Since you've been asking... my MANUAL OF ARMS for 5e is out!
Well, at least the first part. This one is all about WEAPONS.
Check the amazing cover (once more, courtesy of Rick Troula):
If you've been following this blog for a while, you already know most of the stuff here. This is the organized, good-looking version of my thoughts on 5e weapons.
But anyway:
What is MANUAL OF ARMS?
Manual of Arms is a series of booklets that enhance, change and reinterpret existing equipment and mechanics for non-magical combat. Each booklets deal with a single subject. If there is enough interest, they’ll be collected in a single tome in the future.
What is this book about?
This book is a collection of ideas to make weapons more diverse, streamlined, balanced, varied, and fun.
Old versions of the game had many weapon options that were not used in the current one. Fortunately, they are easy to use, with a few adjustments to match the current rules. Many ideas in this book are updated and adapted from other iterations or other games.
In addition, I changed some weapons, added a few, created a few new rules and made notes on how to choose and create your own weapons.
Which game system?
This book contains ideas that are useful for many games. However, the main focus is the world’s most famous role-playing game, in its latest version.
What did you change?
I’ve made a few changes in chapter I to make weapons more streamlined and interesting. I explain these changes in chapter II. In these two chapters, I used asterisks to indicate what was changed. One asterisk (*) means I changed the traits of a weapon that already existed. Two asterisks (**) mean that the weapon or property are not in the original rules.
Must I use the entire book at once?
Not really. The chapters are modular. You can choose which ones to use, or even choose what paragraphs or single weapons to add to your game.
Chapters
Chapter I contains a list of weapons and their properties. If you want to use this book only to find new weapons, without any tinkering, or you don’t care for designer’s notes and analysis of the game mechanics, this is the chapter you’re going to use.
Chapter II is a brief weapon-by-weapon analysis and description. It describes existing weapons and explains why I have made some of the changes I made in chapter I.
Chapter III is a melee weapon builder, made so that you can create your own weapons or change existing ones.
Chapter IV is a list of loose ideas to alter weapons further, or add even more weapons to your game. Unlike chapter I, however, chapter IV discusses significant changes to the game mechanics.
Buy it here!
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
Wednesday, October 09, 2019
Wednesday, October 02, 2019
RPG artist spotlight: Rick Troula
Starting a small series on my favorite RPG artists... I think my last post about art was on Sidney Sime, the original Old School Artist - but RPG art is something I really appreciate and enjoy.
The next artist I must mention is Rick Troula. If you've been reading this blog for a while, you know him from the cover of all books in the Dark Fantasy Basic line - you can see a couple on your right.
In addition to being an amazing artist, Rick is a huge friend of mine, so I will avoid praising him too much and let the art speak for itself.
If you want someone to work on your RPG, I can attest to his professionalism and talent (as I'm sure other people who worked with him can do the same). You can fin his stuff at www.ricktroula.com, and Instagram, or e-mail him at r_troula@hotmail.com.
Rick is better known from his comic book The Displaced, which you can find here or here. I'd recommend it to anyone who likes fantasy RPGs (but then again I am credited in the book):
But he also does concept art, storyboards (this one for "Sintonia", a netflix series)...
...book covers...
Some SUPERB work for the Mana Rocks game...
And, of course, RPGs!
Besides Dark Fantasy Basic, you can find his work in Dungeon Grappling*, Lost Hall of Tyr*, Misspent Youth: Sell Out with Me* and Dragon Heresy, among others.
This one is my favorite from Dungeon Grappling (which I also mentioned in my review of the book):
Oh, and did I mention he is going to be featured in my next book? Click here if you want to know more! And get in touch if you want to take a look at the book - I want to hear your opinion!
Next in this series: my favorite old school artist!
* Affiliate links - by using this, you're helping to support this blog!
The next artist I must mention is Rick Troula. If you've been reading this blog for a while, you know him from the cover of all books in the Dark Fantasy Basic line - you can see a couple on your right.
In addition to being an amazing artist, Rick is a huge friend of mine, so I will avoid praising him too much and let the art speak for itself.
If you want someone to work on your RPG, I can attest to his professionalism and talent (as I'm sure other people who worked with him can do the same). You can fin his stuff at www.ricktroula.com, and Instagram, or e-mail him at r_troula@hotmail.com.
