Direbane is an abode to share artifacts, simulacra, histories, and other items of note related to ongoing years adventuring.
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Tuesday, November 25, 2025

Splendid Isolation

(My original Judges Guild Judge's Shield (1977), DM view.)

Almost always I have used a dungeon master shield. 
  • In 1978 I picked up the original first published Judge's Shield by Judges Guild. This was really made for OD&D using the Greyhawk supplement, but it worked for our D&D gane until the Dungeon Masters Guide was released around the summer of 1979. (I made a canary yellow Advanced Labyrinth Lord screen in honor of my old and worn Judges Guild screen.)
  • During this period of the late 70s through the 80s is was also common for Dungeon Master's to just use gatefold record albums. This did not provide any helpful tables, but did hide the DM's notes and often the record albums were chosen for their trippy art.
  • Later (not sure when) I acquired or most likely shared the T$R AD&D (1st Ed.) Dungeon Master's Screen. This is probably the most classic and well known screen, even had a separate 2-panel screen just for psionics!) 
  • When I restarted our game with new rules in 2004 I used the Ver. 3.5 D&D Deluxe Dungeon Master's Screen which was my first landscape paneled screen (my older screens basically had panels in portrait orientation). I really enjoyed being able to see over the screen better without having to stand up.
  • When I developed a 3rd Ed./AD&D hybrid rules we used in our game starting in 2012 I found the original 3rd Edition DM screen from 2000 and just clipped a whole bunch of alternate tables on top the screen.
  • During 2018 when we switched to a modified 5th Ed. I used Dungeon Master's Screen, Reincarnated (2017) which was the first landscape-panel screen I used in game play and was hardbacked instead of cardstock (4th Ed. had the first landscape/hardback screen I ever purchased, however we never ran our campaign in 4th Ed.) I ended up over time covering this screen in stickers.
  • When we switched to Advanced Labyrinth Lord retro-clone in 2019 I made the aforementioned canary yellow Judges Guild tribute screen.
  • I also created homemade ref screens for Arduin games I've run for Green Hell in 2022 and a more generic Arduin screen in 2023. And also made a little mini-screen for Lamentations of the Flame Princess off of art for a future screen that hasn't yet been published.
  • During 2024 we first started our new 5th edition campaign I used the 5e screen from the 5e Wilderness Kit (the screen art is very cool), then when the 2024 revision books were released switched to the 2024 standard screen.
So what is the deal? I often have DMed without a shield, in particular by the 1990s when I knew the AD&D (1st ed) rules like the proverbial back of my hand. We also did a lot of "theatre of the mind" style games without miniatures and adventures were built out of imagination in real time improvised off simple maps and small sets of notes.

For me at least I enjoy having a wide variety of tables and notes for situations that might come up during a game. I am also often translating scenarios from different rules editions so want to make adjustments on the fly. Also cool and provocative player-facing art on a screen helps set the vibe a little.

And I guess I do like DMing from the far side of the table, away from the door, where a screen provides some privacy when I get up to pee and still have my maps and notes somewhat hidden. Unless someone wants to obviously sneak a peak.

Ha. mostly though, if I am being honest, when I am furiously going through a variety of materials trying to find that note or rules section or piece of a dungeon I am hacking for my campaign, it really is best for my players not to see that.


Sunday, November 9, 2025

Attuning Fork (or I Almost Started Loving Myself Again)


But, nah, so probably the most significant 5th edition rule that grates on my OSR sensibilities is magic item attunement. 

The idea that certain magic items and their wielder to "form a bond" before the creature can use the item's magical properties is just a little to cozy. I can close my eyes and see Cyberpunk cybertech. (Should there be magic attunement psychosis?) And, as others have noted, the rules are pretty vague on what actually happens during the 1-hour short rest required to bond with such items - the time must be spent "focused on only that item while being in physical contact with it..." This takes away an opportunity to secure a magic item requiring attunement and using it during the battle during which the item is acquired. A total buzz kill.

The universal rule of a 3-item limit, for all creatures (except Artificers), seems inherently meta pox. Ugh. I understand that the 3-item rule only applies to certain magic items and for particular reasons unrelated to an items power, multiplicity of effects, or how interesting the item is (See Sword of Spirit's exhaustive look into the 2014 5e attunement, Reverse Engineering the Real Rules of Attunement, on EN World). 

