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Friday, August 22nd, 2025

    Time Event
    2:50a
    Version 1.5 of my D&D campaign is out!
    https://nancygold.itch.io/edds

    Now I really want to implement it as a video game,
    even if a text one, calling LLM for narrative descriptions.
    But can't do that till Spell of Mastery is finished.

    EDDS v1.5 Changes
    * Recurring characters at inns. potentially controlled by main villain,
      to nudge player toward some goal.
    * Generation of random worlds, consisting of mainland,
      islands and even underdark passages. The algorithm is simple,
      compatible with the existing rules, doesn't use square grid or hexes,
      so maps can be compactly drawn on small piece of paper.
      If you want a unique world, or don't have a huge hex map or
      nowhere to unroll it (e.g. on train).
    * Overhauled the condition system to use solely d20.
      The condition levels were replaced by condition DC,
      done at the end of the hero phase to discard it.
      That simplifies the system and facilitates skills and items
      giving bonuses to rolls against specific conditions.
    * When monster spawns, heroes immediately get its XP.
      That is to promote evading monsters instead of killing them.
    * Usual batch of minor fixes.
    
    EDDS v1.4 Changes
    * Sentient items and props (see Special NPC).
      Since many campaigns and settings require these. E.g. LoTR's Ring of Power.
      Such items propagate their virtues, talents and flaws onto owner.
    * Legendary Items are now randomly generated to make use of the sentient
      NPC items, support other features and improve uniqueness of each adventure.
      Such items are purely mechnical with narrative left to players and DM.
    * Before talking to an NPC, you can decide what tone to use.
      That influences the applicable skills. See Skill Related Actions / Talk.
    * Rescaled gp into the 50:1 to make counting easier.
      I.e. 50gp are now 1gp, so we can use d20 to count gold amount.
      Values below 50gp were treated as TRIFLE anyway.
    * Secret passage to the dungeon goal, uncovered by interrogating monsters,
      or inspecting suspicious rooms.
    
    EDDS v1.3 Changes
    * For the upcoming disability day, EDDS got the D6 Disability system,
      making the existing DOOM sytem more scary and scarry, when monster's
      attack rolls 20. Finally we can model a classic pirate with lost eye and
      a single leg, or, well, Vecna himself.
    * Playtesting uncovered that place 4x4 tiles is cumbersome and not everyone
      has the appropriate tiles, so EDDS moves to a more streamlined approach.
      Now instead of drawing a tile, we place D20 Prop facing the direction where
      the exploring hero came. Anyone adjacent to a prop is considered to be at the
      prop's tile. That system maintain compatibility with existing DAS adventures,
      while embodying the Theater of the Mind spirit of the original RPGs.
      Room Inspection section was renamed to D20 Prop and updated accordingly.
      For start tile use either staircase or a camp tent (if outdoors).
    * D12 Rural Adventure sometimes becomes part of a plains adventure.
    * D20 Environment now produces large open areas, spawning all the monsters
      at once.
    * When tile has several units, ranged attack into it has chance hitting an ally.
    * Simplified the rule regarding attacking the monster on newly explored tile.
      It can now be attacked only if hero's speed is above the monster's.
      Speed 5+ heroes now move 2 tiles, as opposed to SCOUT heroes previously.
    * Hazardous D20 Environment harming unprepared heroes, without artifacts and
      spells.
    * Clarified TIRED tag, and described it under Tags Referece section.
    * Casting powerful spells now requires spending FAVOR.
    * Fixed several rules errors and obsolete mechanics.
    


    Current Mood: accomplished
    Current Music: https://www.youtube.com/watch?v=_Q4Ign5H38c

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