Arcane Traditions: Wizards of High Sorcery

Image result for tower of high sorcery

During the Age of Despair, wizards are either ‘renegade mages’ or are members of one of the Orders of High Sorcery: the White, Red or Black Robes. At 2nd level, when a wizard character chooses an arcane tradition, they do so as normal, keeping these specializations in mind:

  • White Robes: abjuration, divination and enchantment
  • Red Robes: conjuration, illusion and transmutation
  • Black Robes: enchantment,  evocation and necromancy

As normal, wizards learn new spells when they reach 2nd and 3rd level. At 3rd level, they become eligible to take the Test of High Sorcery. Until they complete the Test, they will not learn new spells when they level, and will only be able to learn spells they find in other ways – as treasure, scrolls, etc.

White Robes and Black Robes share an interest in enchantment, for different reasons. White Robes focus on the use of enchantment magic to resolve conflicts without bloodshed. Black Robes enjoy the power of taking away another’s will.

Test of High Sorcery

At 3rd level, a wizard can take the Test of High Sorcery. If they survive, they become a member of one of three Orders: the White Robes, Red Robes, or Black Robes. When they gain a new level as a Wizard of High Sorcery, they can learn two spells from any of their three associated schools.

Order of High Sorcery

At 6th level, the wizard chooses a new Arcane Tradition option from any of the Arcane Tradition options associated with their Order.

Bound to the Moon

At 10th level, a Wizard of High Sorcery becomes bound to one of the three moons of Krynn. Each of the Orders of High Sorcery is bound to one of the three moons of Krynn; the White Robes to Lunitari, the Red Robes to Solinari, and the Black Robes to Nuitari, which only they can see. When the moon is in high sanction, your spells are empowered, and when it is in low sanction, your spells are impeded. Nuitari swiftly waxes and wanes; Lunitari’s cycle is much longer, and Solinari’s lies somewhere between the two. The advantage is that a Wizard of High Sorcery can plan for this cycle.

When a wizard’s moon is in high sanction, they receive a +1 to spell save DCs and spell attack rolls. When it is in low sanction, they take a -1 penalty to both.

Master of High Sorcery

At 14th level, a Wizard of High Sorcery is known as a Master, and is eligible to serve on the Conclave on behalf of his Order. The wizard can either choose a 14th level benefit from a school associated with their Order, or choose a 10th level benefit from any school of magic learned from one of her colleagues.

More Arcane Casters

Bards in Krynn

Bards in Krynn are likely to be devotees of Branchala, or possibly Gilean (lore) or Shinare (travel and trade). Maybe Sargonnas? The ability of bards to cast healing spells would make them sought-after miracle-workers during the Age of Despair in particular, and as they grow in power they would surely garner the attention of the Wizards of High Sorcery. It might even be necessary for a powerful bard to pass the Test of High Sorcery in order to avoid being labeled “renegade mages.” That would be an interesting way of handling the Wizards of High Sorcery, since they came about when the setting only had one arcane spellcaster, the magic-user. The become a kind of Mafia charging protection, or a questionable Union that everyone has to join or else face consequences.

Sorcerers in Krynn

The term “sorcerer” comes to mean something else in the Age of Mortals, but I prefer the Age of Despair for DnD and so am only really addressing that time period. Sorcerers would be the very definition of “renegade mages”, able to replicate many wizard abilities but without the training and discipline required of a wizard. Wild magic sorcers could be Chaos-touched, and dragon-blooded sorcerers would presumably be common among draconians. Since all dragons on Krynn can shapeshift to humanoid forms, there could theoretically be a lot of dragon-blooded mortals out there in the world.

Warlocks in Krynn

5th Edition adds another core class of arcane spellcasters into the mix, and they are not a great fit with Krynn, in the Age of Despair or later settings. Pre-Catyclism, maybe. But fiends and fey, and certainly Old Ones, do not play a big part in the story of Krynn. Of course, they could.

The Forestmaster is a possible fey or celestial patron, for example, and any number of fiends might be in the world serving Takhisis. The god Chaos could take the place of the Old Ones, since that chaos has a sinister overtone and is presented as being in contention with the High God of the setting.

