should be getting my hardcover copy of the rules in April.) Session reports for both games will follow as soon as gaming resumes.
I'm still tinkering with my OD&D-inspired house rules, but I will probably hash out a definitive rule book before long.
Cargoes & Castaways continues to vex me for several reasons, one of which is its relationship to Swords & Wizardry and the Open Game License. (How compatible do I want it to be? Do I really want to deal with the OGL?) Then there is the issue of illustrating it (or not). I'd love to make it available in PDF and print, but until I can resolve those issues, it will languish in Limbo.
Whatever else the year has in store, I hope there will be plenty of gaming.
Happy New Year!
Game on.
30 June 2015
Time for Another Spellcasting House Rule
Eventually, I will decide exactly how I want to handle spells in my Swords & Wizardry White Box games. The number of spells that can be cast per day are so scanty at low levels that it's a wonder anyone ever wants to be a spellcaster, especially since magic-users in particular are ineffective at anything other than spellcasting. My last house rule has been unsatisfying (unmemorized spells can be cast, but the casting time is extended to a turn and the caster must make a saving throw or suffer a temporary loss of strength). The casting may or may not have consequences, and even if it does, the cost is negligible. For my next house rule on the subject, I think I'll let unmemorized spells be cast at a cost of 1 hit point per spell level. This is an idea inspired by Microlite20, although in those rules it's the default method for all spellcasting. In Microlite20, the hit point cost is 1 plus double the spell level, but hit points spent in this manner are recovered after eight hours of rest. In my house rule, the hit point cost is lower, but the hit points spent are actual damage and are recovered in the same manner as other wounds (1 hit point per day of rest). This makes it simpler, but it makes the consequences of casting unmemorized spells greater, thus preserving the importance of wisely choosing which spells to memorize. I'll probably also add the Holmes rule for creating spell scrolls. Will any of this work or will I be trying another house rule in the near future? We shall see...
[Edit: After writing "Old School Open Book Spellcasting", I have decided that the house rule above should also require the use of a spell book or scroll containing the spell to be cast.]
13 May 2015
Calling It What It Is - It's Psychic
- Random Psychic Power Generator and Psychic Combat Simulator
- Random Psychic Power Generator Example
- Random Psychic Power Generator Example 2
09 May 2015
Goblin Shrine Encounters for Swords & Wizardry White Box
View, print, and/or download Encounters in the Goblin Shrine of the Spidergods for Swords & Wizardry White Box.
#1pdc #OnePageDungeonContest
04 May 2015
My One Page Dungeon Contest 2015 Entry
As always, comments are welcome.
View, print, and/or download Goblin Shrine of the Spidergods.
#1pdc #OnePageDungeonContest
27 April 2015
Random Psychic Power Generator Example 2
Strength: 6
Intelligence: 9
Wisdom: 12
Dexterity: 9
Constitution: 11
Charisma: 13
Unlike the first example, this character actually has an above average attribute (Charisma) and only one below average attribute (Strength). The highest class-related attribute is Wisdom, so I'll make her a cleric. Of Chaos. Meet Kyraptica, Priestess of Phlaagra.
Rolling All Dice, my results were d4: 3; d6: 5; d8: 5; d10: 6; d12: 1; d20: 1.
The d4: Psychic Fuel
With a roll of 3, Kyraptica's Psychic Fuel is her Constitution, which is average. She is fortunate she does not have to draw upon her Strength to fuel her Power.
The d6: Psychic Focus
With a roll of 5, her Psychic Focus is Intelligence and Charisma. Her Intelligence is average, but her Charisma has a bonus of +1, which is added to her roll whenever she uses her Psychic Power.
The d8: Psychic Rejuvenation
With a roll of 5, Kyraptica restores her lost Constitution by merely clapping, for which she regains 1d4 points. She may do this once per day. (She can clap all day if she likes, but she will still only regain 1d4 points.)
The d10: Psychic Enhancer
With a roll of 6, her Psychic Enhancer is a gong. Kyraptica's cult makes use of the gong in ceremonies, so it's a multipurpose musical instrument. The reverberations caused by striking a gong intensify her concentration and give her a +1 bonus to Psychic Power rolls.
