Showing posts with label homebrew rules. Show all posts
Showing posts with label homebrew rules. Show all posts

Monday, June 27, 2016

Gods and Religions, Part 4: Reward and Punishment


This week in our ongoing discussion of Gods & Religions, we take a look at mechanical incentives for roleplaying characters of faith and devotion.  Ultimately, a character's relationship with their god is a matter of roleplaying.  But GMs are always on the lookout for ways to encourage more roleplaying and reward good examples of it.  If you want gods and religions to take an important role in your campaign, and you want to actively encourage your player characters' participation in that system, we've got some ideas for you.  Specifically, we have three complementary systems that encourage GMs to hand out mechanical rewards or punishments to characters roleplaying their way through a world of fickle and demanding gods.

First, there are minor ongoing benefits for characters who maintain the day-to-day trappings of their religion, including performing sacrifices, praying, and adhering to dietary restrictions.  Then there are greater one-time rewards for characters who perform exemplary services in the name of their deity.  And on the other end of the spectrum, there are punishments for those who transgress against the ethos of their deity.  Examples and suggestions are provided, but the rules are not hard and fast; a GM should feel free to adopt and adapt them as they see fit for their own campaign.

Faith Rituals
   Every god or religion asks something of its worshipers, something that affects their daily lives and marks them as a follower of that god.  They might make regular offerings, pray daily, wear certain clothing, or refrain from eating certain foods.  In return for maintaining faith rituals in this way, loyal worshipers are granted minor boons.
   The particular details of what a worshiper is expected to do and what boon they might gain depends on the god or religion in question and is at the discretion of the GM.  Examples are given below.  As a general rule, maintaining faith rituals should be a roleplaying choice that does not adversely affect the playability of the game; a GM should not demand followers perform onerous tasks that slow down the game overmuch or impose penalties that affect the efficacy of a character unless this is core to the concept of the deity.  Boons for maintaining faith rituals should be minor ongoing effects such as a +1 to a particular skill, and should be no more powerful than the boon granted by a trait.
   If a character fails to maintain their faith rituals, they lose the benefits of the granted boon until they have flawlessly upheld the rituals for a week straight.

Monday, July 27, 2015

Snake Attack! Snake Venoms Revisited

Raiders of the Lost Ark - Paramount Pictures
"Snakes.  Why'd it have to be snakes?"
"Asps.  Very dangerous... You go first!"

I was researching snake venom recently (as part of my ongoing effort to make my search history as incriminating as possible) and decided snake venom in Pathfinder needed to be revised.  Venomous snake bites in Pathfinder all have the same effect - Constitution damage.  In reality, venomous snakes bear neurotoxins that slowly paralyze their prey, hemotoxins that cause tissue decay and uncontrollable bleeding, and mixes of the two, with dendrotoxins and cytotoxins and other heinous crap thrown in for good measure.

Dexterity damage seems like a good choice to simulate neurotoxic paralysis, and Strength damage and Bleed work well for Hemotoxins.  A few choice status effects like 'sickened' and 'nauseated' serve to simulate the wide range of other symptoms snake bites can induce, including rashes, dizziness, tunnel vision, soreness, and, of course, nausea.

Snake venom is slower-acting and longer-lasting than what the viper stat block would have you believe.  I made the frequency for most snake venoms "1/minute" instead of "1/round", but where many snake venoms may last "for six rounds", my venoms are endless.  You gotta make those saves or you will die ...eventually.  That means a fight against snakes at the dungeon entrance might still be affecting you deeper in the dungeon.

There are two main types of venomous snake: vipers, which include rattlesnakes, adders, and pit vipers; and elapids, which include cobras, coral snakes, mambas, kraits, and sea snakes.  Elapids tend to have neurotoxins, with the more dangerous ones (black mambas, for example) having a sprinkling of other toxins.  Water snakes are neurotoxic, but because you are most likely to encounter them while swimming (a Strength-based skill), I made their venom deal Strength damage to heighten the danger.  Vipers, on the other hand, usually have hemotoxins.  Hemotoxins are slower-acting than neurotoxins (I gave them a frequency of 1/hour instead of 1/minute), so vipers tend to strike and fall back, tracking down their victim later, after they have succumbed to the poison.  Fun fact: vipers can track their prey by the smell of the chemicals in their bites.  Scarier vipers, like the mojave rattlesnake, also have neurotoxins in their bite.

I've also added a new mechanic to add variable degrees of failure to saves against venom.  Now, if you fail your save, you take the venom's effects, but if you fail your save by 5 or more, you take a worse set of effects.  For instance, a coral snake's venom deals 1d2 Dex damage, but a failure by 5 or more leaves you paralyzed until your next save.

Enough discussion.  Like cardiotoxin, let's get right to the heart of the matter.

The following rules and poisons in gold are available as Open Game Content under the OGL.  Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.

Thursday, March 12, 2015

Medieval Tournaments on the Tabletop

Spring Tournament at the Royal Armouries, Leeds - photo credit: me
Sometimes you fight people without trying to kill them.  Today, that's called 'sports', but in the Middle Ages it was called a tournament.  Imagine if the winning team in the Super Bowl was the one that kidnapped the most members of the opposing team, or if the winner of the Home Run Derby got a falcon and a sack of gold coins.  Tournaments were a form of mock-combat, ritualized and regulated into a violent and lucrative sporting competition.  So how do you put one of those in your D&D game?  Allow me, d20 Despot and Master of Medieval History, to be your guide to the world of the medieval tournament, including rules for running them at your gaming table.