If you are standing in the Dome of Heaven, you appear to be on a large landscape, with a tall dome arching overhead. On the interior surface of the Dome, there appears to be more land (and more oceans, and more clouds). The sages teach that the Dome is actually a sphere, and the dome-like appearance is a natural illusion.

Continue reading “A Short Introduction to the Dome of Heaven”

So I’m working on the Gygax 75 challenge by Ray Otis. In part 2, the surrounding area, you make an encounter table for the area. The table uses a 2d6 roll, and he advises putting the weaker encounters in the middle of the range, so they are more common.

That’s all well and good, but I have a trade road moving through my area. I was thinking I should have one table for the road and one table for off the road. But there would be some overlap between the two tables, and I was trying to think of a way to make one table. Then I remembered the dice mechanics of Silent Death (an old spaceship combat game), and came up with 3M tables. Although I would not be at all surprised if someone else came up with this idea previously and called it something else.

There was a post on reddit about moderating the player vs. player randomness when rolling ability scores. There was some sentiment that if you want players to be evenly matched, don’t roll; only roll if you’re okay with some players having better abilities.

I initially agreed with that assessment, and posted some stats about the expected variability. But then I realized that it is valid to want different levels of variability, so I went through my list of ways to roll abilities, and did some simulations to try and find a range of possibilities with different variability between players. Continue reading “Player vs. Player Variability When Rolling Abilities”

I saw some Reddit posts recently about rolling ability scores, or not rolling ability scores. I thought up a couple ideas, and started thinking about possibilities, and then went down the al-miraj hole of internet research. Listed below are the ability generating variants that I found. I broke them apart into individual pieces that can be mixed an matched. I tried to identify numbers that you could vary to fit your tastes, which I typically called N, with values people stated they were using in parentheses. Continue reading “Rolling Abilities in Dungeons & Dragons”