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The Douchey DM » Entries tagged with "variants"

JiB on GM’ing: Pathfinder Variant Rules, Character Advancement

Tweet Our final exploration of the variant rules for Pathfinder found in the Ultimate Combat Guide discusses character advancement, the effect of magic and magic items, and takes a look at creatures and how to convert them to use the variant rules as well. Several people have raised some very valid thoughts, questions and even concerns about the variant rules and their impact on game play. Based on the test combats that I have run it seems to me that combat in Pathfinder is a bit more dangerous for the player characters now and the game ends up being a little bit grittier. There are lots of ways to measure the effect of a rule on combat but the one I use is, “How long does a creature stay in play in … Read entire article »

Filed under: Adventure Design, Alternate Views, General Gaming

Tappy’s Alternate Traveller Character Creation

Tweet Step 1: Roll for Attribute Spread The attribute spread is a way of randomly generating attributes but also reflect some of the strengths and weaknesses that you have already conceived of in the type of character you want to play. Roll 2d6 and consult the table below. Assign each of the numbers from your attribute spread to an attribute of your choice. Roll Attribute Spread 2 9, 8, 8, 8, 7, 6 3 9, 9, 8, 8, 7, 5 4 10, 9, 8, 8, 6, 5 5 10, 10, 8, 7, 6, 5 6 11, 10, 8, 6, 6, 5 7 12, 11, 7, 6, 5, 5 8 11, 10, 9, 6, 5, 5 9 10, 10, 9, 7, 5, 5 10 10, 10, 7, 7, 7, 5 11 10, 9, 8, 7, 7, 5 12 10, 8, 8, 7, 7, 6 Step 2: Homeworld and Background … Read entire article »

Filed under: Misc

4 Attribute Savage Worlds Houserule

Tweet Here are the rules for my 4 attribute version of Savage Worlds. Reasons for this house rule: First of all, in a mechanical sense, I don’t think that it’s very balanced to make a character who is tough and brawny have to raise twice the number of attributes over a character who wants to be smart and witty (smarts), resolute and Inspiring (spirit), or fast and nimble (agility). Agility, smarts and Spirit are for some reason far more general than Vigor and Strength, and this seems to make a brawny character far less optimal than a character based on the more general attributes. Further more there is only one skill based on Strength and none based on vigor, meaning that if you choose to specialize in vigor and strength in character creation, … Read entire article »

Filed under: Alternate Views, General Gaming, Inspiration, Misc, Resources

From the Archive: Spell Casting by the Book

Tweet Note: This article was originally co-authored by Stu Venable and Bill Roper in 1998 . It appeared on the old Happyjacks.org, and previous web pages, such as the now defunct www.gnn.com/~sturv. The article deals with alternate rules for the default GURPS 3rd Edition magic system, though it may have applicability in other systems. Doing it By the Book An Optional System for Casting Spells from Spell Books. By Stu Venable and Bill Roper The uselessness of magical tomes in GURPS has always been a sore point for players with a preference for mages. With 200 hours of study needed to gain one point in a new spell, learning magic while adventuring can present some serious logistical problems. Here we present optional rules for GMs who want to give mages more … Read entire article »

Filed under: Alternate Views