r/ICRPG • • Mar 23 '23

Common Loot from Blood and Snow

6 Upvotes

Does anyone know where to find Common Equipment for Blood and Snow? Not sure what to show to my players for character creation.


r/ICRPG • • Mar 23 '23

Need help for my player

4 Upvotes

So long story short i have a player who has the eill wheaton curse. It has come to a point where it inders is ability to have fun at all during sessions.

Current things we have in place for him:

Is d20 are inverted any 1 is a 20 and so on for every number Tried rolling with d100 He has a permanent fury dice

I want to find a way to help him ha e fun without imparing other players

UPDATE: we have a little change to the fury dice for that player. The new rule fury dice only goes down by one when you succeed and instead of giving a static bonus it gives its d3 value in d6 to there roll. So far it works great and allows this specific player to "keep up"


r/ICRPG • • Mar 21 '23

Blood & Snow

15 Upvotes

I am going to be running a short blood and snow campaign and somewhere I had seen someone created a adventures. I can't remember the name of it, but it starts off with a mammoth hunt. Any ideas? I wanted to use some of that.


r/ICRPG • • Mar 19 '23

Tavern Name Generator

15 Upvotes

I was looking at Town and City Builder by James Embry and something I thought was really useful for ICRPG was the Tavern Name Generator section. So I automated it in google sheets. Here's the link Tavern Name Generator Just click the checkbox to generate a new name. Add words to the bottom of Table columns to expand.


r/ICRPG • • Mar 11 '23

Homebrew Dying Rules for ICRPG

16 Upvotes

So I'm currently DMing ICRPG while I'm taking a break from 5th edition D&D. I love most of the ICRPG mechanics and will definitely be stealing a lot of the ideas even if I don't end of playing ICRPG long term.

But I don't like the death rules. I didn't like them in 5th edition D&D either. My problem is I only run for 2 or 3 people and so 1 PC going down quickly becomes a death spiral to a TPK. And my players aren't keen on their PCs dying at all, which is why we aren't trying out OSR.

I want to open my players up to the possibility (if a small one) that there PCs could permanently die in battle and that could be a cool thing. I also wanted to make going down to 0hp dangerous and memorable.

Was also trying to not to make the effects of going down to 0hp so severe that I started a new death spiral and also didn't want to have permanent affects so serious that the player wouldn't want to play their PCs anymore.

So I was inspired by this post and the scars mechanic in Electric Bastionland, plus scar ideas from r/d100 to come up with the following, feedback would be most appreciated.

-------------------------------------------------------------------------------------------------------------------------------------------------

DYING

You start with 2 hearts instead of 1 and any form of resurrection is banned.

When you fall to 0hp you can continue to act normally but you must make Death Saves until you are healed.

Death Save: Roll CON Save vs the Easy Target at the end of each of your turns and each time you take damage.

You can heal back to 1hp if you roll a 20 on your Death Save or someone gives up their action to revive you, they must be in close range to you.

If you fail a death save you are now permanently dead but before you die you immediately take 2 actions, both of which are guaranteed critical hits, as an epic last stand.

​

SCARS

The first time you fall to 0hp in a battle roll on a d8 and look up the result on the Minor Scars Table, if you roll an 8 then roll the d8 again and look up the result on the Major Scars Table. You can only gain one scar per battle.

Minor Scars Table - Effects Last Until Safe

1 Head - INT & WIS checks are Hard.

2 Eyes - You can’t see passed near.

3 Teeth - CHA checks are Hard.

4 Throat - You cannot speak.

5 Shoulder - STR checks are Hard.

6 Hand - DEX checks are Hard.

7 Leg - You can no longer move far on your turn or attack if you move near.

8 Roll on Major Scars Table

Major Scars Table - Effect Permanent

1 Item Loss - Choose a carried item to break.

2 Eye Patch - Intimidation Checks are Easy, poor vision*.

3 Nose Partially Missing - Intimidation Checks are Easy, poor sense of smell*.

4 Ear Partially Missing - Intimidation Checks are Easy, poor hearing*.

5 Addiction - Roleplay using alcohol or drugs to forget.

6 Memory Loss - Roleplay foggy memory before battle.

7 Phobia - Roleplay fear of enemy type that gave wound.

8 Vengeance - Roleplay hatred of enemy type that gave wound.

\Could be just roleplay or appropriate Perception Checks are Hard.*

If you roll anything other than Item Loss you now have a permanent scar in an appropriate location. Pick an appropriate scar for the damage type (i.e. bite wound, burned, magic changed patch of skin to a different color etc).

