Friday, January 29, 2016

Thursday, January 28, 2016

THE CHRONICLE (chronicle hacks):

xxxxxxxxxx (dm: xx)



14th Chapter:  xx/xx-xxxx, Kl. 18:45-22:15  (Gain level 17)



1) You start at 3th level and have 27 Ability Score Points,
     & may add a +2 bonus to all six of your "ability scores".

2) You gain expertise in a skill picked* from the skills available
     to your character through race, class and background.

3) When you gain an "ability score improvement" you'll also gain
     a "feat" ** and "proficiency in a skill or tool of choice".

*     perception is the only skill that you can not choose & if you choose expertise
      in a skill that you already had proficiency in, typically one of your background
      skills, then you are allowed to move that proficiency to another "legal" skill.
**    you can't swap you "ability score improvement" to gain yet another "feat".

Wednesday, January 27, 2016

THE SETTING (setting hacks):


1) There have been eons before this one with civilizations of their own.
2) All distances are multiplied by two and all populations by ten.
3) In the middle of the continent there is a gargantuan forest called Tarras.


4) Planeshifting, Spherewalking and Teleportation has very specific conditions.
5) Spells cast at a potency above 20th level creates far-realm-breaches.
6) Every 10.000 years a magical cataclysm scourges the planet for centuries.


Arcane: Wizard, Sorcerer, Warlock*
Divine: Templar, Cleric, Paladin.
Prime: Bard, Druid, Ranger.


01 to 04 lvl: Basic
05 to 08 lvl: Expert
09 to 12 lvl: Power
13 to 16 lvl: Master
17 to 20 lvl: Hero

MONSTERS; Tiers of Mind:

Assign a tier to all creatures you bring into play:
Tier 0 = Soul:
Tier 1 = Semi:
Tier 2 = Real:
Tier 3 = Dragon:
See the post: "ECOLOGY: (monster hacks)".



*   Arcane Trickster & Eldritch Knight.
**  also see the respective posts: "Magic", "Arcane", "Divine" & "Prime".

Tuesday, January 26, 2016

ALIENNESS (race hacks):

We've taken away "darkvision" from as many races as we saw possible, in order to create a shared necessity for the races to cooperate in creating a common civilisation with cities, roads and houses that are . . . lit.

add: Momentum: Humans automatically gains Inspiration after a
        Long-Rest and has an Inspiration-Point-Pool of three*. Also
        if a diceroll with advantage fails, an Inspiration point can be
        spend in order to reroll the diceroll with advantage and all.
sub: Can only use the "Variant Human Traits" option.
tendency: Good.

add: Unnoticed: After an hour a halflings can sheed the influence
       of any mental condition, after a long-rest they can sheed
       any kind of madness and they possess natural Nondetection.
sub: Nothing.
tendency: None.

add: Sensitive: Expertise on all Artisan's
        Tools in which they are proficient and
        on all Perception checks within 20 feet.
sub: No longer has nightvision.
tendency: Lawful.

add: Sidestepping: Can cast the Misty Step spell once
        per short rest. And can bring their intelligence
        modifier in close family members with them.
sub: No longer has nightvision.
tendency: Good.

add: Dragonsense: Can Detect Thoughts freely
        on any Dragonborn, and once per day on any
        other creature, but only when touching.
sub: Nothing.
tendency: Corner alignments.

add: Insightful: Advantage on Insight skill-rolls as well
        as on any saving throw against being frightened.
sub: No longer has nightvision.
tendency: Non-lawful.


add: Brutish: Strength maximum of 22 and a +1 on
        attack rolls versus creatures you want to eat.
sub: Half-ocs are carnivours and can only eat meat.
tendency: Non-good.

add: Eldritch: Dosn't age after adulthood and only needs
        half of the food and water other races need. Aethyric:
        doesn't need material components when casting spells.
sub: Must compel twice to gain Inspiration.
tendency: Chaotic.

add: Planetouched: at 1st lvl: Thaumaturgy (cantrip);
       at 3rd lvl: Detect Evil and Good (once per
       rest); at 5th lvl: Darkness (once per day).
sub: No longer gains infernal legacy.
tendency: Lust-driven; non-ln, -lg and -ng.

* humans may use all their inspiration points in the same round.

Monday, January 25, 2016

ABILITIES (class hacks): PROCESS

[process: intro text; how your abilities are shaped by magic
through your attitude, occupation & general focus]



Paladin: can only serve one of the neverborn.

