So far it looks like just another version of 3rd Edition with just a few things left out.
The monsters thus the work of the DM has been shortened but not enough. Maybe they will have the monsters on cards or something.
The introductory modules can rot on the shelf at the prices they are wanting for the thinness of the product. Maybe if I did not already feel goug4ed already.
The artwork and what they want to do with the Forgotten Realms looks really good.
I can't see any reason a serious Pathfinder player would stop playing Pathfinder over 5E.
I could see a GM looking at it and thinking how much easier it could be.
IF I were WotC I would have returned to a much simpler game with modern options (like BttDRPG) and then came out with incredible artwork and modules. I would have had D&D Television shows animated and live action, movies, more video games, and got the game out quicker.
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.
Friday, June 20, 2014
Wednesday, May 21, 2014
Back to the Dungeon RPG with art.
Back to the Dungeon RPG with art.
https://drive.google.com/file/d/0BzYaSvmA-OpURHlPaWRlQTM4b1U/edit?usp=sharing
https://drive.google.com/file/d/0BzYaSvmA-OpURHlPaWRlQTM4b1U/edit?usp=sharing
Monday, May 12, 2014
Back to the Dungeon Role Playing Game
Here is the latest version of the Back to the Dungeon RPG !!!
Hope you enjoy this edited version with a Table of Contents.
Got to go to bed!
Got to go to bed!
Saturday, May 10, 2014
TERRO ATTACKS An adventure for Hero's Mag Role Playing Game!
Here is a simple yet challenging scenario for the pen and paper free form dice assisted Supers RPG called Hero's Mag.
Setting:
In the city center, business district, amongst the sky scrapers.
Terro
the Morph able to change into almost any shape and form. Terro
is infiltration the Zeus Corporation a biomedical corporation with
ties to the Dark Masters. He hopes to release the terrible
Bio-Genoids upon the city to expose what the Zeus Corporation
has been doing. He also is going to steal a few million in trade
secrets and is going to try and get some insider trader info. He is
going to leave evidence of the Cartel preforming this job.
Tornadoh
the Spinner is waiting to help out Terro and is being paid well
to do so. He will provide the proper distraction for Terro to do his
infiltration and sabotage when he gets the signal. Tornadoh is not
interested in fighting just causing havoc. If it gets too tough he
will retreat.
Boomer
Slice the Weapons Master is setting the place up with hundreds of robot
drones all stashed and in hiding. When the signal is given the drones
will be activated and will patrol the area around the Zeus
Corporation headquarters. When the job is done and his boss is clear,
missiles will hit the building until it collapses. At the same time
three refineries will also have bombs go off.
Lilith
Black the Psion She will gain control of many gangs and pose as a
gang member. She will have the gangs attack in full force after the
drones come out and take out any police resistance. Lilith will fade
into the crowd after everything is over.
Rumors
Someone
has been tapping into the Zeus Corporation's mainframe according to
the news.
Massive
weapon shipments of weapons have been coming into the city.
Gangs
have been unifying and gathering strength. The opposing gangs are
being whipped out. People are leaving the city. Even the police are
being killed out. Don't ask questions!
Some
kind of Drone was found by some nosy kids.
A
mysterious benefactor notifies the characters of a dead executive
that was seen in the office the next day. When everyone told him that
they though he was dead he ran out panicked! Many o the executives go
missing for long periods of time, have been missing days, or are
acting strange.
Terro
the Morph able to change into almost any shape and form. He is an
expert brawler and can morph himself into vary strong and resistant
forms. Strong enough to throw small cars and resistant enough against
small arms fire. He is an expert actor and is very well educated.
Tornadoh
the Spinner is a cyborg with a gyroscopic spinning propulsion
system made back in the 70s from alien technology. He can create
whirlwinds that are powerful enough to knock over cars and trucks and
blow over small buildings. He loves to break windows and throw glass
everywhere! He cannot control the whirlwinds very well so most of the
time it is just mindless destruction. He can fly at around 300 MPH
and his suit is an aerodynamic shell that can stop small missile
fire. Tornahdoh has very little skills or knowledge as he was given
the Spinner Cybernetics by a crime lord he later betrayed. A few
government officials are still looking for the Spinner Cybernetics.
