Author Topic: Stuffman's weekly game, maybe not D&D? (Maybe so!)  (Read 58850 times)

Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #150 on: January 24, 2010, 05:03:01 AM »
Here are the rules for Shoe's Wild Magic.

- At the beginning of each day, the wild mage rolls a d20 to determine their Wild Surge number for the day.
- Whenever the wild mage casts a spell, she rolls a d20 again. A number is derived from this roll in the same way ability score modifiers are derived (12 = +1, etc). This number is added to the caster level of the spell, which may exceed any normal maximums on caster level. It also alters the DC of the spell by that amount.
- Whenever the wild mage rolls her Wild Surge number in this way, she rolls 1d100 to determine the effect of the Wild Surge. Most Wild Surges replicate the effects of a spell in some way; in these cases, saving throws apply, but the DC is always equal to 10 + (the wild mage's caster level / 3) + the wild mage's Int modifier.

Wild Surge list
01: The spell fails.
02: The spell fails, and you take 1d6 damage for each level of the spell.
03: The spell fails, but you retain it.
04: The spell fails, but you may instantly regain a different one of your choice.
05: The spell is retargeted at you.
06: The spell is retargeted at the closest ally (random if more than one).
07: The spell is retargeted at the closest enemy (random if more than one).
08: The spell is cast normally, but does not allow a save, if it normally would.
09: The spell is cast normally, and you retain it.
10: The spell is cast normally, but you cannot cast that spell again for three days.
11: You glow brightly. (Light)
12: You are blinded for 5 minutes. (Blindness/Deafness)
13: You are deafened for 5 minutes. (Blindness/Deafness)
14: You become unable to move. (Hold Person)
15: You become electrified, shocking the next person to touch you. (Shocking Grasp)
16: You start laughing uncontrollably. (Hideous Laughter)
17: You let out an incredibly loud scream, hurting yourself and others nearby. (Sound Burst)
18: You become confused. (Confusion)
19: You suddenly double in size. (Enlarge Person)
20: You suddenly shrink. (Reduce Person)
21: You are restored to perfect health. (Heal)
22: You implode. (Harm)
23: Your vision becomes unusually clear. (True Seeing)
24: You feel very tired. (Touch of Fatigue)
25: You become encased in a box of uncertainty. (Shoe's Box)
26: All targets of the spell are slicked with slime. (Grease)
27: You and the targets all fall asleep. (Sleep)
28: Lightning strikes all targets. (Call Lightning)
29: Water is dumped from the sky onto the targets. (Create Water)
30: You and all targets MUST DANCE! (Irresistable Dance)
31: Explosive Runes appear on the foreheads of all targets. (Explosive Runes)
32: All targets seem to split in two. (Mirror Image)
33: All targets are turned into cats for 5 minutes. (Polymorph)
34: You and all targets are suddenly enraged. (Rage)
35: You and all targets become blurry to look at. (Blur)
36: A creature is summoned, helpful to the party. (Summon Monster)
37: A creature is summoned, hostile to the party. (Summon Monster)
38: Two creatures are summoned, one hostile and one helpful. (Summon Monster)
39: The Tarrasque is summoned for 1 round in the center of the battle. It attacks somebody at random.
40: Bahamut is summoned, dealing 9999 damage to everyone in a 100 ft radius after a ten minute animation.
41: Everyone in a 30 ft radius sprouts wings for 5 minutes. (Fly)
42: Tree bark grows on the skin of everyone in a 30 ft radius. (Barkskin)
43: All metal weapons become scorching hot in a 30 ft radius. (Heat Metal)
44: Random foods fall from the sky in a 30 ft radius. (Create Food and Water)
45: You and all others in a 30 ft radius become unable to lie for 24 hours. (Zone of Truth)
46: The area around you suddenly goes dark. (Darkness)
47: An area 30 ft around the caster becomes eerily silent. (Silence)
48: Gravity is reversed in a 30 ft radius for 1 round. They strangely take no damage when they fall afterward. (Reverse Gravity)
49: Everyone in a 30 ft radius speeds up. (Haste)
50: Everyone in a 30 ft radius slows down. (Slow)
51: Hysteria erupts as everyone in a 30 ft radius has a panic attack. (Fear)
52: Everyone within 30 ft of you suddenly looks exactly like you. (Disguise Self)
53: Magical effects in a 30 ft radius inexplicably fail. (Dispel Magic)
54: All weapons in a 30 ft radius get much pointier. (Keen Edge)
55: Everyone within 30 ft gains a negative level for 5 minutes. (Enervation)
56: All doors within 100 ft fly open. (Knock)
57: Antimagic field in a 100 ft radius appears. (Antimagic Field)
58: Everyone in a 100 ft radius becomes invisible. (Invisibility)
59: Everyone in a 100 ft radius starts glowing. (Faerie Fire)
60: Everyone in a 100 ft radius suddenly grows big muscles. (Bull's Strength)
61: Huge vines suddenly overgrow in a 100 ft radius. (Plant Growth)
62: Positive energy floods the area, everyone in a 100 ft radius is healed. (Cure Moderate Wounds)
63: Everyone in a 100 ft radius suddenly becomes infatuated with you. (Charm Monster)
64: Everyone in a 100 ft radius can now read each other's thoughts. (Detect Thoughts)
65: Everyone within 100 ft gets the ability to teleport at will for one minute. (Dimension Door)
66: The spell is Empowered, as the metamagic.
67: The spell is Extended, as the metamagic.
68: The spell is Maximized, as the metamagic.
69: The spell is Quickened, as the metamagic.
70: The spell is Widened, as the metamagic.
71: The spell is Chained, as the metamagic.
72: The spell is Delayed for 1d6-1 rounds, as the metamagic.
73: The spell is Persisted, as the metamagic.
74: The spell is Repeated, as the metamagic.
75: The spell is Twinned, as the metamagic.
76: Everything in a 100 ft radius is now sparkly clean.
77: Everyone in a 30 ft radius has their gender reversed, treatable with Remove Curse.
78: Your total intelligence score is reduced to 9 for 5 minutes.
79: Your weapon yanks itself out of your hand and attacks nearby enemies.
80: Your weapon yanks itself out of your hand and attacks you.
81: A cow will fall on an enemy at some undefined point in the future. When it does, it will deal 20d6 damage.
82: You and a random ally switch bodies. (You play each other's characters until Remove Curse is cast)
83: The spell fails, and a scroll of the spell you were trying to cast pops into your hand.
84: Your body explodes, and reassembles itself next turn with no harm done.
85: Unless you are treated with a Remove Curse, you die next time you sleep.
86: For the next 5 minutes, you are invincible.
87: You take another turn right after this one, but skip your next turn after that.
88: Your weapon becomes a +5 Flaming Frost Shocking Corrosive Screaming weapon until the next time it hits something.
89: The spell you just cast is the only one you can cast for the rest of the day, using any spell slot.
90: Your magic stabilizes for the rest of the day; you don't make any more wild magic rolls.
91: You summon a Magikarp, which uses it's deadly Splash attack on enemies.
92: A Magic Mouth appears on your diary, loudly reading an entry from it.
93: Everyone within 100 ft of you is pulled 5 ft closer.
94: Everyone within 100 ft of you is pushed 5 ft away.
95: A random enemy disappears, to reappear at some undefined point later.
96: The DM makes up a wild magic effect on the spot.
97: Treat the wild magic roll as a natural 1.
98: Treat the wild magic roll as a natural 20.
99: You lose all your spells for the day.
100: You regain all your spells for the day.