Eldritch Knights and Arcane Tricksters

Neither of these archetypes, nor similar ones, are likely to be a bit deal during any age of Krynn. They don’t become so powerful as to come to the notice of the Wizards of High Sorcery necessarily, and will both be so extraordinary as to be singular (like Gilthanas Kanan or possibly Ariakas).

Keep Casters Extraordinary

In any age of Krynn, it is not a setting replete with magical items and spellcasters. The vast majority of people on Krynn have little or no experience of magic, and many mistrust it, especially in the aftermath of the Cataclysm. A PC wizard will often be the first wizard many people have seen. Same for a PC bard or sorcerer, certainly for a PC warlock. It’s actually easier if you treat these casters as extraordinary in the setting, because there is less explaining to do. Why aren’t bards tested at a Tower of High Sorcery? Because no one has heard these magical songs before. What even are they? And so on.

What have you done in your Dragonlance games to accommodate the variety of casters in DnD 5E?

5E Martial Archetype: Knight of Solamnia

Martial Archetype: Knight of Solamnia

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Knight of the Crown

At 3rd level you become a Knight of the Crown and no longer a Squire. You receive a suit of Solamnic Plate, and fall under the Oath and the Measure. You are expected to exemplify the virtues of Loyalty and Obedience.

Solamnic Plate

Solamnic Plate armor is passed down within a family. It is either a suit of half plate or plate armor, and functions as +1 magical armor when worn by a Knight of Solamnia.

Knight of the Sword

At 7th level, you are eligible to be raised to the rank of Knight of the Sword. The Oath and the Measure now demands Courage, Heroism, and Faith.

Spellcasting

At 7th level,  you are able to cast spells from the Cleric spell list, as below. Your spellcasting ability is your Wisdom, and the DC for saves against your spells is equal to 8 + your proficiency modifier + your Wisdom modifier.

Level 1st 2nd 3rd
7th 2
8th 3
9th 3
10th 3
11th 4 2
12th 4 2
13th 4 2
14th 4 3
15th 4 3
16th 4 3
17th 4 3 2
18th 4 3 2
19th 4 3 3
20th 4 3 3

Knight of the Rose

At 10th level, you are eligible to be raised to a Knight of the Rose. The Oath and the Measure calls upon you to exemplify Justice and Wisdom.

Inspiring Command

At 10th level, a Knight of Solamnia can choose an ally within 60’ and issue an inspiring command as a bonus action. The ally can then spend a d8 either as bonus damage on their next attack or gain d8 temporary hit points. The Knight of Solamnia is able to issue this command once per point of Charisma modifier, with a minimum of once. This ability recharges after a long rest.

Turn the Tide

At 15th level, a Knight of Solamnia can use a bonus action to inspire all allies within 30’ who can hear her. These allies each gain d10 temporary hit points. The Knight can use this ability once per Charisma bonus, with a minimum of once. This ability recharges after a long rest.

Unshakable

At 18th level, a Knight of Solamnia is immune to the frightened and stunned conditions.

 

My D&D 5E House Rules

I’ve written up a ton of hacks and house rules, and I’ve been given some thought to what house rules I would use if I could use any I like. (Alas, I have to take players’ tolerances into account)

Hard Rest

This is similar to the system for rest used in Adventures in Middle-Earth. Long rest is only available when in civilization, or at least resting someplace safe and comfortable. Ever gotten great sleep on the ground out in the weather? Yeah, me neither.

I also like the system whereby during a long rest, rather than recovering all of your hit points automatically, you are able to roll all of your remaining hit dice to recover hit points. This will recover a lot of hit points, but not necessarily all.

