Better than Santa's Bag of Holding, its FIGHT ON 7! E-mail
Written by Lee Barber   
Thursday, 10 December 2009 12:04

Let the kids play with their plastic gizmos while you enjoy reading our latest fantastic compilation! This issue I fill in the adults-only section of the Darkness Beneath, where a Fane of evil beauties seek to charm the willpower right out of adventurers, the way they know best. Of course, the issue contains multiple adventures and all the regular features, as detailed below. Be sure to enter HUMBUG at the checkout window to save 10%!

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Alterna-Monk: The Astute Ascetic E-mail
Written by Lee Barber   
Saturday, 05 December 2009 12:10

I was inspired to write this class concept after reading about the "Fighting Friar" at Old Guard Gaming Accoutrements (a blog with an even longer title than my own). Mr. Palmer tackles the ill-fitting Monk class, clearing away the Oriental wushu and mystical powers to set a "Medieval Europe" tone for the class. In my version, the fisticuffs are almost forgotten, replaced by abilities I think a fantasy-world hermit could possess. To start, I'll note the big difference between the Cleric and the Monk/Ascetic. The Cleric is part of a coenobitic institution, a communal brotherhood typically recognized by the ruling government. Conversely, the Ascetic lives like a hermit or anchorite, socializing only when seeking wisdom from an elder, or when common folk seek his aid. Any "adventure" the Ascetic finds himself on is often due to the fact that Evil beings want him removed from their territory. Purposefully, the Ascetic resides in wilderness areas, dangerous caves, and haunted cemeteries to "challenge" his devotion and willpower. His hermitage, or skete, is usually little more than a single room or alcove, with his scholarly possessions and a prayer mat. As a rule, everything the Ascetic has must be a gift of charity or foraged/grown in Nature. To encourage donation, the Ascetic can barter his excellent calligraphy, which is widely known as a beneficial charm (see Holy Script in spell list). Since the Ascetic must complete exercises to stay healthy, he doesn't wear heavier armor than Studded Leather (and only if that was a charitable gift from an armorer). The weapon of choice for the class is a crosier, or pastoral crook, usually fashioned from a rare wood and passed down from a deceased elder. Like a cleric, the Ascetic can use any blunt weapon.

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My D&D One Page Dungeon Convention Game E-mail
Written by Lee Barber   
Sunday, 18 October 2009 14:22

For over two months I've been planning to run my OPD, Ruffthroats Rathskeller, at a local Ohio convention. Fortunately, there was an event not too far away that takes place after the "epic-ness" of ORIGINS. I signed up for a day at Con on the Cob, last Friday to be exact, where it would be easy to referee a game during a decent time slot. Regrettably, two persons whom I shall not name that had signed up to play via the Con website never materialized. I sat across from an empty table till an interested old-skooler, all the way from Arizona no less, took note of my Labyrinth Lord sign and called his friends to help fill the seats. Astonishingly, two of the gentlemen were artists in the genre, with portfolio art in print by Goblinoid Games! Robert also happened to be on the OD&D Forum that is used for folks involved in FIGHT ON magazine, the project I had named as a resource for some of the parts in the revised Rathskeller. I distributed the pre-gens on my handcrafted LL character sheets, and dice were soon rolled.

Materials for the session included my one page map and monster key, GM notes from LL pdfs, and the Hexographer map of Minaria that was posted here. Some of these you can see in this photo of the game table:

 

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Draw a Circle, Summon FIGHT ON 6! E-mail
Written by Lee Barber   
Thursday, 10 September 2009 12:15

Terrifically late, but posting about the current exciting issue. Inside, I have a few sexy drawings and a Mutant Future Robot design that celebrates one of the best "pre-transformer" sci-fi toys, MICRONAUTS! Of course, there are detailed dungeons to read about, and lots of ideas for improving your classic game. Lastly, the issue features an interview with Lee Gold, and a lengthy reflection by Ron Edwards on his ability to remember junior high in the 1970's. I only have a clear memory of the geeky lunchboxes I took to school...

There are other developments worthy of mention - like a Labyrinth Lord game I'll be running at a nearby con in Hudson, Ohio. The session will draw from my work on the One Page Dungeon contest. On a less pleasant note, I lost an activation code for my pricey Adobe software, which impairs my ability to finish production art. Everything I do besides typing requires it.

 

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More B/X bits - Knavery and Familiars E-mail
Written by Lee Barber   
Tuesday, 25 August 2009 15:33

Everybody loves a Thief, so I hate to dilute the class into merely a Chaotic Fighter. A lot of interesting adjustments were discussed on the OD&D board I visit (the same that hosts FIGHT ON magazine topics). That is where a d12/2d6 roll for skills comes from, among other changes. To notate the change from the original Thief class, I'm calling this modification the Knave class:

KNAVE

Prime Req: DEX

Restrictions: Knaves use d6 to determine hit points, and can use the following weapons: dagger, club, dart, javelin, bows, hand axe, falchion, broadsword and whip/weighted chain. Knaves can only perform their special skills (see table) in non-metal armor and without a shield in hand. Otherwise, they are only prohibited from wearing plate. All hidden characters can attempt a surprise backstab if undetected, dealing maximum damage per weapon. Knaves cannot be Lawful, or refuse membership in a Thieves Guild/Clan after level 5.

Special Skills: Knaves following the armor restriction and acting unencumbered or without a serious wound can advance on the table below. A d12 roll that equals or exceeds the target number indicates a success. DMs can increase this number for situational difficulty (like a complicated lock). Knaves also have a "dirty fighting" skill that allows them to perform a secondary attack against a melee target reduced to 1 HP. This "assassin move" strikes for one point of damage, slaying the target.

 

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