The Robgoblin
Monday, 16 December 2024
1d6 Celestial Phenomena
Saturday, 7 December 2024
Beyond Vancian Magic: Skills for the Magic-User
As I mentioned in my last post, I've been messing around with the Thief. Actually, I've been thinking about character classes generally, and that includes the Magic-User. Magician. Mage. Wizard. Whatever you like to call them.
Which ties neatly in with the December RPG Blog Carnival theme, Beyond Vancian Magic.
I'll be honest, I actually quite like Vancian magic on magic-users1, although I do still need to read some actual Vance to fully appreciate the nuances. But the classic old-school D&D magic-user suffers a little, in my view, from trying to make everything a spell.
Why is that a problem?
Well, when everything is a spell, everything depends on being able to cast spells. Hence the question of what use a Magic-User is without any spell slots. Later editions of the game solve this with zero-level spells that don't require any resources. That's certainly one way to solve the problem. Not necessarily a good way, but definitely a way.
Another is to have the Magic-User do useful but non-magical, as suggested on I Cast Light! several years ago. And I'm sure by countless people who didn't have blogs over the preceding forty-plus years. Which is, again, perfectly viable. And whilst spell scrolls contribute, they don't entirely solve the problem.
But there are a couple of things that Magic-Users probably ought to be able to do, which most OSR games require a spell for, or just don't permit.
Read Magic
Seriously, what use is a magic-user who can't read magic? How are they learning spells, deciphering inscriptions, and so forth otherwise? Just give it to them as a free ability. Level 1, straight out of the gates, no resource required.
Yeah, there's a risk that they can cast their one freaking spell and then move onto scrolls at Level 1. The great thing about scrolls? They're one and done. If it's a problem, stop leaving so many scrolls lying around in your dungeons.
Detect Magic
This one needs a bit more care. It's a bit more powerful than read magic, but it still feels like something that a magic-user should just be able to do. I'm on the fence about whether this should just work, or require a roll. My instinct is that it just works, but it takes an entire exploration turn. Instead of searching for traps, or listening at a door, the magic-user can attune to the ambient magical field to find any magic items within 60 feet.
If that's a bit too powerful, you could make it require a roll - on my 2d6 system, an ability of +3 in Detect Magic, modified by Intelligence, feels appropriate. Alternatively, rule that if any spell is actually cast within 60 feet of the magic-user, the disruption to the local magical field is so intense that the ability is temporarily ineffective. The magic-user might even be rendered incapable through the magical backlash.
Counter Spell
This is, unaccountably, entirely missing from the OD&D and B/X magic-user, yet feels like a core part of the fantasy archetype. A magic-user ought to be able to (or at least have a chance to) prevent the casting of a spell by an opponent. Fortunately, Chainmail2 does have such rules. And with a little tweaking, they work quite well.
When in combat, a magic-user may name a target, and declare that they are going to attempt to counter its spell, rather than cast one of their own. A Counter Spell roll is then called for, with a skill at 1st level of +3. Modifiers to be applied are
- The counterspelling magic-user's Wisdom modifier. Yes, Wisdom.3
- ±1 for each level by which the magic-user's level is above or below the target's level.
Spell Casting
One of the innovations from 5e that's actually quite elegant is the concept of 'upcasting'. Rather than the power of a spell such as fire ball being determined by the level of the magic-user, it is instead determined by the level of the spell slot employed.
For the purposes of adapting to OSR rulesets, I'd suggest determining spell effects as at the lowest possible level (e.g. a 5d6 fire ball), then increasing the effects by two levels' worth for each level of upcasting. This probably needs adjusted with playtesting.
Employed alongside traditional Vancian spell preparation, this weakens the magic-user somewhat at higher levels by directly reducing the power of low-level spells, and increasing competition for higher-level slots.
If you wanted to chuck on some minor magical effects, I don't see why you couldn't. Cantrips with appreciable mechanical effects undermine the resource management aspects of the game. A magic-user should be appreciably less effective once they're out of spells. But something like 'heat a bowl of soup to a pleasant warmth' or 'create a dim glow, similar to a lit match' isn't game breaking.