No Cash

Half of my players can’t even be bothered to track their own coinage (my wife in particular) and I never particularly enjoy making sure every monster they defeat erupts into the correct amount of coins, gems and art objects when they die. Instead, I’d like to just use rolls against set difficulties, using the character’s proficiency bonus. If the character is flush with cash, say just back from a dungeon delve, then they roll with advantage. When they are in debt or broke according to the fiction, they roll with disadvantage. Since my players love to haggle, successful haggling doubles your proficiency bonus for the roll, while failed haggling makes you just roll a straight d20. (Maybe the haggling DCs are just the buying DCs, +2)

When you want to buy something, here are the DCs:

  • Something simple and inexpensive, like adventuring gear: DC 8
  • Something mundane but expensive, or a common magic item, like a longbow or a healing potion: DC 10
  • Something very expensive, like plate armor, or an uncommon magic item: DC 12
  • A rare magic item: DC 15
  • A very rare magic item: DC 18
  • A legendary magic item: DC 20

Of course, PCs have to put in the work finding rare or expensive (or magical) items before they can make the roll to see if they can afford them. The DM has an option of saying that a character who fails the roll still buys the item, but is strapped for cash. Most of the time, when returning from an adventure, the characters will be flush with cash, and that’ll be the time they want to buy things anyway. So a mid-level character (level 9+) returning from an adventure will have just shy of a 50/50 chance of affording a legendary magic item, and better than 50/50 of affording a very rare magic item. The limitation there will be based on the setting, with this being plausible in Eberron and less likely in another setting, based on availability of magic items overall.

Modified Firearms

I think that the payoff of using historical firearms, rather than a weapon like a longbow, is that it as a slower rate of fire and does a lot more damage. At least, that’s what I’d like to house-rule firearms to do. So as a house rule, I have black powder pistols require two rounds to reload, and black powder rifles require three, and their damage dice are doubled.

10th Level Spells

10th level spells exist, and as one  would expect they are available through scrolls (which are of course artifacts) and for 19th level spellcasters. Such spells can be world-changing, but can only be cast once each by a given spellcaster.

Deeper Backgrounds

When a player selects a background, they should also flesh out the background with all of the NPCs who might be connected, including their immediate family, rivals, mentors and the like. As a rule of thumb, at least a couple of interesting NPCs who might get caught up in the story per background.

Alignment Redefined

I like using alignment, but alignment as written in D&D includes a lot of nonsense and argument-fodder. So what I do is I replace “Good” with another descriptor that defines what “good” will mean in this setting. For example, in my Twilight of the Gods setting, good becomes “Generous.” I replace “Lawful” with an order-oriented, pro-social term from the setting that is morally neutral if possible. In Twilight of the Gods, that becomes “Civilized.” I replace “Chaotic” with a pro-freedom, or maybe individualistic, term; in Twilight of the Gods, that term is “Wild.” And then for “Evil” I do the same as I did for “Good” – choose a more specific or helpful term. In Twilight of the Gods, that term is “Treacherous.” So instead of Chaotic Evil, a character would be Wild and Treacherous. Instead of Lawful Good, a character would be Generous and Civilized. See? Better. Also, a result of this is that “evil” characters are much more viable. One can play a “Selfish” character in Twilight of the Gods more easily than an “Evil” character in a standard D&D setting.

Discount Adventuring Gear

In a game that is using currency, this is just an option to buy adventuring gear at a 50% discount. The associated cost is that with any failed roll, and almost certainly on a roll of “1”, the gear breaks, and can probably only be repaired with the appropriate tool proficiency.

With the above system of going cash-less, maybe a failed roll allows a PC to buy a discount version of what they wanted. So they get what they were after…kind of.

Simplified Paralysis Effect

For any effect that paralyzes, such as hold person or a ghast’s claws, a paralyzed character is shaken free of paralysis the first time an automatic critical hit is scored against them.

…Or Resist Paralysis at Cost

As another option for PCs who are paralyzed, they can choose to take 10 psychic damage for each level of the spell used to paralyze them (or an amount the DM thinks is appropriate for monster abilites that aren’t spells) in order to take an action to break free. So they still lose at least one action, and take the damage, but aren’t standing there doing nothing for round after round. Probably need a house rule that for species that are resistant to psychic damage, like kalashtar, they need to take the full damage to break free. Their resistance doesn’t help them in this one instance.

