'Minimum Viable' D&D, and a handful of regular updates
My wife (who has been referred to in the past as 'R' here) and I were at my parents' house for a few days over the holidays because of water outages in our apartment due to shitty-ass weather and I was craving D&D but didn't have any polyhedrals or books or anything with me, so I threw together the basics of a very simple version of D&D - like, what I'd call minimum viable D&D, designed for one-shot play pretty exclusively, with sessions being limited to maybe 2-3 hours. It just uses d6s, since that was all we had on hand. I even threw together a basic dungeon generator to mitigate the fact that I was too tired to write an adventure (and didn't have a notebook with me to write it in) and didn't have any modules on hand to run.
I ended up not getting the chance to use it then - we had plans to play it the next day and then the water came back that night so we were able to go home and life went back to normal, but I'm fairly proud of what I threw together. I showed it to a few friends and a couple of people suggested I throw it on here for y'all to enjoy, so I decided I would.
In other news, well... not much. Haven't gotten to play D&D/lotfp at all over the holidays because shit has been so hectic, but my whole group and I have gotten really into Classic Battletech, so we've been playing that a lot. I'm working a bit on some mechanics for a Classic Traveller campaign I'm going to run eventually that integrates Battletech rules to add mech combat into Traveller - a little simplified, with smaller formations and a little jankier tech so that mech fights don't eat up the entire session, but straight-up using Battletech for when the mechs come out all the same. I'll probably post more about that as I work on it.
Next month we're going to be starting a Blueholme/Holmes Basic campaign that E is running. I'm playing a worm cultist cleric and I'm very excited. Not sure if I'll be doing full recaps for it, but I might. E has described our intro scenario for the campaign as being Uzamaki and Fatal Frame-inspired, so I'm betting it's going to be delightfully insane. After that (which, like, might well be a year or so, we'll see), I'm going to be running the Call of Cthulhu investigative sandbox I've mentioned on here before, using 2nd Edition Call of Cthulhu (god that reprint box set is so fucking pretty and it runs so well), set in the early 1980s - a sequel to the grindhouse fish-rape island scenario I ran to test the mechanics a couple of months back, using the same PCs but 10 years older (the other scenario was set in 1971) since they both survived.
Gonna try to get back to posting here more often. My head is buzzing with all kinds of gaming-related shit that I'd love to put down on paper at some point, but shit has been busy lately and I haven't had much time.
Anyways, enough about me, time for the minimalist D&D thing I made:
Minimalist D&D
Three stats:
Strength - melee attacks
Dexterity - ranged attacks
Intelligence - spellcasting
3d6 down the line, swap two if you've got a really strong idea.
<8 = -1
8-12 = +0
13-18 = +1
>18 = +2
Three classes:
Fighter - d6+2 HP, +2 to melee attacks.
Magic-User - d6-1 HP, d6-2 spells from the below list, each can be cast 1/adventure
Thief - d6 HP, +2 to two dungeoneering skills
Three saves: Magic, Non-Magic, Trap
Fighters get +1 Non-Magic, +1 Magic.
Thieves get +2 Trap, +1 Non-magic, -2 Magic.
MUs get +2 Magic.
Most PCs are human, but if you want to play a nonhuman, it can be worked out as +2 to one stat and -2 to another.
MU spell list - roll 2d6
2 - Magic Missile - 1d6 dmg
3 - Shield - +2 Armor
4 - Sleep - 1d6-1 creatures fall asleep for 1d6 turns
5 - Feather Fall
6 - Spider Climb
7 - Knock
8 - Fireball - 1d6-1 dmg in 30 feet
9 - Detect Law/Chaos
10 - Comprehend Languages
11 - Light - light as lantern for 6 turns
12 - Web - trap enemies in 20ft radius on floor. Strength check to escape but it takes their whole turn.
Spellcasting:
2d6 + Intelligence bonus
<6 = spirals out of control
8+ = success
>10 = spell works better than usual (3 missiles for a magic missile, duration stuff
lasts longer, sleep works for 2d6 turns, etc.)
Everything else is handled through 2d6 + stat bonus rolls. Typically, an 8+ is a success.
Combat:
D6 side based initiative. All weapons do 1d6 dmg. Armor increases the TN.
Leather is TN 9, Chain is TN 10, Plate is TN 11. Shield is +1 TN from the front.
At 0 HP, you're unconscious and injured. At -1 HP or lower, you're dead.
Gear - 3d6 rolled 4 times.
Fighters get a melee weapon of your choice and an armor. D3 roll for armor. 1 = Leather, 2 = Chain, 3 = Plate.
MUs get a spellbook and dagger.
Thieves get a ranged weapon of choice and have a 50% chance of leather armor.
3: Shield
4: Knife
5: Bow and 10 arrows
6: Sword
7: Lantern with 6 turns of oil
8: 18 turns of oil
9: 50 ft of rope
10: 2 Torches
11: 10 Arrows
12: Marbles
13: Silver Mirror
14: Grappling Hook
15: 10 foot pole
16: Crowbar
17: Drill
18: Spyglass
The Dungeon
The dungeon is controlled by (2d6):
2: Deep Ones
3: Zombies
4: Wights
5: Elves
6: Eldritch abominations
7: Goblins
8: Spiders
9: White Apes
10: Kobolds
11: Proto-humans
12: Mindflayers
...who answer to (2d6):
2: a dragon.
3: a demilich.
4: a shoggoth.
5: space aliens.
6: a troll warlord.
7: a basilisk.
8: a dead god.
9: the void.
10: their own greed.
11: a vampire.
12: an elder thing.
Dungeons have 1d6+4 rooms.
2d6 traps. Use 3-4 per dungeon.
2: Pit trap
3: Pit trap with spikes
4: Swinging blade
5: Green Devil Face
6: Poison Darts
7: Poison gas in locked room
8: Swinging hammer
9: Spikes in floor, pressure plate
10: Ceiling crusher
11: Explosive runes (2d6 in 10 feet when read)
12: Spear thrower
25% chance of a room being empty. 25% chance of a room containing treasure.
Encounters are 1-in-6 every 2 turns. +1-in-6 for each additional level down you go.
Dungeon modifiers (2d6):
2: Trapped: +2 extra traps
3: Empty: encounter checks only every 4 turns
4: Populous: Encounter check every turn
5: Treasure-Filled: 50% chance of room containing treasure
6: Vertical
7: Difficult Terrain: 1/2 move speed
8: Dark: Torches and lanterns burn out twice as fast
9: Verdant
10: Non-Euclidean
11: Cursed Treasure
12: Sentient Dungeon
Dungeon Room Generator:
Empty rooms (1d6):
1: Latrine
2: Dormitory
3: Closet
4: Prayer Room
5: Library
6: Bedchamber
Non-empty rooms (2d6):
2: Temple
3: Barracks
4: Kitchen
5: Camp
6: Prison Complex
7: Burial Chamber
8: Monster Lair
9: Armory
10: Smithy
11: Orrery
12: Treasure Room
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