So you're an adventurer. By know you have rolled lots of dice to determine you gender, race, class, age, weapons and armor, height and weight, and even what you look like.
But an as of yet unanswered question is whether you are walking or riding on your many adventures.
A simple toss of a d8 can tell you.
Roll once to determine if you go on 4 legs or only 2.
An even number means you're lucky and you get to ride.
An odd number means you're stuck plodding along by yourself.
Let's say you are going mounted.
Roll again to determine if you're horse is a mare or a stallion.
Even = female
Odd = male
Now roll one last time to see what your mount looks like.
1. white
2. gray
3. black
4. tan - this would be like a buckskin
5. red - this would be like a quarterhorse
6. brown - this is a rich, chocolate color
7. paint - the most common combinations are brown and white or black and white
8. dapple - this is a spotted pattern, like an Appaloosa (usually white on gray)
I'm keeping this pretty standard with just equine mounts, but don't let that discourage you from riding a mythical beast like a pegasus, griffon, dragon, or giant eagle.
An addition that would be very useful to a wanderer is something that will haul all of their gear and loot for them, such as a mule or a cart.
So let's add that in, shall we.
1. goat, ram, or dog - these would primarily be for a Halfling.
2. donkey
3. mule
4. pack horse - this a horse that can only be ridden bareback, and only if you're willing to dump your gear.
5. cart - it's assumed you have a beast of burden to pull it, or you could also do it yourself.
6. wagon/sled - this could be anything from a buckboard or covered wagon to a fine carriage. These you cannot move yourself, you must have a team of at least two to pull it. You could even have a large convoy of 2-3 wagons drawn by several pairs, but something like that would be slow and hard to move if not on a flat surface like a road or open plain.
Sunday, November 9, 2014
Saturday, November 8, 2014
Looks Like... Generating Detailed NPC Descriptions.
Tonight I was having fun messing around with the various dice-roll generators I've posted before to create the NPCs in a scene. And then I realized...I haven't crafted a generator for how people look! I guess I better remedy that.
Hair color d6
1 - bald
2 - blonde
3 - red
4 - brown
5 - black
6 - white, gray, or some exotic color if you like
Hairstyle d6
1 - cropped/shaved
2 - short
3 - medium length
4 - long
5 - braided or pulled back
6 - decorated with beads or ribbons
Eye color d4
1 - brown
2 - blue
3 - green
4 - gray or some other color like red, purple, gold, etc.
Attractiveness
For this it seems pretty (pun intended) obvious to use a d10 for a 1-10 scale.
Or if you don't want to risk getting a really fugly uggo or a complete knockout, you could begin with an average looking 5 and roll a d4, choosing + or -.
If you're ascribing attributes to the NPCs, you could simply use their Charisma value to make them more or less attractive.
For height and weight and age I'm still just using this generator.
But since we're mainly relying on dice, I decided to roll out a height and weight generator, which can even be used to generate race.
Height d6 and d12 - which can even be used to randomly generate race.
Since the civilized races of halflings, dwarves, humans, and elves are all between 3 and 7 feet tall, roll 1d6 (excluding any results of 1 or 2) for feet and 1d12 for inches.
Weight d4, 2d10
This is assuming that halflings are usually at least 100 lbs and dwarves generally do not exceed 300 lbs.
Roll 1d4 (excluding any 4s) and roll 2d10.
Using these I rolled out a person that is 6'5" and 233 lbs, which would make for a large, but proportional human.
Hair color d6
1 - bald
2 - blonde
3 - red
4 - brown
5 - black
6 - white, gray, or some exotic color if you like
Hairstyle d6
1 - cropped/shaved
2 - short
3 - medium length
4 - long
5 - braided or pulled back
6 - decorated with beads or ribbons
Eye color d4
1 - brown
2 - blue
3 - green
4 - gray or some other color like red, purple, gold, etc.
Attractiveness
For this it seems pretty (pun intended) obvious to use a d10 for a 1-10 scale.
Or if you don't want to risk getting a really fugly uggo or a complete knockout, you could begin with an average looking 5 and roll a d4, choosing + or -.
If you're ascribing attributes to the NPCs, you could simply use their Charisma value to make them more or less attractive.
For height and weight and age I'm still just using this generator.
But since we're mainly relying on dice, I decided to roll out a height and weight generator, which can even be used to generate race.