Oh, and you can't move and cast a spell on the same turn.4 All the gesticulating, you see.
Spell Recovery
There's still the problem of magic-users getting back their spells far too quickly compared to hit point recovery. Allowing one spell to be regained per night's rest works out about right; the magic-user will regain all their spells more quickly than the fighter regains their hit points, but only by a factor of two or so. Here, I'd say that spell recovery should generally respect level progression, with lower-level spells recovered before higher-level ones.
More Linear?
Taken together, I think this gives a magic-user that better embodies the fantasy at low levels, through the Read Magic, Detect Magic, and Counter Spell abilities. The power is reined in slightly at higher levels, resulting in magic-users who are slightly less world-changing.
Yes, it's still basically Vancian. Which feels like a bit of a cop-out. But the flavour of the classic magic-user feels basically just right - just a dash of seasoning and a little garnish needed to make the dish what it needs to be.
1: Clerics are another (more complicated) matter.
2: The counterspell mechanics from newer editions are either uselessly clunky (3.5e) or too powerful (5e).
3: Or Will, when I get around to my take on ability scores.
4: Getting the impression I'm B/Xifying Chainmail and OD&D yet?
Sunday, 1 December 2024
Thoughts on a Skill System
As is tradition, I've been redesigning the Thief1. Probably nothing novel, I may or may not post it the end.
But I'm drawn to a 2d6 skill system. Why? Partly because of the pleasing bell curve effect - a novice might succeed, a master will almost always succeed. And that eases itself into allowing some advanced thief abilities, i.e. the notorious 'climbing upside down and horizontally, voice skills such as mimicry and ventriloquism, and other skills of deception'. Yes, I have thoughts in that direction.
But there's another reason. Building on Dyson's d6 and 2d6 Thiefin' for Basic Dungeons & Dragons, the 2d6 range lends itself to adding ability modifiers to the roll. Specifically, for a roll-high 2d6 system:
- A 1-in-6 chance requires a roll of 10 or higher
- 2-in-6 requires 9 or higher
- 3-in-6 requires a 7 or 8 - there's no clean way to get a 50/50 outcome on 2d6
- 4-in-6 requires a 6 or higher
- 5-in-6 requires 5 or higher
Why are those numbers important?
Well, if one uses the B/X ability score modifiers, the maximum modifier applied is ±3. Which means, if trying to roll a 1-in-6 chance, even a particularly inept character (with -2 in the relevant ability) can succeed on a natural 12. And if trying to roll against a 5-in-6 chance, a particularly adept character (with a +3 in the ability) is guaranteed to succeed.
Placing success at a modified roll of 10 or more works pretty well with Dyson's table - converting his target numbers to skill modifiers - and also with Open Doors as a skill modified by Strength. Those who are foolish brave enough to delve in dungeons will tend to have some aptitude in this region - a +2 works out about right.
This means that while ability scores are helpful, skill matters more. Even a particularly inept 1st-level Thief, with a +5 to Climb Sheer Surfaces but a -3 to Strength2has a +2 - i.e. about a 3-in-6 chance - of success. They may be feeble, but they know some tricks.
Yes, I know that skill systems create all sorts of issues. We'll get there. But B/X has a skill system anyway. It just doesn't tell you about it. If you're going to have a Thief, you need to address those issues. We shall get there.
Sunday, 17 November 2024
Arcane Practitioners of the Sunset Isles
This month's RPG Blog Carnival, hosted by Forsaken Garden, takes Haves and Have Nots as a subject. This actually aligns with some of my setting thinking for the Sunset Isles, which I envisage as an intensely class-based society - almost, but not quite, a caste system. Manorialism and seigneurage - the systems which create what is described as ‘feudalism’ - are order of the day. The setup owes a certain amount to Skerples on the Three Estates, though my treatment differs from his.
