Marvel RPG System Revised

Here are some of the house-rules I use when I run Classic Marvel Superheroes on Roll20 for my game group. If you play in my games bookmark this page, otherwise enjoy this sample, there is more to come. 

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Marvel RPG System Revised – Feat rolls and Time & Movement

Feat Rolls general rules. Most feat rolls have a stated Intensity. A character may assist another if they have Abilities within one rank for a +1CS (p.19).

  • If the Intensity is MORE THAN 3 Ranks lower than your Ability, the feat is automatic.
  • If the Intensity is LOWER than your ability, you need a GREEN feat roll.
  • If the Intensity is HIGHER than your ability you need a RED feat roll.
  • If the Intensity is MORE THAN 1 Rank higher than your Ability, the feat is impossible.

Resource feats house rules: Each resource feat made reduces the resource rank for the week. The Resource rank is restored (all penalties removed) at the end of each week when the characters funds are replenished (TGIF).

  • If an item’s cost is more than 3CS lower than the Resource rank, the feat is automatically successful and the Resource rank is now at –1CS penalty.
  • If the Cost intensity is lower than the Resource Rank, then a Green FEAT roll is required and the Resource feat is now at a –2CS penalty.
  • If the cost intensity is 1CS higher as the Resource rank, then a Red FEAT roll is required and the Resource feat is now at a –6CS penalty.
  • If an item’s cost is more than 1CS higher than the Resource rank, the feat is automatically failed and the Resource rank is now at –1CS penalty.

Movement in “Areas” is based on Endurance or on a Movement Power. NOTE; 40 Areas = 1 mile

  • Feeble = 1 area/ turn.
  • Poor – Excellent = 2 areas / turn.
  • Remarkable or higher = 3 areas / turn.

Movement through a window or door costs 1 area of move. (If this ends the character’s move then he is standing in the window or doorway).

Breaking through a door, wall or other obstruction requires a Strength feat against the material strength of the obstruction and costs additional areas based on the material.

  • Up to Poor cost 1 area.
  • Up to Excellent costs 2 areas.
  • Up to Incredible costs 3 areas.
  • Greater than Incredible causes the character to stop movement and lose all momentum.

While moving the character can turn up to 90 degrees without losing momentum. Any turn greater than that cuts movement in half (possibly ending the move). Taking another action while moving reduces the move by half (minimum one).

Time is based on 6 second “Turns” (about the time of one comic panel).

  1. Judge determines actions of NPCs and other events.
  2. Players state their intended actions for the turn.
  3. Initiative is determined on 1d10 + Intuition modifier.
  4. Dodge, Block, Evade and Change Action* rolls are made.
  5. Each participant now takes their actions in initiative order.

​Changing an action requires a YELLOW Agility feat and then all actions thereafter are made at a –1CS penalty.

​On a green the character may choose to take no action.

​On a white the character must follow through with the original intended action.

Multiple actions in a turn:

A character may move half speed and still take one action without penalty.

Moving at full speed uses the entire turn (character may Charge an opponent).

Multiple “non-combat” actions in a turn are increased in difficulty by one color rank (p19).

Multiple targets; A single attack using Slugfest, Energy, or Force may affect multiple adjacent targets with one roll at –4CS. This may also be used to Escape multiple grapplers at –4CS.

Multiple Attacks Characters may make additional attacks with a successful Fighting feat roll:

  • Remarkable intensity for 2 attacks,
  • Amazing intensity for 3 attacks.
  • If this roll is successful the attacks are made at –1CS each.
  • If the roll is failed only one attack is made at a –3CS penalty.

Simply Accelerated Mass Effect!

This looks like a great way to kickstart interest in a full Mass Effect / Bulldogs campaign. Check it out!

Roll for Your Fate

Most of the feedback I had for my preview of Mass Effect Accelerated was very positive, but one critique that came up was that it seemed too complex for a game of Fate Accelerated. While I like the level of complexity and granularity I am achieving (as I think it models the video games well with Fate), it definitely isn’t for every Fate GM or player. This inspired me to take a pass at Mass Effect as modeled after the excellent It’s Not My Fault.

