2019 Recap

First off – thank you to all of the new players of SimpleDnD! Lots of new people coming from all over the internet. Here is this year’s recap:

1. New Rules

2019 Saw the addition and solidification of Encumbrance, Movement, and Time. This is to enhance the exploration and non-combat parts of the game.

2. New Spells

2019 has the web site spell lists overhauled to add Wizard spells up to 9th level and to add Druid spells.

3. New Help

The Playing the Game and Dungeon Mastering sections had major updated to hopefully make it easier for new players and new DMs to get into the game. The adventure Goblin Raiders makes learning easier by walking through the rules as you play.

4. New Supplements

The Dungeon Journal Pages and Time Tracking Worksheet were added to the site. Hopefully they enhance everyone’s game time.

5. New Monsters

The monster list layout and diversity has been updated. There are around 80 monsters now. Including monsters by location or monsters by type

2019 Stats

Visitors: 56,538 (best year yet)
Page Views: 142,875

Top Class: Ranger
Top Race: Elf

What do you want to see in 2020? Post a comment!

Rule: Weapon Proficiencies

I was reading some really OSR and the concept of Weapon Proficiencies came up. I think this is actually a great limited to add along with the new encumbrance and time limits. Like all rules in SimpleDnD this is an optional rule, but one I cannot recommend enough.

The Rule

If you ARE NOT proficient with the weapon you are using, you receive a -3 penalty to both hit and damage rolls. NOTE: A negative damage amount is damage applied to the player character. This illustrates that they have accidentally hurt themselves with an unfamiliar weapon.

Class Proficiencies

Each class get’s 1 weapon that they are proficient with.

Cavaliers get 3 and Barbarians 2, this is due to their life long combat interest.

 

Technology as Magic

I’ve been brainstorming some ideas for new magic items and I’m really loving the idea that tech is magic. Not today’s technology, but maybe technology that is 10-50 years into the future. Obviously this brings the whole setting into question (what happened that everything is wilderness now? where did these’s other species come from?)

Things like:

  • Magic sphere – (force field emitter)
  • Boots of speed (Healeys or roller skates)
  • Flashlight
  • Glow rod (stun / taiser)
  • Folding tent (just a modern tent ultra compact)
  • Knowledge box – (Alexa?)
  • Backpack of many pockets (just a high tech backpack that makes finding items instant)
  • Door scanner (glow rock hand print lock)
  • Pocket fortress port o’ fort (a more “military grade” tent)
  • Mask of water breathing (scuba mask)
  • Boots of swimming (fins)
  • Box of magic detection (geiger counter)
  • Staff of metal detection – metal detector
  • Straw Of purification – think life straw
  • Substance Box (for turning anything into a nourishing pill)
  • Telescopic goggles
  • Infravision goggles (nightvision)

What do you think? Ideas? Thoughts? Post a comment below!

Modern Options

One of the things I’ve always look at, but haven’t played yet is UltraModern. I love the idea of adding modern armor, weapons or even mechs into the fantasy world (ala Shadowrun).

Guns

Guns breakdown into a few categories:

Light – one / two handed weapon limited ammo (light ammo only). (when used two handed gain +2)

Heavy –  two handed – had slower reload or slower rate of fire, or …

Attributes

Automatic Fire – if you crit on a roll (18+) roll again with disadvantage against the next closest enemy target or the same target. Attack over and over until you miss or run out of ammo.

Load Out – the ammo of ammo that can be used before requiring reload

Rate of Fire – the amount of ammo expelled in a round

Reload – how many rounds to reload (change cartridge, eject shells, etc)

Armor Piercing – this would be a bonus that negates a certain amount of armor AC (not dex or base) you can’t go lower than the AC + Dex

Range – no change from the current rules

Example

Revolver

type: light
damage: per ammo
range: 50/250
weight: 2 lb
load out: 6
rate of fire: 2
reload: 2 rounds
cost: $150

Semi Automatic Pistol

type: light
damage: per ammo
range: 30/150
weight: 2 lb
load out: 10
rate of fire: 2 or auto
reload: 1 round
cost: $450

Ammo

Light: Regular
Damage: 1d6
Cost: $25 for 100 rounds

Light: Armor Piercing
AC -5
Damage: 1d8
Cost: $250 for 100 rounds

Light: Hollow Point
Damage: 1d10
Cost: $200 for 100 rounds

Thoughts? Ideas?

Ratling

Screenshot 2018-01-24 11.42.53
Skaven Assassin

Ratlings are bipedal humanoid-rodent hybrid that are known to dwell in settings ranging from semi-underground warrens or along riverbanks. They are known for being a communal race, especially in cities where they can take over an entire quarter and turn it into their own. Ratling’s fur ranges in shades of black, grey, white with brown being one of the few “colors” of the race. Their eyes are typically black, dark brown, with the occasional red eyes. Their noses are typically a pinkish color. They are known for their sharp claws and sharp senses.

Ability Score Caps: Ratlings cannot exceed +2 in any ability except for Dex and Con where they can have up to a +3. Ratlings cannot exceed Zero in Strength.

Ability Score Max: Ratlings have a max total combined ability total of 5

Size: 3-4 foot tall, 60 – 120 lbs

Speed: 30 feet

Languages: Undercommon and Common

Special Racial Abilities:

Darkvision: 120 feet due to living in nothing but darkness.

Plagued Upbringing: Growing up and spawning in filth has its advantages. Gain advantage in checks against toxins and diseases.

Skiddish: Ratlings can +2 to their notice value.

+2 bonus to Armor Class due to small size

+3 bonus to Combat Initiative for their small quickness

Skill Bonuses

Climb (+4) – used to climb walls, mountains, etc

Stealth (+2) – used to hide and move without detection

Class Restrictions

Ratlings may only choose from Cleric, Thief, or Barbarian.

Weapon and Armor Restrictions:

A Ratlings may wear any kind of armor, and may use a shield. However, their armor and shields must be specially made for their small size (doubling the list price). Even dwarf-sized armor is too large for them.

A Ratlings may only use weapon weighing 2lbs or less (such as a dagger, short sword, or shortbow), and may not use two-handed swords, longbows, battle axes, pole-arms, or other large weapons.

Character Skills

In newer versions of D&D and Pathfinder they each have a skill list. Contrary to popular belief this is not a new idea. Skills go all the way back to the original D&D in the form of Thief skills. I propose that skills are integrated into Simple DnD in a more uniform manner. Skill based characters (Assassin, Grifter, Ranger and Thief) would be completely replaced with the new class, just called Rogue, and allowing the players to customize their characters as they see fit.

Each rogue would choose 6 of the following skills and distribute 24 points between them:

Skill List:

  • Animal Handling
  • Climbing
  • Contacts
  • Crafting: Disguise, Poison, Tinker, Traps (choose) one slot per
  • Deceive
  • Disable Devices
  • Intimidate
  • Investigate
  • Linguistics
  • Lore
  • Sleight of Hand
  • Stealth
  • Tracking
  • Use Magic Devices
  • Will Power

At each level up the player would gain 3 additional points to distribute. New skills can be acquired at the cost of 6 skill points and would start at 1.  With one additional skill added at each 5 levels.

Class Build Outs

A thief would know: Climbing, Crafting: Traps, Disable Devices, Investigate, Stealth and Use Magic Devices

An assassin would know: Climbing, Contacts, Crafting: Poison, Intimidate, Tracking and Stealth

A grifter would know: Contacts, Deceive, Intimidate, Lore, Stealth and Will Power

A ranger would know: Animal Handling, Climbing, Investigate, Lore, Stealth and Tracking

Let me know your thoughts and ideas in the comments below!