Expedition Beta: Errata Post
Posted: April 25, 2012 Filed under: Expedition, Homebrew, Other Systems, RPG Leave a comment »AS OF MAY 17: ERRATA RED FLAG! THERE BE ERRATAS AHEAD
In the process of making a game, a billion things could go wrong. I could’ve given the Dragon 750 health instead of 75. I could’ve written a non-sentence that rambles unendingly down five pages, thought I’d deleted it, and it’s still actually wedged there. I could’ve misplaced a gender pronoun, and I could’ve suggested that by consuming ganja, characters could restore all of their health as a non-action, leading to pot-smoking hippiezards dominating the game. This post is the traditional errata post, where mistakes are corrected, where horrors are unveiled, where insults are leveled at the author from positions of nigh-impunity. This is where the magic happens. Post all the errors. Post the things that might be errors but aren’t, they’re just that crazy. Post the things that aren’t errors that you still want to see changed in some way.
RELEASE: Expedition Beta
Posted: April 25, 2012 Filed under: Expedition, Fluff/Inspiration, Homebrew, Legacy D&D, News, Other Systems, RPG 2 Comments »Well, it sure has been a long time coming, hasn’t it? Here it is. Not much to say – it’s the fantasy game I’ve been making. It’s the fantasy game I’d like to play. I was once a huge 4e fan, and now I’m lukewarm on it, but that introduced me to all kinds of other ideas and games, and inspired me to try to make my own happen. This is the culmination of a lot of work and thought for me. It’s 90 pages, it’s got some goofy ideas. It’s mostly a game for me, but I hope you enjoy it too. And as in every other part of the process your feedback is definitely appreciated. You’ll see in this game vestiges of practically every other game I’ve made and declared fallen over the years – Copper Coins!, High Score, and NAA D6. Not Incongruent Future though. I’m sure that’ll disappoint some people. But you can’t have that kind of power in just every game! Anyway, enjoy. As usual with my limited resources and expertise, this is a rather bare-bones affair graphically, but it does have PDF bookmarks, hyperlinks, page numbers (I didn’t forget them this time!).
MEDIAFIRE: http://www.mediafire.com/view/?zldy90g8gqehabg
HOSTED: Coming soon.
Deathwatch House Rules
Posted: April 14, 2012 Filed under: Dark Heresy, Deathwatch, Homebrew, Houserules, Other Systems, Rogue Trader, RPG, Warhammer 40k 1 Comment »I’m running a Deathwatch campaign for some of my friends. While I really love the Deathwatch system, there is a set of rules that have always bugged me about it – the Medicae rules. You see, to apply Medicae, you roll a skill roll and then heal your Intelligence bonus worth of Wounds from an ally. This is simple enough, but then it gets weird. At the end of each battle, you are treated as having one Injury worth the wounds you took in that battle (basically). You can only use Medicae once, against each “set” of battle-wounds. Whatever you don’t heal in that battle, goes into a category of treated, yet unhealed wounds, that my friends call “phantom wounds” that sticks around, unhealable, for a while. It’s really clunky, and it doesn’t heal enough. You could be taking some pretty nasty wounds from enemies – there’s tyranids out there doing like 1d10+18 damage with every normal, ordinary attack they make. And they can be making tons of attacks too.
Given that my friends and I dislike (and barely understand) these Medicae rules, and that we love the Space Marine video game, and the Dawn of War series, where Space Marines are more heroic and tough, we decided to house rule healing in Deathwatch to be more like these games, particularly Space Marine (the third person action game from Relic). Here’s the houserules I came up with, and which they approved of, and that we’ll be using in our game from now:
Expedition Design Diary: Let’s Make Magic (Together)
Posted: February 2, 2012 Filed under: Homebrew, Other Systems, RPG Leave a comment »Expedition has a magic system. It’s a little bit more complicated than the rest of the system is, in order to add flavor and variety, but not by all that much. In the last post I generated a character using (preliminary) versions of certain Titles and Perks. That character ended up with a Magic Level of 3. In Expedition speak, that means:
|
Magic Level |
Magic Points |
Max Spell Circle Known |
Benefits |
|
1 |
5 |
0 |
+2 to Willpower checks. |
|
2 |
6 |
1 |
You can Surge spells once. |
|
3 |
6 |
2 |
Learn 3 Spells immediately. |
Hey, free spells! Isn’t that nice. Let’s take a brief look at magic and spells in the new Expedition.







Spiritual Talk