The 2024 revision Dungeon Master's Guide no longer deigns to disclose a basis for when a particular magic item should require attunement. We can look back at the original 2014 Dungeon Master's Guide which informs (DMG, 2014, pg. 285):

Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you decide:
  1. If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require attunement.
  2. If the item grants a bonus that other items also grant, it's a good idea to require attunement so that characters don't try to collect too many of those items.

Number 1 can be dealt with in other ways such as limits on the number of uses or the time between uses, or having the item be restricted to certain classes, species, etc. This is kind of silly as a reason because even with attunement items granting "lasting benefits" could be passed around.

That makes the reason that makes sense is to prevent stacking which we all know was quite out of control in 3rd edition. Which means keep attunement, but without being needlessly cumbersome.

Here are what I've culled as modified rules of attunement:

Attuning to a magic item that requires it may be by an Action that is not automatically successful.
The consequence for failure is you can perform attunement via a 10 minute Ritual-like focus and contact with the item. (You may always perform attunement via 10 minute Ritual-like focus and contact with the item.)

When an attempt is made to attune to an item, you must make a difficulty check according to the item type where bonuses to that roll correspond to your character attribute most closely related to the item's function and the check adds your proficiency bonus.

The DC is 10 for common items, 12 uncommon, 14 rare, 16 very rare, 18 legendary, and 20 artifact.

If the check succeeds, you attune to the item. However, if you fail, you must perform attunement via 10 minute Ritual-like focus and contact with the item. Some magic items (e.g. Artifacts) may present unique consequences for failure. 

NOTE: If you have already attuned to 3 items or more there is disadvantage on the check. Your successful check with 3 existing attuned items results that a random pre-existing attunement (that is not a cursed item) ends.

Attunement ends if:
  • You no longer satisfy the prerequisites for attunement.
  • The item has been more than 100 feet away from you for at least 24 hours.
  • If you die.
  • If another creature attunes to the item.
  • If you voluntarily end attunement by a 10 minute Ritual-like focus and contact with the item unless the item is cursed.




Saturday, October 25, 2025

To Touch the Annulus

(Matrox Lusch and Sick Rick bookend newcomers' viewing "The Annulus")

I finally dug into the "End of the Multiverse" scenario which was where our New Old Weird World campaign left off in 2022 (and the site of where our Blipping #2 campaign left off). The scenario is a hack from Dawn of the Overmind by Bruce R. Cordell. 

Ha, most everyone said the night vibed like an old Blipping game as yes we pretty much followed Ye elder game anatomy:
  1. Drive: 2 hours each way from the Bay Area to Mountain Ranch up in the Sierra foothills.
  2. Jam: We did have a pretty fun set, plus had our Geo Pigs singer Sumerled for a couple of covers "Last Days of May" and "Guns of the Roof."
  3. Feeding Frenzy: Jeez, 3 flavors of BBQ chicken, steak, salad with homemade dressing (Thanks Michelle!), 2 different sorts of cheesy bread, etc., etc., etc... 
  4. Pre-Game Business: So J.A.S. daughter visited with her beau and she hadn't gamed regularly with us since the ver. 3.5 "High Fantasy" days. They ended up playing Grady, the plane and time-hopping techno-barbarian from the 20th century. Then also, because the last time we played this party was in 2022 there was a bit of clean up like folks who couldn't find their current character sheet, what happened last time, stuff like that.
  5. The Game: It was actually very exciting considering there were only a couple of encounters (well, 3, except the party purposefully avoided one). I did good when I mixed up the stats for the Grimlocks with another critter and gave the Grimlocks 4x damage from their claws due to their bodies producing a corrosive enzyme. Har, Plus I rolled 3 natural 20s on J.A.S.'s Pixie. (The Grimlocks use echo-location by emitting a soft clicking noise, to the Pixie's invisibility was nullified.) Fortunately I wasn't using the Arduin critical hit table or the Pixie would have been toast. On natural 20s I use exploding max damage, then if a character drops below zero then Zak Smith's Death & Dismemberment table. Raspatan the Elf cleric-assassin shifted himself over to the Astral Plane along with "7" the half-orc, Elf cleric mage Darrius, and the mercenary Sando Brech. It was Brech who grabbed the Annulus, and the characters also spotted not one, but two Mind Flayer "Engine Consummate" adrift on the Astral waiting to travel through time...
  6. Interlude Journey: Was there? I am not sure. 
  7. Stacking: Unfortunately no, we do not all drink nor as hard for most of those that do. 
  8. Wind-Down: Indeed we chowed more sugar and discussed where to play the next session.
  9. The Ride Home: Some did stay for breakfast. Me and a couple others headed back home at 1:30am, barely making a gas station in Mountain Ranch for a 12-pac of Budweiser just before 2am.
It was a good OSR-style game, at least our version of that style. Advanced Labyrinth Lord with my New Knights of the All Mind (Conventional Edition). Since all my other games are running 5th edition it felt good to have at least one intermittent old-style game hanging around. Although there is that pesky ending of the Multiverse thing. And the game finished as the Astral Travelers your see the destructive blot consuming the Multiverse had intruded even onto the Astral plane.

