ICONS: Determination Damage
Here’s a variant for handling damage and contests via Pyramid Tests for ICONS that ties in Determination: Increase starting Determination to 10 minus the number of the hero’s powers (and abilities...
View ArticleICONS: Aspects, Who Needs ‘Em?
Aspects are an important element of the Determination system of ICONS Superpowered Roleplaying—both tagging qualities in order to spend Determination and compelling challenges in order to earn more...
View ArticleICONS: Nonlinear Scale
The opportunity to review the forthcoming ICONS Team-Up from Adamant Entertainment got me thinking about different variants and options again, so here’s another. As Great Power established with its...
View ArticleICONS: Milestones
Like comic book superhereos, ICONS characters may change and grow over time. If you plan a long-running series, consider the following options for hero improvement. Adjust the costs as you see fit,...
View ArticleICONS: Knacks
Knacks are a new type of trait for ICONS, neither ability, specialty, nor power. A knack can have one of the following effects, chosen when the knack is created and acquired: Substitutes one ability...
View ArticleFAE: Shifting Approaches
This is more of a post-let than a detailed post, but it was an idea that occurred to me and I wanted to get it out there for anyone who might benefit from it or do something interesting with it (which,...
View ArticlePoll: Best ICONS Options
What’s your favorite new rules option for ICONS Superpowered Roleplaying? I’ve posted a number of ideas and optional rules on this blog, and I’m looking for you to vote for your favorite. I’ve also...
View ArticleICONS: Pay-to-Play Determination
In the ICONS rules, starting Determination value is figured from a base of 6, minus 1 per power the character has, with abilities above level 6 counting as powers. So a hero with three powers and an...
View ArticleICONS: Innate Damage Resistance
This is an expansion/modification of the Innate Invulnerability damage variant on the ICONS Wiki. In essence, all characters get Damage Resistance equal to half their Strength level (rounded down) but...
View ArticleD&D: Narrative Equipment
Here’s a new one you can add to the already substantial “Dungeon Master’s Workshop” in chapter 9 of the Dungeon Master’s Guide, further simplifying even the starting class and background equipment...
View ArticleThe Power of Three: Innate Magical Abilities
The fifth edition of Dungeons & Dragons tends to place less emphasis on magic items as an expected component of characters’ capabilities. Certainly, there are challenges—such as monsters vulnerable...
View ArticleD&D: Acting to Exhaustion
The fifth edition of Dungeons & Dragons breaks abilities down into those usable at-will and those which recover their uses after a short or long rest. Naturally, the more powerful the ability, the...
View ArticleD&D: The Spent Condition
In my blog “Acting to Exhaustion” I played around with the idea of using levels of exhaustion in Dungeons & Dragons fifth edition as an additional resource for limited-use abilities, those that...
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