I just saw this post over at 'Roles, Rules, and Rolls', and I think it is fabulous.
I LOVE it when someone thinks things through in a slightly different (but wholly logical (for imaginary stuff, anyway)) way that expands my view of or understanding of something. And I hope that Roger doesn't mind, because I may steal some of these ideas.
Saturday, March 7, 2015
Friday, March 6, 2015
5E Experience Point Progression
I'm just now really starting to dig into the rules of 5E as I am DMing for my daughter. Typically, I play fast and loose with rules, but there are some things for which I would stick to the rules. One example is the Experience Points progression for leveling up.
While looking at the Character Advancement table on pg 15 of the PHB, something really jumped out at me. I'm sure it's been noticed by others before, but I just caught it.
Here is that table. I've added one additional column (XP Delta), that shows the amount of XP necessary to advance to that level from the previous.
From previous editions, I am used to a character needing greater and greater amounts of XP to advance to each additional level. That is NOT the case in 5E. (Did I miss something? Have earlier additions done this as well?)
One thing that jumps out at me is that there are a few progressions where the character needs the same xp for two levels in a row: to levels 13 & 14, to levels 16 & 17, and to levels 18 & 19. That just seems off to me. In the grand scheme, I'm sure it probably doesn't matter much, but it is striking in its difference.
Even more unusual is the progression from level 10 to 11 and then from level 11 to 12. A player is required to earn 21,000xp to get to 11th level, but then is only required to earn 15,000xp to get to 12th. But the strangeness continues: The player only needs 20,000xp to advance to 13th and then 14th levels--higher than the 15,000xp to get to 12th but still lower than the requirement to reach 11th.
Again, none of this might have much impact in the game, and I try not to be someone who finds little issues to nitpick to death--because frankly it isn't worth it. But this tempts me to redo the Character Advancement table for play in my house.
Sitting back from this post for awhile before publishing it and having read page 15 again, it strikes me that perhaps the progression from 10th to 11th level was deemed special, because it is the dividing line between the so-called second and third tiers of play, and requires an extra challenge to make that jump. But even that is unsatisfying to me.
Has anyone else noticed this and what are your thoughts on it?
While looking at the Character Advancement table on pg 15 of the PHB, something really jumped out at me. I'm sure it's been noticed by others before, but I just caught it.
Here is that table. I've added one additional column (XP Delta), that shows the amount of XP necessary to advance to that level from the previous.
XP | XP Delta | Level |
0 | 0 | 1 |
300 | 300 | 2 |
900 | 600 | 3 |
2,700 | 1,800 | 4 |
6,500 | 3,800 | 5 |
14,000 | 7,500 | 6 |
23,000 | 9,000 | 7 |
34,000 | 11,000 | 8 |
48,000 | 14,000 | 9 |
64,000 | 16,000 | 10 |
85,000 | 21,000 | 11 |
100,000 | 15,000 | 12 |
120,000 | 20,000 | 13 |
140,000 | 20,000 | 14 |
165,000 | 25,000 | 15 |
195,000 | 30,000 | 16 |
225,000 | 30,000 | 17 |
265,000 | 40,000 | 18 |
305,000 | 40,000 | 19 |
355,000 | 50,000 | 20 |
From previous editions, I am used to a character needing greater and greater amounts of XP to advance to each additional level. That is NOT the case in 5E. (Did I miss something? Have earlier additions done this as well?)
One thing that jumps out at me is that there are a few progressions where the character needs the same xp for two levels in a row: to levels 13 & 14, to levels 16 & 17, and to levels 18 & 19. That just seems off to me. In the grand scheme, I'm sure it probably doesn't matter much, but it is striking in its difference.
Even more unusual is the progression from level 10 to 11 and then from level 11 to 12. A player is required to earn 21,000xp to get to 11th level, but then is only required to earn 15,000xp to get to 12th. But the strangeness continues: The player only needs 20,000xp to advance to 13th and then 14th levels--higher than the 15,000xp to get to 12th but still lower than the requirement to reach 11th.
Again, none of this might have much impact in the game, and I try not to be someone who finds little issues to nitpick to death--because frankly it isn't worth it. But this tempts me to redo the Character Advancement table for play in my house.
Sitting back from this post for awhile before publishing it and having read page 15 again, it strikes me that perhaps the progression from 10th to 11th level was deemed special, because it is the dividing line between the so-called second and third tiers of play, and requires an extra challenge to make that jump. But even that is unsatisfying to me.
