“ If you want to add a 'supernatural' touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.”
“ The PCs have travelled long and far. As nightfall approaches a mighty storm is unleashed. Luckily there is a lush wood nearby the path.
A good shelter for the rage of the unnamed weather gods it seams at first. As the PCs enter under the roof of this dense wood, they are welcomed by only a few drops wich is allowed trough the thick forest crown. A fire is offcourse required to warm the weary bones of the travellers. As one of the party is set to the task of collecting firewood the others settle down at a suitable location. But alas, they did not know the perils of this forest. But it seems clear to the rest of the party that something ill is at work as the woodcutters scream echo from afar.”
“ I've never been happy that almost every player picks long sword and greatsword, so I made a special chart to make them more unique. I use this in OSR and Pathfinder. I use 20 only as crit threat(Pathfinder speak),double damage.
dagger +2 to hit, D4 damage
short sword +1 to hit, d6 damage
long sword, threatens critical(see below) on 19-20, D8 damage
battle axe, ignores one Damage resistance( some monsters have resistance to damage in the form of knocks damage off before you do actual damage)(scale at higher L?) D8 damage
Mace, 0ne damage on a miss(Scalable?) D8 damage (Ok , should prob only be vrs Metal armor but not looking for that kind of complexity)
spear D6 damage, d12 damage vrs large creatures
great sword 2d6 damage
military pick d6 damage, x3 damage( triple dice damage) on crit(20)
great axe D10 damage, +3 to confirm crit ( in pathfinder if you roll a 20 you then reroll your attack and if you hit the targets AC, you get a critical multiplier)
quarterstaff(2 handed) D6 damage +1 bonus to AC (to the better)
Etc.”