I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts sorted by relevance for query food. Sort by date Show all posts
Showing posts sorted by relevance for query food. Sort by date Show all posts

Thursday, June 04, 2015

D&D 5e: Fixing food and water

The amounts of food and water required to keep a group of adventurers sustained is usually ignored by many groups. After all, we don't usually weight what we eat, and nor should fictional heroes, right? On the other hand, if you're playing a game that focuses on hiking, hex-crawling, survival and resource management, like some versions of D&D, this data might be useful.

D&D 5e has very interesting rules about food and water consumption. Let's take a look on what basic D&D says:

Food and Water
Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.
Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
A normal day of eating resets the count of days without food to zero.
Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
If the character already has one or more levels of exhaustion, the character takes two levels in either case.


Now, there are a few ideas here that are worth mentioning. 

Starvation and dehydration do not cause damage. Instead of losing HP, a character gets exhausted after a few days without food or water (although your max HP is halved after a while), which means 10th level characters are as likely to die of starvation as 1st level characters if they have the same Constitution. Hit Points - the usual gauge of survivability - aren't important.

Interestingly, the same isn't entirely true for water, as a character can survive longer with little water if he has a good Constitution saving throw - which might be affected by proficiency (which is determined by level).

The whole exhaustion mechanic is very cool, but I dislike the idea that starvation affects characters of all levels equally. At least it is somewhat "realistic", right?

Well, in fact, the numbers are a bit unreal. The numbers below (for the real world) aren't exact figures, either, but let me give you some rough examples of what I mean when I say D&D figures strike me as odd. This isn't particular to 5e. 3e has similar figures (with some extra issues I won't discuss for now).

An average american eats about 4 pounds of food per day (with little exercise) - an average D&D character needs about one pound of food every four days (with lots of exercise). Okay, I get it - we eat more than we need, too many carbs, etc. But one pound a day is too little for active characters (and if you're weighting your food in D&D, it is because you're travelling around and carrying stuff, not because you're on a diet). You can probably survive with a pound of food a day while active if you're eating lots of fat and protein, but a couple of pounds would be more reasonable.

The idea that after three days without food you can go "back to normal" by eating normally for a day is probably a mistake and, if you're weighting food at all, must be altered (or ignored) or there will be no reason to eat every day (unless "the full required amount" is meant to say the character must eat three days worth of food in day or something similar, which is doubtful). I would suggest removing the sentence and letting the GM deal with players that abuse the system.

The idea that you can spend 3+CON days without food also doesn't seem a good idea for gaming purposes, as characters will have to check for starvation in different days.

On the other hand, after about 10 days without food, most characters will die, which is excessively harsh, specially if you aren't very active (trapped in a cage, for example).

As for water, a gallon a day is a reasonable figure if you're walking all day. And the rules for water work better than the rules for food, in my opinion - I can see no reason to use two different sets of rules.

The good thing about "one pound food, one quart of water" is that it's easy to remember - provided that you're used to imperial units and knows how much a quarter of water weights (8.33 pounds) without checking - because encumbrance, if you're counting, is measured in pounds. My own mnemonic device is "10 pounds of food and water per person per day of travel".

In any case, here is my rewritten version to make things easier and a bit more reasonable.

Food and Water
Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character spends a day eating (or drinking) the full required amount.
A character needs two pounds of food and eight pounds of water (about a gallon - double the amount of water if the weather is hot) per day. After every day without enough water or three days without enough food, she suffers one level of exhaustion and must make a DC 15 Constitution saving throw, or suffer two levels instead. Consuming at least half the required amount of food (or water) doubles the number of days before each saving throw.

And if you think high level characters should always get a better chance, you can add proficiency bonus to everybody, and double it for characters proficient in Constitution saving throws.

UPDATE: check out my new take on a similar rule.

Friday, September 01, 2017

Dark Sun - 10 house rules for 5e (part I)

It's that time of the year again! When I miss Dark Sun and start writing my own version of it! Anyway, here are some house rules you may use in your Dark Sun games if you're playing 5e D&D.


No armor!

The fluff: who would use armor in the scorching heat of the desert? Gladiators, templars and city guards wear armor, but since you cannot really travel, sleep of even fight in armor in the desert without being exhausted, most are able to fight without armor.

The crunch: anyone can trade their medium armor proficiency for the monk's Unarmored Defense or their heavy armor proficiency for the barbarian's Unarmored Defense. Unarmored Defense can also be taken as a feat (and you get +1 to Wisdom or Constitution if take it), but only by certain classes (as a general rule, you can take the first if you're proficient in light armor and the second if you're proficient in medium armor).

I am tempted to make a Charisma version for Chainmail bikinis and loincloths, but nobody wants that, right? Right?


No rest!

The fluff: the wastelands of Athas are no place for idleness. Days are hot and nights are cold (or warm, I dunno). Sure, you are familiar enough with the desert - otherwise you would be dead - but if you need rest, you better look for shelter.

The crunch: if you are in the desert or a similar wasteland (and that includes jungles, etc.), the grittier rules in the DMG for short/long rests apply (a whole day doing nothing may grant you a long rest if you can find a tent, food, etc). Look for a city or oasis if you want better healing (this actually solves a lot of problems). Those ruins are looking quite inviting, aren't they?


No food and no drink!

The fluff: food and water are scarce.

The crunch: we will use starvation and dehydration rules that actually make sense. Also, finding food and water is twice as hard. This applies to everything: spells, class features, backgrounds, etc. Interpretation is up to the GM.


No easy magic!

The fluff: magic is rare in Athas. There is no petty magic. You're either a defiler, a preserver or you're not a true spellcaster. Everything else gets re-fluffed as supernatural or psionic abilities.

The crunch: that thing in 5e where everyone has spells no longer apply. As a rule of thumb, if you actually have spell slots, you can be a defiler or preserver. Otherwise, your powers come from something else. Monks (if you allow those in Dark Sun) and barbarians, for example, create supernatural effects with inner strength, psionics or experience.


No balance!