Has anyone else noticed this and what are your thoughts on it?
Thursday, March 5, 2015
Magic Item for LOTFP (Part 2)
Here is the second magic item that I wrote for submission to James Raggi in his latest endeavor. I hope you find it useful (or at least inspirational).
The
Carapace of Karadchazuul
The Carapace of
Karadchazuul appears to be the lacquered, wooden, and highly ornamental (and
hence impractical) forearm piece of a set of exotic armor. [Similar to how the forearm piece of a set of
samurai armor would appear to a European seeing it for the first time.] It is made up of a hardened plate that fits
around the forearm, connected by a supple wrist to a thumb-less glove, the back
of which is protected by a hardened handguard.
It will fit over the wearer’s right or left forearm and hand. All of its hard surfaces are covered with
small spikes that slope back toward the wearer’s elbow. The spikes are the same material as the rest
and appear to have grown from the plates.
When found, the
Carapace will fit a very large man, but if anyone of any size or race slides it
onto their arm, it will adjust its size to fit their arm perfectly. The first time that an individual slides it
onto their arm, they will immediately and permanently have their Strength
increased by one point (up to a maximum of 18).
This change will occur for every individual that tries it on, even if
they immediately remove it. There is no
limit to the number of beings who will receive the benefit of this Strength
increase. Additionally, each person that
tries it on will feel the very strong urge to punch someone or something. A punch while wearing the Carapace will deal
1d6+2 hp of damage; it enables its wearer to damage items that must be struck
by magic weapons.
An individual trying it
on for the second time will immediately and permanently have their Constitution
increased by one point (up to a maximum of 18).
This second change will only benefit the first person who tries it on
for the second time—no others will receive this benefit, until 1337.5 days have
passed after the first individual has done so, at which time another may
experience the second and follow-on effects described below. The individual will have an even stronger
urge to punch someone or something; they must Save vs. Magic with a -4 penalty or
lash out at the nearest target.
The goal of the
Carapace to this point (if an unthinking, inanimate object can be said to have
a goal) is to convince its wearer to keep it and use it in combat. As its wearer uses the Carapace to inflict
further damage on living things, he or she will experience changes as detailed
in the table below. (The damage will
need to be tracked by the GM.
Additionally, the GM should determine in advance the ‘Additional Damage
Inflicted’ in the first column.) Note
that damage inflicted by the character using a weapon held by the carapaced
hand will not lead to changes—only that damage directly caused by the
carapace. Changes will occur
automatically, although the stylistic details of how the change occurs are up
to the individual GM, and are permanent.
If a limit to a change is reached, all follow-on changes of that nature
are skipped, although penalties that may occur at the same time are not skipped. If left unchecked, these changes will
eventually lead the wearer to actually become a Karadchazuul warrior. (See Karadchazuul description below.)
Additional Damage Inflicted by the
Carapace
|
Change to Player Character
|
|
1
|
3d10+6
hp
|
Strength
Increase
|
2
|
3d10+6
hp
|
Constitution
Increase and Permanent Attachment (-1)
|
3
|
3d10+6
hp
|
AC
Improvement
|
4
|
3d10+6
hp
|
Dexterity
Decrease
|
5
|
3d8+6
hp
|
Strength
Increase and Permanent Attachment (-2)
|
6
|
3d8+6
hp
|
Charisma
Decrease
|
7
|
3d8+6
hp
|
Hit
Point Increase
|
8
|
3d8+6
hp
|
Strength
Increase and Permanent Attachment (-3)
|
9
|
4d6+5
hp
|
Dexterity
Decrease
|
10
|
4d6+5
hp
|
Charisma
Decrease
|
11
|
4d6+5
hp
|
Strength
Increase and Permanent Attachment (-4)
|
12
|
4d6+5
hp
|
AC
Improvement
|
13
|
3d8+4
hp
|
Arm
Buds
|
14
|
3d8+4
hp
|
Charisma
Decrease and Permanent Attachment (-5)
|
15
|
3d8+4
hp
|
Hit
Point Increase and Rage (-2)
|
16
|
3d8+4
hp
|
Dexterity
Decrease
|
17
|
2d12+2
hp
|
Constitution
Increase and Permanent Attachment (-6)
|
18
|
2d12+2
hp
|
Charisma
Decrease and Rage (-3)
|
19
|
2d12+2
hp
|
AC
Improvement
|
20
|
2d12+2
hp
|
Dexterity
Decrease and Permanent Attachment (-7)
|
21
|
2d10+2
hp
|
Constitution
Increase and Rage (-4)
|
22
|
2d10+2
hp
|
Charisma
Decrease
|
23
|
2d10+2
hp
|
AC
Improvement and Permanent Attachment (-8)
|
24
|
2d10+2
hp
|
Constitution
Increase and Rage (-5)
|
25
|
2d8+4
hp
|
Strength
Increase
|
26
|
2d8+4
hp
|
Hit
Point Increase and Permanent Attachment (-9)
|
27
|
2d8+4
hp
|
AC
Improvement and Rage (-6)
|
28
|
2d8+4
hp
|
Dexterity
Decrease
|
29
|
2d8+4
hp
|
Charisma
Decrease and Permanent Attachment (-10)
|
30
|
2d8+4
hp
|
AC
Improvement and Rage (-8)
|
Strength Increase – The
character gains a permanent +1 addition to their Strength (up to a maximum of
18).
