Dungeon Master Assistance

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Tag Archives: Dungeons and Dragons 5th Edition

D&D 5E – Adventure Module AT-01 An Ancient Evil

Introducing the “It’s About Time” Campaign Arc

After posting my NEW Time Travel Rules, I realized that an adventure where these new rules were used might be helpful. So here is what I came up with. This also gave me a chance to create an adventure containing what I like for adventures that I run to contain. Let me know what you think about it.

Download these for free.
Rules and spells to use in the game: AT-00 Time Travel Rules
A first level adventure: AT-01 An Ancient Evil
A ZIP file with maps and tokens for VTT: Digital Accessories Pack

AT-00 Time Travel Rules is basically a re-post of the time travel rules I posted last month. I re-formatted it and made a couple of minor additions.

AT-01 An Ancient Evil is the first adventure in a series of adventures that I intend to publish here, that will make up the “Its About Time” campaign arc. It also provides a framework for the players to incorporate the use of time travel into the game by using supplement AT-00 Time Travel Rules. These adventures will take a group of adventurers from level 1 to level 20. It starts with our adventures arriving in the small fishing village of Saltport Cove.

Why D&D is like Kleenex

“A generic trademark, also known as a generalized trademark or proprietary eponym, is a trademark or brand name that, because of its popularity or significance, has become the generic term for, or synonymous with, a general class of products or services, usually against the intentions of the trademark’s owner.” (from Wikipedia)
I am not a lawyer. This is simply my observation and is not intended as legal advice.

I believe that “Dungeons and Dragons” and “D&D” have become generic trademarks. Just like people may ask for a “Kleenex” when asking for a facial tissue, they often refer to all role playing games as “Dungeons and Dragons“.

Not long ago, when talking to most people, if I said that I played Dungeons and Dragons, they wouldn’t know what I was talking about. In the last five or so years D&D has exploded in popularity and most people know the name Dungeons and Dragons, even if they still don’t know much about it. However, this is the only role playing game they have heard of and may know very little about it. If you play a different TTRPG (table top role playing game) chances are the average person will have never heard of it.

A conversation may go something like this:
“I play _______ every Friday evening.” [Fill in the blank with any TTRPG other than D&D.]
“What is that?”
“It’s a tabletop role playing game”.
“What is that?”
“It’s like Dungeons and Dragons.”
“Oh, I’ve heard of that. Isn’t that where you sit around a table, roll dice and pretend to fight monsters?”
“Yeah, kinda.”

To most people, any game where you sit around a table, roll dice, move little miniature people around and pretend that your character is fighting monsters, is Dungeons and Dragons. And, to tell the honest truth, that isn’t necessarily a bad definition. If you tried to tell your friend what the difference is between D&D and your preferred game it would boil down to your preferred rules. But, the rules aren’t necessary to understand what the game is about, and why we love it.

If you, like me, love fifth edition Dungeons and Dragons, there are most likely some rules that you think need to be changed. You may have some house rules that you use to improve the game. You are probably looking forward to the release of the updated rules that are scheduled to be released this year. You trust that WoTC (Wizards of the Coast) will make changes to improve on the existing rules. When they are released, you will probably switch to playing with the new rules, but you will still be playing Dungeons and Dragons. The same happened when third edition and v3.5 was released. It was all still Dungeons and Dragons.

So what is it when another company takes the Dungeon and Dragons rules (as are available to anyone in the SRD for fifth edition) and makes changes to improve on the existing rules? There is an argument to be made that these versions are still Dungeons and Dragons. Several different companies have done this. Some made major changes and some only added to the basic rules and made minor changes. I say that if you are plying any of these games you are still playing Dungeons and Dragons.

Why does any of this matter?

Many people, myself included, are unhappy with Hasbro, WoTC included, for many things they have done over the last 12 months. So much so that we are uncomfortable giving them any of our money. But we love the current version of Dungeons and Dragons. Of course, we could just continue playing the same game we have been playing for the last 10 years, but the idea of a new improved version is very appealing. So all I am saying is that if this describes you, don’t worry. You can upgrade your version of Dungeons and Dragons to a new and improved version without supporting WoTC. Just switch to one created by a different company. It will still be the same game, but will have changes that the authors think are an improvement. That is the same thing that WoTC is going to be doing with their new release.

