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Working On Publishing My Homebrew World For Tabletop RPG's Part 1

It is no secret that for a couple years now I have been working on my homebrew world to eventually publish. I have multiple projects started for various regions that include factions, NPC's, monsters, magic items, and dieties started. When I am inspired I add more to the various projects.

I've planned on...

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The Tower Shield in D&D5e

I don't think there is any reason to up the AC above 2. Armor class is very powerful in the scope of how Fifth Edition works. I felt that if I upped the AC it would make it a no brainer to use the tower shield over a standard shield for all builds. Giving up your action for a huge bonus to AC by way of 3/4 cover was the way to go in my opinion. This is a bit better than using the dodge action during combat. 

Movement being halved is because you have an extremely large shield that is hard to lug around a battlefield without it getting in the way. It is also pretty heavy. Losing half your movement isn't a major thing but it certainly can be inconvenient. While I don't think this will turn too many people off from using a tower shield there will be times in game that this could become a problem. For example a player involved in combat away from you may really need some help. If you can't get there it could mean death for that character.

If someone in your party has a reach weapon this is when the tower shield is at its best. If the pc with the tower shield gives up his action to use it for cover another player with reach can also benefit from the 3/4 cover as long as they are right behind that tower shield pc.

So overall I don't think this is too over powered but I also don't think it is too under powered. This is intended to give another option for a shield but not be the only option. Much like the buckler shield I wrote up I think that these could be fun options for people to use in their own games. Obviously anything I suggest on the blog like this you must run by your Dungeon Master first to see if they agree with how these can be used.

AC +2
Movement Halved
As an action can declare 3/4 cover
Party Members can stand directly behind you and use you for 3/4 cover as long as you give up your action as well

One On One, Solo, and Duet RPG Adventures and Campaigns

For many people it is very difficult to find a group that some would deem a full party of adventurers to play Tabletop RPGs. When I got into gaming this was the case for me. I struggled to find people to play Heroes Unlimited which for me this was the game that I loved when I was 12 and loved up until recently. My first RPG group was 2 players and a GM. When the GM moved it made it near impossible to game because we had it in our mind you needed multiple players to play the game properly. If we only knew about the possibility of playing with 1 player and a GM our RPG experience would have been drastically different.

The 1 player and 1 GM format I have seen called different things. I have seen it called 1 on 1, solo, and duet campaigns. What the actual correct terminology is I am not quite sure. What I do know is that this is a great way to run and play games for those of us who may struggle to find groups to play with. Some people use these types of games to help players catch up after mission a session. Some people use these types of games to teach a new player how the game is played. Either way it is a great way to game and can provide a vastly different experience than you may be used to.

A few years ago I attempted to run a Heroes Unlimited game like this for my wife. Our first session was a lot of fun. She played a Mega Hero that we rolled a lot of the stuff randomly. That character ended up being very similar to Thor which was pretty interesting. The idea of those first few sessions was that she had no idea how things worked on Earth. She broke an elevator door and beat 2 guys into a coma when they tried to kidnap her. Unfortunately the campaign didn't last very long because we ended up moving.

We tried again to do another duet campaign using Pathfinder when I was really getting into that system. The idea was that my wife would make and control a few characters. Her party was an Aasimar Sorcerer and an Oread Barbarian. We played a couple games and this was fun but we wanted enough players for a full party. This game died off but only because once again real life stepped in and we moved again.

Player's Handbook (Dungeons & Dragons)
$36.03
By Wizards RPG Team

There are many ways to play a game with one player. Maybe that player controls only a single character or they control a whole party of characters similar to how they would play a video game like Baldur's Gate. Maybe they handle all of the groups social interactions with NPCs or maybe they only control their single characters social interactions while the DM controls all of the other members of the group in social environments similar to Dragon Age for example. In the latter example the players choices could lead to some members of the party leaving the group. No matter how you choose to play this can be an extremely fun way to game.

This style of play is one I wish I was able to try sometime. I would love to play both as just a single character without a party and also a campaign where I play as a single character but in combat I can control a whole party. If I had a DM who was good at improvising I think this could be one of the most enjoyable ways for me to play a game.

On YouTube there are at least 2 channels that cover this style of game. Matt Click's afistfulofdice on YouTube and has recently started running games on his channel for his fiance. He is also my DM for the Provokers campaign and is a very good DM. Andrew Armstrong known as DawnforgedCast has a couple games in this style on his channel. One is with his wife, and the other is with one of his viewers. To see how these games can be played go and check those channels out. If you are interested in running or playing a game in this style feel free to join the Tabletop RPG One Shot Group and seek it out.


