Skip to main content


Showing posts from June, 2018

Books are OP

Books are awesome. I love a good book. I love carrying books around in my bag, and thumbing through them on an airplane or on the couch with a cup of tea. Books are magical and should be included as an awesome item in my favorite game… So here we go. Fantasy Library by mobiusu14 Books in Dungeons and Dragons For any book you have read and you have in your possession , you may reference it to find useful information. Book Level :  Cost - Weight 0: 25gp - 5lbs 1: 50gp - 6lbs 2: 100gp - 7lbs 3:  500gp - 8lbs 4: 1000gp - 9lbs Books can be used for various in game benefits. The trade off is that carrying a book with you into a dungeon can take up a lot of space and weight in your pack, and thumbing through books in a dungeon requires time and a source of light. I don’t recommend DM’s use these book rules unless they are also taking strict records of weight, encumbrance, light and time. Reading a book : 2d6 days per level of the book. Subtract your Int mod

Braving the Wilds : Part 2

Braving the Wilds : Part 2 - Player Actions See Part 1 for just how we got here. I wanted to create a system that provided a menu of options for wilderness exploration that provide difficult choices and would thematically replicate the iconic fantasy journey… but for this to work, we need two things. A wilderness to explore, and a set of actions the players can use to explore it.  On Adventure Paths Often exploration happens in-between the adventure hook and the goal. The players hear of a dungeon full of treasure and resolutions to their plot hooks. They travel to the dungeon to forward their goals, and they come back to town to see the resolution of those goals. The wilderness in between is a hinderance at best.  If you are running this ‘adventure path’ style of gameplay then this is more than sufficient. Maybe you add some flavorful description to give the players some feeling of what they wilderness is traveling through is like, but you certainly don’t want to was