Rick is better known from his comic book The Displaced, which you can find here or here. I'd recommend it to anyone who likes fantasy RPGs (but then again I am credited in the book):
But he also does concept art, storyboards (this one for "Sintonia", a netflix series)...
...book covers...
Some SUPERB work for the Mana Rocks game...
And, of course, RPGs!
Besides Dark Fantasy Basic, you can find his work in Dungeon Grappling*, Lost Hall of Tyr*, Misspent Youth: Sell Out with Me* and Dragon Heresy, among others.
This one is my favorite from Dungeon Grappling (which I also mentioned in my review of the book):
Oh, and did I mention he is going to be featured in my next book? Click here if you want to know more! And get in touch if you want to take a look at the book - I want to hear your opinion!
Next in this series: my favorite old school artist!
* Affiliate links - by using this, you're helping to support this blog!
Marcadores:
Art,
creativity,
D&D,
Dark Fantasy Basic,
future projects,
Monster,
RPG
Tuesday, October 01, 2019
Mehliu: Blood 'n Bone (old-school RPG review)
Disclaimer: the publisher has sent me a review copy of the book (in PDF format).
Mehliu: Blood 'n Bone [affiliate link*] is, like other recent games, a mix of old school mechanics with some new school sensibilities. Specifically, it uses a combat system similar to Chainmail (with 2d6 rolls and d66 tables) but resembles modern D&D (especially 5th edition) in other aspects, such as skills, unified XP tables, backgrounds, etc. It also has some aspects of Basic D&D (race-as-class) and other interesting ideas, both original and from other editions/games.
The book starts with a few pages introducing you to RPGs - good, but not especially necessary for most of us, I'd think - and then starts describing the area that gives the book its name:
Mehliu is a coastal valley to the west of Minassi, an
important dwarven region. It’s a wild and secluded
place, dotted by dark forests and rolling hills. It’s a place
of blood and bone, but also of adventure and magic.
In the past, Mehliu was a no-man’s land, relegated to
the beasts. When the elves forced their tyranny over the
trolls, many sought refuge in the valley, and they were
soon followed by humans and dwarves alike. It was an
uneasy peace at first, but Mehliu was isolated enough
not to instill even more anger against the elven tyrants.
As you can see, you've got the "usual suspects" of fantasy creatures (elves, dwarves, trolls, etc.), but they are used in creative ways, with elves being the aggressors and trolls apparently being invaded twice over (although they resemble ordinary monsters int he bestiary).
This pattern will be followed in most of the book: usual concepts with small creative twists (for example, sorcerers replace magic-users, and clerics use Charisma instead of Wisdom).
Anyway, the next few pages describe this setting with just the right amount of detail for my tastes, answering all the relevant questions (where to find weapons and treasure, how to learn spells, who is the ruler of the valley, etc.).
It is all very clear and straightforward, and it reads like it is meant to introduce new players to the area (or the game, or even RPGs in general).
After that, the characters classes are described: Warriors, Clerics, Sorcerers, Thieves, Dwarves, and Elves.
All classes get a single XP table, a few distinguishing characteristics, and a new feature every level (until level 12). They also have a list of starting equipment, which is helpful.
I really like this part - classes get flavorful traits, but never become too complex.
Customization is achieve trough skills and (optional) backgrounds, such as alchemist, archer, barbarian, etc. They function like feats with additional equipment. This is also a great idea, since it allows you to enough variations to player characters without hassle.
Customization is achieve trough skills and (optional) backgrounds, such as alchemist, archer, barbarian, etc. They function like feats with additional equipment. This is also a great idea, since it allows you to enough variation to player characters without hassle.
Equipment and gear is pretty straightforward, nothing odd or groundbreaking here.
Next, we get the rules of the game, that are simple yet effective. With valuable old school advice, this part contains something resembling an OD&D version of 5e's proficiency bonus - which works well - in addition to saving throws, group rolls, reactions, followers, etc., all with 2d6.
Then there is the spell system. This games avoids the classic "Vancian" method in favor of a 2d6 roll to cast spells. The spell list is short and sweet - and spells have flavorful names and flexible effects. My kind of spell system...
