So in last night's 3.5 edition D&D game, my players had a chance to do some ice fishing and one player called out for one of my ad hoc mini-games (I do this a lot haha). I wanted something simple, a combo of character skill and some luck, and so in short order ended up with this very quick mini-game you can easily employ.
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Quick Disclaimer: These fishing mini-game mechanics may not be entirely original and could resemble systems from other games I just can't recall. For my part, I'm posting this FOR sharing. Feel free to use, adapt, or modify them in your own games as you see fit. No ownership or exclusivity is claimed over this idea—enjoy and share as you wish!
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Fishing Mini-Game (D&D 3.5 Edition)
Step 1: Build the Fishing Pool
The player rolls a number of d6 equal to their relevant skill modifier (Survival or Profession (Fisher)).
Example: A character with a +10 in Survival rolls 10d6 and sets these dice aside as their "Fishing Pool".
Fishing Pool Example Roll: 1, 1, 2, 3, 3, 4, 4, 5, 5, 6.
Step 2: Perform the Fishing Check
The player then rolls 5d6 as their "Fishing Check" for one hour of fishing.
Example Roll: 1, 2, 4, 4, 6.
Step 3: Match for Combos
The player now attempts to match the dice results from their Fishing Pool with their Fishing Check results to form combos. The number of dice used in the combo determines the size of the fish:
Small Fish: Match 2 dice from the Fishing Pool with the Fishing Check.
Medium Fish: Match 3 dice from the Fishing Pool with the Fishing Check.
Large Fish: Match 5 dice from the Fishing Pool with the Fishing Check.
Example Combo:
If the player's Fishing Pool has dice showing 1, 2, 4, 4, and 6, they could match all 5 dice with their Fishing Check, catching a Large Fish.
Step 4: Fish Weight and Rations
Once the fish is caught, the total weight of the edible parts of the fish is determined by summing the values of the dice used in the combo.
Example: For a Large Fish (1, 2, 4, 4, 6), the total weight is 1+2+4+4+6 = 17 kg.
To calculate the number of rations provided by the fish:
1 kg = 2,000 calories (or half a ration).
Rations Formula: Divide the total weight of the fish by 2.
Example: 17 kg / 2 = 8.5 kg or 8 rations (we round down).
Step 5: Continue or Stop
After catching a fish, remove the dice used from the Fishing Pool.
If the player still has at least 2 dice left in their Fishing Pool, they can attempt to catch another fish using the same Fishing Check results. Otherwise, they are done for that hour.
That's all that we did and they loved it!
But since then we've considered how future games or others might expand on it with special roll combos, items, locations, setting conditions, Aid Other, etc. So here are some...
Optional Add-Ons and Considerations
Multiple Attempts Per Hour:
If the player rolls exceptionally well on their Fishing Pool, they may be able to attempt fishing multiple times in an hour. To keep this simple, I'd say if they are able to clear the first Pool entirely, they get a brand new roll, a whole new Pool as if starting fishing over, but they keep their previous catches.
Modifiers and Conditions:
You could introduce conditions that affect the Fishing Pool or Fishing Check rolls:
Good Fishing Spot: +1d6 to the Fishing Pool.
Bad Weather/Overfished Area: -1d6 (or more) to the Fishing Pool or disadvantage (see 5e, we use this idea quite a bit even in our 3.5e games) on Fishing Check rolls.
Magic/Luck Items: Grant rerolls or bonus dice to the Fishing Pool or allow rerolls of the Fishing Check.
Special Fish Combos:
Occasionally, you could allow rare or magical fish (or larger species) that provide bonuses or other effects; perhaps these are possible if the combos use specific die results:
Giant Fish: Requires a match of dice with identical values, but double the weight result (ex: a medium fish that used 5,5,5 would be a Giant of its type, and grant 15x2 or 30 kg of edible parts!).
Magical Fish: Grants temporary bonuses, like extra HP or special buffs, when consumed. (ex. A combo of sequential rising values, like 1,2,3,4,5, would grant a Magical Large fish)
Fishing Tools and Bait:
Fishing equipment or bait could modify the rolls:
Better Rods/Lines: Allow rerolls or add extra dice to the Fishing Pool.
Special Bait/Lures: Increases chances of catching better or more fish (ex. set any one die result to 6; or allow player to select the value of any one die, etc.).
Aid Other
Another player can choose to assist Player A if they are proficient in the same associated skill (Survival or Profession (Fisher), etc based on your setting):
Player B (helper) rolls for the associated skill.
If the result of their skill check (rolled like any other skill check) is 10-19, Player A gains 1 extra die in their fishing Pool.
If the result of their skill check is 20 or higher, Player A gains 2 extra dice in their fishing Pool.
Player A can then use these extra dice to help form better combos when matching against their Fishing Check.
Let me know if you use this mini-game in your D&D sessions, or revamp it for the tabletop rpg/edition you play!
I'd love to hear your stories of the biggest catch, or lamenting that one LEGENDARY CATCH that got away!
And check out Tabletop Gaming Resources for more art, tips, and tools for your game!
My default player character going back to 3.5, Mr Normal Man, a human Paladin of Bahamut. I picked Bahamut back then since White and Blue fucks as a combo and I like Dragons. Mr. Man has had several miniatures over the years, this is his most recent iteration as a DMpc to play support. It was my first shot at a lava style fire sword too, which I think looks nifty
This should have been one of the first posts, but eh, here we are. This post will focus on the ranks in a clan and their relative class!
