Showing posts with label next 52. Show all posts
Showing posts with label next 52. Show all posts

Tuesday, 8 April 2025

The Next 52 (26?) Pages

As promised, here is the pdf of the first 26 of the Next 52 pages. It's an expansion to my preferred homebrew adventure game system that, like the Expert set of yore, covers level 4-6 with new powers and spells. Also, like the Advanced edition of yore, it puts in a dozen or more new class options for both established and starting characters. And there are a few extra goodies - a summoning table for the new set of summoning spells; a way to promote hirelings into henchmen.


[Download here]

You will see that the second 26 pages of Next are somewhat of an ideal outline for new types of adventure, new monsters and treasures. While nice to have, I don't think filling this part out is my first priority. Based on a couple of campaigns that made it to 7th level, there is a full list of spells to level 10, a take on advanced skill possibilities once the skill boxes begin to completely fill, and the framework of a game that has an ultimate win condition at level 10. Adding more character options and a kind of "domain game" to this, and you have a 26-page Beyond supplement that I will be looking to work on more this year.

Friday, 1 May 2015

Improving 52 Pages: Fighter and Rogue Combat Powers

Part of developing the 52 Pages Next, the Expert-like rules extension for my game, involves coming up with alternate powers (feats, whatever) for fighters and rogues as well as what they can do at 5th level. Well, here they are:



It bears repeating my design philosophy here: powers should add effects without adding decisions that slow down play. Most of them are either straight bonuses,consequences on things that happen anyway in combat, or "cool things that happen on this die roll." I find this is vital so as not to slow down the pace of Basic-derived D&D, where the tactical decisions should be less "which power should I use now" and more "how do I position myself and use weapons to best advantage?"

As I prepare for converting my existing Band of Iron players to the very latest version of 52 Pages - they've been playing the 2011 version for some time now - I realize that they've grown very fond of their Whirlwind and Quickshot feats - they really light up when they roll a 5 or 15 for their extra attack, even though these are underpowered compared to my new powers which give you 5 numbers to get an extra attack. So, I souped them up a little and added a couple more.



Yes, Weaponmaster is a little tribute to the old Rules Compendium stuff. I had to think hard on impaling to not create super-ridiculous archers with +d6 damage when ambushing, potential +d6 from Deadshot,and double damage (Runequest style) on top of that. I think the die minimum answer is a nice compromise.

Oh yeah, elves and dwarves now get one feat at level 5.


Monday, 28 April 2014

Next 52 Introduction

I have been letting out a few of the new pages from the "Next 52"-a rules expansion for my 52 Pages system covering new classes and options. As may be apparent, the structure of the two documents mirrors the Basic and Expert sets of TSR D&D. Just as the first 52 gave a simple structure and goal for adventuring, so do the next 52 structure the next set of challenges - from a town to a realm.


Essentially, each adventure completed from player levels 4-6 should usually be set up to have consequences for the party's reputation in the eyes of one or more leaders (from 3-7 individuals who influence a realm). Have more of the leaders on your side than against you, and you can be named agents of the realm, setting you up for the level 7-9 adventures that will end with your own rulership. It's a slightly different twist on the ACKS middle and end game - you're not sent on missions per se, but you are aware - usually - of what your activities mean for those in power.

In a fit of disclosure, I'll say that neither of my ongoing campaigns are based on this template. The more story-intense one has the players bouncing long distances across the world with the vague structure of a couple of mysterious prophecies and conspiratorial organizations, while the looser one is based around the tentpole of the Castle of the Mad Archmage. So certainly 52 Pages "as written" would be a viable idea for the next campaign ...

Meanwhile, I've set myself the fun challenge of coming up with mechanics for politics, trade and domains that are as modular and simple as the 52 Pages aim to be.

Friday, 18 April 2014

Next 52: Psionicist

OK, short break from heavy aesthetic slogging. I made a psionicist class for Next 52 Pages and the rules can with little effort be ported to any other system. The spell schools are Enchantment, Divination, Alteration and Destruction (fire, force).


While making it a balanced option I have also tried to preserve the rarity and elitism of the class ("Wow, Skip! You tested psionic!") and the possibility that they open the party up to a whole new kind of attention and danger from big-brained mutations. It's not quite the long-range sensing and communication of the Hiero novels but maybe some more Divination spells in that vein could be added.

Thursday, 3 April 2014

Next 52: Demihuman Options

"Elves in AD&D are unbalanced!"

"Well, that just goes to show ..." Something about the literary influences Gygax denied, which I'll explain next time. 

In the meantime, here are some expansion rules for my balanced elves, dwarves, and gnomes who obey the 52 Pages' Race-As-Class logic. Much easier to balance C options than (C x R) options. 


As usual, sober Isotype game design involves but a few meaningful points of pizzazz. Color magic makes all the elves special; the night elf can be a drow, a word or a purple long-eared galoot. Most of the fighter's powers in 52PP are extra attack granting (chop till you drop, extra attack on low roll) and the standard dwarf doesn't have them, which makes this little berserker guy fun but dangerous.

Oh, and have the silhouettes that aren't from Telecanter. Candle redacted because gnomes have dark vision. 




Sunday, 16 February 2014

Next 52: Mountebank and Specialist Wizard

These next two classes for the next 52 Pages are magical in nature.


The Specialist Wizard plays on the color magic scheme; at character level 1, level 2 and 3 spells have a failure chance but the Mind save bonus from the class helps. If you ever wanted to blast fire darts, fire puffs and magic missiles all day, here's your chance.

Yes, that is Black magic for the necromancer.

The Mountebank takes the tricksiest colors of magic-illusion purple, summoning and transportation silver, change yellow, conjuring-up blue -and makes a half-rogue, half-wizard go at it.

Friday, 7 February 2014

Next 52: Militant and Mystic

These are the first of several hybrid classes for the "next" (ho ho) expansion to my52 Pages rules. They can be played from the start or switched into from "adjacent" classes - using rules that will be presented later. Here is the fighter/prophet hybrid and the prophet/wizard. Both classes, actually, made an appearance in my first Trossley campaign, with a PC militant and an NPC mystic.


There are no doodads here, no warhorses or special abilities. If the player of these holy characters chooses evil, their powers remain as before, but are false, substituted gleefully by the Devil. "He casteth out devils through the prince of the devils."