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[5e] Spell & Crossbones
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<blockquote data-quote="Quickleaf" data-source="post: 6425474" data-attributes="member: 20323"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>So I totally revised the "Roll the Bones" rule and I think it is MUCH more coherent now. Here it is in case you're curious or want to offer feedback...</p><p></p><p>[SBLOCK=Roll the Bones]</p><p>[h3]Roll the Bones[/h3]</p><p>You "Roll the Bones" in one of two situation:</p><ul> <li data-xf-list-type="ul">When your character would be killed or when they face a fatal event (like being in a room filled with barrels of exploding gunpowder).</li> <li data-xf-list-type="ul">Spending Inspiration during a conflict. This replaces using Inspiration to gain advantage.</li> </ul><p>Rolling the Bones involves rolling 2d6 where higher is better and snake eyes is bad; cross reference your result with the Roll the Bones chart below to determine the outcome.</p><p></p><p><img src="http://nickshell1983.files.wordpress.com/2010/06/roll-the-dice1.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><span style="color: DarkOrange">2. Snake Eyes!</span></p><p><strong>Death/Fatal Event or Inspiration:</strong> Regardless of the situation, lose a Life and you are removed from the current scene. If in combat, you are left unconscious and bleeding out by your enemies or otherwise incapacitated.</p><p></p><p><span style="color: DarkOrange">3. Insult to Injury</span></p><p><strong>Death/Fatal Event:</strong> Lose a Life and take an Ill Fortune reflecting how you survived.</p><p><strong>Inspiration:</strong> Suffer disadvantage on your next check, attack, or save. In addition, something unlucky happens, like your weapon breaks, your pistols explodes, you fall into the rigging, etc.</p><p></p><p><span style="color: DarkOrange">4. Cruel Fate</span></p><p><strong>Death/Fatal Event:</strong> Lose a Life and suffer a temporary complication/setback.</p><p><strong>Inspiration:</strong> Either suffer disadvantage on your next check, attack, or save; OR something unlucky happens, like your weapon breaks, your pistols explodes, you fall into the rigging, etc.</p><p></p><p><span style="color: DarkOrange">5. Unkind Fate</span> </p><p><strong>Death/Fatal Event:</strong> Lose a Life.</p><p><strong>Inspiration:</strong> No effect. If you wish, you may take on an Ill Fortune to gain advantage (or add your Fame) on your check, attack, or save. This should make sense narratively.</p><p></p><p><span style="color: DarkOrange">6-7. Fickle Fate</span></p><p><strong>Death/Fatal Event:</strong> You may take on an Ill Fortune or lose a Life (your choice).</p><p><strong>Inspiration:</strong> Gain advantage (or add your Fame) on your check, attack, or save, at the cost of introducing some complication as well.</p><p></p><p><span style="color: DarkOrange">8-9. Kind Fate</span></p><p><strong>Death/Fatal Event:</strong> Do not lose a Life, but you suffer a temporary complication/setback.</p><p><strong>Inspiration:</strong> Gain advantage (or add your Fame) on your check, attack, or save.</p><p></p><p><span style="color: DarkOrange">10. Fate Smiles</span></p><p><strong>Death/Fatal Event:</strong> Do not lose a Life.</p><p><strong>Inspiration:</strong> Gain advantage (or add your Fame) on your check, attack, or save. In addition, something fortunate happens, like a flying fish leaps from the sea and knocks your foe aside or you slip only to avoid a cannonball striking where you just were standing.</p><p></p><p><span style="color: DarkOrange">11. Fortune Favors the Bold</span></p><p><strong>Death/Fatal Event:</strong> Do not lose a Life. Instead, something fortunate happens.</p><p><strong>Inspiration:</strong> Gain advantage (or add your Fame) on your check, attack, or save. If this causes a successful hit, you automatically score a critical. In addition, something fortunate happens, like a flying fish leaps from the sea and knocks your foe aside or you slip only to avoid a cannonball striking where you just were standing.</p><p></p><p><span style="color: DarkOrange">12. Lucky Sixes!</span></p><p><strong>Death/Fatal Event or Inspiration:</strong> Do not lose a Life. An impossible result becomes possible; a fireball doesn't singe you at all, you ride an explosion across the bay, you proficiently wield a weapon you have no idea how to use, you quickly get a ship ready to sail by yourself, etc. Gain advantage (or add your Fame) on your check, attack, or save. If this causes a successful hit, you kill your foe or knock them unconscious with this blow. After resolving this, you immediately gain Inspiration again!</p><p>[/SBLOCK]</p><p></p><p>So, to apply these rules to [MENTION=6777934]Maldavos[/MENTION] off color suggestion... Hugo Van Haan leverages his contacts to blow up a pirate ship currently commandeered by a wicked English pirate hunter who has been giving the PCs grief. Other PCs have secretly removed captives from the ship so it's only the pirate hunter and his evil cronies. Hugo has neglected to mention the explosives to the other PCs and doesn't yet realize the ship belongs to Katerina's father. When that is revealed, with only seconds to go before the detonation, he rushes to the pirate ship to try and extinguish the fuse.</p><p></p><p>However, he doesn't make it in time and BOOM goes Hugo (along with said pirate hunter and ship)! He "rolls the bones" (2d6), getting a result of 11. Fortune Favors the Bold: Hugo doesn't lose a Life, and instead something fortunate happens for him.