Leader: Leaders are the successor of the previous leader, gaining respect and learning how to work with their clan during their time as a deputy. Leaders would be a prestige class, requiring a certain amount of levels in the warrior classes (can be mutliclassed from healers too).
Deputy: The clan's second in command and selected by the leader to follow in their pawsteps upon the leader's death. Deputies would not be a separate class, but would need to have the required levels for leader in a warrior class before becoming deputy.
Oracle: The Clan's spiritual advisor. They are chosen from birth and raised to learn things that pertain to their jobs, mostly how to communicate with spirits and some magic. There is only one oracle per clan. The successor would be known as a lesser oracle until the current oracle dies. Oracles would be their own class, but have two prestige classes, clerics and seers. Clerics are chosen by a single deity, which the oracle becomes a speaker of. Clerics would be similar to warlocks and clerics from DnD 5e. Seers are oracles that have spent too much time in the other planes of existence, becoming more magical in nature. They would be similar to sorcerers and wizards from DnD 5e.
Healers: The doctors of the Clan. They were taught how to use herbs to cure diseases and heal injuries. However, some may leave the rank, becoming a warrior instead. They would be a single class, focused on healing and buffs, similar to DnD's bards.
Warriors: The lifeblood of the Clan, warriors would be split into two classes, fighters and hunters. Fighters focus on training in battle, becoming more of a strength based character. Hunters focus on hunting or fishing to feed their clan, creating a more dexterous character. Some may have a change of heart and become a healer.
Unranked: Unranked characters would be any cat that has a 'job', but is not a warrior, healer, or high rank NPC classes are playable, but not optimal for play. Some NPC classes would include builders, gardeners, time-keepers (kinda like a historian), insect keepers (for things like honey and cobwebs), artisans, and cooks.
Monarchs: Nursing and pregnant parents are in this "rank". However, this is always at least one midwife, a cat who is a perma monarch, to help new parents. A classless rank.
Elders: As a cat gets too old to do much, they will retire and become an elder. Some elders take on an unranked job on occasions, but do not have the strict responsibilities of that job. A classless rank on it's own.
Apprentices: A cat learning a rank or job. For PC classes (oracle, healer, and both warrior classes), an apprentice is level 1 and graduates at levels 3-5 (depending on level). For NPC classes, they do not have a strict level to graduate.
Kits: Any cat younger than 6 moons. A classless rank.
Sorry to keep bugging you about this weird 3.5-4e project of mine, but I've encountered another little wrinkle in the conversion process and wonder if you might have any wisdom to offer. My current problem is about PC advancement and XP.
The adventure path I'm working on converting is, in theory, meant to take a party of 3.5e characters from level 1 right up to 20 - I figured it was unlikely that this would translate well to a range of 1-30 in 4e, but the difference in the pace of advancement really threw me. Even though 4e characters need less XP to gain levels than their 3.5 counterparts, it seems like the actual process of gaining that XP is much slower - a standard level 1 monster in 4 is worth 1/3 the XP of a CR 1 monster in 3.5. Obviously quest xp is meant to help close that gap, but it doesn't seem to me like enough.
My current plan is to just toss XP out the window and try to institute some version of milestone advancement, just awarding a level where I feel it appropriate in terms of the campaign's story advancing. I'm a little worried that this might be ignoring an important part of how 4e's rules are written, as well as potentially making it more difficult to mark advancement when my player inevitably veer off the plotline as set out in the written adventure path. What was your experience (pardon the pun) with the xp system on critical hit? Could a milestone system work for 4th edition? P.S., I'm now well into celestial crusade on my CH relisten, and wow, the jump in quality is amazing (not that s1 or s2 were terrible or anything)!
I stuck to the XP system the whole time and honestly I wish I hadn’t. I think maybe what you need is something like a REVERSE MILESTONE SYSTEM!
Basically you assign levels as they play, but say “they need to be X level before they face the dragon” so if they’re not high enough level they level up right before.
Also I am now of the opinion that advancement should be a thing that happens no matter what, so if the players show up, give them xp.
In your own D&D 3e/3.5 campaigns, have you always wanted to fight with the powers of light and big elemental explosions? A pretty protector leaping over enemies to rescue your friends from the forces darkness? Channel the powers of goodness through awesome kickboxing and unique bursts of fire, water, earth and/or air?
Then check out the Valiant! A homebrew monk/battle dancer-based class inspired by the classic anime/tv genres of Mahou Shoujo (Sailor Moon/Pretty Cure/Cardcaptor Sakura/etc) and Sentai Tokusatsu (Power Rangers/Super Sentai/etc)!
Just did a major overhaul and expansion to the Valiant class recently! Added in tons of new options such as the Wildheart, Lostheart and Planar Valiant!
All homebrew is free to use and play in your own games! (Though a shoutout would be nice lol) -- Love, @aboleth-eye
"When one of the players is drawing a map as the characters explore a new place, give her a break. Describe the layout of the place in as much detail as she wants, including dimensions of rooms"
"Of course, when the PCs [player characters] are lost in a dungeon or walking through fog, the whole point of the situation is that they don’t know where they are (or where they’re going). In cases such as these, don’t take pains to help the mapper."