The fluff: there are two types of spellcasters: defilers and preservers. The difference is that defilers destroy all around them in order to cast spells, while preservers don't. Common people cannot tell the difference and hate them all. Most spellcasters can use magic both ways, but choose one path over another. Also, defiling is plain better. That is the temptation.

The crunch: when you use defiling magic, you cast spells as if they were one level higher. You also need to roll on a random table to see what effects you cause. Here are some ideas. All negative effects can be avoided by a saving throw (damage and HP loss are halved, not avoided).

1 - Desolation - flora and small fauna wither and die around the spellcaster.
2 - Destruction - people around the spellcaster suffer necrotic damage equal to spell level.
3 - Confusion - spell gets out of control and affects another random target.
4 - Exhaustion - spellcaster gains exhaustion. Nobody said it was easy!
5 - Inspiration - the next time the spellcaster casts a spell, he can pick any result from this table (except for this one!).
6 - Mutation - the spellcaster becomes permanently warped (it can be cured... probably).
7 - Exsanguination - the spellcaster  loses 2 HP per spell level.
8 - Transfiguration - the spellcaster becomes something else for a while. It might be just cosmetic. Black eyes, etc. It is very unsettling and will draw ire from the superstitious.
9 - Provocation - sleeping creatures might wake, the half-dead may rise, or hungry monster will hear a calling.
10 - Demolition - objects break and structures fail around the spellcaster.
11 - Extortion - the spellcaster gains 2 HP per spell level. A amount of damage eqaul to the total is randomly distributed to nearby people.
12 - Putrefaction - food and water are ruined.

Coming up: No gods! No healing! No rules!

Wednesday, February 15, 2023

Simple (and realistic?) equipment list

When I wrote Dark Fantasy Basic, I was enamored with Delta's silver standard, and I remember doing tons of research to reach vaguely realistic prices, while keeping things very simple (later, I've written about the advantages of using gold; overall, I still think I like silver better).

I don't remember any of the actual research (one source, I think, was related to Runequest), but anyway, here are the results. I think they are simpler and more sensible than most OSR lists (e.g., in B/X plate armor costs twelve times as much as... garlic). If I rewrite this list, there is little I'd change, but I'd add more services, including magical stuff (identifying potions, magic items, etc.)

If you want an extensive and detailed list, however, the Equipment Emporium might be your best bet.

Anyway, here is an excerpt from DFB:

This games uses silver coins (represented by a $) as a
standard. Each silver coin is enough to feed someone for
a day with cheap food, or rent a bed in a collective room
for one night. One thousand coins weigh one unit of
encumbrance. Copper coins are worth ten times less, and
a gold coin is worth ten times more, but they all weigh
the same. Prices will vary according to supply, demand,
location and quality. See the “encumbrance” section for
more information on weights.

[In short, 1 unit weights about 3-5 pounds; a STR 12 PC can carry 12 units before slowing down, for example].

About items and weapon detail
Most items are simplified because the game doesn’t focus
on cost and weight. Weapons (see next page), armor and
shields received more attention to make combat more
diverse and interesting.

Armor
Armor comes in three types: light (+2 AC, $40, weight 6),
medium (+4 AC, $160, weight 12), and heavy (+6 AC, $360,
weight 18). Unarmored characters have AC 10. The Dexterity
modifier is always added to AC.

Shields
Shields may be light (AC +1, $10, weight 2) or heavy (AC
+2, $24, weight 4; AC +4 against missile weapons). If used
offensively, they deal 1d2 damage.
Reinforced shields, made mostly of iron or heavy wood, add
50% to weight and cost; they are somewhat tougher but
grant no extra bonuses to AC.

Food
Fresh food for one [day] ($1, weight 1) must be eaten within a
week. Preserved food ($3, weight 1/3) lasts for one month.
A hot meal or cold beer in a tavern cost $1.

Miscellanea
Light tools ($5, weight 1): arrows (30), board games, simple
clothing (winter clothing: $10, weight 2), backpacks (holds 10
weight), bedrolls (winter bedrolls: $10, weight 2), blank books,
cooking tools, block and tackle, winter blankets, candles (10),
climbing gear (for trees or similar surfaces; stone climbing
gear is $10, weight 2), chain (10 feet), crowbars, hammers,
healing kits (10 uses), lock picks (10), poison (10 uses), fishing
tools, hunting traps, grappling hook, basic camping gear
(flint, small blade and hammer), hooded oil lantern, rope (20
feet), small musical instruments (drums, horns, trumpets
– larger and more complex instruments cost $10 or more),
steel mirrors, shackles, merchant’s scale, holy symbols.

Heavy tools ($5, weight 3): caltrops (enough for 10 square
feet), shovel, pick, tent (1 person).

Cheap wood ($1, weight 3): 10 torches, 10’ pole.

Liquids: water for one day (usually free, weight 1, weight 2
under very hot weather), pint of oil ($1, weight 1/3, can be
lit with a bonus action and thrown 20’ for 1d6 fire damage),
holy water ($25, weight 1/3, can be thrown 20’ for 1d8
damage against undead, demons, etc.).

Skill & tools
Skills will often require tools such as a healing kit, climbing
gear, lock picks, etc. Improvised tools will often cause
disadvantage. Some tasks will be impossible without tools
(GM’s call).

Weapons are basically this:


Notes: some weapons can be used in the off-hand (OH),
some require the main hand (1H), and others require two
hands (2H). Large weapons (1½H) should be used with two
hands, but can be used with one hand for less damage (1d8
instead of 1d10, etc.). Weapons with the “thrown” property
can be hurled against enemies (20’). Expensive weapons
(swords, pole weapons) double the cost.

The character must choose a specific weapon from the list
below. Each weapon has a few perks and can be found in
one or more sizes.

Swords (s, m, l, g) are expensive but fast (get an additional
attack if a natural 19 is rolled). They cannot be thrown
effectively. Daggers (t) get the same perk, but can be thrown.
Spears (m, l, g) can attack from the second row (5’ extra
reach) and do double damage when charging or set up
against a charge (use a ready action). Short spears ($5,
thrown 30’) don’t get these perks. Large and great spears
have disadvantage when attacking nearby enemies (within
5’).

