A few Races...
Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.
Halfling
Attributes: Str -4, Dex +2, Con -1, Wis -1
The Wee Folk are a short race that lives in comfortable
burrows. Most Halflings prefer the simple life and
growing old and fat eating their six to eight meals a
day, smoking tobacco, various weeds, and drinking heavily
late into the night. They stand more than half the height
and weight of mankind (Though non-adventuring halfling
can get very fat) with the more isolated halflings being
smaller and live around 120 years. A halfling adventurer
is a rare thing.
• UNDERFOOT: Halflings get +1AC and can hide better due
to being small. They are found of farming,
gardening, fishing, and crafts.
• TUNNELCUNNING (WIS): Halflings live in dirt burrows
and hills and can detect weaknesses such structures
made of dirt such as dirt caves. They are not
particularly warlike but can very ferocious when
threatened.
• SLINGER: Halflings are experts at slings and thrown
rocks and do one dice higher in damage.
Human
This is exactly like you are and they are considered the
base race to create other races from. They have no
modifiers to their attributes. Humans have the ability to
survive. The get to re-roll one death save they fail once
a day per five levels.
Wood Elf
Attributes: Str -2, Dex +2, Con -2, Cha +2
Deep within the primordial forest live the ancient wood
elves. Elves are the same size as mankind but usually
thinner and delicate framed and have pointed ears. They
are one of the many races of elves but in the entire elf
race is fading. They live in communities high in the
ancient trees singing their ancient songs in giant tree
house cities. Elves live thousands of years and only die
from violence. At around 1200 years old they go back to
the wilderness to become one with nature.
• WOODWISE (WIS): Wood Elves are wise to the way of the
woods, survival, and stealth in the wilderness.
• ELFBLADES: All elves are trained in swordplay and
archery regardless of class.
• ELFFOOT (DEX): All elves can move silently in the
wilderness or forest.
• TREEWALKING (DEX): Wood Elves can tree walk. That is
the ability to walk from tree to tree as long as
there are limbs. Clever elves can apply this skill to
other uses.
• FEYCHARM (CHA): Wood Elves can use their Charisma to
fascinate and allure other races. This is especially
so when they sing or recite poetry.
• MAGICEBB (WIS): Wood Elves can use their Wisdom to
feel the ebb and flow of magic and fate but only in
the vaguest of visions. Only those of very high level
have the full foresight. All elves see the material
world dying and it makes them seem distant.
• ELVINACCURACY: Wood Elves have Elvin Accuracy which
means they can re-roll one miss per battle.
• ELFSIGHT (WIS): Wood Elves have incredible vision and
can see ten times farther than a human and can see
quite well in moonlight but not complete darkness.
Wood Elves are really good at finding hidden or
concealed doors when they are actively searching.
• ELFWILL (WIS): Wood Elves are immune to paralysis
caused by undead such as ghouls and are very
resistant to charm and sleep
The Old School/New School Combat System
7.0 COMBAT
1. Determine Surprise.
Determine if the different sides notice each other by
rolling a D20 against the unaware party's Passive
Perception which is their Wisdom bonus +10. IF the
unaware party does not notice the attacker then that
party is surprised and their enemies get a free round of
attacks.
2. Initiative.
Each character rolls a D20 + Dexterity Bonus + ½ their
Level or Hit Dice. Highest roll goes first. Combat goes
in that order for the rest of the combat. Groups of
monsters or troops may be rolled for collectively to save
time. One may delay their attack to a go at a lower
Initiative number but they are now at that lower number
in the Initiative.
3. Roll to Hit.
When one wants to attack one rolls a D20 plus ½ Your
Level or Hit Dice, plus Strength Bonus for Physical
Attacks, Dexterity Bonus for Light Physical, Ranged
Attacks and Spell Level plus appropriate attribute for
Spell Attacks. A natural 20 does Double Damage and may
have other effects depending on the Class. A 1 means the
player gets disarmed, bowstring breaks, gets tripped, or
gets pushed back five feet. Any Dexterity bonus (or
penalty) is added (or subtracted) from the Armor Class.
Magic is detailed in the magic booklet. Monsters attack
with 1/2 their HD total round down plus any other bonuses
as noted in their descriptions.
