▲ 18 r/adnd

Adventure/Module to Show Off AD&D?

I played a ton of 2nd edition in college and still have all the books. Most of my current group never played AD&D, and so have no concept of what it was like. I'm thinking I'd like to give them a taste of what it was like by running an AD&D 2e game, but I don't really have the time to create a full campaign (even a shortish one) from scratch. I was thinking I could run them through one of the classic AD&D modules, possibly with some homebrew on top if necessary.

I'd prefer for it not to be purely a dungeon crawl, though... we like some story to go with it.

For reference, I've run them through the Village of Hommlet, Against the Cult of the Reptile God, and Keep at the Borderlands (all converted to 5e), so I don't want to use those again, and we ran the 5e version of Secrets of Saltmarsh.

Any suggestions?

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u/natefinch — 1 day ago

Please Steal My Core Resolution Mechanic

I have a core resolution (dice) mechanic that I have been toying with for several years, and I keep expecting that some other game will have done something similar, except that as far as I can tell, no (at least not exactly). (and maybe there's a good reason for that, but hear me out 😆)

This CRM is used for skills, including combat, and it has two main goals:

  1. emphasize that skill/practice is more important than innate ability
  2. If you have to roll, success is never automatic just because of how skilled you are

Skill Ranks

Rank Roll Description
Unskilled 2d4 No training, no experience, just doing their best to muddle through.
Skilled 2d6 Trained, practiced, does this regularly and is competent.
Veteran 2d8 Someone with a lot of experience, and even laypeople can tell they're good.
Expert 2d10 Clearly exceptional, performs extraordinary feats regularly.
Master 2d12 A virtuoso, they perform feats most others can't even imagine.

Your rank in a skill determines what dice you roll, with a generic target number of 6+ for success.

I like the physicality of the dice going up. Each rank gives you dice that roll nicer than the ones below. Rolling 2d4 *feels* awkward, as doing something unskilled should. 2d6 feels boring. 2d8 feel more interesting, etc.

Contested Rolls

For contested rolls, the active player rolls against the defender's die size. For example, if you're Veteran rank in Melee, and you're attacking someone who is an Expert in Melee, you need to roll a 10+ to hit. And if the Expert later attacks you back, they need to roll an 8+ to hit you.

Someone who is Skilled will hit 6+ 72% of the time. This is the skilled person doing something they are very familiar with, and probably the only reason there's even a 28% chance of failure is because it's being done under stress (otherwise, just don't make them roll). The success percentage is intentionally high.

Success Tiers

Matching the target number gives you a tier 1 result. This could be success at a cost, a minor success... whatever fits your game.

For every 3 by which you beat the target number, you increase the tier of the result by 1. So with the default 6+ target number, a 9 gives you a tier 2 result, and a 12 a tier 3, etc. What the tiers actually do is up to your game and each individual ability.

I like that Skilled folks (2d6) can get a tier 2 result (9+) a bit less than 1/3rd of the time (28%). This is the slightly-unexpected better result that doesn't always happen but isn't super remarkable. If you hit boxcars (12) you get that one in a million (ok, 1/36) tier 3 result, and it feels great.

But then the Veteran hits that tier 3 almost as often (23%) as the Skilled hits tier 2.

Roll percentages

     % Chance To Roll      Result
    2d4 2d6 2d8 2d10 2d12    
5-  63  28  16   10    7   Failure
6+  38  72  84   90   93   Tier 1
7+  19  58  77   85   90  
8+  6   42  67   79   85  
9+      28  56   72   81   Tier 2
10+     17  44   64   75  
11+     8   33   55   69  
12+     3   23   45   62   Tier 3
13+         16   36   54  
14+         9    28   46  
15+         5    21   38   Tier 4
16+         2    15   31  
17+              10   25  
18+              6    19   Tier 5
19+              3    15  
20+              1    10  
21+                    7   Tier 6
22+                    4   
23+                    2   
24+                    1   Tier 7

How Attributes Affect Skill Rolls

This is the part I am still working on. What I definitely do not want is flat bonuses from attributes. I want skill to vastly outweigh innate ability. The gymnast isn't good because they have 18 dex, they are good because they practiced for 8 hours a day for years.

Maybe attributes don't affect skills at all. Or maybe it's even the reverse... buy up enough Dex skills to veteran, and your dex moves up to veteran. I kinda like that.

Conclusion

Anyway.... I looked around and couldn't find any RPG systems with scaling dice for skill level. This approach was partially inspired by Savage Worlds, which has scaling dice for increased ability, but it's always d6 + <skill die> and also has tiers of success (they call them "raises"). But I think two dice of the same size gives some cleaner math, and means you can just leave your dice in pairs and grab the right pair each time.