Height d6 and d12 - which can even be used to randomly generate race.
Since the civilized races of halflings, dwarves, humans, and elves are all between 3 and 7 feet tall, roll 1d6 (excluding any results of 1 or 2) for feet and 1d12 for inches.
Weight d4, 2d10
This is assuming that halflings are usually at least 100 lbs and dwarves generally do not exceed 300 lbs.
Roll 1d4 (excluding any 4s) and roll 2d10.
Using these I rolled out a person that is 6'5" and 233 lbs, which would make for a large, but proportional human.
Saturday, September 27, 2014
Get A Job!
It's been many months since my last musings here, so I better post something substantial - like say, a d6 chart of jobs.
First up is a general occupation list for NPCs, or you could use it to say "This is what my character did every mundane day before becoming an adventurer." That whole safe and stable income, regular meals, and sleeping indoors just ain't for everyone. Gimme danger, derring do, and dungeon delving.... in a safe, tabletop, escapism kind of way of course.
It's pretty simple to use. Roll 1d6 and 1d10. For example, I rolled a 6 and another 6, so the occupation would be a Lord or Lady. Then I rolled a 3 and a 5, so a Weaponsmith/Armorer. Proceed as many times as you want. If you come up with more jobs, simply add them to the list and increase the first die to a d8 or another d10.
General NPC Occupations
11. Laborer/Farmhand
12. Miner
13. Woodsman/Forrester
14. Servant
15. Herdsman
16. Fisherman/Sailor
17. Hunter
18. Vendor/Merchant
19. Pawnbroker/Moneylender
20. Cobbler
21. Carpenter/Woodcarver
22. Tailor
23. Potter/Sculptor/Artist
24. Weaver
25. Barber
26. Butcher
27. Mason
28. Wright (cart,wayn, ship)
29. Smith (black, silver, gold)
30. Baker/Cook
31. Grocer
32. Tanner
33. Cooper
34. Locksmith
35. Weaponsmith/Armorer
36. Farrier
37. Brewer
38. Miller
39. Pageboy/Squire
40. Steward
41. Butler/Maid
42. Groom/liveryman
43. Chauffeur/Footman
44. Wetnurse/Nursemaid
45. Midwife
46. Alchemist/Botanist/Apothecary
47. Messenger
48. Clerk/Scribe
49. Soothsayer/Fortune Teller
50. Bookbinder/Librarian
51. Scholar/Tutor (various fields)
52. Physician/Dentist
53. Innkeeper
54. Entertainer/Performer
55. Landlord
56. Accountant
57. Lawyer
58. Judge
59. Gaoler (Jailer)
60. Hangman/Executioner
61. Warden
62. Ambassador
63. Diplomat
64. Advisor/Alderman
65. Clergy (priest, bishop)
66. Lord/Lady
The next table is for those with more nefarious means of employment. This one only requires 1d6.
Criminal Occupations
1. Mercenary/Assassin
2. Pickpocket/Cutpurse
3. Bandit/Thief
4. Slaver
5. Smuggler/Fence
6. Warlord
And lastly, where there is the lawlessness and chaos of city living, you're going to encounter those that try to instill some order. For these you still only need 1d6.
Lawful Occupations
1. Beggar - Ok, so this one doesn't actually contribute to the well being of society. But the law hasn't made begging illegal...yet. These ne'er do wells attempt to live off the system and charity to avoid lifting a finger. In time they may get desperate enough to turn to a life of crime if no one is dropping them coins anymore.
2. Bounty Hunter - chasing down brigands and vagabonds and bringing them to justice...for a fee.
3. Town/City guard (carries cudgel, crossbow, sword, or spear) - patrolling the streets to keep you safe.
4. Constable/Sheriff - someone has to get the orders from the mayor and pass them down to the guards.
5. Warrior/Soldier - a militiaman or regular soldier in the liege lord's army, keeping the county safe.
6. Officer/Commander - and like the sheriff giving orders to the guards, there has to be someone to command the forces in the field.
First up is a general occupation list for NPCs, or you could use it to say "This is what my character did every mundane day before becoming an adventurer." That whole safe and stable income, regular meals, and sleeping indoors just ain't for everyone. Gimme danger, derring do, and dungeon delving.... in a safe, tabletop, escapism kind of way of course.
