Monday, January 9, 2017

DCC RPG Reference Booklet - In Spanish!

The good folks over at Other Selves have been hard at work translating DCC content to Spanish language versions. Go here to check out all the stuff they have going on. I've also added links to the Spanish versions of the DCC RPG Reference Booklet to my DCC RPG Resources page.


Friday, February 19, 2016

Another d66 Item Chart

For TOON or whatever gonzo thing you're into...

11. Sword
12. Laser Gun
13. Can of Fart Spray
14. Net
15. Pet
16. Guitar
21. Candy Bar
22. Fire Extinguisher
23. Scuba Gear
24. Helmet
25. Jet Pack
26. Nunchucks
31. Pocket Trampoline
32. Ice Cream Van
33. Magnifying Glass
34. Butterfly Knife
35. Lunchbox with Food in it
36. Bohemian Earspoon
41. Bear Trap
42. Wheel of Cheese
43. Deck of Flash Cards
44. Fireworks
45. Snakeskin Jacket
46. Night-Vision Goggles
51. Calculator Watch
52. Plate Armor
53. Foam “#1” Finger
54. Can of Spray Paint
55. Flame Thrower
56. Stink Bombs
61. Aerosol Cheese
62. Dog Whistle
63. Bottle of Viagra
64. Jar filled with Carpenter Ants
65. Tin of Mustache Wax
66. Fake ID

6 Alternatives to the +1 Weapon

+1 weapons rub me the wrong way. Maybe because the name has game mechanic math built right into it. I offer a few alternatives, none of which are ground-breaking, but at least the names don't have algebra in them.

Note: These were written with 5E in mind.
  1. Powerful. These are the simplest of magic weapons that just have a damage die that is one step up, so a shortsword that does 1d8 damage instead of the standard 1d6, or a longsword that does 1d10 damage for example.
  2. Brutal. Exploding damage. When you roll the max value on the damage die, you roll again and add the result. For a stronger variant, use 2d6 for damage and roll again whenever doubles are rolled (Doubles add and roll over [DARO] from Tunnels & Trolls).
  3. of Accuracy. Attacks are rolled with a d24. Advantaged attacks are d24+d20 and take the better result. These can introduce some issues, as criticals and fumbles are less likely. This should only matter if you are OCD like me.
  4. Bane. Advantage against a certain type of enemy (goblins, giants, undead, dragons, lawfuls, whatever). There are some more powerful variants that additionally do double or even triple damage to the type of creature they are designed against.
  5. Ultralight. These are the heavier one-handed weapons that deal 1d8 damage, like a longsword or a morningstar. They have been enchanted to weigh half as much as normal, and as a result they have the [light] and [finesse] properties, so they can be enjoyed by rogues and dual-wielders.
  6. of Wizardry. Enables the attuned wielder to use an action to cast a wizard cantrip at will. The most common versions have the Light spell, which is highly valued by humans and halflings. The Sword Coast Adventurer's Guide has a few cantrips that would work well with this, like Booming Blade or Green-Flame Blade.
I'd love to hear any other simple ideas in the comments...

Saturday, February 6, 2016

Gamma World Mutations Booklet

I made this booklet a while back. Might be useful to someone!

Gamma World 1E Mutations

Saturday, January 30, 2016

DCC Warrior Class for D&D 5E

I've attempted to port the DCC Warrior to 5th edition. I'd play it. Check it out HERE.

Thursday, August 27, 2015

Punching and Wrestling

I found this post in my drafts folder from god-knows-when:

Some of my earliest D&D memories come from this table (which is from the AD&D2E DMG, table 42, for those who didn't know). Of course my first game started in a tavern, and of course there ended up being a fight. We had great fun just rolling away on this table to see what happened. So right away I learned that charts make everything better.

On a side note, I found this really cool 2E online SRD of sorts:

I hope to see a full-blown online reference for 5E some day, but I'm not holding my breath...

Tuesday, December 9, 2014

Need to Come Off Hiatus

So I let 2014 escape with me playing hardly any D&D. HOWEVER, I have the 5E PHB in hand, the MM and DMG are en route, and I have I $200 box full of stuff being sent to me from Finland. The gears are grinding and I'm getting ready to come anew in 2015 with something fresh, something possibly RED and/or PLEASANT. That is all.

Thursday, August 21, 2014

D&D 5E Basic Rules - Lulu Cover

Step 1: Get version 0.2 of the player rules and version 0.1 of the DM rules HERE. (printer-friendly versions)
Step 2: Remove the last page from each file (it's an advertisement) so that there is an even number of pages.
Step 3: Start your lulu 8.5x11 perfectbound project. Upload the two files for the interior of the book. You should end up with 174 pages total (114 player book and 60 DM book).
Step 4: Use the "Advanced one-piece cover designer", and upload this file for the cover.
Step 5: Order a few copies for your group, and enjoy!

Don't use this! Click the link above in Step 4.

The cover is simply a modified version of this one here. I started to make one based on the Moldvay basic book, which I still think is a cool idea, but I was struggling with it so I gave up on that for the time being. Got any other cool cover files? Link them in the comments!

(This is of course intended for personal use, not so you can resell someone else's IP. Just in case anyone missed that obvious point.)

And one final note: There will be further updates to the Basic Rules documents in the coming months if I'm not mistaken, so if you are only interested in the final-final version of the basic rules, you can ignore this for now.

Wednesday, August 20, 2014

DCC RPG Reference Booklet - Revised and Expanded

Finally, after over a year of toil, I can present you with the updated version of the DCC RPG Reference Booklet. I expanded it out to include more of the useful charts, cleaned up the layout, and commissioned two of my favorite artists, Stefan Poag and Doug Kovacs to create some great art for it. I offer it to you now, free in PDF, or in print from Lulu at a small markup, in the hopes I can recover some of the cash I laid out for the art. I've ordered several rounds of proof copies to ensure that the thing is error-free, but if you find anything, please let me know. Enjoy!