Combat is like the rest of the game: simple (but not simplistic), effective, and 2d6. It is divided in "phases", in the old school style. Damage (equal to the lesser of the 2d6, although there are feats that may change it) is the same for all weapons. Special combat situations are covered here too (camouflage, morale, etc.).
An extensive example of combat carefully explains how to use the rules in practice.
Next comes the bestiary. It is very short - only eight creatures - although you could probably use creatures form other old school games.
Treasure, on the other hand, is very detailed, with a fair amount of examples, both ordinary and magical.
Next, we have a couple of chapters for the GM. One is on GM tips, which contains advice (mostly of the old school flavor, but also dealing with sensitive themes, session zero, etc.), a few random tables (for generating dungeon, encounters, etc.), and an hex map of the whole region. The second contains an introductory adventure (a few pages, probably enough for one session).
The appendices contain name generators for humans, elves, dwarves, etc., and a random adventure generator.
In short...
This book is good at what it offers - a streamlined version of OD&D with modern sensibilities and balanced rules. Organization is good, text is very clear and concise, and the art is simple, but pleasing (see above). The mechanics are very good, and there is enough stuff for players to play and entire campaign from level 1 to 12.
What the game lacks, however, is GM stuff - especially monsters, but also some additional detail on places, quests, etc. In fact, the whole game has a somewhat "introductory" vibe to it, from the "what is an RPG" parts to the slimmed-down descriptions and tight regional focus.
As I see it, this game is good for two purposes: introducing new players to old-school games of the Chainmail type, or, if you already like this type of gaming, adding new, more interesting options to player characters.
* Affiliate links - by using this, you're helping to support this blog!
Mehliu: Blood 'n Bone [affiliate link*] is, like other recent games, a mix of old school mechanics with some new school sensibilities. Specifically, it uses a combat system similar to Chainmail (with 2d6 rolls and d66 tables) but resembles modern D&D (especially 5th edition) in other aspects, such as skills, unified XP tables, backgrounds, etc. It also has some aspects of Basic D&D (race-as-class) and other interesting ideas, both original and from other editions/games.
The book starts with a few pages introducing you to RPGs - good, but not especially necessary for most of us, I'd think - and then starts describing the area that gives the book its name:
Mehliu is a coastal valley to the west of Minassi, an
important dwarven region. It’s a wild and secluded
place, dotted by dark forests and rolling hills. It’s a place
of blood and bone, but also of adventure and magic.
In the past, Mehliu was a no-man’s land, relegated to
the beasts. When the elves forced their tyranny over the
trolls, many sought refuge in the valley, and they were
soon followed by humans and dwarves alike. It was an
uneasy peace at first, but Mehliu was isolated enough
not to instill even more anger against the elven tyrants.
As you can see, you've got the "usual suspects" of fantasy creatures (elves, dwarves, trolls, etc.), but they are used in creative ways, with elves being the aggressors and trolls apparently being invaded twice over (although they resemble ordinary monsters int he bestiary).
This pattern will be followed in most of the book: usual concepts with small creative twists (for example, sorcerers replace magic-users, and clerics use Charisma instead of Wisdom).
Anyway, the next few pages describe this setting with just the right amount of detail for my tastes, answering all the relevant questions (where to find weapons and treasure, how to learn spells, who is the ruler of the valley, etc.).
It is all very clear and straightforward, and it reads like it is meant to introduce new players to the area (or the game, or even RPGs in general).
After that, the characters classes are described: Warriors, Clerics, Sorcerers, Thieves, Dwarves, and Elves.
All classes get a single XP table, a few distinguishing characteristics, and a new feature every level (until level 12). They also have a list of starting equipment, which is helpful.
I really like this part - classes get flavorful traits, but never become too complex.
Customization is achieve trough skills and (optional) backgrounds, such as alchemist, archer, barbarian, etc. They function like feats with additional equipment. This is also a great idea, since it allows you to enough variations to player characters without hassle.
Customization is achieve trough skills and (optional) backgrounds, such as alchemist, archer, barbarian, etc. They function like feats with additional equipment. This is also a great idea, since it allows you to enough variation to player characters without hassle.
Equipment and gear is pretty straightforward, nothing odd or groundbreaking here.
