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Po poprowadzeniu DH dotarło do mnie, że lubię prowadzić gry w określony sposób i nie zwracam na to uwagi wybierając system i tworząc/adaptując przygody, najważniejsze dla mnie elementy to:
-brak zasobów MG,
-łatwa do zaimprowizowania mechanika, szczególnie statystyki i umiejętności potworów,
Template na ekran MG do DnD:
-progi HP i AC dla potworów na ten level w zależności od trudności;
-progi obrażeń zadawanych przez potwory na ten lvl/trudność,
-lista umiejętności powtorów.
-brak mechaniki downtime, umiem i lubię to imporowizować,
-brak rozbudowanej mechaniki restów,
W trakcie krótkiego, bezpiecznego odpoczynku, raz dziennie BG może zrobić:
Second Wind- receive up to half HP back
Patch Wounds- remove one volatile status after a test, like Wounded, Poisoned, Shaken, etc.
CONDITIONS
Wounded- if you lost at least 1/3 of your total HP in a single attack you get a Wounded condition. Each attack against you can explode it's damage- oppenent rerolls one of the damage dice if it had the highest number rolled.
Poisoned- whenever you roll 1 in an attack roll or ability check you lose 1/10 of your total HP
Heavily Poisoned- whenever you roll 1 or 2 in an attack roll or ability check you lose 1/10 of your total HP
Deadly Poisoned- as heavily poisoned, but if you roll 1 or 2 in an attack roll or ability check on both dice while rolling with disadvantage you lose all HP and gain Dying condition
Shaken- you have disadavntage on attack rolls and ability checks
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Konsolidacja statystyk na przykładzie Goblina:
DnD Goblin
Small humanoid (goblinoid), Neutral Evil
Armor Class 15 (Leather Armor, Shield) ZBYT ZAAWANSOWANY PANCERZ
Hit Points 7 (2d6)
Speed 30 ft.
STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 8 (-1) CHA 8 (-1)
Skills Stealth +6
Senses Darkvision 60 Ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage. ZBYT ZAAWANSOWANA BROŃ
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
BRAK HORDOWYCH ZDOLNOŚCI, BRAK GOBLIN LOOT
Dungeon World
Goblin
Włócznia (k6 obrażeń)
Bliski, Przedłużony
Instynkt: Mnożyć się ZBYT PROSTACKIE
Szarża!
Skrzyknij więcej goblinów
Wycofaj się i wróć w (znacznie) większej liczbie
Horda, Mały, Inteligentny, Zorganizowany
3 PW, 1 pancerza
Nikt nie wie skąd wzięły się te istoty. Elfy mówią, że to wina krasnoludów – wygrzebali je z ukrycia pod ziemią. Krasnoludy mówią, że to złe elfie dzieci, porwane zaraz po urodzeniu i wychowane w ciemności. Prawda jest taka, że gobliny zawsze tutaj były, i nadal będą, gdy wszystkie cywilizowane rasy upadną, odchodząc w zapomnienie. Gobliny nigdy nie wyginą. Jest ich zwyczajnie cholernie za dużo.
Skerples
Appearing:coteries of 2d6, patrols of 10×1d6 or hordes of 30×1d20.There are always 1d6 more Goblins just out of sight, who may rush to help or may fleei n heedless terror.
Appearance: a small, thin, toothy, and furtive humanoid. Enormous variety of features.
Voice: mockery, giggling, obscene noises. Goblins rarely use words of more than 2 syllables.
Wants: to be free, to have a good time. No impulse control, no delayed gratification.
Morality: wild swings between servility and murderous rage, curiosity and terror.
Intelligence: dim but enthusiastic.
Armour: none. Leaders or high-status Goblins might have leather or chain armour.
Move: normal, unless mounted(pg.46).
Morale: 4
Damage:1d6 club, shortsword, spear, or bite.
If 10 or more Goblins are present, 1 will have a Goblin Elite Weapon (1d10, pg.46). If 50 or more Goblins are present, they will have 3 Goblin Elite Weapons and 1 Goblin Super Weapon (1d10, pg.46).
Goblins try to overwhelm their enemies, retreating and trying again if the first assaultf ails. They will never try the same tactic twice. They can be temporarily cowed by force, bribery, or fear, but will eventually turn on allies (or each other).
Treasure: none. Leaders may have 1d10 gp. A handful of Goblins may have Goblin Loot(1d10, pg.47).
Shadowdark
Goblins are the smallest and most numerous of the goblinoids, often serving hobgoblins, bugbears, or even hill giants as replaceable lackeys.They live in filthy, subterranean warrens built of scavenged materials. The goblin boss rules by cruelty and strength, and the shaman wields cryptic sorcery.
A short, hairless humanoid with green skin and pointy ears.
AC 11, HP 5, ATK 1 club +0 (1d4) or 1 shortbow (far) +1 (1d4), MV near,
S +0, D +1, C +1, I -1, W -1, Ch -2, AL C, LV 1
Keen Senses. Can't be surprised.
OSE
Small, grotesque humanoids with pallid, earth-coloured skin and glowing, red eyes. Dwell underground.
AC 6 [13], HD 1–1 (3hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5 (bodyguard: 20, king: 35), NA 2d4 (6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
▶ Wolf riders: 20% of goblin groups encountered have wolf riders: ¼ of the group mounted on dire wolves.
▶ Hate dwarves: Attack on sight.
▶ Goblin king and bodyguards: A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair. They do not suffer attack penalties in daylight. The king gains a +1 bonus to damage.
▶ Hoard: Only have treasure type C when encountered in the wilderness or in their lair.
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