Posts

Pseudo-Pseudohistorical Logistics

Pseudo-Pseudohistorical Logistics I am hoping to actually bring these rules to the table soon, so I am going to be getting into some of the more nitty-gritty and logistical aspects of running the game. My original version of this post got overwritten on accident. I think I put everything back in though… Encumbrance You have two hands! 4 belt slots (His Majesty the Worm Style): these are the items you can access much more quickly. Light amour occupies one of these slots, medium two, and heavy three. For additional carrying capacity, you have a few options. For a pack, you can either have a Satchel: 4 slots Backpack: 8 slots; encumbering  and if that just isn't enough, you can use Small sack: 4 slots, occupies a hand. Large sack: 8 slots, occupies both hands; encumbering. Encumbrance grants a -1 to melee d12 rolls, and a disadvantage to ranged combat and any checks requiring dexterity or speed. It also makes you move as if you are wearing one step heavier armour than you are. If you ...

Alternative Holy Magic for Dolmenwood's Pluritine Church

Alternative Holy Magic for Dolmenwood's Pluritine Church  Prelude  I swear this isn’t supposed to be a Luke Gearing fan blog. Also, this is at least nominally related to pseudo-pseudohistorical violence so I can pretend I am making progress on a current project instead of starting a new one. Basically required reading: Luke Gearing's Grand Unified Theory of Magic and Religion  Very highly suggested reading: Elmcat's Kill Clerics Become Warlocks  Dododecahedron's Classless Clerics  I found all three of these blog posts incredibly inspiring in the matter of “fixing” clerics. I have never been satisfied with the way clerics work as a class—much has been written about this, especially in posts from Prismatic Wastelands’s Cleric Blog Bandwagon—but invoking the power of a deity should not work the same as a wizard casts spells.  I am also just a sucker for bespoke and unique magic systems, I think having bespoke forms of supernatural powers can really make magic ...

Pseudo-Pseudohistorical Characters

   Pseudo-Pseudohistorical Violence: Character Creation This is part of my ongoing project to flesh out Luke Gearing's Pseudohistorical Violence for a home game. I thought about doing completely random character generation, but I decided instead to let players pick a class and then roll a d4 for a random boon. Some of the classes are incomplete, so either stay tuned or make your own I guess :) All characters start with some adventuring gear and 3d6 gold pieces.  (I would use the quick equipment table from OSE Carcass Crawler #something or other) . Also I reference Dolmenwood a lot because I think I'm going to use this weird funky system in the Dolmenwood setting because I like it. Kill two birds with one stone you know?  In addition to this, each player should get one non-adventuring skill related to a previous profession or something, mostly because I want to roll on the big d100 table from DCC. Knight You are some minor noble, whether by birth or by being knighted ...

Pseudo-Pseudohistorical Magic

 Bending the laws of the universe is not easy! Unless this is very poorly balanced. SPELL DIFICULTY: DC EASY: 6 HARD: 10  Easy spells take 4 hours to memorize. Medium spells take a full 8 hour day to memorize. Hard spells take a week of study to memorize.  I quite like the idea of very powerful magic users having to retreat to their towers to study for long periods of time to have their most powerful spells prepared. I don't like it when the standard dnd stile magic user can rest overnight, spend a quick hour skimming their spellbook, and have upwards of 10 spells memorized. Roll 1d12 + modifiers: 2 or more above DC: Memorized! Take 1 fatigue Within 1 of DC: Memorized, but take 2 fatigue 2-3 Below DC: take 2 fatigue, spell may fizzle/misfire 4 or more below DC: take 2 fatigue spell likely fizzles/misfires (roll misfire table twice and take the worse result)  Drained counts as an injury, granting +2 to further injury checks. A drained character lacks the mental capaci...

Pseudo-pseudohistorical Violence

Consider this my "fantasy heartbreaker"  Credits to Luke Gearing's "Violence" and "Violence at the Street Level", found here:  https://lukegearing.blot.im/violence https://lukegearing.blot.im/violence-at-the-street-level   Edit: Luke Gearing seems to have removed the "pseudo-historical" part of the Violence rules on his blog. Thanks internet archive for allowing me to link to  a version of the post that still has the pseudohistorical part.   I really like d12's so I was very happy to see Violence even just based on that. I also really enjoy that "Violence at the Street Level" makes weapon length a very explicit factor in combat, as that is something my (amateur) historical combat nerd friend talks about whenever I complain about my dissatisfaction with standard dnd style combat (variable weapon damage, HP never making any sense , etc.) I'm hoping to test these rules sometime in the next few weeks, so watch for that!  Goals: ...