Bards Rock

Bards have never really gained a bonus, or any kind of benefit, for using their musical instrument in combat. I like the idea of a bard being able to use their abilities more effectively if they focus on their music alone (much like bards in Everquest, honestly). I would want to work out specifics with the bard player, assuming they were interested, but here are the options I’d have in mind:

  1. The bard counts as two levels higher than normal, and has access to more powerful spells
  2. The bard’s spells are power potent, adding 1 or 2 to their spell attack bonus and to the DC for saves against their magic
  3. They don’t lose spell slots – they can keep casting indefinitely, or maybe they have one extra spell slot per level that can only be used when they are using their instrument in combat (since indefinite spells is pretty powerful)
  4. There is an ongoing bonus effect – an aura of courage like a paladin has, or an aura of bonus hit points for her comrades, or something similar
  5. Her other bardic inspiration dice go up one die type, so from d6 to d8 and so on

Area of Effect

The heading is a link to the full table that I posted a while back, but for theater of the mind I like a system where you roll randomly to see how many creatures are caught in an area of effect spell. Just assume that the character is doing all they can to maximize the spell’s effectiveness and avoid hitting their friends. I would have to adjust this system for an evocation specialist wizard who could sculpt their spells to hit their foes and avoid their friends, but that’s easy enough to hand-wave (add a bonus to the AoE roll or something).

RPG Mechanics Round-Up #8

Elvish Skill

I have toyed with an idea, which I haven’t used in a (finished) game design yet, that is an attempt to deal with a diminishing return in gaining skill combined with the incredibly long lives of elves. Even D&D’s non-immortal elves live for 700-1000 years. The idea I came up with is to have what amounts to only 3 levels of ability in any given skill (as measured by elves): 1 year, 10 years, and 100 years. (This also echoes the Chinese aphorisms about how it takes 10 weeks to learn the spear, 10 months to learn the dao, and 10 years to learn the jiann). After 100 years, diminishing returns seem like they would be such that measurable improvement would be unlikely. In a setting with elves and non-elves, non-elves would be limited to a skill level of 10 years (about how long it takes to earn a black belt in Brazilian Jiu-Jitsu if you are working hard at it).

Burnout

I like the idea of having the option of burning out a repeatable ability in one big demonstration. That is, say you can do Ability X three times a day, or once per short rest. If you choose, you can choose some dramatic moment to do something that is equivalent to 5X or even 10X. After that, though, you lose the ability permanently. This could be a lead into a ‘Retire in Safety’ mechanic or another peaceful end for the character, and of course only makes sense for characters who have repeatable, likely supernatural, abilities.

Secrets on Page 1

I wonder what effect it would have to write a secret, or multiple secrets, about the character on the character sheet. (There is a mechanic for this in Parsec) Probably in some groups it would no effect, but in a Vampire the Masquerade group for example, each vampire having to have their secrets written out on their character sheets (preferably on page 1) just might have an interesting, subtle impact at the table. A little layer of suspicion added to any interaction.

Deeper Backgrounds

Here I’m going to take the example of backgrounds in D&D 5E, which are a great addition to the system in my opinion, and could be taken further. Almost every adventurer character ever created is an orphan with no social ties at all when the game begins – that just seems to be a truism at this point. Some systems make a player create a more detailed, interconnected background at character creation for that reason – otherwise very few will. World of Darkness games even added this element to the game itself in the prelude session, during which we see the character in scenes from their life before the supernatural stuff hits the fan.

For the remainder of this round-up, I am going to go through the backgrounds in the 5E PHB and note briefly how they could be expanded to include some family members, friends and social connections in a character’s life. (H/T to Fate and the Fablemaidens for indirectly reminding me to expand this idea and post it)

Acolyte: a criminal or sinner whom you are trying to reform; parents and family whose religious views strongly differ from yours; the gravesite of your mentor which you visit every year to make a small offering to their spirit; a rival member of your religion who believes you lack conviction

Charlatan: a minor local noble whom you embarrassed; a widow who believes you are psychic; a sibling who is always trying to get you on the straight and narrow path; a parent who tsks at what you do but makes sure you aren’t disowned

Criminal: an elderly priest or priestess who fed you when you were down and out; loving parents who believe you are a traveling salesperson; your best friend growing up who is now a recruit in the town guard; the heir of a local noble or wealthy family who has a forbidden crush on you

