Idle Cartulary
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Rules Sketch: Favoured enemies
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Ok, so my problem with favoured enemies is that it’s pretty racist, but there is a mechanical reason for the generality of it: If I say “I hate all goblinoids”, my ranger is more useful that if they… Continue reading
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Rules Sketch: The basic procedure (part 2)
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. After removing concepts of desperate or controlled position from various rolls by reducing the presence of disadvantage, I feel I need to revise the basic procedure and GM moves to reflect the GMs communication and enactment of fictional… Continue reading
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Rules Sketch: Proficiencies revised
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I realise I haven’t listed or talked about proficiencies exactly. Let’s give it a go. Here is the ability check rule: When you attempt a task, consider whether it requires training, or whether anyone can do it. If… Continue reading
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Rules Sketch: Turn undead
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Second edition’s Turn Undead isn’t simple: Takes one turn Once per encounter per character Paladins are priests, but two levels lower You can attempt to do it at the same time, but not together Hands free and able… Continue reading
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Rules Sketch: Training in downtime
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I felt after developing out the classes, I needed to clarify the downtime activity Training. The text I wrote: You may train with a sage, master or expert, if you have a relationship with one. The downtime clock… Continue reading
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Rules Sketch: Classes Part 2
If you’re walking in on the middle of this series, there’s an index here. So, I’ll start sketching out classes. I decided that for each class, a picklist consisting proficiency slots, ability, spells, HD size increase, and HD number increase. Take two at first level and pick a third, and then take one additional at… Continue reading
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Rules Sketch: Heritage Part 2
If you’re walking in on the middle of this series, there’s an index here. To build our heritage, I need four lists: Heritable traits, heritable foibles, ethos and rituals. I’ll refer to the ethos section for a list of ethos. For your heritage, pick: Two minor heritable traits or one major heritable trait One heritable… Continue reading
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Rules Sketch: Saving throws
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I realised working on monsters, that I didn’t have a saving throw table for each class or for monsters (which are, in second edition, as warriors). The saving throw rule is: If you are attacked, make a saving… Continue reading
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Rules Sketch: Further combat: Monsters and ranged attacks
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. I forgot a few details in combat again: Namely, how a GM runs a monster from a stat block, and how a ranged weapon hits an ally when attacking into melee rank. A stat block consists: Number appearing,… Continue reading
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Rules Sketch: Factions with gravity
If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here. Factions are groups of people who share a similar goal and have collective power to shape the world around them. The community collectively considers them essential for making a world feel responsive and independent of the characters, but… Continue reading

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