Monthly Archives: September 2011

Equipping the classes

Start by giving them what they need. Finish by giving them what they want.

Broken – Or at least highlighting the wrong thing: D&D’s methodology for determining a character’s starting equipment has always been one part annoyance and one part curiosity for me. Having a player randomly determine their starting wealth and then forcing … Continue reading

Posted in Game Design, Roleplaying game (RPG)
by Kevin Oedekoven
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I search the room…

How to be fair when handling skill checks in a skill-less system

There’s been lots of talk about Monte Cook’s Legends & Lore article. That’s a good thing. The more we examine the game, the more likely we are to find it’s flaws and hopefully find solutions to what ails it. I’m … Continue reading

Posted in Game Design, Roleplaying game (RPG)
by Kevin Oedekoven
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KORPG

Slashing the Weapon Tables

Don’t worry too much, this post isn’t going to do anything drastic like remove levels or completely change the way magic is handled in D&D. In fact, this is probably going to be one of the tamest posts in regard … Continue reading

Posted in Game Design, Roleplaying game (RPG)
by Kevin Oedekoven
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KORPG

A general Magic Spell effect table for D&D

Here’s a table for clarifying the rework of Magic-user spells in our D&D redesign. What’s presented is a simple table for referencing the maximum impact of a spell based on failure and number of targets. Failure Chance Target Single Multiple … Continue reading

Posted in Game Design, Roleplaying game (RPG)
by Kevin Oedekoven
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Paring down the Divine spells D&D

As noted in our level-less redesign of D&D, combining that concept with a Cleric’s ability to cast any spell “of their level and below”, we’ve created an incongruity – and a rather serious one at that. The proposed solution is … Continue reading

Posted in Game Design, Roleplaying game (RPG)
by Kevin Oedekoven
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KORPG