I think that the easiest new version to switch to, the one that will be the most like the new version of D&D from WoTC but perhaps even better, is the one that is coming soon from Kobold Press that they are calling Tales of the Valiant. But I am tempted to call D&D 6E.

 

 

 

2023 File Downloads

File downloads in 2023

 I know that most of the people who visit here do so to access one or more of the PDF files I provide. That’s fine with me. It’s the primary reason I run this blog.  I just checked to see how many PDF files were downloaded from this site in 2023. I thought you might find this interesting.

There were a total of 6,384 file downloads from this site last year. I was surprised that it is almost the same as the year before. And all but 119 of them were files for D&D Fifth Edition content.

Top Downloaded Files for 2023 (with 100 or more file downloads):
717 Combat Reference Sheet (A 2 page quick reference guide)
422 Character Sheet (Revision 6b)
258 Character Sheet (with Artificer)
235 DM Screen (Revision 1)
206 Nautical Adventures (With ship to ship combat rules)
177 Nautical Adventures (Version 2)
165 Time Travel for D&D (Rules for adding time travel to your campaign)
124 Skyships (Rules for flying ships and ship to ship combat) 
118 Rules of War (Mass combat rules)
104 Monster Slayers (An adventure for children – ages 6 and up)
100 Character Sheet (For multi-class characters – includes the Artificer)

 

 

D&D 5E – Peril in Pinebrook – A Critical Review

In an earlier post (HERE) I praised this adventure. After a recent, more careful, reading I have changed my mind. As written, I would only recommend it for children that are too young to accept character death.

Below I am quoting some DM tips that I take issue with, followed by my comments. I will start with one of the last presented DM Tips.

“A character that reaches 0 hit points falls unconscious and remains unconscious until they regain hit points through healing. At the end of the encounter, any unconscious player characters regain 1 hit point automatically.”

This adventure is presented as “an introductory Dungeons & Dragons (also known as D&D) adventure designed for younger players, but it can be enjoyed by players of all ages!” I understand leaving out a lot of unnecessary rules but this is a new rule that eliminates character death. If you are using this to learn (or teach) a little about D&D I would change this to the D&D rule used in D&D 5e.
It can be simply explained like this:

PC (Player Character) Death
A PC reduced to 0 or fewer Hit Points is dying. A PC reduced to as many Hit Points below 0 as the PC’s Hit Point maximum dies outright. A dying PC makes a death saving throw on its turn; no other action, movement, or activity. There are no modifiers to this roll.

d20 Roll

Death Saving Throw Result

20

PC regains 1 hit point and is no longer unconscious.

10-19

Mark 1 success.

2-9

Mark 1 failure.

1

Mark 2 failures.

On the 3rd failure, the PC dies. On the 3rd success, the PC stabilizes. A stabilized PC is unconscious, has 0 Hit Points, and does not roll death saving throws.
Successes and failures reset as soon as a dying PC stabilizes.
A stable PC that is not healed regains 1 hit point and becomes conscious after 1d4 hours.

“Advantage and disadvantage are powerful game tools. They make d20 rolls more likely to succeed or fail, so use them wisely. They are best used as a reward for clever play by the players, or to represent good or bad luck affecting the story. …”

The examples that follow this DM tip give good examples of how they should be used, but they are not, and should not be, used to “reward clever play” or to “affect the story”.

“You can intervene if the characters seem to be losing the battle. For instance, you can give the characters advantage on attack rolls or give the monsters disadvantage on attack rolls. … Changing probabilities like this can improve the characters’ odds in defeating the monsters.”

I think this is bad advice. I have never done this and would advise DMs to never do this. If a player is too young to accept that their character can die, play a different game. Otherwise, try to not pit them against a monster that they have almost no chance of defeating, and let the dice fall where they may. Or, rather, never let them know if you cheat in their favor. If you give the PCs Advantage and/or give the monsters Disadvantage then that would be obvious. I have, very rarely, lowered the hit points of a monster during combat if it was going very badly for the PCs. Part of the fun is the excitement of not knowing if your character will survive.

“If a character carries the baby dragon and falls during the climb, the dragon doesn’t take damage. You can reward a character protecting the baby dragon by giving them advantage on certain rolls.”

