rationalizing basic D&D saving throws
I was writing up a big post about how I want to deal with skill checks from now on, but I think I need to write it another time. Instead, I will write about old school saving throws.
blathering blatherskite
I was writing up a big post about how I want to deal with skill checks from now on, but I think I need to write it another time. Instead, I will write about old school saving throws.
I wrote about healing surges a few months ago, and have implemented some of the things I said I would, and am now going to implement the rest and more. Here are the new official rules for my “Ethos” campaign (aka, Monsters on a Plain):
Here is a sample from work IRC today, as I pounded on a weird test failure I’d just introduced:
What a day! I kept really busy. I did some good (I think) refactoring of some libraries for sending transactional mail. I made a nice little improvement to our (on-CPAN) mail generator to make our Markdown-based messages look better in both plaintext and HTML. I deleted 36 obsolete fields from an annoyingly large table. I felt pretty productive.
Old-school D&D rewards experience for treasure on a 1 GP = 1 XP basis. I stopped finding this horrible ages ago, and I think it makes plenty of sense, and don’t care whether any given DM wants to use or not use that rule.
Am I a role-playing blogger? Yes, obviously in the strictest interpretation of the words, but do I get anybody following my blog’s feed mostly to see my write about RPGs? I don’t think so. I think anybody doing so is probably chased off by the technical posts… but there’s little to no chance I’m going to try maintaining two blogs. Blech.