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Pseudo-Pseudohistorical Violence: Playtesting and Second Draft

Pseudo-Pseudohistorical Violence: Playtesting and Second Draft I finally took my rules for a spin! I summarized the events of the sessions below, or you can skip straight to my takeaways. Some of them have made it into my second draft of the rules, which are hosted on my google drive. Feel free to let me know what you think, especially if you actually playtest them! Session Recaps The first session was run with Ester, the court wizard , and Sir Caer, the knight. The dockmaster, a subordinate of their liege lord Sir Osric, offers them a bounty of 200gp to investigate sightings of crookhorns near Drumen Knoll. In preparation Ester memorizes shield twice and ignite/extinguish once. The overexertion leaves him exhausted, slowing his movement and inhibiting combat rolls, as well as leaving him with a chance of miscasting one of his shield spells. The pair wander around in the woods awhile, getting lost, avoiding a passing pair of people, and ending up right back at For Vulgar. ...

Pseudo-Pseudohistorical Injuries (and Other Combat-Related Matters)

Pseudo-Pseudohistorical Injuries (and Other Combat-Related Matters) Pseudo-Pseudohistorical Violence Master Page   Injury Guidelines I think there is real tension between the idea of letting injuries be diegetic and fit the scenario and having guidelines and procedures in place to reduce GM fiat. I am trying to thread that needle here; as long as DMs (me) keep in mind that these are guidelines, not hard and fast rules, I think things will work out. Injury Check: 1-6: flesh wound; no effect 7-10: light injury 11-12: medium injury 13-15: downed; medium injury 16-19: heavy injury 20+: mortal injury Hit location (d12) 1: head 2: right leg 3: left leg 4-5: dominant arm 6-7: non-dominant arm 8-12: torso For hit location, use the melee die that the character used. If a character wins a melee roll by 2 or more (complete victory), then they can choose to force the opponent to use the result of either their own melee die or the opponent’s. Injury Sever...

Pseudo-Pseudohistorical Bestiary

Pseudo-Pseudohistorical Bestiary Pseudo-Pseudohistorical Violence Master Page   Armour: The type of armour the beast is considered to have for the purposes of injury checks. Shooting: bonuses or penalties when attempting to shoot at the beast. Melee: the dice the beast rolls in melee, as well as what weapon to treat it as for length and injury checks. Harm: the dice the beast rolls when doing an injury check. If no specific table is given, assume it is the standard injury check (1-6 flesh wound; 7-12 injury; 13+ down). Below I have created a handful of template monsters. In the style of “Just Use Bears”, I figure that at least for now this is good enough. Some monsters might have specific injuries they always cause, or specific types of weapons they are resistant to. (e.g. a skeleton has a +4 on injury checks against pierce and +2 against slash.) I trust myself to wing those things at the table, at least for now. Templates “Bears” Actual bears, but also other ...

Walking Dead Braunstein/Cataphract-Like

Walking Dead Braunstein/Cataphract-Like A cool idea I had:     Rather important readings: Sam Sorensen's Cataphract Design Diary Mythic Mountain Musing's Traveller Braunstein  

Pseudo-Pseudohistorical Logistics

Pseudo-Pseudohistorical Logistics Pseudo-Pseudohistorical Violence Master Page   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 armour 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: 12 slots, occupies both hands; encumbering. Edit: Originally large sacks were 8 slots, but Phlox of Whose Measure God Could Not Take pointed out that made it strictly worse tha...