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KOBOLD – a race for Dungeons & Dragons 5th Edition


[This alternate kobold write-up is based on Germanic kobold folklore, not so much on previous iterations of D&D kobolds.]

Origins Both Fae and Domestic

    Descended from capricious local fairy folk, kobolds are treated with wary suspicion by some and with deep respect by others. Small and cunning, they are nevertheless well-regarded for their dedication, workmanship, and for their loyal service – to those they deem worthy of it.

Survival of the Ficklest

    Because of the Fae nature of their ancient forebears, kobolds have a wider range of appearance than any other race. Their features depend on both who their ancient ancestors lived among and the type of environment in which they lived. As a result, kobolds can resemble anything from a child or small elderly person to mammalian, reptilian, or even amphibious humanoids. Depending on their subrace, they can be fair-skinned or black as pitch, hairless or thickly furred, have rugged crocodilian hides, the smooth skin of aquatic mammals, or the scales of fish.

    Regardless, all kobolds are very small, with adults ranging from two to three-and-a-half feet in height. Their nimble fingers – sometimes ending in claws – and agile frames aid them in many pursuits. They are extreme omnivores, able to subsist on anything their sharp teeth and determined jaws can chew.

Hard Workers, Harsh Masters

    Kobolds take great pride in their work and judge the labors of others with scrutiny. They can be harsh critics and teachers, but will gush with pride over the accomplishments of their friends and family. They respect motivation in others, and vigorously encourage intrepid pursuits.

    Fastidious by nature, kobolds keep themselves well-groomed and their possessions and abodes neatly organized. Between that and their penchant for crafting, they are usually well-outfitted for any endeavor if they have time to prepare.

    They are short-lived compared to other races – unless they find a place to settle down, whereupon they might live on for hundreds of years. As a result, most kobolds are driven to find their calling in life, be it loyal service, family life, membership in a reputed organization, or developing sought-after craftsmanship or expertise.

An Eye For An Eye

    Kobolds believe in repaying kindness with kindness, and insult with insult. They can become fiercely loyal to those they consider trustworthy, and bent on revenge against those who have treated them poorly. They are often impish, loving jests and a good-natured prank – or a cruel one if deserved. They do not like to be tricked themselves, however, and are prone to hold grudges against such behavior.

    Kobold culture places a high value on efficiency, hard work, and single-minded industriousness. They are uncomfortable with idleness, despise sloth, and fear a lack of purpose. They can be creatures of habit, strictly adhering to duties, rituals, superstitions, and daily affairs.

The Quest for a Calling

    Driven to discover their place in the world, many kobolds go adventuring to find a purpose: a cause to champion, a master to serve and learn from, or a group to belong and contribute to. They are restless until they find that role, and will consider any pursuit or course of action that might lead to new opportunities to find their calling.

Their are three kobold subraces: the Hinzi, or house kobold; the Blekni, or mine kobold, and the Klavoti, or ship kobold.

Relations with other races

    Kobolds may revere or even fear elves, for being greater fae than themselves, or may dislike or even despise them for what kobolds perceive as elves’ “holier than thou” attitude.

    Except for the blekni subrace, kobolds find dwarves no more or less agreeable than other races. As miners and delvers themselves, the attitude of blekni toward dwarves can range from cooperation and camaraderie to jealousy, rivalry, animosity, and open hostility. Territorial disputes and allegations of wrong-doing can be all too common, and relations among dwarves and blekni can change as quickly as the weather and will make little sense to outsiders. In general, though, kobolds and dwarves respect each others’ handiwork and diligence, even if the work of kobolds often seems trivial to dwarves, and the labors of dwarves impractical to kobolds.

The unpredictable ingenuity and variety of humans sparks a keen interest in kobolds as they seek their own destinies. Humans often value hard work, simple lives, and close relations, which are also very attractive to kobolds looking to settle down. For their part, humans appreciate the devotion and craft of kobolds, and appreciate their magical abilities as well.

Kobolds feel a close affinity to the halfling love of hearth and home, and to their distant fae origins.

Kobold Names

The ancient ancestors of kobolds were local spirits in homes, mines, ships, trees, hills, and other locations. As a hold-over from those times, their names are usually a colloquial term, nickname, or place-name in a language spoken of their ancestors’ home. Aber, Balete, Bodkin, Feldi, Heppin, Lobb, Lodewin, Luffer, Nan, Scupp, Snoose, and Sond.

