At the beginning of Chapter 2: Player Character Races the Player's Handbook has a curious passage . . . After creating your character's ability scores, you must select a player character race. This is not a race in the true sense of the word: caucasian, black, asian, etc. It is actually a fantasy species for… Continue reading Why did Advanced Dungeons and Dragons Continue to Use the Term ‘Race?’
From the Player's Handbook: When a character tries to force a door open, roll a 1d20. If the result is equal to or less than the listed number, the door opens. A character can keep trying to open a door until it finally opens, but each attempt takes time (exactly how much is up to… Continue reading Opening Doors in Advanced Dungeons and Dragons Second Edition was a Gamble
Like most new Dungeon Masters when I first started running Dungeons and Dragons I followed the example of play laid out in the Dungeon Masters’ Guidebook. This meant that I would control all of the non-player characters, monsters, and the overall direction of the campaign. This style of play was exactly what I needed when… Continue reading A Variant Combat Mechanic
Last night I was reading the Murder in Balder's Gate Launch adventure when I was struck by how lackluster the guidelines for the crowd's movement were; and rather than complain about it I decided to do something. These then, are my guidelines. You can also get it in PDF, if you'd like.
Last night I was reading An Anthropomorphic Character-Generator for D&D and Variants (a 2d10 idea) from the Disoriented Ranger's blog and it got me to thinking about one of my favorite aspects of Warhammer Fantasy Role-play: chaos mutations. I've always been dissatisfied with the Dark Lore Side Effects table from pg 159 of the RPG… Continue reading A Quick and Dirty Mutations Chart