- Additionally, whenever the wild mage uses an item with a random effect, such as a Rod of Wonder or a Bag of Tricks, she rolls twice and chooses whichever she likes.

Fightest

  • Fighter than anyone else
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #151 on: January 24, 2010, 10:37:28 AM »
I like how the summaries for the starting vignettes get longer and longer for each subsequent character :P

Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #152 on: January 25, 2010, 06:52:34 AM »
Well, that's mainly because I had to come up with increasingly complex reasons for people to get sucked into portals!

You try doing it eight times in a row without getting boring!

Fightest

  • Fighter than anyone else
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #153 on: January 25, 2010, 08:17:13 AM »
Well, that's mainly because I had to come up with increasingly complex reasons for people to get sucked into portals!

You try doing it eight times in a row without getting boring!

Oh, don't get me wrong, you get all sorts of kudos for them not only being original, but also strongly on-flavour for each character!

theshirn

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #154 on: January 25, 2010, 06:34:12 PM »
Yeah, that was seriously awesome stuff, Stuff.

EDIT: damnit damnit damnit sonofa-

I may not be around tomorrow

DAMNIT

I can't tell yet; I might be on time, I might show up late, I might be completely not there

GODDAMNIT
« Last Edit: January 31, 2010, 04:31:59 AM by theshim »

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson

Nobu

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #155 on: February 08, 2010, 02:04:11 AM »
Stuffs, in order to help you devise a way to adapt the crafting rules, I figured I should tell you what all my character would do with crafting in game, so you could think of something reasonable.

Kaoli's in-game crafting would mainly be limited to maintenance on her weapons and armor, upgrading and improving the design on her main weapon, and building a stronger suit of armor for herself.

