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Announcements » HYPERBOREA: Beasts and Cannibals » 1/17/2018 8:19 pm

Jimm.Iblis
Replies: 18

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My players are presently returning to Zamboula in my Hyborian Age campaign, and we just converted to AS&SH, at levels 2-3. The timing was almost perfect.http://cdn.boardhost.com/emoticons/smug.png

Swordsmen & Sorcerers » Replacing the Priest » 1/16/2018 8:12 pm

Jimm.Iblis
Replies: 27

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I just wanted to chime in and say I appreciate that there is little if any difference in the fiction between what we've come to call arcane and divine magic. My group is converting to AS&SH tonight, and I knew that the priest class (of which someone will be converting to) had armor restrictions. I wasn't sure until re-reading the spell casting in armor section in AS&SH what I was going to say when the priest player asked "why can't I wear armor?" Nice to see the rules expressly spelled out for us who need to unlearn 3.x!

Bestiary » The Perfect Simple Statblock? » 1/16/2018 7:39 pm

Jimm.Iblis
Replies: 10

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By the way, I updated based on Ynas's suggestion and the late 1e module format. I like this a lot more.

Monster Name | App d# | AC x DR x | HD x (hp xx)  | ATT #, type+bonus (damage+effect) | SV x (+bonuses) | ML x | INT "x" | DX # | SZ SML | MV x | TC pers;lair | XP x | Special: x | Instinct: "x"
Describe me here!
Regular text, include tactics, morale notes, special abilities —in brief!

Bestiary » The Perfect Simple Statblock? » 1/16/2018 7:22 pm

Jimm.Iblis
Replies: 10

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I've been thinking about doing a blog or vid on using Scrrivener as a referee tool. There really is no comparison, and I am not sure the developer knows what a potential market he has amongst role-players.
https://i.imgur.com/kQgu5tC.jpg

Bestiary » The Perfect Simple Statblock? » 1/16/2018 6:52 pm

Jimm.Iblis
Replies: 10

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Omg I can't run games or plan campaigns without Scrivener now. Totally worth it. It isn't a word processor, so your notes won't get the formatting you might do in Word, but seeing as they are just "notes" that aspect is very liberating. You just organize all your headings in the left, like a table of contents. You can have your adventure, lists names, NPCs, maps, images loads of whatever . Even the rulebook, if you have a PDF. You can split the view window, which is great when you are map-crawling--the map on one side and your key on the other.

Bestiary » The Perfect Simple Statblock? » 1/11/2018 10:29 pm

Jimm.Iblis
Replies: 10

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Aha! Was looking through my module collection for exactly this. I figured, this was when TSR had ironed out a lot of the early formatting bugs, right before they jumped the shark.

NPC and Monster Statistics
The inhabitants of an encounter area are summarized within the DM text for that area. The statistics for these inhabitants are given in paragraphs with all lines but the first indented on the left side. The stats are presented in the same order in all cases, separated by semicolons. This order is given below, with the abbreviations used explained. Spells and special equipment are given below the stats. Name (number): AC (armor class); MV (movement in inches); HD (hit dice) or Profession and level; hp (hit points); #AT (number of attacks); D (damage done for each attack); AL (alignment); SA (special attack type); SD (special defense type),

Gygax, Gary, and Lawrence Schick. Advanced dungeons & dragons - realms of horror: official game adventure: an adventure for intermediate level characters. TSR, 1987.

By the way - I've had to play the captcha game on every post I've made today. When will it end!?

Bestiary » The Perfect Simple Statblock? » 1/11/2018 6:28 pm

Jimm.Iblis
Replies: 10

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Ynas Midgard wrote:

the order they're in is not intuitive for me. I prefer HD-AC-Atk first.  ... Also, SV is HD-dependent, so I don't need to put it down.

You are probably right, despite what I said about pre-combat. I remember when I was running games right out of the modules as a kid, I would rewrite the hit points in pencil by the name of the creature. As for SV, also quite right, but I can never remember the formula http://cdn.boardhost.com/emoticons/embarrassed.png


Blackadder23 wrote:

they were "modules" because they were modular

That makes sense, and why the term became more esoteric as adventures got more setting specific and plot-driven.
 