Boomer
Slice the Weapons Master is an egotistical merc with access to
all kinds of hi technological weapons. He has machine gun drones that
can fly and shoot, missile drones that have a four missile payload
then they kamikaze and explode with depleted uranium shrapnel, a
multi fire super machine gun with over ten different kinds of shots,
a booby trapped jet pack for escape, a booby trapped jet bike in the
sewer for escape, as well as a huge drone helicopter to come and get
him.
Lilith
Black the Psion is a normal looking teenage girl all dressed in
black. Very Gothic. She can manipulate and influence most people she
meets and change their actual though patterns. She will use anyone as
cannon fodder to escape.
Bio-Genoids
are huge biomechanical beings. They have strength to throw around
cars and alloy claws. Hardy and able to withstand small gunfire and
very stealthy. They cannot talk but are very adept at survival. The
20 that are released will attempt to fight their way out of the
public view and go into combat survival mode.
Saturday, April 19, 2014
Back to the Dungeon Zine for LL/AEC Issue 5 released today!
BACK to the Dungeon ZINE
Issue 1.1
https://docs.google.com/file/d/0BzYaSvmA-OpUVkNUNTNjRUpGMTA/edit?usp=sharing
Issue 2
https://docs.google.com/file/d/0BzYaSvmA-OpUcWpVRDJNY3RXcUU/edit?usp=sharing
Issue 3
https://docs.google.com/file/d/0BzYaSvmA-OpURWJVcVhOSTFfYkk/edit?usp=sharing
Issue 4
https://drive.google.com/file/d/0BzYaSvmA-OpUSE5WTHprSW5NUWs/edit?usp=sharing
Issue 5
https://drive.google.com/file/d/0BzYaSvmA-OpUTFNuRHhtQ2I0LW8/edit?usp=sharing
Issue 1.1
https://docs.google.com/file/d/0BzYaSvmA-OpUVkNUNTNjRUpGMTA/edit?usp=sharing
Issue 2
https://docs.google.com/file/d/0BzYaSvmA-OpUcWpVRDJNY3RXcUU/edit?usp=sharing
Issue 3
https://docs.google.com/file/d/0BzYaSvmA-OpURWJVcVhOSTFfYkk/edit?usp=sharing
Issue 4
https://drive.google.com/file/d/0BzYaSvmA-OpUSE5WTHprSW5NUWs/edit?usp=sharing
Issue 5
https://drive.google.com/file/d/0BzYaSvmA-OpUTFNuRHhtQ2I0LW8/edit?usp=sharing
Sunday, April 6, 2014
Back to the Dungeon RPG Wizard and Sorcerer (FLAILSNAILS)
Tired of the one spell wonders? Try these casters of magic with the mixture of old school simplicity with new school options.
WIZARD
The
very ancient order of wizards has existed for tens of thousands of
years though civilizations ups and downs. Some say it was Wizards
that brought the world to its near end at least more than once but
that their knowledge and lore is lost to the ancient times. Now they
are a fading memory with only a few Wizard orders in existence
putting out only a few suitable Wizards a year to assist mankind or
at least that is what they claim. Unfortunately there are not enough
of them to police all of the evil in the world and the Wizards that
turn evil. There are smaller independent Wizards that do not belong
to the guilds and they must guard themselves against the jealous and
controlling guilds.
The
Wizard may use his Constitution to keep his concentration if he is
hit while casting a spell or distracted in any way. Normal difficulty
is 10 + Damage done.
A
Wizard may use his intelligence to see if he knows any lore about any
certain occult subjects and can make a herbal based healing suave
that restores 1 or 2 points but would slow disease and or slows
poison. Wizards can cast Arcane Spells.
The
Wizard must look for or buy any future spell he needs to cast. Can
create scrolls and create magic items but this is very dangerous at
low levels. Wizard have Spell Points equal to their Int score and
start out with four zero level spells, two first level spells, and
one second level spell plus their Int bonus to “buy” starting
spells or a list of 6 + Int bonus if you want to buy them yourself.