For the purpose of this writeup, I'm largely concerned with human society. It's an unapologetically humanocentric setting. I've not decided yet whether to run this setting using race-as-class, and I'm not even entirely sure which demihumans are even present. But for the sake of discussion, and where relevant, this assumes the classic seven B/X classes.
Likewise, the Faith isn't yet fully defined. It's probably polytheistic with an emphasis on orthopraxy over orthodoxy. See Practical Polytheism for some thoughts on what that means. It's not trying to root out schisms and burn heretics, though, which is a little boring. There again, the god of thunder hurling actual bolts of lightning might make up for that, and it opens the door to all sorts of cults1.
There's a lot to unpack here, so I'm going to focus on magic. There are three real routes to arcane magic in the Sunset Isles. Through the Faith, through apprenticeship, or through witchcraft. But first, let's briefly discuss divine magic.
Burn the Cleric!
First off, divine magic - that is to say, Clerics - is considered dangerous blasphemy. It is not the place of mere mortals to treat directly with gods. And, moreover, it is downright dangerous. If myths have taught the people of the Sunset Isles anything, it's that when people come to the attention of gods, it goes Very Badly Indeed for the world. The mythology isn't in any way worked up yet... but look at what happened when Paris was merely asked to settle an argument between Hera, Athena and Aphrodite. Sure, observe the proper rituals, offer the correct powers - but if you talk to the gods, and they talk back, you'd better be scared.
As a result, anyone professing to have dealings with the gods is likely to be persecuted by the Faith. In extremis, things like autos-da-fé are quite possible. If anyone were foolish enough to practice divine magic openly, that is. Instead, Clerics and their ilk do one of two things. They conceal their magical abilities. Or, they pretend to be Magic-Users, usually either Sanctioned Wizards or Witches. Since meaningful magical power isn't commonplace, the average person isn't likely to know that purify water isn't a spell known to wizardry. They'll just be grateful they've not got dysentery.
Which brings us around to the meat and potatoes of this. Magic-Users.
Sanctioned Wizards
The Faith is easily the most socially acceptable source of magical learning. It's really quite respectable, even. They have whole monastic colleges dedicated to the study within the great Universities of the Isles. The Faculty of Arcana sits alongside Theology, Law and Medicine as one of the respectable subjects for a scholar to study, having completed their mastery of the Arts.
Sure, you have to make a suitably large donation to the college - a couple of manors or something similar will usually do - even to be accepted as a novice. Then you have to deal with the junior orders making your life miserable. Because what kind of boarding school-cum-cum-monastery would be complete without hazing. But eventually you get to take your vows and actually start learning magic.
At least, in between copying out spells, preparing reagents, and (for some reason the Archmage won't explain) sweeping the cloisters anticlockwise in 6/8 time. In time, you will progress through the degrees of Arcana, hopefully culminating in recognition as a Doctor of Arcana. This qualifies you to practice as a Sanctioned Wizard, with the full approval of the Faith, and committed to a life of secluded learning and worship within the college - unless, of course, their abilities are needed elsewhere in the service of the Gods.
Sounds great, doesn't it?
Wizards Anathema
Well, not for everyone. Every now and again, a Sanctioned Wizard wraps up their spellbook in a spare robe, dons a pointed cap, and sets off into the wider world looking for adventure. Having turned their back on the Faith (or at least their college), these wizards are declared Anathema, and adventure usually finds them. Equally usual is that they discover that, actually, adventure involves long hours, constant danger, and little reward. Whereupon there are plenty of nobles who are quite willing to provide generous rewards, a nice safe tower to work from, and ask only for the occasional casting of locate object when a passing dragon has pinched their favourite crown. Sure, they can't exactly quit, on account of all those nice men with shiny armour and pointy spears who come find them if they wander off. But the bars on the windows are lovely and gilded.
Once in a while, a Wizard Anathema discovers that they're actually quite good at the adventuring thing, and it's not nearly so horrible once you've learnt the tricks of the trade. These fortunate individuals have a tendency, in time, to build their own towers. This time, with no bars (though the gilding is often present elsewhere), and the armed guards are looking outwards. It's all rather civilised, even if they're not exactly in the habit of explaining what the tower is actually for.
