This is a self calculating fillable Google spreadsheet.
You can customized the encounter tables quite easily.
Theres a lot of very cool features like the customizable encounter tables.
Swords and wizardry fillable char sheet with encounter tables beta
Thursday, May 14, 2015
B/X Moldvay Character sheet, final beta. Need feedback
This is a nifty Google spread sheet I've been working on. It has everything you need to quickly generate Basic and Expert (B/X) moldvay character at any level. It has special edit fields for entering custom values for magic items.
B/X Moldvay Character generator Sharable and viewable with this link
Please give me feed back on the Sheet.
B/X Moldvay Character generator Sharable and viewable with this link
Please give me feed back on the Sheet.
Old School Creature: Kzin Eight Feet of Death
Disclaimer: for those friends and aquaintances who read my blog, who are not in the role-play hobby, fear not, I have not lost my mind. The following blog has dungeons and dragons references.)
The dawn is coming again. Freedom. Freedom from heavy RULES based bumbling, 800 pound gorillas, and soforth.
The resurgence. A certain re awakening of the old ways.... Dawn is here.
http://en.wikipedia.org/wiki/Kzin
Kzinti are often described as anthropomorphic tigers, but there are significant and visible differences. Kzinti are larger than humans, standing around 8 feet (2.4 m) tall and weighing around 500 pounds (230 kg). These tiger-sized bipeds have large membranous ears, a barrel-chested torso with a flexible spine, and large fangs and claws. One human gave an apt description of Kzin as "eight feet of death".
I was really inspired to dig down and find the Kzin again. I use to play in a group with a kzin. The player was terribly annoying and forth right. I loved it. :)
OLD SCHOOL Kzin/My interpretation based on facts below
Warrior Kzin 6-8ft
AC:5
Save:14
Hit Dice: 2+1
Move: 6
Damage:Greatswords1d8 or (claw/bite: 1d3+1 1d4+2)
Special: Natural AC (-2 for tough skin/Pelt), Darkvision 60 ft., scent, Initiative+1
CL:2
Heres what I found on 'Le Net'
Kzin
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 14 (+2 leather armor, +2 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Greataxe +4 melee (1d12+3); or bite +4 melee (1d4+2)
Full Attack: Greataxe +4 melee (1d12+3); or bite +4 melee (1d4+2), 2 claws -1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +1, Reflex +4, Will +2
Abilities: Str 14, Dex 11, Con 12, Int 11, Wis 8, Cha 11
Skills: Spot +4, Listen +4
Feats: Improved Initiative
Environment: Warm or temperate plains or hills
Organization: Solitary, pack (2-5), gang (6-16 plus 1 leader of 2nd level), or band (15-90 plus 6-36 females plus 3 lieutenants of 2nd level and 1 chieftain of 4th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral or lawful evil
Advancement: By character class
Level Adjustment: +1
Kzin, Female
Medium Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 30 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1), 2 claws -2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +0, Reflex +3, Will +2
Abilities: Str 12, Dex 11, Con 10, Int 3, Wis 8, Cha 11
Skills: Spot +1, Listen +2
Feats: Improved Initiative
Environment: Warm or temperate plains or hills
Organization: Band (6-36 plus 15-90 male kzin plus 3 lieutenants of 2nd level and 1 chieftain of 4th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually lawful neutral or lawful evil
Advancement: --
Level Adjustment: --
A kzin stands about 7 feet tall and resembles a bipedal, slightly anthropomorphic tiger. It is said that kzinti originated on another world. Wherever they originally came from, they are a terrible threat. A strictly organized, exceptionally warlike race, kzinti can often defeat and destroy far larger human forces.
Female kzinti are rarely seen by non-kzinti. They are protected, because they are weaker and non-sentient.
KZINTI SOCIETY:
Kzinti on this world are usually found in variably sized but usually small bands roaming the plains or settling in ranching-based villages, though even the latter usually go raiding quite often.
On their original world or plane, it is said that they lived in cities ruling vast territories. All the Kzinti answered to a powerful lord, the Patriarch.
KZINTI CHARACTERS:
Most kzinti are warriors; of those kzinti who take a PC class, most are fighters, though rangers are not uncommon. Rogue kzinti (those of chaotic alignment and thus exiled from kzinti society) are usually barbarians. Most kzinti leaders are fighters.
Kzinti (Male) Traits:
* +4 Strength, +2 Constitution, -2 Wisdom
* Medium size
* Speed 30 ft.
* Natural attacks: bite 1d4, 2 claws 1d3
* Darkvision 60 ft.
* Scent
I hope to do a Pak (Protector) as a template.
I will do a Thrint and maybe a Bandersnatch if I have the chance...
Labels:
Adventure,
B/X,
Game Mastering,
Monster DB,
OSG,
Swords and Wizardry
Wednesday, May 6, 2015
Creating Heroics In Roleplaying. What's your take?
I play every Monday Night I'm Maryland. We have revolving DM's. Each DM has a campaign or game system he liked to run. They tend not to cross over. Thats ok.
The last 2 games that took place were:
1) DND 1e home brew, that turned into Pathfinder. This ran over a year and consisted mostly of Dungeon crawls, which got slower and slower. This DM was into Combat SLOGGING. Long, DICE ROLL FESTS, that went on for 1.5 to 2 hours. LONG LONG games. We play 2.5 to 3 hours. He replaced this DND 1e game with Pathfinder which was a LONG LONG nights of rules references, fights that took 45 minutes that took 2 combat rounds and usually ended up with me taking 1 or 2 actions because the #$%^& RANGER always: a) had the best Initiative, b) had the best perception c) had a wolf to help him and d) did the most damage. The creature was dead before I got a solid second hit.
2) The second game was a 4th edition game. The GM ran a grand game. The second game, was a dungeon slog of Undermountain. If you are time constrained, and are playing at the end of a work day, DONT PLAY THIS DUNGEON. The writer was a sadistic jerk. :)
The 2 GMS are GREAT GM's when the don't get lazy. In their minds the player is *completed* by acting heroically in combat.
I came up with a paradigm on how to judge how heroic your character has been. List your acts of heroism in a resume. This will tell you if you are a Wargaming GM/Player or a Story/Roleplaying GM/Player.
Performed healing strikes all night; this saving the players. (wargamer)
Rescued 3 prisoners. (roleplayer)
Performed Incontinent Burning Resonance. (wargamer)
Restored the dragon back in his orb. (roleplayer)
Killed the leader, this preventing him from raising an army... (roleplayer)
Carved a hole THROUGH a dragon by getting multiple critical hits in one turn (Wargaming bent roleplayer)
If you were a king, and you need to hire a few good men, would you look at the maneuvers they can accomplish (Burning Incontenent Resonance, Brilliant misfiring healing strike), or would you hire the guy that saved 3 guys, and killed the leader.
In any cases, its up to the DM to help the players feel heroic, even in a gritty game. And, Helping Make a player feel heroic, or giving the player opportunites to be heroic has nothing to do with what maneuver a player does on his sheet.
Tell me how do you DEFINE heroics in roleplaying?
1) By doing maneuvers on the sheet?
2) By accomplishing the deed.
3) By exploring and finding treasure?
4) Something Else?
And then, How do you help the players look more heroic?
Edit: Afterthought:
(page Microlite74 Swords & Sorcery Edition, read page 29-32, its really interesting and
addresses some of these issues.
http://www.retroroleplaying.com/content/microlite74
http://www.retroroleplaying.com/forum/index.php?action=downloads;sa=view;down=9 )
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