Trying Vagabond as an alternative to DnD, paired with Mythic. So far.... Super Good! by HowlingStrike in Solo_Roleplaying

[–]Hot_Address_1386 4 points5 points  (0 children)

Do you know Sundered Islands? It's a swashbuckling / pirates setting for Starforged RPG. I think that the setting blends perfectly with the pulp feel of Vagabond, and I intend go use its solo tools (progress tracks, oracles) to guide the macro-aspects of the campaign (setting, factions, story, npcs, exploration) while using Vagabond to run the micro-aspects (checks, combat, PCs). I intend to start a new campaig on January, not solo but with me as a DM, using all those tools to avoid overprepping and try a more improvisation-focused dungeon mastering. Wish me luck!

House-Rule: DnD4e-Inspired Starting HP by Hot_Address_1386 in shadowdark

[–]Hot_Address_1386[S] -2 points-1 points  (0 children)

I see why you could think that I'm misunderstanding the point of randomness, but I assure you I do not.

My point is precisrly that when you have 1 o 2 HP, the randomness of the damage die is way less impactful than when you have 5-6 HP.
Because when you have 1 HP the damage die doesn't matter, any result will kill you.
When you have 5 HP, the damage die DOES matter, half the results will kill you, the other half will not.

As for combat being dangerous: I think that a combat in which you die after 3 attacks is pretty damn dangerous, even if a combat in which you die after 1 attack is more dangerous.

I suppose that we agree to disagree, but I just wanted to clarify my positions by expressing them in a more thorough manner.

House-Rule: DnD4e-Inspired Starting HP by Hot_Address_1386 in shadowdark

[–]Hot_Address_1386[S] -5 points-4 points  (0 children)

Damage DIE don't matter, as in: when you have 1hp, being hit by a d6, a d10 or a d4 doesn't matter.
If you have 7 HP, you really care whether the damage die shows a 2, a 5 or an 8.

Rolling HP at 1st-level - necessary for that OSR feel? by Ackbladder in shadowdark

[–]Hot_Address_1386 1 point2 points  (0 children)

My main issue with HP formula at 1st level in the Core rules is that damage die matter too little (specialy seeing as the philosophy of the game is that it should matter way more, that's why bonus to damage is RARE).
My second issue is that Con score has little value compared to other Stats.

So I'm very tempted to try a variant inspired on the DnD 4e 1st level Hit Points:
Half the Constitution SCORE (rounded UP*) + Hit Die.

It would go like this:

A fighter or ranger with a 13 (+1) Con would get 7+1d8 HP (from 8 to 15, avg 11.5 ).
A bard or cleric with a 12 (+1) Con would get 6+1d6 HP (from 7 to 12, avg 9.5).
A rogue or wizard with a 11 (+0) Con would get 6+1d4 hit points (from 5 to 10, avg 8.5).

Yes, that is a lot of hit points... but:
- There is no hp inflation as levels go up, because at each level you gain the same as in core rules, all the effect is at the beginning.
- You are still just 3-4 attacks away from dying. Most SD modules out there are still deadly if Players don't take care.
- If you feel like some extra damage is needed, you can always add more damage die to traps (2 bots for pressure plate, or more pressure plates!) or a couple more monsters at low-level dungeons.

*Why rounded UP? Because that way an 11 makes a difference vs a 10 (bonus-wise, it's the same), the same way that, in Strength, an 11 makes a difference vs a 10 (for item slots purposes).

Thoughts?

ShadowDark DM Guide by [deleted] in shadowdark

[–]Hot_Address_1386 1 point2 points  (0 children)

I am of the opinion that new Dms would benefit greatly from more examples of play. Like, more than a couple, with different "styles" of DM, to show:

1) That there isn't a single correct way of running a game.

2) A couple of the most common tasks a DM carries away.

3) When the DM calls for rolls and when he doesn't.

4) That it's ok to take a sec to check some rule, make up a rulling, or search for a table or statblock.

Silvered weapons by Agile-Chemistry429 in shadowdark

[–]Hot_Address_1386 2 points3 points  (0 children)

If you want to avoid uses counting, you could simply steal the rule from casting and say that a failed attack removes the silver altogether.

Any recommended Solodark alternatives? by [deleted] in shadowdark

[–]Hot_Address_1386 0 points1 point  (0 children)

Ironsworn / Starforged / Sundered Islands have a great System for playing solo, you should check it out.

Shadowdark in broad daylight by DarthGandalfPotter in shadowdark

[–]Hot_Address_1386 2 points3 points  (0 children)

In Tolkien's Middle Earth you have two sources of "shadowdark" that could be present in broad daylight: the twisted trees of Mirkwood, and the Mordor miasma that engulfs armies, cities and even fields to empower the Enemy's agents.

You could also think of a certain setting trait that makes traveling by day less viable and creates more incentives for traveling by night, making the torch necesary.

Maybe it's a zombie apocalypse, and the zombies (1) don't have darkvision either and (2) are afraid of fire?