4. Roll for damage.
If one is hit then damage is rolled as followed. Remember
to add Strength (or Dexterity) Bonus to Damage (or
Penalty but at least 1 point of damage will be done.)
Subtract the damage from Hit Points. When you are at half
your hit points you are considered Bloodied and this may
allow for special conditions to occur. When you get to 0
Hit Points you are knocked unconscious. Below 0 you must
roll 10 plus the damage below 0 every round as a
Constitution Save. If you fail you die. If someone heals
you back to at least 1 Hit point you become functional
and back in the fight. Subdue damage only knocks out
another opponent. Monsters and NPCs die at 0 Hit Points
or less.
5. Try new things!
You can try anything in combat other than just hitting
and doing damage! Try making your opponent fall down or
be blinded by throwing things into their eyes or whatever
you can think of. The Game Master makes up these rules on
the spot and most of the time the difficulty is raised.
Try Combat Extremes! Charging, Tripping, Sundering
Weapons, and Pushing an Opponent. The Game Master sets
the difficulty for you such as adding up to +4 to the AC
of the monster to be hit to do such things. Many times
giant sized monsters can hit multiple opponents in one
swing. Game Masters can and will make up rulings as they
go.
6. Healing
You heal one point plus your Constitution bonus times
your level per day. Subdue damage is healed at the same
rate per hour. Regardless of modifiers you heal at least
1 point per level per day/hour.
7. Other Combat Modifiers
Two Weapon fighting -2/-4
Flanking +2
Invisible -4
Prone -4
Cover +1 to +5
Higher Ground +1
Afraid -2
Shooting Into Melee -4
Tiny +2AC
Small +1AC
Large -1AC
Huge -2AC
8. Extra Attacks
Every 6 Levels or HD one gets 1 additional attack unless
otherwise noted.
Next Post will be over the Monster Rules.
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Showing posts with label BttDRPG. Show all posts
Showing posts with label BttDRPG. Show all posts
Sunday, January 28, 2018
Saturday, January 27, 2018
Back to the Dungeon RPG: The Class Act! Fighter and Rogue
So why another Neoclone?
Well most of the clones out there are just that, an almost exact clone of what was, flaws and all. THEN you have the bloated new stuff with all the cool options and such but DAMN! to many rules!
IT'S just bad game design to make rules like that! So what did I do? I made a simple version of the old system I loved and added in a few modern options. IT needs to be easy to run!
It should be a pleasure to create dungeon deep and wildernesses wild and NOT WORK!
Here are monsters for example!
For example here is a Goblin...
Goblin AC12+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.
Goblins are small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.
Orc...
Orc AC12+ HD2 Move30 By Weapon +2
The ugly race of pig faced humanoids with green to brown mottled skin. They form tribes in the wilderness and join up to raid and destroy. The only weakness they have is fighting among themselves. Their leaders will have many more hit dice.
Swamp Dragon...
Dragon, Swamp AC16 HD7 Move40/60f/40s Bite 1d6, 2 claws
1d6, Tail 1d4, or Breath Weapon DC13 Acid 7d6
The Swamp Dragon is an evil swamp dwelling dragon that plots and plans how to acquire more gold.
There will be an entire post on monsters in the future.
I gave the classes a bit more meat because players seemed to like that. I took the complication out of most of it compared to modern gaming. Check out the Fighter and the Rogue.
FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.
• STRONG (STR): The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can.
• SOLDIER (INT): The Fighter may also use his Intelligence to see the quality of weapons and armor.
• RESIST (CON): The Fighter uses his Constitution to resist toxins and drugs as well as any thing that might shock his system.
• RIDER (WIS): A Fighter may also use his Wisdom to keep control of his horse or other steed.
• DEFENDER (WIS): The Fighter may also keep his
undivided attention on as many opponents as his
Wisdom Bonus, that if they try and get past him or
attack anyone else, he will get a free melee attack
against as many adjacent enemies as his Wisdom Bonus
even if he has already taken an action this round.