Constitution Increase –
The character gains a permanent +1 addition to their Constitution (up to a
maximum of 18).
Permanent Attachment –
The character must Save vs. Magic (with Penalty as indicated in parentheses) or
the Carapace is permanently attached to his arm. It cannot be removed from the character’s arm
in any way. If the arm is amputated or
if the character is killed, the Carapace will consume the arm in its
entirety. (How this consumption occurs
is up to the GM.) The Carapace will then
return to the form in which it was originally found.
Armor Class (AC) Improvement
– The character gains a permanent +1 to their natural Armor Class (to a maximum
of 6 points better than natural AC for that race). These changes occur as the character’s skin
grows tougher, first thick and leathery, and then hardening into an insect-like
carapace. With each 2 points of increase
in Armor Class, any clothing or armor worn by the character will cease to fit,
and the character will have to obtain new clothing and armor.
Dexterity Decrease –
The character loses a permanent -1 to Dexterity (down to minimum of 8).
Charisma Decrease – The
character loses a permanent -1 to Charisma (down to minimum of 6). These changes occur as the character’s
appearance changes toward that of a Karadchazuul (see below), and the character
begins to lose the ability to appropriately interact with beings other than
Karadchazuul.
Hit Point Increase –
The character gains an additional 3 hp (up to a maximum of 50).
Arm Buds - Two buds
will form on the character’s rib cage, one on each side, a few inches below his
or her arm. Each bud will grow into a
full arm in 2d4 weeks. The arms are
smaller than the character’s original pair, but otherwise resemble his normal
arms. If the arms are amputated, they
will regenerate in 2d4 weeks.
Rage - The character
must Save vs. Magic (with Penalty as indicated in parentheses) or fly into a
Rage. A character in a Rage will attack
everyone around him (friend or foe) for 1d6 rounds. While in a rage, the character will attack
solely using the Carapace. Upon
completion of the Rage, the character must Save vs. Magic (with a penalty
identical to that which caused the rage).
If the Save fails, the character will feel a strong urge to do
everything in his power to continue forward with the transformation, i.e. use
the Carapace as his preferred weapon over any other. The character may not necessarily abandon the
party or thwart their plans. As its
transformation continues, however, the chance that the character will abandon the
party increases (10% increase at each subsequent Rage).
Each 2d8+2 hp of damage
inflicted by the Carapace after the 30th step will lead to another
instance of Rage, with an increase in the penalty to the Saving Throw (-9, then
-10, etc.). Eventually, the character will choose to abandon the party. At that point, it becomes an NPC controlled
by the GM. One week after that, it will
complete the transition to Karadchazuul.
Karadchazuul
The Karadchazuul is an
alien race, not native to this material plane.
It is bipedal and walks upright, although it has four arms. Its entire body is covered in a thick,
segmented carapace; its face vaguely resembles that of a lobster. It is intelligent although it can only
communicate with a series of clicks and hisses.
Nothing is known of their culture or society or if they even have such
things; none beyond individuals created by the Carapace have ever been
encountered.
For the karadchazuul
that was created by the Carapace, it remembers others of its kind, although it
doesn’t know where they are from or how to return to them. Two weeks after it forms, it will amputate
one of its main arms, thus creating a new Carapace
of Karadchazuul. The amputated arm
will grow back in 2d4 weeks. If the
karadchazuul is killed, one of its main arms will likewise form a new Carapace of Karadchazuul.