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An Overview of Mystara

May I present Bruce Heard’s Mystara Facebook Fanpage description in its entirety, with a complete background of the setting and list of products (from wikipedia) detailing and expanding upon this incredible and diverse game setting. I wanted to make this information available to my players and all fans of the setting without them having to sign up for a Facebook account. I did not create any of this and have kept all the links and original content present (although I did move the links to the bottom of the article and kept the setting info at the top).
Please check out Bruce Heard’s current projects at http://bruce-heard.blogspot.com/

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Mystara Known World map by Thorfinn Tait http://mystara.thorfmaps.com

Mystara

General Information

Founded in 1980, Mystara is a campaign setting for the Dungeons & Dragons fantasy role playing game. Although it has officially been dropped from production by its creators, many fans continue to develop and evolve this fantasy setting jointly, continuing its original theme of group development.

Development

Mystara originated as the Known World, a semi-generic setting used in early adventure modules, first mentioned in the Module X1, Isle of Dread, which was expanded upon in various D&D modules and sources, particularly a series of Gazeteers.

Mystara began as several semi-independent projects by different teams of writers who were each assigned to the task of developing different cultures and nations that would exist in the fantasy world that was supported by Dungeons & Dragons at the time. Their work was gathered and compiled, blended, and combined to form a fantasy world, Mystara.

The D&D Gazetteer series details the game’s Known World setting. Each Gazetteer treats one nation or empire, and has three basic elements: cultural and geographic background, features, and adventures. The cultural and geographic campaign background section offers a brief history and timeline for each nation; basic geography, climate, and ecology; and, fundamental social and political concepts of the region. Each Gazetteer also offers a list of scenario ideas appropriate to the campaign setting.

Mystara Planet

Mystara’s outer surface consists of three principal land masses: the continent of Brun, the continent of Skothar, and the continent of Davania, plus the island continent of Alphatia (up to AC 1010). In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn. The continents of Mystara resemble those of the earth approximately 135 million years ago.

The inhabitants of Mystara are diverse: humans of all races can be found here, along with myriad creatures such as elves, dwarves, halflings, orcs, and dragons.

Some of the notable nations of Mystara include the Thyatian Empire, the Grand Duchy of Karameikos, the Principalities of Glantri, the merchant-run Republic of Darokin, the Emirates of Ylaruam, the Dwarven nation of Rockhome, The elven Kingdom of Alfheim, Halfling lands of the Five Shires and the chaotic Alphatian Empire.

The continent of Brun

The most commonly known land mass on Mystara’s outer surface is actually a tiny portion of the continent of Brun itself. In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn.

The Known World

The Known World has cultures and a level of technological development that resemble the Europe of our Earth around the 15th century, but without gunpowder. Nations of the known world display a great range of government types. Some nations are populated entirely by demihumans and/or humanoids. By common convention, the boundaries of the “Known World” are those covered in the world map as originally published in the module X1, The Isle of Dread, plus Norwold, the Isle of Dawn, and (pre Wrath of the Immortals) Alphatia.

As the name implies, the “Known World” covers the most notable nations of Mystara, the ones most commonly used in Mystara-based campaigns and featured in fiction (both officially published “canon” and fan-based). It includes the Thyatian Empire, which could be compared to Byzantine Empire; the Grand Duchy of Karameikos (which includes the town of Threshold, the default setting of many classic D&D adventures), comparable to medieval southeastern Europe; the Principalities of Glantri, which is similar to medieval western Europe, ruled by wizard-princes; the Ethengar Khanate, a Mongol-like society; the merchant-run Republic of Darokin, which is based somewhat loosely on the mercantile states of Medieval Italy; the Emirates of Ylaruam which have an Arabic flavor; the Heldannic Territories, ruled by an order of religious Knights devoted to the Immortal Vanya, similar to the Teutonic Knights; the Atruaghin Clans, which have an Amerindian feel; the nation of Sind, based on India during the rule of the Mughals; the Northern Reaches Kingdoms of Ostland, Vestland, the Soderfjord Jarldoms, based on Scandinavian kingdoms at various periods of history; the Dwarven nation of Rockhome; the elven Kingdom of Alfheim; the Halfling lands of the Five Shires; and the Alphatian Empire, ruled by wizards and other spellcasters.

