Thursday, March 26, 2026

Making the reaction table a percentile table of silliness

The party encounters a dungeon Vulcan and 
they bond over a shared love of Landru
I was curious about the Mentzer Basic reaction rolls. They use 2d6, but have up to further rolls. It felt like too much, so I figured out the percentage chance for each one and spitballed some reasons why it goes that way. I was imagining porks and dungeon dinos for some reason. Hopefully I covered a gamut of monster interactions with PCs.

First the original table, then my percentile version.
2: Immediate Attack

3-5: Possible attack, roll again*:
  2-8: Attack
  9-12: Uncertain, roll again*:
    2-5: Attack
    6-8: Leave
    9-12: Friendly
6-8: Uncertain, roll again*:
  2-5: Attack
  6-8: Negotiate, roll again*:
    2-5: Attack
    6-8: Leave
    9-12: Friendly
  9-12: Friendly
9-11: Possibly friendly, roll again*:
  2-5: Uncertain, roll again*:
    2-5: Attack
    6-8: Leave
    9-12: Friendly
  6-12: Friendly

12: Immediately Friendly

And now for my version

d100  Reaction How it goes (until the PCs bungle it up)
01~03AttackCharges right at you! Maximum hatred! Diehard morale!
04~21AttackAggressively rears up, decides you ain't all that, and launches in!
22~23AttackUncertain circling turns into a sudden strike! #youJustGotProbed
24~35AttackInitial hesitation leads to hostility! "Why are you blinking like that?!"
36~41AttackCurious Sniffing or negotiations break down into combat.
42~43AttackApparent friendliness was a ruse or misunderstanding.
44~46LeavesMonster decides you aren't worth the trouble. You been working out?
47~55LeavesAfter a tense standoff, the monster stalks away.
56~58LeavesMonster considers an alliance, but chooses to exit. Maybe impress it later.
59~60FriendlyJeering, hackles, or growls give way to curiosity.
61~66FriendlySuccessful negotiation leads to a bond. Let's kill together!
67~78FriendlyHesitation resolves into a helpful attitude. Temporary alliance?
79~80FriendlyUncertain at first, but comes to accept you. Racism is over!
81~97FriendlyNaturally amicable encounter. Licks you or compliments dress.
98~100FriendlyImmediate and enthusiastic friendship. Hello, I'm not creepy! I have a gift for you!

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Monday, March 23, 2026

Side effects of having spells in your noggin


While you still have a spell in this system memorized, you will gain a beneficial side effect. This will totally out you as a magic user tho, so beware witch hunters.

Also feel free to ad hoc flavorful cantrips while you have a spell uncast.

Some 1st Level spells for now. Lemme know if I should do all the D&D spells. 

    Charm Person: +1 to your CHA mod. The DM rolls 2d8 for reaction rolls if you are party face.
  •     Detect Magic: You can smell if a spell has been cast in the space you are in today. 
  •     Floating Disc: You have an extra, orbital inventory slot.
  •     Hold Portal: IBS holds no power over you. Also, you can't vomit.
  •     Light (Darkness): Silver eyes like the 2nd pilot of Star Trek.
  •     Magic Missile: Your compass points toward the biggest baddie of the dungeon.
  •     Protection from Evil: Chance of triggering traps halved.
  •     Read Languages: Everyone in the party is literate in whatever languages you are.
  •     Read Magic: You can hear muttering when magical writing is in the same room.
  •     Shield: +1 to your base AC.
  •     Sleep: You stand a d20 over CHA chance of talking a non-hostile  to sleep. When this chance fails, you yourself pass out tho.
  •     Ventriloquism: You can change your voice to whoever that you want. 

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Tuesday, March 10, 2026

Online DCC Houserules

These are rules to keep it brisk and keep me sane when the table is digital.

  • Level titles=Level up quests. As per this idea. Some quests will be appropriate as solo PBP ordeals.
  • No Luck-burning out of fumbles, except warrior combat fumbles.
  • Using Steel and Fury Combat Maneuvers of the Mighty, which includes rules for might fumbles and mighty criticals that I want to use.
  • Theater of the mind combat as much as possible.
  • RAW DCC Luck (no fleeting), save for not burning on spell results. 
  • Maps are mostly not shared by the judge, just described.
    • Please don’t share screenshots of your maps. Everybody just get in the game and pay attention.
  • Make sure you have the weapon that you want to use in the first round is equipped on the sheet before rolling initiative. Torch and shield-bearers can't use two-handed weapons.
  • Mostly side initiative to encourage inter-PC talking, but the first round we roll to see who is ready vs an INIT DC. After you go, the baddies go, then you, ad infinitum.
  • Change your spells' names to reflect its mercurial magic side effects and manifestation.
  • Spells/Mercurials that are a pain to track are out. 
  • Know how you are going to spellburn or abide by the table.
    • Spellburn costs you a combat turn (your spell goes off a round late).
  • No Luck-burning into higher spell results; fuuuuck, that slows the game down. You can Luck-burn your way out of forgetting and into the barest success result.
  • We’ll be questing for new spells. So no auto-adds on level up. 
  • More players equals longer rounds, so the first five people to join the call are in. Others can watch like a twitch stream if they desire. Give up your seat if you are drunk or sick.
  • Absent/watching players’ PCs cannot help out. They are kinda there,  but all greyed out, and they will die too if there is a TPK unless they in game were established to be elsewhere.  
    • If a player comes back after an absence and the other PCs are down some HP, they will be too; average the losses and make them suffer too. On the other hand, a rejoining PC may be healed up to the party average too.
  • If you join a session, participate, and stay till the end, you get an adventure credit. Spend credits equal to a level to earn it after completing a quest (next item).
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Share good posts with good goblins. Claytonian at the gmails.