KOBOLD TRAITS. Your kobold character has a range of unique qualities.

Ability score increase. Your Dexterity score increases by 2.
Age. Kobolds reach maturity by the age of ten, and if they find a place to settle down they can live for hundreds of years.
Alignment. Kobolds can be of any alignment other than neutral.
Size. Kobolds stand between about 2 and 3 feet in height. Your size is Small.
Speed. Though quick on your feet, you are still quite small. Your base walking speed is 25 feet.
Wink of an Eye. Because of your diminutive size and fae nature, you may Hide as a bonus action and you have advantage with the (Dexterity) Stealth check made to do so. You may use this ability again after a long rest.
Nimbleness: You can move through the space of any creature that is of medium size or larger.
Night Tinker: Kobolds like to keep busy at night, and get their sleep during short ‘catnaps” throughout the day. Instead of sleeping, you slip into a trance-like state during which you can perform simple tasks and use skills or tools with which you are proficient. When in this state, you suffer no penalties to passive perception, but your movement is halved. After resting in this way for 8 hours, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Kobold.
Subrace. There are three different types of kobolds to choose from.

Willy Pogány (1882-1955)
(detail from “A little white feather danced above their heads” by Willy Pogany (1882-1955))

HINZI KOBOLD (aka House Kobold)

The Hinzi are descended from house kobolds, and so have a knack for domestic concerns. Their appearance can include features of mammals, children, and wizened old folk.
Ability score increase. Your Charisma score increases by 1.
Master of the House. You know one of the following cantrips: Dancing Lights, Light, Minor Illusion, Prestidigitation, Vicious Mockery. When you reach 3rd level, you may pick one of the following spells: Alarm, Bane, Bless, Purify Food and Drink, or Sleep. You can cast that spell once per day using this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you may pick one of the following spells: Arcane Lock, Calm Emotions, Enhance Ability, Knock, or Gentle Repose. You can cast that spell once per day using this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for all spells cast using this trait.
Tools. You gain proficiency with one of the following: brewer’s supplies, carpenter’s tools, cobbler’s tools, cook’s utensils, herbalism kit, leatherworker’s tools, potter’s tools, weaver’s tools.

(detail from a work by Olaus Magnus, 1555)

BLEKNI KOBOLD (aka Mine Kobold, aka Cave Kobold)
The Blekni are descended from mining kobolds, and so are quite at home underground. Their appearance  can include features of reptiles, small mammals, and old wizened miners, but always with dark or even black skin.
Ability score increase. Your Constitution score increases by 1.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
At Home Underground. You have proficiency with Intelligence (Nature) and Wisdom (Survival) checks involving caves, tunnels, stone, and ore. Also, you always know what direction you are headed and never get lost while underground or in similar environments.
Toxic Vein. You have advantage on saving throws against poison, and you have resistance against poison damage.
Light Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Master of the Mine. You know one of the following cantrips: Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery. When you reach 3rd level, you may pick one of the following spells: Alarm, Bane, Bless, Sleep, or Unseen Servant. You can cast this spell once per day using this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you may pick one of the following spells: Find Traps, Knock, Levitate, Locate Object, or Silence. You can cast this spell once per day using this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for all spells cast using this trait.
Tools. You gain proficiency in one of the following: alchemist’s supplies, cartographer’s tools, cobbler’s tools, leatherworker’s tools, mason’s tools, potter’s tools, smith’s tools, tinker’s tools.
Languages. You can communicate through solid objects with other blekni kobolds via a code of taps or knocks.

Henk Verlaganstalt_Klabautermann_on_ship
(detail from an illustration in Book of The Sea, from Henk Verlagsanstalt and Printers, 1885)

KOBOLD (aka Ship Kobold)

The Klavoti are descended from kobolds who inhabited boats, ships, and ocean-going vessels. Their appearance can include features of sea creatures, children, and wizened old sailors, usually with aquatic or wood-like complexions.
Ability score increase. Your Wisdom score increases by 1.
One With The Ship. You have proficiency with Intelligence (Nature) and Wisdom (Survival) checks involving seas, lakes, and rivers, and involving the materials used in boat- and ship-building.
Master of the Ship. You know one of the following cantrips: Dancing Lights, Druidcraft, Light, Mending, Prestidigitation, Vicious Mockery. When you reach 3rd level, you may pick one of the following spells: Bane, Bless, Goodberry, or Locate Object. You can cast this spell once per day using this trait, and regain the ability to do so when you finish a long rest. When you reach 5th level, you may pick one of the following spells: Arcane Lock, Enhance Ability, Knock, or Gust of Wind. You can cast this spell once per day using this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for all spells cast using this trait.
Tools. You gain proficiency in one of the following: calligrapher’s supplies, carpentry tools, cartographer’s tools, cook’s utensils, gaming set, navigator’s tools, water vehicles, woodcarver’s tools.