The armor (full plate) could be an ongoing process throughout the game. I don't mind if it takes a while in-game to complete it, but ideally it'd be done before I hit level 20. :) As for the weapon.. I don't know what you have in mind exactly for the legacy weapon aspect of it, but the unlocking of higher levels of legacy could be how the 'upgrading' is represented in game, as I hone my techniques and skills and get a greater connection with my weapon.
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Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #156 on: February 14, 2010, 09:48:28 PM »
From this session forward we're using #touhou-dandyOOC for OOC discussion (to avoid clutter), so that might be helpful to know if you happen to be observing the game.

Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #157 on: March 01, 2010, 03:46:07 AM »
Okay, here's my crafting rules.

- To start working on an item, you must first spend 1/3 of the object's cost in raw materials.
- You can make up to (level? x 10) GP worth of stuff a day, measured in the actual market value of the item. Therefore, at level 3 you can make 90 GP worth of stuff. If you want to make something that costs more than your limit, you can continue working on it another day, but you will need to make a Craft check each day you work on it.
- The DC for the Craft check remains the same as in core rules. If you succeed on the craft check and you have spent the required amount of time working on it, you complete the item. Whenever you fail the check, you make no progress in the time spent working on the item. (If you were making a 20 GP object and failed, that would be 20 GP less stuff you could make that day, but you would still have the materials.) However, if you fail the check by 5 or more, you also ruin half your raw materials and must pay that cost again to start over (in other words, you must pay an additional 1/6 of the item's price).
- It takes most of the day to craft an amount of stuff equal to your limit. On days where you went adventuring, you can only manage 20% of your normal productivity (or level? x 2 GP worth of stuff) during your free hours.
- You can't take 10 (or 20) on a craft check.
- Just like the rest of your loot, the stuff you craft can only be sold for half price. (So you only profit if you don't screw up at all.) Sorry!
« Last Edit: March 01, 2010, 05:38:51 AM by Stuffman »

Nobu

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #158 on: March 01, 2010, 04:04:12 AM »
I love you Stuffman, thank you. \o/ Those rules seem really fair.

One question and thought I had, is about the stipulation that I can't craft anything in the same day that I go out adventuring aside from trivial things: Is it possible to change it to something that allows some crafting, just at a much reduced level? Like for example, 1/4th the normal daily GP limit, or something akin to that?

I'm just concerned because I don't know how much downtime we'll end up getting, and during periods when we're travelling it could symbolize the little bit of work here and there I'm able to get done when we have a little bit of downtime.
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Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #159 on: March 01, 2010, 05:36:15 AM »
Alright, I guess I'll let you craft at 20% speed for camp time. Rules updated.

Fightest

  • Fighter than anyone else
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #160 on: March 01, 2010, 07:25:01 AM »
What about assistance? Just a regular Aid Other check, or can the other crafter add his limits' worth of crafting per day to the object being crafted?

Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #161 on: March 01, 2010, 04:05:29 PM »
Just regular Aid Other.

Technically you could both make stuff at the same time while doing Aid Other for each other :V

Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #162 on: March 21, 2010, 09:03:14 AM »
http://dl.dropbox.com/u/5128007/MasterCharacterSheet.xls

Updated character sheet with PHAT LEWTZ and other updates.

theshirn

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #163 on: March 28, 2010, 04:39:47 AM »
Once again, as of tomorrow morning I'm away from my computer for a week and a half; as such, if anyone could put the logs on pastebin and either PM me or just post them here I'd be grateful.

Playing with you guys is a blast and I look forward to rejoining you, but until then, farewell.

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson

theshirn

  • THE LAWS OF THE FIESTA MEAN NOTHING
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    • Wisdom is Not a Dump Stat
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #164 on: April 11, 2010, 12:45:53 AM »
bump for great justice-

-did anyone log it for me?

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson

UncertainJakutten

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #165 on: April 11, 2010, 12:49:16 AM »
No session last week far as I know. To be clear I'll be here for tomorrow's session due to drastic changes of plans that worked out :awesome:ly


Jana

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #166 on: April 11, 2010, 01:01:25 AM »
Actually, I'm now the one who might not make it tomorrow. I'm gonna see what happens, but if I don't show up, don't wait for me~

theshirn

  • THE LAWS OF THE FIESTA MEAN NOTHING
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    • Wisdom is Not a Dump Stat
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #167 on: April 11, 2010, 01:05:02 AM »
No session last week far as I know. To be clear I'll be here for tomorrow's session due to drastic changes of plans that worked out :awesome:ly
Two weeks ago then?  I did miss both.

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson

UncertainJakutten

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #168 on: April 11, 2010, 01:18:08 AM »
Two weeks ago existed...I hope someone got that log ^-^;


Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #169 on: May 31, 2010, 08:57:33 AM »
Bump for interesting content!

I have created a helpful MSPaint timeline map to help you remember all locations and relative positions on the timeline. Enjoy!