It's pretty simple to use. Roll 1d6 and 1d10. For example, I rolled a 6 and another 6, so the occupation would be a Lord or Lady. Then I rolled a 3 and a 5, so a Weaponsmith/Armorer. Proceed as many times as you want. If you come up with more jobs, simply add them to the list and increase the first die to a d8 or another d10.
General NPC Occupations
11. Laborer/Farmhand
12. Miner
13. Woodsman/Forrester
14. Servant
15. Herdsman
16. Fisherman/Sailor
17. Hunter
18. Vendor/Merchant
19. Pawnbroker/Moneylender
20. Cobbler
21. Carpenter/Woodcarver
22. Tailor
23. Potter/Sculptor/Artist
24. Weaver
25. Barber
26. Butcher
27. Mason
28. Wright (cart,wayn, ship)
29. Smith (black, silver, gold)
30. Baker/Cook
31. Grocer
32. Tanner
33. Cooper
34. Locksmith
35. Weaponsmith/Armorer
36. Farrier
37. Brewer
38. Miller
39. Pageboy/Squire
40. Steward
41. Butler/Maid
42. Groom/liveryman
43. Chauffeur/Footman
44. Wetnurse/Nursemaid
45. Midwife
46. Alchemist/Botanist/Apothecary
47. Messenger
48. Clerk/Scribe
49. Soothsayer/Fortune Teller
50. Bookbinder/Librarian
51. Scholar/Tutor (various fields)
52. Physician/Dentist
53. Innkeeper
54. Entertainer/Performer
55. Landlord
56. Accountant
57. Lawyer
58. Judge
59. Gaoler (Jailer)
60. Hangman/Executioner
61. Warden
62. Ambassador
63. Diplomat
64. Advisor/Alderman
65. Clergy (priest, bishop)
66. Lord/Lady
The next table is for those with more nefarious means of employment. This one only requires 1d6.
Criminal Occupations
1. Mercenary/Assassin
2. Pickpocket/Cutpurse
3. Bandit/Thief
4. Slaver
5. Smuggler/Fence
6. Warlord
And lastly, where there is the lawlessness and chaos of city living, you're going to encounter those that try to instill some order. For these you still only need 1d6.
Lawful Occupations
1. Beggar - Ok, so this one doesn't actually contribute to the well being of society. But the law hasn't made begging illegal...yet. These ne'er do wells attempt to live off the system and charity to avoid lifting a finger. In time they may get desperate enough to turn to a life of crime if no one is dropping them coins anymore.
2. Bounty Hunter - chasing down brigands and vagabonds and bringing them to justice...for a fee.
3. Town/City guard (carries cudgel, crossbow, sword, or spear) - patrolling the streets to keep you safe.
4. Constable/Sheriff - someone has to get the orders from the mayor and pass them down to the guards.
5. Warrior/Soldier - a militiaman or regular soldier in the liege lord's army, keeping the county safe.
6. Officer/Commander - and like the sheriff giving orders to the guards, there has to be someone to command the forces in the field.
Saturday, May 24, 2014
This Means W.A.R.
I've mentioned before how I initially started gaming with my group to learn how it all works. That was (kind of) accomplished. I have also stated that my gaming group decided to try to put our own something together with the goal of launching a Kickstarter. We started strong...and fizzled out.
Being that we're all adults (however childish) with jobs and spouses and houses and other various real life obligations, we just couldn't get together to keep the momentum going. A big thank you to Riley for putting forth such enthusiasm and getting our forum set up! He really was the keystone to the project.
That being said, I wish him the very best in continuing his own adventure. Look for it on Kickstarter in the future. He has decided to not let the project die, thus he is carrying the battle standard onward. Ever onward, sir!
I may still tinker with my original idea, but it will be small potatoes and likely never go more public than this here blog. In homage to Riley's genius title, I am finally giving mine a title of W.A.R. (Wicked Awesome Roleplaying).
Being that we're all adults (however childish) with jobs and spouses and houses and other various real life obligations, we just couldn't get together to keep the momentum going. A big thank you to Riley for putting forth such enthusiasm and getting our forum set up! He really was the keystone to the project.
That being said, I wish him the very best in continuing his own adventure. Look for it on Kickstarter in the future. He has decided to not let the project die, thus he is carrying the battle standard onward. Ever onward, sir!