SHADE – a race for Dungeons & Dragons 5th Edition

[Shades have  a long history in D&D, having first appeared in 1983’s D&D Monster Manual II. They have since been developed in various ways, as a type of monster, as an NPC race, and as a playable race for players. This alternate shade write-up is based on my decades-old first impression of the illustration below, which accompanied the shade entry in the aforementioned MMII. To the best of my knowledge, this illustration was done by Harry Quinn.]


Born to the Darkness

Shades are descended from one of the earliest deities who loved the darkness of the primordial cosmos. When light was cast upon the worlds, this god fled to explore the darkest reaches of the planes.

Infused with the very nature of shadows, Shade culture is full of mythology, mysteries, and whispers. Often secretive and suspicious, when Shades form personal bonds they are tested and true.

The Stuff of Shadows

Shades are humanoid in size and shape, but their bodies are made partly from the essence of darkness itself. They weigh somewhat less than normal creatures their size, and their skin and all their features are a barely reflective black. Any items they wear or carry soon take on the same appearance. The longer an item has been in close contact with a Shade’s body, the longer it will take to regain its normal color when removed from their presence.

Shades have little sense of taste or smell, and as a result they have developed a fiery and pungent cuisine. Members of other races often find shade food and drink noxious, and in turn the fare of other races can seem incredibly bland to shades.

Attuned to the gloom of the shadow realms, shades are effectively color-blind, however their sight can penetrate even supernatural darkness.

Wisdom of Eternal Night

Because they are at home in the dark, shades accept the unknown as part of the natural order. While some Shades seek to explore and understand, others see the pervasiveness of the dark as proof that existence is inherently meaningless. Still others see darkness as the truest state of being and may worship those who would rule it or may seek to rule it themselves. Regardless, the pervasive and eternal darkness of the cosmos is part and parcel of shade philosophy.

Most Shades see death not as an ending or as a passage to reward or punishment, but as simply rejoining the essence from which their people were born. Shade religion and culture are rife with stories about the pursuit of mysteries and exposing what is hidden. Knowledge and insight are highly valued.

The Night Holds No New Terrors

The challenges of life in the darkest realms of the cosmos range from seemingly endless drudgery to the mad aspirations of dark lords. Although these regions can breed apathy and hopelessness, there are those who work to keep these domains of dread from spreading, or to keep the extremes of other realms from encroaching. They avoid bright light and broad daylight, and are especially uncomfortable under a noon-day sun.

Shade society values caution, preparedness and courage in the face of harsh unknowns. They tend to respect those who hail from subterranean realms, such as dwarves and drow elves, and any who show bravery even in the face of hopelessness. Relations tend to be poor with high elves, Eladrin, Aasimar, and any who shun the darkness or are suspicious of those who call it home.

Shadows In The Light

Shades are comfortable in the darkest realms and recesses of the worlds, with their inhabitants, and with all secrets mundane and arcane. They venture forth with curiosity, fascination, sometimes foolhardiness, and even single-minded obsession. Acknowledging the dark side within all people, shades can be unusually forgiving of failures of character if such deeds are followed with self-reflection. When they form social bonds, it is with an acceptance of the shadows we all cast.

Shade names

Shades use names common to wherever they are living at the time, but they also have a shade name which is a closely guarded secret. Shade outcasts are formally stripped of their shade name and all shades are then forbidden to use that name.

Female Shade names often end with -el, -em, -en, -eth, and -ith,: Gillel, Kivem, Velen, Seseth, Lillith.
Male Shade names tend to end in -ef, -ek, -en, -eng, -ev, and -ik: Gillef, Kivek, Velen, Seseng, Lillev, Villik.