I wasn't sure what to do with Axis+Rin. Theoretically they should be from the same point in time since they started together, but if Rin is from modern day Gensokyo (around Disaster +400 years) that would mean the Sigil Axis is from would be modern day as well (Sigil with internet, WTF?) Would you guys like to resolve this somehow?

Nobu

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #170 on: May 31, 2010, 09:12:25 AM »
Another time traveler maybe? :3
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Fightest

  • Fighter than anyone else
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #171 on: May 31, 2010, 10:12:51 AM »
I wasn't sure what to do with Axis+Rin. Theoretically they should be from the same point in time since they started together, but if Rin is from modern day Gensokyo (around Disaster +400 years) that would mean the Sigil Axis is from would be modern day as well (Sigil with internet, WTF?) Would you guys like to resolve this somehow?

Hmm, that is an interesting thought exercise. A possible explanation of this could be that Sigil is maintained the way it is perpetually. As the Lady of Pain has the final say of what goes on in Sigil anyway, it is entirely within her capability to ensure that no influence - outside or inside - changes Sigil's technological level. As for the Why... Nobody knows.

Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #172 on: May 31, 2010, 06:39:13 PM »
While that does sound like something the Lady of Pain might do, I'm not sure why the kinds of people that live there would bother to stay...why not go to any other plane where they can get better technology (i.e. guns)?

Also, I don't really want to have accesible timeline areas more advanced than, say, the 1800s.

I think Rin would have to have time shifted at some point after leaving Gensokyo, as Nobu suggested.

Fightest

  • Fighter than anyone else
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #173 on: May 31, 2010, 09:46:16 PM »
I think Rin would have to have time shifted at some point after leaving Gensokyo, as Nobu suggested.

That's the easiest solution, I agree, considering how much time travel's going on already.

Moerin

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #174 on: May 31, 2010, 11:05:54 PM »
That's... Pretty much what I'd always assumed about Rin.  >.>  So yeah, I'm cool with the time travel explanation~
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Nobu

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #175 on: June 03, 2010, 07:36:10 AM »
Level up info:

3 pts Knowledge: Nature convert ---> 6 pts Knowledge religion (the sitting-in on Mina's lectures has given me a good overview of the traditional pantheon, and knowledge:religion in the Kingdom of Moreya equates to knowledge of the lesser and greater kami of the land.)

4 Skill points
+1 Knowledge: Religion (to 7)
+1 Craft (to 7)
+ 2 Concentration (to 2)

+1 Wisdom (to 17)


Also, enjoy my spontaneous healcasting while you can, because i'll be giving it up for awesome spontaneous War-casting come fifth level >:D Fuck year Ordained Champions.
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Stuffman

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #176 on: June 03, 2010, 08:59:30 AM »
Speaking of which, my rule on retraining is simple: you can change one thing per level. You can change one feat, one spell/power you know (useful for you Xan if you want to try different things), or move points from one skill to another, once at each level up.

Nobu

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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #177 on: June 04, 2010, 06:37:20 PM »
Just wanted to let you know I *might* be running late this Sunday. I'll be driving home from out of town and i'm not sure exactly when i'll be leaving or what time i'd be back by, but i'll try not to be too late.
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Fightest

  • Fighter than anyone else
Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #178 on: June 06, 2010, 05:17:03 PM »
In a fail of large proportions, I've forgotten to provide details of Axis' level-up.

+1 Crusader level:

+9 HP to 40
+1 Ref to 2
+1 Will to 4
+1 BAB to 4
+1 Str to 17
+1 Known Maneuver (Shield Block)
Zealous Surge (Reroll any saving throw 1/day)
+1 Craft to 5 ranks
+1 Diplomacy to 7 ranks
+1 Intimidate to 7 ranks

theshirn

  • THE LAWS OF THE FIESTA MEAN NOTHING
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Re: Stuffman's weekly game, maybe not D&D? (Maybe so!)
« Reply #179 on: June 06, 2010, 06:37:29 PM »
Oh geez, we leveled?  This is what I get for having to leave early, huh.

Alright.

HP +7 --> 31
Fort +1 --> +4 base
Will +1 --> +4 base
BAB +1 --> +4 base
Int +1 --> 16
Armored Mage (Medium) (Alric needs a breastplate, stat)
0-level spells +1 --> 6/day base
1-level spells +1 --> 5/day base
Learn Chill Touch
Retraining Weapon Focus into Battle Caster (Alric needs full plate, STAT)
+1 Concentration --> 7
+1 Knowledge(Arcana) --> 7
+3 Sense Motive --> 3

...I think that's everything.  HP to be discussed.
« Last Edit: June 13, 2010, 05:20:13 PM by theshim »

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson