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Showing posts from July, 2023

d100 Ways to End a Curse

Goal : Make curses more interesting, especially if one of these death curses applies. Rational : Casters of curses now have to decide between making the curse harder to remove with remove curse and making it harder to remove by allowing fewer end conditions for the curse, which I feel gives an interesting choice. The caster casting remove curse has an interesting choice in determining whether to try to force the removal of the curse, or try to fulfill one of the curse removal conditions. Why use this list? Because remove curse on it's own is boring. My untested take on this: Someone casting a curse has an ending condition applied at random. They can choose to have more than one ending condition. When any ending condition of a curse is satisfied, the curse is lifted. More conditions makes it harder to remove the curse with a remove curse spell. Curses that have at least one of these end conditions should not be automatically cured by simply casting remove curse . Instead, h...

Great Content I've seen in May '23

A Better Damage System: https://whatdoyoudorpg.blogspot.com/2023/01/my-better-damage-mechanics.html . It makes damage taken more ambiguous, while still respecting hit dice.  It also makes the impact of damage more meaningful. 5e quick character generator: https://fastcharacter.com/

Monster Ideas: Undead Skeletons and Bone Monsters

  This was my contribution to a workshop request for effects of skeletons or other "bone creatures".  It's untested. Skeleton that grapples you , then wraps itself around target , automatically doing 1d3 damage each round . Attacks targeting this skeleton that do over 3 damage instead do 3 damage, and the excess is applied to the target wrapped by the skeleton.  The target can get out by doing a Strength or Dexterity check at -6. After dying , the parts of the skeleton continue to fight you , potentially tripping , blinding , or just making noise bonking against shields or armor .  Anyone within 5 feet of where the skeleton dies is -1 to all checks, and on a roll of a natural 4 on d20 checks, takes one of the following (roll d3): Blinded for one round. Save or get tripped. Latches on to armor, shield, or clothing, making noise or causing 1 damage each round. Dying 1:   After dying , release the spirit that was animating them . Spirit forms there for a few secon...