Shade traits

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Shades mature slowly, reaching maturity by 30 years of age and living for hundreds of years
Alignment. Shades lean toward neutral alignments.
Size. Other than their coloration and despite their lesser weight, Shades are built much like elves, humans, and the like. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shadowsight. You can see normally in dim light and even total darkness, both normal and magical.
At Home in the Shadows. You have proficiency with all Stealth checks made to hide in shadows.
Deadened. Because Shades hail from a dark realm of hopelessness and apathy, you have advantage on saves against fear effects.
Shade Trance. Shades engage in a waking sleep, during which they retain their passive perception, but gain the same benefit that a human does from the same amount of time spent in normal sleep.
Shadow Magic. You know one of the following cantrips: Chill Touch, Message, or True Strike. When you reach 3rd level, choose one of the following spells: Arms of Hadar, False Life, Inflict Wounds, or Sleep. You can cast this spell once per day using this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, choose one of the following spells: Blindness, Darkness, Darkvision, Misty Step, or Shadow Blade. You can cast this spell once per day using this trait, and you regain the ability to do so when you finish a long rest. Wisdom is the spellcasting ability for these spells.
Light Aversion. You are not able to cast spells with the ‘radiant’ descriptor, and have disadvantage on saves against spells with the ‘radiant’ descriptor.
Languages. You can read, write, and speak Common, Shadic, and Undercommon.


RPG Blog Carnival, March 2017:




This month’s RPG Blog Carnival theme is “Things in the Dark”. Much like MoebiusAdventures, the host of this month’s theme, I’m going to focus my post on a creature – actually, a race* of creatures.

This was really my first thought as I read the theme description for this month’s Carnival, because I’ve been working on a race of literally dark beings for a Dungeons & Dragons 5th Edition game I’m currently running. So, I’d like to thank MoebiusAdventure for showing that was an acceptable approach; otherwise, I might have thought it was too far afield.

So, ever since the I first saw the entry for “Shade” in TSR’s Monster Manual II for the Advanced Dungeons & Dragons edition waaaaaay back in 1983, I’ve been kind of fascinated with them, and really it was this image that captured my young imagination:


SpooOOOooky, huh?

Basically, by the book, Shades are a not-quite-a-race of beings that other races can be transformed into under the right – or wrong, depending on how you look at it – circumstances. But for me, my first impression from that image was of Shades as a race unto themselves, with a powerful connection to some primordial essence of darkness or shadow. Young me thought that was pretty cool.

So, yeah – that stuck in my head…for about 30 years!

I started actually developed my version of them for a 13th Age game I ran a few years ago. Races are really easy to write up in 13th Age, so I was able to create a basic representation of my idea. In the fantasy cosmology of that homebrew setting, they were one of the very first races, one that existed even before light illuminated the world.

But for the game I am currently running we’re using the Celtic mythos and cosmology as a basis for the setting, and so I fit the origin of the Shade into that. In a common Celtic creation myth the mother and father of the gods, Danu and Donn, are formed out of a cosmic chaos, love each other, and become inseparable. They have children who eventually become some of the bigger names of Celtic mythology – but these children cannot truly grow without first escaping the womb-like embrace of their parents. They do so by running Donn through with a sword and sundering him into bits that form the Earth.

In that womb-like darkness I saw a perfect place for the origin of the Shade. In this version, there was disagreement among these First Children about how to break out or whether to do it at all, at the risk of killing one of their parents. Among the dissenters was Scaedh (skage). Scaedh saw value in the dark, and sought to further explore its reaches untainted by the light of what would come should one or both of their parents be destroyed. In the end, Donn was slain and the world was made. Scaedh fled to the darkest reaches of this new world, high and low, and from Scaedh sprang a race of shadow-people.

Culled from various versions of the Shades for various editions of D&D, here’s my write-up as it stands now, for the purposes of our current game. There are a lot of darkness-related abilities I could give them, but I’m trying to strike a balance of benefits and restrictions that matches the overall power-level of the core races in the D&D 5E Players Handbook. This is my first try at this, so it could easily have many issues. I haven’t introduced Shades as a racial option for characters yet, and since I’m basing a lot of the setting on choices the players make I don’t have any solid ideas regarding Shade culture and history.