Entertainer: the amazing performer who inspired you to get started years ago; the leader of your small, but growing, local fan-club; a pen-pal who is always offering to put you up at their place if you make the journey to perform for them; hardworking, dour siblings who don’t understand your art

Folk Hero: the tyrant or corrupt official’s remaining agents in the area; your proud family, including a sibling who looks up to you and wants to be just like you; the person back home who everyone assumed you were going to marry

Guild Artisan: the head of your local guild chapter; your master, now too old to practice the trade; a local merchant or noble who is one of your primary buyers; someone who supplies raw materials whose personality is the opposite of yours

Guild Merchant: your mule, who is smarter than she looks; your family, whose signature business is one you detest; a rival who betrayed you on a key deal; a particular gate guard, with whom you have the best banter; a performer, who gets their best material from stories of your travels

Hermit: the villager who would come each week to bring you fresh supplies and news, in exchange for your wisdom; an extraordinary talking animal that would sometimes visit you in seclusion; your family of origin, who have strong feelings about what you’re doing (good or bad, you choose)

Noble: the peasant who looks a lot like you, with whom you exchanged places once as kids; the doting nurse who actually raised you while your parents were at court; a younger sibling whom you are always getting out of trouble

Outlander: your folks back home, and perhaps the reason you don’t live there now; a sweetheart from your adolescence who went looking for you; a bird or small animal who just follows you wherever you go; another local wanderer with whom you share news, food and shelter when your paths cross

Sage: your first tutor, now like a parental figure for you; a rival scholar who wants to discredit you; a small-time loan shark who still says you owe her back payments on student loans; your proud family, either many academics, or perhaps you’re the first among them to go for higher education

Sailor: if you have a lover in every port, there’s one of them that feels true; the salty old dog who taught you everything they know; your siblings, who count the days until you return from time at sea; the bartender at your favorite seaside watering hole

Soldier: your drill instructor, who has a new insult for you every time you meet; a comrade who was crippled in battle and had to retire early; the person you’re engaged to marry as soon as you return home; a gruff parent who was also a career soldier; the ghost of the first person you ever killed

Urchin: the kind local noble who would always give you a few spare coins; your best friend who got lucky and married out of the life; a fixer who always has local gossip; the leader of the gang you were in as a kid; the innkeeper who would give you a place to sleep when the weather was bad

D&D 5E Hack: No Cash

I understand what the designers and developers were thinking when they changed how gold and magic items interact in 5th Edition. Magic items are supposed to be special, and having them available at any old magic item shop makes them less so. They just become another way you level up, a steady incline of power the way that class abilities are, which makes them redundant. I get it.

The problem is that 100% of D&D gaming groups I have ever played with have wanted to go shopping for magic items with their gold. Every single one, to varying degrees, particularly starting with 3rd Edition. What this has meant in practice is that the DMG was missing something when it was missing magic item prices, something players would almost immediately demand, and so along comes Xanathar’s Guide to Everything with it’s downtime option of purchasing magic items. It is OK, I’ve used it, but it leaves something to be desired. It requires a roll every time a player asks how much a particular magic item might cost.

So I came up with a simple hack of 5E where you can get rid of cash altogether.

When a character wants to buy something beyond the incidental – drinks, simple rooms at the inn, meals, etc., they roll using their flat Proficiency bonus. On a success, they can find what they want to buy and can afford it. On a failure, either they can’t find it, or they can’t afford it, or they get the item but go into debt. Debt is like disadvantage, you can only do it once. Once you’re in debt, you can’t go further into debt. While in debt, your Proficiency score rolls to buy things are at disadvantage.

Sometimes, a PC will be Flush With Cash. This means they just went through a dungeon or pulled of a heist or found buried treasure. When Flush With Cash, characters roll their Proficiency bonus to buy things with advantage. The DM decides when the cash runs out, or you can say that the first time you fail a roll, you’re out of the extra cash and back to your usual means.

When you want to buy something, here are the DCs:

  • Something simple and inexpensive, like adventuring gear: DC 8
  • Something mundane but expensive, or a common magic item, like a longbow or a healing potion: DC 10
  • Something very expensive, like plate armor, or an uncommon magic item: DC 12
  • A rare magic item: DC 15
  • A very rare magic item: DC 20

Of course DMs can fell free to not allow players to roll for things that aren’t available. Also, I’d use the normal downtime rules for looking to buy a magic item, and make the PC spend a week looking. Often in a game, time is more valuable than gold anyway.

