Results for tag: D20
Posted by: Storyteller-Zero on May 11, 2013 at 11:20:31 PM
Finals at my college and final papers. Ugh. I got a part in a summer festival musical though. Looking forward to performing again in July.
Regarding monster design for my game in construction:
Whenever I DM'd for the local DnD Meetup Group, I got some of my most positive responses from players when I added narrative to the actions taken by enemies rather than just a simple "it hits you for X damage".
This reminded me of when I was first introduced to DnD through ADnD 2nd edition, when my brother would spout out awesome descriptions of what was going on during combat (it was always gridless when we played).
What if sample narratives were built into the design of monsters, for DMs to describe the action? This could benefit new and old DMs greatly and enrich the experience for the entire table....
Posted by: Storyteller-Zero on Apr 13, 2013 at 10:29:46 PM
Things are progressing a bit slowly since I've had a lot on my plate with my studies and being in a musical.
I figured out an "advanced concept" of accuracy which builds upon the concept of bound accuracy. Not going to reveal it yet since it still requires some major tweaks for testing. My inspiration for this "new accuracy" comes from the combination of some old ideas that I've experienced in different games. It will be simple, streamlined, and -------- (last adjective omitted so as not to give it away).
I've decided to keep monster design separate from PC design. It will be similar to 4e design up to a certain point but the differences will be very noticeable.
Designing adventures will be easy with a very facilitated ability to add depth to storytelling. Tools will be made to compensate ...
Posted by: Storyteller-Zero on Mar 16, 2013 at 10:42:04 AM
I recently decided to turn a homebrew project that I've been working on into a serious endeavor.
I am going to pursue the actual publication of my own d20-mechanic-based tabletop roleplaying game.
There is already plenty going on with Pathfinder, 13th Age, and DnD Next so I don't expect to be very successful in selling my game. No unrealistic delusions here. This blog's title is mainly for fun though there's always the .0001% that it becomes reality, in which case I will start laughing megalomaniacally for the sake of tradition.
Right now my game's design is going in a very different direction from other d20-based games in development, and though there will be many similarities there are also more than enough differences to give my game a distinctly recognizable identity (it can't be ...
Posted by: Vlad_St_Howler on Jan 31, 2013 at 10:38:23 AM
Since I am currently using pre-made adventures, I do use the rewards that are given, but when I do the encounters, body searches, and room searches I like to keep things a little more random when the PCs succeed their check than what the rules state. I don't know if anyone else has done this, but here's my house-rule on currency rewards.
Besides just creating new weapons, magic items, or etc. when none are pre-scripted, I also use die rolls for currency when none is given.
For example: Levels 1 - 5 of Heroic Tier.
1d12 = cp
1d8 = sp
1d4 = gp
Of course this may not work all the time with the other sets of higher levels and tiers, so to address that I'll increase the number of die:
Levels 6 - 10 of Heroic Tier.
2d12 = cp
2d8 = sp
2d4 = gp
If that increase seems a bit much, it could just stay the same...
Posted by: eleusis_ on Jun 1, 2012 at 08:23:02 AM
dieroll-(number out of 400 rolls)[% chance to roll](number of rolls equal to or greater)[percent to roll dieroll or higher]
2d20 drop the lowest
Posted by: Storyteller-Zero on May 31, 2012 at 12:56:09 PM
The spring semester is over for me at college, and I'm only taking one class during the summer to rack up credits. My financial situation is stable for the time being, and I'm planning to look for a little part-time work to feed my bank account.
All in all, I've got some time to finish personal projects and have some fun.
I'm going to return to playing LFR, and I'll be helping to playtest DnD Next if I have the opportunity to do so.
I'm also going to make my own homebrew game system using the d20 mechanic.
That should be fun. Meh.
Posted by: Joebert88 on Feb 11, 2012 at 04:47:18 AM
Been in the process of creating a zombie survival horror campaign for the past 2 years, mostly just writing out the story, making characters, events, towns, y'know buncha shenanigans required to make a decent campaign. Possibly have a group of friends who will play! Very excited... The rulings in D20 modern are crazzzy, idk if I'll use them directly, but who knows! If anyone has any suggestions to make the campaign more user friendly let me know! So far it seems very complicated.. I may even confuse myself.
Posted by: FerroMancer on Jan 13, 2012 at 09:46:15 PM
On Facebook and GooglePlus, it looks like my last posting about what D&D 5e needs was well-commented on! I am very glad to see it. So since I might actually post to this blog more than once, here's more about me.
I'm a geek, but I only really came into it in my 20s. Before that, I was more a nerd than a geek. But when I moved to Buffalo, my geek side had the room to grow and expand that it needed. In college, a friend had a RIFTS sourcebook, and I would go through the book imagining playing it with friends (none of them had a campaign). In time, I met a group of friends and started playing D&D.
There were a couple systems we played. There was a proto 2e/3e blend that one guy used that had "split stats". Example: DEXTERITY was made of two factors:...
Posted by: MajesticMoose on Aug 7, 2011 at 05:15:09 PM
I figured I would take a moment to place down my house rules for Saga edition games, since this way I have them typed up and ready for response. Not many people ask anymore, but This way it gets done once and that should be enough.
So, I'll start off with character classes:
1.) All classes get full BAB progression. I do this mainly because defense scores easily exceed 35-40 at level 20, and anything less than a full BAB rarely keeps up.
2.) I change the way HP is determined beyond 1st level. The new formula is 1d4 +X, where X is equal to the maximum normal HD result -4. Example: a character gains level 5, and chooses scout. he would determine hp with 1d4+4 (d8 maximum is 8, -4 is 4). I do this to ensure a higher average result, and also because gaining...
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