In combat, the
karadchazuul attacks with each of its claws.
Its statistics are as follows:
AC 4; HD 8d8 (50hp); #
of Attacks: 4; Dmg 1d6+2/1d6+2/1d4/1d4.
Wednesday, March 4, 2015
Magic Item for LOTFP (Part 1)
Back in January, James Raggi put out a call for magic items for a new supplement that he is going to be releasing. It seemed intriguing, so I decided to try my hand. Not once, but twice. Alas, I did not make the cut. So I'm going to post the two items here.
Perhaps one of you out there will find use for one of these items in your world.
The first, posted today, is The Bozidar Apparatus.
Perhaps one of you out there will find use for one of these items in your world.
The first, posted today, is The Bozidar Apparatus.
History
is replete with tales of the Mad King's Vojska, specifically his Black
Brigades. The army, a powerful and imposing force when it numbered in
the tens of thousands, seemed to grow only stronger as its numbers
dwindled. For every footman that was cut down, those remaining seemed
to grow more skilled, more violent, more willing to push through the
deprivations that were common in the land wars of the age. Some say
that the army was formidable, because of the Mad King's fanatical
training regimen for his men. Others say that their power came from the
equipment carried by every eighth man...
Supposedly
a common piece of kit in the Mad King's Vojska, only one Bozidar
Apparatus is believed to still exist. The Apparatus will be
found in a small wooden chest, 22 inches long by 12 inches wide by six
inches deep. Two straps connect the corners of the curved bottom of the
chest -- the chest is designed to be carried on someone's back. The
Apparatus rests snugly in a form-fitted cushion within the chest.
Despite the fact that the one object is found in the other, they do not
appear to go together.
Also found in the chest
is a darkened and wrinkled piece of parchment. It reads, "When death is
near and doom surrounds you, Employ the Apparatus. You will be saved,
Your companions fortified."
The Apparatus is a Y-shaped
object made of an indeterminate material. It seems to be a gnarled
piece of black wood in appearance and texture, yet it is cool to the
touch and has the heft of an object made of iron. The central post is
approximately nine inches long and an inch in diameter; the two branches
are about the same length and width. The post ends in a wickedly
curved and serated spike; the two branches widen and twist into two
deeply grooved ovoids.
A person handling the
Apparatus quickly realizes that the ovoids with their twisting grooves
make perfect handles. It appears to be a weapon, although there is one
problem: Holding the two handles in the way that feels most comfortable
to the person's hands points the upward-curving spike directly toward
his or her midsection.
The Apparatus is
"employed" by holding its handles and pulling it forcefully toward
oneself, such that the spike is driven deep into the abdomen of the
person using it. The Apparatus will then pull itself deeper into the
abdominal cavity and, following the curve of the spike, up into the
individual's thoracic cavity. It will begin to feast, sucking the blood
and all other fluids from the individual in a matter of moments. The
individual will be unable to stop the feeding. All moisture is drawn
from the body, leaving a desiccated husk that crumples to the ground.
The Apparatus will fall from the body; it will show no sign of having drunk
any fluids.
As soon as the player stabs the
Apparatus into his abdomen, the GM should ask him who he considers to be
his "companions"; the GM should also ask him who he considers to be his
"enemies". For the purposes of the Apparatus, there is no limit to the
number of beings that can be designated as companion or enemy, however,
only those within sight of the character can be so designated.
Those
beings who are designated as the character's enemies and who are within
30 feet of the character are knocked to the ground and stunned for 1d10
rounds, unable to perform any actions. Those beings who are designated
as companions (regardless of range) are immediately healed of all
wounds, poisons, and magical conditions; they are returned to full hit
points. Additionally, the character's experience points are divided
evenly by the number of companions designated, and each of their
experience point totals is increased by that amount. These effects are
instantaneous, occurring immediately after the character stabs himself.
The
character is instantly and irrevocably killed with no Saving Throw. The
character cannot be reincarnated or resurrected. His spirit ceases to
exist and cannot be recalled by any means.
Monday, March 2, 2015
Pretty Insane
I think that this video removes the need to see the movies at all.
Because let's face it: The movies were mostly junk, but watching robots in action is usually a pretty good distractor from the daily grind.
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