Next, we get the rules of the game, that are simple yet effective. With valuable old school advice, this part contains something resembling an OD&D version of 5e's proficiency bonus - which works well - in addition to saving throws, group rolls, reactions, followers, etc., all with 2d6.
Then there is the spell system. This games avoids the classic "Vancian" method in favor of a 2d6 roll to cast spells. The spell list is short and sweet - and spells have flavorful names and flexible effects. My kind of spell system...
Combat is like the rest of the game: simple (but not simplistic), effective, and 2d6. It is divided in "phases", in the old school style. Damage (equal to the lesser of the 2d6, although there are feats that may change it) is the same for all weapons. Special combat situations are covered here too (camouflage, morale, etc.).
An extensive example of combat carefully explains how to use the rules in practice.
Next comes the bestiary. It is very short - only eight creatures - although you could probably use creatures form other old school games.
Treasure, on the other hand, is very detailed, with a fair amount of examples, both ordinary and magical.
Next, we have a couple of chapters for the GM. One is on GM tips, which contains advice (mostly of the old school flavor, but also dealing with sensitive themes, session zero, etc.), a few random tables (for generating dungeon, encounters, etc.), and an hex map of the whole region. The second contains an introductory adventure (a few pages, probably enough for one session).
The appendices contain name generators for humans, elves, dwarves, etc., and a random adventure generator.
In short...
This book is good at what it offers - a streamlined version of OD&D with modern sensibilities and balanced rules. Organization is good, text is very clear and concise, and the art is simple, but pleasing (see above). The mechanics are very good, and there is enough stuff for players to play and entire campaign from level 1 to 12.
What the game lacks, however, is GM stuff - especially monsters, but also some additional detail on places, quests, etc. In fact, the whole game has a somewhat "introductory" vibe to it, from the "what is an RPG" parts to the slimmed-down descriptions and tight regional focus.
As I see it, this game is good for two purposes: introducing new players to old-school games of the Chainmail type, or, if you already like this type of gaming, adding new, more interesting options to player characters.
* Affiliate links - by using this, you're helping to support this blog!
Monday, September 23, 2019
D&D - "It is only about combat" (?)
"D&D is only about combat" - something I hear more often than I'd like.
I don't think is true, at least not in 5e (you could MAYBE say something like that about 3e or 4e, but I don't play these much nowadays; if you want a combat-focused game, try Mythras).
[BTW, you can tell that I mean it by the number of posts about combat in this blog - more weapons, more maneuvers, more options, etc.]
Look at the PHB: the combat chapter is quite small. The list of weapons is very short and, dare I say, underwhelming. Many races and classes have powers that are related to investigation or interaction (darkvision, languages, etc). "Martial" classes without spells are rare.
The DMG has a few extra combat options, but also honor, sanity, etc. It has plenty of magic weapon, though; see below.
The MM monsters are a bit more combat focused, but they have plenty of lore, art, and non-combat aspects (alignment, languages, some skills, etc). Although I DO agree that encountering monsters is a bit too combat focused in this edition, for the lack of reaction rules and similar mechanics.
D&D's pillars are, supposedly, combat, exploration and interaction, which is a fair thing to say (I might add "character development" but that's another story).
Another thing D&D is about is MAGIC. It takes the biggest chapters, we get more spells with every splat (not a dozen new melee weapons IIRC, two or three new combat styles, but 200 new spells since the core books, or something).
In fact, if we want more tools for combat, we don't get many alternate rules for combat, but more combat spells (and magic weapons).
Maybe you can say that D&D is mostly about magic, or even magical combat... But ordinary combat?
Take another look. There are no details about the interaction between weapons and armor. Only one type of shield. No reason to use a (non-magic) mace RAW. No specific ways of hitting a specific body part. Grappling is very simple. Disarming is an optional rule. This is NOT a game with an exaggerated focus on combat.
I've played many RPGs in which combat was downplayed (say, Call of Cthulhu or Unknown Armies); D&D is certainly combat-focused when compared to those. But it is unfair to say D&D 5e is much more focused on combat than, say, GURPS, Mythras, Pendragon, or even Castle Falkenstein (which has some pretty specific dueling rules). I won't even go into Riddle of Steel, Dark Souls (I don't even know if the RPG I read is official, but...) or other games that ARE much more focused on combat.