Obviously this is not fully fleshed out, but I wanted to post it because I think it's cool and maybe someone will steal it and use it in a cool game.

**Addendum - Stuff I forgot to post**

Difficulty in checks is raised by increasing the target number. A standard lock might be 6+ to pick, but a more complex lock might be 8+, and a magical lock might be 12+, etc. basically stepping up the way skill dice do.

Advantages and disadvantages on rolls function basically like they do in 5e D&D - pairs of advantage/disadvantage cancel out. unlike D&D, if you have 2 advantages and 1 disadvantage, you're still counted as having an advantage (and vice versa if more disadvantages). After cancelling out, for each -vantage left over, roll an extra die of the same size as the rest of your dice, and either choose the two highest or lowest, depending on whether you had a net advantage or disadvantage. (there's probably a better way to word this, but I think you get it).

One More Addendum

Helping others

When you assist someone else with a task, you contribute a die of your skill level to their roll (as if a special form of advantage). They still roll and pick the two highest.

This means that someone who is an Expert helps a lot more than someone helping who is unskilled.

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u/natefinch — 21 days ago
▲ 108 r/EDH+1 crossposts

MoxTags v1.8.2 - Now with Archidekt and Scryfall Support

MoxTags is a Chrome and Firefox extension that adds Scryfall tag support to Moxfield, Archidekt, and Scryfall's main site. It displays tags for cards you're looking at directly on those sites, and lets you easily add those tags to your searches.

Download for Chrome or Firefox here:

https://github.com/natefinch/moxtags/releases/tag/v1.8.2

Install via Firefox extension store here: https://addons.mozilla.org/en-US/firefox/addon/8d8dc874a5284d57a406/

(Chrome Web Store is being extremely slow in approving the extension)

Scryfall Tags are the easiest and most useful way to search for cards for your decks. Want to look for cards with dies triggers? You could search for "whenever a creature you control dies" ... but that'll miss the cards that say "whenever a creature dies" and the cards that say "whenever another creature you control dies", etc.

So you could do 20 searches, or you could look up a card that does the kind of thing you want, like Blood Artist, and MoxTags will show you that it has the death-trigger tag... click on that tag to add that to your search on any of these sites, and bam, now you see all 1486 cards with otag:death-trigger.... including things like Tarrian's Soul Cleaver, which triggers on artifacts or creatures being put into the graveyard from the battlefield.

You can also just start typing otag:death in most search boxes in those 3 sites and MoxTags will give you autocomplete suggestions for tags with death in the name. (note there's a 3 character minimum before it starts suggesting, because otherwise the list is just too long to be useful)

Screenshots of it in action are here: https://github.com/natefinch/moxtags/blob/main/SCREENSHOTS.md

Feel free to leave feedback here or on GitHub - https://github.com/natefinch/moxtags/issues

u/natefinch — 3 months ago

MoxMox - Play Dandan and enhance multiplayer Magic on Moxfield

I play a lot of magic online using spelltable and Moxfield's playtester. This works fine for most magic formats but it doesn't work at all for shared library games like Forgetful Fish and similar games.

I'm sure there are some ways to play online, but I am used to the simplicity of Moxfield's playtester, so I wanted to see if I could make it work. Turns out - yes.

MoxMox is a browser extension that makes it possible to play shared deck games on Moxfield's playtester.

This page has some videos of its functionality in action:

https://theloreaxe.org/projects/moxmox/

To use MoxMox have both (all) players install the extension (chrome and Firefox supported, no account needed), open up the playtester for the deck you want to play with, and click "create..." From the MoxMox menu at the top of the page. You'll get a link to share with your opponent. All they have to do is click it and they'll join the game with you.

Dandan Support

The libraries instantly sync, and you both get a starting hand of 7 cards. The libraries are in the same order and cards added or removed from the library, graveyard, or exile are replicated to the other player's screen the same way.

You don't even need to share screens if you don't want to. MoxMox will allow you to share the battlefield as if you're sitting across the table from your opponent, with their cards on the battlefield on the top half of your battlefield.

Traditional Formats

MoxMox also enhances traditional bring your own deck games by fixing a lot of the headaches of playing online using a playtester. You can view an opponent's graveyard whenever you want. You can show your hand privately to a single opponent. You can even give one of your cards to an opponent - theft decks rejoice! Right click a card and select "Give to <user>" and the card will disappear from your moxfield and appear on theirs in the exact same status - all counters etc replicated.

Download the extension from the project's releases page here, and follow install instructions.

https://github.com/natefinch/moxmox/releases

Try it out and please feel free to leave bug reports or feature requests here or on GitHub.

Yes, I plan to add support for Archidekt's playtester, too, even "cross-platform" between the two.

u/natefinch — 3 months ago