Monday 5 April 2021

Super Kids Joins the Hero Kids Creator's Guild

If you're interested in creating Super Kids products or translating existing Super Kids content, you can do that! Super Kids is part of the Hero Kids Creator's Guild at DriveThruRPG. Once you've created your content (new adventures, expansions, heroes, pets) or translated the material, you can sell it through the guild. Check out the full content guidelines if you'd like more information.

Adventure Template. This pack includes everything you need to design your own original Super Kids adventure.

    Translation Packs. These packs include everything you need to translate Super Kids products into another language.


    Saturday 29 February 2020


    Emulating DCC RPG’s Funky Dice on Fantasy Grounds


    In MeWe’s DCC RPG group we were discussing Fantasy Ground’s (FG) lack of 3D funky dice support. Although FG only includes the standard set of 6 dice as 3D, it still allows you to roll the additional funky dice (just without the funky dice visuals). Here is a tutorial on how to use FG to emulate the additional dice used in DCC RPG.

    Option 1. Use the /die command. For example, typing /die d14 into the chat box will roll a d14.

    Option 2. Use the modifier (+1d, +2d, -1d, -2d) on the bottom left-hand side of the screen to move up/down the dice chain. Then grab the appropriate die and roll it. For example, if you want to roll a d24, click the +1d modifier and then roll the d20 (see Figure 1).

    Figure 1. Using the dice modifier to emulate funky dice.

    Option 3. Use the custom dice feature associated with each die. To use each die's custom dice feature, right click on the die, and select "Custom Dice." Custom dice options are as follows: d20 = d16, d14; d12 = d24; d10 = d100, d5, d30; d8 = d7; d6 = d2, d3. For example, if you want to roll a d16, right click on the d20, select “Custom Dice,” click d16, then roll the die (see Figure 2).

    Figure 2. Using the custom die option to emulate funky dice.

    Need to include a positive or negative modifier on your roll? Click the modifier box in the bottom left-hand corner of the screen, then type in the appropriate modifier. Then proceed with option 1 or 2 above.

    Automating Funky Dice Rolls. The options above are useful for one-off rolls. However, if you know you will be making the same rolls on an ongoing basis, you will likely want to automate your funky dice rolls. Here are a couple ways to do that:

    Numbered Dice Slots. Use option 1, 2, or 3 above, but instead of hitting enter on the die command (Option 1) or rolling the die (Options 2 & 3), drag the command or the die to a numbered slot at the bottom of the screen. Then right click on the slot, click “Edit Label,” then type in the correct die label (e.g., d30). Do this for each of the funky dice (see Figure 3).  When you need to roll a particular die, click on the appropriate slot.

    Figure 3. Using numbered dice slots to automate funky dice rolls.

    Characters’ Weapons. Go to the Action tab of your character sheet. Click on the magnifying glass icon to open the Weapon sheet of the appropriate weapon. In the Weapon sheet, right click on the dice entry, then click "Clear Dice." To add the funky die, use option 2 or 3 above, but instead of rolling the die, drag and drop it on the dice slot - attack or damage as appropriate - for the weapon. Now, when you double click your attack roll, FG will roll the funky die and add in the relevant modifiers. You can also drag and drop your attack roll die onto an opponent. In doing so, FG will automate the attack versus your opponent’s AC. If you hit, drag your damage die onto your opponent and FG will automatically deduct the damage you dealt from its hit points. See Figure 4 for an example of a 6th level cleric who would have a d14 for his second attack.

    Figure 4. Creating attack (and damage) rolls that use funky dice.

    Friday 21 February 2020

    Dungeon Crawl Classics RPG Level 1 Character Generator Using "Race as Race" House Rules

    Having enjoyed creating an Excel level 0 character generator, and being a huge fan of DCC RPG, I've been plugging away at developing a level 1 generator for DCC RPG (download file v1.4.1, 02/23/20). The generator uses the "Race as Race" house rules I compiled and revised from different sources. These house rules separate out race from class. The generator allows the user to select a completely random character or choose character options (e.g., race, class, alignment). I've currently covered mostly traditional core fantasy classes. Classes include:
    1. Barbarian (Knights in the North)
    2. Bard - Sage, Minstrel, and Skald variants (Sanctum Secorum Ep. #35 Companion)
    3. Cleric (DCC RPG)
    4. Defender - José Luiz Cardoso's sword & sorcery conversion of the Dwarf (Phlogiston Books Vol. II)
    5. Druid (Knights in the North)
    6. Necromancer (Knights in the North)
    7. Paladin - Templar, Guardian, and Dark Knight variants (Knights in the North)
    8. Ranger - Archer and Two-Weapon Fighter variants (Crawl! fanzine no. 6)
    9. Rogue - José Luiz Cardoso's sword & sorcery conversion of the Halfling (Phlogiston Books Vol. II)
    10. Thief (DCC RPG)
    11. Warlock - José Luiz Cardoso's sword & sorcery conversion of the Elf (Phlogiston Books Vol. II)
    12. Warrior (DCC RPG)
    13. Wizard (DCC RPG)

    I added in Ari-Matti Piippo and Joni Kesti's Animal Form spell as a standard ability for the Druid and their Animal Companion option for the Druid and Ranger. Occupations and equipment are based on the Alternate Occupations supplement for DCC RPG. Additional equipment is based on items created by members of the MeWe DCC RPG group.