Oh, and all 1st level characters start the game in debt unless they have the Noble Background, in which case they start off Flush With Cash. 🙂

I also like the idea that the PCs’ standard of living goes up automatically as they level and just have more money lying around. They start off all sharing a common room and end up in the equivalent of 5-star suites every night.

RPG Mechanic Round-Up #7

Meta-Round-Up

Progress and Drama

In the game text, instead of listing the result of a passed test in a resolution mechanic as “success”, describe it as “progress.” That is, progress is made toward whatever your goal was, or toward winning what was at stake. In parallel, instead of listing a failed test in your resolution mechanic as “failure”, call it “drama”, in that the dramatic tension increases in the scene or in the story. This could almost be the only change in how a system is written, but I think it opens up results in interesting ways.

Let’s say your D&D player does the classic thing and makes an absurd proficiency check – then they roll a 20, and even though there isn’t a “natural 20” rule in 5E for proficiency checks, they still expect something big from their absurd plan (seduce the dragon, pick the lock with mage hand, lie to the Inevitable’s face, etc.). So if passing the test equals “progress” rather than “success”, you can just describe how their absurd plan gets them closer to their goal. Similarly, for all of those proficiency checks where failure just means the story stops, if it is “drama” (or “tension” perhaps, or “threat”) instead of “failure” for a failed test, the attempt can be technically successful, moving things ahead, but they are now worse than they were.

Theme Music

Each player chooses a theme song for their character and queue’s it up on their phone. At any time during the session, they can hit play for the song, play a bit of it, and their character automatically succeeds on whatever it is they are doing. Maybe instead of Inspiration, players can gain bonus uses of their theme music during the session. Similarly, the DM can queue up theme songs for any Big Bads they’ll face, and those enable them to use a legendary save ability to choose to save on a failed saving throw, or to resist death for a round after being reduced to 0 hit points, etc.

Big and Small Advantages with Percentile Dice

This is a layer of complexity that one might not choose, but it occurred to me while listening (and enjoying) another How We Roll actual play of Call of Cthulhu 7th Edition. In CoC 7E there is an advantage mechanic, where you roll the 10s digit die more than once and take the worse of the two rolls. I thought that this made sense for big advantages and disadvantages, but for smaller advantages and disadvantages it would make sense to roll the 1s digit die twice and take the better or worse of the two rolls. This gives you an approximately 1 in 10 change of barely making, or barely missing, the roll, and isn’t a big deal, but could be an interesting tweak, maybe for when the player thinks they should have advantage but the Keeper disagrees. “Yes, but…”

Percentile Auto-Success

Rolling is not always fun. Games usually have some kind of hand-wavey rule about “only roll when it is interesting” or “only roll when there is danger involved” but even in games where that is spelled out enforcement is sporadic. It occurred to me, in particular in a percentile system, that it could be simpler and also more interesting to give each character a number of auto-successes equal to the tens digit of the applicable skill. So, again looking at Call of Cthulhu, your investigator with a Credit Rating of 57 could just have 5 automatic successes on Credit Rating rolls during the scenario (intended to be more than one session). The downside is that you don’t get any chance to advance when using one of these auto-successes, nor can you get a critical success of any kind. Maybe one could ignore this rule in combat, and of course the Keeper would be able to say that it doesn’t apply in a certain situation (like a Sanity roll, or a situation where the danger of failure is really interesting), but I like it as a rule.

Final Fantasy Action Selector

Remember old school Final Fantasy where you had the action selector when each character’s turn came up? It looked something vaguely like this:

  • Fight / Run
  • Magic
  • Drink
  • Item

I was thinking about something like this for new players. Frequently, players at my table forget all of the various things their character can do when it is their turn, especially at higher levels. What if new players had something like this, printed up by the DM, with their abilities on it? Something for a Druid might look like this:

  • Melee Attack
  • Missile Attack
  • Shapechange

And one for a Rogue more like this:

  • Melee Attack
  • Missile Attack
  • Dash
  • Disengage
  • Hide

Of course, the player can put whatever is interesting on the selector, and can always do things not listed, but it might be helpful to just have that at a glance. I’ve seen a lot of new players stare glassy-eyed at their complex character sheet when their turn comes when really they only have two or three viable and interesting options. The problem is that it takes significant system mastery for one to know what those few viable and interesting options are.