In either case, while secretive about their knowledge, Wizards Anathema also love showing off how clever they are. Which means either picking fights with other Wizards (this is about as safe as playing dodgeball with hand grenades) or picking an apprentice. Apprentices have the great advantages of (a) being easy to impress, and (b) being free labour. All you have to do is feed them and teach them a few minor enchantments. Eventually they either wander off to have their own adventures, or show enough promise that some other noble offers them a tower of their very own.
Of course, if lots of one's former apprentices go on to good jobs.... well, that just means you taught them well. So successful Wizards Anathema can wind up having a lot of sway at court. They get more pay. Taller towers. And fewer spears pointed at them. All of which is to say, being a Wizard Anathema can be really quite rewarding, once you've got past the 'dead and/or captive' part.
Witchcraft
Contrary to popular belief, not all witches are old women living in huts in the woods. The converse, however, is likely to be true: a disproportionate number of old women living in huts in the woods are, in fact, witches. That's mostly because living that way without magic on your side is a good way to be eaten by a hungry owlbear.
In fact, witchcraft is just an oral tradition of arcane magic. Its practitioners are mostly ordinary people - peasants, artisans, the occasional merchant or noble. And, as a result, both the Faith and the nobility -and often successful commoners - hate witches. Exploiting the labour of others is much harder when they turn you into a newt, after all.
The result is that witches form themselves into a decentralised network of covens, each having at least three members, and no more than thirteen. New recruits to the craft are brought up within their coven, learning from their elders. As they learn, it is commonplace to move from one coven to another, gaining new contacts and techniques. Social pressures do mean that there are more female than male witches, perhaps in a ratio of two to one - men with an interest in the arcane have an easier path towards wizardry. But they are equally likely to be found in towns as the countryside - in fact, it is easier to organise a coven in a town - and there is no particular age preference for entering the craft.
Since most covens have connections to at least one other coven, the social ties within the community of witches are broad, but shallow - individual covens are communes of equals, regardless of social status. With no hierarchy, individual witches are do as they see fit, moving freely to wherever they are needed - or where they need to be. Which means that there's a reasonable chance (not high... but appreciable) of encountering a wandering witch, something which can't be said of wizards.
This even applies to the most powerful witches. Occasionally, some will seek to hoard knowledge and power, becoming reclusive - these are generally known as hags - but overwhelmingly, the greatest witches are at the centre of covens of those who benefit from their mentorship. Of course, these witches and their acolytes also attract the enemies of witchcraft.
Oh, and Elves?
Elves are weird. Best way to conceive of them is that the average Sunset Islander reacts to meeting an Elf about the same way you or I would react if Lancelot or Guinevere wandered down the street in full Arthurian regalia.
One aspect of this is that - quite unlike humans - it is expected that an elf will be capable of magic. Precisely how this skill is gained remains unclear, for elves do not appear to memorise spells in the same way as humans.2
It is understood that their arcane abilities are inherited, rather than learned, but that tutelage from another elf is required to fully realise them. Thus, the occasional elf raised outside elven society may not display any magical ability at all.
This is, if anything, even more unsettling to the Sunset Islanders. Because what is the point of a legendary being if they don't even have that which separates them from ordinary people?
Thursday, 7 November 2024
Thinking Ahead to 2025
Taking a leaf from Messages from the Far Havens, I thought I'd talk a little about the games I'd like to run in 2025. Partly to pin down some ideas, partly in hopes that by telling the blogosphere I might discover some accountability.
- Some kind of Old-School Essentials campaign seems pretty much inevitable. I have ideas coming out of my ears for one. Really just need to get a reliable table together - my attempts at regular gaming this year have been cursed by availability. Partly my own, to be fair. The idea of getting an open table going for a bit of dungeon crawling, wilderness exploration, and maybe eventually domain play is seductive... but one must learn to crawl before climbing a mountain.
