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Showing posts from June, 2024

Podcasts

Good RPG podcasts! For my money, there are two really top-notch RPG podcasts: Fear of a Black Dragon Ken & Robin Talk about Stuff What makes these podcasts stand out? Two things:  They divide the podcast into segments. The structure gives variety through the show and keeps it from devolving into an hour or more of rambling, which I find happens with most podcasts. The hosts have deep knowledge about a variety of subjects. I find Ken (Ken & Robin Talk about Stuff) and Tom (Fear of a Black Dragon) endlessly interesting. Honourable mentions: Bastionland Podcast. I love listening to interviews, and Chris is a great interview host. He also gives structure to his podcasts.  Grognard Files. This might have made the top-notch list if I had more of an interest in the full array of genres they cover. Fun to listen to these guys.  Classic Adventuring Game Podcast. A panel discussion format with a very impressive panel. These guys know what they are talking about.  Role...

ADVANCER What are saving throws and how do they work?

Here are the draft ADVANCER Rules for saving throws to accompany the saving throw tables presented in the previous post. They are intended to create categories of saving throws which are both more clearly defined and more clearly separated from one another. Using this system will require ignoring module-specific (and spell description-specific) rules regarding which saving throw to apply. I don't see that as a bad thing, as the modules and spell descriptions (especially the modules) are not at all consistent in this regard. * * * Use of saving throws Saving throws are dice rolls to determine whether a character or creature avoids a peril. Other than poison, acid, and optionally traps, only magical perils are given saving throws.  A saving throw is rolled on a d20 with a roll equal to or greater than the target number being considered a success. The target numbers depends on the category of peril, class and rank of the character as given on the tables below.  A successful save ...

ADVANCER Saving throw and attack tables - Part 2 of "Advancement"

As I mentioned in the first post on XP tables, in ADVANCER, I simplified character advancement, while trying to keep some of the idiosyncracies of AD&D.  The general areas in advancement are: character rank (aka level)  attack bonuses  saving throws Here are the principles that I had laid down initially when considering attack bonuses and saving throws. (Remember that ADVANCER uses ascending AC.) As you will see, not all of them made into the final results. Attack bonus and saving throw bonus increases by 2 every three levels (4th, 7th, 10th, 13th, 16th) Base attack bonus +0. Base saving throw is 16. Priestly and roguish classes get normal attack bonuses. (Cleric, Druid, Monk, Thief, Assassin)  Martial classes start wtih +2 attack bonus at 1st level. (Fighter, Paladin, Ranger) Arcane classes do not get any attack bonus until 7th level. (Mage, Illusionist) Attack bonues In the end, I decided that there was not need for tables. Simply: Martial classes and monsters ...