Shades are descended from Scaedh, one of the First Children – the original offspring of Donn and Danu.  Scaedh preferred the original darkness of the inseparable Donn and Danu to the harsh light of the world that was made when Scaedh’s siblings slew Donn to gain their freedom from that dark womb-like existence.

Shades are human in size and shape, but their skin and features are all a barely-reflective black. Even the clothing they wear and items they carry take on a similar shadowy appearance. The longer an item has been in close contact with a Shade’s body, the longer it will take to regain its normal appearance when removed from their presence.

A Shade’s body is made partly from the essence of shadow and darkness. They weigh less than what a normal creature their size might weigh and produce less body heat. They require little food or drink, and in fact have little sense of taste or smell with which to enjoy such things.

Shade Names

Shades use names common to wherever they are living at the time. They also have a Shade name which is a treasured and closely-guarded secret. Shade outcasts are formally stripped of their Shade name and all Shades are thenceforth forbidden to use it in any way.
Female Shade Names often end with -el, -em, -en, -eth, and -ith,: Gilel, Kivem, Velen, Seseth, Nilith.
Male Shade Names tend to end in -ef, -ek, -en, -eng, -ev, and -ik: Vekef, Velek, Ekden, Geneng, Grenev, Villik.

Shade Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Shades mature very slowly compared to humans, reaching maturity by 100 years of age, and can live as long as 1000 years or more.
Alignment. Although leaning toward chaotic alignments, Shades find distinctions between good and evil and law and chaos rather small-minded.
Size. Shades are generally between 5′ 6” and 6′ 1 “. Your size is Medium.
Speed. Your base walking speed is 35 feet, 45 feet when in shadows or darkness.
Shadowsight. You can see normally in dim light and even total darkness, both magical and non-magical.
Light Aversion: You have disadvantage on any Concentration checks when you are in brightly-lit environments. You are not able to cast spells with the ‘fire’ or ‘light’ descriptors.
Darkling Form. You have resistance to poison and cold, but vulnerability to radiant damage. You only need  4 hours of sleep per day, but you cannot regain hit dice or hit points in brightly-lit environments.
Shadow Step. When you are in shadow or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space that you can see that is also in shadow or darkness. You then have advantage on the first melee attack you make that turn.
Whispers in the Dark. As an action when in shadow or darkness, you can whisper a message to a single creature within 120 feet who is also in shadow or darkness. The target hears the message and can reply in a whisper, that only you can hear. The whisper can pass through solid objects if you are familiar with the target and know it is beyond the object(s). This ability is subject to magical silence spells and their effects.
The Stuff of Shadows. You have advantage in stealth checks made to hide in shadows.
Proficiencies: Arcana, Intimidate, Stealth
Languages. You can speak, read, and write Shadic, Common, Undercommon, and Primordial.
Shades are classified as the humanoid creature type.


That’s it! Like I said, this is my first try at this, so please comment below with any thoughts or suggestions.

*For those unfamiliar with the usage, the term “race” in fantasy roleplaying games is used to distinguish elves from humans, hobbits from dwarves, etc., rather than in the modern, very unscientific usage which seeks to distinguish one ancestry of homo sapiens from another.



An evolving review, deconstruction, and reconstruction of the game
Part 4


In my past 3 posts on the subject of Fantasy Flight GamesStar Wars: Edge of the Empire role-playing game, I discussed the rules’ unique and dynamic dice mechanic. I haven’t mentioned FFG’s other products in that line, Star Wars: Age of Rebellion and Star wars: Force and Destiny, or the Beginner Game boxed versions of each of those three titles because I have no experience with them. However, all their Star Wars rpg products use the same system, so my thoughts about EotE would apply to the entire line.

This post will focus on ways I would simplify the rules by focusing on the most compelling aspect of the game’s dice mechanic, regardless of whether one is using the game’s dice mechanic as-is or some alternative

As-is, the system uses three kinds of dice with positive results on them, and three kinds with negative results on them. The most commonly-rolled dice have the most common results on them (Success and Failure), the less-often rolled dice have a mix of those most-common and some less-common results (Advantage and Threat), and the rarest dice have more of the least common results (Triumph and Despair).

I think the three-tiered scale of outcome severity is a sweet-spot for a game trying to emulate the pulp drama sensibilities of the Star Wars movies and animated series.

My basic proposal is to use that scale for everything. I’ve discussed my frustrations with the system’s existing dice pool system, and how it seems like a barrier to new, casual, and less mechanically-minded players, but here I’m going to focus on this three-tiered idea.