Saturday, October 11, 2025

Party Like It's 1979

 
(Art by Cynthia Sims Millan, 1978)

I've got my half-round combat and floating seconds initiative for the low-rollers. What else from golden games of yore can I cram into the most modern version of D&D?

We had fun using in our game the critical hit table from Arduin which, as often mentioned in many commentaries, is daft because over time odds are your PCs are going to suffer many more double natural 20s than any individual monster they are presently fighting. What happened over time is crit tables became more watered down (no more having a spine severed in one blow).

An excellent replacement is the Death and Dismemberment table by Zak Smith of Playing D&D With Pornstars. Basically, the Death and Dismemberment table is an alternative to death saves in 5th edition. Once a character falls below 0 hit points, a single roll is made with a variety of modifications against a table ranging from the very bad (hey, my spine can be severed again!) to characters getting that second wind and single hit point that comes with it.

The fairness of a Death and Dismemberment Table is that someone has to already drop to zero hit points before it's rolled on. To get there you use the standard critical hits of double damage (although I am experimenting with an exploding damage die on crits). This method is more fair to PCs, but still leads to broken bones and scars.

Another thing, that I am somewhat on the fence about, are divine intervention rolls. These used to be pretty common back in the day as a last ditch before character death or TPK, although it doesn't seem to be very common in the same way nowadays. The latest edition asking for divine intervention and expecting results is limited to 10th level clerics receiving a free cast of 5th level or lower spell or a 20th level cleric getting a free wish. And looing like RAW the cleric can call upon their deity as often as they meet the rest requirements.

I kind of like the idea that only the divine magic practitioners may call upon their personal deities, I had several religiously ne'er do well characters who asked for divine intervention without even listing a deity on their character sheet. But I still thing there should be some rules a'la the 1st ed AD&D Dungeon Masters Guide (pgs 111-112) that deities may refuse or even be angered by excessive requests for extra special boons. I have a table that expands on the original olden rolls, and will be working on something to make the clerical divine intervention interplay a little more robust. And perhaps offer some kind of an expansion to any character that regularly practices their religious faith.

What other gems have I tried to maintain over the years...? Ha, I do like weapon to-hit mods by armor type (although I've become attached to Anthony Huso's idea of tying the modifications to numeric base armor class sans dex & magic modifiers). I noticed character's age, height, and weight tables are missing from the latest versions. Ditto for eye and hair color. I mean, you could just pick an abnormal color - but those special Arduin tables were fun too. 

Saturday, October 4, 2025

Half-Round Combat

A giant, monstrous head and arms heading from a cave to a bridge over an underground chasm. An elven mage cast a sunlight spell to illuminate the scene as some of his companion dwarves, kobold, another elf and a human warrior prepare to combat with the giant. A robot looks the other way in distress as an armored fighter pokes his sword at some grey mass as an orc barbarian moves over to assist.
Using half rounds for combat can add granularity and tension to combat encounters in your 5th edition D&D campaign. 
A standard round is 6 seconds, and each creature acts once per round in initiative order (a creature’s turn). Half rounds divide that round into two 3-second phases:
    • Phase A and Phase B
This allows for two opportunities to act per round with a movement and possible bonus action or by taking an action. How a creature may act is limited per phase dependent on the choice of which opportunity to act is taken first.

Mechanics
1. Initiative
    • Roll initiative as normal. 
    • Each round is split into two phases. 
    • Each phase is taken in initiative order.
2. Action Economy Per Phase
Generally split actions like this:
Phase Allowed Actions
   A Movement + Bonus Action
   B Action or Reaction Setup
Or:
Phase Allowed Actions
   A Action or Reaction Setup
   B Movement + Bonus Action
This motivates players to plan ahead, creating tactical depth.
Creatures move or take an action in either phase, but if movement is split before and after an action, the action will start in Phase A, and occur in Phase B.
3. Spellcasting
    • Spells with casting time of 1 action occur at the end of a Phase/3 seconds. 
    • Concentration checks and reactions can occur during either phase. 
4. Reactions
Reactions still occur outside a creature's turn during any phase of an opponent's subsequent turn, or during a subsequent phase of the creature reacting.
5. Status Effects
    • Effects like “stunned until end of next turn” now last two phases. 
    • Conditions should be clarified to specify which phase they end on. 