Armor:
Cannot cast in armor without great difficulty. Must make an
intelligent roll with the armor added to DC 15 to cast a spell.
Weapons:
Can poorly use any weapons
Hit
Points: 6 + 1d6 per level.
To
Hit: -1
Natural
20: The Mage does an Arcane Overload. This causes a magical
energy to blast out at Intelligence Radius and do 1d6 to any chosen
enemy in an area. In addition the Arcane Overload recharges 1d6 spell
levels.
MAGIC
in BttDRPG Magic is very connected to the attributes. Much of the
power and ranges are connected to the attributes.
Difficulty:
Most spells are connected to the attribute bonus + a DC of 10 + the
level of the spell. Instead of a set DC 10 a D20 could be rolled
making each spell random with a chance of critical success or
failure. It is up to the Game Master to make the judgment call as
either way works fine.
Ranges:
Spells range for most spells are (Int/Wis/Cha) x 10 feet except for 0
level spells which are in (Int/Wis/Cha) feet.
Durations:
Most spells last one round or (Int/Wis/Cha) in rounds IF it has set
duration.
Spell
Points: Wizard have Spell Points equal to their Int score (plus
1d6 Spell Points each additional level) and start out with four
zero level spells, two first level spells, and one second level spell
plus their Int bonus to “buy” starting spells or a list of 6 +
Int bonus if you want to buy them yourself. You can cast spells
equal to your level plus the attribute bonus.
For
example Eldrad the Wizard has an Int of 16 (+2) so he starts out with
four zero level spells, two first level spells, and one second
level spell and with his (+2) Int bonus he decide on two more 0 level
spells and one more first to add to his starting Spell Book. He
chooses Detection, Light, Mage Hand, Minor Message, Pain,
Prestidigitation, and all mages get Read Magic for free. He choose
Bolt and Slumber for his level 1 spells and Illusion for his second
level spells. If he is getting ready to adventure he must memorize
his spells before going out. He decides to memorize Detection x4 (1/2
x 2), Light x2 (1/2 x 1), Bolt x8 (1 x 8), Slumber x3 (1 x 3),
Illusion x1 (2 x 1) costing 16 Spell Points.
Spells
cost 1/2 at 0 level and their cost from then on equals their level.
For example a 3rd level
spell cost 3 spell points.
SORCERER
A
sorcerer is a caster of magic much like a wizard except that his
magic is not learned it comes naturally. This cause great envy fear
and sometimes disdain from the wizard community as well as everyone
else and the rivalry is ancient as there was a terrible wizardry and
sorcery war many hundreds of years ago. After one who is to be a
sorcerer goes through puberty (some sooner) they begin to gain their
powers making most Sorcerers very young and foolish yet full of
power. Most Sorcerers are also slightly insane as eldritch symbols
and secrets travel through their untrained in magic minds. Having a
very high Charisma normally they are considered manipulators and
disturbers of the natural order of things. A Sorcerer must have a
fairly high Charisma. Sorcerers always look odd or exotic and tend to
look in a certain way such as angelic, bestial, draconic, or (or
whatever) demonic.
The
Sorcerer may use his Constitution to keep his concentration if he is
hit while casting a spell or distracted in any way.
He
may use his Intelligence for lore but past that he knows very little.
He
can use his Wisdom to perceive magic in an area and at higher levels
even tell what the magic is.
The
sorcerer can also use his Charisma for fashion sense, to fascinate or
manipulate others, seduce, and hypnotize them. Unlike mages they do
not have to memorize their spells and use their Charisma instead of
Intelligence for obtaining spells points.
They
only start out with two zero level spells and one first level spell
plus their Cha bonus. They gain their Cha bonus in spells each level.
Armor:
Cannot cast in armor.
Weapons:
They can use any weapons.
Hit
Points: 6 + 1d6 per level.
To
Hit: +0
Natural
20: On a natural “20” the sorcerer does a Sorcerer Storm
that does 1d6 damage to all foes plus blasted back 10 feet every two
levels at Charisma Radius.