• CLEAVE: A Fighter can cleave one extra victim at
first level and then every two levels. A cleave is
when you drop one opponent your leftover damage then
continues to the next opponent adjacent as long as
the attack roll would beat the AC and another attack
is made with a damage roll as well.
• FIGHTER: You are proficient in all weapons and armor.
• CRITICAL: Fighters get the Melee Critical Hit
ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only.
This damage continues to cleave to the next monster
if the first one dies from the massive damage.
Critical hits improve to x4 at 4th level x 5 at 8th
level improving every 4 levels.
Armor: Any
Weapons: Any
Hit Points: 1d10 per level.
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points:1d6 per level
![]() |
| If you print them out in booklet style, they make nifty little zine book! |
Well most of the clones out there are just that, an almost exact clone of what was, flaws and all. THEN you have the bloated new stuff with all the cool options and such but DAMN! to many rules!
IT'S just bad game design to make rules like that! So what did I do? I made a simple version of the old system I loved and added in a few modern options. IT needs to be easy to run!
It should be a pleasure to create dungeon deep and wildernesses wild and NOT WORK!
Here are monsters for example!
For example here is a Goblin...
Goblin AC12+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.
Goblins are small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.
Orc...
Orc AC12+ HD2 Move30 By Weapon +2
The ugly race of pig faced humanoids with green to brown mottled skin. They form tribes in the wilderness and join up to raid and destroy. The only weakness they have is fighting among themselves. Their leaders will have many more hit dice.
Swamp Dragon...
Dragon, Swamp AC16 HD7 Move40/60f/40s Bite 1d6, 2 claws
1d6, Tail 1d4, or Breath Weapon DC13 Acid 7d6
The Swamp Dragon is an evil swamp dwelling dragon that plots and plans how to acquire more gold.
There will be an entire post on monsters in the future.
I gave the classes a bit more meat because players seemed to like that. I took the complication out of most of it compared to modern gaming. Check out the Fighter and the Rogue.
FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.
• STRONG (STR): The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can.
• SOLDIER (INT): The Fighter may also use his Intelligence to see the quality of weapons and armor.
• RESIST (CON): The Fighter uses his Constitution to resist toxins and drugs as well as any thing that might shock his system.
• RIDER (WIS): A Fighter may also use his Wisdom to keep control of his horse or other steed.
• DEFENDER (WIS): The Fighter may also keep his
undivided attention on as many opponents as his
Wisdom Bonus, that if they try and get past him or
attack anyone else, he will get a free melee attack
against as many adjacent enemies as his Wisdom Bonus
even if he has already taken an action this round.
• CLEAVE: A Fighter can cleave one extra victim at
first level and then every two levels. A cleave is
when you drop one opponent your leftover damage then
continues to the next opponent adjacent as long as
the attack roll would beat the AC and another attack
is made with a damage roll as well.
• FIGHTER: You are proficient in all weapons and armor.
• CRITICAL: Fighters get the Melee Critical Hit
ability. When they roll a natural “20” they
automatically do triple damage in Melee Combat only.
This damage continues to cleave to the next monster
if the first one dies from the massive damage.
Critical hits improve to x4 at 4th level x 5 at 8th
level improving every 4 levels.
Armor: Any
Weapons: Any
Hit Points: 1d10 per level.
![]() |
| Here is the nifty character sheet! |
ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points:1d6 per level
Sunday, September 24, 2017
Deep down gaming blues... Steppin Back PII
In the LAST depressing post about gaming life was not too good. I went through a creative phase with a rules light variant to everything called DUNGEONPUNK RPG but that excitement has waned as well. It's just a hard concept to write down it seems...I did get a surprising response but some nameless person one starred me. At least say why you think it sucks that bad... BUT anyway...
I get back into a creative mode for Back to the Dungeon RPG and start having ideas flow. Things keep coming to me. Then when I go to get my BttDRPG folder, it was simply gone. Not just kinda I set it somewhere there it is! NO! I mean it's now to the level of a paranormal event gone. I mean WTF where the hell is it gone!
I have looked every possible logical place I could have put it. I have looked into every possible illogical place I could have put it. I have looked for an entire month.
With the lack of response from my players and the entire universe making sure I can't game, no one would have or could have stolen it. I have much of it electronic but there are papers that cannot be redone from their moment of inspiration that are now lost.
