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  • Paying freelancers. #
  • More development work on Halls of the Mountain King. It's starting to gel, a little. #
  • Terrific reading list from John Crowley. Wish I'd known about Sons of Sinbad before Al-Qadim. crowleycrow.livejournal.com/38862.html #
  • A discouraging bit of "I said good day, sir!" today with a former fan. Why do I work on 'zines, again? Some people can't be pleased. Blech. #
  • Man, thinking about gnomes always cheers me up. They're so.... gullible. :) #
  • So what should dwarven rune spells actually *do* in D&D? I've got four effects, and need more... dwarfyness. Anyone? #
  • @robertemerson that's it exactly. Practical versus "look at me, I'm a superior elf" #
  • @allandros they're meant to be general-use for a campaign, so it can be anything. I'm avoiding crafting and divination, mostly. #
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( 6 sutras — Your wisdom )
(Deleted comment)
Apr. 29th, 2009 02:30 am (UTC)
Yeah, that's where I wound up at. The vehemence and his weird math threw me for a bit, but really, he should just go start his own magazine. :)
Apr. 27th, 2009 05:13 pm (UTC)
Regarding dwarf runes, might they not negate magic? Dwarves in D&D (contrary to German legend) don't practice a lot of arcana. Ergo, it makes sense that they can ward themselves against it and negate it.

I could see dwarf runes that "bring the enemy down to be whaled upon", a sort of "on your knees, punk!" rune and a rune that stops people in their tracks and one that enhances the dwarf to be a much better grappler or that negates the size advantage to some degree of bigger critters?

More ideas later if I think of them.
Apr. 29th, 2009 02:59 am (UTC)
I really, really like the negation effect. And I think I can make it work mechanically. Check the Rune of Velund in the Gazetteer.

For the stops folks in their tracks, I already have Rune of Liadmura (sort of). Hm, really love that negation rune.

Edited at 2009-04-29 03:00 am (UTC)
Apr. 27th, 2009 06:23 pm (UTC)
Dwarfy Runes
With dwarves being metal and stone workers, I would think runes that enhance the usefulness of those items would fit very well.

Weapons: Improve Enhancement bonus, hardness, add adamantine, mithral, cold iron (etc) qualities to existing weapons.

Stone: Hide a door, change the look of a hall (un-worked stone to high quality work, stone-shape type effect (widen/shrink a portal).

Perhaps adding some elemental effects or summoning (i.e. firebrand or summon an earth elemental) to the runes will improve the dwarf-aspect.

(Deleted comment)
Apr. 29th, 2009 03:01 am (UTC)
Man, everyone loves the weapon runes, but ... It's really just a temporary enchantment, and balancing it is going to be a bitch.

Damn, that's the fifth or tenth request, though. Guess I better give it a try!
Apr. 29th, 2009 04:46 pm (UTC)
Weapon Runes
Why not offer both short and long term enhancements? And as far as enhancements, lets look outside just a bonus to hit/damage. 4e might give some inspiration here:

Allow a once per encounter power (or once per five minutes) that does things dwarves are known for.

A rune that when placed on a staff, provides a bonus against bull-rushes, tramples or other forced movement.
A rune that goes on a shield providing the ability to shield bash as a free action.
A rune that causes armor to active the fire shield spell for a very limited duration.
A rune that allows the wearer of a dwarven helm to improve their Spot/Listen/Perception when underground and/or grants darkvision for a short time.
A rune that empowers a gem to act as a "bouncing betty" explosive effect.
A rune that causes a pair of gauntlets to cast Move Earth.

All sorts of things come to mind.

( 6 sutras — Your wisdom )

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