Axes and maces (m, l, g) gain +1 “to hit” against opponents
with shields, medium or heavy armor (and also dragons,
skeletons, creatures made of stone or other hard materials,
etc.), and are very useful for breaking down doors (add 1d6,
1d8 or 1d10 to the attack roll).

Pole weapons (l, g) are expensive but have all the features
of a spear and get +1 against shields, heavy armor, etc.
(or some other perk, depending on the type – bill, glaive,
halberd, naginata, etc.).

Clubs (s, $0) have no special features.

Quarterstaffs (g, $1, 1d8 damage) are very versatile. They
have extra reach (like spears) and +1 to AC (treat as small
shield).

Exotic weapons are hard to master. The specific exotic
weapons available are up to the GM. Some examples are
flails and other chained implements (as mace, but ignore
shields) and double weapons (a combination of two identical
or different weapons). They always have some unique
drawback (hitting yourself on a fumble is the usual effect).

Unarmed attacks deal a single point of damage (plus
Strength modifier, as usual). Kicks (on a natural 1, make a
DC 20 dexterity save or fall prone) and brass knuckles (t)
deal 1d2 damage.

Missile weapons require two hands to shoot, with the
exception of the very expensive ($40) pistol crossbow (s).
Crossbows (s, m, l) can shoot up to 40’, 60’, or 100’, depending
on size. Bows (s, m) have better reach (80’, 150’) and twice
the cost. Slings (t) can shoot up to 30’. Bows and crossbows
use arrows (30, $5, weight 1), while slings use bullets (10, $1,
weight 1).

Optional: Great weapons require Strength 15 to use
effectively (otherwise, the damage is limited to 1d10 instead
of 1d12), and short weapons require Dexterity 15 to use in
the off-hand. Both large and great weapons deal +1 damage
against opponents that are bigger than human, but -1 to hit
opponents that are smaller than human. Attacking with two
weapons at once lets you roll for damage twice and pick the
best result.

Monday, September 28, 2015

The Rule of Three - Easy outdoor survival rules for 5e, BD&D and DotD

A while ago, I explained why I dislike 5e’s rules for starvation and dehydration, and proposed something close to the original rules, while advocating using the same rules for both scenarios.

This time, I'll explain how I use the same rules for starvation, dehydration, suffocation, exposure, sleep deprivation and all kinds of hazards in my own game (Days of the Damned), and how you can use it in D&D to deal with this hazards without having to check your books.

The rule of three is a mnemonic device for outdoor survival that says one usually cannot live for more than 3 minutes without air, 3 hours without shelter, 3 days without water and 3 weeks without food. It is a very rough estimate and it varies from person to person in real life, but works well for gaming
purposes.

In Days of the Damned, where damage means physical stress, this is quite easy to do: damage from this situations is 5 for the first third of this period, 10 for the second and 15 for the whole period - enough to kill most characters. If the character somehow survives, this keeps going: 20 for the fourth day without water, then 25, and so on.


Or you can just use the method I describe below.


If you assume (like I do in my games), that most 1st level characters should survive a day or two without water, but even a level 12 fighter cannot survive for more than 10 days without drinking, using HPs for this purpose (as Delta suggests for OD&D) might not be the optimal solution, specially in 5e, in which most high level characters are little better than ordinary people in most situations they aren't specialized in, but get lots of HP all the same.

Fortunately, 5e has a system that bypasses HP altogether: exhaustion, which is perfect for our purposes. It also has a different system to deal with skills that improve with level, but less dramatically than HPs: saving throws. Here is the simple rule for 5e:

Characters who spend more than one week without food. one day without water, one hour under extreme weather (heat or cold) without adequate clothing, or one minute without air suffer the effects of exhaustion (see appendix A). After each of this periods, she suffers two levels of exhaustion (but a DC 15 Constitution saving throw will halve this effect).
Exhaustion caused by lack of food or water can’t be removed until the character spends a day eating (or drinking) the full required amount.

This way, every character has a good chance of surviving a bit more than one would expect, specially the ones proficient in Constitutions saves, keeping the "heroic" tone of the game.

BD&D has no "exhaustion" system by default, but you can use something similar: Constitution damage. It affects total hit points and can cause death regardless of level. I would allow a save for half damage in order to let high level characters have a better chance of survival. 1d6 per period works well, but if you want to make it progressively harder to survive, start with 1d4, then 1d6, 1d8, 1d10, 1d12 and 1d20. You can use this pattern if you prefer hit point loss to Constitution loss, too: it will spare most characters in the first period, but even high level characters are unlikely to survive after a while. And you only need one set of dice.

In any case, the recovery rate should depend of the situation. In my games (unlike real life), lack of air causes no lasting effects if it doesn’t kill the character, so he could recover in a few minutes, while other kinds of damage could be cured in about one day per level of exhaustion or per period.

But why stop there? As you know, I like using the same rule for multiple purposes, and this is a good example. Here are some additional ways to use it.

Falling damage. Not the rule of three, but just picking up more damage dice for every 10 feet: 1d4 first, than add 1d6, 1d8, 1d10, 1d12 and 1d20. Falling from 50 feet would cause 1d4 + 1d6 + 1d8 +, 1d10 + 1d12 damage. You can cap the damage if you want to give better chances of survival on great falls; maybe 1d4 + 1d6 + 1d8 +, 1d10 + 1d12 plus 1d12 per additional 10 feet, save for half damage. Of course, iy you want to keep 1d6 per 10 feet fallen you can go directly to Con damage... few characters will survive a great fall.

Sleep deprivation. You can use a 3-day pattern for sleep deprivation, but six levels of exhaustion may cause fainting instead of death.

Poison and disease. The "running against time" sensation caused by growing danger can be simulated by this rules, with one difference: if a character survives three periods (minutes, hours, days, weeks, depends on the poison or disease), he starts to heal and gets no further damage. The best part, of course, is watching the characters run desperately for a cure!