</p><p></p><p>The DM (yours truly) decides that the explosives were improperly rigged to send the explosion upward rather than outward. Hugo takes 7d6 damage and is knocked into the ocean, the pirate hunter and cronies are blown to smithereens, and Katerina's father's ship is only lightly damaged (though now on fire) rather than utterly destroyed.</p><p></p><p>Et voilá!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6425474, member: 20323"] :D So I totally revised the "Roll the Bones" rule and I think it is MUCH more coherent now. Here it is in case you're curious or want to offer feedback... [SBLOCK=Roll the Bones] [h3]Roll the Bones[/h3] You "Roll the Bones" in one of two situation: [list][*]When your character would be killed or when they face a fatal event (like being in a room filled with barrels of exploding gunpowder). [*]Spending Inspiration during a conflict. This replaces using Inspiration to gain advantage. [/list] Rolling the Bones involves rolling 2d6 where higher is better and snake eyes is bad; cross reference your result with the Roll the Bones chart below to determine the outcome. [img]http://nickshell1983.files.wordpress.com/2010/06/roll-the-dice1.jpg[/img] [color=DarkOrange]2. Snake Eyes![/color] [b]Death/Fatal Event or Inspiration:[/b] Regardless of the situation, lose a Life and you are removed from the current scene. If in combat, you are left unconscious and bleeding out by your enemies or otherwise incapacitated. [color=DarkOrange]3. Insult to Injury[/color] [b]Death/Fatal Event:[/b] Lose a Life and take an Ill Fortune reflecting how you survived. [b]Inspiration:[/b] Suffer disadvantage on your next check, attack, or save. In addition, something unlucky happens, like your weapon breaks, your pistols explodes, you fall into the rigging, etc. [color=DarkOrange]4. Cruel Fate[/color] [b]Death/Fatal Event:[/b] Lose a Life and suffer a temporary complication/setback. [b]Inspiration:[/b] Either suffer disadvantage on your next check, attack, or save; OR something unlucky happens, like your weapon breaks, your pistols explodes, you fall into the rigging, etc. [color=DarkOrange]5. Unkind Fate[/color] [b]Death/Fatal Event:[/b] Lose a Life. [b]Inspiration:[/b] No effect. If you wish, you may take on an Ill Fortune to gain advantage (or add your Fame) on your check, attack, or save. This should make sense narratively. [color=DarkOrange]6-7. Fickle Fate[/color] [b]Death/Fatal Event:[/b] You may take on an Ill Fortune or lose a Life (your choice). [b]Inspiration:[/b] Gain advantage (or add your Fame) on your check, attack, or save, at the cost of introducing some complication as well. [color=DarkOrange]8-9. Kind Fate[/color] [b]Death/Fatal Event:[/b] Do not lose a Life, but you suffer a temporary complication/setback. [b]Inspiration:[/b] Gain advantage (or add your Fame) on your check, attack, or save. [color=DarkOrange]10. Fate Smiles[/color] [b]Death/Fatal Event:[/b] Do not lose a Life. [b]Inspiration:[/b] Gain advantage (or add your Fame) on your check, attack, or save. In addition, something fortunate happens, like a flying fish leaps from the sea and knocks your foe aside or you slip only to avoid a cannonball striking where you just were standing. [color=DarkOrange]11. Fortune Favors the Bold[/color] [b]Death/Fatal Event:[/b] Do not lose a Life. Instead, something fortunate happens. [b]Inspiration:[/b] Gain advantage (or add your Fame) on your check, attack, or save. If this causes a successful hit, you automatically score a critical. In addition, something fortunate happens, like a flying fish leaps from the sea and knocks your foe aside or you slip only to avoid a cannonball striking where you just were standing. [color=DarkOrange]12. Lucky Sixes![/color] [b]Death/Fatal Event or Inspiration:[/b] Do not lose a Life. An impossible result becomes possible; a fireball doesn't singe you at all, you ride an explosion across the bay, you proficiently wield a weapon you have no idea how to use, you quickly get a ship ready to sail by yourself, etc. Gain advantage (or add your Fame) on your check, attack, or save. If this causes a successful hit, you kill your foe or knock them unconscious with this blow. After resolving this, you immediately gain Inspiration again! [/SBLOCK] So, to apply these rules to [MENTION=6777934]Maldavos[/MENTION] off color suggestion... Hugo Van Haan leverages his contacts to blow up a pirate ship currently commandeered by a wicked English pirate hunter who has been giving the PCs grief. Other PCs have secretly removed captives from the ship so it's only the pirate hunter and his evil cronies. Hugo has neglected to mention the explosives to the other PCs and doesn't yet realize the ship belongs to Katerina's father. When that is revealed, with only seconds to go before the detonation, he rushes to the pirate ship to try and extinguish the fuse. However, he doesn't make it in time and BOOM goes Hugo (along with said pirate hunter and ship)! He "rolls the bones" (2d6), getting a result of 11. Fortune Favors the Bold: Hugo doesn't lose a Life, and instead something fortunate happens for him. The DM (yours truly) decides that the explosives were improperly rigged to send the explosion upward rather than outward. Hugo takes 7d6 damage and is knocked into the ocean, the pirate hunter and cronies are blown to smithereens, and Katerina's father's ship is only lightly damaged (though now on fire) rather than utterly destroyed. Et voilá! [/QUOTE]
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