Look it Up

Monday, March 27, 2023

blark TTRPG Values

you don't need to lie a player. If you ask me something I'll tell it or I won't tell you anything.

if i seem to meet you halfway, its because i think you're smart enough to make it across the other half. 

I write 2in6, not as 2-in-6. I just prefer it. (this has made a lot of people angry) (I will not relent) (Sadly, i have relented)

Speaking of, a 2in6 chance of something happening is always applicable. Anything worth happening has a 2in6 chance at it.

Furthermore 2d6 is great for most anything.

display small things prominently and big things hidden in plain sight.

everything is copy.

disdain is healthy, but try to be decent.

poor writing does not make poor play

more so than words or vision have a voice

you are smarter than a book

play is praxis

the designer liberates no one

find comfort in your mousehole

if it sounds like what im saying is obvious its because it really is  

luke gearing included somewhere a quote that the knife is the greatest tool of creation. I would like to shine a spotlight on the spoon, which scoops and cuts poorly! Idk where im going with this metaphor yet, but wisdom lies in the art before us. Nothing is truly new.


updates in red 7/31/23

updates in blue 8/22/2023 
updates in green 3/14/2024

Monday, March 20, 2023

Meatheads: Grappling

Meatheads: Grappling



These rules are an adjusted version of the Unarmed Combat rules found in OD&D.

When attempting to overpower an opponent, each hit scored as an attack counts as an attempt to wrestle. Participants roll a number of d6s equal to their levels or Hit Dice for each hit. Characters who possess a 15 or higher Strength score add 1 to their roll, those with 18 or higher add 2.

The higher total of the rolls wins the contest and controls the grapple. The winner may choose to pin their opponent helplessly or to throw their opponent to the ground. Particularly cowardly captives that are pinned may make a morale roll immediately to submit. Opponents thrown to the ground are stunned for a number of rounds equal to the difference between the losing and winning scores.

Ties between grapplers are quivering stalemates, each wrestler a kinetic hulk, each limb a powder keg. The loser of the tiebreaking roll takes d6 points of damage as bones break or muscles rip. Sequential ties add another d6 of damage to the loser. 


Wrestlers wall painting, Pune, Maharashtra, India, Asia



Thursday, March 9, 2023

Meatheads: Weight & Movement


 Meatheads


Mikhail Vrubel, Bogatyr, 1898

One must assume a Meat Head to be joyful in their bulk. An average man in OD&D weighs 1,750 pieces in gold (175lbs.), but for the purposes and enjoyment of this game we will consider all Meat Heads to be worth their weight in 2,500 gold pieces.

A Meat Head moves as per their armor but are able to hold more weight than the typical character.

Movement Type                        Movement Rate    Slow/Mapping    Fast/Running  
Light Foot (in Leather)                   (12")                     240'                   480'                
Heavy Foot (in Chain)                      (9")                     180'                   360'                
Armored Foot (in Plate)                   (6")                     120'                   240'                

Weight carried over 2,000 GP incurs a half-speed penalty, while 3,000 GP being the maximum load a typical Meat Head can casually carry. Being able to carry more gold without becoming so easily encumbered, a Meat Head might collect more gold and therefore more XP at a faster rate than a typical OD&D character. Meat Heads are nothing if not brazen.

The example Meat Head equips herself with the following:
Item   Weight in GP**
Plate                  750
Helmet                50
Mace                   50
2H-Sword           150
Shield                150
Misc                    80
Jewel Ring          20
TOTAL            1,250

In plate, she would move as Armored Foot and could carry sum of 750 gold pieces worth of treasure and incur no movement penalty. An equipment weight over 2,000 would incur a half-speed penalty to her movement.

**Refer to OD&D Section 4 for list of weight in Gold Piece for standard items. Otherwise, to guess the GP weight value of an item, times the item's weight (in lbs) by 10. As such, a 20 lb. gold idol might have a GP weight value of 200 in a character's equipment.

Load in Gold Pieces Equal to Light Foot movement = 1,000 GP in Weight
Load in Gold Pieces Equal to Heavy Foot movement = 1,500 GP in Weight
Load in Gold Pieces Equal to Armored Foot movement = 2,000 GP in Weight
These may prove useful or not but I don't want to delete them just yet.
 
Traps that trigger by weight might have a better chance when Meat Heads are mucking about. For such devices, a Meat Head has a 3in6 chance of triggering the trap.

Wednesday, March 8, 2023

Meatheads

 

Meatheads


                                                                       Mosaics with Athletes. Date: First half of the 4th cent. AD.

An OD&D mode. Roll Attributes of character as normal, 3d6 down the line. Magic is for wimps, Gods are unworthy, Flesh is stronger than steel. You are a Meat Head, a Workout Jerk, a Gym Turkey; level as Fighter and only a Fighter. Look how you please - species or gender does not trump muscle.

After Attributes are rolled you have a chance to further increase your character's brawn. Roll 3d6 with the result equal to or greater than a character's current Strength to bestow an additional d3 points into Strength. Gains! Failure means death, having been crushed by stone and hubris. Roll anew.