To the distant Northwest of the “Known World”, across the Great Waste, lays the mysterious lands of Hule, ruled by Hosadus, also known as “The Master”. Also on the periphery of the Known World are the Kingdoms of Wendar and Denagoth, the first an elven-dominated nation and the latter a mountainous and dark realm of evil, with ill-intentions towards Wendar. The Adri Varma lies between Sind, Wendar, the Great Waste, and The Black Mountains, forming the northern border of Glantri and defining the northwestern limits of the region.

The Savage Coast

Mystara includes the Savage Coast, a coastal area located in the south central part of the Brun continent, to the south and west of Hule. This part of Mystara is affected by the Red Curse, a sinister enchantment which eventually kills its inhabitants through mutation unless the (fictional) metal cinnabryl is worn in contact with the body. This area was published in its own boxed set entitled Red Steel, and later republished on-line as the Savage Coast. Its swashbuckling flavor is very different from that of the “Known World”, closer in atmosphere to that of the Age of Exploration than the fantasy middle-ages/renaissance tone of the Known World. The Savage Coast is complete with gunpowder (“Smokepowder”) weaponry. The specifics of the “Red Curse”, which include mutilation of the body and extreme degeneration of physical and mental health, also tend to keep the inhabitants of the Savage Coast within the region, as debilitating effects result if they leave the cursed area.

The continent of Davania

Even though most of the Known World civilizations historically originated from this part of the planet, it did not see much development while the Mystara product line was still in production. The only major appearance of the continent was in Dragon magazine, where parts of it were sketched out during the Voyage of the Princess Ark series, by Known World Product Manager Bruce Heard. In recent years, many Mystara fans have been turning their attention to Davania with fan-made material.

The continent of Skothar

Very little was officially developed for this part of Mystara. Ever since the Mystara product line was discontinued, fans have created their own material for this part of Mystara.

The Hollow World

Mystara is a hollow planet, with a habitable surface on its interior called the Hollow World. This world is lit by an eternal red sun at the center of Mystara, and serves as a “cultural museum,” preserving the societies that have become extinct in the outer world. The existence of the Hollow World is not, in general, known to the inhabitants of the outer world. The poles are actually huge, subtly curving holes that allow passage between the outer and inner world, although it is a long, hard trek through a cold, unlit, stormy and anti-magic area. The curvature of the holes is so subtle that explorers from either surface do not notice the transition until after it is already made, causing quite a shock for most.

Moons

Two moons orbit the planet. Matera is a moon much like our own, whose phases govern lycanthropy (werewolves, werebears, etc.). Only the Immortals inhabit Matera. They live in a city, Pandius, where they can meet and watch over Mystara. Patera, or Myoshima to its inhabitants, is an invisible moon that cannot be seen from Mystara. Patera’s inhabitants have a culture similar to that of medieval Japan.

 Blackmoor

Mystara (like Greyhawk) also incorporated the Blackmoor setting by placing it in the world’s distant past. Blackmoor evolved from a feudal kingdom into a highly advanced civilization, using more and more powerful and destructive technology. It ended itself in an apocalyptic explosion so devastating that it changed the climate and geography of the planet as a whole.

 

Products

GAZ1 The Grand Duchy of Karameikos Aaron Allston 1987
GAZ2 The Emirates of Ylaruam Ken Rolston 1987
GAZ3 The Principalities of Glantri Bruce Heard 1987
GAZ4 The Kingdom of Ierendi Anne Gray McCready 1987
GAZ5 The Elves of Alfheim Steve Perrin 1988
GAZ6 The Dwarves of Rockhome Aaron Allston 1988
GAZ7 The Northern Reaches Ken Rolston 1988
GAZ8 The Five Shires Ed Greenwood 1988
GAZ9 The Minrothad Guilds Deborah Christian Kim Eastland 1988
GAZ10 The Orcs of Thar Bruce Heard 1988
GAZ11 The Republic of Darokin Scott Haring 1989
GAZ12 The Golden Khan of Ethengar Jim Bambra 1989
GAZ13 The Shadow Elves Carl Sargent Gary Thomas 1990
GAZ14 The Atruaghin Clans William W. Connors 1991
Dawn of the Emperors: Thyatis and Alphatia Aaron Allston 1989 Boxed set

