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#d100 table
unlawfulgames · 6 months
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RELEASE THE GOBLINS!
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arachnid-party · 3 days
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who up dungeoning they dragon rn
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dndcharactersinfo · 6 days
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D100 Character Bonds
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Here's my proposal to overhaul material components. When you would "regain your spell slots" in rules-as-written , instead you "search for spell components." There are a bunch of big d100 tables for searching for components in different situations - "in the woods," "in the city," "in a treasure hoard," "in a magic workshop." The more specific ones are weighted towards better results. You get to roll more times as you level up. There is always a small chance of getting something very powerful even at a low level. Components can also be traded, given to you by npcs, or taken from defeated antagonists.
The components you get are represented by cards - simplest way to do this would be writing on index cards. Your spells are a hand of cards. You can shuffle through them when you aren't sure what to do, and you can dramatically slap cards down on the table when you cast spells. This makes "spell cards" actually functional. Cantrips would have no components, or maybe a reusable component. Maybe some lower level spells could also have a reusable component. Higher level spells without material components in rules-as-written would need to be updated to require a material component. Rarity or monetary value of the components might not be the only limiting factor, there could be powerful spells with physically cumbersome components.
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imissjensi · 2 years
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on this hellscape we call earth there are two things i am passionate about. dungeons and dragons, and kotlc. so why not combine the two in a dnd table to determine a special ability?
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the first question you probably have is: "gubbs. there are twenty abilities here, why didn't you just use a d20?" and my answer to that is that i'm insane and chose to try and break down the abilities based on the likelihood of manifesting them without any genetic influence, and since some abilities are rarer than others, i used a d100 instead to represent the different weights of abilities.
really in-depth info on how i broke down the abilities below, along with a TL;DR with just the percentages at the end :)
I omitted Teleportation, Inflicting and Descrying since those abilities likely won't pop up again for a very long time. Since Inflicting and Descrying both only had one reported elf each before Sophie, and both are Councillors, they won't be passing along their genetics anytime soon. And Sophie's Inflicting was a result of the Black Swan tweaking her genetics. Teleportation is also exclusively a horse girl thing so that one is out as well, since it doesn't occur in elves organically. I am also aware that the Talentless chance is far lower than it should be. I address that near the end.
Due to there being twenty abilities on this list, the baseline percent for each is 5%, as that's how it would be if all abilities had an equal chance of happening. I adjust the chances from there.
First, I separated the abilities into categories. The first one was the easiest, which was the rare abilities. I only put three in this category, those being Pyrokinetics and Enhancers at a 1% chance, and Telepaths at a 3% chance. Pyrokinetics was easy, since Marella says that there were only twelve of them when the ability got banned, so it's very unlikely to manifest it. Sophie is the only Enhancer we know of, but we do know that there are more, since Dex had heard about the ability when she manifested it. However, I assume it's rare, since Sophie manifesting it is the first we hear of it. I also made Enhancer a reroll ability, since I believe it mostly manifests in people who already have an ability. There is absolutely no canon support for this aside from Sophie, so take this with a grain of salt. We are constantly told Telepaths are rare, (even if there are so many of them in the story) so they're at a 3% chance. Rarer than most abilities, but not the rarest. In total, the three rare abilities have a 5% chance of manifesting.
The next category is elemental abilities. Due to the elves being in tune with nature and appreciating natural beauty, I bumped the baseline percent from 5% to 6%, which is the likelihood for Frosters, Chargers, Gusters, and Hydrokinetics. Flashers sit at an 8% chance due to the Lost Cities' focus on light. We are also introduced to far more Flashers than any other of the elements, leading me to believe it shows up more in elves. Shades were bumped down to a 4% chance, because if light is the foundation of the Lost Cities and manifests more in it's citizens as a result, then the distrust and shun of darkness would make the shadows manifest less. Elemental abilities have a 36% chance of manifesting.