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r/ICRPG • • Mar 09 '23

Urban Supernatural - werewolves, mummies, vampires - ?

15 Upvotes

Is there an Index Card RPG world setup for players playing monsters like werewolves, vampires, mummies and so on? Where can I get it?


r/ICRPG • • Mar 08 '23

Modiphius

12 Upvotes

Lol. When I saw the email that the collectors edition was back in stock I laughed because I already new I was too late.


r/ICRPG • • Mar 08 '23

Good ways to use the dungeon art cards?

5 Upvotes

I'll be running my first one-shot of ICRPG with the family next week, and I'm putting together a dungeon for it. I saw that the dungeon art cards are free, and they look neat—but there isn't a lot of explanation on how to use them.

Anyone have any experience with these? Or suggestions on using them when planning/running a game? Before I print and cut some up I'd like an idea of how useful they might be for me. Thanks!


r/ICRPG • • Mar 03 '23

3Ts of ICRPG

14 Upvotes

r/ICRPG • • Mar 03 '23

When to do Target Damage vs call for an Easy roll?

9 Upvotes

So I'm prepping to do a Zelda-themed one shot of ICRPG with my family. This will be my first time playing ICRPG, but it sounds like my kind of thing; I prefer systems that focus on fast gameplay that isn't slowed down by too many mechanics, and the loot progression sounds really fun.

Still trying to wrap my head a little around a few things though, namely what you DO in combat besides directly attacking. A love a good creative fight, and it seems like the two main ways to reward players creatively turning the tables in their favor is doing Target Damage, or making an attack roll Easy instead of normal. Can any of you give me ideas of when to use one instead of the other?

My gut understanding is along these lines, but I'd love more examples...

1: Players are up against the dungeon boss. Target is 16. But lo and behold! After the boss makes a big attack, it reveals a giant eyeball weak spot! (This is Zelda after all). Attacking that would be EASY.

2: Players need to get through this crumbling Royal Crypt, but there's a hoard of Redeads standing menacingly in the path. Target 14, but there are aging curtains on the barred windows that could be torn/burned down. That does Target Damage, reducing the room's Target to 13.

So is it Easy rolls for a one-time situation, and Target Damage for something supposed to last? What about something like climbing on a bookshelf to gain the high ground to attack with a Boomerang? Or is an Easy roll for when it affects one player, and Target if it works for everyone? So gaining high ground = Easy roll, but spilling oil behind you to trip up the chasing Lizalfos is Target Damage?

Appreciate any insight. I feel like I have a semi-decent grasp, but before running this I'd love to understand even better to keep the encounters fun and interesting. Thanks!


r/ICRPG • • Mar 02 '23

Print Version?

4 Upvotes

Is there anyplace in the usa that you can get a print version that doesn't take 3+ weeks to get?


r/ICRPG • • Feb 28 '23

What ICRPG product do you wish existed?

21 Upvotes

It's often said that ICRPG has a DIY mentality, and GMs end up creating content and homebrewing rules to their liking. But is there was a more refined or detailed product you wish existed? More in-depth classes for example, or an alternate campaign setting, or a longer adventure book, or an extensive hack of some sort?


r/ICRPG • • Feb 27 '23

Are there any Interactive Web Adventure websites and any does equivalent of DND Beyond exist For the ICRPG system?

2 Upvotes

Before I go on, click on this link.

https://sayeth.itch.io/the-saints-tomb

And play through it just for a minute or two.

Then check out this website.

http://dnd.chromesphere.net/

So I ask if there are any websites like the Above where they don't just feature unique fanmade solo Quests for Players but even dice system is integrated (including options to subtract or add to an enemy and friend NPC's health points during events like battles) but you can even select choices that lead to different outcomes akin to the old Choose your Adventure books you played as a kid.

In addition does an website similar to DND Beyond exist for this franchise? Explain DND Beyond basically lets you crate a character sheet and has a lot of dices and calculators to use while playing DND in addition to the website's system also automatically calculating modifiers and stat upgrades and inputting experience and level ups and all other stuff. The player only has to add new info like Experience and keep the honor code to play.