PC1 Tall Tales of the Wee Folk John Nephew 1989
PC2 Top Ballista Carl Sargent 1989
PC3 The Sea People Jim Bambra 1990
PC4 Night Howlers Ann Dupuis 1992

Hollow World Campaign Set Aaron Allston 1990 Boxed Set
HWR1 Sons of Azca John Nephew 1991 Accessory
HWR2 Kingdom of Nithia Blake Mobley, Newton Ewell 1991 Accessory
HWR3 The Milenian Empire Anthony Herring 1992 Accessory
HWA1 Nightwail Allen Varney 1990 Adventure
HWA2 Nightrage Allen Varney 1990 Adventure
HWA3 Nightstorm Allen Varney 1991 Adventure
HWQ1 The Milenian Scepter Anthony Herring 1992 Adventure

Karameikos: Kingdom of Adventure J. Grubb, A. Allston, T. Reid 1994 Boxed Set
Glantri: Kingdom of Magic M. Cook, B. Heard 1995 Boxed Set
Hail the Heroes T. Beach 1994 Adventure Boxed Set
Night of the Vampire R. Baker III 1994 Adventure Boxed Set
Mark of Amber A. Allston, J. Grubb and J. Rateliff 1995 Adventure Boxed Set
Player’s Survival Kit John D. Rateliff 1995 Accessory
Dungeon Master Survival Kit S. Schend 1995 Accessory
Poor Wizard’s Almanac III & Books of Facts A. Dupuis 1994 Accessory
Joshuan’s Almanac & Book of Facts A. Dupuis, E. Tornabene 1995 Accessory
Mystara Monstrous Compendium Appendix J. Nephew, J, Terra, S. Williams, T. Woodruff 1994 Accessory
Red Steel Campaign Expansion Tim Beach 1994 Accessory
Savage Baronies Tim Beach 1995 Accessory & Adventure
Savage Coast Monstrous Compendium Appendix L. Coleman, T. James, T. Zuvich 1996 Accessory

Mystara video games

Video games set in Mystara include the Capcom arcade Beat ’em up/role-playing video games Dungeons & Dragons: Tower of Doom (1993) and Dungeons & Dragons: Shadow over Mystara (1996). Other Mystara video games are: Dungeons & Dragons: Warriors of the Eternal Sun (Sega Genesis, 1992), Fantasy Empires (PC, 1993), and Order of the Griffon (TurboGrafx 16, 1992).

Novels

Dark Knight of Karameikos (October 1995), by Timothy Brown, (ISBN 0-7869-0307-4)
The Black Vessel (August 1996), by Morris Simon, (ISBN 0-7869-0507-7)

First Quest

Rogues to Riches (February 1995), by J. Robert King, (ISBN 1-56076-825-8)
Son of Dawn (May 1995), by Dixie Lee McKeone, (ISBN 1-56076-884-3)

Dragonlord Chronicles

Dragonlord of Mystara (July 1994), by Thorarinn Gunnarsson, (ISBN 1-56076-906-8)
Dragonking of Mystara (July 1995), by Thorarinn Gunnarsson, (ISBN 0-7869-0153-5)
Dragonmage of Mystara (April 1996), by Thorarinn Gunnarsson, (ISBN 0-7869-0488-7)

Penhaligon Trilogy

The Tainted Sword (October 1992), by D.J. Heinrich, (ISBN 1-56076-395-7)
The Dragon’s Tomb (April 1993), by D.J. Heinrich, (ISBN 1-56076-592-5)
The Fall of Magic (October 1993), by D.J. Heinrich, (ISBN 1-56076-663-8)

*Page Admins
Bruce Heard
Website http://bruce-heard.blogspot.com/
Facebook © 2014 · English (US)

