d8 Shadowdark House Rules (S5E1)
MP3•Episode home
Manage episode 515427658 series 1159420
Content provided by Lair Of Secrets. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Lair Of Secrets or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.
With help from the Lair community, we collected eight house rules for Shadowdark. On this episode, we run through them, offering our thoughts on how they might impact the game (most of these are not rules we've tried ourselves, so we'd love some more field reports! Leave them in the comments, or email us at [email protected]. Enjoy the episode? Check out our other ShadowDark-focused shows: d8 ShadowDark Mistakes We Made (S4E19) d12 Ways ShadowDark is Awesome! (S4E15) Shadowdark Impressions (Campaigns & Coffee) Unboxing Cursed Scrolls 3: Midnight Sun for ShadowDark Chapters 00:00 Introduction to House Rules00:25 House Rule 1 - No Torch Alarms02:16 Digression: David's real-world LED torch timer04:14 House Rule 2 - One Hour Minus 1d12 on Torch Timers07:30 House Rule 3 - Henchmen09:39 Rule 4 - Constitution Score as Hit Points13:32 House Rule 5 - 30-minute timers for torches16:22 House Rule 6 - Sneaky Triggers18:43 House Rule 7 - More Magic Missiles21:12 House Rule 8 - The Crawling Clock27:21 Obligatory Banter: Finishing the U.S.S. Enterprise32:50 R2-D2 Model Rocket Complete!35:07 Anticipating the Mars Lander37:19 David's Theatrical Debut in Dracula43:43 Celebrating Milestones and Future Plans Listen to the Episode Watch to the Episode Watch d8 ShadowDark House Rules on YouTube. Show Notes d8 Shadowdark House Rules 1. No Torch Alarms Details: SlyFlourish: ShadowDark House Rules “Players aren't allowed to use a timer to keep track of torches on their side. They can look at their watch or phone and note the time but they can't set a stopwatch or timer to keep track of torches for them. This limitation puts more responsibility on players to remember to deal with their torches before they go out.” Our Thoughts 2. One Hour Minus 1d12 on Torch Timers Details: SlyFlourish: ShadowDark House Rules “The GM subtracts 1d12 from the torch timer so no one is quite sure when it's going to go out. This alteration adds a little fun variance.” Our Thoughts Ken thinks … this certainly adds stress and anxiety for players And Dave thinks … a fun variant for for the GM. :) David likes this one because humans are bad at estimating. We don’t don’t think you need this if you’re doing #1 3. Add henchmen to mitigate TPKs Details: “After 4 TPKs in 8 sessions, our table adopted rules for henchmen. Make characters RAW. Players select 1 character each as their ‘main’ to earn full XP. Henchmen earn 1 full share of treasure and 1/2 XP. A main can manage up to 4 henchmen plus/minus CHA modifier. Players tend to run a main + 3 henchies. Initiative is rolled only for main PCs, but the player may order their characters actions any way on their turn.” Provided by macoppy6571 Our thoughts We like idea of henchmen … is the share split amidst the henchmen? Or do each henchmen get their own XP? Definitely has the old school feel of old D&D hiring henchmen. 4. Constitution Score as Hit Points Details: “I give player HP equal to their con score at Level 1.” Provided by GM GI Joe Our thoughts Wow … that can be a lot of points! Eliminates a lot of the low level dread, BUT keeps the PCs alive. 5. 30 minute timers for torches. Details: “I play solo, so most of my rules are geared towards solo play. For torches, I set a 30 minute timer, and after 30 minutes there’s a 50/50 chance it burns out. If it doesn’t burn out, it can last up to 90 minutes.” Provided by BradUtterstrom4105 Our thoughts: We like the push your luck aspect of this option. 6. Sneaky Triggers Details: “For thieves, I roll a stealth check to see if they can hide/sneak around to try to trigger their sneak attack.” Provided by BradUtterstrom4105 Our thoughts: We like how this introduces an option for making sure that sneak attacks are happening. 7. More Magic Missiles Details:
…
continue reading
122 episodes