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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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Comments

distarn
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.

Ericc

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