*Also visit:
http://pandius.com/
http://www.thepiazza.org.uk/thepiazza/bb/viewforum.php?f=3
https://www.facebook.com/groups/thepiazza/?bookmark_t=group
http://www.facebook.com/groups/mystara.reborn
http://en.wikipedia.org/wiki/Mystara
http://bruce-heard.blogspot.com/

Player Feedback form

Many years ago I used printed feedback forms for games I ran. Mainly because I had so many games going when I was a kid that I couldn’t keep track of who had been on what adventure and what group they went on it with. Well I just stumbled onto that feedback document in my google drive. At some point (probably around 2005 or 2006) I wrote it up sometime last year I must have uploaded it to google with all my other gaming notes. So here it is, edited and updated as a google form. I am sharing to see how well it works, and how it compiles the information. I think in the future I will be requiring these for XP rewards. It sure used to help a lot when I had a binder full of them sorted by campaign.

WEAPON MASTERY 2017

These are the Weapon Mastery rules that I use for my Labyrinth Lord game. They are  very stripped down version of the rules from BECMI (Master set and Rules Cyclopedia). You can use them in pretty much any OSR clone. The rules have seen five yearly revisions in our game, and will likely see more. They are not focused on realism, but rather on emulating the classic Weapon Mastery rules without all the complexity of target types and defense matrices.  If you have any thoughts or suggestion please comment below.

WEAPON MASTERY TRAINING

Characters must choose what weapons they are able to use proficiently. Each Weapon Mastery slot can be used for any weapon choice the character wishes, so a magic-user could choose dagger and battle axe for her two Mastery slots. These initial Mastery slots must be spent on different weapon selections.

  • Dwarf Class, Elf Class, and Halfling Class begin with Basic Mastery in all weapons they are capable of using.
  • Fighters, Paladins, and Rangers begin with 4 Mastery slots.
  • All other classes begin with 2 Mastery slots.

All characters gain an additional Mastery slot every three levels (3rd, 6th, 9th, 12th, etc). These additional Mastery slots can be used to train with new weapons or to increase the Mastery level of a weapon you have already trained with by one tier (Skilled to Expert for example). In either case, a character must seek out an Expert (or better) trainer and study under the trainer for a week or more. Each week of training costs a variable amount of gold based on the level of Mastery sought. A student can only advance one Mastery level at a time, and may only be training one weapon at a time. Each increasing tier of Weapon Mastery grants bonuses and maneuvers as follows;

  • Untrained (No slots), -4 to hit.
  • Basic (1 slot); normal hit and damage rules.
  • Skilled (2 slots); +1 bonus to hit, criticals on a natural 20, maneuvers.
  • Expert (3 slots); +2 bonus to hit, criticals 19-20, maneuvers, increased damage.
  • Master (4 slots); +3 bonus to hit and defense, criticals 18-20, maneuvers, increased damage +2.
  • Grand Master (5 slots); +4 bonus to hit and defense, criticals 17-20, maneuvers, double increased damage +4, despair.

There is a chance even after time and money has been spent, that the character will fail to advance, leaving his Mastery slot still open. After each week a student must make a success roll, if the roll is failed the student loses the time and money invested in training that week, but gains a cumulative +10% bonus to his chance of success on the following week. The trainer must have an equal or higher level of Mastery than what the student seeks to learn. An Expert trainer grants no modifier to the student’s chance of success, however a Master grants the student +10% to his chance of success, and a Grand Master grants the student +20% to his chance of success. During the training the character can take up to one week off for each four weeks of training. Any more time away from training will cause the character to fail entirely. Often this “time off” will be in doing quests for the Master trainer. Note that with the cumulative bonus to the chance of success for each week of failure, all persistent students will eventually succeed. In a pinch a Skilled trainer can teach a student, but the chance of success is only 1% and typically no money is exchanged.

  • Basic, Requires 1 success at 100 GP each week of training. Chance of success 80%.
  • Skilled, Requires 2 successes at 250 GP each week. Chance of success 60%.
  • Expert, Requires 4 successes at 500 GP each week. Chance of success 40%.
  • Master, Requires 8 successes at 750 GP each week. Chance of success 20%.
  • Grand Master, Requires 12 successes at 1,000 GP each week. Chance of success 10%.