Maybe you can think RPGs in general are too focused on combat. It is a matter of taste. Maybe you think videogames are too focused on combat. Might well be. But if you frame it as a criticism to D&D, specifically, it is inaccurate IMO.
I feel the same in practice (although that's anecdotal evidence): we spend only a fraction of our 5e games doing combat, and in my last CoS session there was no combat at all. My experience is not universal, but it is one example on how you can play D&D without focusing on combat.
---
I posted something similar over reddit and got massive criticism. Still, I believe readers of my blog will have a better understanding of this issue.
BTW, there is more 5e-combat-oriented stuff coming soon!
I don't think is true, at least not in 5e (you could MAYBE say something like that about 3e or 4e, but I don't play these much nowadays; if you want a combat-focused game, try Mythras).
[BTW, you can tell that I mean it by the number of posts about combat in this blog - more weapons, more maneuvers, more options, etc.]
Look at the PHB: the combat chapter is quite small. The list of weapons is very short and, dare I say, underwhelming. Many races and classes have powers that are related to investigation or interaction (darkvision, languages, etc). "Martial" classes without spells are rare.
The DMG has a few extra combat options, but also honor, sanity, etc. It has plenty of magic weapon, though; see below.
The MM monsters are a bit more combat focused, but they have plenty of lore, art, and non-combat aspects (alignment, languages, some skills, etc). Although I DO agree that encountering monsters is a bit too combat focused in this edition, for the lack of reaction rules and similar mechanics.
D&D's pillars are, supposedly, combat, exploration and interaction, which is a fair thing to say (I might add "character development" but that's another story).
![]() |
| Copyright WotC. |
Another thing D&D is about is MAGIC. It takes the biggest chapters, we get more spells with every splat (not a dozen new melee weapons IIRC, two or three new combat styles, but 200 new spells since the core books, or something).
In fact, if we want more tools for combat, we don't get many alternate rules for combat, but more combat spells (and magic weapons).
Maybe you can say that D&D is mostly about magic, or even magical combat... But ordinary combat?
Take another look. There are no details about the interaction between weapons and armor. Only one type of shield. No reason to use a (non-magic) mace RAW. No specific ways of hitting a specific body part. Grappling is very simple. Disarming is an optional rule. This is NOT a game with an exaggerated focus on combat.
I've played many RPGs in which combat was downplayed (say, Call of Cthulhu or Unknown Armies); D&D is certainly combat-focused when compared to those. But it is unfair to say D&D 5e is much more focused on combat than, say, GURPS, Mythras, Pendragon, or even Castle Falkenstein (which has some pretty specific dueling rules). I won't even go into Riddle of Steel, Dark Souls (I don't even know if the RPG I read is official, but...) or other games that ARE much more focused on combat.
Maybe you can think RPGs in general are too focused on combat. It is a matter of taste. Maybe you think videogames are too focused on combat. Might well be. But if you frame it as a criticism to D&D, specifically, it is inaccurate IMO.
I feel the same in practice (although that's anecdotal evidence): we spend only a fraction of our 5e games doing combat, and in my last CoS session there was no combat at all. My experience is not universal, but it is one example on how you can play D&D without focusing on combat.
---
I posted something similar over reddit and got massive criticism. Still, I believe readers of my blog will have a better understanding of this issue.
BTW, there is more 5e-combat-oriented stuff coming soon!
Sunday, September 15, 2019
Teratogenicon! Monster generator coming in 2020
As you might know, I am writing an extensive monster generator. The name is, so far, is TERATOGENICON.
It's mostly system-less, including only a few pages about 5e and Dark Fantasy Basic.
In fact, it is 100% written. However, there is still revision, play-testing, layout, and some AMAZING art to come. Seriously, this is looking good:
But is it GOOD? I really think so! Since I'm biased, I'll say that if you like THIS (link below - not working that well in firefox, unfortunately), you'll enjoy reading it. If you like my Dark Fantasy series, you'll like it too.
Here are two pages (notice that the art and layout aren't finished):
Interested? Stay tuned! This is coming out in 2020.
By the way, if you're one of the fine folks who I thanked in Dark Fantasy Basic, I'll be happy to send you a review copy once it gets finished.