I then put Empaths, Mesmers, Beguilers and Vociferators into the "affects others" category. Empaths don't quite fit that description, but it was the best place I could put them. Empaths are at a 6% chance of manifesting, just because there are a lot of Empath characters in the series, so manifesting as an Empath may be more likely than other abilities. The other three in this category are all at a 4% chance. This is because all three of them involve manipulating/harming people. Mesmers manipulate actions, Beguilers manipulate emotions, and Vociferators can harness their voice to incapacitate someone. I know that these abilities aren't the only ones that can be used to harm someone, but they are the only ones (apart from inflicting) where you can only use it on someone else. Since elves can't handle guilt, I believe that these three abilities manifest less frequently, as their genetic makeup probably pushes against manifesting as something that can easily be misused. Hopefully that makes sense. The abilities that affect others have an 18% chance at manifesting.
Next is the "affects self" group, which is Vanishers, Psionipaths and Phasers. Psionipaths can use forcefields on anything, but I assume the most common use is to protect the user from something, so I put them in this category. All three of these are at the baseline 5%, as I could not think of a reason for any of them to be more or less likely based on elvin psyche or nature.
Finally was the miscellaneous group, which was just the last three. Technopaths are at the baseline of 5%, since there was no reason for it to be anything else. Polyglots sit at a healthy 10%, and are also a reroll ability for hopefully what are obvious reasons. I made the likelihood so high because to me it seems like every other character we meet is a polyglot. It should probably be lower though. Speaking of abilities that should definitely be lower, I made Conjurers have a 10% chance of manifesting. I should not have done this. The flimsy reasoning I do have, is that it's incredibly practical. Just having the ability to summon anything to you from anywhere as long as you know where it is is so useful. I would love to be able to do that. I also thought there were far more Conjurers in the series than there actually is. But logically, it should be a lower chance, and I should have took the left over percents from Polyglots and Conjurers and put them into Talentless. I made it a 1% chance for an elf to not manifest an ability at all. Far more than 1% of the elvin population is Talentless, I think I can say that confidently. I would go back and adjust the table, but doing so would require me to adjust all the numbers, as well as edit this post. I have been working on this for two hours and don't want to do that. Maybe I'll reblog it later with an edit.
I plan on making more dnd keeper crossover content, so hopefully this finds it's target audience.
TL;DR
Pyrokinetic - 1% | Enhancer - 1% | Telepath - 3% | Charger - 6% | Flasher - 8% | Froster - 6% | Guster - 6% | Hydrokinetic - 6% | Shade - 4% | Empath - 6% | Beguiler - 4% | Mesmer - 4% | Vociferator - 4% | Vanisher - 5% | Psionipath - 5% | Phaser - 5% | Conjurer - 10% | Technopath - 5% | Polyglot - 10% | Talentless - 1% |
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collegeoflore · 3 months
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AGAIN???
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acharismacaster · 11 months
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Strixhaven DnD
So, I'm going to be running a solo game using the Strixhaven setting, but not the included adventure, for just one friend of mine. It's going to be text based, play-by-post, as that's how we really like to run our solo games with each other (we have a handful). In most of our games we use the Solo Adventurer's Toolbox and its sequel, available on DM's guild. It's great because it allows for the game to be run without either of us getting so bogged down in planning that we get stressed out or bored, namely helped out by a handful of different d100 lists for encounters (both combat and non-combat) -- for both wilderness encounters and urban encounters.
But as I'm sure you can imagine, those particular encounter tables are really made more for like LOTR-style typical adventuring D&D and are a lot less useful for a campaign setting that is as specific as Strixhaven!
So basically, what I was hoping was to ask folks here about the kinds of random encounters that you would include on a d100 list specifically for Strixhaven encounters. I currently have a list of about 30 options, and I've tried to include all sorts of things based on the different colleges, on different jobs, on different extracurriculars, and even using different pre-established places on campus. I've not included it here yet because I honestly want to publish the list to my own personal TTRPG blog when it goes live -- but I'm not sure if that's fair to do if I'm asking folks for ideas here, because I feel like it's crappy to publish something to a personal blog without being able to credit contributors.
Either way, I'm looking for ideas. Combat ideas! Non-combat ideas! Student drama! If you think it would fit the campaign setting, I'd be interested in hearing what comes to mind for you. I might already have some of them on my list. But there's no telling, and anything that might jog some ideas into my brain would be GREATLY appreciated, so that I can more easily run this solo Strixhaven game for myself and my friend.
I've found one pre-existing d100 list (but it really is split in half so only goes to 50) that is somewhat helpful, but other than that... the options out here are pretty light for Strixhaven specific d100 encounter tables.
