So, massive damage. That rule caught my eye on the first time I read the 2nd edition AD&D Player’s Handbook – and of course I have been using the relevant rule in 3 and 3.5 editions. But its a little too static for my taste, so here’s a house-ruled version.
Statistics for Yegar, the young hunter of the village of Llerkir, a bright young lad who seems to excel at everything the small society asks him to do, from sheep-herding to hunting wolves.
This house rule in our campaign allows the player characters to receive maximum hit points every time they level up. We have used it in the past with older campaigns and it has always added to the fun factor, without reducing from the gaming experience.
My version of the Weapon Group Feats.
They work as in Unearthed Arcana, but the groups are slightly different.
It is probably beyond the scope of this blog to talk about computer games, but I bought Neverwinter Nights 2 a few days ago and I have been enthralled by it. The game is amazing in many ways, and I recommend it wholeheartedly and without second thoughts to anyone with interest in D&D (who else would read this anyway?) and computer RPGs.
Yes it is the opinion of one man on the internet, but in the end, what do game reviewers have that I do not? :D Plus I’ve played most D&D games out there, good and bad, since Baldur’s Gate, and I am hard to impress. Take my word, Neverwinter Nights 2 rocks.
Vorius is the leader of the blackdagger mercenary company, and that makes him captain of the guard in the village of Dever.
This necromantic spell is a curse that tears apart the victim’s flesh, causing severe bleeding, a touch of damage-dealing offensive magic for practicioners of the dark arts.
Last part of the Alternative Magic article, this time I’ll try to break down how I did the work on the magic system we are using in our running Dungeons & Dragons campaign. In the previous article, I decided it would be a mana-based, no memorisation set of rules that would make no distinction between wizard and sorcerer.
In the second part of the article about an Alternative Magic system, some talk about how can a set of rules be designed to solve the issues about the traditional Dungeons & Dragons magic system.
In this series of articles I will explain what a good, solid magic system should be like, and then try to create one for my campaign. In the first part I will try to find what exactly bothers me about the magic system in the Dungeons & Dragons Player’s Handbook.