D&D 5e Variant - Ultramodern5
part 1 - An Outline of the Game
Some thoughts after a first adventure (that didn't have any combat)
part 2 - combat and final thoughts
D&D 5e Variant - Adventures in Middle Earth
part 1 - overview
A friend talked me into starting a campaign in this Lord of the Rings D&D spinoff, and there are a few neat mechanics that I wanted to review.
part 2 - Travel
It's always tricky running travel scenes in an RPG, I think the AiME did a good job with their travel mechanics.
part 3 - Shadow
The rules for resisting evil/ Shadow and Corruption are interesting, but fall a little short of being really useful.
part 4 - Audience
Along with travel these are my favorite rules from AiME. An audience is that "first impression" meeting with an NPC and how that effects the party.
part 5 - Odds and Ends
Finishing the series with a quick look at a few other systems and my general take on the game.
Pathfinder
Ultimate Intrigue - Verbal Duel rules
Taking a look at the optional rules with an example of play and handouts
Ultimate Intrigue - Pursuit
Taking a look at the optional rules with an example of play and handouts
Pathfinder Playtest
Elves - differences between Playtest and 1st edition
Sample Character - Devi Stoneson - part 1
Sample Character - Devi Stoneson - part 2
Watch me make a first level Dwarf Fighter with the Playtest rules
Playtest First Impressions
Starfinder
Adventure Breakdown - Incident At Absalom Station part 1
I really, really hated this first adventure and I'm going to breakdown exactly why (light spoilers)
5th Edition SRD
It's important to note that I am not reviewing Dungeons and Dragons 5th Edition, I am only reviewing the System Resource Document (or SRD) which contains all the freely available rules that you could build your own game upon.
part 1 - Races
Here's a quick overview of the races and their core mechanics
part 2 - Racial Abilities
Now I'll take a closer look at exactly what kinds of abilities the races have, to try to work out a range of power to create new abilities within.
part 3 - Backgrounds
A look at the single Background in the SRD, and trying to work out something useful from such a small sample.
part 4 - Class Basics
All classes share some elements, which is a good place to start looking at them.
part 5 - Starting Class Abilities
What you get at level 1 sets the tone for your future development, so I'm comparing the starting abilities for each class.
part 6 -Spellcasting Progression
Spellcasting is complicated enough to look at on it's own.
part 7 - Equivalent Exchanges
Just how similar are some of the background things, like saving throws and weapon proficiency?
part 8 - Monster Abilities and Defenses
Continuing the last post by looking at saving throws and damage types.
part 9 - Feats and Final Thoughts on Classes
This is a wrap-up on the classes before moving onto other mechanics
part 10 - One Roll To Rule Them All
Looking at the core mechanic for attribute and skill checks, with a breakdown of the odds of success for most situations
part 11 - Skill Descriptions
Taking a look at the skills and how they work
part 12 - Exploration Actions
I'm using "Exploration" for anything that deals with the environment around the character.
part 13 - Discovery, Manipulation and Communication Actions
Sadly while these are major types of challenges/actions in an RPG, the SRD has little to say about them
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