- My wife is keen for me to run Scurry for her and some friends. This one just needs putting in the calendar, to be honest.
- I'd meant to run some Dungeon Crawl Classics one-shots this year. Seems unlikely to happen now, but the system is good fun and well suited to a beer-and-pretzels type game. Not that any game I run is likely to feature beer, and pretzels aren't my snack of choice. But you take the point I'm sure.
- The early mediaeval setting of BEOWULF: Age of Heroes really pushes my buttons, as does the amount of work that's gone into it. This one could well be a monthly(ish) game, and the design as a duet game helps with the whole scheduling issue.
- The simplicity of the Year Zero Engine is really appealing. Forbidden Lands has a reputation for being brutal, and the assumption of the system seems to be campaign play. But with a little thought perhaps a short campaign might work... and not depress everyone too much.
- Will this be the year I start my 5th Edition Grand Realms Campaign? Probably not. This might be my white whale.
- More board games with my wife. We have more than enough of them.
Wednesday, 9 October 2024
Return of the Hit Dice
Tuesday, 1 October 2024
The King is....Not Dead? Still?
Thursday, 26 September 2024
Robgoblin Reviews - Mycelia
The Kickstarter Fairies have been kind this month. Off the back of Kavango the other week, the latest arrival at the Goblinhole is Mycelia, the self-described Strategic Mushroom Game from Split Stone Games. We got the Deluxe edition, because we're suckers for upgraded stuff, and it's nice to support independent artists and designers.
In technically unrelated news, the Common Descent podcast has also just begun a three-part series on the palaeontology and evolution of fungi. What can I say, goblins like mushrooms. Even if they are freaky and weird.
Anyway, the Goblinette (Goblette?) and I have only played through once, but here's some initial impressions.
First off the bat, the name has caused some confusion. Evidently, a large publisher created a game with the same name at virtually the same time. This is the moody, earthy independent game, not the light and whimsical family game. Apparently a good game, just not the one I'm talking about. Anyway.
This one hits you with the earthiness as soon as you open... well, the box it shipped in. Because the outer box itself is dark green. It really suits the theme of the game, and stands out pretty well on our game shelves alongside generally lighter boxes. The box is sleeved, as boxes apparently are these days. Don't entirely get the desire, but then I'm a function-over-form guy a lot of the time. I guess it keeps stuff together and makes it look a bit tidier on a shelf.
Inside the box, the components are nice and tactile. Painted wooden game components are always nice, the card is a good thickness, and the double-thickness card player boards with cutouts for cards and conmponents are an excellent touch. The artwork is excellent, all produced by the game designer - apparently a person of many talents, as they've also handmade the premium all-wooden 'Opulent Edition' of the game, which I'm sure those with deeper pockets than me are enjoying.
The triangular game board tiles tesselate very nicely, and make sense with the game mechanics, but do suffer from the minor problem that triangles are really difficult to shuffle. Squares or hexagons wouldn't work as well mechanically, though, and you only really have to shuffle them once, so that's fine overall.
Gameplay seems intimidating at first, but is actually pretty simple. The core gameplay loop is to grow a mycelial network and fruit mushrooms. Or in gamist terms, get resource cubes onto the game board, then spend those resources to play cards. At the end of the game, each mushroom card played scores points.
Each turn, a player gets to take two actions, which must generally be different
- Draw a new tile to expand the player board
- Move their mother mushroom (player piece) to contest control of the board
- Play spores (resource cubes) onto the board, one cube per tile, from a player's piece or
- Spend spores from the board to play a card and place a mushroom piece onto the board
- Draw a new card to their hand
- Decay (expend) a card to gain a bonus, sacrificing a mushroom piece from the board to do so.
Saturday, 21 September 2024
How to Cause Wounds and Mutilate Corpses
Hit Points
When a character takes damage to their Hit Points, this always reflects some actual, though trifling, wound which saps the character's fortitude. It will be seen from the increasing numbers of Hit Points as characters gain levels that they are increasingly unconcerned by such trifles. Nonetheless, each blow landed offers an opportunity for acid, poison or the like to take effect.
