Al-Qadim Equipment for 5th Edition

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(PDF Here)

I’ve been running Al-Qadim (well I have ran one session anyway) converting on the fly to 5th edition. I soon realized that I wanted to get a weapons, armor, and gear list set up for use with it, as a lot of the weapons and armor you see in Al-Qadim are different and there is quite a bit of variety in their goods and services.

So, I’ve spent two manic days putting this monstrous PDF together. I’ve come up with the items and prices based on scouring through the Al-Qadim books, the 2e Player’s Handbook, comparing it to the 5e Player’s Handbook, and a good bit of my own fiat. I’ve added even more items to the lists from the 2e Al-Qadim books that I felt were missing (no coffee beans listed for trade goods? come on!). I also made a table of clothing sets to give examples of how the clothing listed before that might be used by different people in the Land of Fate.

Anyway, here it is in one giant WIP PDF. Enjoy!

Factions: The Knights of the Towerwatch

There are a few things in D&D Fifth Edition which I feel could be expanded upon to great effect. One of these is Downtime (which I have attempted to expand on here), and another is Factions.

In the base D&D rulebooks, factions are a bit of an abstract. In Organized Play they are a bit more structured, but even then gaining reputation within the faction is a linear process that happens automatically as you play in the Adventurer’s League rather than being an entity in the world that you can choose to interact with (or not) for mutual benefit.

This rules module attempts to expand this idea by presenting an example faction, the Knights of the Towerwatch, that as the PCs gain renown with various privileges and amenities are unlocked. However, this goes both ways, and the PCs can get negative ranks with this faction, which could cause some complications for the PCs. This faction could be easily renamed for use in your world.

Eventually I would like to come up with multiple factions that are a bit archetypal (a knighthood, a thieves’ guild, a mage university, etc.) so that players could take those and shape them to their world with minimal effort.

 

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The Knights of the Towerwatch

(pdf coming soon)

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As Above, So Below: The Cultist Background

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You are led down a spiralling stone staircase, far beneath the unassuming house near the outside of the village. Your eyes are covered, and you have to grasp the shoulder of the masked Gatekeeper as he leads you forward towards your fate. You are cold and tired, but in your heart anxiety wrestles with excitement.

There is the sound of a door opening and a rush of warm air, and you step forward. It shuts behind you with a soft click. Around you is the thick perfume of incense, and you feel hot flame on your face as the blindfold is taken from your eyes. Finally you behold the inner sanctum, the secret circle of power for higher initiates.

Finally you are being given the secret that binds your soul to the order.

Forever.

Hidden from the eyes of official authority, below the lazy vigil of noble and king and the blind eyes of the temples, lay the secret path to true power. One need only seek it out, to walk the hidden path of illumination. Continue reading “As Above, So Below: The Cultist Background”

Downtime Expanded

In this module, I decided to try and come up with some rules that will allow PCs to both make money, and spend it. It showcases four tweaks I’ve made to the Downtime system of D&D, a system I am quite infatuated with.

Like much of what I make, this hasn’t been playtested much! I wish I could spend a lot of my time playing and testing RPGs, but a full time job makes this impossible. So I’ll pass my unpolished stones onto you in the hopes that you find something worth keeping.

The PDF version of this module is here.

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Downtime Expanded

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Simple Settlements

(A PDF of this in-the-works module is provided here.)

The idea behind this module is to give 5th Edition Dungeon Masters an easy way to flavor the settlements of their world, as well as provide some light mechanics that they can use to interact with the PCs in interesting ways.

Adding new ways for PCs to interact with the various settlements in your world can really enrich gameplay. These light mechanics will give you and your players that interaction and provide you with a simple system to resolve interactions between settlements. These rules will also be helpful for your PCs if they happen to gain control of a village, town or city.

The following rules are based on the ability score roll system of Dungeons and Dragons and provide settlements with their own Ability Scores, just like PCs and NPCs. It also provides them with what are called Attributes, which function like a simplified version of the skills and special rules of character classes and monsters. Rolling up a settlement using these two things will give your settlement mechanical weight, allowing you to express the different aspects of your settlement using the game rules.

