Category Archives: Races

YARC: Let’s Go Crazy!

I’m still working classes and all the various other little bits that go into home brewing this Franken-Game. Sure it all started off as kitbashing a bunch of old school games but then I started to think about what things I liked about Fifth Edition. I blame this guy for making me think.

I had watched some of the Dungeon Craft videos now and then but recently I’ve really started to do a deep dive and binge. Hell, I’ll probably join up on the Patreon too.

Now, there’s a lot things in 5E that just don’t quite jive with the old-school vibe. I remember when 5E first came out and there was an attempt by many (including myself) to meld the two together. IMHO, a lot of those attempts really fell short. They just felt like the 5E Basic Rules with a few tweaks. Finally, I managed to find a couple that just hit the sweet spot for me when it comes to simplicity and feel.

Most folks have already heard of 5E Hardcore Mode. This little 18 page PDF packs in a lot of cool tools. Most notably for me, the very easy monster stat block,rolling to cast spells, and a more down to earth way to handle skills.

The second is Five Torches Deep. This one really puts the classes together with an idea that I was already playing with but they do it much better than I was. Here’s the quick and dirty low down. You’ve got your classic basic four classes. Then the class archetypes/specializations are the good old sublcasses. For example, Warrior has Fighter, Ranger, and Barbarian. Boom. There you go.

Of course, I’m still pulling a lot of crazy and different ideas from across the old-school spectrum. But more on that later.

Roll dice. Kill monsters. Take their stuff. And have fun!

Xoth, Not Forgotten

It’s been way too long since I wrote anything about Xoth and it’s coming back to my mind with a vengeance. In case you’ve been keeping up, I’m trying to get the old gaming group back together.

I’ll admit that I have nothing against the Standard D&D type game and I can even tolerate the Cantina Scene type parties. But then there’s times when I want to go all Swords & Sorcery. For me, that means Conan and Robert E Howard. So it’s back to Xoth as one of my pitches.

I had picked some of the stuff way back when during the days of Pathfinder 1St Edition. Sure I played Pathfinder but I never would want to run it. But I liked the writing and changes so much that it always stayed in the back of mind.

This gets me to where we are today. I was searching the Internets and lo, there’s a 5E Player’s Guide for Xoth. Now this could be interesting and it is. This takes the 5E rules and makes them perfectly friendly to a grimmer more down to earth type of campaign.

Let me break the basics down for you. First, Races & Classes. It’s all human but there’s still various “cultures” that replace the mechanics of Race. There’s the Savage, Civilized, Enlightened, Decadent, and Degenerate. Each gets a stat boost and some neat skill-boosts/tricks. But each as a disadvantage. And their pretty big disadvantages. Like the Savage. +2 Strength, +1 AC, Advantage on Perception Checks. Cool right? Oh wait. You also take disadvantage on attack rolls against aberrations, undead, and fiends. It’s a cool tweak.

Then there’s classes. Of course, all of the classes aren’t allowed because they just don’t fit the setting. So, there’s no Bards, Clerics, Paladins, Wizards, and Sorcerers. The remaining have some tweaks. No archetypes that have any magical or “super” abilities. No Eldritch Knights or Arcane Tricksters. Rangers don’t have spells but they get some other tricks. And the Druid and Warlock have some additional tweaks to them. And there’s three new classes: Conqueror (sort of the Paladin replacement), Cultist (as close as you’re going to get to a cleric), and Courtesan (Bard/Social class).

And of course there some rules tweaks on spells, magic items, healing and combat. All of it giving the campaign that Howard type feel. Oh and the best part the Players Guide to Xoth is free. Available on Xoth.net and DrivethruRPG. Note: On DrivethruRPG, you’ll have to login since it’s behind the adult filter because there be boobies.

If you want a more detailed review you can check this one out.

So back to what I might do with this. Of course, I could just use it with 5E. It’s the RPG that most of the players are familiar with. But then I’m a crazy OSR guy. So I can pull up Swords & Wizardry, Crypts & Things, or even my own Forgotten Tales of Sword & Sorcery and run with that. Sure I’ll do some tweaking and house rules and all of those rules are kissing cousins. But since I’ve got a bunch of Pathfinder and now 5E stuff, it’s really easy to convert that material into an old school game. But then Barbaric! is another of my newly found favorites. Sure it’s easy on the rules crunch and character generation but conversion will take some doing.

What’s actually going to happen? I dunno. But I’ll keep posting about it here and we’ll see what happens.

The Elves of Zoong

Yes, it’s been way too long between posts. It’s a culmination of a lot things but mostly lack of inspiration. But some finally popped into my head. I’ve talked about the races of my main campaign world, Zoong, before. Dwarves are basically red necks. Halflings run the Mod. But elves were just sort of there and I didn’t have that much in mind but things did come together in a way that I really liked. Look no further than some old memories.