Pros
    • More tactical combat: Players must think in smaller increments. 
    • Faster pacing: Movement and action separation speeds up decision-making. 
    • Cinematic feel: Feels like bullet-time or split-second dueling. 
Cons
    • Complexity: More tracking for DMs and players. 
    Balance issues: Some classes (e.g., monks, rogues) may benefit disproportionately. 
    Longer combats: More phases can mean more time per encounter. 

Options
    • Legendary Creatures: Give them actions in both phases to emphasize threat. 
    • Initiative Time Drift: Shift a creature’s turn to start 1 second later per each 5 points of initiative less than the highest initiative score. 
    • Environmental Effects: Trigger hazards or changes between phases. 

Tuesday, September 30, 2025

Portal to Adventure OSR Bundle - Kickstarter Live!

 

("Portal to Adventure" box art by Roland Brown)

A new collection of Old School Renaissance-style gaming products opens the "Portal to Adventure" Kickstarter campaign October 1st that runs through October 31. The Kickstarter is organized through Emperor's Choice Games & Miniatures who team with with Matthew Tapp of Barrows & Borderlands and Griffith Morgan from The Fellowship of the Thing project dedicated to the original TTRPG fantasy campaign - Blackmoor.

The interesting hook from the project is developing a set of ideas for blending different, albeit related, games together for running a single game. The history for this is super applicable for Arduin rules from Emperor's Choice because historically the players (myself included) used Arduin as supplements to D&D.

Arduin fans will appreciate the original trilogy of Arduin Grimoires being published in the original 3-booklet format which Emperors Choice has not published for over a decade, and all the books come with premium covers and paper. From Fellowship of the Thing is a soft-cover version of an original mega-dungeon, Tonisborg, by Greg Svenson in Dave Arneson's first fantasy campaign. The final contribution of Barrows & Borderlands I hadn't heard of, but is a 4-volume new OSR game based in Od&d, Holmes Basic, 1e AD&D, and Metamorphosis Alpha.

The set also includes new dungeons for both Arduin and Barrows & Borderlands, continent maps for Arduin's Khaas, character sheets, monster and treasure cards, and more.

There are a number of unique Arduin miniatures offered as stretch goals. The fulfillment date in February 2026 seems to me will be accurate as the writing work on all these products is completed. Emperors Choice on their last Kickstarter of Arduin products also met their fulfillment goal no problem.

I encourage folks who haven't experienced the sci-fi and fantasy blend of Arduin or those who need a new copy of the original trilogy to check this out, with the dungeons and extras this is a terrific collection. 

Saturday, September 13, 2025

Binding Combat Turns With Time in a Round

(J.A.S. 15th Level Paladin "Alancrost" by J.A.S.)

"But with regard to the material world, we can at least go so far as this — we can perceive that events are brought about not by insulated interpositions of Divine power, exerted in each particular case, but by the establishment of general laws."  
Whewell: Bridgewater Treatise.
 
The abstraction of time in a 5th edition combat round reared it's ugly head when the Reaver intended to blow a horn sounding alarm and J.A.S. wanted to know how much time his PC had to stop it. 5th edition combat rounds combatant turns (apart from a reaction) each fully occur prior to the subsequent actions of the next combatant's turn in initiative order.

On the one hand a result of taking full-round turns sequentially in order, rather simultaneous turns, is that game play is easier. The counter-intuitive abstraction is that there is potentially an infinite amount of time within each 6 second round bounded only by the number of combatants taking turns that round (i.e. in our combat with the Reavers the first combat round there were 13 sequential 6-second periods, 6 PCs + 7 Reavers, in total 78 sequential seconds of combat turns had elapsed). The rules abstract the turns as simultaneous, however there is no simultaneous effect.

I have been working on assigning time duration to actions/movement/bonus actions/extra attacks using 3-second half-rounds to reintroduce a combat round being governed by time and the idea of simultaneity to combatants' turns within a round.

Below are my ideas I was intending to introduce first in my in-person Wilderlands game, but since these ideas were briefly touched on by J.A.S. during our combat Saturday night, perhaps we'll attempt the  new rules first in Psychedelic Deadlands / Dreamer of Dreams campaign (or not, Dr. John PhD is DMing the next 2 sessions for October and November).

