Search found 218 matches

by BanjoJohn
Sun Sep 04, 2016 8:28 am
Forum: Judges' Forum
Topic: healing potions etc.
Replies: 5
Views: 24352

Re: healing potions etc.

I kind of like the idea of some kind of tonic or concoction that is rare that doesn't heal hitpoints, but could give the player temporary hitpoints for the day, but they feel sick the next morning. I also like having salves or balms that increase the natural healing rate from resting a day. As far a...
by BanjoJohn
Sun Sep 04, 2016 8:23 am
Forum: Characters
Topic: The Mystic: The First Class
Replies: 8
Views: 19762

Re: The Mystic: The First Class

Yeah, with so many editions of D&D and then games like DCC, pathfinder, and who knows what else all using d20 systems it can blend together. I'd like to see your updated Mystic when you have it ready.
by BanjoJohn
Sun Sep 04, 2016 8:20 am
Forum: Characters
Topic: The Treeperson: My Second Class
Replies: 4
Views: 13012

Re: The Treeperson: My Second Class

I mean, these are tree-people, that implies living wood to me, which has sap and water and whatnot in the grain keeping things alive and damp. Maybe you could just lower the natural AC bonus instead of having the fire weakness?
by BanjoJohn
Sat Sep 03, 2016 4:21 am
Forum: DCC RPG General
Topic: worst level 0 character to make it through the funnel
Replies: 6
Views: 17798

Re: worst level 0 character to make it through the funnel

My level 0's that survive tend to have negative ability modifiers for the things they can do as part of their professional training. And I've yet to have a character with a positive stamina modifier.
by BanjoJohn
Sat Sep 03, 2016 3:49 am
Forum: Characters
Topic: The Treeperson: My Second Class
Replies: 4
Views: 13012

Re: The Treeperson: My Second Class

Here are my thoughts Weapons: you can make the list of weapons shorter if you change (shortsword, longsword, two handed sword) to just (sword(any)), you can change (longbow, shortbow, crossbow) to (bow(any)), (battleaxe, handaxe) to (axe(any)). This can be good to just shorten the list down a bit, m...
by BanjoJohn
Sat Sep 03, 2016 3:27 am
Forum: Characters
Topic: The Mystic: The First Class
Replies: 8
Views: 19762

Re: The Mystic: The First Class

Here are my thoughts: Armor, none of the original classes are proficient in armor, it just lists what they might prefer to stick to because of armor check penalties applying to spellcasting for elfs and wizards, and applying to stealth rolls for theifs. You could change the wording to reflect that t...
by BanjoJohn
Wed Aug 31, 2016 2:25 pm
Forum: Rules discussion
Topic: Monster Damage Modifiers
Replies: 1
Views: 6418

Re: Monster Damage Modifiers

For dragons, page 406 tells you what you need to know for saving throw modifiers. I'm guessing dragons don't get damage modifiers because of all the other stuff they have. Demons page 404. Although you dont even get their saving throw modifiers. Some demons that are 'known' do have some pattern of d...
by BanjoJohn
Tue Aug 30, 2016 5:10 am
Forum: Rules discussion
Topic: Spears and thrown weapons in general
Replies: 4
Views: 11066

Re: Spears and thrown weapons in general

Yeah, but Harley Stroh seems to enjoy having spears thrown, and still do 1d8 damage, instead of using javelins which do 1d6 damage. Hmmmm.
by BanjoJohn
Sun Aug 28, 2016 6:18 pm
Forum: DCC RPG General
Topic: Funnel Advice | How many monsters in an encounter
Replies: 3
Views: 7495

Re: Funnel Advice | How many monsters in an encounter

I haven't come up with a good rule myself, although I always have the gatehouse beastmen run into the tower after the players have gone into the courtyard, they always spend so much time checking out the courtyard they never go right away to the tower despite the warning signals the beastmen give of...
by BanjoJohn
Sun Aug 28, 2016 5:36 pm
Forum: Rules discussion
Topic: Spears and thrown weapons in general
Replies: 4
Views: 11066

Spears and thrown weapons in general

So I've noticed in some of the modules I've read and in Purple Planet content that some monsters/traps are able to throw spears, instead of say.. javelins. They aren't really designed to be thrown given the rules for them in the main book, but have people just moved towards allowing their players to...
by BanjoJohn
Wed Aug 24, 2016 4:12 pm
Forum: Characters
Topic: Elves, Armor & Weapons.
Replies: 21
Views: 86811

Re: Elves, Armor & Weapons.