None of that matters anyway as my attempts to create an ongoing campaign that actually allows characters to grow instead of game jumping and much to long sessions of making new characters for the next cool game continues it's onslaught.
The new group of players I pulled together for BttDRPG have slowly started the "hey I got this game we can try!" while the universe from the other direction foils any and all plans of gaming.
One of the chosen people that I chose for his game mastering skill surprisingly didn't even want to join my campaign vision YET he complains of game switching.
None of these people actually have more than five sessions of any one game. I have heard that three games is the average fro this little group. Piles of characters siting around. Now it is a part of my group. Meh!
There are groups out there actually developing their characters and actually having campaigns. I can't really try and rudely barge in with my vision.
SO if you are actually having life workout where you can actually get gaming to happen AND you actually have a campaign going, savor it. Some of us are watching life go by and can't do anything about it.
Sunday, September 10, 2017
Basic Back to the Dungeon RPG
Basic Back to the Dungeon RPG
Pay What You Want
http://www.drivethrurpg.com/product/198101/Basic-Back-to-the-Dungeon-RPG-Players-Guide
Labels:
BttDRPG,
CFRPG,
Classic Fantasy Role Playing Game,
Neo-Clone
Sunday, May 28, 2017
Stepping Back....
😒My last few games I ran, I feel went like crap. I am so trying.
I used to be a fantastic Dungeon Master.
I have also had huge spans of time where I was working turnarounds so huge spans between games. The campaign, no matter how hard I have tried just does not go anywhere. You know when you have written a great adventure and knocked it out of the park. You know when you put obvious hints. The players also seem to have amazing abilities to roll 20s as well which would be exciting but they do it almost every combat.
I am burnt the hell out. My rules don't excite me anymore. Still so much more to do but I don't feel like messing with them anymore.
Going to go back to Basic, Delving Deeper, Basic Fantasy, or Labyrinth Lord. I want 3D6 in Order, save or die, "give the players nothing that they don't work for" gaming.
The last session, nobody showed up at the dudes house. Some were sick and some just ignored the game time posting so screw it. People ought to know that one can tell if you look at their Facebook posting. I will let someone else run games.
I am done as a game master for the time being. 💀
Sunday, May 7, 2017
Raven's Keep Gazette and Rumormonger
Raven's Keep Gazette and Rumormonger
HEAR YE HEAR YE!
DID you hear the news?
Campaign
Background
and
Report!
A
warning
to the
party
from
Raven's Keep Adventuring Society!
Secret Campaign Information
to
titillate the players!
OH MY!
SOMETHING WICKED THIS WAY CRAWLS!
My Campaign Letter to prove that I am trying to run a good game.
Saturday, May 6, 2017
Major Update on Races and Classes for Back to the Dungeon RPG.
I have reedited Books 1, 4, and 5 that contain the races and classes in the old format.
http://www.drivethrurpg.com/product/193185/Back-to-the-Dungeon-Book-1-Races-and-Classes
http://www.drivethrurpg.com/product/193359/Back-to-the-Dungeon-Book-4-Advanced-races-and-Classes
http://www.drivethrurpg.com/product/193362/Back-to-the-Dungeon-Book-5-Other-races-and-Classes
Ah but you want to see before you purchase eh? Here is the PWYW version of the Basic Back to the Dungeon RPG.
http://www.drivethrurpg.com/product/198101/Basic-Back-to-the-Dungeon-RPG-Players-Guide
And of course the Basic Game master's Guide.
http://www.drivethrurpg.com/product/198102/Basic-Back-to-the-Dungeon-Game-Masters-Guide
http://www.drivethrurpg.com/product/193185/Back-to-the-Dungeon-Book-1-Races-and-Classes
http://www.drivethrurpg.com/product/193359/Back-to-the-Dungeon-Book-4-Advanced-races-and-Classes
http://www.drivethrurpg.com/product/193362/Back-to-the-Dungeon-Book-5-Other-races-and-Classes
Ah but you want to see before you purchase eh? Here is the PWYW version of the Basic Back to the Dungeon RPG.
http://www.drivethrurpg.com/product/198101/Basic-Back-to-the-Dungeon-RPG-Players-Guide
And of course the Basic Game master's Guide.
http://www.drivethrurpg.com/product/198102/Basic-Back-to-the-Dungeon-Game-Masters-Guide
Monday, April 17, 2017
Back to the Dungeon 2nd Edition! Simplified and Stripped!