Sorcerers
cast differently they get to spend their spell points as they will
BUT they get a much smaller selection than mages. They do not have to
memorize their spells and use their Charisma instead of Intelligence
for obtaining spells points.
They
only start out with two zero level spells and one first level
spell plus their Cha bonus. You can cast
spells equal to your level plus the attribute bonus.
For
example Selene the Sexy has a Cha of 18 (+3) so she gets two zero
level spells and one first level spell plus their Cha bonus of (+3).
She decides to spend two points on Air Blast a send level spell and
get one more 1st level spell. Her powers are as follows.
Light and Pain for her 0 level spells Costing her 1/2 a point to
cast), Bolt, Charm and Summon Monster I for her 1st
level spells (Costing her 1 spell point to cast), and finally
Air Blast (costing her 2 spell points to cast).
Selene
gains 1d6 spell points a level and her Cha bonus each level to obtain
more powers.
Friday, March 28, 2014
Back to the Dungeon RPG Assassins and Rouges (FLAILSNAILS)
ASSASSIN
Assassins
are highly trained hired killers that exist in secret brotherhoods
and cabals around the ancient world. Anyone can be a killer but only
the assassin guilds choose the most deadly and then hone them into a
finely trained killing machine. Assassins tend to dress very lightly
and are always prepared to escape any situation as if they are found
out they would be hung or burnt at the stake. Assassins specialize in
the quick kill only if the opponent is unaware and fails his save.
Only one chance is given for a surprise attack. They tend to wear
light armor and can use any weapons. An assassin has all the
abilities of a Rogue.
An
assassin uses his Strength to climb and hold himself in hiding places
for long periods of time.
The
assassin uses his Dexterity to do acrobatic feats of agility. The
Assassin is a flinger of darts and daggers and may fling one plus his
Dexterity bonus per round.
Constitution
score is used in assisting how long the assassin can stay in hiding
in a cramped or difficult place. The Assassin also uses his
Constitution resist poison and drugs which improves as character
levels up.
If
the assassin uses his Intelligence he may brew up poisons or drugs.
He
uses his Wisdom to shadow a victim.
The
assassin use his Charisma to charm and fool victims and if he is
clever enough to disguise himself act like another person. If medium
or higher armor is worn subtract one point for every point past AC
12. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a
surprise attack. Their unarmed Attack does 1d6.
Hit
Points: 8 HP + 1d8 a level.
Armor:
Up to Leather without penalty
Weapons:
All
To
Hit: +1
Natural
20: On a natural “20” the Assassin may Eviscerate an
opponent causing instant death unless the victim saves 10 + damage
done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4
to all actions, blood spray to blind another opponent two squares
away giving a -4 until he wipes the blood out of his eyes. Make a
victim gimped giving you -2 to all actions and half speed. A morale
roll may be in order.
ROUGE
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.
The
Rogue uses his Strength to climb sheer surfaces that no other class
can climb.
The
Rogue uses his Dexterity to pick locks, pick pockets, stealth, and
other criminal activities. The Rogue is a flinger of darts and
daggers and may fling one plus his Dexterity bonus per round.
They
use their Constitution to hang out in hidden places to stalk their
prey. If they hit a victim with a surprise or flanking attack they do
an additional 1d6 damage every two levels.
The
Rogue use his Intelligence to decipher maps and magic scrolls as well
as ancient text if he is literate. They have knowledge of various
poisons and their effects. They also speak a thieves cant which
varies from area to area.
The
Rogue uses his Wisdom to spot hidden things and to notice traps and
tricks. He can also use his Wisdom to shadow someone in a crowd.
Many
Rogues are glib tongues and use their Charisma to charm and convince
others.
Armor:
Anything past Leather interferes with abilities.
Weapons:
Any
Hit
Points: 6 + 1d6 per level.
To
Hit: +0
Natural
20: 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.
Labels:
BttDRPG,
CFRPG,
Classic Fantasy Role Playing Game,
Flailsnails
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