Thanks!
UPDATE (05/2020): we are no longer looking for play-testers. The book is coming out soon!
It's mostly system-less, including only a few pages about 5e and Dark Fantasy Basic.
In fact, it is 100% written. However, there is still revision, play-testing, layout, and some AMAZING art to come. Seriously, this is looking good:
![]() |
| Art by Rick Troula - this piece will be in the book! |
Here are two pages (notice that the art and layout aren't finished):
Interested? Stay tuned! This is coming out in 2020.
By the way, if you're one of the fine folks who I thanked in Dark Fantasy Basic, I'll be happy to send you a review copy once it gets finished.
Thanks!
UPDATE (05/2020): we are no longer looking for play-testers. The book is coming out soon!
Marcadores:
5e,
Brainstorming,
D&D,
Dark Fantasy Basic,
Design,
Dice,
Monster,
Random table,
Rewriting,
RPG
Monday, September 09, 2019
DARK FANTASY: two new books (Religion & Places) and a sale
I published two small (10 to 12 pages each) PDFs today.
Here they are: Dark Fantasy Religion and Dark Fantasy Places.
One is currently PWIW; you can get it for free for a limited time. The other is currently $0.99.
Any feedback (and re-sharing, etc.) is greatly appreciated.

These are collection of tables and short essays to inspire the creation of fantastic religions and places. The focus is on dark fantasy tropes: flawed heroes, terrible villains, corrupting magic, ominous ruins and damned wastelands.
They are mostly system-less, to be used with any game of your choice.
Here is one example of table you'll find in DFR. It answer the question "Where are your gods now?".
In addition, the Dark Fantasy Basic - Player's Guide in on sale, for $3.74.
Which means you can get the whole collection for less than 6 dollars:

Future plans: I want to publish a few "Dark Fantasy Settings" soon, in a similar way. Then I'll publish my big monster book... I'm aiming for a BIG book, print+PDF, for every system - specially DFB and 5e!
If all goes well, by the end of 2020 I'll publish a complete version of DFB - i.e., PHB + DMG + MM, with lots of new stuff.
If you like any of these ideas, let me know! We aim to please!
Here they are: Dark Fantasy Religion and Dark Fantasy Places.
One is currently PWIW; you can get it for free for a limited time. The other is currently $0.99.
Any feedback (and re-sharing, etc.) is greatly appreciated.

These are collection of tables and short essays to inspire the creation of fantastic religions and places. The focus is on dark fantasy tropes: flawed heroes, terrible villains, corrupting magic, ominous ruins and damned wastelands.
They are mostly system-less, to be used with any game of your choice.
Here is one example of table you'll find in DFR. It answer the question "Where are your gods now?".
d20
|
State
|
1
|
Slain by its foes
(demons or even mortals).
|
2
|
Abandoned humankind (or
only the wicked) to its own fate for its sins.
|
3
|
Dead from old age, or
turned to ash, stone, etc.
|
4
|
Imprisoned by dark forces in
the depths of existence.
|
5
|
Evil or inimical to
humankind. They hate our guts.
|
6
|
Non-existent, just wishful
thinking form puny mortals.
|
7
|
Uninterested in this world,
is building a better one.
|
8
|
Unknown, the whole
concept is alien to this setting.
|
9
|
Walking the earth as mortals after
falling from godhood.
|
10
|
Terrorizing the
world as gigantic monsters.
|
11
|
Gathering
followers in order to regain power.
|
12
|
Forgotten to all but a
select, half-crazy few.
|
13
|
False, just powerful
immortals or normal humans behind the curtains.
|
14
|
Insane, playing dice
games with the universe.
|
15
|
A projection of our hopes and
fears made manifest.
|
16
|
Gaolers keeping us from
seeing the truth and becoming gods ourselves.
|
17
|
Sleeping in the
depths until the day of judgment comes.
|
18
|
Incomprehensible to mortals,
cannot be please, placated or reasoned with.
|
19
|
Unborn. One day they will come to save us… hopefully.
|
20
|
Disappeared mysteriously.
|
In addition, the Dark Fantasy Basic - Player's Guide in on sale, for $3.74.
