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Adventures » Ghostship of the Desert Dunes: Actual Play » 1/08/2018 1:31 am

cudgel
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Reading this just gave me the idea that diamonds used to power the air ship might work well with the usage die system. Not exactly sure what the dice would be. Seems d100 would be too high, d20 would be too low. 

Here is a link to a discussion on usage dice

Maybe roll d20 every hex of flight, and roll d20 for each shot with the crossbow. The party would be able to fly about 30 hexes or fire the crossbow for one hex of flight. The exact number would vary. 

Another alternative might be to subtract a d6 of diamonds each time the usage die comes up 1 or 2. 

Adventures » List adventures that would fit the Hyperborea setting » 1/06/2018 4:16 pm

cudgel
Replies: 38

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While not adventures the Arduin Grimoire's Volumes 1, 2, and 3 offer some good inspiration for Swords and Sorcery adventures. In my opinion the adventures produced by Dave Hargrave were not very good. The Arduin books were also not that great if you were going to use them as written. With that said, Hargave sprinkled everything he wrote with great swords and sorcery ideas, the books are like  mountain of ideas to be mined!

Adventures » List adventures that would fit the Hyperborea setting » 1/06/2018 4:11 pm

cudgel
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For Swords and Sorcery dimension spanning epics with flying boats: 

The Rogue Mistress: This is truly epic adventure from Chaosium. Written for Elric/Stormbringer it would require a lot of work to convert. A better strategy would be to enjoy the read and just use it as an outline for adventures in and beyond Hyperborea. The story is has lots of good ideas that would fit well with the Hyperborean setting, many parts of the adventure take place in other dimensions.  

Adventures » List adventures that would fit the Hyperborea setting » 1/06/2018 4:04 pm

cudgel
Replies: 38

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Speaking of Underborea: 

Journey to the Center of Aereth: Has a cool Journey to the Center of the Earth feel. Though it makes some assumptions as to the nature of the inner world. The race found ruling the inner Aearth has a very H.P. Lovecraft vibe. Theadventure begins in a snow covered waste so it might fit well on the plain of Leng near the mountains, or better yet, The Ythaqqa Plateau!

Adventures » List adventures that would fit the Hyperborea setting » 12/30/2017 7:17 pm

cudgel
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Narcosa - Neoplastic Press
This is a supplement that talks about using drugs in OSR FRP settings. The rules are pretty generic. There is an adventure near the end: THE MOLDS AND SLIMES OF VILNID which might be a good fit for the Hyperborean setting. Meant for a tropical or sub-tropical, where huge fungus might grow, it could be placed on an island in the Kitasion Archipelago, a swamp regions would also work, like somewhere in the Lug Wasteland. It would also be right at home amongst the steam vents in the Gibbering Fields. 

Adventures » List adventures that would fit the Hyperborea setting » 12/30/2017 6:29 pm

cudgel
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I thought it might be a useful resource to list adventures that fit the Hyperboarea setting in one place.

The Maze of Screaming Silence - by Monkeygod enterprises.
This is a really great adventure written for 3e. It’s got a great swords and sorcery vibe. Takes place in a cold mountainous region. The main plot takes place in an outpost of a evil empire, which doesn’t really have a direct counterpart in Hyperboarea but would fit right.

S3 Expedition to the Barrier Peaks - TSR
A classic that needs no introduction. There have already been some suggestions about including this.

Rules Discussion » House Rules? » 12/30/2017 6:15 pm

cudgel
Replies: 74

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I like the idea of necromancy pushing your alignment into the chaotic and or evil realm. This reminds me of the alignment system from Stormbringer. In that system there is only law and chaos, though you ca subscribe to balance and be somewhere between. At higher power characters have to choose. Until then your actions move you closer to one of poles or you strive for balance and stay in the center. All magic is chaotic and the use of magic moves you to chaos.

Something like this could be a good house rule. No good or evil, the only alignments are Law, Chaos, or Neutrality.

Law is not necessarily good, a rigid and unforgiving enforcement of rules is very oppressive.

While chaos is not necessarily evil, imagine wild primitive people and druids.

Rules Discussion » House Rules? » 12/28/2017 9:56 pm

cudgel
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Grimmshade wrote:

First off, magic is actually more common in the Hyborian Age than most people seem to think. Beyond that though, learning sorcery generally requires a lot of work, like becoming a weapon master. If being a weapon master were easy, everyone would be one. It's the same with sorcery. It requires either a master, or books/scrolls of forgotten lore, or finding some artifact, demon, or god that will teach you or that you can force to teach you.
In the end it really all boils down to how you present your particular RPG world.

Edit: neat point about the Hit Points, Foxroe. I'll have to give that some thoughts.

I like the idea of casting spells costing hit points. I feel this would work well with the hit point system I posted above. This could be really fun with the other suggestion of having the option to pay hit points on a failed spell roll. More choices is more fun as long as it doesn't slow the game down too much. 
 