Ranger: gains expertise in stealth at 1st lvl.


ROGUE: [process: expertise compensation]











1) Northern Ice Barbarians (think: game of thrones wildlings)
2) Icewind Dale Barbarians (think: noble savage ice barbarians)
3) Dwarfen Slayers (think: suicidal dwarfen culture; wfrp)
4) Orcs and Half-Orcs (think: genetic brutality)
5) Kharrune's Blood-Axes* (think: evil-cult blood-frenzy death-riders)

1) Faerunian Monastic Orders** (think: secluded martial monasteries)
2) Silver-script monks of the library (think: non-evil investigators)
3) Traveller from Kara-Tur (think: oriental archtypes)


* npc's only
** "Sword Coast Adventurer's Guide" p. 129.

Thursday, January 21, 2016

SKILLS & FEATS (system hacks):


ATTENTION: Investigation & Perception
KNOWLEDGE: Arcana, History* & Nature.
PHYSICAL: Acrobatics & Athletics.
SOCIAL: Intimidation, Insight & Persuasion.
SUBTERFUGE: Deception, Sleight of Hand & Stealth.
TRADE: Performance & "Tools".
WILDERNESS: Animal Handling & Survival*.

SKILL, alterations:

* History: The history of regions and their politics and religion.
              Merging the history and religion skill and then adding some**.

* Survival: Adding efficient first aid to the survival skill.
               Merging the suvival and medicine skill**.

** and therefore religion and medicine is taken out of the game!

SKILL, substitutions:

Religion & Medicine is substituted with History & Survival
unless these where already listed among the available skills:

Cleric: Investigation & Survival
Druid: History & Athletics
Monk: Survival
Paladin: History & Survival
Sorcerer: History
Warlock: Persuasion
Wizard: Nature & Survival


Dungeon Delver: Can find any secret construction, not just doors.

Healer: Add +1 per healing dice when healing through skill or spell.

Heavy Armor Master: Functions both vs. mundane and magic items.

Magical Initate: Can be taken five times in a row up to 5th lvl spells.

Durable: The feat is out; because we don't roll for "hit points".

Grappler: The feat is out; because its broken and out of balance.

Luck: The feat is out; because it undermines "the inspiration system".

Tuesday, January 19, 2016

GRITTYNESS (combat hacks):

Weapon dice from physical melee and missile weapons is multiplied by x2 !!
It's the weapons damage dice, and not also the damage bonus, that's doubled !!
DM's must understand that it's a very different gameplay above 2d10 !!

This rule is made to generate a fantasy where everything can't be beaten, and where combat isn't always the wise solution, thereby facilitating . . fantasy.


Dagger 2d4
Shortsword 2d6
Longsword 2d8
Heavy Crossbow 2d10
Greataxe 2d12
Greatsword 4d6

Ogre Greatclub 4d8
Red Dragon Bite 4d10
Minotaur Axe 4d12
Mummy Lord Rotting Fist 6d6 + 6d6* necrotic damage
Frost Giant Great Axe 6d12
Frost Giant Boulder 8d10**

Large creatures are now extremly dangerous; Huge creatures demands a well thought out plan, that actually works; and Gargantuan creatures are fatal unless your can gather the greatest heroes of the realm and get them to work together. The size of creatures and their extreme dangereousness now demands different gameplays and different approaches in order for the heroes to succed.

When you score a critical hit with an attack, instead of rolling your "weapon damage" twice, you add a d20 to your damage. And if the critical roll is above your enemies fortitude (see entry below), then he recieves a critical freely defined by the attacker. If the defender dosn't want to accept the critical, he can choose to recieve an "exhaustion level" instead.

Your fortitude is equal to your constitution modifier plus your proficiency bonus. Dwarfs and half-orcs receives a racial bonus of +2.

If one attack delivers more hit points than your fortitude and your total hit points ends up at 0 hp or less, then you're broken. A broken character receives a critical-effect freely defined by the attacker, but there's no extra damage involved when broken. If the defender doesn't want to accept the effect, he can decide to receive an "exhaustion level" instead.

The damage from Features and from Feats isn't changed as a consequence of the "weapon damage" and "criticals" hacks, f. ex: Sneak attack still functions as described in the book, and is still doubled when scoring a critical hit.