Which means you can get the whole collection for less than 6 dollars:
Future plans: I want to publish a few "Dark Fantasy Settings" soon, in a similar way. Then I'll publish my big monster book... I'm aiming for a BIG book, print+PDF, for every system - specially DFB and 5e!
If all goes well, by the end of 2020 I'll publish a complete version of DFB - i.e., PHB + DMG + MM, with lots of new stuff.
If you like any of these ideas, let me know! We aim to please!
Marcadores:
5e,
Alignment,
Basic D&D,
Brainstorming,
creativity,
D&D,
Dark Fantasy Basic,
Design,
Fiction,
future projects,
House rules,
Multipurpose mechanics,
Old school,
OSR,
Random table,
Ravenloft,
Rewriting,
RPG,
settings
Thursday, September 05, 2019
Simple scaling weapons and armor (ability overflow edition)
I've written about this before: here and here.
This is just a simplification, but I think I like it better than using tables. It is meant for 5e, but it was originally imagined for another system I'm writing (which is a simplification of 5e).
For the purposes of this post, we're using the expression "ability surplus" to mean ability-10.
We have two sample PCs to test this system.
Joe has Strength 13 and Dexterity 16 (i.e., an ability surplus of 3 for Str and 6 for Dex).
Jane has Strength 18 and Dexterity 12 (i.e., an ability surplus of 8 for Str and 2 for Dex).
Weapons
Most weapons add 50% of ability surplus (Strength or Dexterity) to damage. This is practically identical to what 5e does.
Weapons that use both Strength and Dexterity may add a combined 60% (minimum 20% each).
Composite bows, for example, might add 30% of each to damage. Both Joe and Jane would get a +3 bonus:
Joe: 30% of 9 = 2.7
Jane: 30% of 10 = 3.
Lets say heavy slings use 40% Strength and 20% Dexterity instead. Joe gets +2, but Jane gets +4:
Joe: 40% of 3 plus 20% of 6 = 2.4
Jane: 40% of 8 plus 20% of 2 = 3.6.
Turn the nobs a bit here and there and you'll realize you have endless possibilities. For example:
- Two-handed weapons has a maximum of 70% instead of 60%. They usually add +10% Strength.
- Versatile weapons used with two hands may add 10% Dexterity instead (I'm thinking quarterstaves, spears...).
- Off-hand weapons add up to 40% instead of 50%, and must use at least 10% Dexterity.
- Thrown weapons always need more Strength, ranged weapons more Dexterity.
- Magic weapons may add some Intelligence, Charisma or Wisdom to the mix.
- etc. etc.
Armor
Remember this system?
Here is something that can be even simpler. And more granular at the same time.
You add 100% of your Dexterity surplus to AC. Unarmored Joe has AC 16, unarmored Jane has AC 12.
However, that assumes you're carrying nothing. If you are carrying 20% of your encumbrance limit*, you can only add 80% of your Dexterity surplus to AC.
(*your encumbrance limit depends on what rules you're using... slots, pounds, etc. But you can think of it this way: you have a number of slots equal to Str, and +1 to AC takes one slot. So, if you have Str 15, you could carry three pieces of armor [+3 AC] and still add 80% of you Dexterity surplus to AC, but only if you're carrying nothing else).
Here is where things get interesting. Joe, who is quicker, gets more benefits form travelling light. Jane, who is a lot stronger, would benefit more from armor, since it would be less encumbering.
Natural armor is probably exempt, and magic armor is lighter.
The system only "breaks" if you're very agile and very weak: armor will actually hinder your AC. But this already happens in 5e. And, well, sounds quite sensible.
Of course, you do not have to recalculate AC every time you pick up a new item... But when you do, players will quickly realize that encumbrance matters.
UPDATE:
Here is another way to do it: use a table. This one, for example. So, if Jane has an "Strength B, Dexterity F" Greataxe, she adds +7 to damage.
This is just a simplification, but I think I like it better than using tables. It is meant for 5e, but it was originally imagined for another system I'm writing (which is a simplification of 5e).
For the purposes of this post, we're using the expression "ability surplus" to mean ability-10.
| Score | Surplus |
| 10 | 0 |
| 11 | 1 |
| 12 | 2 |
| 13 | 3 |
| 14 | 4 |
| 15 | 5 |
| 16 | 6 |
| 17 | 7 |
| ... | ...etc. |
We have two sample PCs to test this system.