So, there you have it. This is the rule I use for antibodies in D&D, if you ever need one!

Update: want to download this rule in PDF form for using in your game? Check this out.

Wednesday, May 10, 2023

Reaction rolls in practice (OSR)

Here is a small procedure for reaction rolls.

1. Goals and disposition. Decide (or roll for) goals and disposition, in any order.
2. Role-playing and actions. Ask what the PCs say and do.
3. Roll to persuade and reactions. Roll to see how the NPCs react, if it isn't obvious.

Let's analyze each step.

1. Goals and disposition

Goals could be obvious. A beast is looking for food, or protecting if found in lair. Bandits are looking for easy money, not a bloody fight. Etc. But what if you find a chimera in the woods? Well, Teratogenicon has suggestions of goals for most monster types. Here is one that could work for supernatural, chaotic "monsters" in general.

d6 Goals
1 Hate. I want to destroy all natural creatures.
2 Cruelty. I like to play with my prey.
3 Survival. Everyone thinks I’m a menace. I’ll destroy them before they destroy me!
4 Predator. I kill because I need to eat.
5 Collection. I enjoy a specific type of object (gold, shiny things, iron) or flesh (hearts, eyes, fingers).
6 Fear. I must protect myself from anything that comes near!

Disposition is friendly/hostile. Roll 2d6 as usual. Charisma does NOT affect this roll.

Decide in any order. You can roll for disposition and then decide if the wolf is hostile because it is hungry or territorial, or find a goal (hunger) and then roll disposition (a starved wolf might be aggressive or weak and docile enough to beg for food).

2. Role-playing and actions

Ask what the PCs say and do. This part is role-playing and doesn't require a roll. Do the PCs offer the beast some food? Or prepare their weapons when they see a misshapen humanoid? Etc.

This is the time to consider languages, and maybe also alignment, class, race, etc.

The NPCs reaction will sometimes be obvious - for example, bandits that outnumber the PCs seeing weapons drawn, etc. If not obvious, proceed to the next step.

3. Roll to persuade and reactions

If you are unsure if the bandits will accept a bribe to simply walk away, or if the wolf is docile enough to accept meat from humans, make a roll. You can use 2d6, but since you already have a disposition, a good roll will mean it improves by one or two steps (from hostile to uncertain, for example), and a bad roll means the opposite. Charisma applies here.

Since my current game (Dark Fantasy Basic) uses d20 skills, I just make a persuasion check (DC 15) to change disposition.

Friendly bandits (step 1), when offered a small bribe (step 2) and a bad roll (step 3) will ask for more, not attack immediately. But if they are neutral, a small offer and a bad roll will indicate they require A LOT more - maybe ALL OF IT, while a terrible roll means immediate attack ("you try to fool us? Now die!").

And that`s it for the procedure. 

But let me ramble on a bit. After I show you the 2d6 table I'm using (also Teratogenicon):

Why I´m writing this

I have just realized I had not been not using reaction rules in my current sandbox campaign, defaulting instead to "the NPCs will do the predictable thing according to their motivations and your respond to the PCs according to role-playing".

It works fine. But random encounters become a bit predictable and stale. For example, the PCs encountered some wolves, and I thought the wolves wouldn't approach a big group of humans for no reason. The PCs did nothing, so they walked away. Which was okay - but if I had rolled aggressive or friendly wolves, I could have rolled with it and have a more memorable encounter.

Likewise, when they met a group of clerics when looking for a temple, I made the clerics immediately friendly due to circumstances. But again, what if they were suspicious of the PCs motives? Could be interesting, too. 

I have started thinking and talking online about this... And then I remembered I wrote about this before. But I thought it was worth another post.

Initiative, surprise and single-roll reaction

While I like the procedure outline above, it takes three steps instead of a single 2d6 roll. The results are more nuanced and varied, but maybe you prefer a quicker method. 

If that's the case, just use the traditional 2d6. Do not add charisma unless the PCs win initiative (or surprise etc.) and try to talk to their foes. Add circumstantial modifiers as needed (-4 to +4; e.g., NPC is a guard and PCs are invading, the weapons are drawn, NPC has a different language, etc.). 

Rolling 1 on both dice means an immediate hostility regardless, and double 6s mean a positive attitude, within reason.

Even if you don't want the quicker method, using initiative in this way gives PCs meaningful choices. Do they attack now, or do they concede initiative to a potential enemy?

Alignment

In the absence of explicit goals for most monsters, you can use alignment as an indication. Chaotic monsters are more likely to attack when outnumber, cheat, steal, hide, break promises, etc., while lawful ones might be more honorable even when hostile ("I am bound to defend this bridge with my life, scum! Retreat or perish!")

As I mentioned before, alignment would be more useful if more specific.

Morale and courage

As seen on the table above, "hostile" doesn't mean "attack" necessarily. A weak foe might simply run.

Morale can be used to see how the NPCs respond to a credible risk or threat. You can add Charisma to the roll if you want, or require a Charisma check to trigger the morale roll when in doubt (as always, with circumstantial modifiers).

Recommended reading:

https://methodsetmadness.blogspot.com/2016/12/how-to-run-npcs-in-combat-days-of.html

https://methodsetmadness.blogspot.com/2017/09/social-skills-role-playing-versus-roll.html

https://methodsetmadness.blogspot.com/2021/05/monster-statblocks-how-good-is-ad.html

https://methodsetmadness.blogspot.com/2022/10/a-d20-reaction-check-osr.html

https://goblinpunch.blogspot.com/2023/03/how-to-handle-parley-as-osr-dm.html

Monday, November 02, 2020

10 OSR Lessons from Darkest Dungeon (part I)

Darkest Dungeon is a fun and addictive PC (and video-) game. It seems strongly inspired by OSR-style RPGs (or at least has similar influences). Playing Darkest Dungeon (DD) reminded me of several interesting principles for my own OSR games. 

