5e Mechanics & Manipulations

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I was thinking about 5e mechanics today, and how you might introduce spells or effects that would manipulate those mechanics. I think most of the existing 5e spells fit into one or more of these categories. Let me know if you think of another category or method by which to engage with the game at a mechanic level. Also, Sacks/Stones/Soap and Heat are both from Luka Rejec’s Long Winter.

Fictional Positioning

  • Create/remove a physical/mental/magical barrier to a task (silent image, wall of fire, invisibility)
  • Encourage/discourage a certain sort of actions (suggestion, command)
  • Create something that wasn’t there (summon elemental)
  • Destroy/remove something that was there (banish)

Core Mechanic – d20 vs target number

  • Change the d20 to a different sized dice (step up/down)
  • Change the number of dice being rolled, choose highest/lowest (dis/advantage)
  • Change the number of dice being rolled, sum/difference of the dice (bonus/penalty dice)
  • Add value to the sum of dice rolled (bonus value)
  • Skip the mechanic – guarantee success/failure

General Attack/Spell Attack Mechanic – d20 vs AC

  • All that apply to core mechanic
  • Change the AC (sunder armor or Mage Armor)

Alternate Spell Mechanic – Player Action Forces GM to make d20 Save vs Spell DC

 

  • All that apply to core mechanic
  • Change the DC (empowered spell)

 

Skill & Save Mechanic – d20 vs Task/Save DC

 

  • All that apply to core mechanic
  • Change the DC (glamour makes persuasion rolls easier)

 

Damage Mechanic –  Number of Size dice rolled

  • Roll more dice (critical hit)
  • Roll bigger dice (versatile)
  • Re-roll low numbers (Great Weapon Master)
  • Add value to the sum of dice rolled (damage bonus)
  • Skip the mechanic – deal predetermined damage per hit
  • Double/halve the damage (resistance/vulnerability)

Condition Mechanics – true/false & duration & severity

  • Apply a condition
  • Remove a condition
  • Lengthen a condition
  • Shorten a condition
  • Worsen a condition
  • Improve a condition
  • Temporarily remove the effect of condition without removing the condition

Health Mechanics – Hit Points & Death Saves

  • Recover/Drain Hit Points
  • Gain Temporary Hit Points
  • Succeed/Fail at Death Saving Throws
  • Stop requiring death saving throws (stabilize)

Inventory Mechanics – Sacks/Stone/Soaps – Encumbrance

  • Destroy Gear
  • Create Gear
  • Alter Gear
  • Make more from less
  • Make less from more
  • Make something heavier/larger
  • Make something lighter/smaller
  • Increase encumbrance threshold
  • All that apply to Condition for Encumbrance

Heat Mechanics – Heat Points & Exhaustion

 

  • All that apply to Condition for Exhaustion
  • Increase/Decrease Heat Points

 

Social Mechanics – Disposition (Love / Neutral / Fear)

 

  • All Skill & Save Mechanics
  • Change the Disposition of NPC (Charm Person)

 

Rest Mechanic – Short/Long Rest

 

  • Condition Mechanics can apply
  • Health Mechanics can apply
  • Roll Hit Dice with advantage/disadvantage
  • Expend/recover Hit Dice
  • Roll Hit Dice for free, or at 2:1 ratio

 

 

 

Sack Packs

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After posting about Luka’s Inventory system, I had a discussion with someone on Luka’s Discord channel about how 1 stone per pack seems too light, since in the UVG Luka defines a sack thusly:

A sack is:
• all of a hero’s adventuring or professional gear. Magic
skulls of memory for wizards, a year’s supply of
swordmaceaxes for fighters, golf clubs for the thief,
whatever.
• A sack of supplies. Enough food, water, camping gear,
and toilet paper to survive for a week.
• one rider or unconscious human.
• a unit of trade goods.
• 2500 5E coins of any type.

Now, my initial reaction about all of this is that the intent here of inventory abstraction is not to get lost in the details. If you want details of inventory management, then make your players write down each item they have. But, I had what I think to be a good idea:

A Sack of any of the following Packs1 sack / ∆20 and costs 50+4d6 gp. You can take Packs out of the Sack. Each pack you take out of the Sack is 1 Stone and takes you one step up the dice chain. When a ∆ reduces, one stone of supplies is also removed from your inventory.