When a player character is reduced to 0 Hit Points, they are not yet dead - though at this point every blow becomes potentially mortal, as discussed below. If using Critical Hits - however you choose to define them - these may have bypass Hit Points entirely and have a chance of directly inflicting a mortal wound. This offers the opportunity for a deadlier, more exciting game.
Monsters and non-player characters will generally die (or at least be out of the game) at 0 Hit Points. The Referee may choose to allow dragons, important non-player characters, and the likes to roll for injuries.
Injuries
When a character reaches 0 HP, roll on the Injury Table with a penalty equal to the damage in excess of that required to reduce them to 0 HP. Some results on the table do not automatically result in the character being removed from combat - especially if their foe has marked them for death. In this case, each subsequent hit requires another roll on the Injury Table, with a penalty equal to the full amount of damage received. It will be obvious that surviving a blow once at 0 HP is unlikely - though possible, if the character has luck.
Injury Table (Roll 2d6)
1 or Less: Grisly Death. Body so spectacularly destroyed that only a resurrection or wish spell can bring it back to life
2: Instant Death: Decapitated, or similarly grievous wound. No hope of survival.
3: Mortal Wound. Disemboweled, stabbed through the heart, etc. Dead in 2d6 rounds. Save vs. Death or unconscious until death.
4: Slow Death. Internal bleeding, punctured lung, or other similar. Dead in 2d6 turns. Save vs. Death or unconscious until death.
5: Lose a limb: Roll to determine limb affected. If head rolled and no helmet worn, treat as Instant Death. If body rolled and no armour worn, treat as Mortal Wound, otherwise dead in 3d6 turns from blood loss. Takes 3d6 weeks to recover from wounds. Save vs. Death or unconscious until death.6: Paralysed: Devastating blow damages your spinal cord. Roll to determine loss of muscle and sensory function. 1-3: legs; 4-5, waist down; 6, whole body. Save vs. Death or unconscious for 3d6 turns.
7: Broken bone: Roll to determine location. 3d4 weeks to heal. Save vs. Death or unconscious for 3d6 rounds. If head is struck, no helm is worn, and save is failed, unconscious in coma until healed.
8: Knocked Out: Unconscious for 2d6 rounds and helmet destroyed. If not wearing a helmet, treat as Broken bone: head.
9: Stunned: Cannot take actions for 1d4 rounds and helmet destroyed. If not wearing a helmet, knocked out for 2d6 rounds instead.
10: Flesh Wound: Ouch. This one hurt. Cannot take actions for 1 round. If not wearing armour, cannot take actions for 1d4 rounds.
11: No Effect: You got off lightly this time.
12 or more: Adrenaline Surge: You gain 1d4 hit points per hit die. At the end of combat, you lose these hit points, and suffer a -1 penalty to all rolls. This penalty increased by a further -1 for each round of combat in which you act, and reduces by 1 for each turn you completely rest.
Hit Location (d6): 1, left arm; 2, right arm; 3, left leg; 4, right leg; 5, torso; 6, head.
Clearly, wearing a helm is a good idea. Why wouldn't you? That's a matter for when I talk about armour. But in short, can't see well, can't hear well, look like you're after a fight. Not getting hit is even better, which is why Shields Shall Be Splintered.
Other Death and Dismemberment tables are available. I like the 2d6 ones; this one owes a lot to Robert Fisher, Trollsmyth, and Troll and Flame. But make your own to suit your preferred level of carnage. Or add modifiers to the roll: Constitution makes sense.
Players should track each wound received by their characters, along with the time taken for them to heal. While a character is wounded, the character's recovery of HP is reduced by 1 HP per night of rest per wound, to a minimum of zero. If a character has the misfortune to suffer multiple serious injuries, the recovery times are not cumulative: wounds will recover in parallel.
I've intentionally not listed ways of treating wounds. An imaginative party can find ways to do it; the Referee should adjudicate them reasonably and fairly.
