Mar 17, 2011

DM Tool - Free Web Tokens

For a while now I've been looking for ways to give back to the hobby that I love so much. I've been playing Dungeons and Dragons since 2nd edition AD&D. During my earlier years, I had created a bunch of forms and props and other content for my various games, but not so much during the 3.x and 4e years.

Recently, I was prepping a game session and I knew I was going to have a bunch of spiders menace the PCs. This meant I also needed to account for spider webs. Then I recalled something I built back in my 2e heyday, pages and pages of tokens, standups, etc, including a page of various sized web tokens. Since I'm not an artist, these tokens are all based on the same piece royalty free clipart I had available.

So click on the image here to be taken to a page for the PDF download. If you like the product, let me know, and maybe I'll dig up some more of my older game content for future posts.

Note: Don't let the 4shared preview scare you. The page looks like the image seen here, not what their low-res preview shows.

Mar 2, 2011

Nat 20

One of the things I like about 4e is reading the "why"s, why one rule was changed, created, or abandoned. Even though I'm still running a 3.5 game, as a DM, I get a lot of mileage out of knowing the thoughts of the game designers, folks who focus on this game much more than I have the chance to do (case in point, my new Second Wind rule for my game).

Recently I've been thinking about the critical hits. In 4e, there is no critical threat/confirm critical for the simple reason that if you threat and fail to confirm, you go from being a hero to a loser in 2 seconds, and that certainly isn't as much fun as being the hero.

Now, I'm not ready to adapt the 4e style for crits (especially since the threat range is kept much smaller than it can be min/max'ed in 3.5). But I do think something should be in order.

Going forward, I'm going to try the following: On a Nat 20 (not necessarily a crit), if the player fails to confirm the crit, they still get +2 damage. I had previously played with the idea of giving Max damage, but depending on the roll, max single damage can be better than double damage, and on average is only slightly worse than average double damage.

Just a thought...