So let’s have an example: You have a sack of medical supplies on your mule. When you are with the mule, you can use them as you see fit. When you tie the mule up at the dungeon entrance you take 1 stone of supplies off the mule. The player rolls a ∆20, it comes up as a 14 so the Sack does not step down. The player writes Medical Pack ∆4 on the inventory sheet. The character then takes a second stone of the medical pack, so the player rolls a ∆20 and it results in a value of 10. The sack does not step down, the player writes Medical Pack ∆6 on his inventory. This medical pack now takes up 2 stones. The character takes a third stone out of the sack, because his party tend to be reckless. The player rolls the ∆20 and it comes up as a 2. Now the Medical Sack on the mule steps down to a ∆12 (decreasing from ∆20). The character now has 3 stones of Medical Pack, with a ∆8.

Packs – Each 1 stone  is one step on the ∆chain – Initially, a pack costs 10+2d6 gp. Packs can be increased or refilled for 2d6 gp per ∆ step. If a ∆4 pack reduces, it cannot be refilled.

  • Camper’s Pack – For Making Camp & Camp Life (Ex. Stove, Tent, Bedroll, Pots & Pans, Salt, Fishing Tackle)
  • Excavator’s Pack – For Digging, Unearthing, Reinforcing Tunnels (Ex. Pick, Shovel, Hammer, Block & Tackle)
  • Climber’s Pack – For Climbing, Descending, & Rappelling (Ex. Rope, Pitons, Climber Pick, Chalk, Grapple)
  • Bureaucrat’s Pack – For Notarizing, Certifying, Authenticating, Contracting, Auditing (Ex. Ink, Paper, Wax Seal, Signet Ring)
  • Priest’s Pack – For Rituals, Sermons, Judgment & Penance (Ex. Psalm Book, Incense, Holy Symbol)
  • Healer’s Pack – For Staunching, Cauterizing, Amputating, Bandaging, & Sterilizing Wounds (Ex. Bandages, Bone Saw, Alcohol)
  • Specified Crafter’s Pack – For Crafting with Specified Skill (Ex. Blacksmith hammer, alchemist scale, Forgery tools, Disguise makeup)
  • Outdoorsman Pack – For Hunting, Fishing, & Trapping (Ex. Traps, Whistles, Specialized Knives, Lures, Salt)
  • Thieves Pack – For Picking Locks, Disarming Traps, Greasing Hinges (Ex. Lockpick, File, Grease)
  • Winter Survival Pack – For Navigating Ice, Walking on Snow, & Not Freezing (Ex. Crampons, Ski Poles, Ski Shoes, Blanket)

This all also possibly needlessly complicates a tool that is meant to be a simple way to abstract inventory. I’m not sure if I will actually use this or not, but I feel like it might work.

Luka’s Sack Rule of Inventory

Some initial thoughts on an inventory system based on Luka Rejec’s Skeleton – pulling from UVG and Longwinter but with some extra crunch because I am that guy and I have those players. None of this is playtested.

Luka’s Sack Rule of Inventory – “A Human can carry one sack unencumbered and two sacks encumbered.” Wouldn’t it be nice if we could just leave it at that! 

One Sack is Ten Stones, and one Stone is Ten Soaps. A Stone is equivalent to a normal sized item (~15 lbs), and a Soap is a small item (~1.5 lbs).

1 sack = 10 stones = 100 soaps = 2500 cash

stones soaps

I am hacking Usage Dice onto Luka’s Inventory system, denoted as ∆ and then a number. Usage Dice will step down one dice value each time they are rolled and result in a 1-2. The dice step chain is: ∆20,∆12,∆10,∆8,∆6,∆4.

Strength Modifiers – If you have a Strength modifier, that will simply make a sack larger/smaller by your modifier amount. So Strength 16 (+3) would make a sack hold 13 stones instead of 10.

Encumbrance – If you carry more than 1 sack, you are encumbered. You can’t carry more than 2 sacks.

Coins – 250 coins is 1 stone = 25 coins is 1 soap.

Armor – Light armor is 1 stone, Medium armor is 2 stone, heavy armor is 3 stone. A Shield is 1 stone.

Clothing – Your worn clothing does not take up any inventory space. Ceremonial clothing or anything elaborate would be 1 stone. In Luka’s Longwinter, each layer of Warm Weather clothing takes 1 stone.