I have no problem with the baby dragon not taking damage if the PC that is carrying it falls. However, there is no reason to give a PC Advantage on rolls just because they are carrying it. I might not go so far as giving that PC Disadvantage on certain rolls, but I would with experienced players. There needs to be a good ‘in game’ reason for giving a PC Advantage or Disadvantage. To just award it to help then is not a good reason. Because carrying a baby dragon might make it harder to climb a wall would be a good reason to make them role with Disadvantage.

Rule 0 of D&D is simple: Have fun. It’s fine if everyone agrees to change the rules as long as doing so means the game is more fun for everyone.”

This is the DM tip that prompted me to make this post. This new definition more than implies that any rule change must be agreed to by all the players. This is a change to the official definition and I don’t like it. To me, Rule 0 has always been “The DM is always right” or “The DM can change or add any rule.” What do you think?

Here is an excellent post on Rule 0 (Posted on October 12, 2013) – Rule Zero Over The Years.

D&D 5E – Peril in Pinebrook

Even if nobody around your table knows how to play, someone to be the DM and 4 more players, one 20 sided die, one 6 sided die, and this 20 page book is all you need to play D&D!

Check out my Critical Review HERE.

Wizards of the Coast recently posted this free introductory adventure. You can get your free copy HERE.

This is an excellent short first level adventure, written as a tutorial for new DMs and players. For someone wanting to learn about D&D for the first time, this is all they need. It does NOT require the Players Hand Book (or even the free game rules, or the SRD).
There is also no need for minis or a battle mat (there are no maps).
It includes 4 pre-generated character sheets. These are super simple but contain all the information you need for this adventure and has options for you to modify your character’s description and draw a sketch.
You will learn a little more about how to play with each encounter.

I haven’t yet run this adventure, but am quite impressed. I would encourage anyone who wants to dip their toes into this game for the first time to start with “Peril in Pinebrook”.

D&D 5E – DM Screen – Revised

A follower of this blog sent me a revision to my DM Screen (HERE). I bereave it is an improvement so I thought I would share it with everyone.

You can download your free copy HERE.

Here is his description:

In case you are interested, I edited your provided sheet a little to suit my preferences as a DM. I primarily replaced the whole player actions part with DM focused material, including the stuff that was present in WotC original screens regarding encounter visibility and suffocating. I also adjusted some graphic elements (such as table rows not following proper background order) as well as fixed some minor typos. I also changed/standardized some uppercasing to my preference.

Note to the one who sent this to me anonymously. If you would like me to include your name or a link to your web site here, just let me know.

D&D 5E – Chains of Asmodeus

Chains of Asmodeus

I have said here that I will not be buying any Wizard’s of the Coast products this year. This is an exception. The proceeds go to the Children’s Miracle Network Hospitals© and not to WotC or Hasbro.

This is only available (for now) as a $30.00 PDF on Dungeon Masters Guild. It is not being advertised, or even mentioned, by Wizards of the Coast. I can only assume that this is because they are not making any money from it. However, it is excellent!

Chains of Asmodeus is a massive release. It is a 268 page source book and high level adventure through the Nine Hells. WotC hasn’t published many adventures for high level parties, but this adventure takes your character’s from 11th through 20th level.

As per it’s page on Dungeon Masters Guild, the book contains:

  • 50+ High Challenge Monsters
  • Stat Blocks for Asmodeus, Lord of the Nine, and all major Archdevils
  • 20+ Infernal Magic Items
  • New Item Corruption Mechanic
  • Details on all Layers of the Nine Hells, with Beautifully Illustrated Maps created by John Stevenson
  • A Fiendish Adventure for Levels 11-20

Thanks to Nerd Immersion‘s YouTube review for turning me onto this.

And, for those of you that are interested in even more background information; back in 1984 Ed Greenwood wrote some excellent articles on the Nine Hells which were printed in issues #75, #76 and #91 of DRAGON Magazine.

Tales of the Valiant /or/ D&D v5.5 ?

I haven’t posted much on D&D lately. If you follow this blog you know that after the OGL mess this January I have said that, depending on the Wizards of the Coast’s (WotC) behaviour between now and the time the next version of D&D is released in 2024, and my opinion of that version, I will not be buying any Wizard’s of the Coast products. Here are my latest thoughts regarding this.

