Category Archives: House Rules

Faith: Signature Spells

No, I’m not done talking about Faith just because it’s on break. My explicit goal going into Faith was to make it feel like an anime. This means arcs needed a certain pacing, enemies needed a certain charisma, battles needed … Continue reading

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Guest Characters

Concept: Guest characters Tested in: The One Piece campaign, The Eight Arms and the Contract of Barl, the Worldwound campaign What it is: In D&D, players build characters and control them through adventures. That’s the elevator pitch and core concept … Continue reading

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Lucid Dreaming

Concept: Lucid dreaming Tested in: The Great Tower of Oldechi What it is: D&D likes working via cause and effect. Orcs don’t lose hit points at random, they lose hit points when they get hit by hammers. Wounds don’t heal … Continue reading

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Multi-Character Characters

Concept: Multi-character characters Tested in: The One Piece campaign What it is: As a shounen fighting manga, One Piece has a lot of battles. We did a pretty good job of simulating it in the One Piece campaign, with recurring … Continue reading

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The Million Murloc March

Concept: All-minion combat Tested in: The Great Tower of Oldechi What it is: In D&D 4E, minions were a creature type with static damage and only one hit point. They rarely had more than two powers (a melee attack and … Continue reading

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Side-Scrolling Combat

Concept: Side-scrolling combat Tested in: Delve Night and The Great Tower of Oldechi What it is: D&D’s combat map has always been top-down, since before it was even D&D. It is, after all, a tabletop game, not a wallside game. … Continue reading

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Dreamblade Dice

Concept: Atypical damage dice Tested in: Delve Night What it is: The defunct miniatures game Dreamblade used six-sided dice for damage, but not the sort of dice from every other game. Normal dice have the sides 1 / 2 / … Continue reading

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A Month of Healthy Disrespect

It’s November, which means I’m doing National Novel Writing Month again. Since I’ll be spending most of my writing energy on something completely different, this blog won’t have any long-form posts this month. Instead, I want to elaborate on something … Continue reading

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Faith: Signature Items (Angeline)

I had a rule of thumb for the capstone abilities: if a player read the ability I was trying to give them and their only response was “are you high?”, I did it right. Each capstone is ludicrously powerful, able … Continue reading

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Faith: Signature Items (Sarai)

I ran the first draft of these items by each player, but I didn’t mail the entire group. I wanted everybody’s item design to take place in a relative vacuum. Each player knew the early levels I posted in March, … Continue reading

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