In my continued nostalgic foray in Dungeons & Dragons and other fantasy RPG gaming, I have visited the idea of weapons and their differences. This is something that D&D’s creators and designers have always struggled with. Why choose a mace over a longsword?Continue reading Weapon Effects
I continue to read up on Dungeons & Dragons and watch homebrew rule videos for D&D and other systems. I’ve been reading both the 4th Edition (which I never played) and 2nd Edition (which I played extensively) books, and I marvel at the fact that Wizards of the Coast has never solved the falling damage problem.Continue reading Falling Damage, Zero Hit Points, & Resting
One aspect of Dungeons & Dragons 5th Edition that I like is the idea of wild magic areas. However, I don’t like wild magic effects tables that focus on effects that only last a few combat rounds, and I really don’t like ones that have a lot of positive effects, especially healing, which is part of the cleric’s domain.
So I created my own wild magic effects tables focused on what can happen in a wild magic area when magic is used, the effects of which are nearly always bad, and which tend to last for days.Continue reading Wild Magic Effects Tables
Continuing to ponder and play around with games, I came up with a race game inspired by the royal game of Ur, an ancient game that has recently been rediscovered by historians.
In defile, two players try to be the first to move their pieces up a mountainside and thru a defile (a narrow pass) to the other side. This is played on a chess board using eight pieces for each player.Continue reading Defile, the Mountain Pass Race
I got intrigued by the idea of the “duel of wits” mechanic from the TTRPG The Burning Wheel, which has since been reused in Torchbearer and Mouse Guard. It’s also used for some combat as well, but reports are that it is crunchy, requires substantial setup to work well, and can be somewhat unsatisfying dramatically, despite being clever.
It’s based on an expanded rock-paper-scissors idea, with four to six choices and three or more outcomes, but the core requirement seems to be that you must specify three plays at the beginning, which leaves you something of a spectator as the conflict gets resolved.
A battle of wits is a great idea that can be useful for resolving a negotiation with a nobleman or foreign emissary, a civil or criminal trial, a peace treaty, a surrender or ransom, a trade dispute, a negotiation with pirates, or even a romantic entanglement. So I wanted one of my own.Continue reading Battle of Wits Game
Another game I have come up with is a simple dice game called shambles. In shambles, two players try to best one another’s rolls for points.Continue reading Shambles: A Game for Opposed Checks
Check out this episode of So, What’s the Problem? in which I join Jimmy Brown to discuss the problems in Flash Gordon.
So, What’s the Problem? podcast
I can hear you now: “Are there any problems in Flash Gordon?” The answer may surprise you! (No.)