On the subject of Bronze. I would like to weigh in on some game mechanics. Bronze itself would be just as effective as iron in short term use, unless it comes up against iron armor and weapons which will dent dull and cut through the bronze easier than it would against other iron counterparts. But b...
by BanjoJohn
Tue Aug 23, 2016 2:03 pm
Forum: Rules discussion
Topic: Reload Times for Crossbows
Replies: 2
Views: 8918

Re: Reload Times for Crossbows

The shortbow, crossbow, and longbow all have the same damage, the only difference is their price, and their range brackets for short/medium/long ranges. No mention is ever made of needing to reload for any ranged weapons to differentiate them from melee weapons, so rules wise, they take no special a...
by BanjoJohn
Tue Aug 23, 2016 1:11 pm
Forum: Rules discussion
Topic: A few rules questions...
Replies: 4
Views: 11242

Re: A few rules questions...

Actually I don't think that information about Luck and Crits is correct. As far as I can tell PCs do not apply any modifiers to the crit roll so they cannot get the '0 or less' result. The players Luck mod affects crits rolled against them, so monsters can get to 0 and go in to battle rage. Players...
by BanjoJohn
Mon Sep 28, 2015 3:47 pm
Forum: Rules discussion
Topic: Questions out of idle curiosity for the group think.
Replies: 5
Views: 8946

Re: Questions out of idle curiosity for the group think.

Well. on table 1-1, it specifically says personality for clerics on the max spell level section, so if clerics got bonus spells it would mention it as well. As for the wizard spells known, it would appear that this table applies when you are level 1, so it would be 1st level spells that you know whe...
by BanjoJohn
Tue Sep 22, 2015 8:28 am
Forum: Characters
Topic: Are wizards too powerful in your campaign?
Replies: 26
Views: 134119

Re: Are wizards too powerful in your campaign?

A mysterious comet appears in the sky! suddenly every character's birth sign bonus gets revered, because I'm guessing your refferal to luck bonus means the wizards have the birth sign for spell casting and have a + modifier? Maybe this comet drains the spellcasting rolls of all arcane magic by a sig...
by BanjoJohn
Tue Sep 22, 2015 7:19 am
Forum: DCC RPG General
Topic: Cleric's "Unholy Creatures"
Replies: 9
Views: 12146

Re: Cleric's "Unholy Creatures"

I feel like the list is restrictive, and the nature of this campaign are both combined to make a less than optimal situation. Edit: Just taking a loot at the list for each: Law: un-dead, demons, devils, chaotic extraplanar, monsters, chaos primes, chaotic humanoids and dragons Neutral: animals, un-d...
by BanjoJohn
Mon Sep 21, 2015 2:49 pm
Forum: DCC RPG General
Topic: Cleric's "Unholy Creatures"
Replies: 9
Views: 12146

Re: Cleric's "Unholy Creatures"

a few times, yes, but encountering chaotic humanoids seems to be the norm, at least in situations where combat is unavoidable. I've ended up just defaulting to 'word of command' instead of even attempting to use 'turn unholy'. The only targets listed that you could even attempt to turn that aren't s...
by BanjoJohn
Sun Sep 20, 2015 6:19 pm
Forum: DCC RPG General
Topic: Cleric's "Unholy Creatures"
Replies: 9
Views: 12146

Cleric's "Unholy Creatures"

So I've been playing a Chaotic Cleric for almost a year about once a week, and it could just be the setting and 'creatures' we have been coming up against, but I find the list of turnable monsters listed on page 32 to be much more restrictive than the lawful or neutral clerics. Has there been any di...

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