I had a minute or two this morning and went downstairs to take some pictures of the painting and building we did on Sunday. It turns out that my phone's camera lens now has a huge crack in it. I tried to take a picture of the squad of pikemen I painted, using the selfie-camera, but failed miserably:
Friday, November 30, 2018
Wednesday, November 28, 2018
Thranconia Hack Wiki Live
Andrew has set up a wiki for this winter's Thranconia Hack Campaign.
I've begun to populate it with House Rules information and will soon start to add the setting information as well.
It can be reached at this link:
Thranconia Hack
I've begun to populate it with House Rules information and will soon start to add the setting information as well.
It can be reached at this link:
Thranconia Hack
Saturday, November 24, 2018
Crossbowmen
My recent brief trip to the Fall-In convention at least got me painting again. First, a pack of 8 crossbowmen that I got at the Con.
Tuesday, November 20, 2018
Blueholme Combat
I've mentioned before that, while there are a lot of nice features about Blueholme, it has some weakness in the combat department and perhaps needs free casting.
Settled Changes:
1--I am definitely going to use the Chainmail weapon length rules and variable weapon damage that's not open to debate. The rules "as-is" are the worst feature of the game (and were in Holmes Basic on which this was based).
2--Free Casting: definitely going to use free casting when you have access to spell book, and am going to let Level-1 magic-users have 1 free scroll as per Jason's suggestion.
3--+1 to hit and damage for charge, double damage for charging lance, spears/pikes do double damage against charging enemy. These are all old-school D&D things that fit with Blueholme nicely and give people more options.
Other Ideas:
1--Knockdown: I'm thinking that Heavy Weapons can be used to knock down enemies instead of doing damage--various rules to succeed and save of course. Polearms also can dismount riders
2--Fighter Rampage: give fighters 1 "cleave" per level, up to 8--bonus attack when they put someone down.
3--Over 20 bonus: if your modified "to hit" roll is 20 or more, you get to make a bonus attack. Since there are so few bonuses to hit in Blueholme this happens less often than you might think. This would be for all characters.
Consideration: Do we need Fighter Rampage and Over 20 both? Maybe so. They certainly aren't as mighty as a fireball.
Settled Changes:
1--I am definitely going to use the Chainmail weapon length rules and variable weapon damage that's not open to debate. The rules "as-is" are the worst feature of the game (and were in Holmes Basic on which this was based).
2--Free Casting: definitely going to use free casting when you have access to spell book, and am going to let Level-1 magic-users have 1 free scroll as per Jason's suggestion.
3--+1 to hit and damage for charge, double damage for charging lance, spears/pikes do double damage against charging enemy. These are all old-school D&D things that fit with Blueholme nicely and give people more options.
Other Ideas:
1--Knockdown: I'm thinking that Heavy Weapons can be used to knock down enemies instead of doing damage--various rules to succeed and save of course. Polearms also can dismount riders
2--Fighter Rampage: give fighters 1 "cleave" per level, up to 8--bonus attack when they put someone down.
3--Over 20 bonus: if your modified "to hit" roll is 20 or more, you get to make a bonus attack. Since there are so few bonuses to hit in Blueholme this happens less often than you might think. This would be for all characters.
Consideration: Do we need Fighter Rampage and Over 20 both? Maybe so. They certainly aren't as mighty as a fireball.
Saturday, November 17, 2018
Thursday, November 15, 2018
How Not To Waste a Surprise Day Off
I got a surprise day off due to snow today, and I managed not to completely waste this precious gift.
I managed to achieve the following:
- Did the laundry, even though tomorrow is laundry day
- Cleared off the game table for paint action
- watch 3 different animated movies on DC Universe
- Glued, Based and Primed 8 dismounted knights with big weapons, and 3 mounted knights
- Make myself a delicious bacon and egg sammich for lunch.
- grade 1 set of trimester final exams
- painted 5 musketeer miniatures that have been sitting around primed for 6 months (pictured above)
- watch Outlaw King on Netflix (meh)
- clear the driveway with my new snow blower
- take care of the dishes
- make myself a meatball sub for dinner, with enough leftovers for everyone for tomorrow
Daughter gave up driving home and got a hotel over near her work in Lancaster.
As of 7:00 wife gave up driving home and went back to work, will try again later.
So all alone and all my work is done. I guess it's back to DC universe
Monday, November 12, 2018
Some melee thoughts
In Blueholme, you are considered to be "in melee" with anyone within 10'. So I guess you can always do like a 5' step and lunge during the attack phase. (all attacks come before movement). So, I'm guessing that "reach weapons" and "Base to base contact" are moot.
It'll work a bit differently than we're used to, I'm trying to puzzle somethings out.
It'll work a bit differently than we're used to, I'm trying to puzzle somethings out.
Thursday, November 1, 2018
Thranconia Setting Main Map 1
Here's the first map for my proposed Blueholme campaign. I decided to use neither squares nor hexes, just rulers.
This time there are 2 large cities and a half dozen or so smaller towns. I beginning to locate a lot of old Judges Guild and BD&D adventures on the map.
I also have a scheme for population and have charted out how many people of what type live where.
This time there are 2 large cities and a half dozen or so smaller towns. I beginning to locate a lot of old Judges Guild and BD&D adventures on the map.
I also have a scheme for population and have charted out how many people of what type live where.
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