I’m still not giving Hasbro [WotC is a subsidiary or Hasbro] any of my money at least until after they release the 2024 version of D&D, if then.

As a side note – they have said that they will not be calling it a new edition but will be referring to the current edition as the 2014 edition of Dungeons & Dragons and the new version as the 2024 edition of Dungeons & Dragons. I agree that, based on the most current play-test, it does look more like a rules update than a new game. For now, I will be referring to it as D&D v5.5

At the current time I like the proposed changes to 5e, but I also like the new game rules that Kobold Press is proposing for their Tales of the Valiant (ToV). The two games will be different from each other, but they will both be based on the current version of D&D with revisions, changes, updates, and new content. They both insist that they will be backward comparable with existing 5e content. So, when the new books come out next year, I have several options.
1) I could ignore both and continue playing 5e.
2) I could believe WotC was censer when they apologized for the Dungeons & Dragons Open Gaming License fiasco, and start using the new v5.5 rule books.
3) I could switch from D&D to ToV or some other RPG (I am leaning toward ToV over the alternatives).

Here are my thoughts:

I am a long time supporter of WotC and I would hate to give up on them by switching to a different gaming company. Hashro’s purchase of them in 1999 didn’t seam to have much effect on WotC until after Chris Cocks became CEO of Hasbro on February 25, 2022. The changes were subtle at first, but they came to a head January this year with the OGL thing.

Hasbro has made it clear that their goal is to get more money from D&D players. They realize that DMs spend much more on WotC products than the players do and they want to get more of the players money. Their plan appears to make D&D primarily an on-line game with the v5.5 Virtual Tabletop (VTT) that they are developing, coupled with D&D Beyond. That way they can charge a monthly fee for each player and offer a lot of customizing options, each of which you can get for a small fee. Even if they make it free for the players to join a game, WotC will still make a lot of money on the micro transactions. And they can offer even more things for the DM to buy, such as 3D objects and tools to create custom 3D dungeons along with animations, special effects, furniture, commoners and monsters.

When I first saw their VTT preview I was excited. It looked great. I thought it would be wonderful to play. But now I am not sure how well that will work for me as a Dungeon Master. First of all I may have to upgrade my PC or get a new one to handle the real time 3D at a decent rate. Perhaps if I stick to playing on-line with adventures that are published by WotC that include all of the 3D maps and monsters, that would work. Especially if it were something like a dungeon crawl where the PCs couldn’t go anywhere off the map. But for me to use it for a home grown campaign or to play one of the many 5e adventures I currently have as a PDF or in a print, the VTT would need to have a 2D ability to draw the encounter map and to import 2D JPG files, something like Fantasy Grounds or Roll20. But if I use their new VTT it will need to be a lot better than the Fantasy Grounds, that I am currently using.

For one thing, I bought a copy of Fantasy Grounds including a copy of the 5e version of the Player’s Handbook, the Dungeon Masters Guide and the Monster Manuel a couple of years ago. This was a one-time purchase which they say will allow me to continue playing with it as long as I want to. With it, for example, I am currently running the “The Age of Worms” adventure path that was published over twelve instalments from July 2005 through June 2006 in Dungeon magazine. I am importing 2D maps that others have drawn and made available on the internet. If the WotC new VTT won’t allow me to do that, I won’t be interested. Also, if there is a monthly fee along with a requirement to link to D&D Beyond with a requirement for another monthly fee for that, those will be strikes against it.

If I decide to not use the new VTT and continue using Fantasy Grounds, I will be surprised if WotC makes a Fantasy Grounds version of the new PHB and MM available for purchase. They seem to be intent on forcing everyone onto their platform.

And, what if I just buy the new D&D 5.5 books, and don’t play on-line or take the time to revise all the rules on my copy of Fantasy Grounds? Up until now, WotC has published Errata for the PHB and others from time to time with corrections and revisions, and include those in the next release of the book. Will they continue to do this? I think that the temptation will to be to make those changes to the on-line versions of those books that you access through the VTT or D&D Beyond and forget about the errata updates. It appears that they are looking at the physical books as only something that collectors will purchase. If they do that, you will only know if you are using the latest rules if you are using Wizards’ VTT, or at least D&D Beyond. I also wouldn’t be surprised if they combine their new VTT with D&D Beyond at some point.

