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