Joe has Strength 13 and Dexterity 16 (i.e., an ability surplus of 3 for Str and 6 for Dex).
Jane has Strength 18 and Dexterity 12 (i.e., an ability surplus of 8 for Str and 2 for Dex).
Let's go!
Weapons
Most weapons add 50% of ability surplus (Strength or Dexterity) to damage. This is practically identical to what 5e does.
Weapons that use both Strength and Dexterity may add a combined 60% (minimum 20% each).
Composite bows, for example, might add 30% of each to damage. Both Joe and Jane would get a +3 bonus:
Joe: 30% of 9 = 2.7
Jane: 30% of 10 = 3.
Lets say heavy slings use 40% Strength and 20% Dexterity instead. Joe gets +2, but Jane gets +4:
Joe: 40% of 3 plus 20% of 6 = 2.4
Jane: 40% of 8 plus 20% of 2 = 3.6.
Turn the nobs a bit here and there and you'll realize you have endless possibilities. For example:
- Two-handed weapons has a maximum of 70% instead of 60%. They usually add +10% Strength.
- Versatile weapons used with two hands may add 10% Dexterity instead (I'm thinking quarterstaves, spears...).
- Off-hand weapons add up to 40% instead of 50%, and must use at least 10% Dexterity.
- Thrown weapons always need more Strength, ranged weapons more Dexterity.
- Magic weapons may add some Intelligence, Charisma or Wisdom to the mix.
- etc. etc.
| Art by Rick Troula |
Armor
Remember this system?
Here is something that can be even simpler. And more granular at the same time.
You add 100% of your Dexterity surplus to AC. Unarmored Joe has AC 16, unarmored Jane has AC 12.
However, that assumes you're carrying nothing. If you are carrying 20% of your encumbrance limit*, you can only add 80% of your Dexterity surplus to AC.
(*your encumbrance limit depends on what rules you're using... slots, pounds, etc. But you can think of it this way: you have a number of slots equal to Str, and +1 to AC takes one slot. So, if you have Str 15, you could carry three pieces of armor [+3 AC] and still add 80% of you Dexterity surplus to AC, but only if you're carrying nothing else).
Here is where things get interesting. Joe, who is quicker, gets more benefits form travelling light. Jane, who is a lot stronger, would benefit more from armor, since it would be less encumbering.
Natural armor is probably exempt, and magic armor is lighter.
The system only "breaks" if you're very agile and very weak: armor will actually hinder your AC. But this already happens in 5e. And, well, sounds quite sensible.
Of course, you do not have to recalculate AC every time you pick up a new item... But when you do, players will quickly realize that encumbrance matters.
UPDATE:
Here is another way to do it: use a table. This one, for example. So, if Jane has an "Strength B, Dexterity F" Greataxe, she adds +7 to damage.
| A | B | C | D | E | F | |
| 10 | 0 | 0 | 0 | 0 | 0 | 0 |
| 11 | 1 | 0.8 | 0.6 | 0.5 | 0.4 | 0.2 |
| 12 | 2 | 1.6 | 1.2 | 1 | 0.8 | 0.4 |
| 13 | 3 | 2.4 | 1.8 | 1.5 | 1.2 | 0.6 |
| 14 | 4 | 3.2 | 2.4 | 2 | 1.6 | 0.8 |
| 15 | 5 | 4 | 3 | 2,5 | 2 | 1 |
| 16 | 6 | 4.8 | 3.6 | 3 | 2.4 | 1.2 |
| 17 | 7 | 5.6 | 4.2 | 3.5 | 2.8 | 1.4 |
| 18 | 8 | 6.4 | 4.8 | 4 | 3.2 | 1.6 |
| 19 | 9 | 7.2 | 5.4 | 4.5 | 3.6 | 1.8 |
| 20 | 10 | 8 | 6 | 5 | 4 | 2 |
Marcadores:
5e,
Combat,
D&D,
Design,
Dice,
House rules,
Multipurpose mechanics,
Rewriting,
RPG,
Skills,
Weapons and Armor
Subscribe to:
Posts (Atom)









