Calling Cards
Do you want to be the very best, like no one ever was?
The ideas of collectible card games and RPGs go together like peanut butter & jelly, and we’ve seen plenty of versions of this over the years. Here’s another.
Captive Concepts
Way, way back, when the only way to know was to hear the stories around the campfire, humans tamed the great beasts of the world. Sleep. Madness. Ocean. The very concepts under your feet and before your eyes are just the husks of that time before time.
One Class, One Die
What’s the wonder of the Old School Renaissance? Simplicity! So who wants to remember all those dice sizes? A dagger is a d4, but a longsword is a d8? No, too much.
This set of rules builds on the common hack that your class’ hit dice = your weapon damage, expanding it to use the class hit die for virtually everything.
More Fun Familiars
Familiars are thoroughly explored in folklore and fiction, but in D&D represent basically a walking Help action, sometimes with a comedy bit. What if they could be beefed up with a bit of additional magical power?