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Post by bestialwarlust on Dec 31, 2019 17:25:00 GMT -6
Overall I liked the fist season. I've played the games and read one of the books. I agree that the time jumping could be confusing if you aren't paying close attention and aren't familiar with some of the stories. So a "10 years Earlier" would've helped. They took some liberties with the stories of Yennifer, Triss and Cidri but I can overlook some of that as it was a fun show. Henry Cavil did a good job as Geralt and I liked the interaction between him and Jaskier. Hopefully they can keep it as good into the second season.
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Post by bestialwarlust on Jul 23, 2019 19:52:28 GMT -6
I hope this will be good we need some decent fantasy shows. I've played Witcher 3 video game but haven't read the books yet. I've grabbed The Last Wish to read so if the show turns out to be a bad adaption I can properly tear it apart.
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Post by bestialwarlust on Jan 1, 2019 9:14:21 GMT -6
I've owned this for quite a while and have been considering converting it to use in an ACKS game. I'm curious how much if any of the setting rules will you be using or converting? The legates? the heroic paths can be ignored probably but will you be converting them?
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Post by bestialwarlust on Jul 25, 2018 17:31:00 GMT -6
Excellent work as always!
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Post by bestialwarlust on May 16, 2018 15:55:30 GMT -6
Add another vote for Delving Deeper.
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Post by bestialwarlust on Jul 20, 2017 20:11:20 GMT -6
The biggest I see with introducing players from later editions to od&d is the perception that the character needs mechanical modifiers to be "special". Where as that really comes in how you play your fighter.
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Post by bestialwarlust on Apr 20, 2017 12:01:06 GMT -6
I agree with you, randyb. The lack of drama is a definite plus, and I'll confess that when I log in and see that someone has reported a post or a thread to the Admin (this guy!) I feel my blood pressure spike. I think overall we have a great collection of folks who are more interested in intellectual discussion of a game we love than they are in "being right" or trying to influence others to change their view of gaming. That tends to keep the chatter more intellectual and less incendiary most of the time. But....but....Everyone here is wrong if you don't play my way you're doing it all wrong!!! just wrong!!!! There is only one true way!!!!! (helping fin's BP spike just a little more )
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Post by bestialwarlust on Apr 18, 2017 17:29:22 GMT -6
Unfortunately elitism exists in many different hobbies,religions, politics, etc..
ODD74 is one of the few gaming boards I frequent because that crap really doesn't exist here.
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Post by bestialwarlust on Apr 15, 2017 12:53:08 GMT -6
and I am free on Wednesdays, so why not? I'm not free on Wednesdays, but I am relatively inexpensive. Do you take coupons?
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Post by bestialwarlust on Apr 14, 2017 15:40:53 GMT -6
I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past. Part of me likes the idea of awarding XP for exploring, and part of me thinks that XP for gold IS the reward for exploring. I do this because I tend to be stingy on giving out gold. I need to loosen my purse strings a bit more....
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Post by bestialwarlust on Apr 13, 2017 21:32:40 GMT -6
I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past. The thing is, I'm running the modules in Adventurer's League, in which I have to follow the module. I can't give out random things because I feel like it, and for that reason I find it less rewarding. I'm not allowed to change Tomb of Horrors to make it with save or die traps. Instead, I have to use the watered down 10d6 damage. Sorry missed that I thought you were running it in your home game.
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Post by bestialwarlust on Apr 13, 2017 21:10:20 GMT -6
Hello- I want to start this in saying that I am relatively new to this game, as I have been playing for 3-4 years now, and I just started reffing. I run Adventurer's League for 5th edition and a OD&D game at my house, with the OD&D game being my favorite. It hasn't started yet, but in practice sessions, I have killed more characters than people playing (6 characters, 4 players). For my 5e game, I am required to run modules, and the new book that has lots of old-school dungeons just came out. At some point, I want to run Tomb of Horrors, and I want to capture the old-school feel that I wish I was around for. I don't know if anyone here played in Gary's game when he ran that adventure, but I want to hear tips on how to get the old-school feel. I am trying to make the players map, but they don't really want to and they go by memory. Does anyone have any tips? Thanks in advance! -Jack Lunt I've never played in Gary's game. I have this module and have run it several times. The challenge of Tomb is the players have to puzzle it out and can't rely on dice rolls. It's important to give visual clues when the characters are searching. It's still a challenge. As for mapping I have a group that's not big on mapping so I don't force them to. In my games what I did in the past is award exploration XP and this time around I plan to do the same with the new game I'm going to start. Now in addition to awarding exploration XP I will award XP for new rooms/area's mapped to help incentivize them to do mapping, and they're going to need to as I plan to run a large mega dungeon, something I haven't done in the past.
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Post by bestialwarlust on Apr 11, 2017 17:18:12 GMT -6
Good show. As I started with the far superior Moldvay/Cook set back in '81 myself I let you and Liz slide on your Homesian predisposition I loved Liz's reading of the warning at the beginning of the Expert set though, such a dire warning wasn't it haha!
