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 me sane when the table is digital and the dice are ones and zeroes. 

I'd just use some older house-rules, but now we are locked into the Roll20 commercial package and so have to really think about how those sheets run. Foolish player payed a pretty penny to give it to me.

  • No Luck-burning out of fumbles, except the thing where warriors may luck-burn out of a combat bumble. Wizards can't Luck burn out of their horrid fumbles.
  • We use deeds from Steel and Fury Combat Maneuvers of the Mighty, which includes rules for might fumbles and mighty criticals that I want to use.
  • No more fleeting luck. The Newhonian gravy-train has stopped. None of my burning HP like luck house-rule survives either.
  • If you Lay on Hands and a foe is nearby (i.e. was engaged in combat with your ally a moment ago), they are going to get a free swipe on you as you bend down to be all helpful to your friend.
  • Theater of the mind combat. Use your movement to switch zones. We have narrative zones now. Narrative zones are cool.
  • I’m going to try not showing maps anymore. I may illustrate tricky devices and such. If you find you suck at paying attention—hello fellow ADHDers—try drawing things that are happening in the game on paper at home, including your version of the map.
    • Please don’t share screenshots of your maps. Everybody just get in the game and pay attention.
  • Make sure you have the weapon 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.
    • Some effects may knock you to the bottom of the initiative. 
  • We're gonna try side initiative to encourage inter-PC talking. Since this RPG cares about how big the things you have in your hands are, and the fighters get an initiative bonus, I'll give a DC and everybody in the party has to with an initiative roll.
  • Change your spell’s name to reflect its mercurial magic side effects. Would be nice if you rolled manifestations ahead of time too and added them as some flavor text in italics.
  • Spells/Mercurials that are a pain to track are out. So bye, Felicia to Cloudkill, &t.
  • Have a cool idea ready or I'll force you to roll at random on the spellburn chart if you are going to spellburn. 
  • 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. PbP to get the spells is a welcome idea.
  • 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.
  • 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 are like sleepy with influenza, skip the session. Give the seat up; we got many potentials that want a shot.
  • 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).
  • Level titles=Level up quests. As per this idea. Some quests will be appropriate as solo PBP ordeals.

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