*     magical damage isn't multiplied only the weapon damage itself!
**    giant boulders only deal the double damage when the boulders are specifically crafted to become
       throwing weapons, normal boulders will deal damage as written in the monster manual.
***   some may choose to use the mauled roll only in certain always prestated and especially gritty scenes.

Monday, January 18, 2016

FISTICUFFS (unarmed combat hacks):

GRAPPLING (and Clinging):

There's no expertise on grapple checks:
1) For the purpose of grappling you can't have the benefit of expertise! So even if you have expertise in athletics, or acrobatics when defending. You'll only apply your proficiency bonus (x1), and not your full expertise bonus (x2).

Larger creatures than you:
2) You have disadvantage when grappling a target that's one size category larger than you. You still can't grapple a creature two categories larger and you still don't have disadvantage when defending against a larger creature.

The art of clinging to big guys:
3) You may cling to a creature that's two size categories larger than you instead of grappling it. You then move when it moves. The creature isn't impaired by your clinging. You don't get disadvantage on a clinging attacks because of size.

Sunday, January 17, 2016

HEALING (healing hacks):

NATURAL HEALING: Instead of rolling your Hit Dice in order to regain Hit Points at the end of a Short Rest. You yourself decide how many Hit Points you will regain up to a maximum of a quarter of your resting-pool. The number of Hit points available in the resting-pool is equal to your Hit Point total.
After a long rest a quarter of the Hit Points in the resting-pool is replenished.

Winded (presset): 99% or less hit points left
Bruised (forslået): 75% or less hit points left
Bloodied (såret): 50% or less hit points left
Mauled (smadret): 25% or less hit points left

1) All magical healing is "Supreme Healing" (PHB, p. 60).
2) Disciple of Life & Blessed Healer (PHB, p. 60) = 5 hp.

RESTORATION & EXHAUSTION: A Lesser Restoration spell can be spend to heal* one exhaustion level on any given person once per day. Where as the Greater Restoration spell can be used as many times as you have spell slots to spend on a person. So typically you heal one exhaustion level with Lesser Restoration. And if needed, and possible, follows up with Greater Restoration spells.

* remember that exhaustion caused by lack of food or water can't be removed
  until the character eats and drinks the full required amount (PHB, p. 185).

Thursday, January 14, 2016

ARCANE (arcane hacks): [PROOOCESS]

Arcane magic will probably take the longest to hack . . .

Try to get some magic and mystery into d&d's magic system . . .
Insinuate a metaphysics with some narrative coherence . . .
Maybe sprinkle it with some Ars Magica inspiration . . .

Wish me luck ; )

Wednesday, January 13, 2016

DIVINE (divine hacks):

We think the cleric in Dungeons & Dragons 5e is underpowered and that there lacks narrative coherence in the mythologies supplied. The following rules are our answer to both of these challenges.

NEVERBORN & ONCEBORN: There are nine greater gods (aka: neverborns*) and all the demigods (aka: onceborns) that the setting demands. Greater gods grants 9th level spells. Demigods only 5th level spells. Some demigods are "sponsored " by a greater god, thereby being able to grant 9th level spells. A sponsored Demigod changes its status from demigod to lessergod.

TEMPLAR, CLERIC & PALADIN: The priests of the greater gods are named templars and their places of worship temples. The priests of onceborns are named clerics and their places of worship churches. Paladins always serve a greater god and has the same advantages as a templar has over a cleric. Between a templar and a cleric there are three differences.

DIFFERENCES: 1) Templars add two levels to their Dispel Magic spell when targeting any cleric spell. 2) Divination spells cast by a templar gains the "expert divination" feature (phb, p. 116). 3) All undead has disadvantage on their saving throw versus a templars Turn Undead.


SEIZE THE DAY: (all divine-users): Divine spellcasters can forfeit the ability to prepare two of their spells, into the ability to seize any two spells instead. Whereas prepared spells are made available by preparing them beforehand, seized spells are made available by casting them in the moment. A caster can seize any of the many divine spells normally available for preparation. But from the moment the spell is seized, that spell counts as one of the available spells, and one less spell can be seized until a long-rest is made. Whether a spell is made available through preperation or through seizeing. It's still your spell-slots that decide how many times you can cast your availble spells.

Divine-spellcasters can only change one of their prepared spells per day.