Bestiary » The Perfect Simple Statblock? » 1/10/2018 10:12 pm

Jimm.Iblis
Replies: 10

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I often incorporate simple statblocks in my adventure notes, so that they read like an old-school module (why did we call them modules anyway?). I often wish the various iterations of old D&D right now had the 2-3 line format stat blocks included in their bestiaries, simply so I can cut/paste them into my notes. (Consider that a "wish to see" if AS&SH ever does a monster book, which I dearly would love to happen...)

Anywho, for now, I use this template in Scrivener, maybe someone else might find it useful or have suggestions for improvement.

Monster Name | App d# | SZ SML | MV x | AC x DR x | HD x (hp xx)  | ATT #, type+bonus (damage+effect) | SV x (+bonuses) | ML x | INT "x" | DX # | TC pers;lair | XP x | Special: x | Instinct: "x"
Describe me here!
Regular text, include tactics, morale notes, special abilities —in brief!

A few clarifications.
I find my eye easily distinguishes text separated with "|" -- though some might prefer colons, dashes, or semicolons.
The first few blocks are used in describing and setting up the encounter. "How many, how big, and how fast can it get to us?" are the sorts of things that need to be known before the dice roll or the creature's fine details are described.
The next few blocks are basic defense and offense stats, followed by morale. Fighting ability usually equals HD so I omitted that stat for this "generic" statblock. If FA differed from HD, I'd note it beneath.
I added an INT block, like 1st edition AD&D, because intelligence informs the creature's tactics and that helps the referee -- you don't need a number, just say "animal" "low" high" or "genius."
Following is the creature's Dexterity (initiative ties being very situational, though I'm considering calling out the creature's Dexterity bonus to AC, if any, in this area in case the creature is immobilized).
The last info blocks are self-explanat

General Discussion » Downtime adventures » 1/09/2018 10:36 pm

Jimm.Iblis
Replies: 14

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Deleted previous post after reviewing the product showed it to be system-specific...

This might not be the answer you are looking for but a system already exists in AS&SH. Just make the mission an ability test, or a series of ability tests, or a task resolution check or a series of those. Narrate the results as lengthy spans of time. Offer tough choices on failures or not-so-tough choices on ties (my DW-inspired house rule).

Also BA, I'll toot your horn. Love that generator. That table was how I discovered AS&SH, by the way.

General Discussion » Timekeeping and Encumbrance » 1/08/2018 4:35 pm

Jimm.Iblis
Replies: 22

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Yes, exactly that. Especially for hauling coins; and arms/armor looted from corpses.
I make gold coinage exceedingly rare because it isn't too prevalent in a world where non-adventuring people mostly use bronze/copper pieces-- or silver at best. If a chest is found its probably overflowing with copper and silver. "Who's lugging it to the money-changer?" http://cdn.boardhost.com/emoticons/lol.png

Forum Troubleshooting » Captcha? » 1/08/2018 4:24 pm

Jimm.Iblis
Replies: 31

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I can't see the pictures too well so I struggle with this every few posts or so. 5-10 minutes of me clicking pictures and trying to suss out if a "street sign" includes the pole, or if some blob behind some bushes is a car.

General Discussion » Timekeeping and Encumbrance » 1/08/2018 4:18 pm

Jimm.Iblis
Replies: 22

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Gotta admit I tend to hand-wave until the equipment and weapon hoarding feels like it's too much, then I step in and ask how and who is hauling crap. Often the players are swapping stuff and dropping packs to fight... The bookkeeping minutia is so tedious and isn't a thing that ever comes up in the fiction.

Bestiary » Mortasheen Monster Index » 1/07/2018 1:39 am

Jimm.Iblis
Replies: 0

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This style of weird isn't everyone's cup of viscous tea, but damn I would love to see all of these statted up for AS&SH. There is a veritable encyclopedia here of creatures and ideas...
Mortasheen Monster Index

http://www.bogleech.com/mortasheen/battle.png

Adventures » Black Moss-Hag of Lug » 1/03/2018 4:56 pm

Jimm.Iblis
Replies: 1

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My group wouldn't let my hunchbacked Esquimaux seduce the Black Moss-Hag of Lug.
I'm all, "Why not? I have 18 Charisma points!"