Another thing – when you “buy” a book on D&D Beyond you are not actually buying anything. What you are doing is paying for a “license” to access a copy of that book when you log onto their web platform. If the site goes down, or the company goes out of business, or they simply decide to change the wording of the conditions that you accepted when you clicked on at the bottom of the pages of text that you never read when you “bought” the book, then you will no longer have access to it. If you think that could never happen, look at what they tried to do with the OGL. There is no reason to think that everything that you “buy” on their VTT will be any different.
As an example of what they could do instead: A copy of the Fantasy Grounds program exists on my hard drive. When I run it, it links to their on-line site, but it would run even if I were disconnected from the internet. When I purchased Fantasy Ground versions of the D&D books, I downloaded copies of them onto my hard drive. These are similar to PDF files, except they can only be opened with the Fantasy Grounds program, and all the rules, monsters, NPCs, etc. that they contain are available for me to use in Fantasy Grounds. I regularly backup the folder that they are in. Whenever I update Fantasy Grounds, it checks to see if anything else that I have purchased has been updated and will replace them with the newer versions. If Fantasy Grounds were to disappear from the internet, for any reason, I could still link to others site-to-site and continue to play with everything I have purchased. WotC could do something similar if they chose to.

So what am I going to do?

Well, it depends.
⚫ If either v5.5 or ToV becomes obviously head and solders better than the other, I will probably use that one. (I will post a side-by-side comparison once they are both published.)
⚫ If the v5.5 books are not available for Fantasy Grounds, I will probably switch to ToV. I have already supported their Kickstarter and included purchase of the Fantasy Grounds versions of the books.

Stay tuned.

ORC License: The Final Version is Here!

Thank you Paizo.

Now, if we could talk Wizards of the Cost (Hasbro) into using this one in place of their OGL.

This announcement came out a couple of weeks ago:
ORC License: The Final Version is Here!

For those of you who aren’t familiar with the Wizard’s of the Coast’s OGL controversy – here is a link to a post by Matthew Rossi. It is a few months old, but it covers it very well:
After controversy over changes to the OGL, Wizards of the Coast backs down offers D&D content via Creative Commons

As I mentioned previously, depending on the Wizard’s of the Coast’s behavior between now and the time the next version of D&D is released in 2024, and my opinion of that version, I will not be buying any Wizard’s of the Coast products.

D&D 5E vs. Sharp Swords & Sinister Spells

Comparing D&D 5e to Sharp Swords & Sinister Spells

This is one of several reviews I am doing this year of various table top roll playing games. I am specifically comparing them to D&D 5e. I am doing this with the assumption that my readers are already familiar with D&D 5e. The following review is based only upon my reading of the rulebook. I haven’t played this yet, but I will be posting my opinion after I get a chance to play test it.

I am referring here to the fifth edition of Dungeons and Dragons as 5E and to Sharp Swords & Sinister Spells as SS&SS. This information is for evaluation purposes, it should not be considered official rules of the game. You can assume things that I don’t list here are basically like 5E with only minor differences.

In SS&SS the Dungeon Master is called the Referee.

Summary of the game system

Sharp Swords & Sinister Spells is a rules light sword & sorcery role playing game with an old school spirit created by Diogo Nogueira and published by Old Skull Publishing. As you can see form the character sheet (above) the player has little to keep track of and it should be easy to learn. As is true for most OSR clones it has a lot more in common with early editions than it does with 5e. It was published under the Open Game License (OGL 1.0a).

Primary differences between Sharp Swords & Sinister Spells and D&D 5e

The Core Mechanics

D20 – roll on/under: For Attribute tests, you roll a d20 and must roll your Attribute score or lower.

Positive and Negative Dice: Similar to Advantage/Disadvantage in 5e. You roll 2 die and take the higher or lower result.

Usage Die: When you use a resource you roll a d20. On a 1 or 2, the next time you use that same resource you roll a d12. Next time you roll a d10, then a d8, d6 and finally a d4. If you fail on a d4 the resource id depleted.

Luck Roll: When the Referee calls for a luck roll, you roll a die based on your Architype. If you roll a 1 or 2 you fail and something bad happens – also your luck die is downgraded the same way it does for your Usage Die.