WEAPON LIST

Axe (hand), 1d6 slashing, Throw, Critical Stun.
Club, 1d4 bludgeoning, Critical Delay (includes torches and blunt objects).
Dagger, 1d4 piercing, Throw, Critical Damage.
Light Flail, 1d6 bludgeoning, Disarm.
Heavy Flail, 1d8 bludgeoning, Disarm, Two-handed.
Light Hammer, 1d4 bludgeoning, Throw.
War Hammer, 1d6 bludgeoning, Critical Stun, Two-handed.
Lance, 1d6 piercing, Charge, Set, Reach 10 ft.
Mace, 1d6 bludgeoning, Critical Delay.
Morning Star, 1d6 bludgeoning, Critical Stun, Two-handed.
Light Pick, 1d6 piercing, Critical Delay.
Heavy Pick, 1d8 piercing, Critical Stun, Two-handed.
Polearm, 1d10 piercing, Deflect, Reach 10 ft, Two-handed.
Quarterstaff, 1d6 bludgeoning, Critical Delay, Deflect, Reach 10 ft.
Spear, 1d6 piercing, Charge, Set, Reach 10 ft.
Bastard Sword, slash/pierce, Either Longsword or Greatsword.
Long Sword, 1d8 slash/pierce, Deflect, Disarm (includes scimitar and cutlass).
Short Sword, 1d6 slash/pierce, Deflect, Disarm (includes rapier and saber).
Great Sword, 1d10 slashing, Critical Stun, Two-handed.
Trident, 1d6 piercing, Critical Skewer, Set, Throw.
Whip, 1d4 slashing, Critical Delay, Entangle, Reach 10 ft.
Ranged Weapons
Crossbow, light, 1d6 piercing, Increased Range, Critical Delay
Heavy Crossbow, 1d8 piercing, Increased Range, Critical Stun (reloading takes a move action).
Dart, 1d4 piercing, Increased Range, Rapid-fire (includes shuriken and throwing knives).
Javelin, 1d6 piercing, Increased Range, Critical Delay.
Longbow, 1d8 piercing, Increased Range, Critical Stun.
Shortbow, 1d6 piercing, Increased Range, Critical Delay.
Sling, 1d4 bludgeoning, Increased Range, Critical Delay.

EXPLANATION OF TERMS

Maneuvers are different for each weapon (deflect, entangle, etc). Either you attempt a maneuver or else it happens automatically whenever you roll a Critical, depending on the maneuver.

