Angeregt durch den Beitrag von Der Rote Baron im Labyrinth Lord Übersetzungsforum hier eine schnell aus dem Ärmel geschüttelte 4e Variante vom guten alten Weihnachtsmann ;)
Weihnachtsmann (Level 10) [1,000 xp]
Medium feyborn humanoid
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Initiative +9 Senses Perception +4
HP 226; Bloodied 113
AC 24; Fortitude 25; Reflex 20; Will 24
Saving Throws +2
Speed 6
Action Points 1
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[BASIC MELEE] Rute (Standard, at-will) * Weapon
Reach 2; +13 vs. AC; 2d6+5 damage.
[MELEE] Dresche mit der Rute (Standard, at-will)
Der Weihnachtsmann macht zwei Angriffe mit der Rute.
Ab durch den Kamin (Move, encounter)
Der Weihnachtsmann teleportiert sich bis zu 5 Felder weit.
[MELEE] Zorn des Nordpols (Immediate reaction, when first bloodied)
Der Weihnachtsmann wird sauer. Harter Schlag mit der Rute, +13 vs. AC für 2d6+5 damage; bei Treffer ist Ziel dazed (save ends).
[RANGED] Warst du auch artig? (Standard, recharge 6)
Ranged 5; Der Weihnachtsmann prüft in seinem Buch, ob der Charakter artig war; +11 vs. Will. Das Ziel bekommt 3d8+5 psychic damage und wird zu Boden geworfen; böse Kreaturen erhalten 4d10+5, werden zu Boden geworfen und sind dazed (save ends)
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Alignment Neutral Languages Any
Str 21 (+5) Dex 11 (+0) Wis 17 (+3)
Con 18 (+4) Int 13 (+1) Cha 13 (+1)
Equipment Rute, Sack mit Geschenken
Donnerstag, 25. Dezember 2008
Samstag, 20. Dezember 2008
Posting again...
Changing over to german for a change. Maybe staying there for a while. ;)
Bin im Moment gut beschäftigt mit meinem Teil der Übersetzung von Labyrinth Lord. Daher auch nichts neues an der OldSchool Front, meine wenige Freizeit nutze ich entweder für's Übersetzen oder für meine Freundin. Und ab und an wird dann auch noch fleissig weiter die Foren- und Bloglandschaft rauf und runter gelesen, jeden Tag auf's neue ;)
Sehr interessant folgender Beitrag, noch für D&D3.x, aber natürlich auch gut für D&D4 anzuwenden:
http://www.emacswiki.org/alex/No_Battlemap
Bald mehr!
Bin im Moment gut beschäftigt mit meinem Teil der Übersetzung von Labyrinth Lord. Daher auch nichts neues an der OldSchool Front, meine wenige Freizeit nutze ich entweder für's Übersetzen oder für meine Freundin. Und ab und an wird dann auch noch fleissig weiter die Foren- und Bloglandschaft rauf und runter gelesen, jeden Tag auf's neue ;)
Sehr interessant folgender Beitrag, noch für D&D3.x, aber natürlich auch gut für D&D4 anzuwenden:
http://www.emacswiki.org/alex/No_Battlemap
Bald mehr!
Montag, 8. Dezember 2008
Müde...
I've tried out generating a random dungeon via the tables in the 1st edition DMG today and intended to post my result here, but I fear it's not as presentable and good as I would want it to be. Besides, I'm pretty tired after a long day at the university.
But I've been reading Fight On! Issue 3 since last saturday and it's all kinds of awesome (again, like the 2 issue before!!). I heartily recommened it :)
But I've been reading Fight On! Issue 3 since last saturday and it's all kinds of awesome (again, like the 2 issue before!!). I heartily recommened it :)
Sonntag, 7. Dezember 2008
A couple of houserules
Regardless of which system I use, LL or 4e, I'll definately have a couple of house rules.
Labyrinth Lord:
I'm still not sure about variable damage expressions. After reading the 1974 edition I've come to like the idea of fixed 1d6 damage per weapon. Players could then choose their weapon depending on style and not efficiency considerations. It's also quick and easy.
What I really like is "Shields Shall be Splintered".
I'm also considering the "Dungeons is dangerous" rule as proposed by Jeff Rients:
D&D 4th edition:
I definately would want to track things like ammunition, thirst, and hunger.
Putting in Wandering Monsters is also a must (and extremely easy, look at the ideas of 4e Lead Designer Mike Mearls!).
I think I would cut down on xp per monster (to 50% or some such) and then introduce xp per treasure found, like back in the day.
"Dungeons is dangerous" would be used here, too ;)
These are the only ones I can think of at the moment, although I'm others will come to my mind another time.
Labyrinth Lord:
I'm still not sure about variable damage expressions. After reading the 1974 edition I've come to like the idea of fixed 1d6 damage per weapon. Players could then choose their weapon depending on style and not efficiency considerations. It's also quick and easy.