I may still tinker with my original idea, but it will be small potatoes and likely never go more public than this here blog. In homage to Riley's genius title, I am finally giving mine a title of W.A.R. (Wicked Awesome Roleplaying).
Saturday, April 12, 2014
Keeping Secrets
I just had an epiphany regarding (literally) playing your cards close to your vest. As a DM you are very much the wizard behind the curtain. The screen hides your notes, master maps, and tidbits about which NPCs are to be trusted or not. But what if there were secrets that even you didn't know?
I'm thinking, make a stack of index cards with an affliction, penalty, detrimental secret, etc. to keep the players from getting too cocky. Write what it is and how it affects attributes and skills. Then seal each card in an envelope and shuffle them several times. Now you have a stack of random bad luck. Heck, maybe even toss in a few bonuses to keep them from storming off.
Imagine the fun that ensues when you distribute the cards and players end up with....what? A vain, yet balding elf that fancies himself a real Casanova. A dwarf with a nervous bladder. Maybe a dyslexic mage that only gets his spells right half of the time.
I'm thinking, make a stack of index cards with an affliction, penalty, detrimental secret, etc. to keep the players from getting too cocky. Write what it is and how it affects attributes and skills. Then seal each card in an envelope and shuffle them several times. Now you have a stack of random bad luck. Heck, maybe even toss in a few bonuses to keep them from storming off.
Imagine the fun that ensues when you distribute the cards and players end up with....what? A vain, yet balding elf that fancies himself a real Casanova. A dwarf with a nervous bladder. Maybe a dyslexic mage that only gets his spells right half of the time.
Sunday, March 30, 2014
Old Age and Broad Beltlines
I found something a bit different as I was cruising various generator's today.
Age, height, & weight generator per race. Sure it says it's geared specifically toward Pathfinder, but I don't see why you can't use it for something else. I like it because most other NPC gennies I've found spit out something like name, alignment, attributes, and motivation. Well what if I'm not needing to know all that for a crowd in a marketplace or patrons in a tavern?
This one is incredibly simple and I love it for that!
It also got me thinking about a much earlier post - The Age of Man - and what I needed to expand upon.
So I spent some time messing about with a spreadsheet that details the rate of aging for my core races.
Humans age...well, as humans do. For each year they appear 1 year older.
But what of the longer-lived races of elves, dwarves, gnomes, and those hybrid half-elves?
I'm glad you asked.
Elves live anywhere from 500-800 years, but they age almost imperceptibly over the years of a human lifespan, which is "only" 85-100 years. Elves grow and mature at the same rate as humans until the age of 15, at which time their elven-ness really kicks in and they age only 1 year for every 5 human years.
At the age of 65 they would appear to be 25. At 150 years old they look to be in their early 40s. And at barely half their lifespan of 250 years, they only then start to look "aged" at just over a century.
I may even modify it further to say that once they reach 200 years old, when they'd appear to be around 50, they're aging slows even more to only 1 year per 10 human years. This would mean that only the very oldest of elves would look it. They'd seem to be just entering their 80s when they're 500 years old.
Because of their mixed genetics, half-elves age at roughly half the rate of humans, or almost twice as much as a full-blood elf. After reaching 15, they age only 1 year per 3 human years. At age 60, they only look 30. At 120 years old, they barely look a day over 50.
While a half-elf child will outlive their human parent by a century or more, they are still considered to have very short lives compared to their elven parent. Half-elves can conceivably live to be 250 years old, but at around age 200 they start to look and feel rather rickety. Most would have an expectancy of around 185 years and cash out when they appear to be in their late 90s.
Gnomish aging doesn't slow until they're 30, at which time they age 1 year for every 3 human years.
So at 60, they'd look to be around 40. At 90, they'd look 50. Like a half-elf, they wouldn't really start to appear aged until they're almost 200 years old. And that's only about half of their lifespan.
Beyond age 175, gnomes slow to aging only 1 yer per 5 human years, so when they turn in at 400 they look to be 123 years old.
Last, but not least, dwarves in my world don't live as long as some might have it in other worlds. I don't want them dropping off too quickly, but I also consider that a life of hard work and hard drinking must catch up with them at some point. They typically don't live beyond 300, and hardly ever will one see a day past 350.
