So, you want to start DMing Lamentations of the Flame Princess , but your players are complaining about how the system is "lacking" because...| homebrewhomunculus.blogspot.com
Angband is a 1990 computer game in the subgenre of turn-based permadeath dungeon-crawling RPGs, also known as roguelikes. Very few people play Angband today, and most PC gamers have likely never heard of it - even when they've likely heard of NetHack and Dwarf Fortress. But did you know that the randomized equipment or "loot" so common in video games today was originally an innovation of Angband? | Homebrew Homunculus
Chess960: chess with a random setup| Homebrew Homunculus
If you've read my posts on D&D Without Damage Dice and Ascending Damage, you'll know I use a sort of "wound counting" or "hit counting" system, which by definition has static damage - every hit with a weapon is just "one hit". The design goal is to make combat simpler and faster, but ideally, it should still be interesting and have some variety.| Homebrew Homunculus
TL;DR: Have several tables of backgrounds; characters with low ability scores roll on better tables.| Homebrew Homunculus
TL;DR: give LotFP Specialists 8 skill points to invest, not 4.| Homebrew Homunculus
About Duryan the Gardener | Homebrew Homunculus
Why Ascending?| Homebrew Homunculus
A strange mummy wanders the sandy wastes, not bound to a tomb | Homebrew Homunculus
Here's a small adventure site/scenario. Plop it onto your hex key on the edge of a forest or something.| Homebrew Homunculus
I guess the Trollkin class set my mind on the track of "slightly monstrous adventurers with death-avoiding abilities". I googled "OSR skeleton class" and found only this: https://www.necropraxis.com/2014/02/06/skeleton-class/ so consider this class inspired by Necropraxis's. Essentially I've codified a bit more what it means to be an undead PC, and made the class rather more party-dependant.| Homebrew Homunculus
These are some of the kookier ideas I’m kicking about. The Elven one, I think, is a really flavourful and small change that makes them more Moorcockian/ Melnibonéan, which I dig. The Cleric change is something that makes sense to me fluff-wise, but I’m not sure if it might break the game too much - please let me know what you think. The Magic-User one is the most kooky, and has the biggest impact on how the game plays, so I've saved it for last. Any of these can be implemented separate o...| Homebrew Homunculus
The rule| Homebrew Homunculus
[ click here for single-page PDF version ]| Homebrew Homunculus
Random LotFP class generator.| Homebrew Homunculus
D&D B/X is, I would wager, the most popular basis for OSR games. Therefore, B/X style ability modifiers are the most common. In case you didn't know, ability modifiers in B/X range from -3 to +3 and are determined like this:| Homebrew Homunculus
Observation 1: Most of the Thief skills in B/X D&D improve in increments of 5%, which makes using a percentile die rather pointless. You can take the percentile (and x-in-6) Thief skills table, convert all the values onto a d20 target number, and it looks like this (TN rounded up):| Homebrew Homunculus
A contest on G+ to come up with a new way to speed up combat in D&D caught my interest, two responses in particular.| Homebrew Homunculus
Edit: It turns out most people just want the rules and not the editorial - If you don't want to know why you should use encumbrance and will just take my word for it, skip to the last section, or see the printable PDF of the rules here and the new inventory sheet here.| Homebrew Homunculus
Here's how you generate characters in my game. The priority is speed at the table, while still giving every character something small and unique. Nothing super involved or gonzo like alien technology or slime pheromones; almost all of the items are based on real history. The assumption is a "standard" D&D setting.| Homebrew Homunculus
I was inspired to adapt | Homebrew Homunculus
Go to Part 4| Homebrew Homunculus
You’re probably aware of the multi-attack abilities fighters have had over the years. There’s the “Melee attacks per round” table, where Fighters in AD&D could have 1/1, 3/2 or 2/1 attacks per round. That fractional value of 3/2 means your number of attacks alternates each round: twice in one round, then once in the next, and so on. Sure, it’s not hard to understand - but it’s still an additional thing to remember in the heat of battle, which I don’t want in my game. Newer edi...| Homebrew Homunculus
Go to part 1. We continue on the track started by Jackson Malloy's post about hybrid classes at Sword and Scoundrel. This is a separate post because it's a bit more out there than the first, and is hungrily eyeing a couple sacred cows.| Homebrew Homunculus
Attacks. Each jouster wields a shield (+2 AC if proficient) and a lance (1d12, use Strength for attack and damage rolls). On each pass, each jouster rolls an attack with their lance.| Homebrew Homunculus