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dndsettingsinfo · 1 year
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D100 Jungle Encounters & Events
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labyrinth-land · 1 year
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Random Random Table Table
Use the golfball, if you have one.
1d100:
A Random Encounter Table
A Random Dungeon Dressing Table
A Random Mutation Table
A Random Character / Villain (is there a difference?) Quirk Table
A Random Item Table
A Random Overland Feature Table
A Random Weather Table
A Random Magic Effect Table
A Random Name Table
A Random “What Are My Rations?” Table
A Random Mushroom Table
A Random Disease Table
A Random Critical Hit Table
A Random Fumble Table
A Random Potion Table
A Random Character / Villain Motivation Table
A Random Language Table
A Random Ritual Table
A Random Ancient Cromlech Table
A Random “Where Was The Absent Player’s Character?” Table
A Random Trap Table
A Random Dungeon Entrance Table
A Random Dungeon Theme Table
A Random Freaky Habit The Noble Has Table
A Random Thing To Steal From Souls Table
A Random Prosthetic Table
A Random City Block Table
A Random Tiefling Demonic Feature Table
A Random Angel Form Table
A Random Familiar Table
A Random Magic Item Activator Table
A Random Steed Table
A Random “Why Is My Bedroll Full Of Ants?” Table
A Random Fetish, Magical Or Not, Table
A Random Unknown Continent Table
A Random Sphinx Riddle Table
A Random “How Is The Secret Door Hidden?” Table
A Random Monty Python Reference Table
A Random “How Does The New Character Appear?” Table
A Random Skirmish Tactic Table
A Random Barbarian Taboo Table
A Random Clerical Justification For Genocide Table
A Random New Mechanic Table
A Random Madness Table
A Random M.C. Escher Architecture Table
A Random Bard Band Name Table
A Random Sleeper Agent Activation Code Table
A Random Magical Tome Ward Table
A Random Morally Hard Scenario Setup Table
A Random Thing To Steal From Some Eroguro Manga Table
A Random Dragon Breath Weapon Table
A Random Evil Empire’s Aesthetic Table
A Random Common Tongue Slang Word Table
A Random Childhood Trauma Table
A Random Wizard’s Tower Defense Table
A Random Elemental Table
A Random Level 1 Party Quest Table
A Random Alternative For “You All Meet In A Tavern” Table
A Random Salad Dressing Table
A Random Fairytale Turned Dark Table
A Random Thing To Steal From Studio Ghibli Table
A Random Decadent Drug Table
A Random Shade Of Parchment Table
A Random Familiar Table
A Random Tavern’s Name Table
A Random Adjective Table
A Random Combat Conclusion Table
A Random Vampire’s Lover Table
A Random The Mars Volta Lyric Table
A Random Alternative Name For The Class You Picked Table
A Random Dungeon Boss Table
A Random Mysterious Benefactor Table
A Random Shield Shape Table
A Random Weirdness Of The Moon Table
A Random Minor Downtime Annoyance Table
A Random Way To Subvert A Trope Table
A Random Childhood Friend Table
A Random Suspicious Sausage Table
A Random End Times Preacher Table
A Random Healing Herb Table
A Random Helmet Table
A Random Local Folktale Table
A Random Rash That Appeared Overnight Table
A Random Musical Instrument Table
A Random Religious Crisis Table
A Random Justification For Monsters In A Room
A Random Cult Leader Table
A Random Number Table
A Random Modern Thing But Fantasy Table
A Random Debased Currency Table
A Random Warlock Patron Table
A Random Bar Patron Table
A Random Dungeon Graffiti Table
A Random Fantasy Heartbreaker Table
A Random Real World Culture But Fantasy Table
A Random Metaphor For Rebirth Table
A Random Pseudo Roman Name Table
A Random Fingernail Length Table
A Random Time Signature Table
A Random Random Random Table Table
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bevensie · 2 years
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I've honestly had such writer's block for my D&D campaign's random encounter table (D100 💀😭 rip me) but honestly just scrolling through Tumblr has helped so much. Like, not even the D&D-adjacent blogs I follow just the random weird shit people post. A boulder with rocks placed on it to look like a dragon a skull? A spiral staircase standing in the woods by itself? An incredibly large and friendly cat watches the players walk by?