One final thing worth noting... When I began work on this thing, I designed it around Lulu's 6x9 saddle-stitched offering, which at the time included thick, glossy pages and a really bright and durable cover. They've recently changed their 6x9 saddle-stitch book to use thinner, cream-colored pages and what appears to be a lower-quality printing process for the cover. By the time I discovered this, I was too far along in the process to be willing to put the time and effort into exploring other options. Although the book is not as rad as I initially planned, it is still quite serviceable, and the cost is less so at least I can offer it for a few bucks cheaper.

Okay, enough rambling. Here you go:

DCC RPG Reference Booklet - Free PDF

DCC RPG Reference Booklet - Lulu Print $6.66

Tuesday, August 12, 2014

I'm not dead yet...

What's up suckas! It's been like 13+ months since I made a post, but I'm still around. I haven't played any RPGs since last December, when I passed the DM torch along in my game store group so I could take a class. But the itch has been coming back! My buddy has looked over the D&D 5E Basic PDF and is interested in running a game. That motherfucker better follow through!

I've also bought into The Chained Coffin and Peril on the Purple Planet kickstarters, and I've been itching to get a new DCC campaign going. I just have to organize all this stuff into something I could actually do:

  • I want to use the 5 sets of dwarven forge tiles I got from their first kickstarter. I can get my sister to come over and help me drybrush them. It will be a good excuse for us to hang out.
  • I also have a box full of D&D/Pathfinder plastic minis, not to mention the Reaper Vampire package I have (which I'm certain I'll never have time to paint).
  • I want to have a campaign on a weird planet (think Carcosa/Purple Planet).
  • I want to use a minimal set of materials to run the campaign.
  • I want to use a bunch of the stuff on my shelves that I've never gotten to use.
This is the problem with campaigns. I always have a bunch of things I want to do that conflict with each other. I want everything to be weird, but if I use minis, well that's all standard monsters. I want to keep things simple, but then I get the itch to use every shiny supplement that glimmers out of the corner of my eye.

Another idea I had was to just roll up some dudes and start working through some DCC modules. I have all except the very latest few. I could just grant a level upon completion of a module, and we could just hand-wave what happens between adventures. Seems like a fun and laid-back way to play.

I guess I just have to figure out what I want to do most, and start down that path. 

Anyways, I've been scrolling through my G+ stream and I'm glad to see the awesomeness is still flowing strongly out there. If there are any newer people/blogs from the past year you think I should know about, please leave a comment.

Saturday, June 8, 2013

Cover Files for B/X D&D

If you bought the Basic and Expert rulebooks from, and want to get them printed up as a single book on lulu, you'll need to upload both PDFs, and then upload a cover file. Here's one I've made that you can use if you don't feel like making your own.

Note: This is not the file. Click the links below.
Note that these are made to fit over a 138-page interior, so you have 10 extra pages you can use to add house rules, custom indexes, or whatever. It should work fine if you use nothing but the two rulebook PDFs (128 pages), but I haven't tested that, so if it complains, just add a PDF of 10 blank pages to the end.

B/X Lulu Cover (Perfectbound)

B/X Lulu Cover (Hard Cover)

Note that you might see weird artifacts if you view it in google's preview thingy. Those don't show in adobe reader, and they also look fine printed.

Enjoy! If you make your own neat covers, I'd love to see them.

Friday, May 31, 2013

Skullfuck Mountain Wizard Magic

For Skullfuck Mountain (hereafter SFMTN), I'm using the Dying Earth Spells for D&D supplement. A magic-user's beginning spells are determined by rolling for them per the guidelines in the document:

So basically they begin play with read magic (which is the only 0-level spell in the supplement) plus three randomly determined 1st-level spells.

The magic-user has access to all spells known, but is limited in spells castable per adventure by the charts in the Holmes rulebook (and I guess for beyond level 3, I'll just use the charts for the wizard from the d20 SRD, since Men & Magic already has a discrepancy at 3rd level, and that bothers my OCD side).

Interesting that I'm using Dying Earth spells and not requiring memorization, isn't it? Do you see the irony? DO YOU!?!?!

So now the question becomes "How does the wizard advance the number of spells he knows?" Well, I figure all additional spells will be gained by learning them from scrolls or spellbooks found while adventuring. I've put together a pretty basic procedure for attempting to add a found spell to the collection of spells known. It is loosely built around Holmes' scroll creation rules, but I figure the time component will just always be one week. We generally assume one week of time passes between dungeon expeditions, so the magic-user will get one roll between each session of play. They can opt to wait additional weeks if they want, I guess, which reminds me, I need to make an events chart of stuff that happens in the dungeon and surrounding areas to make downtime matter. One event per week seems like too much, so maybe a 1 in 4 chance of an event each week, which would make things roughly monthly. Anyways, I digress. Here is the procedure for learning new spells:

Showing my true nerd colors with this flowchart
As far as limiting spells known, Holmes already has a chart for that, and if I find that too restrictive I could just use INT score as the maximum spells per level a magic-user may know.

Another thing I'm thinking about, but haven't quite figured out yet, is corruption. After playing DCC, I don't know if I could ever play without corrupting magic again. Just an idea off the top of my head that will require further thought:

X in 30 chance of corruption per casting, where X is the spell level.
Spell levels 1-2 = Minor corruption
Spell levels 3-4 = Major corruption
Spell levels 5-6 = Greater corruption

Then there's the cleric. Not sure what to do about clerics yet, but we currently don't have any, so I don't think I'll bother spending much brain bandwidth on that until we actually get one.