Of course, the interesting thing about this game is not only the mechanics, but the Gothic atmosphere and the amazing visuals, which go very well with the "dark fantasy" motif. If you want that "feel" in your games, you can try my "Dark Fantasy" line

Anyway, here are some "lessons" that occurred to me when playing DD.


1 - Expeditions. Many modern RPGs are organized through sessions, adventures, campaigns, "milestones", etc. Some even use terms such as scene, episode and season, or divide events into minutes, hours and days. Darkest Dungeon, like some old school modules, is divided into expeditions.

The structure of the expedition is as follows. You start at your "headquarter", the village - a somewhat safe place, where you can buy weapons and supplies, recruit helpers, rest, etc. Then you set out to explore a "dungeon" - a dangerous place, where the possibilities for resting or obtaining useful resources are limited. Finally, IF you survive, you return to the city with some treasures and perhaps a few missing members in your group.

Most 5e D&D campaigns do not make this structure very explicit, but the two I played most recently could certainly benefit from this perspective. Try applying this "expedition" mechanic to Curse of Strahd and Tomb of Annihilation, and you will see some interesting results. 

2 - Resource management and encumbrance. Managing the resources that will be carried into the expedition becomes a essential part of the game. Your carrying capacity is limited, you need to bring torches to avoid being surprised by monsters in the dark, enough food to keep you from starving, etc.. In addition, you need to bring shovels, antidotes, bandages and other useful tools. But carrying too many things limits your ability to carry treasure (and, in old school games, also slows you down). 

This aspect of the game is all but lost in modern games like D&D 5e, in which encumbrance is too generous and gold is too light.


3 - Time limits. Gary Gygax famously said that "YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT" in page 37 of the original Dungeon Master’s Guide

A similar idea applies here. Although there is no explicit "ticking clock", the longer you stay in the "dungeon", the more stress you accumulate and the more food and torches you spend - increasing your chances of dying alone in the dark or going crazy. That means: time, along with torches and food, is a scarce resource that must be managed.

In fact, the stress meter from DD is an EXTREMLEY useful and versatile tool. Although this is not common in old school RPGs, it fits this "limited time" concept very well. I think it deserves a post of its own (on how to integrate this into your RPG games). Stay tuned!

BTW, the problem with stress in DD that it causes some significant amount of stress in real life, lol. Not an easy game!


4 - Mundane items. As you can see, mundane items (torches, rations, shovels) are very important. It is not about accumulating powerful magic items, but managing ordinary objects. 

In "old school" games, which have much broader possibilities than video games, ordinary items (such as a rope, shovel or 10-foot pole) can always be used in many creative ways to overcome obstacles, although consumable items (torches and rations) lose some of their importance when the characters reach the highest levels

5 - Underground Nightmares x Gygaxian Naturalism

Since the beginning of RPGs, dungeons have been built in two different (and somewhat antagonistic) structures. 

In the first, the dungeon is a dreamlike and almost inexplicable place, containing dragons bigger than the tunnels would allow and creatures that have no obvious ways to feed themselves - as if they came from a nightmare. In the second structure, the dungeon was created for a reason, and the creatures that live there are part of a (somewhat) coherent ecosystem ("Gygaxian naturalism").

In DD, the dungeons fit into the first model, but the game makes some concessions to the second, with aquatic creatures in the most flooded environments and mushroom-men living in the caverns. 

The lesson here is that even in the unexplainable environments of a nightmare, having some thread of rationality is useful in giving players some chance to prepare themselves adequately to face the challenges that lie ahead. If there was no predictability, a huge part of the "preparation of resources" phase would be lost, since there is no way to choose the best tools if there is no clue as to what is to come.

Well, I think this is enough for today. I'll have the second part soon - explaining some characteristics of the characters in DD and OSR games.

Tuesday, April 28, 2026

Minimalist OSR equipment list

Maybe I spent more time than I should have studying this list, but I believe I managed to summarize most of the equipment needed for a D&D adventure into major categories in a reasonably coherent way.

The price of one gold piece per day for food is expensive by historical standards, but it aligns with what most D&D editions recommend. And, of course, it can easily be swapped for a silver standard, if you prefer.

This updates the list on Dak Fantasy Basic slightly and convert prices to gold.

I believe this list is compatible with B/X prices when possible, but also the prices of items relative to one another are more accurate by historical standards and more sensible overall.

Please let me know if you have any corrections or objections!


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Currency

The usual currency in this game is coins of various metals. For simplicity’s sake, assume all coins have similar weight, and each metal is ten times more valuable than the next in the list.

1 platinum piece (pp) = 10 gold pieces (gp) = 100 silver pieces (sp) = 1,000 copper pieces (cp).

Players start the game with 3d6 x10 gp. A gold coin is enough for hot meal, a cold beer or a night in a collective room. Copper pieces are rarely worth carrying for adventurers, but are common currency in hamlets etc. A common laborer will earn rough 1 gp per day and eat cheaper food.

100 coins weight one “item” (i.e., roughly 3 pounds).

  

Miscellaneous equipment

 

Food (one day): Fresh (1 gp, weight 1), must be eaten within a week. Rations (2 gp, weight 1/3) last for one month. A hot meal or cold beer in a tavern costs 1 gp.

 

Common tools (5 gp, weight 1): backpack (holds 10 weight), bedrolls (winter bedrolls: 10 gp, weight 2), blank book, block and tackle (requires rope), board game, camping gear (flint, small blade and hammer), chain (per feet), climbing gear (for wood surfaces or similar; stone climbing gear is 10 gp, weight 2), clothes (winter clothing: 10 gp, weight 2), cooking tools, crowbars, fishing tools, grappling hook, hammers, healing kits (10 uses), hooded oil lantern, hunting traps, merchant's scale, musical instruments (small, like drums, horns, trumpets; larger and more complex instruments cost 10 gp or more), rope (silk, per 20 feet), shackles, steel mirror, winter blanket.

 

Heavy tools (5 gp, weight 3): caltrops (enough for 10 square feet), shovel, pick, iron spikes (30), tent (1 person).