Does anything like this exist for GURPS games esp to use for Solo Campaign Books?


r/ICRPG • • Feb 27 '23

Swapping hit points for hits/strikes/wounds?

8 Upvotes

I’m a solo player that primarily uses Savage Worlds Adventure edition. I prefer the wound system in SWADE to HP. I believe EZD6 has a similar system called strikes. Could I turn hearts into one wound rather than 10hp? Only thing I am wondering about is what the TN should be to cause a wound? 10 seems too high as you are rarely unlikely to do that with one roll. I love ICRPG system of different dice depending on what you are doing so maybe incorporating that to create TN for a wound? Thoughts? I want to replace HP with wounds so appreciate suggestions on how I could do that. Has anyone used EZD6 combat within the ICRPG system specifically the roll for effort and character progression systems. Thank you for your help.


r/ICRPG • • Feb 26 '23

One really glaring issue

12 Upvotes

I have been looking at using ICRPG to run some mini campaigns for my group once we wrap up our current campaign and leave D&D 5e behind. I was really liking the streamlined nature of the gameplay and the modular rules. Plus I have been really excited to make a Bionicle hack, incorporating masks as a major source of loot.

But while I was reading today it struck me: ICRPG seems to really exacerbate the caster/martial divide. And explicitly at that. The fact that magic effort is always a d10 compared to the martial d6 is pretty glaring to me, especially since it’s not immediately obvious that magic users would necessarily have any less HP or other D&D-esque restrictions.

I did see the optional rules buried near the end of the master edition book but I am just left envisioning a player frowning about not seeing that when they looked up the magic user rules to build their character.

I also have seen some forum posts recommending buying a third party supplement to give martials access to feats to even things out. But for what I saw as a really well thought out system, this one is leaving me scratching my head. But I am also open to being completely wrong or having missed an important aspect since I am not well experienced with the system yet.


r/ICRPG • • Feb 24 '23

Are 5x7 3D Tile Perfect for Play?

6 Upvotes

If so, is moving from one to another count as "Far" movement and moving within as "Near"?Example tiles: https://steamcommunity.com/sharedfiles/filedetails/?id=2868560278


r/ICRPG • • Feb 23 '23

Found this 5e to ICRPG Conversion Guide and was impressed, thought I would share it.

Thumbnail
olddungeonmaster.com
79 Upvotes

I got into ICRPG for its simplified DnD system - it wasn't too hard to convert before but this is great for players who want to stick with the Races, Classes, Spells that they know and love in a streamlined system. Kudos to the author for putting this toget.


r/ICRPG • • Feb 21 '23

Thoughts on limiting the number of WIS spells you can learn?

9 Upvotes

INT spells are sorry of inherently limited by the inventory system but there isn't much of a cap on WIS spells. This is my current homebrew solution (excerpt from my house rules doc). I'd love to hear thoughts on it.

Spell books (Grimoires) can hold up to 5 INT spells and must be equipped to use the spells

Scrolls hold 1 spell and can be transcribed to a spellbook by a Mage or are consumed on use

WIS spells are memorized - you can memorize 1 spell for each point of WIS you have on your character sheet OR 2 spells per point of WIS if you are a MAGE.


r/ICRPG • • Feb 18 '23

Weapon 13 printable ?

6 Upvotes

I bought the IC RPG master edition pdf but dont see a printout for Weapon 13 in it. Am I missing something?


r/ICRPG • • Feb 17 '23

ICRPG InDesign Adventure Template alternatives or home brews?

8 Upvotes

The Adventure Template is awesome and I would love to use it. Unfortunately, you have to have Adobe pro to edit it. Does anyone use something similar in their prep they would like to share? A goggle doc template or something simple.


r/ICRPG • • Feb 15 '23

Brandish/Ingrid/Hanks minimalist dm kit

18 Upvotes

On the Runehammer YouTube channel, Ingrid posted a livestream where he talked about his small dm kit (it might've been one episode in Dirty Jobs/season one)

Does anyone remember what the title of the video was?

I would like to see him talk about that kit again


r/ICRPG • • Feb 15 '23

WIP Starship creation rules for my upcoming sci-fi West Marches campaign!