Plans to simplify Back to the Dungeon RPG are underway!
The game will still be compatible with the all the modules and such just character creation will be simplified. Many of the long winded modifiers and such will be put either into one word descriptors, or eliminated all together.
Attribute modifies may be (Have not decided yet) replaced with minimum scores (like an elf needs to have a 16 Dex instead of a +2 to Dex modifier) for certain classes or races.
The simplicity I was going for was obscured by the "just get it finished" mode I was in.
After running it for awhile , I noticed that many of the features were not even used so they are going out the door. TOO MUCH CLUNK! This will allow for more customized characters I think.
I also went to make a stack of pregenerated characters for the local CON and said DAMN IT! I did it again! Made it too clunky! It was just too much work!
Here's how it should and is going to be! Roll Attributes, Pick Race, Pick Class, Roll for gold, Buy Stuff, Start playing in less that 10 minutes.
I am also going to put all the difficulty ratings on the GM. The player will simply roll his D20 plus attribute modifier. On the GM's side will be subtraction of -1 every two levels and if he is skilled then drop the difficulty by 5. The player will not have to deal with any of the math save combat.
A few tweaks on the Armor rules and the price list.
Monsters are pretty much going to stay the same.
It will be released as an update on each booklet, so if you already got yours downloaded from DrivThruRPG then you will get this update for free!
The game will still be compatible with the all the modules and such just character creation will be simplified. Many of the long winded modifiers and such will be put either into one word descriptors, or eliminated all together.
Attribute modifies may be (Have not decided yet) replaced with minimum scores (like an elf needs to have a 16 Dex instead of a +2 to Dex modifier) for certain classes or races.
The simplicity I was going for was obscured by the "just get it finished" mode I was in.
After running it for awhile , I noticed that many of the features were not even used so they are going out the door. TOO MUCH CLUNK! This will allow for more customized characters I think.
I also went to make a stack of pregenerated characters for the local CON and said DAMN IT! I did it again! Made it too clunky! It was just too much work!
Here's how it should and is going to be! Roll Attributes, Pick Race, Pick Class, Roll for gold, Buy Stuff, Start playing in less that 10 minutes.
I am also going to put all the difficulty ratings on the GM. The player will simply roll his D20 plus attribute modifier. On the GM's side will be subtraction of -1 every two levels and if he is skilled then drop the difficulty by 5. The player will not have to deal with any of the math save combat.
A few tweaks on the Armor rules and the price list.
Monsters are pretty much going to stay the same.
It will be released as an update on each booklet, so if you already got yours downloaded from DrivThruRPG then you will get this update for free!
Saturday, February 18, 2017
Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)
Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)
Easy to run, Easy to play...
A HUGE BIG OL BUNCH of stuff for one low price.
A printer printing out the PDFs in Zine booklet style and with less than a hundred pages you have complete set of rules!
www.drivethrurpg.com/product/197560/Back-to-the-Dungeon-Master-Bundle-BUNDLE
Easy to run, Easy to play...
Easy to run, Easy to play...
A HUGE BIG OL BUNCH of stuff for one low price.
A printer printing out the PDFs in Zine booklet style and with less than a hundred pages you have complete set of rules!
www.drivethrurpg.com/product/197560/Back-to-the-Dungeon-Master-Bundle-BUNDLE
Easy to run, Easy to play...
Sunday, December 18, 2016
A review by LUCA C...
Hey! I got a great 5 star review! YEAH!
After a first reading of this DM and the Player guide too, I think that is one of the most beautiful, well written and complete products of this kind...and in these days I'm reading a lot of them! I put it in my Top 5 of its niche. I could say more after a "field" test :)
| Rating: | [5 of 5 Stars!] |
Monday, September 12, 2016
Back to the Dungeon Role Playing Game now for sale!
