u/JJShurte

3rd Party Sculpts

Do many people use third party sculpts for their Old World armies?

I want to get (back) into it, but I’m too used to AoS level sculpts and so I’m thinking of hunting down some appropriate STL’s to start an Empire or Dogs of War army…

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u/JJShurte — 21 hours ago

Solo Dungeon Generation

How do you go about generating your dungeons?

Just for context, I’m running a solo campaign of Atomic Shadows, a post apocalyptic hack of Shadowdark. Up until now I’ve been making the dungeons all in advance using ChubbyFunster’s GM’s Guide. I randomly generate the rooms and monsters, leaving the loot till the actual time I get them… but I’m wondering if there’s a better way that doesn’t spoil things in advance?

What do you do for your Shadowdark (or Atomic Shadows) dungeons?

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u/JJShurte — 6 days ago

Level Adjustment

It's been a few years since I actually played a game of 3.5, but something that always bugged me about it was the level adjustment mechanic - and I'm wondering if people have hashed out anything new about it?

My main issue is that the benefit of a +1 Level adjustment may seem worthwhile at level 1, but those benefits start being less relevant as the cost goes up every level. Just as an example, a Tiefling gets a bunch of Resistances at 5, which is super useful at low level but less so the higher you get. And their ability to cast Darkness? Is that really worth paying level 20 exp costs just to get to level 19?

Has anyone found a work around for this sort of situation yet?

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u/JJShurte — 7 days ago

Should AI Be Allowed Here?

Due to one new member causing constant issues with their apparent use of AI, I’m having to open this up to all the members of the sub.

This is annoying. I wanted to stay out of this debate. I’m not here to play King-Kong and fight on anyone’s behalf.

Cast your vote.

View Poll

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u/JJShurte — 7 days ago

Help hash out a Hireling/Henchman class for Solo play

(Repost to avoid copyright issues)

I'm stuck overseas for a while and want to run a solo campaign where I basically just play as the henchman/hireling/follower/mook who is hired by adventuring parties to carry the tourch, loot, check for traps and act as a meatshield. The idea being that i can go on lots of different adventures with lots of different parties, and not really be invested if they live or die (and vice versa) since it's just a solo campaign.

So, I've combed over a bunch of classes from the various SD books, as well as ChubbyFunster's stuff, and the Beacon class which I found here on Reddit, and I've compiled a list of abilities that I think would be useful for such a "background" character. Not everything on this list will be taken, I've just grabbed a bunch of stuff which I think might be cool/useful/flavorful - so feel free to shoot anything down.

The list of abilities (and where they're from) is -

Alertness: Explorer

Lucky: Explorer

Pathfinding: Explorer

Formation Fighting: Veteran 

Full Kit: Veteran

Torchbearer: The Beacon

Brave Explorer: Beacon

Innocuous: Urchin

Torchbearer: Squire

Scavenger: Delver

Trailblazing: Delver

Trusty Gear: Delver

Thievery: Thief

So, what do you think? There's a few double-ups there (but they could be combined), and a few things crossed out that I think just wouldn't work at all. He's meant to be this guy that's always off to the side and never really the main show, and oftentimes treated as expendable by more callous adventuring parties, but I need him to get through an entire campaign of adventures, so he can't be utterly useless.

Thanks for any input!

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u/JJShurte — 7 days ago

Help hash out a Hireling/Henchman class for Solo play

I'm stuck overseas for a while and want to run a solo campaign where I basically just play as the henchman/hireling/follower/mook who is hired by adventuring parties to carry the tourch, loot, check for traps and act as a meatshield. The idea being that i can go on lots of different adventures with lots of different parties, and not really be invested if they live or die (and vice versa) since it's just a solo campaign.

So, I've combed over a bunch of classes from the various SD books, as well as ChubbyFunster's stuff, and the Beacon class which I found here on Reddit, and I've compiled a list of abilities that I think would be useful for such a "background" character. Not everything on this list will be taken, I've just grabbed a bunch of stuff which I think might be cool/useful/flavorful - so feel free to shoot anything down.

The list of abilities is -

Alertness: You gain +2 bonus to Initiative. You are not surprised unless you are actively engaged in a task (ex. Looting a chest)

Lucky: You gain a +2 bonus when rolling a death timer or using a luck token. You can also hold up to 2 luck tokens at one time. Rolls to stabilize you are made vs DC 9.

Pathfinding: You gain advantage on all INT checks to determine your location or find the path to a known objective. For example, you could find your way to an abandoned wizard tower with a few directions from a peasant.

Formation Fighting: If you have two allies within close distance, you gain advantage on all combat actions (attacks, throwing, etc)

Full Kit: Wearing a backpack, you gain an extra 5 gear slots

Torchbearer: Once you start using it, a torch does not consume a gear slot. You can start a campfire with only two torches.

Innocuous: If you can act during the surprise round and there is any cover within near distance, you can hide behind it. You are treated as if invisible. You can move to another near piece of cover and remain invisible. The effect ends if you attack.

Torchbearer: A torch in your hands does 1d6 damage. If it is lit, the torch is set aflame. If the damage roll is a 1, the torch goes out.

Set aflame: Attacks against the target have advantage until its next turn. Target takes 1 damage on it’s next turn.

Brave Explorer: You have a keen sense for danger. You have advantage on finding traps or hazards, and advantage on checks to prevent injury from them.

Scavenger: When you expend the last of a consumable item, roll a d6. On a 5 or 6, you regain that item as if you hadn’t used it.

Trailblazing: You are adept at exploring inhospitable, lost, or unknown places. You have advantage on the following tasks.

  • Climbing
  • Swimming
  • Foraging
  • Understanding unknown languages
  • Avoiding or escaping natural terrain hazards

Trusty Gear: Choose one type of gear or weapon you can wield. You gain 1+ half your level (round down) on checks or attack rolls made with that type of gear of weapon.

Thievery: You are adept at thieving skills and have the necessary tools of the trade secreted on your person (they take up no gear slots). You are trained in the following tasks and have advantage on any associated checks:

  • Climbing
  • Sneaking and hiding
  • Applying disguises
  • Finding and disabling traps
  • Delicate tasks such as picking pockets and opening locks

So, what do you think? There's a few double-ups there (but they could be combined), and a few things crossed out that I think just wouldn't work at all. He's meant to be this guy that's always off to the side and never really the main show, and oftentimes treated as expendable by more callous adventuring parties, but I need him to get through an entire campaign of adventures, so he can't be utterly useless.

Thanks for any input!

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u/JJShurte — 7 days ago
▲ 5 r/Awn

Just a Settlement game?

Has anyone done a game that's just about a Settlement? Not really going off and doing stuff, but trying to make a single Settlement survive and thrive? Are the rules robust enough to handle that level of focus?

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u/JJShurte — 12 days ago

A Solid Dungeon Crawler?

What’s your go-to dungeon crawler? 1 character or a party of 4, I don’t mind. Kill monsters, face traps, defeat bosses and get loot. Rinse, and repeat. What do you use?

I’m looking for something that’s not as crunchy as Ker Nathalas but crunchier than Four Against Darkness.

What’s your recommendations?

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u/JJShurte — 15 days ago