Sunday, March 09, 2025

High Fantasy X

Well, my old Elemental Fantasy X has been converted to High Fantasy X. However, I wasn't doing anything actively with it. I stumbled across my old Eberron Remixed stuff, which reminded me of it, and I found that I was having problems signing in to my Microsoft Account (because of--supposedly--to many failed sign-ins. This is completely a problem that they caused, and then have not even attempted to fix; I remember when I was trying to sign in (after not ever having signed out) and getting locked out. And then my recovery email is one that I no longer have, because I don't use my Microsoft account for much of anything. I'm very frustrated with Microsoft right now, and decided to stop using OneNote entirely.)

In order to make it more useable, although I preferred an offline copy, like OneNote kind of would be, I also liked that I could synch OneNote manually if I wanted to use it on more than one computer, or my phone or tablet, etc. Instead, I transferred my OneNote status, such as it was, to a Google Site. I don't know that I trust Google Sites to be out there forever, but in the meantime, it's doing what I actually wanted OneNote to do, and because my Microsoft account got borked, OneNote isn't. 

Here's the link: https://sites.google.com/view/highfantasyx/home

It still has a lot of holes in it, but I did make some updates, and I'm pretty happy with its current status as a WIP that admittedly needs quite a bit more work to be useable. But I can do that fairly quickly, and then we'll see where it goes from there.

HFX was originally meant to be one of the modules for the Modular adaptation, but instead of actually proceeding (at least right now) with creating a base that can be modularized, I just have it as a handful of house-rules and a slightly revised race line-up for DFX. Because the two are quite similar, that works better than attempting to rewrite the core and make DFX a module, with HFX a separate module.

The rules changes are pretty modest, and listed below (not counting the races)

  • Characters start with two Heroism tokens instead of one each session. (as an aside, you can still get more during the session as normal.)
  • Sanity works as described, however the rules for a permanent Sanity check penalty do not apply, and that risk is eliminated entirely.
  • When casting spells, if a character roles a natural 1, it is not automatically a critical failure; it is a critical failure risk. Roll another check at the same DC as casting the spell, and it is only a critical failure if this second check is also a failure. It is, however, still a regular failure.
Although not a rule, it's worth noting that using magic isn't illegal and a risk of lynching as it is in DFX. Mages (or sorcerers or wizards or warlocks or witches or whatever they call themselves) aren't seen as any more dangerous, necessarily, than any other expert with a deadly weapon, and a heavily armed and armored stranger strolling into town would be seen as potentially just as dangerous as a mage. Both are noted for their ability to be extremely dangerous, of course, but that's little different than a man with a gun on his belt walking confidently into an Old West town. Sure, sure... you don't make trouble with him, but you don't run away from him just because he showed up either.

However, a mage who uses his spells to bully, threaten or harm the populace will be immediately treated as a danger; but then again, so would a warrior doing the same thing with his sword. This change in the perception of magic is probably more important even than the slight change in the rules for using magic; although the fact that mages don't eventually all go insane despite their best intentions is a big deal too. They are still kind of Russian roulette situations, although with a notably lower probability of problems than in DFX.

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