Going to try my luck at selling PDF games. I finally got free time due to being laid off AND I have a massive library of half finished RPGs. Have even more in my head. These are the most updated versions of BttDRPG!
http://www.drivethrurpg.com/browse/pub/10088/Eldrad-Wolfsbane
http://www.drivethrurpg.com/browse/pub/10088/Eldrad-Wolfsbane
Monday, August 15, 2016
In a Little Barony Far Far in the Western frontier...
On the Great Southern Gulf Coast are the Lands of the Ancient World.
One of these lands is the Great Mastedellian Empire surrounded by monster filled wildernesses.
In a Little Barony Far Far in the Western Frontier is the small city of Raven's Keep.
The Western Frontier has many monster filled ruins and dungeons deep filled with treasure.
One horrifying dungeon is called The Black Stairs.
Only the most cleverest of adventurers have returned form that mysterious ruined ground a few days form the city
The flow of adventurers have been many.
Here is a list of all the players that have visited this dangerous land.
Name AL Race Class Level Player
Fulgar CN Dragonian/Dwarf Fighter 3 Eric P.
Neko NG Anshu Archer 3 Chris P.
Rain Silverleaf CN Wood Elf Druid 3 Machelle M.
Jafar LN Human Cleric 1 Gadge W.
Rodgar CN Karnin Assassin 1 Brent W.
Ax N Dwarf Fighter 1 Carson S.
Jregg N Half Elf Ranger 1 Joshua F.
Mercy NG Half Elf Ranger 1 Bridget
Tanis CN Sylph Splellblade 1 Chris L.
Arya NG Half Elf Sorcerer 1 Larissa J.
BrennonCN Half Elf Ranger 3 Kevin A.
Karliah CN Wood Elf Rogue 1 Jade M.
Anna CN Drow/Elf Rogue 3 Machelle M.
Friday, July 29, 2016
The Black Stairs Megadungeon Level 4!
Here is the 4th Level of the Black Stairs...
To order it, take a look at DriveThruRPG!
So how big are the Black Stairs you ask? Take a look.
Level 1
Level 2
Level 3
Level 4
Level 5
(Unpublished)
Tuesday, July 19, 2016
Book 7 Dungeon Alchemy of The Back to the Dungeon RPG is here!
HERE IT IS! Book 7 Dungeon Alchemy of The Back to the Dungeon RPG is here!
Dungeon Rooms! Monster Campaigns and Races! Weather rules and more!
Dungeon Rooms! Monster Campaigns and Races! Weather rules and more!
Wednesday, July 13, 2016
Back to the Dungeon RPG: Dungeon Alchemy Playtest Coming Soon!
Dungeon Alchemy!
Weather, squarecrawls, hexcrawls, backgrounds, monstrous player races and more!
Playtest version!
Soon!
Monday, May 23, 2016
Back to the Dungeon V 2.0 Preview
A bit of BRAINSTORMING on what was sucking about BttDRPG as I tried to make an NPC.
It takes to long with all the damn features.
Time to burn it down!
Much of BttDRPG has been a failure.
Why? Well I went away from the roots of the original RPG and made a clunky game for the players.
While playtesting I noticed than most if not ALL of the features of the races and classes were ignored.
By the players and myself.
SO why even have them in the rules? Why not strip them down to their most basic presentation?
SO here I present to you the new STRIPPED down version of the Races in Book I.
2.0 RACES
There are many races some fantastic and some terrible that dwell upon these worlds other than humans. A few of the nonhuman races available for use as player characters are detailed in these rules. The details included in the racial descriptions below is kept to a minimum so that the players and the Game Master can come up with their own versions of the races. Most other details of the character are entirely the decision of the player.
Dwarf
Dwarves are a subterranean race that lives in homes carved deep into the mountains. They are slightly shorter than mankind but wider and stocky. They are know for their long beards (even a few of the Dwarf women), fine drinks, mining, music, art, and warfare against foul humanoids of the underworld.
Halfling
A race of small folk, half the size of mankind, with large hairy feet, that live on comfortable burrow homes. Halflings are know for their love of music, feasting, drinking, and smoking. Haflings tend to dress very well and be quite civilized.
Human
This is exactly like you are and they are considered the base race to create other races from.
