Draw a Circle, Summon FIGHT ON 6! E-mail
Adventures
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
Adventures
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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Magic Tweaking for B/X Races E-mail
Adventures
Written by Lee Barber   
Friday, 21 August 2009 13:48

After reading through all the loving missives about the Boxed Editions over at Black Dougal, I started thinking about how that rule framework could be embellished for flavor. I am already one of those DMs that allowed Basic to be broadened by spell, item, and monster lists from AD&D volumes. I even figured out a way one of my players could transform into a Bard at Expert level. Anyway, my current idea is to alter the use of magic, creating a different approach for the races of Man, Elf, and Dvergar (yes, even the Dwarves have a few tricks, they are just as mythical as the pointy-ears). Personally, this notion seems a lot more fun than splitting magic into class or school subsets.

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