Media
Arkham Horror
* Revised Location Encounter Tables
Leave your location encounter cards at home! Well, the ones for Arkham, anyway. In nine pages of readable-size text, this document replaces the Arkham location encounters by replacing them with easier-to-read-and-decipher rules text, which removes a lot of the ambiguity from the random encounters you face in Arkham.
* Investigator Power Summary
In four pages of readable-size text, this document summarizes and simplifies the effects of all investigator powers from the Basic Game to the Innsmouth Horror. I’ll admit to some changes for ease of reading, and also ease of play.
* Personal Story Summaries
In six pages of readable-size text, this document summarizes the effects of all Personal Stories for characters from the Basic Game to the Innsmouth Horror. It has none of the flavor text, just the story names, the pass/fail requirements, and the effects thereof.
Dungeons & Dragons Third Edition
* Easy Third Edition Creatures
Page Forty-Two of the Fourth Edition Dungeons Master’s Guide did a lot to make things easy for the game master, by putting the expected stats for monsters of every level in one easy-to-find place. I wondered if was possible to create a similar table for Third Edition. The answer is… probably maybe. This table wants you to test it.
* Concealment Variant Rules
Simply put, Third Edition Concealment rules are annoying and problematic. This alternative enables faster resolution of attacks against concealed (or incorporeal!) creatures, and it even allows the attacking player to roll more dice. Trust me, I did the math. Any advantages are balanced out by the disadvantages.
* Magician Base Class v1.0
Ever wanted to play a Blue Mage, a la Final Fantasy? Well, I once created a class for a play-by-post game that worked the way I thought “blue magic” would function under the Revised Dungeons & Dragons (3.x) game system. It was ultimately rejected by the player I created it for, but I saved my work, and here it is.
Dungeons & Dragons Fourth Edition
* Five Pages, Thirty Stat Blocks v.2
After running a campaign through all three tiers of play, I realized how much bite monsters lose over time. This veers far and away from Page 42 and heads into the realm of madness. Provides a more consistent threat to the player characters as they progress in level — without the use of fancy powers or Save-or-Suck effects.
* Five Pages, Thirty Stat Blocks v.1
In five pages of readable-size text, this document details stat blocks for completely nondescript creatures to use against your typical adventuring party. They have no encounter powers, no dailies, no utility powers, and indeed, nothing except what might vaguely be interpreted as ranged and/or melee basic attacks.
* Static Damage Table
If you want to play by yourself, Fourth Edition is one of the best editions of D&D to do just that — and here’s something to help you on your way. Statistics for creatures of every level from 1st to 30th, with pre-determined initiative, defense, health, damage, and so forth. One thing you’ll need to do is “roll for defense,” which means using 1d20 in place of using a base of 10 for all of your defense scores.
Heroic classes (10 levels)
* Wayfarer (Wizard) v.1
* Poisoner (Rogue) v.1
* Archer (Fighter) v.1
Guild Wars Classes (10 levels)
* GW Warrior v.1
* GW Ranger v.2
* GW Necromancer v.1
* GW Mesmer v.1
* GW Monk v.1
* GW Elementalist v.1
Concept classes (1 level)
* Incarnate (Shaman) v.1
* Jester (Bard) v.1
* Captain (Warlord) v.1
* Lurker (Monk) v.1
Epic classes (30 levels)
* Warfighter (Fighter) v.1
* Scourge (Rogue) v.1 (Incomplete)


