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Post by bestialwarlust on Jun 14, 2011 11:07:45 GMT -6
So over the years of gaming there's always complaints about save or die with poisons and such. Many games have implemented hero points, fate points, etc. I've explained to my group that we don't need that as D&D has this built in with the saving throw. Yes it sucks that the poisoned needle is filled with a deadly poison (whatever the case maybe) you should have died then, but instead you get one more chance roll a save and you make it. The evil wizard hit you with a fireball and you just take xx amount of damage, but you can try and dodge out of the way (kind of like they do in movies when defying the laws of physics people out jump, run, etc... fiery explosions) roll a save. I feel my interpretation maybe a good call based on how it was said that Arneson handled saves in his game odd74.proboards.com/index.cgi?board=general&action=display&thread=5919So am I off base what do you think about saves vs fate points
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Post by bestialwarlust on Jun 9, 2011 22:46:38 GMT -6
Dispel listed as a 4th level priest power but the first sentance starts "–A Priest of Level 8 or above" So is this miracle level 4 or 8?
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Post by bestialwarlust on Jun 7, 2011 16:48:21 GMT -6
So I see you can add modifiers to change difficutlies. What are some of the ways this can be done to keep them secret from the players if they are always making trait rolls?
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Post by bestialwarlust on Jun 7, 2011 4:54:04 GMT -6
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Post by bestialwarlust on Jun 6, 2011 16:47:47 GMT -6
Will you still be working on dragons at twilight for relase?
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Post by bestialwarlust on Jun 5, 2011 11:10:20 GMT -6
Just wanted to drop a message here for another owner of your product. Very interesting take. With all the games I'm running I'm not sure how much I'll get to run this but I definitely wanted it in my collection.
I've given it a quick read. I can already see some house ruling I'd do for my game. Not too much I would change though.
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