As far as I can see, the possible results of an attack on a character in the Star Wars movies and tv series are as follows:

  1. Miss; no damage.
  2. Grazed; superficial damage; no real damage,  but a point has been made: things just got real!
  3. Stunned, dazed, or otherwise temporarily debilitated but still basically functional.
  4. Unconscious or otherwise taken out of action.
  5. Dead. Possibly cut in half.

Setting aside “miss” and “dead”, we have three common possible negative results.

Looking at SW:EOTE’s three tiers, though, there’s actually six possible outcomes (three pairs), so what if we add three possible positive outcomes of being attacked?

  1. Alerted: this offers the attacked character a free use of an appropriate skill to assess the situation.
  2. Some kind of advantage.
  3. Turning the tables.

I admit that those last two examples are pretty vague. I don’t know how exactly to implement that, and the system as-is already includes possible negative outcomes for the attacker other than just failure. I think what I’m imagining is a system where each roll represents an exchange of attacks and defenses, rather than each roll representing each attack or action. I think that’s pulpier and more Star Wars-y, but I’ll have to think on that some more.

Let’s look at ranged attacks. In something as pulpy as Star Wars, the range of a target is one of the following:

  1. Zero: punching, kicking, lifting people up off the floor by their throats.
  2. Nearby: hurling grappling hook swinglines, throwing someone a weapon.
  3. Shooting: blasters, bowcasters. (Hey, that could be a game: Blasters & Bowcasters!)
  4. Long-range shooting: specialized and/or large ranged weapons, like sniper rifles and mounted weapons.
  5. Out of range.

So, again, dropping “zero” and “out of range”, we have three levels.

You would need a separate scale for space ship combat, when it comes to range as well as damage.

Where I’d really like to infuse the system with this concept is to rate all weapons, armor, and equipment in either the number of extra dice that the item grants you, or in a number of one or more of the six possible dice results you would add to a roll involving that item. For instance, a blaster pistol might give you an extra one of the lowest level of positive dice,  a blaster rifle gives you an extra two of those, and a mounted blaster gives you those two as well but also a mid-level positive die. Or you could have a blaster give you one extra Success, a blaster rifle gives you two extra Successes, and a mounted blaster gives you two Successes and an Advantage. Again, I’m just spit-balling here.

Armor would be rated in the number of Successes it negates, or the number of negative dice it adds to the attacker’s roll.

By putting everything on the same scale and relating everything to those six possible outcomes, you eliminate the bigger numbers the system has for various damage thresholds and other stats for weapons, armor, and other equipment.

Come to think of it, let’s take a step back, actually, and look at the Characteristics that are one of the primary ways SW:EOTE characters are defined: Brawn, Agility, Intellect, Cunning, Willpower, and Presence. Conveniently, that’s six, but I’m tempted to cut it to three. You would lose some of the distinctions between characters, but it might be best to express that through SW:EOTE’s Skills and Talents anyway. So, for now I’ll go with Body, Mind, and Spirit.

To express further distinctions through Skills, I wouldn’t attach each Skill to a specific Characteristic the way the game does as is, but allow a system where a Skill can be connected to whatever Characteristic seems appropriate for the situation. So, for instance, you could connect a “Guns” skill to Body for shooting, but to Mind for attempts at repair or assessing the market value of a weapon.

That’s about all I have on that for now.

Next: probably my last post on SW:EotE for the time being. I’ll be discussing Obligation, Motivation, and designing games based on well-known, highly popular, mass media properties.


RPG Blog Carnival, February 2016:


This is either my first RPG Blog Carnival post or my first in a very long time. I’m just going to answer the questions posed in the February, 2016 monthly topic intro post.

What do you do to get players excited and eager to play each session?

On a session-by-session basis, I don’t, and that’s something I should look into. I guess I’m assuming too much, that if they turn up then they must be interested and motivated to continue playing. That’s a reasonable assumption, but shouldn’t be taken for granted.

How have you gotten players keen to dive into that new campaign you just spent weeks preparing?

I just pitch a few ideas and run with whatever garners the most interest. Increasingly, I involve the player’s more in setting creation.