 

Cheap tools (1 sp, weight 3): 15 torches, 10' pole, 20 candles (weight 1).

 

Expensive tools (25 gp, weight 1): holy symbol, lock picks, grimoire, luxury versions of common tools (that might be 10% better or give you a +1 bonus to a test).

 

Liquids: water for one day (usually free, weight 1; weight 2 in very hot weather), pint of oil (1 gp, weight 1/3; can be lit and thrown 20' for 1d6 fire damage), holy water (25 gp, weight 1/3; can be thrown 20' for 1d8 damage against undead, demons, etc.).

 

Skills & tools

Skills will often require tools such as a healing kit, climbing gear, lock picks, etc. Improvised tools will often cause disadvantages. Some tasks will be impossible without tools (GM's call).


Additional reading:

https://methodsetmadness.blogspot.com/2026/03/minimalist-weapons-2026.html

Sunday, April 13, 2025

Should you PAY your GM?

Let's start with the conclusion: GM-for-pay is okay.

In other words: there is nothing wrong with paying someone to run a game for you, or charging people for a game you're running.

I say that with some certainty but little experience: I always GM for free. 

I GM for my friends, on my schedule, using the system and adventures of my choice (always with some player input). I buy the books I want, and everyone in my group helps me as needed. 

On the other hand, a GM-for-pay typically runs games for strangers, often using the most popular system (like D&D 5e) and well-known settings. A group of friends can often negotiate a situation in which they can all play together with a stranger DM.

I think GM-for-pay makes sense for several reasons. 

Preparing a module like Tomb of Annihilation or Curse of Strahd takes considerable effort. There is an important distinction here: I think learning settings and modules takes work. It can be fun, but the real fun as a GM, at least for me, is running the game with the players.

[And I found running ToA way more fun that just generating a dungeon randomly or whatever. It was worth the effort. But there was an effort].

Once a GM learns the material, they can run it countless times. While it remains exciting for new players every time, the GM might lose some of the fun because there is no sense of discovery that comes with experiencing it for the first time.

And, in a way, I feel bad that some of this effort is wasted: all the unexplored rooms, all the things that could have gone differently, etc. Running the same thing multiple times is interesting, It is just not as fun as doing something new. And, since you can't usually run the same module to the same people twice, you have the additional effort of finding new people if you want to do that.

There are also practical matters, such as buying setting books, paying for subscription apps, etc. These responsibilities usually fall on the shoulders of the GM. At the very least, it is fair to expect the players to contribute.

In short, given the effort involved, it’s completely fair for someone to charge for GM services if there's demand.


I see this as a win-win. More players can experience various systems, settings, and adventures without needing to invest heavily in preparation. You could do the same without touching money: a group interested in trying multiple systems could take turns GMing for each other. Being able to do it for money just makes the process easier in some circumstances. It also allows people who really like to GM to be able to get some money so can dedicate more time to this, do this a lot, and get better at it.

Another aspect that is probably overlooked is the idea of "Player systems" and "GM systems". I ran a  D&D 5e campaign a while ago. It was fun, but I'm unlikely to do that again; I find 5e to be too much work for the GM. OSR games are much more fun for me to run.

When you look at GMs-for-pay, D&D 5e is the most common system offered. Of course, "official D&D" is always very popular, but I think the fact OSR games are easier to run also explains why paid GMs are less common (and the whole idea is less popular in OSR circles).

I have never actually paid a GM. But I started playing RPGs in a game store. It was free, but they encouraged me to buy a book; so it was not completely without interest on their part. And it was awesome.

Then I wanted to learn more and more systems. I went to conventions and signed up for tables without considering what the GMs got out of it. Later, I invited strangers to learn RPGs with me. It was fun, but not as fun as learning when I was a novice (and probably not as fun as playing with my friends). And it took time and effort.

I also played several games where the GM was testing his own system or setting. I didn't pay for that, but the GM obviously had an "ulterior motive". Some of these games were awesome, and some even became awesome books eventually.

[I have done the same thing as an author; in fact, nowadays most of the things I publish are specifically made because I want to play then. I play-test stuff with my friends].

In short... one day, I might pay to play a game. I think having the option is good, but it is not necessary. If you have time to spare (maybe a clear schedule or enough time to search for a perfect game in several places), and maybe some social skill, you can play free games endlessly. You can make new friends and rotate the GM role if you want. 

When I was younger I had more time and less money, so the thought of paying for a game would never occur, but maybe I'd have played even more if I knew that existed (at a fair price!).

Paying for a game does not make it better or worse. It is like any other business. 

I have friends who are great professional cooks; they enjoy making food, and cooking to their friends for free, but they also sell food, and it is equally tasty. I enjoy food even more when cooked by someone I like, but not every meal has to be like that.

I think a similar reasoning will apply to most fun activities: boxing, running, playing the guitar, chess, and so on. Sure, you can do it for free, and you can do it for fun; but there is still a place for professionals, experts, teachers, and tutors.

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P.S.1: On a final note, some people say GM-for-pay is intrinsically good because commerce is intrinsically good, as both the buyer and the seller can hope to be satisfied by the end of a transaction they freely agreed to. While I do see the merit in this argument, one could make a counter-argument talking about cigarettes, alcohol or whatever, which would be beside the point IMO.

P.S.2: There is also the "Critical Role experience" aspect I hadn't considered. Maybe some GMs-for-pay can "put on a show" of sorts, maybe some are even amateur actors. I don't do "voices" in my games often, maybe I'd pay to try that once? Not sure, for me this is not the best part of RPGs, but it can be fun too.

Friday, August 11, 2017

The double challenge - quick difficulty adjustment (5e quick fix)

5e quick fixes are exactly what they say on the tin. Small house rules to fix D&D problems you probably don't have. Use them wisely!

D&D 5e has few guidelines on fixing a Difficulty Classes (DCs). Basically, it boils down to this:

Task DifficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30
The idea is that you just eyeball it. Which is good enough, I guess, but it can lead to some incoherence if the GM pulls numbers from thin air while disregarding (or forgetting) past rulings.