  • Increased Damage: instead of using the listed damage for a weapon you used the next higher die. (1d4 becomes 1d6, etc).
  • Double Increased Damage: roll additional dice and add the damage modifier once (1d4 becomes 2d6+modifier).
  • Defense bonus: a proficiency bonus to the character’s AC as he uses the weapon to block, parry and threaten attackers.
  • Despair: or once per encounter a using a move action to make a flashy presentation with the weapon, the wielder can force all opponents to make a morale check. Opponents who fail must attempt to flee on their next action, cowering if this isn’t possible. If a cowering opponent is attacked it will fight back at -4 penalty, until an opportunity to flee presents itself. Despair only affects opponents with greater than animal intelligence, who are not immune to fear (no golems, animated undead, insects, etc). Despair also occurs anytime the character rolls a Critical on an attack.
  • Charge: If the attacker moves at least 60 feet in a straight line they may attack in the same action and the weapon deals double damage (multiply total damage result by x2). Any weapon can be used in a charge (move action) but they do not deal double damage without the Charge Maneuver (lance & spear). Note that a charging attacker suffers -2 defense until their next action.
  • Critical: a natural 20 rolled on the attack causes a critical hit from a Skilled wielder. The damage rolled is multiplied by two after all modifiers. Increased levels of Weapon Mastery increase the chances of scoring a Critical. Maneuvers with Critical in the name occur in addition to this extra damage.
  • Critical Delay: when a Critical is rolled to hit the target will act last (even after two handed weapons) until the end of their next round.
  • Critical Skewer: when a Critical is rolled to hit, in addition to dealing damage the attacker may leave the weapon in the target, who must take an additional 2d6 damage each round until it is pulled out (strength check by attacker or target).
  • Critical Stun: when a Critical is rolled to hit the target is delayed and is at -4 to hit until the end of their next round.
  • Deflect: in addition to regular attacks, you can counter attack ONE incoming blow each round if you you can beat the attacker’s hit roll (compare against AC hit). At Expert you can attempt to Deflect 2 different attacks, 3 attacks at Master, then 4 at Grand Master.
  • Disarm: on a successful hit, instead of dealing damage the attacker can force target to drop a weapon or item held. The attacker can also opt to Disarm on a critical (in addition to dealing damage).
  • Entangle: on a successful hit, instead of dealing damage the attacker can entangle the target who then cannot take move actions until it uses an action to escape (save vs. Paralyzation) or somehow breaks the weapon.
  • Increased Range: each of this weapon’s range increments is increased by +10′ at each mastery level starting with Skilled Mastery.
  • Multiplying Damage: roll damage and add modifiers, then multiply the total result. If you ever have to multiply damage more than once you increase the multiplier one step. A weapon with x2 damage from mastery and x2 damage from a charge would deal x3 damage, and if the wielder was using a potion of giant strength it would be multiplied again for x4 damage total.
  • Rapid-fire: the attacker may make one additional ranged attack with this weapon. At increased Mastery levels you may make more attacks (+2 attacks at Expert, +3 attacks at Master, +4 attacks at Grand Master).
  • Set: as a move action this weapon may be set vs. a charging opponent. The Set attack is rolled before the Charge and deals double damage (multiply total damage result by x2). If this incapacitates the charger then the charge attack is cancelled.
  • Throw: this weapon may be thrown, short range 10’/ medium range 20’/ long range 30′. At increased Mastery levels each range increment is increased 10 feet (short 20′ at Expert, short 30′ at Master, then short 40′ at Grand Master).
  • Two Handed: this weapon requires both hands. The character cannot use a shield, and always strikes last in combat, during the melee step of the End phase. Two handed weapons are typically too big for a halfling character to use.

last revision 04/4/2017

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GM Bully – feedback

I really like this video and I think you should go and subscribe to this guy right away. But I disagree on two points, and I disagree strongly enough that I felt I needed to talk about it.

1. I like it when players add to the story and try to drive it in their own direction. It is a great source of ideas for me and I don’t mind giving them narrative control like that since I know they are getting what they want out of the story. If what they are trying to add to the story doesn’t fit, like a magic shop on an island of cannibals for example, then I let them know that. If they persist after that, they are nagging and “bullying”.

2. I know that losing control over your only playing piece in the game is terrible. but many games, especially older games enforce this. If you are playing a fantasy game and a mage charms your character, or you are struck by a fear effect in a horror game, then you are compelled to act in a certain way, or not at all. Sometimes it isn’t obvious to the character why this is happening. Sometimes the source of the compel is unknown and finding out about it is a part of the mystery. If your GM says “you feel an overwhelming sense of dread of dread as you approach the gates and you turn away from them in fear” then you as a player should ROLEPLAY that out and go with it. Don’t ever assume your GM is trying to ruin your fun. There is a reason for whatever they are doing although it may not be apparent at that moment. Few things are worse than having to give away metagame facts (like invisible spellcasters or cursed items) just because a fussy player wants an explanation to a situation where they feel you “must” be breaking the rules. Don’t be that player. Wait until a break to bring it up. Let the GM know it bothered you, and if you aren’t satisfied with how it is handled, let the GM know that too… out of game. Maybe your playstyles just aren’t a good mix and you should not be gaming together. Whatever the case, there is no good reason to throw a fit and ruin the fun and immersion of everyone else in the game.

I am looking forward to seeing more videos from How to be a Great Game Master, and I would like to know what YOU think about the topic. I will be watching the comments on Youtube, or you can talk about it here. I am sure there are plenty of people reading this thinking “you should NEVER take away player agency over their own character”. So go ahead and shout it from the rooftops. I will be watching for it.
Game On!