Weapons – Most weapons are 1 stone, Heavy Weapons are 2 stones. Ammunition is 1 stone / ∆10.

Lighting – Candles – 1 stone / ∆8. Torches – 1 stone / ∆6. Lantern – 1 stone. Lantern Fuel – 1 stone / ∆6.

Candles provide dim light for 1 person, Torches provide bright light for 4 people, Lantern provides bright light for 6 people.


My fear is that Adventure Pack is too broadly useful, and there are still too many little trinkets in the 5e equipment list to want them all to be Soaps on their own merit. So I hacked down the list of items in the 5e equipment book and made this list of packs:

Packs – Each pack is 1 stone / ∆10 – Each pack costs 20+4d6 gp. Packs can be “refilled” for 2d6 gp per ∆ step. 

  • Camper’s Pack – For Making Camp & Camp Life (Ex. Stove, Tent, Bedroll, Pots & Pans, Salt, Fishing Tackle)
  • Excavator’s Pack – For Digging, Unearthing, Reinforcing Tunnels (Ex. Pick, Shovel, Hammer, Block & Tackle)
  • Climber’s Pack – For Climbing, Descending, & Rappelling (Ex. Rope, Pitons, Climber Pick, Chalk, Grapple)
  • Bureaucrat’s Pack – For Notarizing, Certifying, Authenticating, Contracting, Auditing (Ex. Ink, Paper, Wax Seal, Signet Ring)
  • Priest’s Pack – For Rituals, Sermons, Judgment & Penance (Ex. Psalm Book, Incense, Holy Symbol)
  • Healer’s Pack – For Staunching, Cauterizing, Amputating, Bandaging, & Sterilizing Wounds (Ex. Bandages, Bone Saw, Alcohol)
  • Specified Crafter’s Pack – For Crafting with Specified Skill (Ex. Blacksmith hammer, alchemist scale, Forgery tools, Disguise makeup)
  • Outdoorsman Pack – For Hunting, Fishing, & Trapping (Ex. Traps, Whistles, Specialized Knives, Lures, Salt)
  • Thieves Pack – For Picking Locks, Disarming Traps, Greasing Hinges (Ex. Lockpick, File, Grease)
  • Winter Survival Pack – For Navigating Ice, Walking on Snow, & Not Freezing (Ex. Crampons, Ski Poles, Ski Shoes, Blanket)

Some items seem broadly useful or specific enough that players would want to write them down specifically.

Other Common Soaps: 

Bell, Chalk, Crowbar, Glass Bottle, Hammer, Hourglass, Iron Spikes, Lock, Magnifying glass, Manacles, Soap, Spyglass, Steel Mirror, Tinderbox, Whistle

Cumbersome Items (2 Stones Each):

10 ft. Pole, Ladder, Battering Ram

Consumable Soaps:

Ball Bearings (∆4), Caltrops (∆4), Holy water (∆4), Poison Vial (∆4), Potion of healing (∆4)

Spellcasting Soaps:

Component pouch, Arcane/Divine Focus, Spellbook, Specific Materials

Shadow Scarring

eric-he-shadow24 cropI’ve been thinking about hacking Symbaroum’s Corruption into 5e by introducing the following mechanic to my game. Let me know if you can think of a more simple way to have a similar effect.

Shadow Scarring

All players begin with a Shadow Threshold of 5.

Shadow Damage

Shadow Damage occurs when an adventurer is exposed to corrupted forces, places, and powers. You may recover Shadow Damage by performing complex rituals, burning ceremonial herbs, resting in sanctified places, or visiting blessed healers. Actions that give Shadow Damage:

  • Using a tainted power or ritual: 1 Shadow Damage, or varies per power
  • Using tainted artifacts: 1 Shadow Damage, or varies per artifact
  • Damage from shadow-tainted foe: 1 Shadow Damage per blow, or varies per ability
  • Tainted areas: 1 Shadow Damage per day, hour, or per exposure to source

Shadow Scarring

Shadow Scarring occurs when the character’s soul has been indelibly marked by their experiences. Shadow damage cannot be reduced below the total number of Shadow Scars. Shadow Scarring is suffered when:

  • Binding an artifact to oneself to be able to use its powers: 1 Shadow Scar
  • Learning a tainted power or ritual: 1 Shadow Scar
  • A character’s Shadow Damage reaches the character’s Shadow Threshold: 1 Shadow Scar

Levels of Scarring

  • Shadow Blighted
    • At Least 1 Shadow Scar
    • The corruption can be detected with the Witchsight ability and rituals like Holy Smoke. Temporary Corruption can be resolved with a short or long rest.
  • Shadow Marked
    • Shadow Damage above Shadow Threshold
    • The adventurer develops a temporary shadow mark that is plainly visible without divination magic or ritual. If you have shadow scars equal to the shadow threshold, the mark becomes permanent.
  • Shadow Possession
    • Shadow Damage is 2x Shadow Threshold
    • The adventurer loses all control of themselves, the shadows have taken over. This often manifests as an immediate possession of the adventurer by a shadow beast.

Example: After spending 3 nights in the dark heart of the woods, each character has taken 3 shadow damage. During the morning of the 4th day, the party finally stumbles upon the source of corruption. The harmful radiation of the artifact penetrates their armor, making them feel as if they are freezing, they all take 1 shadow damage immediately bringing them each to 4. The wizard is prepared for this, and throws a specially crafted cloth over the artifact. As soon as it is covered, the adventurers all breathe more easily and the woods around them seem to brighten.

Later, the party takes a short rest and the wizard spends some time meditating with the artifact. His meditations are filled with visions of snow and ice. (The GM does not tell the wizard any specific mechanics about the special abilities of the artifact, only flavor) The wizard decides to attune with the artifact, this gives him one Shadow Scar but does not give him additional shadow damage. 

In the next scene, a rival party of explorers stumbles upon the group. They demand that the artifact be handed over. The wizard exposes the artifact, which is no longer harmful to the group as it has been attuned. He unleashes the power of the artifact on the rival adventurers, despite not knowing what it will do. The GM forces all party members except for the wizard to make constitution saves against the arctic chill, likewise rolling saves for each of the rivals. Those who fail freeze solid (5d10 cold damage), half taken on save. The wizard does not take cold damage, but does take 1d4 shadow damage taking him over his Shadow Threshold. He takes another scar as a result of his Shadow Damage exceeding his Shadow Threshold, and his veins blacken and grow pronounced through his skin as he is now temporarily Shadow Marked. The GM then explains the rules of the artifact ability (all other targets within 60 ft of wizard take 5d10 cold damage, constitution save vs. DC 18 for half.)

The cleric has survived, and rifles through the rival parties gear for the ceremonial herbs that they stole from the group earlier. When he finds them, the group takes a short rest as the cleric cleanses the souls of each surviving party member. The wizard’s black veins fade back to normal after the ritual, but now that he has 2 shadow scars he cannot fully heal. Every party member now has 0 shadow damage, except for the wizard who still has 2 shadow damage.

Shadow Damage

 

Art cropped from an Eric He image

Forest Crawling

frank hurley chateau-wood-1917

This is a response to:

I’ve been planning a game in the Symbaroum setting. I have been waffling about how to run the forest. I had thought about trying to break it into hexes, but the forest is very large and that seems tedious. The system seems to assume I will be playing it very “trad” and planning each session out ahead of time, but that is not how I prep my games.

I really like running point-crawl one-shots, but I have not thought through about how you might slowly evolve a point-crawl over the length of a campaign. I think that I will have a point crawl map with two main elements, nodes and paths. Both nodes and paths will have a variety of tags, that will have mechanical implications. I want to flesh out some of those implications over a series of blog posts.

To start, paths might simply have the following tags:

  • Rumored Path – Traverse in 1d4x the standard time. 2x Random Encounter chance.
  • Rough Path – Traverse in standard length. 1x Random Encounter chance.
  • Trodden Path – Traverse in half time. 1x Random Encounter chance.

Rumored Paths might be overheard in a tavern, hinted at in a notebook, or sketched on a rough map. Rough Paths would be described by an experienced adventurer, depicted on a detailed map, or shown to the party by a tracker. A trodden path is a commonly known and traveled upon.

Likewise, nodes might have a variety of tags to describe the likelihood of treasure, danger, competition, and corruption. I am still thinking about what number of tags is useful versus just being overkill crunch for something I would be better off not having written down.