The other problem is that many rolls in 5e are contests (opposed rolls) - they rely on your foe's stats and rolls, not on a fixed DC. The simple answer is advantage/disadvantage - but what if I want to add some degrees of EPIC craziness? Say, for example, I have disadvantage if my enemy is in a "Hard" situation - what if I'm on a "Nearly impossible" situation?

It seems to me that, if the DC is that different between "Hard" and  "Nearly impossible", there should also be some distinction when you're NOT using DCs.

Well, you can always adopt a +10 modifier instead of ad/disad for extreme circumstances. There is at least one good supplement - Dungeon Grappling - that does that.

There is no easy answer to all situations, but I use a simple rule that works for many circumstances, provided the challenge can be objectively "measured" somehow - in feet, pounds, number of creatures, minutes, etc.

It goes like this: you can double the effect of a roll by rolling two dice, triple it by rolling three dice, quadruple it by rolling four dice, etc. So, a "double challenge" would require two dice, and so on.

Let us say, for example, that you want to grapple or push four goblins at once with your shield. The GM thinks your idea is both plausible (you have Strength 18 and are proficient in Athletics) and cool, so she allows it - although she thinks pushing four goblins should be harder than pushing two or three.

Just roll four dice and pick the worst - if you succeed, all four goblins are affected.

Likewise, a Warlock could use Dark Delirium against three creatures instead of one - just roll three dice for their saving throws, and if the highest one succeeds, all three make their saves.

Or if you want to use a paladin's Abjure Enemy within 120 feet instead of 60 feet, to stop a skeleton. Technically it should be impossible, but why not allow it - specially for for a high level paladin against low level foes? Just roll two dice and pick the worst (since you doubled the distance).

This is not only for dealing with multiple foes. As you can see, you can double distances, do things three times faster, etc.


This assumes, of course, you must roll to hit and have both a chance of success and a chance of failure (no matter how minimal). However, you can also use this idea with powers or situations that require NO die roll - just assume a natural 1 is a critical failure, a natural 2 is a failure, and everything else succeeds.

This adds a lot of flexibility to the whole system. Say, if you have a power that can automatically provide food for six people every day, what happens if you're travelling with a dozen people? Or if you're in the a dry land with little food? Just roll a couple of dice and you're good to go.

I know, I know, creating a "dice pool" with disadvantages is verboten in 5e - but modifiers also are, as a general rule. In any case, if you prefer modifiers and dislike dice pools, just use the guidelines here. Or DOUBLE the number to get the modifier: -4 for two creatures, -6 for tripling the distance, -8 for acting four times faster, etc.

What is the point?

I added this rule to my RPG (Days of the Damned) to quickly adjust DCs in various circumstances. In 5e, I think it is useful for another reason: it allows high level characters to be more flexible and impressive against low level foes.

Because of bounded accuracy and the action economy, some PCs - specially Fighters, for example - have few options when fighting multiple weak creatures at once (and vice-versa - some high level creatures can be outclassed by a group of low level PCs).

This is deliberate, from what I understand about 5e's design goals - but not to everyone's tastes.

I, for one, think that there should be a greater gap between, say, levels 6 and 16. While I appreciate 5e's more "grounded" heroes, high level characters (specially fighters, barbarians etc.) feel a bit underwhelming.

In short, I like what 5e did - I just think they went too far.

A 12th level barbarian (according to the PHB, someone that deals with threats to whole regions or continents!) should have an easy time against a dozen of goblins archers, and not be completely unable to move if four kobolds ever manage to grapple him! I don't think it is too much to ask - at 12th level, a wizard can cast Mass Suggestion against a dozen foes, and even the fighter will survive a 100 feet fall with no serious injuries... So why not kick a few goblins away in a single round?

This little rule, by itself, is not enough to make high level characters more "epic", but it might be a good start.

Saturday, October 20, 2018

ABERRATION GENERATION!!! (5e)

From an early draft of Teratogenicon:

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. [from the SRD]

Aberrations are the strangest and most variable type of monster. A giant with two heads or blue skin is still a giant; a giant with a head on its stomach, a serpent for a tongue and half a dozen slimy tentacles where the legs should be is probably an aberration.
Some aberrations are very intelligent while others are dumber than farm animals, but most of them are utterly unpredictable. Their alien, deranged minds are capable of feats unknown to most of humankind – innate magic, telepathy, baffling schemes and calculations – but can also make them erratic and self-destructive. Few aberrations have humanlike capacities – most are either incredibly gifted or incredibly stupid, although some appear to be both.

Habits, diet and habitat

Aberrations are alien enough to defy comprehension. They are mostly inscrutable, although many behave like common predators, killing for food and sport. Most aberrations need food and water to survive, although some seem to subside on psychic energies, ether, or other mystical energies. They often live in forgotten dungeons, temples and caves, away from human eyes, since none in their right mind would suffer them to exist.

Traits

A typical aberration has the following traits:
Size: any.
Alignment: Chaotic Evil.
Abilities: good Strength, Constitution; bad Charisma, Intelligence.
Senses: darkvision 60 ft.
Languages: Few aberrations can comprehend languages and even fewer can speak. If they do, it is likely Deep Speech, Common, or Undercommon.
Challenge: 2d6.
Attacks: upper limbs (see below) and others.
Appearance. The first five tables describe an aberration’s appearance – skin, upper and lower limbs, body and special features. There is no entry for heads – the head, if any, will be appropriate to the body most of the times (amoebas will rarely have heads, octopuses have heads and no bodies, etc.). However, you can roll twice on the body table to produce a different head.
A monster with no upper limbs must attack with the lower limbs or other body parts (bite, slam, etc.). A monster with no lower limbs may use pseudopods, some form levitation, move with the upper limbs, or just roll around.
  




Special Powers

1. Genius: The monster has genius-level Intelligence (18 or more), knows a few languages and mental skills, and gains one additional special attack appropriate for an intelligent creature (psionic blast, ray gun, spellcasting, etc.).