Dungeons and Dragons Fifth Edition Thoughts

So the three core books are all released and we can begin talking about the actual game now. Many have said they were concerned about how the game would be after all the books were released. The Players Handbook had all the rules in it and the Dungeon Master's Guide has only optional rules really. To me it was odd hearing people concerned about giving an opinion based on the PHB and MM only. They seemed to think the DMG would give you more of the core rules but really it didn't. The PHB gave you everything you needed. Very curious to hear what people now think about Fifth Edition.

Player's Handbook (Dungeons & Dragons)
$29.95
By Wizards RPG Team

I knew with the Players Handbook this edition was something fantastic. The rules are great and very simple to run. They have everything you need to ever run or play a game. For me right now there wasn't anything rules wise that I think needs to be changed. They are good as is for me.

Monster Manual (D&D Core Rulebook)
$31.61
By Wizards RPG Team

When the Monster Manual came out we got to see how they truly balanced the encounters. It seems to work for me and again I don't have any gripes here. The Monster Manual covers the basic monsters you will need for any game. You can re-skin monsters really easily to set up things for your own games without changing much.

Check out the video reviews of each chapter for the Dungeon Masters Guide by clicking here!

House Rules for Dungeons and Dragons

Lately with the release of the new Dungeon Master's Guide it seems like the talk of house rules has come up a lot more. Personally I do try to run my games by the book but some games are more fun with some minor changes here and there. For instance Lloyd of the Tabletop RPG One Shot group on Facebook began asking about initiative the other day. This has started a whole conversation about this and how other games handle it. 5e even has some variant rules for it in the DMG.

Some things I have thought about house ruling personally are critical hits and critical fails. We have talked about creating our own tables for our games to help with this in future games. If I do this you better believe I will have them up for download here on the website too. What sort of things would be on this? Well I would probably have things like max damage is dealt on a critical hit. Other things might be disadvantage for that enemy in the next round. Obviously this is using 5e's system too. Then critical fails could be things like slipping and hurting self. Could also break your weapon on a critical fail.

Some other common things to house rule are things like downtime activities. Personally I will always allow my players to learn more skills if that is how they choose to spend their downtime. I am also only going to allow multi-classing based on backstories before a game, and downtime studies.

I try to make it possible for my players to make the concept they want. If I have to bend some rules for that then so be it sometimes. If I feel like the concept is just for power gaming reasons and them taking advantage of how flexible I am though I will not allow it. Sometimes I just won't allow things based on principle alone.

There are a lot of things that can be house ruled to make a game more fun. So with this blog post I would love to hear more about your thoughts on house rules. Leave a comment below please.

Best Part About Online Gaming

Back a few months ago I decided to try and do a live chat on YouTube which led to some fantastic times talking to other gamers I had never met before. There was one chat that will go down as a life changer though. It is the one that founded the Tabletop RPG One Shot group. In that chat the forefathers of the group were FaunTrodden (Chepe), AJ Pickett, Sr2joker, Robert Ogre, Tenjou Mitchell (Grubbs), and Frank Frey. Since that day I feel privileged to call these guys friends.

On that night I never would have thought we would have came up with a group concept which now 500 people are enjoying on a daily basis. Games like Splicers, D&D5e, Cthulhutech, Heroes Unlimited, Stalker, and so many more are being played there. We still need more people running games but that will come in time I think as people get more comfortable.

Onto the best part about online gaming. Since that night I have been able to play in numerous games with these guys (and more) and I think it has only brought us closer. Every time you play in a good game with people there is a bond or connection made it seems. You have stories of these great memories that you created as a group and nobody can take that away. Isn't that what makes gaming in person so great? Really there is very little difference in my opinion between the two.

If you are interested in making YouTube videos gaming with people online leads to a lot of good video ideas as well for your channel. If you have a blog you can come up with great content for that. The positive vibes around the RPG One Shot group are fantastic and it makes me so proud to be part of such a fantastic community.

So go out and jump into a game or run a game when you can. Personally I am running a D&D5e game next Thursday for the One Shot group. Decided to bring in mostly newer members that haven't played yet. Then invited my friend sr2joker to play in it and help the others along. Should be a really fun game. Then in January I am starting a Heroes Unlimited campaign which is all because of the One Shot group as well. That game is full but should be a fun watch on YouTube for the masses.

If you feel a little nervous or apprehensive about  running or playing in a game online it is ok. We have all been there at some point but once you do it you will begin to wonder why you ever had any doubts about it. Then you will wish you got into this much sooner. It is fun and you make great friends. What more could you ask for?