All just random posts on here. I might actually finish this thing before my players leave town for the first time lol
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prokopetz · 5 days
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Today's aesthetic: cosmic horror tabletop RPGs from the 1980s whose creators wrote the "madness rules" by simply plagiarising a list of disorders and their descriptions from the DSM-II and turning it into a d100 lookup table, except the DSM-II still listed "homosexuality" as a mental disorder (it wasn't removed until the DSM-III), with the result that there are several published tabletop RPGs where there's a small but non-zero chance that seeing Cthulhu will make you gay.
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I am getting the genuine tiefling experience in bg3. Nobody likes me except like (1) person
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unlawfulgames · 9 months
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What d100+ Generator should I be working on?
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yourplayersaidwhat · 1 month
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“I’m going to have to read this verbatim”
- The DM after I rolled an 100 on a d100 and had to give us level 7 players a wish spell because he did not realize that was an option on the table.
“thank you for not ruining the story" 
- The DM after the wish did not derail the entire campaign.
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probablybadrpgideas · 4 months
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weird dice Wednesday!
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This is my D100, it’s the size of a golf ball and is incredibly loud when it rolls. When my players see me get it out they start panicking. It tends to fall off tables before stopping.
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indierpgnewsletter · 2 months
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Playing Rabbits in an RPG from 1976
(This continues our 2024 series, 10 Games From The First 10 Years. First published in the Indie RPG Newsletter)
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It is genuinely surprising to me that in 1976, within two years of D&D coming out, someone published a game about being rabbits. It makes a little more sense when you realize that it was inspired by Watership Down and the designers were, I believe, zoologists or something similar. But having read it, the premise is the least interesting part of this game. It has so many fascinating little ideas.
Bunnies & Burrows is a game about rabbits … but these aren’t just rabbits, they fight, explore, gamble, study herbs, see the future, parley with beetles, find love, have children – and the list goes on. The end result are characters that ironically feel more human than you’d imagine.
As I play more games, I learn about games, sure, but I’m also learning a lot about myself. And a rule of thumb has slowly emerged: I want to play games that lead to interesting, surprising, unique things being said by the players. I’ve sometimes phrased it as “people want to say cool shit at the table”. I’m people.
Bunnies & Burrows starts with D&D as a jumping off point – there’s that old, familiar rolling 3d6 down the line to get your stats. But that’s more or less where the similarities end. You have rules for fighting but it’s not D&D combat – this game is often described as having “the first martial arts system” but what this means is that fighting is mostly weapon-less and involves declaring actions that flow into each other as patterns or c-c-combos. Basically, some actions set up other actions – you can’t Rip into another rabbit unless you already pulled off a Bite & Hold in the last turn. Some actions like Run aren’t possible if you’ve just done a Pin or a Rip in the previous turn and so on. I didn’t actually get to play out a fight but these rules got me grinning.
And the whole thing is like that. The study and application of herbs is meant to be a little puzzle where through trial-and-error and dice rolls, you slowly figure out what’s good for you and what isn’t. The languages and persuasion rules mean that certain characters can become envoys to other species. Because a language can mean the difference between things turning violent and a peaceful negotiation between rabbits and a mother scorpion that has accidentally wandered into their warren.
Don’t get me wrong. Most of these little pieces are eccentric and inelegant – always more convoluted than you’d like but still a major leap forward in playability because in the end, it’s a d100 roll under a target number. All the fiddliness – and there’s a lot of it – lies in the absolutely esoteric ways this game invents for calculating that target number. But I find it easy to forgive this in an old game, especially when the most interesting part of the game doesn’t lie in the mechanics but the negative space the rules seem to create.
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The donut hole in the centre of this game – fruitful void? uncrowded centre? – is the question: What is rabbit society like? This is a setting question – or rather, a system of relation question – that is never asked but it must be answered. The mechanics have some opinions. For example, every player picks a profession when they make a character – Empath, Seer, Storyteller, Scout, and so on. Some of this comes from Watership Down, which can, of course, be your ready-made answer – it’s the unstated but obvious setting sourcebook for this game. But if you don’t go down that route, you’ve got a juicy problem: What do we value? What do we despise?
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