2. Telepathy: The monster can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language, and detect the overall intentions of their foes from the same distance.

3. False Appearance: While the monster remains motionless, it is indistinguishable from a common object, animal or terrain feature (rug, tree, cow, humanoid in robes, stalagmite, bundle of ropes, etc.).

4. Teleporting: As an action, the monster can teleport, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

5. Aberrant Ground: The ground in a 10-foot radius around the monster is difficult terrain (doughlike, frozen, slippery, filled with tentacles, etc.). Each creature that starts its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn.

6. Regeneration: The monster regains (2xCR) hit points at the start of its turn. If the monster takes one specific kind of damage (choose one from fire, acid, radiant, etc.), this trait doesn’t function at the start of the monster’s next turn. The monster dies only if it starts its turn with 0 hit points and doesn’t regenerate.

7. Carapace: the monster has a thick carapace that adds +2 bonus to AC and all Dexterity saving throws.

8. Fog: the monster is constantly surrounded by a thick fog (or illusion, cloud of darkness, etc.) that makes it invisible to all creatures that are not within 15 feet of the monster.

9. Four-dimensional: the monster lives in four dimensions and occasionally shifts out of existence. As a bonus action, the monster can roll 1d4. On a 1 or 2, nothing happens. On a 3, it shifts partially out of the three known dimensions, becoming heavily obscured. On 4, it enters a fourth dimension, where it is still visible yet it cannot affect or be affected by anything on the material plane. The effects last until the beginning of its next turn.

10. Shapechanger: The monster can use its action to polymorph into a Small or Medium humanoid it has eaten in the past, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

11. Engulf: As an action, the monster engulfs a Medium or smaller creature Grappled by it. The engulfed target is Blinded, Restrained, and unable to breathe, and it must succeed on a Constitution saving throw at the start of each of the monster’s turns or take (2xCR) bludgeoning damage. If the monster moves, the engulfed target moves with it. The monster can have only one creature engulfed at a time.

12. Drain: As an action, the monster deals (CRx1) damage to a creature, and regains hit points equal to the damage the creature takes. The target must be grappled (blood drain) or charmed (psychic drain) by the monster.

13. Alien Mind: The monster is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. In addition, if a creature attempts to do any of these things it must succeed on a Wisdom saving throw or take (CRx1) psychic damage and suffer the Stunned condition for one round.

14. Replicating: The monster is usually accompanied by 2d4 smaller versions of it, with lower CRs. The sum of their CRs cannot exceed the monster’s CR.

15. Horrific Appearance: Any humanoid that starts its turn within 30 feet of the monster and can see it must make a Wisdom saving throw. On a failed save, the creature is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the monster is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the monster’s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the monster.

16. Magic Resistance: The monster has advantage on saving throws against spells and other magical effects.

17. Flying: The monster has a 30 feet flying speed.

18. Gibbering: The monster babbles incoherently while it can see any creature and isn't Incapacitated. Each creature that starts its turn within 20 feet of the monster and can hear the gibbering must succeed on a Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or Bonus Action and uses all its Movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee Attack against a randomly determined creature within its reach or does nothing if it can't make such an Attack.

19. Telekinetic field: While the monster is conscious, it has advantage in Strength and Dexterity saving throws. Melee attacks against the monster have disadvantage, and ranged attacks miss automatically.

20. Roll twice
Color images:  copyright WotC. B&W images: art by Rick Troula - see below!
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If you enjoyed this post, you'll certainly enjoy the final version: Teratogenicon, the ultimate monster builder! It is full of random tables like the ones above and it has amazing art by Rick Troula. Chek the previews to see what I mean!

Monday, November 12, 2018

Concocting constructs

Here is a small part from TERATOGENICON, the ultimate monster generator! If you like it, consider acquiring the book on DTRPG. I wrote this post before publishing the book, so some of the text has been update. The tables and pages you see below are exactly as presented in the book. 

(The images are copyright WotC, as far as I can tell, and are not included in the book - which is lavishly illustrated by Rick Troula!)

Monday, November 16, 2020

The Dead in the Woods

- The trees... they look like...

- Yes, my boy. They were people once. Or so it is said.

- How did this happen?

- Who knows? Maybe dryads, or some curse. Maybe they did this to themselves.

- The skin feels... frail. Chalkier than bark, maybe. But soft underneath.

- Careful! You don't want to hurt them.

- Hurt them?

- They may come back to life one day. A broken branch may turn into a missing finger. Or worse.

- But how is it possible? They are bent.... distorted. How can this become human again?

- Some of them have been here for a long time. Their roots are deeper, their branches longer. They became comfortable. With the sun on their leaves and water on their feet, who could blame them? But some might still be human beneath that. If there is enough humanity left inside, they might shed the bark and walk free again. Or horribly mangled... but still alive. Just be careful with those who look too human.

- Why?


- You see... there is not much food in these woods. Some stories say people were lost here, starved... turning thinner and thinner, trying to eat their own clothes... their limbs becoming willowy... their feet dragging in the mud, until the are unable to move, their fingers reaching for the sun in supplication... Under these conditions, finding sustenance in the earth might have been a blessing... or at least a relief. Eventually, they would forgot their former lives, with roots so deep and trunks so thick they could never move again. But before that... they could still move... at least a little.. and still be hungry... for flesh. Our flesh.

- Light protect us! What a terrible fate!

The old man shrugged.

- Could be worse.

- Worse? How can it be?

The old man fell silent again, taking a deep drag from his pipe. He scratched an old, brown wound is his arm. He looked between the tress, searching for any sign of the sun. There was none, just endless tress, but his dark eyes seemed lost in the distance anyway.

- It might always go the other way. If we got lost, and ran out of food... we might be tempted to carve the trees. Insides the trunks... you can eat it... they say. And the wood is good for a fire, in the coldest nights. But as the fire burns... and the dark red sap boils... you can hear them. You can hear them screaming... And then... you can feel them... inside you... forever.

There was one more question to ask, but the young man said nothing.

They walked away, leaving the trees behind, the wind whispering as they went.