Once in a while, I’ll find something like this D-Day paratrooper jump scene from Band of Brothers, which I showed my players before the first session of a short-run Godlike game I ran, or the opening theme sequence from the 2001 Justice League animated series, which I showed before running a four-color Mutants & Masterminds game.

What approaches do you take to keep players’ faces out of their cells phones and focused on your game?

I’m constantly on the lookout for waning interest or lack of focus in my players and in myself. I try to never stay on any one action or decision for long, whether it be mine or something in the player’s hands.

What do you do to inspire your players?

In the big scheme of things, I only run settings or genres that have cache with my group. On a smaller scale, I try to feed them what they want in the moment, altering my short-term plans at the drop of a hat.

Do you make handouts, use technology, suggest books to read, GM a certain way, use player surveys?

I’ve rarely had a group that would read anything unless forced to.

I’ve been looking at infinitely-scalable map-making using something like Mischief, as a gaming resource that could be built up over time and fun to interact with and contribute to.

I’ve also been building boards on Pinterest lately, but haven’t actually run the games yet that would use them. Those boards consist of images of races and species, creatures, character ideas, and locations. I would make the races or species stuff available to the players, and share the rest as the players encounter those people and places.



An evolving review, deconstruction, and reconstruction of the game
Part 3


I’m going to start getting more into my critique and evolving, probably incomplete hack of Fantasy Flight GamesStar Wars: Edge of the Empire roleplaying game. I’ll be talking about the game’s dice mechanic, but for a detailed explanation of how that works in the game as published, see my previous blog post.

Basically, SW:EOTE uses a dice pool system for task resolution. There are six kinds of dice – seven if Force Dice come into play.  Those six kinds of dice each have a different color, so it’s easy to grab the ones you need, but the exact number of each kind of die will change with every new situation.

Those six kinds of dice come in two types: positive dice and negative dice.

There are six different possible results on them: Success,  Advantage, and Triumph are the positive results, and Failure, Threat,  and Despair are the negative results.

Each of those six possible results are more common on some of the six kinds of dice than on others.

Some negative results cancel out positive results.

Some die faces have more than one result on them.

One or more faces on each die are blank, with no result.

Every time I describe this dice system, no matter how I slice it I’m struck by how awkward it is. There are aspects of it that would become second nature with practice, but that seems like an unnecessary barrier to new and/or casual gamers. Being such a high-profile, cross-media, all-ages popular culture powerhouse, a priority in designing a Star Wars roleplaying game should be accessibility.

But what I also see are seeds of a simpler, more streamlined system that integrates the excellent three-tiered positive and negative results idea throughout the system. More on that later.

Now, I am not qualified to analyze the probabilities of rolling any given result on N number of dice of X types, so I’m hesitant to suggest an alternate dice system. Any alterations are going to change the odds of one thing or another, but what follows are three options I’ve come across that could be improvements.

Trentin C. Bergeron (user name: TreChriron) offers an option on the forums that uses common six-sided dice only, in just three different colors. That simplifies the dice themselves right off the bat. A base “chance roll” of 3d6 is rolled simultaneously with positive and negative dice, the net result of the latter two adjusting the former.

Basically, you come up with two totals and adjust one with the other. The net result is compared to a target number of 13 to determine how well you succeed or fail. Rolling doubles gets you your Advantages and Threats, and rolling triples gets you Triumph and Despair results. I’m a big fan of rewarding multiples on a roll.

Overall, it seems a little awkward still and rough around the edges, but worth pursuing.

Over at Yaruki Zero Games, Ewen Cluney has created Destiny Dice, his own open license dice mechanic modeled after SW:EOTE’s dice pool system. Destiny Dice is designed for use in Evil Hat’s Fate games, but could easily be used for FFG’s Star Wars rpgs as well. He’s come up with much more obvious, intuitive symbols for the six possible results, and uses customized 6-sided dice only. He hasn’t eliminated much of the awkwardness of reading the results, though.

He also replaces the Triumph/Despair poles with Hope/Despair which both makes more sense and is a nice reference to what started it all, A New Hope. One could also go with Triumph/Defeat, which also makes more sense. This might all be the pedantic grammarian in me coming out, though.

Bill Edmunds’ Meta Dice are also a promising replacement for SW:EOTE’s dice, and have exciting applications for many other games as well. Definitely worth a look.

