Tag Archives: Swords & Wizardry

The Blighted Coast

Just because the current situation has put my game on hold, it doesn’t mean my imagination has been sitting idle. So when Frog God Games had a huge sale, I just had to take advantage of it and grabbed up a copy of Razor Coast. I’ve been running The Blight and I’ve always had an interest in Razor Coast and I thought why mix them together a bit and The Blighted Coast does sound kind of cool.

I’ve already written a lot about The Blight and it’s Gothic horror and weird fantasy influences. I didn’t touch on the nautical themes in the book. Parts of the Levee campaign adventures take place on the Unsea and the Between. There’s a large dock/merchant district in Castorhage. So yeah there’s some nautical stuff there. Now, Razor Coast is Pirates/Polynesian/Caribbean influenced setting. So it sounds like they may not have that much in common.
From a rules standpoint, Razor Coast has much more robust rules for swashbuckling (especially gear), black powder weapons, and ships than The Blight. While ships play only small role (depending on how you are playing it). Black powder is mentioned as option and I think it fits well. Moving the Blight setting technology more along the Age of Sail rather than Medieval. Which is a cool thing. I like switching between various campaign settings with various levels of technology and still being able to use the same rules. It’s easier on me as the GM and the players. The Blight setting book also has some bits about Castorhage’s attempts to become a world power (and even a power in the Between). Once again, this prime for adding in pirates.
Finally, if you’ve been hanging around the blog or the podcast, I’ve mentioned that I’ve had an itch to run a Pirates Vs Cthulhu type campaign. I’ve thought about using the original Chaosium system or hacking Delta Green but then maybe this might work too. And it would be fun.
And of course. Everything is better with pirates.

Episode 8: It’s fun to play & What am I going to run?

It’s been a busy weekend and it’s going to be a busy week but here’s this week’s episode.
I actually get to play Dungeon Crawl Classics and had two characters survive the funnel. Lord Bob and Mysterio. This week the Blight game is coming but I’m already thinking about the next campaign. It may sound silly but Cthulhu Vs either Pirates or Cowboys. I know strange and I’ve talked about it before. Oddly enough, I’m thinking about hacking Mini 6 for this or maybe Savage Worlds. Or heck maybe even stick with good old D% system with some hacks. Thanks to Steve C for the call in!
Go ahead and give this episode listen. Just stream it here or subscribe on your favorite podcast platform.

So what do you think? Savage Worlds, Mini 6, or don’t mess with it and make it Standard Call of Cthulhu.

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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:

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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Swords & Wizardry with Finesse

If you’ve kept up with the blog the you know that I’m running the Blight with Swords & Wizardry. Now most of my players only have experience playing Fifth Edition so when they saw there’s no equivalent to finesse weapons,, they questioned it. Of course, this got me thinking. Well, why not? I’ve imagined the quick swashbuckler vs the heavily armored in my own character concepts. This lead me to do a little thinking and come up with house rules for it.
First let’s talk about the bonus. Basically, use the Strength chart but use the character’s Dexterity score to figure out the modifier. Here’s a quick break down if your book isn’t handy.

3-4: -2 To Hit, -1 Damage
5-6: -1 To Hit, +0 Damage
7-12: +0 To Hit and Damage
13-15: +1 To Hit, +0 Damage
16: +1 To Hit and Damage
17: +2 To Hit and Damage
18: +2 To Hit, +3 Damage

But there’s a couple limitations. Just like Strength the bonuses are capped at +1 for non-fighters. Second, a character can only rely on finesse if they are wearing leather or lighter armor. I just can imagine a character in plate armor fighting like that.
What weapons can be used with finesse?
For right now, I’m limiting it to dagger (1d4) and rapier (1d6+1). I know rapier isn’t in the book. So I just added it. I decided to put it between a short and long sword as far as damage goes.
Like so many of rants, this is the bleeding alpha version. I’ll let you know better once the dice hit the table. Remember. Roll dice, kill monsters, take their stuff, and have fun.

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It’s Time For the Swords & Wizardry Rant

The Swords & Wizardry Kickstarter is going strong. I like that and I like the game. It was a no brainer to do this video. Yes, I’ve had the idea for quite a while but the Kickstarter for the boxed set made it the perfect time to do it.

Check out the Swords & Wizardry Boxed Set Kickstarter. It runs to March 4, 2020

You still want to learn more about Swords & Wizardry? Well, just hang on. Swords & Wizardry Appreciation Day is making a big comeback. It’ll run February 28 to March 1 and be hosted on Tenkar’s Tavern. So stay tuned for that.

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Roll dice, kill monsters, take their stuff, and have fun!