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Post by bestialwarlust on Apr 11, 2017 12:30:06 GMT -6
This sums up D&D better than anything I've ever read. Indulge my while I unpack this: "I want to make a fun character to play..." Good. A game is supposed to be fun. "...and to be around..." I see way too many players forgetting this. "...all while having the ability to do serious things." Note how he doesn't say being required to do serious things. There should be room for silliness in games. I've seen to many self-important nurks who think their game is somehow High Art and that it must be Serious at all times. Puh-leeze. I'm here to have fun; write your Next Great Fantasy Trilogy on your own time. This, more than anything else, makes me want to go to GaryCon. I wanna play in this kid's game! My game at GaryCon will be completely free-form. I want to have my world and let the players dictate where we start in the world. I have written about 18 adventures for the players, and my game that I will be DMing on Saturdays at my house is taking place in the same world. I am a huge fan of overworld travel, and therefore random monster rolls are way more deadly. I am trying to make the dungeons with an old-school feel, and I want to make them deadly. Not quite Tomb of Horrors deadly, which I just started reading, but deadly enough to kill a character or two a session. Don't forget a random encounter doesn't have to be a creature it could be a strange and interesting site. "You come across an old blood stained stone altar" ..why is it in the middle of nowhere? let the players imagination run wild or something like "You find one giant sized foot print. No other prints are in sight." Rule 1 -- never explain anything. Let them fill in the blanks
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Post by bestialwarlust on Apr 8, 2017 11:09:06 GMT -6
I think the disadvantage would be that he can't be a Magic-user or thief, and on a roll of a 1-2 when it is casting a spell with its tongue, the monster gets an attack of opportunity against it. Can only reach level 7 and the class restrictions are pretty good. OD&D doesn't have a formal "attack of opportunity" rule, but remember, a combat turn is one full minute so you can easily say "If the frog man uses its tongne for casting, on a 1-2 any monster within 10 feet will attack the frog man that turn", as an example. Oooh! ooh! or on a roll of 1 your opponent grabs your tongue and ties it into a knot!
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Post by bestialwarlust on Apr 8, 2017 11:07:43 GMT -6
Oh, the CONCEPT is good, it's just that the implementation stinks worse than three feet up Jabba the Hutt's butt. (Many Bothans died to bring us this information.) Most wargames have some type of "Zone of Control" rule so you can't just waltz past enemy troops in your movement phase. Typically they take a paragraph, maybe two. The Attack of Opportunity rules for Star Wars d20 are two and a half pages, and still don't make sense. And that's my biggest problem with it. "Oh D&D never had this before!" Ummm yes it did it's called common sense.
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Post by bestialwarlust on Apr 8, 2017 9:39:55 GMT -6
There is no such thing as an attack of opportunity in OD&D. Of the many things I disliked about the WoTC house rule versions of D&D this is the one I hated the most. And people still cling to it! like it's great and innovative.
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Post by bestialwarlust on Mar 2, 2017 18:39:57 GMT -6
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Post by bestialwarlust on Jun 24, 2016 12:20:54 GMT -6
Just one set I ran across in a used book store years ago. And a pdf copy. I won't pay outrageous collector prices so that's all I'll own. Out of curiosity, how much were they selling it for at the used book store? Someone on reddit found the White box for $5 at a Yard Sale last year, included were the 3 LBB, a handful of old dice, and 3 lead miniatures. It was the 6th printing they were selling for $100. At the time it was the only one I cold get it and it seemed like a good price. At that point I had never seen or owned WB before.
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Post by bestialwarlust on Jun 24, 2016 10:59:20 GMT -6
I actually did grab a copy yesterday. It is filled with a lot of useful material.
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Post by bestialwarlust on Jun 24, 2016 10:55:45 GMT -6
Just one set I ran across in a used book store years ago. And a pdf copy. I won't pay outrageous collector prices so that's all I'll own.