Recovery
HP is recovered at a rate of 1 HP per night of sleep, generally comprising six to eight hours in one or two stretches, possibly with a period of keeping watch. In a normal low-level party of four fools with swords adventurers, eight hours will allow one person to keep watch while the other three sleep.
If you are able to get a good night's rest - undisturbed, well-fed, warm, and in a proper bed - this increases by 1 HP per night. This will usually require that you spend the night in someone's home, an inn, or something of that nature, though a sufficiently wealthy party may be able to achieve this in the wilderness. Any requirement to keep watch or subsist on iron rations rules out a good night's rest. Note that in the common room of an inn, undisturbed sleep cannot be guaranteed!
If you receive attentive care, this increases by a further 1 HP/night. A nurse can only care for one injured person at a time, and is unable to rest while they do so. In extremis, one party member might nurse another, at the expense of their own rest and recuperation, though normally it will be necessary to seek aid elsewhere. This allows for recovery of a maximum of 3 HP/night. At the Referee's discretion, higher rates of recovery might be possible with the attention of a skilled physician, though this should come with a significant cost to the character's purse and at some risk to their health.
Those who are quick with numbers will note that if a character has somehow accumulated 3 wounds and not died yet, they will likely incapable of recovering hit points at all until their wounds heal. This isn't a system suitable for a 'save the world before next Tuesday' campaign. Long gaps between adventures, or stables of characters, are going to be essential.
Magical Healing
Healing magics, however administered, knit wounds together quickly and crudely. They may be quite sufficient to mend minor cuts and scrapes, though the crudeness of magic for this purpose means that scarring is almost inevitable.
In game terms, this means that the likes of cure light wounds are able to restore hit points. But they cannot cure Injuries received via rolling on the status table. A spell such as regenerate might do the trick, though at a cost - for serious wounds, healing magic is really quite inadequate to the task.
These spells will merely reattach flesh and bone in the position where they lie. In this case, scarring is inevitable, and worse deformations are possible if (for example) a broken bone is reset while the limb is contorted. The character may, at the referee's discretion, continue to suffer some of the detriments of their injury - for instance, a badly-set broken arm may still be unable to wield a weapon.
In this case, a true cure, if possible, will require the attention of a surgeon or physician with the skill to safely operate on the casualty. This is likely to involve inflicting fresh wounds on the character: breaking a badly-set bone, for example. And that, in turn, means more time out of action, waiting for the wound to heal, and potentially catching some nasty disease.
No, magic might be a useful way to stay alive long enough to reach proper medical care. But that's really all it is. Go visit your doctor, folks.
Sunday, 15 September 2024
Gaming Round-Up #1
What's been happening in the Goblinverse since I last wrote. Or at least, wrote like I meant it.
New Acquisitions
- Mazaza Games's Kavango, of which more later.
- Ben Milton's The Waking of Willoughby Hall
- Blackwell Games's For Small Creatures Such As We, Delve, and Rise
- Lost Pages's Beyond the Pale.
- MacGuffin & Company's From Hell's Heart I Stab At Thee
- The Merry Mushmen's Nightmare over Ragged Hollow, Raiding the Obsidian Keep, and The Horrendous Hounds of Hendenburgh, as well as Knock! #2 and #3.
- Twelve Pins Press's The Witch Of The Westmoreland
- Yochai Gal's Cairn 2e Players Guide.
D&D 5th Edition
Old-School Essentials
Tabletop Scotland
Kavango
Thursday, 22 August 2024
The Tunnels
1d6 Celestial Phenomena
Eldritch Fields requested 1d6 celestial phenomena for the OSR Discord's 2024 Secret Santicorn 1 . Also, the Goblette (Goblina?) has rem...
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It's fairly likely that your favourite fantasy roleplaying game has, buried in the rules somewhere, an assumption that you're using ...
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The theme for this month's RPG Blog Carnival is It's Not Easy Being Green , which sounded interesting. So here's a mini-campaign...