 

RPG Mechanic Round-Up #6

D&D Firearms Fix

The way that 5E D&D handles firearms doesn’t make much sense. You can look at videos of a bullet striking a breastplate and compare them to videos of an arrow striking a breastplate and see the difference. So I reworked firearms for D&D. Against a gun all medium creatures are AC 10 – your studded leather armor will have no impact on that bullet, which will also go through chain and plate armor. Small creatures are AC 11. Large creatures are AC 9, and so on up. Firearms also do double the dice in damage that’s listed in the DMG. Adamantine and mithril armor still counts against firearms, as long as it is solid (mithril chain won’t help). Shields grant +1 armor. 

To balance things out, and for some slight realism, one-handed firearms take 2 full rounds to reload and two-handed firearms take 3 full rounds to reload. That’s still quicker than people can actually reload black powder weapons, but it’s a balance between that and D&D. It means that firearms will be more like what they are in, say, the Three Musketeers or Pirates of the Caribbean – good for a deadly opening volley, and then you close and fight.

I like this hack because it makes firearms more interesting than other weapons. Firearms should be scary. As an alternate rule, you could say that any plate armor can grant its AC bonus against flintlock firearms if the armor was built by people familiar with flintlock weapons. Breastplates during the early age of gunpowder were able to deflect bullets, though these weapons quickly outdistanced armor.

An Initiative Mod: Act First or Act Last

In a system where an initiative roll determines action order, have the option of declaring that you act first or you act last in the round. The benefit for acting first is that you get advantage on your action, or another kind of appropriate bonus (+2 in Pathfinder, etc.), but you have disadvantage on all defenses for the rest of the round (or your attackers have advantage or a bonus on their attacks against you). You throw yourself into the fray at the cost of safety.

Conversely, you can declare that you are acting last, hanging back and seeing how things play out before you act. This choice gives you advantage on all of your defenses for the round, or an appropriate bonus, as you see things coming.

If more than one character declares they are going first or going last, they all receive the same bonus and/or penalty, and still act in the order of rolled initiative compared to each other. So, with initiative rolls of 12, 11, 9, 7 and 6, where 9 and 7 both say they are acting first, 9 and 7 move to the top of the initiative list, both get advantage on their attack, and both have disadvantage on all defenses for the round. 9 still goes before 7.

Alignment

For any game with an alignment system, you can use the so-called Five Moral Foundations (with a sixth one added during research on the Five due to feedback). Those moral foundations are: compassion, fairness, liberty, loyalty, purity, and tradition.

  • Compassion: define the circle of compassion, and then the DM can push that. Who is most deserving?
  • Fairness:  what is unfair that needs to be made right? Push: what will you give up in order to be fair?
  • Liberty: your own, and others. Who needs to be set free?
  • Loyalty: to whom or what are you loyal? What about when you’re asked to do something wrong? What about dissent?
  • Purity: what, or who, is disgusting? What is the poison that must be cleansed?
  • Tradition:  what traditions do you hold dear? Push: how will you deal with innovation and change? What about corrupt authorities? 

Villains and heroes have the same alignment system, because it is easy (and interesting) to imagine a villain rooted in each of these six moral alignments. Most people on both sides of every war in history has felt loyalty to their cause. Many genocides are driven by an out-of-control drive to remain pure, and purity language is found movements like Nazism for example. Compassion is hard to make the core of a villain, but could easily lead a person not to act decisively when they need to, in order to prevent more harm.

This hack also makes “know alignment” style spells and abilities more interesting. You detect a villain’s alignment, and get “Liberty.” This doesn’t tell you that they are “evil”, but it does tell you something about what they want and believe, which could be important in defeating them, or even converting them to your side.

Any cool hacks you want to share? Leave a comment!