Thursday, 4 December 2025
Map On Hold
Monday, 3 November 2025
Unfun
Thursday, 23 October 2025
Grim Up North
Monday, 22 March 2021
On Not Gaming
Oh, we've all been there. Life gets complicated. The older you get, the harder it is to organise everything to ensure "fun" happens, and this includes those people who KNOW that fun is important.
My Sunday game was cancelled this week because people's schedules are rarely fixed and life changes all too frequently. Some of it is driven by sensible prioritization: do I prepare for an interview for a promotion or do I go gaming with my mates? Of course you prepare for the interview. Duh!
I'm reminded of the Terry Pratchett quote: "Inside every old person is a young person wondering what happened!"
Sometimes, you just want a break. My Wednesday game was also cancelled because we all chose to spend St. Patrick's Day having fun with our families instead.
Sometimes, not doing something fun is self-care. Never let anyone tell you otherwise.
Tuesday, 28 November 2017
It's a Kind of Magic - Templar Powers
Effectively a Templar is servant of her patron King. The Templar gains power by obtaining influence with her patron. As I mentioned in the first post on this series, the power of a Templar should be roughly equivalent to a Warlock. To this end, I chose to have the Templar's influence recharge on a short rest. The amount of influence a Templar can bring to bear is equal to their level but there may be addenda in the final outing.
Structure
Powers for the Templar are based on three levels of power. Lesser powers are roughly equivalent to first level spells. It costs one point of influence to manifest a minor power. When you gain higher influence, it is possible to bump up the power to a more effective level (like spending higher spell slots).Minor powers are roughly equivalent to second and third level spells. Each costs 3 influence to manifest and can also be buffed up using additional influence.
Finally, Greater powers are roughly equivalent to fourth and fifth level spells. Each costs seven influence to manifest and can be buffed using additional influence.
The maximum buff allowed is half your level minutes one. Thus, a fourth level character can only add one buff point to a spell. This prevents a character of lower levels from creating the effects of a higher level spell.
Chide the Mind
Monday, 20 November 2017
Raw Power... and Cantrips
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| Signature Spell |
I'm working on a revised magic system for use with my Templar class. I want it to be roughly equal in power to the Warlock, but I don't want the schtick of Eldritch Blast being an effective class requirement. In developing my own 'Cantrips', I realised one thing: some of the cantrips are actually really powerful.
I play an Eldritch Knight in my Wednesday night game. While I have a crossbow, I hardly ever use it, because Fire Bolt is 2d10 (my character is 9th level) fire damage over 120 feet and I can use it as an AOO (War Caster), and I can do a bonus weapon attack right after using it as my action, so potentially 4d10 + weapon damage in a single round of combat. Right there and then is my go to ranged weapon.
Fist of the Templar
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
Some of the other features simply come with the note "This feature functions identically to the <name> cantrip." That's easy enough. I know these features come with built in balance.
The only way to know how this will work out in the long term is to monitor. If players testing my Templar class default to these options every time, then perhaps the feature is too powerful. Either that, or I'm not putting together adventures/encounters that provide for use of the other features.
Next time, I'll go into some detail about the magic system. As the characters are at quite low levels, this hasn't been tested robustly yet, so this will be very much a basic introduction.
Sunday, 5 November 2017
Rising Dark(sun)
When I read through the Dark Sun setting information for 4e, I found the demotion of Templars to a background gave me pause. I played a Templar when Dark Sun first came out and it really got me flexing my roleplay muscles. The combined magical and political power behnd the class ensured that not every situation was a straight up fight.
I liked the combination, so I went looking around for any 5e implementations. I didn't really find anything I liked so I'm implementing my own. My Alchemist didn't work out so well, I couldn't find a balance between power and durability on that one, but with the Templar I have a clear model to build from and early playtesting is looking good.
Tweak, tweak, tweak for the next few months.
Wednesday, 27 May 2015
But Why Does it Have to Be So HARD?!
I can almost hear the chorus of "Oh really? No shit, Sherlock!" going on as people read that opening line, but the difficulty is in the small things. Some things I was able to 'hand wave' away, like, why can an Alchemist only create so many concoctions in a single day. (Because they're extremely volatile chemicals, and you don't have the skill to manage too many at once.)
The hard part is getting the balance between fire power and staying power. First, I decided to have a d6 for the hit die, just like a mage. This makes the Alchemist a bit flimsy in terms of taking a hit, but when I put it up to a d8, they became a bit too tough at lower levels. (Huff!)
Then there was the problem with just how powerful an Alchemist's damaging extracts should be. I tried following the spell damage table in the DMG, but as there are no spell levels to 'level up' the hit effect (without simply making a bottle mage), the fire power gets a bit low. No problem, just up the level a little, or give on-going damage, right? Oh, Hell no. That makes them just too powerful.
I'm toying with the idea of on-going damage again, limited by the level of the Alchemist, and I'll let you know how that goes, but for now, WHY DOES IT HAVE TO BE SO HARD?!

