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Wed Nov 21 09:04:26 EST 2018 Slept from ten to five-thirty without waking. High of thirty-two today. Work: - Pitney Bowes mail meter lease Done. - Continue deployment of new SSL cert Done. Half-hour walk at lunch. Cold. It'll be time to break out the parka soon. Home: - Thing about D&D river thing A bit. - Make stuffing and mashed potatoes Done. https://github.com/bwmarrin/discordgo/tree/master/examples/pingpong Thoughts about D&D river thing: - Speed runs might be fun — can you make it to the source of the river and back in one session? - The river system be like an unfolded megadungeon. - 36 × 48″ print are inexpensive ($2–12). We could cut them into long, thin strips. 4 mil Mylar drafting film? - Spread several neutral or friendly stations along the river. Each of these station offers services to the PC's, including patrons to give them quests. If we adopt S&W Core as our rules, what would be the necessary house rules? - Use ascending armor class and unified saving throw. - Everyone gets maximum HP at first level. - Clerics can swap out any prepared spell for _Cure Light Wounds_ at will. - Clerics can create one _Cure Light Wounds_ potion per week. - Magic-users can prepare either one potion or one scroll per week of a spell they cast, costing 100 gp for a first level spell and doubling for each additional spell level. - First-level magic-users start with _Read Magic_, one spell of the player's choosing, and one randomly rolled spell. Each time the character gains access to a new level of spells, the player chooses one spell and rolls one at random; all other spells must be researched or found by adventure. - For hit dice, fighters roll two dice and take the higher. - Single-class fighters get a extra +2 to-hit bonus above what's listed in the rule book. - Ignore book weapon damage. Most characters deal d6 damage with any weapon. Single-class fighters do d8 damage, or d10 damage with either a two-handed weapon or dual-wielding. - Armor alone determines movement rate (naked 180′, plate 60′) but every 400 coins carried drops movement another tier. - Critical miss (1 on d20) means a broken weapon (magic weapons only break on two 1's in a row). - Critical hit (20 on d20) deals double damage, and causes a morale check. - The referee checks morale for monsters and henchmen. They flee on a 2d6 result less than 6 (but henchmen get a loyalty bonus). - Henchmen rules, with loyalty scores. - Custom pursuit and evasion rules. Making mashed potatoes, yams, and stuffing took longer than I expected. Tired. Servings: grains 7/6, fruit 2/4, vegetables 5/4, dairy 7/2, meat 4/3, nuts 0.5/0.5 Breakfast: banana, carrots, two eggs with tomato, coffee Lunch: skim milk, peanut butter toast, tomato, carrots, pear, coffee Dinner: pizza

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