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The Overly Complicated Weapons and Armor Module

Edit: This blog post will be updated multiple times to reflect changes due to feedback, so check back to see if things have changed!

Change Log: (changes based on feedback include the person that inspired the change) 

  • AP values on weapons messed with. (mikemonaco)
  • Flail ability added for nullifying shields. (mikemonaco)
  • Initiative is no longer rolled each round; rather, the modifiers change your initial initiative roll and thus can move you in the order, making it a little less fiddly. (daganev from the WotC forums)
  • Clarified some weapon attributes. (me)
  • Created a list of all of the playtest weapons to make changes more easily to all of them. Messed around with AP and Initiative modifiers. (me)
  • Changed how AC works completely. Now AC is a score made up of your Dex modifier, any Shield bonuses, and a base AC of 10. Armor provides DR only. AC can now be seen as purely defense/parrying/dodging. (mikemonaco/me/bawlie)
  • Completely removed initiative modifiers/weapon speeds. Way too fiddly in practice. Couldn’t find a way to make it work and fit seamlessly into the rules. The rest of the module should be complicated enough. (me)
  • Added Weapon Attributes Clumsy and Parrying, which effect AC negatively/positively. (me)
  • Shields changed; removed AR, they instead give an AC bonus based on your prof. Proficiency taken out of the AC equation. (bawlie)
  • Added a section for weapon and combat tactics to help spice up combat. Only one tactic added so far (pushing). Can you help me with some more? (me)

It’s certainly an exciting time to be a fan of Dungeons and Dragons. If you’re reading a blog about RPGs, then you are already probably aware of the various book announcements as well as the announcement of a free ‘Basic’ D&D PDF from Wizards of the Coast. The front page of Enworld is a good place to catch up. I could wax poetic about how good of a move this is, but I think the near universal approval is resounding enough.

Instead, today I wanted to work on a rules module for use with D&D Next, or Fifth Edition as it stands now. This is definitely the first ‘draft’, trying to catch a rough idea right now to polish off later when the game has been released.

This module focuses on weapons and armor, and seeks to, in plain terms, make them more complicated. Generally the direction of the game has been to make it  simpler, and this is a noble goal. I thought, however, that since Combat was really rather quick with this edition, it might not hurt to throw a few complications into it. The idea is to make weapons and armor have more mechanical crunch so that they feel like they have more weight in the narrative, if that makes sense. I think these could be made more three dimensional, making some weapons better in certain circumstances, as well as providing a useful reason for choosing a certain armor type over another.

Now, since this IS a rough draft you will not find balance here. I guarantee it. It’s something that needs playtested. If, in fact, you are currently running the playtest (or will be), please feel free to playtest this module as well. I would love some feedback to make the end module that much better. Of course, a lot will factor into how different weapons and armor look in the final product as opposed to the playtest documents I am using currently. I suspect there won’t be much change, however.

 

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The Overly Complicated Weapons and Armor Module

The Very Rough Playtest Draft Version

 

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Dungeons and Dragons Next and the End of the Playtest

So, the last playtest packet (10/14/13) has been released by Wizards of the Coast That means that from this point on all playtests will be done in a closed manner, in house or among handpicked volunteers. (Pick me, pick me!)

I’d like to both discuss this particular packet and how I feel about Dungeons and Dragons Next as a whole in today’s post. I’d also love to hear your thoughts on the matter!

So let’s have a discussion.

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Airships II

In the last part, we covered the core rules for using airships in combat as well as their unique statistical exceptions. This week, we’re going to talk about different airships, including their stat blocks, as well as a few different rules issues.

Last week’s post has been changed and updated due to some feedback from Reddit. Next week, the last part of this series will cover Airship adventuring and noncombat rules. A special thanks to Reddit user Marconan for offering feedback and suggestions which I have taken advantage of thoroughly.

On a quick blog related note, I’ve decided to do weekly updates as a baseline. That means at the least I’ll do one blog post a week, but might do more if I can. This will let me spend more time on a post and perhaps have more consistent posts with lots of ‘meat’. Anyway, enjoy part two!

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Rules Modules: Airships Part II

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