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Showing posts with the label hacks

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 ...

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...

Pseudo-Pseudohistorical Characters

   Pseudo-Pseudohistorical Violence: Character Creation Pseudo-Pseudohistorical Violence Master Page   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...

Pseudo-Pseudohistorical Magic

Pseudo-Pseudohistorical Violence Master Page    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...

Pseudo-pseudohistorical Violence

Pseudo-Pseudohistorical Violence Master Page 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 th...