Characters/Opponents: In the SS&SS rule book he refers to player characters as “characters” and to the ones they are fighting as “opponents”. For clarification, in this post I will sometimes refer to player characters as “you” and to the ones they are fighting as “Monsters”.

Character Creation

  • Roll Abilities: Roll 3d6 for each in order. There are 4 attributes:
    • Physique (PHY) determines toughness, physical strength and resistance to substances.
    • Agility (AGI) represents manual dexterity, hand-eye coordination and reflexes.
    • Intellect (INT) reflects knowledge, awareness and ability to memorize information.
    • Willpower (WIL) represents force of will, presence and the ability to impose oneself.
  • Choose an Archetype [Class in 5e]: There are 3 – Warrior, Specialist, and Magic User
  • Determine a Vocation [Subclass in 5e]: There’s no defined list of Vocations. When you perform an action related to your Vocation, you benefits from a Positive Die.
    • A Warrior might be a Barbarian, a Knight, a Soldier, a Mercenary or any other thing you can imagine.
    • A Specialist might be an Assassin, a Thief, a Pirate or a Spy.
    • A Magic User might be a Warlock, a Witch, an Astronomer, a Necromancer or a Shaman.
  • Determine Complication: Roll 2d6 on the complications table. For instance, if you were to roll a 2 and a 6 you might have a gambling addiction, or a 4 and a 2 you and you have an enemy that is a blood thirsty pirate
  • Buy Equipment: You start with 3d6x10 silver coins (sc) to buy equipment. You also own a set of clothes and one weapon appropriate to your Vocation.

Races

  • All player characters are Human

Equipment

  • Weapons: are all either Small, Medium, or Large
    • Small: Damage Die: d4 Cost 5 sc
    • Medium: Damage Die: d6 Cost 10 sc
    • Large: Damage Die: d8 Cost 20 sc
  • Armor: doesn’t make you harder to hit, It reduces damage. You get to roll a degrading die that lets you soak damage per hit until your armor is destroyed or needs repairing.
  • Shields: Shields make you harder to hit by giving your attacker a Negative Dice a number of times each round based on the shield’s size.
    • Small: once per round
    • Medium: twice per round
    • Large: 3 times per round, but you also add a Negative Die to all actions requiring reflexes.
  • Encumbrance: You can carry a number of items equal to your Physique score without penalty.

Character level advancement

  • No Experience Points: You level up after a number of adventures.
  • Leveling Up
    • You advance to the next level after each adventure up to level 6.
    • To advance to level 7 and beyond requires completing 2 adventures each level.
    • At each new level, you add another HD and, for your prime abilities and one other of your choice, roll a d20. If your roll is higher than your ability score increase it by 1 point. No Attribute can be improved above 18.
    • There is no upper character level limit.

Combat

Each round of combat (10 seconds of game time.):

  1. Initiative: Unless surprised, Initiative is by HD order, highest going first. If 2 characters have the same HD, the one with the highest Agility score goes first. If your HD is the same as a monster’s, you make an Agility test, and go first on a success.
  2. Movement:
    1. There are four basic ranges in the game: close, nearby, far and distant.
    2. In one round, you can perform any feasible action such as attack or cast a spell and move near. If you don’t take an action, you can move far. To move to a distant location requires 3 rounds.
  3. Attacks:
    1. When you make an attack, roll equal to or lower than your Physique score for melee attacks or Agility score for ranged attacks.
    2. Melee attacks must be made in close range.
    3. Ranged attacks against targets in close and distant range receive a Negative Die.
    4. Monster attacks: need to roll above your Agility score.
  • Critical Hits and Fumbles:
    • When you roll your exact Attribute score or when a monster rolls a 20, a Critical hit is made. When this happens, the attacked will suffer maximum damage plus additional damage determined by the damage roll.
    • When you roll a 20 or when a monster rolls a 1, a Fumble occurs. The attacker will usually either get Negative Dice or the attacked will get Positive Dice on their next roll.
  • Damage:
    • You deal damage based on the weapon you use or the spells you cast.
    • Monsters do damage based on their HD.
    • Damage is subtracted from the target’s Hit Points.
    • Attributes may also be reduced, though usually temporary.