They age at the same rate as humans, and don't even get a beard coming in until they're at 50. But then they slow to aging 1 year per 4 human years. So by the time they have a "respectable" beard at 70, they only look to be in their mid 50s. When they're 90 and looking 60 is when most dwarves start to think of starting a family. When that dwarf's son's stubble starts to show in another 50 years, the father will only look to be in his early 70s. Dwarf beards don't even begin to show a little gray until they're 150 and looking not a day over 75. They're 250 years old before a century shows on their grizzled face. But most dwarves "retire" and take up the pipe and coin counting at 275-300. But that's still saying something that great-great-great-great-great-grandfather dwarf could expect to see a 6th generation of beard bloom before he grumbles his last and closes his eyes for the stone sleep.
Age, height, & weight generator per race. Sure it says it's geared specifically toward Pathfinder, but I don't see why you can't use it for something else. I like it because most other NPC gennies I've found spit out something like name, alignment, attributes, and motivation. Well what if I'm not needing to know all that for a crowd in a marketplace or patrons in a tavern?
This one is incredibly simple and I love it for that!
It also got me thinking about a much earlier post - The Age of Man - and what I needed to expand upon.
So I spent some time messing about with a spreadsheet that details the rate of aging for my core races.
Humans age...well, as humans do. For each year they appear 1 year older.
But what of the longer-lived races of elves, dwarves, gnomes, and those hybrid half-elves?
I'm glad you asked.
Elves live anywhere from 500-800 years, but they age almost imperceptibly over the years of a human lifespan, which is "only" 85-100 years. Elves grow and mature at the same rate as humans until the age of 15, at which time their elven-ness really kicks in and they age only 1 year for every 5 human years.
At the age of 65 they would appear to be 25. At 150 years old they look to be in their early 40s. And at barely half their lifespan of 250 years, they only then start to look "aged" at just over a century.
I may even modify it further to say that once they reach 200 years old, when they'd appear to be around 50, they're aging slows even more to only 1 year per 10 human years. This would mean that only the very oldest of elves would look it. They'd seem to be just entering their 80s when they're 500 years old.
Because of their mixed genetics, half-elves age at roughly half the rate of humans, or almost twice as much as a full-blood elf. After reaching 15, they age only 1 year per 3 human years. At age 60, they only look 30. At 120 years old, they barely look a day over 50.
While a half-elf child will outlive their human parent by a century or more, they are still considered to have very short lives compared to their elven parent. Half-elves can conceivably live to be 250 years old, but at around age 200 they start to look and feel rather rickety. Most would have an expectancy of around 185 years and cash out when they appear to be in their late 90s.
Gnomish aging doesn't slow until they're 30, at which time they age 1 year for every 3 human years.
So at 60, they'd look to be around 40. At 90, they'd look 50. Like a half-elf, they wouldn't really start to appear aged until they're almost 200 years old. And that's only about half of their lifespan.
Beyond age 175, gnomes slow to aging only 1 yer per 5 human years, so when they turn in at 400 they look to be 123 years old.
Last, but not least, dwarves in my world don't live as long as some might have it in other worlds. I don't want them dropping off too quickly, but I also consider that a life of hard work and hard drinking must catch up with them at some point. They typically don't live beyond 300, and hardly ever will one see a day past 350.
They age at the same rate as humans, and don't even get a beard coming in until they're at 50. But then they slow to aging 1 year per 4 human years. So by the time they have a "respectable" beard at 70, they only look to be in their mid 50s. When they're 90 and looking 60 is when most dwarves start to think of starting a family. When that dwarf's son's stubble starts to show in another 50 years, the father will only look to be in his early 70s. Dwarf beards don't even begin to show a little gray until they're 150 and looking not a day over 75. They're 250 years old before a century shows on their grizzled face. But most dwarves "retire" and take up the pipe and coin counting at 275-300. But that's still saying something that great-great-great-great-great-grandfather dwarf could expect to see a 6th generation of beard bloom before he grumbles his last and closes his eyes for the stone sleep.
Wednesday, March 19, 2014
Magic Items and Enchantments
I'm a much better sword swinger than spell slinger, so forgive me if what follows isn't earth shattering. I have never been one to ooh and aah overmuch when it comes to magic in games and stories. My characters are typically straightforward fellows preferring to use a well-crafted weapon in their own two hands. But that's not to say that magic doesn't have its uses. Flipping through my DM guide gave me a few ideas in areas that I've previously and sometimes purposefully avoided.
