TTRPG Resources
Sometimes, we find ourselves in need of something to help facilitate a game, so we build a resource that we can't find. This is the place where these resources are shared for anyone else that wants to use them.
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One of the most common points of confusion I have run across in my years working with D&D has been how to parse alignments. Each edition has given some means of describing each alignment, but these descriptions rarely seem to help much and almost never give a solid sense of how each alignment relates to one another. This is especially a problem when people read their own moral understandings into the terms "good" and "evil," rather than seeing how they are being used within the context of the game. So, some years ago, I drew up a chart to explain them, based on an understanding that each axis in the alignment is a spectrum answering one core aspect of the character's morality. How To Use This ChartThe two axes at play are the character's source of morality or moral basis (lawful/chaotic), and the priority their morality emphasizes (good/evil).
Moral Basis
Very few characters hit 100% of any given descriptor above. A character that is 100% lawful, for instance, will never make any moral judgments of their own, but will always blindly do whatever their moral authority commands; such a character has no agency of their own, and therefore will probably be stifling or intolerable to play as anything but a cameo role. So how do you make sense of your character's alignment? First, think about where your character lies on each of the above-listed spectra, and rank them from a scale of -10 to 10. So a character whose morality will incline them to lean on legal standards to benefit themselves will have negative numbers on both axes. If you feel that they are very legal, but only slightly selfish, you may give them a -7 on Law/Chaos and a -2 on Good/Evil. Next, plot that location on the chart and check which alignment the result is in. Our example, (-7, -2), is located in Lawful Neutral territory. So their alignment is lawful neutral; they will have a strong reliance on an external authority to determine the right path, and while they can go either way in terms of altruism vs. selfish motivations, you have determined they will slightly favor selfish ones. What this does is gives you a more well-informed idea of how your character makes decisions that is based on the principles your character holds to, rather than on specific examples. You can then use that idea to shape your character's moral actions throughout the campaign, even when confronted with unforeseen moral questions. This also means that, if you want your character's alignment to change, you and your DM have a concrete understanding of what decisions to make to change that. Maybe you want them to be more chaotic; you and/or your DM can confront them with more story opportunities that cause them to see flaws in their external moral authority, or to start taking initiative in interpreting situations. I hope you find it useful!
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One problem my old table ran into in Dungeons & Dragons 3/3.5 was that crits were just kind of...boring. I mean, sure, it was exciting to get a critical hit, and upsetting to get a critical miss, but the game mechanics for them just felt like they didn't live up to the weight they really deserved. So we had two house rules to address this. The first was practiced by every one of us when we DMed, and it was that anyone who rolled a critical hit got to tell the story of that hit however they wanted, with all the epic flair and physics-defying footwork they desired; but if they rolled a critical miss, the DM got to tell the story of it. The other was a series of crit tables. A couple of us had our own versions of this, but essentially, it was a percentage chart we'd roll to get varied mechanical results from both critical hits and critical misses. Rather than a simple x2 or x3 modifier, there was a chance you would cut the target's arm off or cause them to bleed for a number of rounds. How this worked in practice is that, when a crit was confirmed, the DM would roll a percentage, compare it to the chart, and tell the player the mechanical effect of their attack. Then the player (or DM, for a failure) would tell the story with the knowledge that it had to include that mechanical effect. The result was a creative approach to attacks, as players were always trying to be prepared to tell a great story, as well as a more varied and exciting critical result system. Here is the chart I use when running 3.5 campaigns. Feel free to use it, or treat it as a source from which you will develop your own charts for use in various games. Note that it maintains the crit multiplier function; 'base' represents the weapon's critical multiplier, whereas the multiplier bonuses are actual additions to the critical multiplier. So a weapon with a x2 critical multiplier is treated as having a x4 critical multiplier on critical hit percentages from 51-75. Your browser does not support viewing this document. Click here to download the document. These are compendiums of Power Effects and Power Modifiers for use in Mutants & Masterminds 3e games played on Foundry VTT. To install it, extract the file using 7zip and drop the internal folder into C:\Users\[yourname]\AppData\Local\FoundryVTT\Data\worlds\[yourgame]\packs. You may need to have hidden folders visible to see parts of this path. Known Issues: There are two issues I have learned about so far that may need addressed if you have trouble importing.
Please comment here if you have any concerns, questions, or problems with the compendiums or installation.
This is a compendium of Advantages for use in Mutants & Masterminds 3e games played on Foundry VTT. To install it, extract the file using 7zip and drop the internal folder into C:\Users\[yourname]\AppData\Local\FoundryVTT\Data\worlds\[yourgame]\packs. You may need to have hidden folders visible to see parts of this path. Known Issues: There are two issues I have learned about so far that may need addressed if you have trouble importing.
Please comment here if you have any concerns, questions, or problems with the compendium or installation.
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