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Post by jcstephens on May 12, 2011 18:49:57 GMT -6
I imagine so, yes! Probably because they'd be served straight up vinegar instead of a vinegar-based drink like posca (unless the DM has read this thread, or is a huge Roman buff!). Me, I'm fond enough of vinegar to actually find a few dashes of apple cider vinegar in a glass of water pretty tasty. I guess this means I'll have to try my hand at making my own posca too! ;D De Saxe's Reveries actually recommends vinegar as a disinfectant for water, citing the Roman usage.
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Post by jcstephens on Mar 25, 2011 21:27:17 GMT -6
Pick it anyway. If someone's taken the trouble to acquire a set of lockpicks, I assume they know how to use them. And medieval locks weren't that complicated. Roll 1d6 for the number of turns it takes to pop the lock, and roll for wandering monsters accordingly.
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Post by jcstephens on Mar 13, 2011 21:59:52 GMT -6
Think land mines. They don't go off unless you step on them, or hit the tripwire or whatever. But they're still there when someone else comes along. So you can never be COMPLETELY sure you've found them all.
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Post by jcstephens on Nov 1, 2010 18:26:24 GMT -6
While we're on the subject, what exactly does 'immolate' mean? If it's like dragon breath, why does a Balrog even need melee stats?
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Post by jcstephens on Oct 14, 2010 18:51:01 GMT -6
I use Chainmail MtM, and what I'm experimenting with is allowing two weapon fighters only one attack, but using the stats of either weapon as desired. The speed of a dagger for parrying, for example, and the 'to hit' of a sword to attack. This is actually a little TOO good, unless you enforce the "Swords Shall Be Shattered" rule (an attack that exactly equals the original 'to hit' number breaks the parrying weapon).
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Post by jcstephens on Jul 30, 2010 19:14:07 GMT -6
The D&D Tarot Deck? WANT!
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Post by jcstephens on Jul 28, 2010 21:16:32 GMT -6
Don't forget that Gandalf was the bearer of Narya, one of the three Elven Rings. Narya was associated with fire, so all the pyro powers could be from what amounts to a major artifact.
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Post by jcstephens on May 14, 2010 9:03:55 GMT -6
Don't forget it explains why all that gold and silver is lying around! Plus, "Time Immemorial" is a good place to bury plot holes and background inconsistencies. Gives the "Mad Wizards" a break!
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Post by jcstephens on May 11, 2010 11:50:51 GMT -6
It's one of those things everyone means to get around to doing, but somehow never do.
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Post by jcstephens on May 2, 2010 12:31:11 GMT -6
This is one that I've always really liked. Ran a couple of cold war scenarios back in the early '80s (during one of which my pcs ended up destroying about a quarter of Bad Homburg!). I would really like to give it another try, but in an historic setting. The spy genre just hasn't been the same since the wall came down IMO. I agree. And going up against secret organizations, like SPECTRE, doesn't seem to cut it anymore in this age of instant communication and universal access to information, not too mention in the face of real world threats like al Queda. Plenty of information, yes. But how much of it is accurate? Who do you listen to, and more importantly believe? What's REALLY going on, and how do you know for sure? Creating a spy scenario is no more difficult now than it was back then. Just take something you KNOW to be true, make it false, and go from there.
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Post by jcstephens on Apr 28, 2010 18:53:07 GMT -6
So, does anyone have a complete copy?
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Post by jcstephens on Apr 28, 2010 14:27:21 GMT -6
Thread resurrected!
Apparently I've got the same PDF. The pages missing have the combat tables, so any help would be appreciated.
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Post by jcstephens on Mar 31, 2010 13:31:05 GMT -6
Can't help you with the job, but if you want to scream this is a good place for it. Let 'er rip!
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Post by jcstephens on Feb 16, 2010 22:56:24 GMT -6
Annoyed Magic-user: "Hey, don't try that again or I'll..." Magic spell: "You'll what?" Annoyed Magic-user: "I'll not memorize you anymore!" Magic spell: "Nooooo!" If spells did have personalities, you WOULD have to negotiate with them just like any other NPC. Maybe that's the reason for big fancy spellbooks - to keep the spells within loyal and cooperative. I wonder what else you'd have to do to keep spells happy, especially the really high level ones? Somehow, I just can't see how arguing with Dethstryke's Dolorous Dispersal could end well...