If I were to choose or design an alternative dice mechanic to replace FFG’s – which, as I mentioned above, I do not feel qualified to do – I would want fewer kinds of dice, only one result per die face, more intuitive icons, and maybe no blank faces. I would base the negative dice on the stats (Characteristic scores, Skill ranks, etc.) of the opposition.

However, I’m getting into the topic for my next post: changing how characters are built, and integrating character and other stats into the existing dice mechanic.



An evolving review, deconstruction, and reconstruction of the game
Part 2


For my previous and first post on Fantasy Flight GamesStar Wars: Edge of the Empire, go here. SW:EOTE uses unique, proprietary, colored dice for its task resolution system. There are “positive dice” and “negative dice”, meaning dice that you roll to reflect strengths and advantages your character has, and dice you roll to represent weaknesses and challenging conditions.

Basically, if your character has a Skill, that Skill has an associated Characteristic. The Characteristics are the bare bones of a character in EotE, and Skills are, well, skills. Together, they determine the number of green Ability Dice and yellow Proficiency Dice you roll to accomplish things.

If you have a significant advantage in the situation at hand, you might also add light blue Boost Dice.

Together, those are the 3 kinds of positive dice.
You will probably also have to roll some negative dice:
Neg dice.jpg

There’s purple Difficulty Dice for basic problems or resistance, black Setback Dice for unusual complications, and red Challenge Dice for big-time threatening situations.

This assemblage of dice constitutes your dice pool for the situation at hand. You roll them and then start figuring out the results.

I say ”figuring” because there’s some complexity to reading these dice.

If you’re feeling lost, just ignore everything I’ve said so far, because it’s kind of irrelevant – which I admit is a weird thing to say, but I think it’s true. I will get into that more here, but mostly in upcoming posts on this topic.

So, there are three levels of possible positive results:
    Success     Advantage   Triumph

There are also three levels of possible negative results:
     Failure       Threat        Despair


Success and Failure results are the most common, Advantage and Threat results are less so, and Triumph and Despair even less so.

The basic guideline for reading the dice is that negative results cancel out positive results of the same level. So, each Failure result cancels a Success result, and each Threat result cancels an Advantage result.

The number of Successes or Failures indicate how well or poorly you meet your goals for that roll.

Advantages and Threats indicate short term side-effects or little twists to the challenge at hand, separate from whether you succeeded or not.

Triumph and Despair results can turn the tide of a battle and dramatically change the nature of a situation.

That’s about it for how the dice work…except…

Some die faces have one symbol, some have no symbols, some have two of the same symbols, and some have two different symbols.

If you’re a visual, tactile person like me, this means that when you see dice that cancel each other out you take them and put them away from the dice with meaningful results.

Then (again, if you’re like me, you poor thing), if you have a die showing a Success and an Advantage on a single face AND a die showing a Threat, you want to rotate the die showing a Success and an Advantage until it shows just a Success symbol, since the Threat negates the Advantage but not the Success.

Then you can read the dice.

Make sense? Don’t feel bad if you’re confused – let’s take a look at a sample roll.

Let’s pretend you rolled this. What does it all mean? Well, it’s complicated.

One of those two Threats on that purple die cancels out the Advantage on that light blue die, so rotate the purple one until it shows only 1 Threat, and the light blue one is outta there!

Also, The Failure on that black die cancels out one of the Successes on that yellow die, so rotate the yellow so it shows one Success and get rid of that black die.

Hmm, that remaining Threat on the purple die could cancel the Advantage on that top-most green die that has two symbols on it, so rotate that green die until it shows just an Advantage and dump that purple die for good.

Now – one of the Threats on that red die could cancel out the Advantage on that bottom green die, so…

Here’s your final result! 2 Successes and a Threat!

Does that seem like a lot of work? It does to me.

Naturally, some of all that becomes second nature after a while. Some people are able to just quickly “mental math” all that right off the bat or with some practice. I’ve been running the game for months, though, and this process still feels clunky. I can’t be the only one, can I?

Don’t get me wrong: the dramatic dynamic of Success, Advantage, Triumph and Failure, Threat, and Despair is VERY pulpy and Star Warsy! I love it – I really do. However, I think the implementation is overwrought.

So, next time I’ll start getting into some alternatives and how I want to re-write this game, both in terms of dice mechanics and how characters are built.

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ceci says

did I just say that? (adventures in stream-of-consciousness writing)

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