Swordsmen & Sorcerers » Druidic Heirarchy - Why? » 10/30/2023 9:46 am |
Just ditch it. Not every druid needs to conform to the stodgy Irish mystic stereotype and I don't know there's much evidence for druid fight clubs anyway. I ran a druid based on Sheena once and the class is perfect for that "foundling raised by the jungle" type trope.
Sorcery » Ca » 7/09/2023 2:22 pm |
3.5-based systems would call it Caster Level.
It's usually equal to your class level, but some classes advance spellcasting at slower rates.
Sorcery » [2E] Restoration » 4/27/2023 3:54 pm |
Level draining was removed from monsters in 3rd edition.
General Discussion » Anyone looking at "Swords of Cthulhu!" for stuff to put in their game? » 4/27/2023 3:49 pm |
Kickstarted this and own the physical book. Great fodder for Hyperborea.
Rules Discussion » Lances cut down for use afoot? » 2/07/2023 4:20 pm |
It's better to think of jousting lances as sports equipment. Like fencing foils, they're analogous to something used in combat, but not made for combat. Can you injure someone with it? Yes, but you can injure someone with a hockey stick or bowling pin too.
Swordsmen & Sorcerers » Necromancer & Light "Cantrip" » 2/04/2023 5:27 pm |
How about using Animate Carrion then affixing a torch or lantern to the skeleton? Or putting a candle in it's skull?
Rules Discussion » Lances cut down for use afoot? » 2/03/2023 5:31 pm |
Blackadder23 wrote:
"lance" as being more like a xyston or kontos than a medieval lance with a guard.
Thank you! Everyone pictures Mediaeval Times jousting lances. I'm not a big "muh history" guy but this is one of those I do harp on a bit.
Swordsmen & Sorcerers » Necromancer & Light "Cantrip" » 2/03/2023 5:25 pm |
Aelric wrote:
I'm not sure whom you were addressing.
You.
Jeff and others adequately mirror my position.
Swordsmen & Sorcerers » Necromancer & Light "Cantrip" » 2/02/2023 4:26 pm |
Why should the Necromancer get a free light-making ability but not the Magician or Witch/Wizard?
General Discussion » Will WotC destroying the previous ODL sink Hyperborea? » 1/16/2023 2:58 pm |
gizmomathboy wrote:
You can't copyright game mechanics. The OGL gave people mostly nothing they didn't already have.
Have you read Neil Gaiman's take? He is in agreement with you, or actually the OGL gave people less than they already had.
General Discussion » Attribute Generation In Your Game » 1/15/2023 5:23 pm |
Demiurge wrote:
(3d6 in order 3 times, pick one)
I actually started doing that when running AS&SH and now I'm completely sold on it whatever I run. 3 solid choices, a good chance 1 will fit the class you want.
General Discussion » Will WotC destroying the previous ODL sink Hyperborea? » 1/15/2023 5:17 pm |
I seriously doubt that even if Wiz can de-authorize OGL1a and prevent it's use despite section 9, which actual lawyers say they can't, that Jeff will start publishing under an entirely different and incompatible ruleset.
You'd be the only one happy with it if he did.
General Discussion » Gods of the Forbidden North » 1/15/2023 5:11 pm |
I laid into the dude hard over charging more for a print tier when the backer was responsible for printing cost. But I changed my satisfaction rating from a to a
when he posted this:
It's pretty clear at this point Whatsee can't do takebacksies on OGL1a due to Section 9, despite their impotent bluster.
Rules Discussion » Procedures » 7/29/2022 3:11 pm |
Also: I'd rather have more Hyperborea setting material and supplements from Jeff and co than yet another edition of the game. Perhaps the absent material can be homed in an Unearthed Arcana type expansion?
Rules Discussion » Procedures » 7/29/2022 3:05 pm |
Agreed. Having had both previous versions of the game, I'm still just noticing things that are missing and were useful to the point I still need my 2e book. I just noticed the piece about when to roll for encounters isn't in 3e either. I know space was a big concern as this edition was being developed but formalized adventure procedures would have been a welcome addition to the Referee's Manual (maybe shortening the op-ed material on pg 8-13).
That said, I'm happy with Hyperborea as a supplement to the old-school material I already use. They're beautiful books.
Rules Discussion » Procedures » 7/29/2022 1:44 pm |
'Adventure Actions and Procedures' start on pg 253 (254 of the pdf). They're further detailed under 'Time' and 'Movement' on pg 256 (257 of the pdf).
They aren't formalized into steps, though.
Rules Discussion » Caltrops » 7/03/2022 1:03 pm |
Paraphrasing from "Old School Armory" for BX games:
Caltrops
... a bag of caltrops covers an area of five square feet. Characters who walk into the area must save versus Paralysis (in Hyperborea this ought to be an Avoidance save) or step on caltrops for 1d4 damage, movement is halved as long as the caltrops remain in their feet. Removing the caltrops takes a round; a second save is then required. Failing this, the character moves at one-third speed for the next 1d4 days.
Which works, but I think the damage should be lower, and I'd probably avoid the second save and say the ⅓ MV penalty remains until the damage is healed. I'd allow a save bonus of 1 or 2 if the creature is wearing souled shoes.
Bestiary » More Eight-Legged Foes » 6/01/2022 7:11 pm |
Leto the Red wrote:
straight up showing the chances to surprise
Over time, I've found that the better way to go. Circumstances might modify that base, but it gets wonky when circumstances modify a modifier. I'm up to 1,593 converted creatures for the Hyperborea engine now and I've streamlined and standardized a lot. One of the things that really stood out in converting from other games, esp AD&D was how the same ability could have several different resolution mechanics depending on the author of that creature. The notion to have standard mechanics for like abilities was one of the better things to come out of 3e.
By the way here's my current jumping spider.
Giant Jumping Spider | ×App 1-2 | AC 6 | MV 60, climb 60 | HD 2+2 (hp 14) | ATT bite (1d6 +poison) | SV 16 | ML 9 | INT non | DX 16 | SZ S | TC J-N, Q | XP 246 | Instinct: ambush predator
This fuzzy blue and silver spider might be cute if it weren't for it being 4 feet long and wide.
* Blindsense: Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Aware of moving opponents within 120-feet regardless of stealth or invisibility. Cannot normally be surprised (base chance 0:6).
* Ambush: 3:6 chance to surprise prey, due to their cunning stalking abilities
* Leap, Charge: The arachnid can jump up to 60-ft. It can treat this jump as a charge (+2 dmg) over any kind of terrain, as long as the leap is made in a straight line.
* Poison: Bite delivers deadly poison (dth save +1 negs)
Bestiary » Blaeshund » 4/27/2022 1:44 pm |
Hot dog!
Sorcery » Lizard Man Suit » 4/27/2022 1:39 pm |
Made from real lizard-man, so you know it's good.