    The Result: The formula coding is atrocious (I don't know what I'm doing most of the time), it's messy in more than a few places, but it works... usually. Thus, I (and now you!) can quickly create a never-ending parade of race-as-race house ruled level 1 PCs for DCC RPG.

    Files:

    Tuesday 15 January 2019

    "Race as Race" House Rules and Character Generator for Dungeon Crawl Classics RPG


    "Race as Race" House Rules (download file v5 02/18/20). From time to time people ask about separating out race from class and allowing characters of different races to level in classes typically reserved for humans. I've been working on some "Race as Race" house rules. I tidied them up, added an intro, and formatted things to be a bit more visually appealing than my original document. Races include: Human, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, and Gnome.


    "Race as Race" Level 0 Character Generator (download file v2 03/20/20). I've always loved generating RPG characters and creating my own generators to do so. Taking inspiration from Jon Marr's Purple Sorcerer generators, after way too many hours, I hacked together an Excel formula and macro-based level 0 generator. It allows the user to generate 4 0-level characters using the aforementioned Race as Race house rules. I also used the Alternate Occupations supplement for DCC RPG. I'm sure there are still some bugs, and I don't know if the generator will work for anyone else (I've tried it on 3 PCs - not sure if it'll work on anything but a PC), but I thought I'd share in case others can put it to use. Be ye forewarned: the formulas are ugly and the sheets are messy throughout. I'm no programmer, but delight in the tedium and frustration of mashing together formulas and trying to make things work. Do check out the READ ME sheet in the Excel spreadsheet before generating characters. The formulas are easily broken. Worst case scenario: you just download a new copy of the generator. Best case scenario: you improve on what I've done and re-share with the community.




    Friday 9 February 2018

    Super Kids at the BAMFsies


    The BAMFsies are a cheeky and fun RPG awards focused solely on superhero RPGs. We’re not nearly as serious as the Ennies. We’re probably more serious than the Grammys.
    Sean Patrick Fannon made Super Kids one of his picks for a Judge's Spotlight Award. He had this to say:
    Super Kids 
    Arguably the most successful kid-friendly, family-oriented RPG in the world [Hero Kids] gets a superpowered upgrade with this one, and it doesn't disappoint. All those superhero movies are gonna have the youngsters wanting to power up, so here you go.
    My family will be celebrating tonight with popcorn, root beer floats, and a "superhero" movie (Diary of a Wimpy Kid: Dog Days - Greg and Rowley being the superheroes).

    DriveThruRPG currently has a BAMFsies sale on. Many of this year's winners and nominees, as well as a tonne of other excellent superhero RPGs, are on sale at 25% off.

    Friday 5 January 2018

    Powers Update for Super Kids

    Since releasing Super Kids I've been developing different powers (i.e., Special Actions and Bonus Abilities). These powers are detailed in Version 1.5 of Super Kids - A Superhero Expansion for Hero Kids.
    New in Version 1.5. From Teleporters, Speedsters, Blasters, and Flyers, to Shapeshifters, Tanks, Healers, and Time Manipulators, you can find every type of super kid, superhero, and supervillain in Capital City. Better yet, you and your players can create any type of super kid, superhero, and supervillain. Version 1.5 introduces 182 Powers (i.e., Special Actions and Bonus Abilities) you can use to bring your supers to life. These include:

    • 17 Special Actions useable by all super kids (e.g., Camouflage, Invisibility, Mimic, Set Trap, Shapeshift, Teleport, Time Stop).
    • 31 Melee Special Actions (e.g., Bulldozer, Entangle, Frenzy, Hunter, Reach Attack, Weapon Throw).
    • 27 Ranged Special Actions (e.g., Copy Power, Explosive Ammunition, Grease Bomb, Make it Rain, Missile Barrage, Skipper).
    • 38 Magic Special Actions (e.g., Cyclone, Fireball, Holographic Environment, Mind Control, Polymorph, Sentinel, Telekinesis).
    • 17 Offensive Bonus Abilities (e.g., Ambush, Extra Arms, Not On My Watch!, On A Roll, Payback, Riposte).
    • 18 Defensive Bonus Abilities (e.g., Bulletproof, EMP, Energy Absorption, Force Field, Perplexing Presence, Psionic Pulse).
    • 34 Utility Bonus Abilities (e.g., Burrower, Giant Leap, Jelly Body, Mini, Regeneration, Rubber Body, Super Smart, Wall Crawler, X-Ray Vision).

    Monday 29 May 2017

    Super Kids' Bundles

    With the release of the fourth Super Kids' product (Super Kids - Super Kids Cards II), I have created two Super Kids' bundles:
    • Super Kids - Complete Bundle [35% discount]
      • Super Kids - A Superhero Expansion for Hero Kids
      • New Recruits - A Super Kids Adventure
      • Super Kids - Supervillains, Henchmen, and Minions
      • Super Kids - Super Kids Cards II
    If you're looking to give Super Kids a try, or you want to round out your collection, these bundles are a great way to do so. New Super Kids products will be added to the Complete Bundle as they are released.

    Many thanks to all who have given Super Kids a try. I hope you and your kids are enjoying it as much I'm enjoying making it and playing it with my kids.