Archive for the ‘Rules & Mechanics’ Category

The Longex Dextora (The Hinterlands)

This entry is part 7 in the series On Alien Languages

This entry is part 7 in the series On Alien Languages Having given Campaign Mastery’s readers (and myself) a break from the series, today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign, once again in more detail than even the players have seen it before… Metagame Origins A ‘Hinterland’ is technically a […]

Comments (1)

Superhero combat on steroids – pt 2 of 2: Moving with a purpose

Hero Game’s Policy on publishing house rules is both enlightened and occasionally maddening. They have no problem with people posting their own characters, or discussing their rules, or publishing house rules – provided that you don’t quote directly from their rulebooks and your rules don’t exceed 5,000 words in length. You can’t publish variations on […]

Leave a Comment

The Ineodolus Imperascora (The Traders And Commerce Empire)

This entry is part 6 in the series On Alien Languages

This entry is part 6 in the series On Alien Languages Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. This one isn’t quite as developed as the others (but the last time I said that, I wrote 11300 words and it became one of the most developed of the Kingdoms. I […]

Comments (1)

By The Seat Of Your Pants: Using Ad-hoc statistics

GMs are called apon to make decisions all the time. Sometimes we can make our choices off the top of our heads using common sense and our knowledge of the in-game environment/circumstances, sometimes we can be guided by the rules after identifying an analogous situation, and sometimes when both of these fail us, we can […]

Leave a Comment

Therassus Amora, The Centre Of Attraction

This entry is part 5 in the series On Alien Languages

This entry is part 5 in the series On Alien Languages Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. So far, these have appeared in exactly the same order as they were presented to my players in the initial pre-campaign briefing notes apon which these articles are being based. With this […]

Leave a Comment

Superhero combat on steroids – pt 1 of 2: Taking the initiative with the Hero System

Hero Game’s Policy on publishing house rules is both enlightened and occasionally maddening. They have no problem with people posting their own characters, or discussing their rules, or publishing house rules – provided that you don’t quote directly from their rulebooks and your rules don’t exceed 5,000 words in length. You can’t publish variations on […]

Comments (12)

Causa Domasura, The Home Of Reason

This entry is part 4 in the series On Alien Languages

This entry is part 4 in the series On Alien Languages Today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign. My players will be examining this one carefully for any additional nuggets of additional information that I include because this particular group are tied up in their current in-game situation. They think […]

Leave a Comment

Bher Yuralvus, The Home Of The Endless Library

This entry is part 3 in the series On Alien Languages

This entry is part 3 in the series On Alien Languages * This article was updated on 23 Sept 2012 * Metagame Origins & Status Bher Yuralvus is one of the least-detailed of the Shared Kingdoms. Several Paragraphs of information concerning it appear to have gone missing during the editing process of the House Rules, […]

Leave a Comment

All wounds are not alike, part 3b: The Healing Imperative (cont)

On Monday, I attempted to post the third part of the current series on alternate damage-handling systems for 3.x. Unfortunately, time ran out when I was only half-done… A quick refresher on where we stand. There are flaws in the system of progression for healing spells that result in an unacceptable degree of overlap, especially […]

Comments (4)

All wounds are not alike, part 3a: The Healing Imperative (Now Updated!)

In the first two parts of this series we examined alternative approaches to the simulation of injuries that were written cold, without the benefit of actual use in play. In this third and final part, I will describe a third – but this is an update on a variation that I have actually used (and […]

Comments (20)

All Wounds Are Not Alike Part 2: Bone-breaking damage for 3.x

The alternative damage-handling subsystem proposed in last week’s article suffers from one major flaw, as some of our commentators have pointed out – it involves additional processes and bookkeeping that can adversely impact the flow of combat. This flaw is present to a much smaller extent in this proposal. Once again, this is not a […]

Comments (4)

All Wounds Are Not Alike – Part 1: Alternative Damage rules for 3.x

What are hit points? The most obvious answer is that hit points are a numeric index between healthy and imminent death, but there are other interpretations of the significance of this ubiquitous character statistic, and some of them lead the GM down interesting paths. This article will examine the first of these options, while parts […]

Comments (15)