What I really like is "Shields Shall be Splintered".
I'm also considering the "Dungeons is dangerous" rule as proposed by Jeff Rients:
Dungeons is Dangerous
Ending a session inside a dungeon requires a roll on the Triple Secret Random Dungeon Fate Chart of Very Probable Doom. Make sure you get out before the session ends!
D&D 4th edition:
I definately would want to track things like ammunition, thirst, and hunger.
Putting in Wandering Monsters is also a must (and extremely easy, look at the ideas of 4e Lead Designer Mike Mearls!).
I think I would cut down on xp per monster (to 50% or some such) and then introduce xp per treasure found, like back in the day.
"Dungeons is dangerous" would be used here, too ;)
These are the only ones I can think of at the moment, although I'm others will come to my mind another time.
Freitag, 5. Dezember 2008
megadungeon campaign setup
As you already know, I'm kicking around the idea of creating my own megadungeon. For the last couple of weeks I've been toying around with different approaches of the basic setup, i.e. what the story of the first two or three levels should be. I've thought about an abandoned dwarven city, or an abandoned dwarven mine (I really like dwarves). Today, still with the impressions of this thread in mind (and several posts of Evreaux, too), a lever in my brain must have been pushed. Why not a totally otherworldly dungeon? I mean, it is the freakin' Mythic Underworld!
Here's my setup:
Deep beneath the earth, the powers of Chaos reign supreme. Where the surface world belongs to the immortal gods, the realm below is ruled by the primordials. Beings of uncomprehensible power, older than time itself, alien to mankind (if you think "great old ones" you're on to something). At least that's one theory. Anyhow, as a matter of fact, the primordials and the immortal gods alike are really bored, their eternal struggle recessed because of a recent truce (only a couple million years old), so they arranged a game.
The gods would choose some mortal champions and the primordials would provide the playground. The chosen heroes are sent into THE DUNGEON; gods and primordials bet on how far the groups will make it. The game is about mortal souls.
With this outline set, the gods implanted the urge to adventure into selected individuals at birth. Driven by this urge for their whole life, these people somehow eventually make it to the small, totally unimpressive, rural town of TANNENHEIM, where they soon hear rumors of a stone circle. Who spends a night sleeping in this circle may have strange dreams and may also find the entrance to a strange cave system of unknown depth, where great riches are just waiting for bold adventurers to take. Enter the new heroes.
Here's my setup:
Deep beneath the earth, the powers of Chaos reign supreme. Where the surface world belongs to the immortal gods, the realm below is ruled by the primordials. Beings of uncomprehensible power, older than time itself, alien to mankind (if you think "great old ones" you're on to something). At least that's one theory. Anyhow, as a matter of fact, the primordials and the immortal gods alike are really bored, their eternal struggle recessed because of a recent truce (only a couple million years old), so they arranged a game.
The gods would choose some mortal champions and the primordials would provide the playground. The chosen heroes are sent into THE DUNGEON; gods and primordials bet on how far the groups will make it. The game is about mortal souls.
With this outline set, the gods implanted the urge to adventure into selected individuals at birth. Driven by this urge for their whole life, these people somehow eventually make it to the small, totally unimpressive, rural town of TANNENHEIM, where they soon hear rumors of a stone circle. Who spends a night sleeping in this circle may have strange dreams and may also find the entrance to a strange cave system of unknown depth, where great riches are just waiting for bold adventurers to take. Enter the new heroes.
Hello world!
Welcome to my old school gaming blog, where I tell everyone about my... well... old school gaming! ;) I'm Marcus, hailing from Germany, currently studying at the university in Bochum. Hope you enjoy my blog!
So... where better to begin then by providing links to great games :) Here you go.
Labyrinth Lord
http://www.goblinoidgames.com/labyrinthlord.htm
Basic Fantasy Roleplaying
http://www.basicfantasy.org/
OSRIC
http://www.knights-n-knaves.com/osric/
All of these are absolutely free! My personal favorite would be Labyrinth Lord, btw :)
Also, call me a heretic, but I'm really, really fond of the new D&D 4th Edition. LL and 4e compete about being my game of choice for a supposed old school megadungeon. I'll tell you when I know who will come out on top. ;)
Cheers, Marcus
So... where better to begin then by providing links to great games :) Here you go.
Labyrinth Lord
http://www.goblinoidgames.com/labyrinthlord.htm
Basic Fantasy Roleplaying
http://www.basicfantasy.org/
OSRIC
http://www.knights-n-knaves.com/osric/
All of these are absolutely free! My personal favorite would be Labyrinth Lord, btw :)
Also, call me a heretic, but I'm really, really fond of the new D&D 4th Edition. LL and 4e compete about being my game of choice for a supposed old school megadungeon. I'll tell you when I know who will come out on top. ;)
Cheers, Marcus
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