Healing and Death

  • Healing: Magical healing is almost nonexistent in SS&SS.
    • Short Rests: take about 10 minutes. Make a Physique test (with a Difficulty equal to the number of Short Rests already taken that day) to regain 1d4 HP.
    • Long Rests: take a full day at a safe haven. Recover one Hit Die in HP and recover 1 point of a random Attribute that has been damaged.
  • Dying:
    • Monsters: When they reach 0 HP, they are usually dead.
    • Player Characters: You have a chance to survive.
      • When you reach 0 HP you fall unconscious and are dying.
      • If you receive help within 1 hour, you can make a Luck Roll to stay alive.
        • If successful, you regain 1d4 HP but receive a Negative Die to all actions for an hour and lose 1 point of either Physique or Agility permanently.
        • If you fail the Luck Roll, you are dead.

Magic and spell casting

  • Spells Known: A Magic User begins knowing 3 spells and learns an additional spell each time they level up. The max number of spells a Magic User can know is equal to his Intellect. To learn a spell, the Magic User must make an Intellect test. If he fails, he may try again when he gains another level.
  • To cast a spell: The Power Level (PL) of the spell is determined by the Magic User at the time he is casting the spell. Then the Magic User must make a Willpower test. The Difficulty equal to the Power Level. If the Magic User fails, the spell does not work and he has to choose between 2 options:
    • Lose the ability to cast the spell for that day.
    • Keep the ability to cast the spell and allow the referee to introduce a complication based on the spell.
  • Casting Spells in Armor: Casting spells in armor heavier than Light Armor imposes a Negative Die to all Willpower tests.
  • Spell Catastrophe: If you roll a 20 on your Willpower test to cast a spell, the spell fails and you roll a d6 + Power Level and consult the Spell Catastrophe table. Results range from “The Difficulty to cast spells increases by 2 for 1 turn.” to “The Magic User accidentally summons a monster with a number of HD equal to the Power Level of the spell.”
  • Spell List: There are 50 listed spells. There are no spell levels. Here is an example.
    • Arcane Blast: Blasts a point within far range, affecting targets within close distance, inflicting 1d6 points of damage per PL. Can be resisted for half damage. The caster must specify what kind of damage this is (fire, lightning, force, acid or another element).

Opponents (Monsters)

  • Stat blocks: are very simple containing only HD and Special Abilities.
  • HD (Hit Dice): determines the monster’s Hit Points (rolled with a d8), its strength and hardness, as well as its damage die (which ranges from 1d4 to 2d12).
  • Special Abilities: This can be anything and can have its own damage die.
  • Here is an example.
    • Rotting Zombie: HD: 2  Special Abilities: After hitting a target, target must make a Physique test or acquire the Rotting Disease, losing 1 Physique per day until healed.

What you need to get started

All you need is the 48 page core book “Sharp Swords & Sinister Spells” available at DriveThruRPG in print and PDF. There is also “Sharp Swords & Sinister Spells – Addendum” which brings a variety of additions and options that can be implemented in your games.

Final Thoughts

  • No Alignments
  • No Backgrounds
  • No Ability Modifiers
  • No Races
  • No Armor Class
  • No proficiency bonus
  • No feats
  • No cantrips
  • No spell slots
  • No spell levels
  • No spell components
  • No skill system – no ranks or skill points
  • No opportunity attacks
  • No inspiration
  • This is not much like any of the versions of D&D. It is its own system and could be a lot of fun to play. If you are looking for an easy game to play, more like “Conan the barbarian” than “Lord of the Rings”, this might be the game for you. I haven’t read the “Addendum”, but with the core rules, everyone plays a human.
  • What I like: Simple character sheet. Easy to play. I like critical hits doing rolled damage + the maximum damage you could roll (in 5e you double the damage rolled which is disappointing if you roll really low). The PDF file has bookmarks – I wish all RPG rule books had them.
  • What I don’t like: There isn’t enough variety – no Races, only 3 Archetypes (Class in 5e) and the Vocations (Subclasses in 5e) have no specific features or abilities, only 3 weapon types and you always have the same chance to hit (you roll against your ability score, there is no AC). Someone that is new to fantasy role playing games might have a hard time running this game because it is so rules light the “Referee” will have to make rulings all the time without much guidance. I also don’t like that monsters and PCs have different rules for attacking during combat. I think that if I had never played D&D before, I would love this game. As it is, I prefer a little more “crunch” in the rules.