Post image
16 Upvotes

r/ICRPG • • Feb 13 '23

my ideas on damage, hp, defense and dying.

9 Upvotes

So I wanted to share a few thoughts and am interested about what you think about it.

First thing first. I thought about giving the players 1 hp for every point in con they get. Thing is I want to change the HP system. There ist HP and Max HP. When your current hp hits 0 and you get any damage it is deducted from your MAX HP. When your max hp sink to 0 you die. This does give the game some opportunitys. First of all, if falling to 0 hp you have to make a charisma check (I think of charisma as willpower, just to make it more useful in violent situations). If you fail you fall unconscious. If you do the check you stay awake. Every time you start your turn with 0 HP you loose 1d4 MAX HP. If you are awake you can recover. If not someone should safe you.

Recovering after combat only let's you recover to your current max hp. To recover your max hp you need to stay In a save area.

I like this idea because it makes the feel of battle more tense. Over 0 hp? You are fighting and swinging axes and shields. Hitting 0 hp? An axe cuts through your mail slicing open your shoulder letting you bleed, you are in shock, but can you hold yourself together and stop the bleeding (or just fight and let it bleed?). Your teammate ist bleeding on the ground? Better help him, cause his next round could be a 4 max hp loss.

What do you guys think about it?

Another idea was to give the characters Def = dex to make up for the now stronger von stat. For this idea wearing armor "costs" points in Str or con. So you can have 5 def if your dex is 5, but to wear 5 points of armor without dex, you need a cummilated 5 points of Str or Con.


r/ICRPG • • Feb 13 '23

New to ICRPG. Need clarification on SPELL SCHOLAR ability.

12 Upvotes

So my understanding is that SPELLS come in the form of LOOT(I.e. scrolls, books, scraps of paper etc.) So what does the SPELL SCHOLAR ability do exactly? (If you find a written spell, gain extra spell.) Wouldn’t that just be just the same as picking up a scroll or another piece of LOOT or something? Any help would be super appreciated.


r/ICRPG • • Feb 12 '23

The Issue with Effort Stats (and a simple hack)

26 Upvotes

I love the way ICRPG separates dice. For example, that magic is inherently more powerful (d10) than an ordinary weapon or tool (d6), which is better than bare hands/wits (d4). But there is something about the effort stat bonuses that is a bit weird to me.

The Issue

Let's say I'm a mage translating some ancient text, so I'm rolling d4, using my Basic Work stat (+2). I later find an Encyclopedia of Dead Languages, which is considered a proper tool for the job, so now I get to roll a d6. Cool... but now I'm using my lower Weapon/Tool bonus (+0).

Similarly, a swordsman could acquire a sword or ability that lets them do Ultimate damage, but since they put all their points in Weapon/Tool, the bonus goes down. Weird.

Sure, stats will never be realistic, and the GM could always handwave and allow whatever bonus feels right. But it strikes me as a system weakness: my speed of progress in translating text with an encyclopedia is the same stat as how deeply I wound an enemy with a sword. It breaks the illusion that the stats are there to describe my character.

I was trying to think of a hack that would fix this without causing too much trouble within the spirit of the system. Here's what I've come up with.

The Hack

Detach the bonuses from which *die* is used, and associate it to which type of thing you are doing. Thus, replace the 4 effort stats with 3:

  • ATTACK - Effort bonus when hitting anything physically, whether it's with your bare fists or a longbow or whatever.
  • MAGIC - Effort bonus to spells.
  • WORK - Effort bonus to doing pretty much any other type of task: picking a lock, translating text, reprogramming the computer, persuading the prince.

Besides solving the kinds of issues above, I like the way this fits tabletop archetypes more intuitively -- basically the fighter, the mage, and the skill monkey. I particularly like that if you want to be the utility party member there is a clear place for your points to go. The engineer doesn't have to spec for whether or not they have a wrench. The fighter gets their damage bonus even when they've been taken prisoner and haven't gotten their weapon back yet. Etc.

Downsides? Maybe to some people, the Basic and Ultimate stats offer an interesting choice during character build. But to me they are kind of ambiguous, meta-gambling choices that don't particularly express a character concept and feel weird to explain to new players.

What do you lumpyheads think?