Daniel Sullivan Daniel Sullivan

Roll When You Need

Sometimes you’ve got the bones of a system, and it just needs something pretty to put on top. This quick and easy system allows you to pick up a set of dice and bang out a scene in seconds, with nothing but d6s.

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Daniel Sullivan Daniel Sullivan

Weapon Misfires

In the wild, post-apocalyptic wasteland a good weapon is more valuable than a good friend - but both can turn on you without warning.

This set of rules provides a quick and easy way to incorporate weapon misfires into any system with a d20 attack roll and variable damage dice based on weapons (like, say, OSE, Shadowdark, or D&D).

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Daniel Sullivan Daniel Sullivan

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.

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Diesel Diesel

Combo!

Use this to add a bit of fighting game style to your combats! Build up combos with your first strikes, then deal big damage later.

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Daniel Sullivan Daniel Sullivan

Real Bad Injuries

You’re saying when a guy gets brained with a six-pound lump of sharp metal, he loses some ‘hit points’? Nah, we want to see bones break & brains concuss.

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Daniel Sullivan Daniel Sullivan

Mithril Magic

This variant goes one step beyond a Magic Point or Spell Point system to link those points to physical things: mithril, and it's various manifestations. In this magic variant spellcasters have to gather supplies with which to power their spells, whether that means purchasing them, slowly distilling their fuel from the environment, theft, or foraging. 

This variant results in less powerful spellcasters with limited resources, and slows the pace of play. It's most suitable for a game that's using slower rests (e.g., a 'short rest' takes place overnight, a 'long rest' requires a week or a campsite).

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Daniel Sullivan Daniel Sullivan

Dying Hurts

For many adventuring parties being knocked unconscious is a penalty only if you actually miss your turn. There are so many healing abilities that spending more than a round at 0 hp is often a long-forgotten memory after 4th or 5th level when healing word and revivify become de rigueur choices for your bard, druid, cleric, and celestial soul sorcerer. 

This can keep combat quick and smooth, but also has the disappointing effect, noted at gaming tables worldwide, of making combat a kind of nothing event in most cases. If there's no consequence beyond using a 2nd-level spell slot for being reduced to 0 hp, why try to avoid it? 

The answer in this case is to reintroduce consequences for reaching 0 hp without crippling a character. There are several ways to do this, three of which are presented here.

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Daniel Sullivan Daniel Sullivan

Social Combat

Social combat is an expanded set of rules for social interactions. Instead of making a single check to represent getting your way in a conversation, you’ll take a number of steps that resemble a complex skill check.

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Daniel Sullivan Daniel Sullivan

Super Humans

A story-focused game that starts as if it were at the far end of a run of Lasers & Feelings: characters can do anything a superhero can do with no problem, but struggle with any check relating to everyday life.

Super, and human.

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