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Talysman the Ur-Beatle
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Talysman's posts

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My suggestions on designing puzzles for dungeons: avoid riddles except as an extra clue to a puzzle, focus on simple puzzles of three types: One of These Things is Not Like the Others, Analogies/Relationships, and Memory Games. There may be another equally simple puzzle type, but none are coming to mind right now. Most other potential puzzle types seem to be about obfuscation or increased difficulty for these three, for example forcing players to remember something outside the dungeon instead of something they saw in another room.

Anyone have any ideas about puzzles that don't fit one of those types? Or variations on the three?

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My latest suggestion for reusing the magical research rules: use it for improvements to a barony.

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A recap of my comment in a forum thread about legendary weapons. Legendary weapons aren't enchanted by a wizard, but become magical because of heroic deeds. Again, I went with reusing the magic research rules to cover investment costs and to set a chance for becoming legendary.

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I wrote something up about holy shrines. The basic idea: don't give NPC priests levels, just assign the spells/miracles to the shrine instead. One benefit of this that I didn't mention was that it encourages adventure: if you want to cure disease and don't have a cleric that can cast it, you don't just find any old NPC cleric, you seek out the shrine known for curing disease. It's a place you have to travel to, not something you can advertise around town for. And if you want a local shrine that will provide multiple services on demand, consider investing in a shrine and praying for the miracles you need.

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I discuss a way to allow non-magic-users to cast spells by using scrolls. This is aimed at designing worlds where most of the population is normal (Level 0) and only the PCs and a handful of NPCs have class abilities, while still including some kind of magic. Also, it's "realistic", in the sense that it resembles the kind of magic people believed in, historically.

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Because +Erik Tenkar​ used the term "Lawful Stupid" when he posed a discussion topic about alignment, I started to complain... then I decided that what was really needed was better support for noble acts, So I wrote up a rough draft of a Virtuous Acts Reaction Table that you'd roll whenever a character did something noble against their own best interests.

#dnd #alignment



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It's finally done: Our Infernal Neighbors: Simple, Alternate Otherworldly Creatures for a Cosmos without Planes. This is material I did on my blog a while back to simplify the demons and devils, fit them into a single-axis Law/Chaos scheme, and get rid of the Big Wheel of Planes. Instead, demons and devils live underground in an ethereal or astral state.

I rewrote a lot of the material and added a bunch, mainly The Fae as an "infernal" faction that lives inside hills, in the clouds, or at the bottom of lakes. And now it's a free PDF.

I'm getting better at this LaTeX thing. At least, I'm starting to recognize which errors mean I misspelled a command and which are caused by missing \\ in tables.

And it only took me half an hour to figure out that one table's rows were stretched out not because I had the wrong width for a minipage, but because I used an asterisk instead of an ampersand.

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Hi all,

Just released a free PDF of a combo ability score generation method and random background event table for player characters. The method? Either 3d6 in order, or pick whatever scores you want and then roll on the table.

This was previously on my blog, but the PDF version may be more useful.

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I wrote up something about adversity rolls, basically one approach to Constitution checks, and how to use them to handle a simple disease system. But probably the most useful thing to people in general would be my reimagining of ear seekers and rot grubs to make them (a) simpler to handle, and (b) not a screwjob.

*Ear Seeker*, 3 dice, attack targets ear, damage > Con = deafness, weekly 3d6 adversity roll or reaches brain/puts in coma, second failed adversity roll = death.

*Rot Grub*, 3 dice, attack targets exposed flesh, damage > Con = burrows into flesh, weekly 3d6 adversity roll or reaches heart, second failed adversity roll = death.

Still nasty, but you have time to find a cure. 
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