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  1. K

    Shards: Worldbuilding Zine - Volume 2

    Zine Quest is bring out a lot of projects, but there is one that is clearly superior to all others... well, okay, it's superior for me because I'm writing it. Shards: Worldbuilding Zine We're making a series of six releases over the next year, with sections on how to build your own worlds...
  2. K

    Shards: Worldbuilding Zine

    Shards is a zine focused on how to build and share your worlds, with a few set-pieces thrown in as ready-to-drop inspiration. We're doing this one on a tight schedule to have it ready for Christmas, so it's only got 10 days to go, check it out if you want inspiration for running games or just...
  3. K

    Concept Cards - Physical Random Generators for RPGs... and Playing Cards

    When you plan for A, B and C your players will choose 7. Every GM has moments when they get stuck, with no clear view of where the game is going next. Concept Cards provide a quick and easy source of inspiration in those situations, without needing to go to a computer or search through your...
  4. K

    Concept Cards: Plot Hooks

    Concept Cards - RPG Plots, Characters and Locations Concept Cards are seven connected decks of playing cards, each of which is designed to help you run the best game you can. They comes in three main varieties: Characters, Locations and now Plot Hooks. The easiest way to explain them is to...
  5. K

    Location Cards - Two Decks of 54 Fantasy Locations (also, playing cards)

    We all know that games have a tendency to go off track. As one of my GMs likes to put it: "If I plan for A, B and C, you'll choose 7". Improvising when this happens can be a lot of fun, but it can also be hard work. That's where Location Cards come in. They provide you a quick and simple way to...
  6. K

    Character Cards - Instant NPC Just Add Water!

    Character Cards are a deck of playing cards, each of which describes a unique character that you can instantly insert into your roleplaying game. They're designed to fit easily into any fantasy game, and work as a portable game aid. We're currently taking a vote on what our stretch goals...
  7. K

    Scaling: How many level 1 characters should it take to defeat a level 10 character?

    DDN is supposedly flattening the power growth of PCs, so that you don't get as much +to hit, defence, damage or hp as you have in earlier editions. The question is, what do you want the end result to be in terms of scaling: How big a difference between level 1 and level 10? Between levels 11...
  8. K

    Constitution and HP

    In every edition other than 3.x, if playing by the Rules As Written, your constitution contributes a larger percentage of your HP at level 1 than at level 20. In 4e, your constitution is added to your HP at first level, and has no effect thereafter [and though healing surges may be relevant, con...
  9. K

    How long should a round represent?

    Simple question: how long do you think one combat round should represent in the game world? 6 seconds? A minute? Somewhere in between?
  10. K

    Tweaking Surges: Wounds

    I really love the mechanic of Healing Surges. But I get that a lot of people don't like them. The thing is, a lot of the arguments against them are more based on the flavour than on the basic mechanic. So here's an idea I was thinking about on how to tweak them: For each 25% of your max HP...
  11. K

    Full Discipline Classes

    I'm really enamoured with the Monk's Full discipline mechanic, and have been trying to think of ways it could work for other roles, and possibly power sources. My thoughts so far: A monk has Standard and Move. It's a striker, it moves into position, and does damage. A Controller might have...
  12. K

    Do lions mate in the woods?

    I have been working on a bunch of monsters for a Tarascon campaign; mostly corrupted humanoids. But I've decided that a good early encounter would be some truly bestial opposition: Lions that have been fed on Tarrasque meat (which are, IMC, the most likely mounts to be encountered for the...
  13. K

    10 foot step

    I'm currently working on a martial artist class, and as a class feature I've given it the ability to make a 10-foot step rather than a 5-foot step once per round; as long as they're unarmoured and only lightly encumbered. This is intended to provide tactical mobility. How powerful is this...
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