The d12: Psychic Failure Consequence
With a roll of 1, any failed Psychic Power roll results in psychic paralysis for 3d6 rounds, during which time she is effectively non-psychic. This may seem like a minor setback, but in the presence of another psychic it is tantamount to revealing that you are dangerous and then dropping your weapons, shield, and armor.
The d20: Psychic Power
With a roll of 17, Kyraptika's Psychic Power is Pyrokinesis, which suits her fiery temperament. This is the paranormal ability to produce and control fire with the mind. Control can be maintained as long as complete concentration is possible. Anything that interferes with concentration requires another Psychic Power roll to be made.
Summary
Kyraptica, Priestess of Phlaagra, has the gift of Pyrokinesis, which marks her as chosen by her deity to spread the message (and Chaos, which is pretty much the same thing). Her use of this gift drains her health, but she can revitalize herself by merely clapping her hands. Her control of the gift is guided by the strength of her personality and by the sounding of a sacred gong, which she carries with her. Should she stumble in the use of her Power, however, she loses that Power and all of its defenses until she can summon her resolve.
[Edit: I changed the term "Wild Talent" to "Psychic Power." 2015-05-13]
24 April 2015
Random Psychic Power Generator Example
Strength: 7
Intelligence: 8
Wisdom: 8
Dexterity: 12
Constitution: 9
Charisma: 8
This poor soul qualifies as a Hopeless Character with four below average attributes and two average attributes, but such is life. The highest attribute is Dexterity, so I'll make him a thief named Shufflo. It's really a nickname because he shuffles everywhere, except when he's on a job then he is light on his feet. No one but a fellow member of his Thieves' Guild would ever suspect him of being a burglar.
Rolling All Dice, my results were d4: 1; d6: 2; d8: 3 d10: 1; d12: 12; d20: 8.
The d4: Psychic Fuel
With a roll of 1, Shufflo's Psychic Fuel is his Strength. Each time he uses his Psychic Power, his Strength is reduced by 1 point (as if it wasn't low enough already).
The d6: Psychic Focus
With a roll of 2, his Psychic Focus is Wisdom. Unfortunately, he has little of that at hand, so his roll when using his Psychic Power will carry his Wisdom penalty of -1.
The d8: Psychic Rejuvenation
With a roll of 3, Shufflo is a bit luckier. The method by which his Psychic Fuel (Strength) is restored is simple immersion in water, which restores 1d4 points. This happens each time he immerses himself completely in water. To qualify for the rejuvenation of Strength points, he must be completely dry between immersions. He'd better not be a hydrophobe.
The d10: Psychic Enhancer
With a roll of 1, his Psychic Enhancer is crystal. Shufflo's grandmother once gave him a small crystal, telling him to rub it when he was worried about something, and it would put his mind at ease. Coincidentally, Shufflo's Psychic Power becomes easier to control when he is in the presence of crystalline structures, so every time he rubs that crystal as he uses his power, he gets a +1 to his Psychic Power roll, which negates his Wisdom penalty.
The d12: Psychic Failure Consequence
With a roll of 12, the consequences of failure to control his power result in physical injury. That's 1d6 hit points of damage each time he fails his Psychic Power roll. If he were wise (which, obviously, he isn't), he would wait to experiment with his power until he were more experienced or had an edge. Just what is that power anyway?
The d20: Psychic Power
With a roll of 8, his Psychic Power is Etherealness, the ability to become noncorporeal in the physical world, and even to travel to the Ethereal Plane of Existence. In this regard the Fates have been kind indeed, for here is a thief with the power to walk through solid walls. It may come with a risk, but here is a means for a burglar with no special talent to do the impossible.
Summary
Shufflo the Thief, a nondescript nobody who survives by stealing, has a secret talent, a Psychic Power, that enables him to walk through walls, perhaps even to pass into a higher plane of existence. He is a phantom, but his power weakens him, and he is not a strong man. Luckily, a simple plunge into ordinary water miraculously revitalizes him. He is not especially wise, but the crystal his grandmother gave him seems to help him control the power, so he is never without it. The power comes with a great risk, however, for should his control of it falter, his body may suffer grievous wounds.
[Edit: I changed the term "Wild Talent" to "Psychic Power." 2015-05-13]