Wood Elf
Deep within the ancient primordial forest live the rare wood elves. Elves are the same size as mankind but usually thinner and delicate framed and have pointed ears. They are skilled in warfare, art, magic, and music.
So there you go. Got rid of all of the modifiers, clunky rules, and the BS and just made it a few sentences of description. So what do you think?
So here now are the four basic classes...
3.0 CLASSES
The class descriptions are formatted in the following manner detailed below. There are many more possible classes and players and game masters alike should make up new character classes. These are the four most common classes: Cleric, Fighter, Rogue, and Wizard
Name: The name of the class being described.
Description: A short description of the character class in question.
Hit Points: The Base Hit Points granted by class plus your Constitution modifier. Each additional level it's only the #D roll plus your Con modifier.
CLERIC
A holy warrior and priest who can use all armor and weapons approved by their god. They also cast divine spells.
Hit Points: 8 + 1d8 per level.
FIGHTER
A person skilled in the arts of combat who can use all armors and all weapons.
Hit Points: 10 + 1d10 per level.
ROGUE
Anyone who practices stealth and thievery as well as sneak attacks. Prefers to use lighter Dexterity weapons.
Hit Points: 6 + 1d6 per level.
WIZARD
Anyone who has learned the ways of Magic and how to harness it's power. Armor is not normally worn by Wizards because it interferes with the casting of magic. Wizards prefer to use a dagger, staff, and sword as these can be tools in rituals but can poorly use any weapon.
Hit Points: 6 + 1d6 per level.
Do you really need anymore description? Of course this is the rough draft but compare these descriptions to my 1.7 versions.
Much more simple and much more to the heart and root of what you need in an RPG.
Roll attributes
Just pick a race and class
Roll gold
Buy stuff
Start playing in less than 5 minutes!
Much of the Game Master's sections will stay the same.
WHAT DO YOU THINK?
Monday, May 16, 2016
Musings of a Mad Wizard Gamer.
Not going to shelve the game. GM burnout with bouts of creativity THEN bouts of doubt. Version 1.7 is going to stay for awhile longer as I just want to make modules and maps. Not as organized as I would like , but was the original game not a total mess? I fixed and streamlined the problems with magic (see document) on spells per day and such. In earlier version casters could cast so many spells that it made it hard to keep track of. That has been fixed. It is the game that I have always wanted to run. It has that simplicity of rules that allow one just to create with a few of the modern options pegged on.
Was greatly inspired by stories of how they were first forming Blackmoor and then Greyhawk. Have also been inspired by Ed Greenwood's stories of his forgotten realms. The Ryth Chronicles also has made creative juices flow. Stories of the West Marches of Ars Lundi. The Dark Ages Campaign of Chogowiz. The Watchfires and Thrones campaign of Micheal Curtis in The Archive of the Rotted Moon. Philotomy's Musings of the Mythic Underworld. I want to create really cool worlds. Starting small and then continuing on. My Little Barony, Raven's Keep, and the megadungeon The Black Stairs is going on 7-8 years old now. I have ran it using Swords and Wizardry, OSRIC, LL/AEC, Pathfinder (too much work!), and finally Back to the Dungeon RPG!
The maps and the stories are about to expand! I have decided to flesh out my world a little bit more.
The maps and the stories are about to expand! I have decided to flesh out my world a little bit more.
Wednesday, March 16, 2016
Saturday, March 12, 2016
BS3 BACK to the DUNGEON RPG The Drow Undercity of Death
BS3 BACK to the DUNGEON RPG The Drow Undercity of Death
Those horrible demonic Drow! We were a very large merchant caravan of over twenty wagons with thirty men at arms strong. We were five merchants with two of our wives with us and my two daughters. Thank the gods our sons had stayed back to run our businesses back in the capital!
We were beset upon in the darkest of nights by foul soldiers with armor dark and black and hair as white as snow. They killed most of our men at arms and we surrendered! Why did we not just keep fighting to the death!
The dark elves took us far into the ground in the terrible dungeon know only as The Black Stairs. First there were the screams! Screams of men women and children. Then there was the smell. A smell of feces, blood, and death!