First off, what is the basis of magic in the world? Is it without form from another plane, or drawn from the swirling elements of the world around you? Is there good magic and bad magic? Laws, abuses, taboos?
In the game world my chums and I are developing we're thinking that magic is much more elemental - like "weaving" in Robert Jordan's Wheel of Time series. The somewhat Ptolemaic construct is this:
Beginning at the center is the focus of Light, then Air, Earth, Water, Fire, Spirit, and finally Shadow. They are arranged as such because air is between the earth and the sun. Water encircles the land. Deep beneath the earth is were rivers of fire flow. Spirit surrounds everything, separating the realms of life and death. Delving too far into the spirit world, or using the Aether/Ether for malicious purposes leads to corruption of Spirit, which is Shadow. I haven't decided if Light is actually a school of magic that can be used by mortal beings. Maybe it is a tool that only gods can use.
Keeping in line with the random roll concept, if you can't decide on which school your character or an NPC favors, just toss a d6 and see what you come up with.
1. Air
2. Earth
3. Water
4. Fire
5. Spirit
6. Shadow
Or let's say you're party knows nothing of magic until they come across magic items in a treasure hoard.
Roll a d10 to determine what they find.
1. Potion - a simple concoction that grants a bonus like healing, stamina, etc.
2. Gem or crystal - a raw or cut jewel which can be imbued with magic.
3. Amulet - a necklace (simple or complex) made of various materials and adorned with a set magical stone.
4. Ring - a smaller and/or more intricate version of an amulet. It's assumed rings take more skill to craft.
5. Rod, wand, or staff - either a simple stick topped with a crystal or a very intricate staff festooned with mysterious runes of warding. Such an item would focus powers much more than a piece of jewelry.
6. Scroll - a single page of runes and/or illustrations that teach the reader magical secrets...assuming it can be deciphered.
7. Weapon - an enchanted sword, axe, bow, arrows, etc. that give the wielder additional powers.
8. Shield - just as it sounds, it is a shield enchanted with extra protection against attacks both physical and/or magical.
9. Armor - it can be enchanted with added protection, just as a shield is, or it grants added strength, stealth, fortitude, etc.
10. Tome - an entire book of spells would be quite the valuable find!
**Revised list for 2d6
2. Armor
3. Shield
4. Rod, Wand, or Staff
5. Cloak or Boots
6. Crystal or Gem
7. Potion
8. Amulet
9. Ring or Jewelry
10. Scroll
11. Weapon
12. Tome
As for enchantments placed on shields and armor, these are just a few I've come up with.
Enhanced Fortitude - roll 1d4 to determine the HP bonus.
Enhanced Strength - the armor weighs 1d4% as much, or your carrying capacity is boosted by 1d4%.
Increased Speed, Stealth, Agility, Dexterity - this would depend on whether the item is a cloak, boots, or gloves.
Elemental/Magical Resistance - attacks against you with magic do 1d4 less damage.
Sonic Deflection - when struck the shield or armor makes a loud noise that stuns the attacker like a flash-bang grenade. Perhaps this could also have a blinding effect with a flash of light.
Some other generators I'm fond of are:
Inkwell Ideas Magic Item/Shop Inventory
Donjon Random Magic Shop
RoleplayingTips.com Shop Inventory - this is an Excel download for mundane and magical items.
First off, what is the basis of magic in the world? Is it without form from another plane, or drawn from the swirling elements of the world around you? Is there good magic and bad magic? Laws, abuses, taboos?
In the game world my chums and I are developing we're thinking that magic is much more elemental - like "weaving" in Robert Jordan's Wheel of Time series. The somewhat Ptolemaic construct is this:
Beginning at the center is the focus of Light, then Air, Earth, Water, Fire, Spirit, and finally Shadow. They are arranged as such because air is between the earth and the sun. Water encircles the land. Deep beneath the earth is were rivers of fire flow. Spirit surrounds everything, separating the realms of life and death. Delving too far into the spirit world, or using the Aether/Ether for malicious purposes leads to corruption of Spirit, which is Shadow. I haven't decided if Light is actually a school of magic that can be used by mortal beings. Maybe it is a tool that only gods can use.
