For those interested in the Old-School Essentials Ruleset for Fantasy Grounds Unity Talen’s Tavern VTT has recently uploaded a content review of that product.
TT 5 – Old-School Essentials for Fantasy Grounds Unity Review – YouTube
Read MoreFor those interested in the Old-School Essentials Ruleset for Fantasy Grounds Unity Talen’s Tavern VTT has recently uploaded a content review of that product.
TT 5 – Old-School Essentials for Fantasy Grounds Unity Review – YouTube
Read MoreRecently completed the Old-School Essentials Kickstarter and it got me interested in starting a new campaign using the Fantasy Grounds VTT. For the ‘theme’ I’m thinking of recreating either the “Knights of Belsirasin” or “Ghosts of Ezar’s War” campaign I briefly started many, many years ago. As far as the system, it’ll either be a heavily modded D&D 5e or Old-School Essentials one. Before using either I want to gritty it up, reskinning any classes and converting all of the equipment, in particular, the weapons.
Read MoreIt appears the latest Fantasy Grounds VTT release includes a tool for building reference manuals. Previously, these were made manually, using a text editor such as Notepad++ which took lots of time and had a pretty steep learning curve to learn and remember all the markup text needed.
With this new tool, it should speed up reference manual creation exponentially. In any event, I’ll need to create all the ‘content’ before working on a reference manual as that is usually the last step in Fantasy Grounds module creation. I’ll try to put together and post some screenshots to show off its capabilities.
Read MoreDwelling further on this I believe I will work up two different “Settings” so there will be 2 different “Fantasy Grounds modules” but one “book”. That way the GM can load the content for the setting he plans to run.
The first will be designed to fit Savage Worlds meaning all HârnMaster-like attributes, skills, etc., will be mapped to the core Savage Worlds content. For the most part they will retain the Savage Worlds naming conventions (i.e. using the Obese Hindrance as is, not referencing the HârnMaster Obesity Medical Trait). Ideally this is intended more towards running vanilla Savage Worlds in HârnWorld. Players will be able to build their PC’s using the existing Savage Worlds Character Creation steps using ‘Concepts’ for guidance.
The second will be what I would call more Hâ...
Read MoreAs part of the ‘Design’ process of this project (and all of what I post is of course subject to change should obstacles be encountered), I am trying to stick to the following 3 main Columbia Games Hârn books, HârnMaster, Hârndex and HârnWorld. Ideally, I would like to have a separate “Fantasy Grounds” module covering the content for each of the above books BUT some information needs to be available in other modules. Upon initial review though, it may just be HârnMaster and Hârndex that need to be combined into a single module while HârnWorld would be its own module.
With weapons, using Spear for example, the information as far as weapon name, combat related information, weight, cost and weapon skill categories are found in HârnMaster (Spear is found on pages SKILL 19 and COMBAT ...
Read MoreSamples of my ‘Savage Hârn’ weapons, armor and mundane items lists. I’m using HârnMaster 3 as the foundation and trying to stick to the items available in the HârnWorld Module. Still have lots to do, this is only a small portion of my work so far.
Read MoreWow, who knew there was something like this already out there! This may save me a lot of time tweaking my Savage Harn.
Complete Handbook for playing AD&D-style games in Savage Worlds! Players Section includes races, classes, equipment, and descriptions of over 75 spells. Dungeon Masters Section includes NPC classes, rules for converting monsters, encounter charts for 13 types of terrain, random determination charts and descriptions for over 200 magic items, and complete rules on magic item creation
Get a copy from the Dragonsfoot website at Advanced Dungeons And Savages
Read MoreI have been having this urge to really try out Savage Worlds using Fantasy Grounds but for the setting I keep gravitating back to Hârn. There is an older conversion out there that was started but I am seriously thinking of building out my own Savage Worlds pHârn.
Basically, what I am contemplating is running a Savage Worlds game set on the island of Hârn where that island and setting are basically transplanted to the planet of Krynn. The rest of Krynn has fallen to the Evil forces and now the Dragonlance events are finally encroaching on that remote and small part of the world.
Stay posted.
Read MoreHere are the Strike Location tables for each of the Aiming Zones. If you hit, you choose the table where you’re aiming and click the Roll Icon. The tables do the rest to determine the exact location and output it to the chat window.
Read MoreOk, so I made some crude tables for Strike Locations. What this does is allow the player or GM to choose the appropriate Aiming Zone table and roll 1d100. You only need to click the Die Icon (under Roll on the AIMING ZONE MID Table) once, so one roll as opposed to multiple rolls and looking up of each result, then relaying the player or GM. That starts the sequence to determine the full hit location. The Strike Location is determined and then, if there is a related subtable, such as a hit to the Face or something needing to determine if it was the Left or Right side, the system rolls on the next appropriate subtable. If the result shows a Grey Circle with Red Star, it moves to the appropriate subtable and continues to roll for more details as needed...
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