Rules Discussion » House Rules? » 12/28/2017 9:29 pm

cudgel
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Jimm.Iblis wrote:

I'm going in the opposite direction, and borrowing a lot from Dungeon World for my pending AS&SH game. A caster memorizes their daily spells, and then rolls a 1d6 when firing them. If the die result is higher than the cast spell, they don't lose it. If the result is equal to the spell level, it can be cast with a cost or lost, player's choice. Being able to recast doesn't "break" DW, at all and I doubt it would break another game--we'll see how it goes. It nicely allows the player magic-user utility throughout the adventuring day while potentially limiting the number of higher level spells being thrown around. And the players don't have to feel like they need to rest constantly.
 

 
That is a very nice idea. Dungeon World has some really great mechanics. Giving players choices makes the game more interesting and engaging.

I have been playing 5e lately. The group I play with relies too much on die rolling to succeed for everything. If you miss the roll you’re stuck. This is a really terrible way to play the game.

I like the thinking in Dungeon World where is a die make a choice, or on a roll you might succeed, or you might succeed with some consequences.

Rules Discussion » House Rules? » 12/28/2017 7:19 pm

cudgel
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Blackadder23 wrote:

cudgel wrote:

For me corruption makes the idea of magic make sense. If there were no drawback everyone would be casting spells.

Unless only a small percentage of the population is capable of casting spells.

 
To me this feels like hand waving the idea to justify character classes and limit the number of wizards on the street.

I feel the same way about Vancian magic. It has the feeling of a rule to limit the number of spells a character has at their disposal in day. The idea that you forget the spell when you cast it and have to memorize it again is absurd.

The DCC magic system is far from perfect and has plenty of loopholes to be gamed. That said, for myself it is the most believable spell system I have played. It answers all of these questions.

Why do wizards guard their magic: other wizards might steal it if they see you cast a spell.

How many spells can you cast: as many as you know.

How often can you cast spells: until you run out of magical energies by botching your spell casting.

Why don’t wizards cast spells all the time: because of the risk of bad things happening.

Why can’t a powerful wizard cast a more powerful spell: they can! A powerful wizard casting the same spell casts a more powerful version, usually.

Magic is random and unpredictable why are spell effects always the same: they aren’t! Every spell has a range of effects every time it’s cast and each wizard casts it differently.

I think this also gives players more to work with. A first level mage, comes along for the ride until their sleep spell is needed then they hang out until they get a chance to rest. It’s much more fun if they can cast spells more often. Why let the fighters roll all the dice!

Rules Discussion » House Rules? » 12/28/2017 5:51 pm

cudgel
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For me corruption makes the idea of magic make sense. If there were no drawback everyone would be casting spells. If everything else in the world followed the rules that characters used you'd have wizards on every corner casting spells for profit. You'd have magical sweat shops with renting out first level spell casters for gold pieces. 

If casting spells was like playing with radioactive fire, it might burn you and cause cancer people would shun and fear it. Only the fool hearty or the insane would want to try it. Why cast light, and possibly have all of you hair fall out, when you can just light a candle?

I think the idea that wizards have fewer hit points and can't use armor or weapons feels very artifical. I'd rather make all characters fighters. Anyone can try and cast a spell, if they have seen someone else cast a spell, or read the instructions in a book. If you have a higher intelligence the more likely it will succeed without repercussions. 

My ideas have nothing to do with imitating sword and sorcery literature, and are more about making sense out of the premise of a world where magic exists, and answering the questions why is magic hated and feared and do wizards jealously guard their spells. 

Rules Discussion » House Rules? » 12/28/2017 1:13 am

cudgel
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My house rules are: 

Hit Points 

Hit points are a measure of how much stamina and will to survive you bring to a combat situation. Hit points can be healed by rest or even a strong drink. Gain a hit die after drinking a flagon.

After a number of drinks equal to your Con bonus + 1 characters start to suffer from inebriation: -1 on all rolls except luck. This effect lasts until the character takes a long rest. 

When your hit points reach 0 you lose points from Con. These represent physical injury. When your Con reaches 0 you die. Taking Con damage can cause severe and permanent injury. Con points heal very slowly by bed rest, medical attention, or magic. When a character takes con damage they must roll on the major wound table. A major wound might be nothing or it might be a permanent scar, loss of an ear or a finger, or worse... 

Spells

I'm going to lift the DCC spells system entirely. Corruption and spell burn are fun and fit well with swords and sorcery. 

The idea that you can suffer a terrible permanent mutation from wielding magic is a great reason why not everyone does it everyday all the time. "Use the torch fool it's much safer!" 

The idea that you can learn a spell by seeing someone cast it says a lot about why wizards are not casting their spells out in the open. 

These two ideas make magic make a lot of sense. Plus, the randomness of the DCC system is really fun. I just wish there were more spells to choose from!
 

Rules Discussion » Racial attribute scores » 12/27/2017 11:41 pm

cudgel
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Thanks. I'm really enjoying the writing in the rules. I have the first edition. I ordered the 2nd edition, it's in the mail! 

I love the troupes borrowed from all of my favorite fantasy and sci-fi. Hyperboreans sound like Melnibonéans, Ixian sound like Pan Tangians. 

 

Rules Discussion » Racial attribute scores » 12/27/2017 3:47 pm

cudgel
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There are no racial attribute bonuses or requirements?

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