Cleric spell lists:
Etherealness and Planeshift; see the cosmos post above.
Resurrection and True resurrection; is out (lack of consequence)

*  The three evil neverborns are also named "the corrupters" & "the horsemen".
   The six non-evil neverborns are also named "the elder gods".

Tuesday, January 12, 2016

PRIME (prime hacks):

Bards, Druids & Rangers are shapers of prime and can share Primal Secrets.

PRIMAL SECRETS: At 1st level Bards & Druids can learn* two spells, and Rangers one spell, from the repertoire of another prime-spell-caster. Such a spell can be learned from any prime-spell-caster class including your own. The spell must be of a level you can cast, as shown on your spell-slots-table, or be a cantrip. When learned, the spell count as a spell of your own class, and are included in your number of Spells Known per day. Some such spells are not found on standard spell-lists; and only exists as Primal Secrets.

Druids & Rangers can only change one of their prepared spells per day.

* This does not include any non-prime-spell gained through the bards magical secrets feature.

Monday, January 11, 2016

PSIONIC (psionic hacks):

Psionics is strongly associated with the far realm . . .
Mind Flayers are its heralds . . .

Sunday, January 10, 2016

COSMOS (cosmology hacks):

01) The Material Planes are the foundation, core and source of all of creation.
02) There are three planar layers: Material- (core-), Inner-, and Outer-Planes.
03) The transitive planes emerge from the diffraction of the planar layers.

04) The Feywild is a Cluster-plane typically connecting around ten Materials.
05) The shadowfell isn't undead related but the underdark of the Feywild.
06) The Feywild can only be reached from the Material never the Ethereal.

07) The Ethereal isn't an overlap on another plane but a space between spaces.
08) The Inner- and all material-planes are reachable through the Ethereal.
09) The Ethereal isn't a traditional euclidian space-time but something else.

10) The Astral, the Outerplanes and the Nether aren't spaces but immateriums.
11) The immateriums can only be reached and travelled by projection magic.
12) The Nether is the lower dark part of the Astral defiled by the corrupters.

13) The Great Dark Outside, aka: the far realm.

ETHEREALNESS (spell; ph, p. 238):
7th-level transmutation
Casting Time: 1 Action
Range: Self (Touch)
Components: V, S
Duration: Special
When you cast the etherealness spell you turn invisible and can fly as per the fly spell. When you are one km removed from the earths surface you can shift into the ethereal-plane leaving the material-plane behind. Because this setting dosn't have an border ethereal that overlaps the material world you can't walk the world in "ethereal ghost form". For using the spell on the material plane the duration is "concentration, for up to 1 hour". Unless you "attack or cast a spell" from then on the duration is "concentration, for up to 1 min". There is no duration once you have entered the ethereal plane itself.

PLANESHIFT (spell; ph, p. 266):
7th-level conjuration
Casting Time: Varies
Range: Self (Touch)
Components: See below
Duration: Special
You must "walk in a certain pattern in a certain environment" in order to shift plane; You can only planeshift at a "softspot"; Your DM will decide where the "softspots" in your setting are located; The planeshifter spell wont let you travel the immateriums, you'll need the astral projection spells to do that.

* one dosn't gain any experience for adventures outlived in the astral, the outerplanes or the nether.

Sunday, January 3, 2016

ECOLOGY (monster hacks):


Human (real; phb, p. 29):
Halfling (real; phb, p. 26):
Dwarf (real; phb, p. 18):
Gnome (real; phb, p. 35):
Dragonborn (real; phb, p. 32):
Half-Elf (real; phb, p. 38):
Half-Orc (real; phb, p. 40):
Elf (real; phb, p. 21):
Tiefling (real; phb, p. 42):

Minotaur (semi; mm, p. 223): only CE in warmode.
Quaggoth (semi; mm, p. 256):
Thri-Kreen (semi; mm, p. 288):

Lizardfolk (semi; mm, p. 204):
Troglodyte (semi; mm, p. 290):

Kuo-Toa (semi; mm, p. 199):
Merfollk (real; mm, p. 218):
Merrow (semi; mm, p. 219):
Sahuagin (semi; mm, p. 263):

Gith (real; mm, p. 158):

unknown or out of play: Aarakocra*, Bullywug, Goliath*, Grimlock,
listed as goblinoid: Gnoll, Orc.
listed as dragon: Kobold.
listed as monstrosity: Jackalwere, Kenku.


