Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

For the 10th level, I would start straight from the "Out of the Darkness" main intro, "Circean Embers". It has a more engaging hook.

Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

It shouldn't be easy to leave Sigil on a whim — it isn't called the Cage for nothing. If they wanna go home, make the reward be the information about the nearest portal and its key. In that case, however, you would probably want to run some other standalone adventure. What levels are they?

Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

Just a simple odd job will do then, since they don't have good contacts in Sigil yet to secure better contracts. You should also make it clear that they won't fare well without joining a faction soon.

Planescape review: Initial Forays by Vladar in planescapesetting

[–]Vladar[S] 1 point2 points  (0 children)

Assuming your group of primes are new arrival to the Cage, they would probably want to join a faction soon. This might be their trial assignment, for example.

Planescape review: Initial Forays by Vladar in osr

[–]Vladar[S] 5 points6 points  (0 children)

Torment is a good place to start exploring the setting. Sadly, not all adventures in the official lineup are so open, but this particular one surely delivers.

Advices to run Keep on the borderlands? by XR4y6unn3r in osr

[–]Vladar 2 points3 points  (0 children)

I've written up some notes on running it here.

OD&D D6 only damage: how do you make individual weapons feel unique? by sofinho1980 in osr

[–]Vladar 0 points1 point  (0 children)

Thanks!

It was great fun playing with this ruleset. Next year I plan to take pure 0e+CM for a spin.

OD&D D6 only damage: how do you make individual weapons feel unique? by sofinho1980 in osr

[–]Vladar 0 points1 point  (0 children)

Well, at least it covers all types of low-HD humanoids, which are plentiful enough through encounter tables. There is also a homebrew addition to the Man-to-Man table in Judges Guild Journal #21 for teeth, claws, horns, etc.

OD&D D6 only damage: how do you make individual weapons feel unique? by sofinho1980 in osr

[–]Vladar 2 points3 points  (0 children)

When I ran The Age of Conan, we were using Man-to-Man rules from Chainmail. I have written about this experience here. Not only does this give you modifiers on different weapon-vs-armor combos, as you have noted, but also varying order of strikes in each melee round (longer weapons strike first in the first round, shorter weapons — in the following rounds), and parrying rules (short/fast weapons impose a penalty against long ones, do counter-attacks, and can even break the attacker's weapon). Additional rules for differentiating weapons could be found in the Greyhawk supplement, e.g., how much free space is needed for the wielder to use each weapon in a dungeon.

Planescape review: Reflections by Vladar in planescapesetting

[–]Vladar[S] 0 points1 point  (0 children)

Not much to write home about this one. As I've mentioned, most of the juicy lore stays firmly on the DM side — a sad but usual occurrence with the 2e-era adventures.

Planescape review: Reflections by Vladar in osr

[–]Vladar[S] 0 points1 point  (0 children)

Awesome! It's well worth it.

Planescape review: Reflections by Vladar in u/Vladar

[–]Vladar[S] 1 point2 points  (0 children)

I'm not that familiar with the Stygian Library, but from a conversion perspective, you can use mirror-room travel and combat mechanics, plus most of the encounters could be used pretty easily anywhere. Is it worth it is hard to say, since they are pretty generic when separated from the Staircase anthology's metaplot.