< ^ txt
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
< ^ txt