Adventures » List adventures that would fit the Hyperborea setting » 1/03/2018 3:54 pm

Jimm.Iblis
Replies: 25

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Lovecraft himself didn't seem to have a problem with his buddy Howard's Conan tackling alien demons with nothing but grit and a broadsword.

Adventures » List adventures that would fit the Hyperborea setting » 1/02/2018 9:30 pm

Jimm.Iblis
Replies: 25

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Brock Savage wrote:

I have a dream of running a pulp Cthulhu game using the Savage Worlds system but I think it's a hard sell ("it's like Indiana Jones meets Cthulhu!"). 

As a man who has already thought of a character, "greaser who finds an alien rocket pack," I want in.
 

Adventures » List adventures that would fit the Hyperborea setting » 1/02/2018 9:17 pm

Jimm.Iblis
Replies: 25

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foxroe wrote:

I1 Dwellers of the Forbidden City would work well in Hyperborea too.

Not that anyone asked, but Dwellers is my favorite module ever and I'm happy to see it mentioned. I try to shoehorn it somehow into every campaign I run...
 

Adventures » List adventures that would fit the Hyperborea setting » 1/02/2018 9:10 pm

Jimm.Iblis
Replies: 25

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I've been collecting classic adventures for years, and the problem I'm having isn't so much as "which ones would best fit" as what must I omit in the current campaign. Just about anything from 1e can be re-skinned into a kickass sword & sorcery adventure. That includes the bulk of Dungeon Magazine, Judge's Guild (Thieves of Fortress Badabaskor!! in my Xoth campaign!!), and the Mayfair stuff. Most of that material assumed human-centric worlds. I think Gygax, Arneson, Moldvay etc, were more influenced by weird fantasy and swords & sorcery than what came later...

2e, though? Most of those are decidedly more difficult to adapt. Besides the default setting more or less wearing its high-falutin' fantasy on its sleeves, and that setting intruding on adventures from the top down; modules were just written differently. Excepting a few gems, there was a shift in adventure writing: and that is away from personal goals, discovery, treasure hunting, and sandboxes.
Rant Warning:

In fact, those older 1e adventures--those that were about nothing more than exploring and emptying dungeons of monsters and booty--were subject to scoffs in the 90's. I guess it was supposed to feel more sophisticated and prove we'd grown up, to demand "gravitas" and complex plots in the adventures. Sigh. So in 2e, you saw the module's author dictating the "story" from start to finish--rather than simply setting the stage. These stories were high-stakes and setting shattering, "help Elminster and the god of whatever save the universe from Malar or something." This shift had to be editorial, because you look at something like Zeb Cook's Dwellers of the Forbidden City and compare it to his Vecna Lives! and it is like two different authors with two opposite philosophies.

That said, I'd love to adapt Night Below from 2e.
 

General Discussion » Dungeon Prep » 1/01/2018 5:38 pm

Jimm.Iblis
Replies: 6

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I struggle with layout myself because I always want to include those vertical elements you see in video-game dungeons.  Normally, I use something like dunjon to generate something randomly as a base, then think about how it might actually be constructed, and how areas might have vertical elements like balconies, crosswalks, collapsed floors and ceilings, grid floors, etc.
Nobody mentioned the Castle Oldskull Dungeon Design books so I'll vouch for those as helpful with layout.

Rules Discussion » Running past foes » 1/01/2018 5:22 pm

Jimm.Iblis
Replies: 12

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I'd probably do similar, now that I reread your post -- yeah, a regular DEX test to just run past, and extraordinary test to go through.
I'd be wary of stacking and tracking too many modifiers--I know, that's how I'm used to doing things too as someone who loved 3.x/Pathfinder for 20 years. That's a d20 system misstep though. A good house rule is to just consider all the elements in play--spells, terrain, position, etc--and if after all that the advantage is clearly in favor of one side, just give a single +2 bonus and call it done.

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