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Showing posts from May, 2020

Basic Fantasy Combat via Maptool

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The framework I've created for BF is relatively simple. After I create a token, I can define its attributes, one of the most critical being its attack forms. On my Campaign window (Maptool gives you several windows, one of which is a blank canvass where you can store macros accessible to your players), I can press this button to launch a macro with a token selected, which will prompt me for the name of the attack and damage dice to roll.  After all the attacks are defined, I can click another button, visible in the first image above, 'NPC Attack', and the results will spit out to Maptool's chat window.  I eyeball this output and compare it to the targets' AC.  I use a different macro, visible in the first image above as 'New Weapon, to assign a weapon to a PC. I've programmed a slightly different input screen for this, as you can see: Whenever a PC makes an attack, they get a prompt asking for which weapon should be used. Ability bonuses or penalties are add

Current Basic Fantasy Game

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Here's how we currently are using Maptool to play our Basic Fantasy games. Like any software, Maptool continues to evolve, as does my macro framework for playing the game. Having said that, the macros we use have remained pretty stable over the past year or so. If you're not yet sold on using a VTT for gaming, hopefully this post will peak your interest. Hovering a mouse over a token reveals the most relevant stats for a character. You can customize this summary in whatever way you wish for your game. I've tried to arrange this info into the most compact and sensible way possible.  If you're a gamer, many if not most of these abbreviations are obvious. I've coded the framework so that a lot of the info can be referenced automatically instead of needing to be manually input. The BAB is a great example. Base Attack Bonus is derived from Hit Dice (HD or level) and from the character class. My framework can calculate the BAB on the fly for display. I should also note th

Undead Should be Frightening

 Innumerable folks have pointed out that the undead in fantasy RPGs aren't particularly intimidating. Sure, they have a few immunities, but otherwise, a regular animated skeleton isn't mechanically much different that the garden variety orc.   Part of this problem could certainly be solved with placement. Again, as others have mentioned, let undead monsters rise up from pools of water or other airless spaces, to better emphasize their un-living nature.   One idea I've been chewing over, for non-sentient undead at least, is to change how they can be damaged. In movies, zombies can lose limbs, eyeballs, even legs, before they're finally stopped. You can beat the pulp out of them, but they still keep coming!  Now, lots of rules systems have introduced various damage reduction schemes for undead already, such as skeletons taking half-damage from slicing weapons. But, I had an idea beyond mere damage reduction.   What if, after players roll their weapon damage, the GM rolls

Running a Dominion in Fantasy RPGs

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  While I adore the original domain management rules in the D&D Companion set, they always felt incomplete to me and needlessly complex. For example, extensive rules are given on how to account for expenses for a baron getting a visit from his king, but there’s no breakdown of how players can spend resource income. The rules mention trade routes and tolls as something that could be valuable to a dominion, but there’s no specifics on how to incorporate them in a dominion’s statistics.     And forget scalability! Can you imagine rolling for hex resources and population changes for every hex in an empire?   What I propose instead is a much more abstract system, where a dominion consists of jurisdictions, or portions, that happen to be under direct rule. When establishing a dominion, roll a d100 for each province (whether a hex, a duchy or an entire kingdom) for resources. This die roll is multiplied against several factors that then determine resource production. These resources c