That’s right Elric. There was old post (maybe on Dragon’s Foot but I’m not sure where) that originally the elves of D&D were more inspired by the Elric saga (Fighter/Magic-User) rather than Lord of the Rings. So why not run with it?
The Elves of Zoong are an ancient, long-lived race who once ruled most of the world and were the originators of serious arcane study. Decadence and shear boredom have caused not only their empire but also their cities and culture to crumble. Once shining cities are deteriorating into ruins. Immaculate gardens are over grown and untended. Any form of art is ignored or macabre and debased. Some elves just sit in their cities and play vicious political games with rivals or whatever group happens to capture their attention at the time. Just something to pass the time and get over the boredom of such along existence. Many go forth adventure but once again, it’s out of boredom.
Elves tend to have extremes of personality and/or morality. What most would normal or rational behavior, the Elves view as boring and uninteresting. Been there done that. Not it’s time for something new and interesting.
So there you a kernel of thought on some elves.

Skills Revisited

The Swords & Wizardry game is going well and as you may remember I did a whole home brewed skill system. But when the dice met the table, I wasn’t that happy with it. The characters just felt too incompetent at low level. The math seemed to work but like I said I wasn’t totally happy with it. So I brainstormed a little more and came up with a little tweak to it. And you know I love tweaking rules.
The system remains basically unchanged. See the Attack Save Cheat Sheet. The only differences are how the skills bonuses are figured and reduce the Skill “Save” by two.
NOTE: What I’ve been doing for monsters and NPC’s is that if it was “good” at something then there’s advantage on the roll, if they were “bad” at then disadvantage. You know like 5E. Remember, one of the axioms of old-school gaming. Monsters and NPC’s don’t have to follow the same rules as player characters. So for the player characters:

Skills
Appeal (CON & CHA): Seduction, Dancing, Performance.
Athletics (STR & DEX): Climbing, Jumping, Acrobatics, Swimming, Grappling.
Banter (INT & CHA): Fast talking, Haggling, Diplomacy.
Healing (WIS & DEX): Treating Wounds, Diagnosis.
Instinct (WIS & CHA): Detecting Secret Doors, Avoiding Surprise, Searching, Detecting Lies.
Tinker (INT & DEX): Building Things, Locks & Traps, Anything Mechanical
Skullduggery (DEX & CHA): Picking pockets, Disguise, Deception, Sleight of Hand
Stealth (DEX): Moving Quietly, Hiding, Blending Into The Crowd.
Survival (CON & WIS): Tracking. Foraging
Wits (INT & WIS): General knowledge, Education, Lore

A character gains +1 to the starting score if either of the linked Attributes below are above 13. The starting score is further modified by Race and class as below (This part has remained basically unchanged):

Class Bonuses:
Assassin: +2 to three of the following Appeal, Athletics, Banter, Instinct, Skullduggery, Stealth, Tinker. +2 to any skill check involving poison.*
Cleric: +1 Wits or Healing
Druid: +1 to any skill check involving Nature if WIS above 13.*
Fighter: +1 to two of the following: Athletics, Survival, or Instinct.
Magic-User: +2 to any skill roll related to magic and arcane lore.*
Monk: +1 to Athletics, Instinct, and Stealth.
Paladin: +2 Bonus to any skill check pertaining to Demons and Undead.*
Ranger: +2 Instinct or Survival, gain +1 in the other. Also, +1 to Athletics and Stealth.
Thief: +3 to three of the following: Athletics, Banter, Instinct, Skullduggery, Stealth, or Tinker. +1 to the others.

Racial Bonuses (Yes, I’m using more races in home game but this gets you started):
All player characters gain +1 to skills of choice.
Humans: +1 to three skills of choice.
Elf: +1 Wits or Instinct.
Dwarf: +2 to any skill roll involving Stonework.*
Half-Elf: +1 Allure or Banter.
Half-Orc: +1 Athletics or Survival.

*These are not bonuses to a specific skill, only a bonus to a skill under the right conditions.

Skill Checks:
Roll a d20 add the skill modifier.

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More Races for YARC

Another iteration of races for YARC. Like the Races Part I this relies heavily on the house brewed Skill Rules. It’s just my take on Races that they shouldn’t have lots of moving parts but they should have some natural aptitudes. This keeps things very simple and doesn’t create too strong incentive to match certain races with certain classes to get an even more powerful character. It’s the same reason I’m overly fond of racial stat bonuses.
Any distinction between your standard human and the other races should come from role playing and any specifics from the world. Not the game rules.

Half Orc
Darkvision
+1 Damage with melee attacks
+1 Athletics or Survival

Gnome
+1 Tinker or Banter
+1 Save Vs Illusions

Kenku
+1 Appeal, Skullduggery, and Stealth

Tabaxi
Claws: 1d4 Damage
+1 Athletics and Stealth

So what’s happening next? Well, I plan on a few more races that aren’t quite “standard” and a couple more classes. I just might do the Bard and Barbarian (or at least my take on them). And maybe more.

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