Alternate Rulebooks

By Angelo on August 3, 2009

As you know, the original Dungeons & Dragons game has long been out of print. Even if you can’t get your hands on one of the older rule sets, you can still use the free substitute Basic Fantasy (initially released in 2006).  For those of you who prefer AD&D 1st edition, you can try out OSRIC (also initially released in 2006).

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In Memory of Gary Gygax

By Angelo on March 4, 2008

Today Gary Gygax passed away. He was the co-creator of the game we all enjoy so much: Dungeons & Dragons. A lot of us honed our vocabulary, our critical thinking, and creativity due to Gary Gygax’s work. It created communities where we found new friends and were able to keep them through on-going games.

Today is a day to think about how D&D has affected our lives: not just the game itself, but also the multitude of other RPGs that were inspired by the creation of the game. And we should also take a moment to remember the Father of Roleplaying, Gary Gygax.

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Topics: Miscellaneous | 3 Comments »

Critique of Dungeons & Dragons 3rd Edition

By Angelo on December 31, 2007

With 4th edition just around the corner, I thought I’d give my impression of 3rd Edition and the d20 system.

Good Ideas

The d20 system has several good ideas that make it easier to understand and more easy to play.

  • Positive AC. A larger AC being better than a smaller AC makes more sense.
  • Magic. I like the idea of the effectiveness of saving throws being based on spell level. This makes more powerful magic inherently harder to avoid than less powerful magic, and it makes a lot of sense. I never liked the way a sixth level spell like Death could be simply shrugged off by a Save vs Death Ray, the easiest saving throw to make.
  • Saving Throws. Having saving throws based on “reflex” or other descriptions of how a character may actually avoid a situation is clearer.

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The Isle of Dread

By Jeff Q on May 30, 2001

by BAHUMUTH

Duch Year: 982

The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw his crude sword to parry, catching the broadsword at its hilt.

The Kikapa island-man, although naked, was very seasoned with his hilt less sword. Comparatively, the knight, mailed in white satin-draped field plate, definitely held the advantage. The Kikapa allowed the knight to come in at him and then fell back against the weight of the knight, causing the knight to lose his balance. He then used this advantage by stopping the collapse of the armor on himself with his leg and then swiped his sword hard against the knight’s head.

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Topics: Myths & Legends | No Comments »

Handling Poison

By Angelo on May 3, 2001

The purpose of this document is to provide the DM with a system for handling poisons that can be as complicated or as simple as desired. Different ways of handling poisons range from instant death (as found in the Dungeons and Dragons game) and the simple 1 point of damage per round (as found in video games like the Ultima series). These are both very simple, but not realistic ways of handling ALL poisons. Some games have cumbersome charts that still have their limitations. And even with a chart, poisons shouldn’t be completely random. So hopefully this document will help the DM come up with a satisfactory method of handling poisons. This is by no means a scientific analysis of poison or any attempt for reality. This is merely for game play. See the rest of this entry…

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