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Post by bestialwarlust on Jun 23, 2016 11:27:13 GMT -6
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Post by bestialwarlust on Jun 18, 2016 10:25:04 GMT -6
Interesting idea. But I find that just sticking with WB HP and progression it's not much of an issue. As an aside there is a variant on SW white box called Hero's Journey in which the HP progression is slowed quite a bit and may accomplish the above without adding complexity. For example the fighter HP progression is: 1st level 1d6+2 2nd 1d6 3rd 1d6 4th -10th +2 HP So you're only rolling HP for the first 3 levels at 4+ you just add +2 HP the game caps out at 10 so on average with no con bonus a 10th level fighter will have 25 HP It's pay what you want so you can get it here: www.drivethrurpg.com/product/177622/The-Heros-Journey-Fantasy-Roleplaying-Swords--Wizardry?term=heros+jour
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Post by bestialwarlust on Jun 2, 2016 17:40:27 GMT -6
My spell research costs, as suggested above, are pretty much identical to the rules as written, just expressed differently. I made my own d20-based table for spell research, but the costs work out the same. Note, though, that I use the table for a whole lot more than just researching new spells, so the base costs listed are for mundane research or investment. Multiply by 10 for magic, divide by 10 for one-shot/temporary items, like magic scrolls. This post on my blog gives a slightly more detailed explanation, including how to apply this to bribery, crafting mundane items, and other projects, with links to a couple other posts where I explored specific ideas like arcane libraries or building a shrine. I try to keep spell research very simple. I've seen some interpretations of the by-the-book rules as requiring spell research rolls every week, and any failed rolled means starting over. I would just roll once at the end of the first research period, then again every week if the player continued to spend money on research. The only real wrinkle I introduced was reducing the risk of blowing it and having to start from scratch. Thanks I'll look those over
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Post by bestialwarlust on Jun 2, 2016 11:58:41 GMT -6
Sorry it does seem a bit vague now that I read it. Do you go strictly by what is laid out in Volume 1 or do you expand on it? or have you just tossed out the suggested way of pricing spell research and come up with your own? How complex or costly is spell research in your games? T So far in mine I usually require the magic user to build a library/lab with a base cost usually 1,000 gp. Then he must invest in the cost of the library and spend the amount of money needed for the level he wishes to research. So a library/lab to do first level spell research costs 2,000gp, this is in addition to the 1,000 gp base cost
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Post by bestialwarlust on Jun 2, 2016 7:20:15 GMT -6
How do you handle costs and expenditures when you have a magic user that wants to develop a new spell or research and learn an existing one?
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Post by bestialwarlust on May 30, 2016 9:41:51 GMT -6
It does seem more DM inexperience. Is 5e his first system? his first d&d system? did he run other versions/editions of d&d? I would say tough it out he will probably improve.
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Post by bestialwarlust on May 23, 2016 7:08:55 GMT -6
Will you be using the "official" Greyhawk pantheon or one of your own making? Okay, where to start.....I'm using a modified official Greyhawk pantheon (cut way down) with some additional gods from Blackmoor (Hak, Hadeen, Yoosef, Gulup-Ther, Zugzul, 2 additional Base Elements: Plants & Metal) and some demihuman deities (Gruumsh, Magubliyet). On top of that, I threw in some Airdhe and DragonLance for good measure (The High God, Unklar the Horned One, 3 moons of magic). I also did some monkeying with the Demihuman deities: the Seldarine are now Immortal Elves who found the lands of Fairy (called Shindolay, cribbed from Airdhe) and some of the others like Blibdoolpoolp will have human (mostly Flan) followers. To top it off, I made Pholtus an interloper god who followed Tharizdun's (also an interloper) trail to counter him. Finally, I added Vilp-akf-cho Rentaq (The Elder Elemental Eye) and his Servants of Elemental Evil (Yan-C Bin for Air, Imix for Fire, Uzrith for Earth, Olhydra for Water, Ehak for Plants and Zaaman Rul for Metal). Then there are the Infernals who are on the same level as Demi-Gods (Lolth, Yeenoghu, Zuggtmoy, Graz'zt). I'm still debating whether I want the Hero-Deities at all or maybe modify them to be Immortals. I decided that Paladins and Anti-Paladins don't follow Gods, per se, but follow Saints (sort of Platonic ideals who were/are Paladins/Anti-Paladins) like Cuthbert, Mayaheine, Stephen the Rock (Anti-Paladin Saint of Technology). A few other odds and ends were added as well (some from Airdhe, some from Greyhawk). That sounds very cool. Nice mash up. I've done something similar with cutting down the initial GH pantheon. I haven't added any from the Blackmoor yet I'm still deciding on what others to add or not add. So far from GH I have: Celestian —is the god of Stars and Wanderers Cuthbert — Wisdom, Dedication, and Zeal. Erythnul —hate, envy, malice, panic, ugliness, and slaughter Heironeous —Chivalry, Justice, Honor, War, Daring, and Valor Hextor —god of war, discord, massacres, conflict, fitness, and tyranny. Iuz —Deceit, Evil, Oppression, Pain, and Wickedness Obad-hai —The god of nature, woodlands, hunting, and beasts Olidammara —Music, Revels, Wine, Rogues, Humor, and Tricks Ralishaz —The god of Chance, Ill Luck, Misfortune, and Insanity Trithereon —The god of Individuality, Liberty, Retribution, and Self-Defense For Tharidun/EEG type I'm porting in Morgath from the Harn setting.
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Post by bestialwarlust on May 22, 2016 6:53:32 GMT -6
Will you be using the "official" Greyhawk pantheon or one of your own making?
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Post by bestialwarlust on May 13, 2016 9:55:20 GMT -6
I agree I've come to a similar liking to this map (stole the colored version from Grodog) to use. I'll be keeping most of it the same though I've added Blackmarsh over off the cost east of the Great Kingdom castle mark.
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