Blood flowed like a river in this terrible place. Bodies lay all over broken, weeping, insane, and some dead.
We were taken to some beautiful yet horrible Drow woman. She chanted in horrible tongues and prayed to dark gods!
Some how she KNEW that the two girls were my daughters! She picked up the youngest of only three years old by her throat and looked at me. Two Drow guards escorted us to another room.
I heard my wife crying and screaming as Drow guards piled on top of here kicking and beating. There was nothing I could do. We were brought to a huge room with a horrible stinking pit with my little daughter still gagging and choking.
Then she looked at me laughing and threw my little girl into the pit screaming until I heard her hit in the darkness. At that time my mind broke and I do not recall all of the tortures they did to me or my family.
I will tell you this. The Drow are evil. The Drow are coming for us one day! They will come in the dead of the night and kill us all in our safe little barony.
https://drive.google.com/file/d/0BzYaSvmA-OpUNGJ5WHJXSlBad1k/view?usp=sharing
Yes people the THIRD level of the Megadungeon "THE BLACK STAIRS" now carefully translated and edited from LL/AEC to BttDRPG.
Those horrible demonic Drow! We were a very large merchant caravan of over twenty wagons with thirty men at arms strong. We were five merchants with two of our wives with us and my two daughters. Thank the gods our sons had stayed back to run our businesses back in the capital!
We were beset upon in the darkest of nights by foul soldiers with armor dark and black and hair as white as snow. They killed most of our men at arms and we surrendered! Why did we not just keep fighting to the death!
The dark elves took us far into the ground in the terrible dungeon know only as The Black Stairs. First there were the screams! Screams of men women and children. Then there was the smell. A smell of feces, blood, and death!
Blood flowed like a river in this terrible place. Bodies lay all over broken, weeping, insane, and some dead.
We were taken to some beautiful yet horrible Drow woman. She chanted in horrible tongues and prayed to dark gods!
Some how she KNEW that the two girls were my daughters! She picked up the youngest of only three years old by her throat and looked at me. Two Drow guards escorted us to another room.
I heard my wife crying and screaming as Drow guards piled on top of here kicking and beating. There was nothing I could do. We were brought to a huge room with a horrible stinking pit with my little daughter still gagging and choking.
Then she looked at me laughing and threw my little girl into the pit screaming until I heard her hit in the darkness. At that time my mind broke and I do not recall all of the tortures they did to me or my family.
I will tell you this. The Drow are evil. The Drow are coming for us one day! They will come in the dead of the night and kill us all in our safe little barony.
https://drive.google.com/file/d/0BzYaSvmA-OpUNGJ5WHJXSlBad1k/view?usp=sharing
Yes people the THIRD level of the Megadungeon "THE BLACK STAIRS" now carefully translated and edited from LL/AEC to BttDRPG.
Tuesday, January 26, 2016
Classes and Races of Back to the Dungeon Role Playing Game
CLASSES 27 and many more
coming!
- Anti-Paladin
- Archer
- Assassin
- Avenger
- Barbarian
- Bard
- Bounty Hunter
- Cleric
- Cultist
- Druid
- Fighter
- Monk
- Noble
- Paladin
- Psion
- Ranger
- Rogue
- Slayer
- Sorcerer
- Spellblade
- Swashbuckler
- Trickster
- Wanderer
- Warder
- Warlock
- Warlord
- Wizard
RACES 40 with many more
coming. A * denotes a race not yet published.
- Anshu
- Assimars
- Bugbear*
- Changeling
- Deep Dwarf*
- Deep Elf*
- Deep Men*
- Dhamphir
- Dog Men*
- Draconic
- Drow
- Dwarf
- Frog Men*
- Gnoll*
- Gnome
- Goblin*
- Half-Elf
- Half-Orc
- Halfling
- High Elf
- Hill Dwarf*
- Hobgoblin*
- Human
- Ifrit
- Karnin
- Minotaur*
- Ogre*
- Oranian
- Orc*
- Oreads
- Saurian*
- Slarn
- Snakemen*
- Syplh
- Tieflings
- Tree Man Sapling*
- Undines
- Werekin
- Wild Elf*
- Wood Elf
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