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Post by jcstephens on Feb 16, 2010 20:09:24 GMT -6
What if spells were 'alive', in the same way as magic swords? Maybe there'd be several different versions, with Egos and alignments and goals. Possibly, they might even have rivalries and grudges.
For example, let's take two different versions of Detect Magic: Arnim's Arcane Awareness and Coramond's Charm of Revelation. Anyone familiar with the history of those two knows that Arnim and Coramond were twin brothers, who fell in love with the same woman and killed each other in a knife fight after a stalemated Wizard's Duel. If two magic-users, one with one spell and one with the other happen to meet, the spells are going to want to take up the quarrel. If someone fails an Ego check, then the spell takes over and the battle begins.
Obviously, you don't want to overdo this. But it does offer a way to make old legends and dusty old history books more useful, and magic more interesting in general.
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Post by jcstephens on Feb 16, 2010 12:58:27 GMT -6
"He who fights too long against dragons should take care, lest he become a become a dragon himself; gaze too long into the abyss, and you will find the abyss gazing back into you." - Friedrich Nietzsche "
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Post by jcstephens on Jan 22, 2010 19:59:49 GMT -6
I assume that anyone who takes the trouble to acquire a set of lockpicks will know how to use them. Locks don't really keep anyone out anyway, they just deter and delay. So anyone who want to pick a lock and is willing to spend 1D6 turns doing so (and risk getting caught by a patrol and/or wandering monster) may do so.
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Post by jcstephens on Dec 15, 2009 14:54:31 GMT -6
The Cavern of Bones - This is the place where everything that dies in the area winds up. It's a big cave, with bones covering the floor. They don't always stay where they're left, though...
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Post by jcstephens on Dec 9, 2009 19:53:52 GMT -6
How about a round one with a dozen or more doors, that spins like a roulette wheel? With moving rooms, anything can happen!
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Post by jcstephens on Sept 1, 2009 22:19:26 GMT -6
Here's an idea: Magic is associated with Chaos, Science with Law. In places and times where Chaos prevails, Magic rules. Science is dominant in Lawful times and places. On the borders and in times of conflict, both co-exist. And of course, there can be Lawful Magic-users, and Chaotic Scientists.
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Post by jcstephens on Aug 18, 2009 10:44:28 GMT -6
I use a modified version of Chainmail Man-to-Man, with shields taken out of the combat matrix. Instead, shields do three things:
1. A shield has a 2 in 6 chance of blocking any missle attack outright 2. If a parry is possible, the shield is used with no chance to break 3. SHIELDS SHALL BE SPLINTERED!
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Post by jcstephens on Aug 6, 2009 11:47:23 GMT -6
Here's one:
A pit trap, with a giant meat grinder sort of device at the bottom of it. However, the device malfunctioned before the victim was harmed. That's the good news. The bad news is that they're well and truly stuck in the gears, and it's going to take heavy tools to get them loose. Unless the party's in the habit of bringing sledgehammers and big wrenches along, they're going to have to go find some. This could take a while. And in the meantime the victim's got to be guarded, and fed, and what's that sound coming from below?
The point of this trap is that the situation just keeps getting more and more complicated. It's a test of problem solving and decision making ability, not a player killer. Good fun!
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Post by jcstephens on Aug 2, 2009 12:55:53 GMT -6
The difference between Light and Heavy Foot is more than just armor. Light Footmen are usually missile troops and skirmishers, and fight spread out. It's easy for horsemen to ride them down. Heavy Footmen fight as a compact mass, and can resist a charge better. The combat tables probably reflect the difference in tactics as well as equipment.
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Post by jcstephens on Jul 30, 2009 11:09:30 GMT -6
I wonder if perhaps we're over analyzing the whole alignment business. I don't pretend to understand the purpose of the real universe, but my game universe is nothing more than a stage where interesting and entertaining events are happening. The eternal conflict between Law and Chaos is a device to ensure a constant supply of interesting events, and taking a character alignment is just another way for players to react to those events. Obviously it's possible to do without, but why discard such a useful tool?
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Post by jcstephens on Jul 30, 2009 10:59:55 GMT -6
It's often useful to go back to the source: Which is great and all, and I'm a fan of Moorcock as well. But he's not the source. The Law/Chaos divide in D&D came from Poul Anderson, specifically Three Hearts and Three Lions. Apparently my notes are in error, thank you for the correction. I haven't read 3H3L recently, and don't own a copy. Could you quote some of the relevant passages?