Tony "Hawklord" in his blog "The Cryptic Archivist" writes how ideas for D&D to abstract time in combat have been a source of debate between Midwest and West Coast D&D from since the earliest days of the game.

"D&D evolved from wargame rules by members of the Castle & Crusade Society, founded by Gary Gygax and Rob Kuntz as a chapter of the International Federation of Wargaming, itself founded by Gygax, Scott Duncan and Bill Speer in 1966. These gamers got together around a sand table (usually in Gary's basement) ordering miniature armies into mock battles. Abstract combat was simple and made sense.

"Conversely, the [Society for Creative Anachronism] was founded in Berkeley in 1966 with armored members going outside to fight mock battles with padded weapons. Their point of view was not that of a military commander with a bird's eye view of battle, but as a common soldier who has felt the heft of their shield and the sting of a (padded) sword. Combat seems abstract if you aren't the one fighting. The reenactors saw something missing in abstract combat and created their own rules and games to fill those gaps."

Anyhow, here is my take thus far...
----------------------------------------------------------

Rounds are an abstraction of 6 seconds.

During combat in the 5th edition (2024 revision) of the World’s Most Popular Role-Playing Game here is how a 6-second round of a combatant’s turn is divided:
  • Action (cost is 3 seconds)
  • Movement (cost is 3 seconds)
  • Brief Communication (cost is 0 seconds, duration is less than 6 seconds)
  • Interact with 1 object or feature of the environment (cost is 0 seconds)
  • Ready Action/Movement (cost is 0 seconds)
  • Bonus Action (cost is generally 0 seconds, duration is 1 second or less)
  • Reaction (happens outside of your turn)
We can discern that within a round an action and a movement are each equal to a duration of 3 seconds. This is because movement permits you to move up to a distance equal to your speed in 3 seconds, and the action "dash" permits you an extra move up to a distance equal to your speed in 3 seconds.

However, movement is different than an action such that while you can take an action for additional movement, a combatant cannot substitute an additional action from not moving.

There is a quality of reconnaissance to movement.

During the movement phase of your round regardless whether you are actually moving, you are also making an effort to locate enemies (and allies) and to ascertain strategic features of the combat. Even if you do not move at all, it takes 3 seconds from within a round to a round to evaluate your strategic situation within a combat round.

Dividing 6 seconds generally into a 3-second movement and a 3-second action, we must consider what happens to that time when bonus actions and extra attacks occur.

I suggest that a bonus action takes 1 second at any time during the 6-second round while the gaining of an extra attack takes 1 second from the 3-second action phase.

Inserting a bonus action into a 6-second round requires some additional time, but seems would overlay movement and action rather than interfere with them. I considered many different bonus actions to arrive at this conclusion.

Some classes permit extra attacks at higher levels which historically would fit within that same amount of time for an attack action, with the inference that you attack faster.

Each individual combatant rolls for initiative on a d20 (an exception for a group of identical monsters who roll one d20 as a group), then adds their Dexterity Modifier.

The number difference between the highest initiative score and the lower scores determines the second in the initial round when each combatant begins their particular turn. Each 5 points a combatant’s initiative score is less than the highest initiative score results in beginning their turn 1 second later that the highest initiative score. (For example, at 5-9 points below, that combatant begins their first turn 1 second after the combatant with the highest initiative score; at 10-14 points below, begins their turn 2 second later; at 15-19 points below, 3 seconds later; etc.)

Where multiple combatants can act in the same second, compare actual initiative scores and the highest acts first. If actual initiative scores tie, the combatant’s dexterity ability score is the tie-breaker.

Rounds would be managed in 3-second half-rounds, rather than full 6-second rounds.

By breaking down the round by seconds, and then assigning a staggered starting second based on initiative, combatants actions can be arguably more simultaneous. The order of turns in a round is actually bound by time as overlapping sequential rounds instead of time having been bounded artificially by all the sequential turns in the round.

In their given 3-second half round a combatant may:
  • Take an action (with or without a bonus action or extra attack); or
  • Make a full movement (with or without a bonus action); or
  • Make a partial movement and begin or conclude an action (with or without a bonus action or extra attack). 
However, because of staggered starting seconds within the initial round, a combatant may not have a full 3 seconds in their initial half round (or even, if a combatant rolls particularly poor versus the highest initiative score, lose the entire first half round and perhaps seconds from the second half round). 

This would be similar to "surprise" (ha, especially if a combatant rolled very poorly on initiative), but more accurately could be assessed as the amount of time for a combatant to react in an attack.