Keeping in line with the random roll concept, if you can't decide on which school your character or an NPC favors, just toss a d6 and see what you come up with.
1. Air
2. Earth
3. Water
4. Fire
5. Spirit
6. Shadow
Or let's say you're party knows nothing of magic until they come across magic items in a treasure hoard.
Roll a d10 to determine what they find.
1. Potion - a simple concoction that grants a bonus like healing, stamina, etc.
2. Gem or crystal - a raw or cut jewel which can be imbued with magic.
3. Amulet - a necklace (simple or complex) made of various materials and adorned with a set magical stone.
4. Ring - a smaller and/or more intricate version of an amulet. It's assumed rings take more skill to craft.
5. Rod, wand, or staff - either a simple stick topped with a crystal or a very intricate staff festooned with mysterious runes of warding. Such an item would focus powers much more than a piece of jewelry.
6. Scroll - a single page of runes and/or illustrations that teach the reader magical secrets...assuming it can be deciphered.
7. Weapon - an enchanted sword, axe, bow, arrows, etc. that give the wielder additional powers.
8. Shield - just as it sounds, it is a shield enchanted with extra protection against attacks both physical and/or magical.
9. Armor - it can be enchanted with added protection, just as a shield is, or it grants added strength, stealth, fortitude, etc.
10. Tome - an entire book of spells would be quite the valuable find!
**Revised list for 2d6
2. Armor
3. Shield
4. Rod, Wand, or Staff
5. Cloak or Boots
6. Crystal or Gem
7. Potion
8. Amulet
9. Ring or Jewelry
10. Scroll
11. Weapon
12. Tome
As for enchantments placed on shields and armor, these are just a few I've come up with.
Enhanced Fortitude - roll 1d4 to determine the HP bonus.
Enhanced Strength - the armor weighs 1d4% as much, or your carrying capacity is boosted by 1d4%.
Increased Speed, Stealth, Agility, Dexterity - this would depend on whether the item is a cloak, boots, or gloves.
Elemental/Magical Resistance - attacks against you with magic do 1d4 less damage.
Sonic Deflection - when struck the shield or armor makes a loud noise that stuns the attacker like a flash-bang grenade. Perhaps this could also have a blinding effect with a flash of light.
Some other generators I'm fond of are:
Inkwell Ideas Magic Item/Shop Inventory
Donjon Random Magic Shop
RoleplayingTips.com Shop Inventory - this is an Excel download for mundane and magical items.
Sunday, March 9, 2014
Random Equipping
As I was going over older posts today I realized that I hadn't provided an easy out for the indecisive/lazy gamer. I had posts about scars and taking wounds. I had posts about race, gender, class, and location. And I had posts about armor and weapons, but I didn't have anything about randomly equipping those items! So here it is.
Melee weapon: d10, or a d8 if you want to do away with the larger, two-handed weapons
1. Dagger
2. Short sword or Club
3. Axe
4. Longsword
5. Mace
6. Morningstar
7. Flail
8. Hammer
9. Battleaxe
10. Greatsword
Ranged weapon: d8, or a d6 if you want to do away with polearms
1. Sling
2. Crossbow
3. Shortbow
4. Bow
5. Longbow
6. Greatbow
7. Spear
8. Halberd
Shield: d6
1. Hide
2. Wood
3. Bronze
4. Iron
5. Steel
6. Large/Tall
Armor: d4
1. Leather or Hide
2. Mail - ring, scale, or chain
3. Partial plate - this would be like having only a breastplate
4. Full plate - you're covered head to toe in metal
Melee weapon: d10, or a d8 if you want to do away with the larger, two-handed weapons
1. Dagger
2. Short sword or Club
3. Axe
4. Longsword
5. Mace
6. Morningstar
7. Flail
8. Hammer
9. Battleaxe
10. Greatsword
Ranged weapon: d8, or a d6 if you want to do away with polearms
1. Sling
2. Crossbow
3. Shortbow
4. Bow
5. Longbow
6. Greatbow
7. Spear
8. Halberd
Shield: d6
1. Hide
2. Wood
3. Bronze
4. Iron
5. Steel
6. Large/Tall
Armor: d4
1. Leather or Hide
2. Mail - ring, scale, or chain
3. Partial plate - this would be like having only a breastplate
4. Full plate - you're covered head to toe in metal
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