Animals and Giant Animals (soul; mm, p. 317-341)
Ankheg (soul; mm, p. 21)
Awakened Scrub (soul; mm, p. 317)
Awakened Tree (soul; mm, p. 317)
Axe Beak (soul; mm, p. 317)
Blood Hawk (soul; mm, p. 319)
Dinosaur (soul; mm, p. 79)
Dire Wolf (soul; mm, p. 321)
Flying Snake (soul; mm, p. 322)
Giant Fire Beetle (soul; mm, p. 325)
Mammoth (soul; mm, p. 332)
Sabre-Toothed Tiger (soul; mm, p. 336)
Stirges (soul; mm, p. 284)

Blight (semi; mm, p. 31)
Fungi (soul; mm, p. 137)
Myconids (semi; mm, p. 230)
Shambling Mound (semi; mm, p. 319)
Treant (dragon; mm, p. 289)

Oozes (soul; mm, p. 240-243)



Bugbear (semi; mm, p. 33):
Gnoll (semi; mm, p. 163):

Goblin (semi; mm, p. 165):
Orc (real; mm, p. 245):
Worg (semi; mm, p. 341):

Ogre (semi; mm, p. 237):
Hill Ogre (semi; hill giant, mm, p. 152):

Hobgoblin (semi; mm, p. 185):

unknown, unique or out of play: Ogrillon & Oni (ogre).


Storm Giant (dragon; mm, p. 153): aka: titan

Cloud Giant (real; mm, p. 150):
Frost Giant (real; mm, p. 151):
Fire Giant (real; mm, p. 150):
Stone Giant (real; mm, p. 152):

Fomori (semi; mm, p. 136):
Ettin (semi; mm, p. 132): disadvantage vs. fiend possessions.

Troll (semi; mm, p. 291):

unknown, unique or out of play: Cyclops, Empyreans.
listed as goblinoid: Ogre, Hill Giant.


Black (dragon; mm, p. 89):
Blue (dragon; mm, p. 92):
Green (dragon; mm, p. 95):
Red (dragon; mm, p. 99):
White (dragon; mm, p. 102):

Brass (dragon; mm, p. 106):
Bronze (dragon; mm, p. 109):
Copper (dragon; mm, p. 112):
Gold (dragon; mm, p. 114):
Silver (dragon; mm, p. 117):

Dragon Turtle (dragon; mm, p. 119):
Faerie Dragon (real; mm, p. 133):
Pseudodragon (semi; mm, p. 319)
Wyvern (semi; mm, p. 303):

Kobold (semi; mm, p. 195):

unknown, unique or out of play: Dracolich, Half-
Dragon, Shadowdragon.


Carrion Crawler (soul; mm, p. 37): looks like a giant centipede
Death Dog (soul; mm, p. 321):
Displacer Beast (soul; mm, p. 81):
Grick (soul; mm, p. 173):
Griffon (soul; mm, p. 174):
Owlbear (soul; mm, p. 249):
Phase Spider (soul; mm, p. 334):
Purple Worm (soul; mm, p. 255): most are only large or huge
Rust Monster (soul; mm, p. 262):
Umber Hulk (soul; mm, p. 292):
Winter Wolf (semi; mm, p. 340):
Yeti (semi: mm, p. 305):

Harpy (soul; mm, p. 181):
Lamia (real; mm, p. 201):
Manticore (semi; mm, p. 213):
Naga (real; mm, p. 233):
Spinx (dragon; mm, p. 280):

Basilisk (soul; mm, p. 24):
Cockatrice (soul; mm, p. 42):
Gorgon (soul; mm, p. 171): herd animal; must be handled with care
Medusa (real; mm, p. 214):

Doppelganger (real; mm, p. 82):
Jackalwere (semi; mm, p. 193):
Kenku (semi; mm, p. 194):

Drider (semi; mm, p. 120):
Yuan-Ti (semi; mm, p. 305):

Hydra (semi; mm, p. 190):
Kraken (dragon; mm, p. 196):
Roc (soul; mm, p. 260): looks like a giant four winged owl
Tarrasque (soul; mm, p. 286): any gargantuan monster out of tarras

unknown, unique or out of play: behir, bulette, chimera, darkmantle,
hippogriff, hook horror, mimic, peryton, piercer, remorhaz, roper.
listed as humanoid: Merrow, Minotaur.
listed as beast: Ankheg.
listed as goblinoid: Worg.
listed as fey: Centaur, Ettercap.