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Post by jcstephens on Jul 29, 2009 11:15:33 GMT -6
It's often useful to go back to the source:
"Chaos expresses the principle of possibility unfettered by rules. In general, magic and witchcraft draw on the powers of Chaos because they break the laws of nature. The effects of Chaos can be beautiful, but left unchecked, they become too disruptive for life.
Pure Chaos stuff sometimes manifests in the material world. It is swirling, constantly changing, multicolored matter with the power to melt and twist anything with which it comes in contact, including living flesh. Mortals find the sight of pure Chaos disturbing. Ironically, a realm controlled by Chaos becomes stagnant: the state of constant change lacks meaning and eventually all possibilities are exhausted.
The Chaos Lords have the powers of gods but the behavior, and often the appearance, of demons. When they appear at their worst, they deliberately inflict pain and suffering on mortals for amusement; even at best, they are not concerned with the harmful effects of their creations. Witches often gain power by entering into diabolical pacts with Chaos Lords. Mortals who ally with Disorder gradually become misshapen or corrupt.
Law provides order, structure, and justice to the world. Without it nothing material could exist. Law appears friendly to life, but a realm controlled by Law alone becomes just as stagnant as one stifled by Chaos. Ordinarily, however, Law is benevolent and beautiful in its perfect regularity.
The Lords of Law are usually more benevolent than the Chaos Lords, who are seductive but also sinister and prone to losing their temper. However, mortals who meet with the Lords of Law are wise to remember that what benefits the gods does not always suit the aims of mortals.
The Cosmic Balance maintains the balance of power between Law and Chaos by keeping both sides from overstepping the rules of war. It rarely manifests directly, but when it does it appears as a great pair of scales suspended in the sky. The Balance is the power most beneficial to life, which needs a mixture of Law and Chaos to exist. It is also the agent of Fate.
The Grey Lords are pledged neither to Law nor to Chaos but will sometimes help either side if the whim takes them. The Grey Lords take pride, ironically, in their humility. These purposefully neutral gods are servants of the Balance."
So there you have it. The interplay between Law and Chaos is the motor that powers the entire Universe, giving people something to fight over is just one small part of it. As a Prime Mover, it's a little more elegant than the Divine Puppet Show that's the most common alternative.
Once again, an Exalt to Michael Moorcock. Though he knows it not, I remain grateful.
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Post by jcstephens on Jul 23, 2009 22:30:00 GMT -6
Coffee's point about different styles is well taken. I'm prejudiced against skill and ability checks, because I believe they lead to bad habits. I encourage my players to fear the dice, and to reach for them only as a last resort, as my way of keeping the game about roleplaying.
But that's just my opinion.
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Post by jcstephens on Jul 23, 2009 11:32:08 GMT -6
OK, what are we trying to accomplish here? Combat needs a random element, because randomness adds uncertainty and tension to combat. Victory should never be inevitable, in order to give an incentive to avoid combat if possible. The same applies to traps and other deliberately placed lethal obstacles. I prefer players to think their way around a problem, and any reasonable plan will automatically succeed, but if they want to stake their character's lives on a roll of the dice, I'll allow it.
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Post by jcstephens on Jul 3, 2009 13:47:44 GMT -6
Gosh! you guyz R all NOOBZ! :-) When I started we had to carve our dice out of Rocks! And the rule books were drawn on cave walls! Pffft! Rocks? We had to squeeze dice out of handfuls of primordial slime, and they were all four siders because thumbs hadn't been invented yet! Kids today...
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Post by jcstephens on Jun 12, 2009 22:57:02 GMT -6
1. What are you doing with an original edition/retroclone D&D? I've an OE D&D campaign ready to go, "Castle Drakenstein". It seems popular in playtesting, and I'm hoping to get it fully underway once the current game dies off (some sort of D20 Star Wars thingie).
2. What type of roleplaying game were you playing (or are still playing) before you became interested/involved in an original edition/retroclone? A GURPS SciFi campaign based loosely on Farscape, but that was a few years ago.
4. What attracted you to investigate/play an original edition/retroclone D&D? The publicity surrounding the death of EGG, and the resulting nostalgia.
5. How did you learn about the original editions/retroclones? Yahoo Search brought me here, and the rest is history.
Optional Bonus Question: What do I like best about OE D&D? The fact that there will never be any more official rules added, so no one can bring something I don't have to the table and whine to have it included. That's what killed my GURPS campaign: it simply isn't possible to own everything, and having to pull GM rank and say "No" was causing too much tension.
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