Elemental (soul; mm, p. 123):
Galeb Duhr (semi; mm, p. 139):
Genie (real; mm, p. 141):
Invisible Stalker (soul; mm, p. 192):
Mephit (semi; mm, p. 215):
Salamander (semi; mm, p. 265):
Water Weird (soul; mm, p. 299):
Xorn (semi; mm, p. 304):

Blink Dog (semi; mm, p. 318)
Centaur (semi; mm, p. 38):
Dryad (semi; mm, p. 121):
Ettercap (semi; mm, p. 131):
Pixie (semi; mm, p. 253):
Satyr (semi; mm, p. 267):
Sprite (semi; mm, p. 283):
Will-o-Wisp (soul; mm. p. 301):

unknown, unique or out of play: Azer, Magmin.
listed as constructs: Gargoyle.
listed as fiends: Green Hag & Sea Hag (hags).


Animated Objects (soul; mm, p. 19):
Golems (soul; mm, p. 167):
Homunculus (soul; mm, p. 188):
Modrons (semi; mm, p. 224):
Shield Guardian (soul; mm, p. 271):

Banshee (soul; mm. p. 23):
Death Knight (real; mm. p. 47):
Demilich (semi; mm. p. 48):
Ghost (soul; mm. p. 147):
Ghouls (semi; mm. p. 148):
Lich (real; mm. p. 202):
Mummy (semi/real; mm. p. 227)
Revenant (soul; mm. p. 259):
Shadow (soul; mm. p. 269):
Specter (soul; mm. p. 279):
Vampire (real; mm. p. 295)
Wraith (semi; mm. p. 302):

unknown, unique or out of play: Bone Naga (naga), Crawling Claw,
Death Tyrant (beholder), Dracolich, Flameskull, Flesh Golem (golem),
Gargoyle, Helmet Horror, Scarecrow, Skeletons, Zombies.
listed as fey: Will-o-Wisp.


Aboleth (????; mm, p. 13):
Beholder (????; mm, p. 26):
Chuul (????; mm, p. 40):
Cloaker (????; mm, p. 41):
Flumph (????; mm, p. 135):
Gibbering Mouther (????; mm, p. 157):
Grell (????; mm, p. 172):
Intellect Devourer (????; mm, p. 191):
Mind Flayer (????; mm, p. 220):
Nothic (????; mm, p. 236):
Otyugh (????; mm, p. 248):
Slaadi (????; mm, p. 274):

unknown, unique or out of play: Death Tyrant & Spectator (beholder).


Angels (dragon; mm, p. 15):
Pegasus (semi; mm, p. 250):
Unicorn (semi; mm, p. 293):

Demon (semi; mm, p. 50):
Devils (semi; mm, p. 66):
Hags (dragon; mm, p. 176):
Rakshasa (semi; mm, p. 257):
Yuggoloths (semi; mm, p. 311):

Succubus (semi; mm, p. 285):
Hell Hound (semi; mm, p. 182):
Nightmare (semi; mm, p. 50):

Cambion (semi; mm, p. 36):

Saturday, January 2, 2016

FAVORITES (monster hacks):

[PROCESS: write about how they are used in most campaigns]

Magical Beasts, Plants & Faeries

All the Goblinoids

Lichlords & Deathknight

Giants & Trolls

Chromatic Dragons

Friday, January 1, 2016


Dungeons & Dragons blasted it's way into the gaming scene introducing an entire new way of playing around. Thereby trailblazing ahead for many fine roleplay games to follow. It ended up being less than the most innovatiove story-game out there. But now with d&d next it seems to be back as an industry innovator as well as the sovereign king of F20*. With a blend of streamlined mechanics and campfire narratives, d&d offers a unique play experience, that's best sprinkled with loads of imagination, combat and exploration. As a gamer that's fallen in love with some of the roleplay games that followed from d&d's conception: Call of Cthulhu, Warhammer Fantasy, World of Darkness, Trinity Universe, Delta Green, Trail of Cthulhu, Warhammer 40K & Chronicles of Darkness. It's a pleasure to find a new edition that brings back the charm of "the red box set", that in my eyes seems to be the soul of Dungeons & Dragons.

Blaze away . . .

* F20: A term encompassing the general category of D20-rolling fantasy games. [Ken & Robin]