jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jun 27, 2017 17:14:45 GMT -6
I like Clerics. They need no nerfing. Then again, I like such characters as Abraham Van Helsing and Solomon Kane. So, yeah, Clerics are cool. The solution is a simple one. Drop Fighters, Magic-users, and certainly Thieves, from your games I do not consider either of those characters indicative of "Clerics" as written, even if your post was to be taken with tongue in cheek. They are very cool characters though.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jun 27, 2017 10:29:47 GMT -6
My instinct says that Clerics should be a sub-class of Magic-User rather than their own class. Maybe each deity gives them specific at-will powers like Turning Undead, and also some training with Armor, but that should be the designation of the DM rather than the core. The RAW Cleric is too codified as is, IMNSHO.
Having them as a sub-class of Magic-User also neatly ties up the notion that not all Clerics are adventurous sorts. Allow multi-class Cleric/Fighting-Men and now you have a viable class with all the drawbacks (more XP) and the restrictions of the deity (armor/weapons) and it's a well designed Class.
It also opens up healing and other spells to Magic-Users so that they have a bit more flexibility and Clerics aren't automatically "healbots".
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Apr 3, 2017 16:55:43 GMT -6
@hedgehobbit , in general, things went well. One thing I discovered pretty quickly, I have to start with myself, with listening to my own mind and its thoughts about what the monsters are going to do before asking the players their plan. If I don't, my monster reaction becomes dull and washed out in trying to manage all their details. Questions: how do you handle 6+ people this way and still remain sane? This was a clearing of the land. So they had horses. There was a random Griffon encounter. Horses were attacked and one PC's fine warhorse was soundly eaten. But otherwise, I would always completely forget the horses -- both attacking them and their possible attacks. Some of the players brought retainers. I would often simply forget them. I would forget to include them in attacks. The players would often forget that they could attack with them! How do you guys remember stuff like that? And don't just say marching order. We all forget to look at that sometimes! Otherwise it was a great experiment. It led to some interesting role play, some interesting simultaneous snafus, and the players were far better able to get themselves into bad trouble without me having to multiply monsters or monster HD. I want to try it 2 or 3 more times before I settle down on it. I want to see if I can get better at it. I have a general idea of the monster actions in the encounter. Some are actions independent of what the players do, some will be reactionary. When I was narrating combat this last time, I would sometimes make the players actions become reactions to what the monsters were doing. So at the beginning of the combat I mentioned, the half-orc spurred his horse through the enemy line and yelled in orcish "help, they're killing anything that isn't human". The monsters, hobgoblins, didn't speak orcish, but they fell for it anyway and watched as he rode through their ranks in amazement. The party had already made their attack rolls and declared their various actions, and they all rolled REALLY well (except the Cleric), so I simply narrated the events of their actions first due to the ride-through of the half-orc. I rolled for all the hobs attack rolls, but described their misses as a result of PCs actions. It was as if the PCs won initiative, but no initiative was rolled. My cleric cast a fire bolt spell (I'm running 5E currently), and missed. I had targeted him with 2 archers, and one missed and one hit (critical). I believe I narrated it as his firebolt hit one of the arrows in mid-air and it was quickly followed by another that struck the cleric. I took all the results of the various actions into account each round (combat lasted a grand total of 3 rounds) in the narrative. It wasn't difficult, I let my imagination run wild with the positioning and it was almost natural. If my PCs had henchman, I would tell them that they are responsible for making sure they act each round. I, as DM, would not call out for henchman actions.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Apr 3, 2017 5:50:30 GMT -6
The End of Eternity - Asimov
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Mar 31, 2017 18:34:41 GMT -6
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Mar 31, 2017 8:04:25 GMT -6
One of the most effective things I've done to improve combat is to get rid of initiative. Instead of rolling before actions and taking turns, I handle it all at the same time. First, I decide what the monsters are going to do (charge, shoot, move, etc) and then the players tell me what they want to do. Then I imagine what would happen if all those things were going on at once and resolve the individual action in whatever order is most logical or interesting. My main focus now is on the battle as a whole, rather than the individual parts. For example, if the party rolls well they might drive back the monster's. However, if they roll poorly, the monsters might break through their lines and threaten to surround them. The goal being to make the combat seems as dynamic and chaotic as possible. Focusing on individual maneuvers, as many modern games do, only seems to make the battles feel more static as monsters and other PCs just stand idly by, patiently waiting their turn. At least that was my experience from more maneuver heavy games such as 3e. I talk more about this here: www.youtube.com/watch?v=Zj0MGjuGADAI enjoyed the video, hedgehobbit. I really like your idea of using the outcome of the attack rolls to influence the overall thrust (pun intended) of the combat round. Coincidentally, I just ran a playtest for an OD&D con game last weekend (with my regular game group) and also tried out combat without initiative. Since there's no initiative system clearly described in the LBBs, and to speed up the game for the con, I decided there would be no initiative. Instead, simultaneous combat. Everyone gets to attack even if they die in the round. It's not a death blow, it's just that the outcome of the round is not determined until after everyone has made their attack. Two opponents can kill each other in the same round. I went even further and had no declarations. With declarations I often feel like each combat round is conducted twice. Instead I just went around the table and had them tell me what they were doing and resolved it then. If they attack, they roll the d20 right away. If casting, the spell goes off right then, since there is no casting time or disruptions mentioned in the LBBs. I only limited casting in that you couldn't cast if hit the round before. I was using theatre of the mind combat, and the dungeon rooms were small, so I didn't worry too much about exact placement of PCs. If a monster made a hit, or a near hit, I would roll randomly to see which character was being attacked. This also helps with survivability because a monster doesn't necessarily keep hitting the same PC over and over. I did this last night in my 5E game. It was great, I can't believe I haven't tried this already. Combat was fluid. No one felt left out. My paladin's mount (a white tiger) normally doesn't get any action, but using this narrative technique, I had the tiger swat an arrow out of the air that was aimed at his rider (the paladin). Everyone got a kick out of it. The hobgoblin enemies were firing arrows and I had them miss because the half-orc fighter's sword hit the hob's shoulder, throwing the shot off. It was great, and combat didn't last very long at all. It was WAAAAY faster than previously. Most of the night was spent in role-playing how the party was going to avoid the 140+ hobgoblins that are hunting them and tracking the movement of the various hobgoblin patrols around the town that they have surrounded. It forced me to think about the hobgoblin tactics and some very nice rolls (nice for the party, not the hobs) kept the hobgoblins off the party's scent, though, only temporarily. Of course, the party doesn't know that the hobgoblins have taken their retribution for the party's guerrilla warfare out on townsfolk (which has a part to play in the greater story). And for the first time in awhile, my players weren't trying to visualize the combat using distances. I've long tried to get them to perform combat without asking "how far away is enemy x", but I've failed. Last night, they didn't ask. They just flowed through the combat. 15 combat participants only took about 3 minutes to resolve and narrate everything. All in all, I highly encourage the non-initiative, everyone gets an action every round method. It worked on my first try and worked so well, I'm going to continue to use it.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Dec 7, 2016 12:40:50 GMT -6
The Purple Worm with its' giant tail stinger so big that it could pump you so full of a dissolving lethal nerve poison that you would literally explode showering venom all over your company. Death was a virtually painless, and instantaneous, and would happen the very same round when stung. While I find the coolness/fun factor of this right on par, some observations from someone who doesn't really care that much about realism. If it is pumping you full of venom, it's not the venom that's killing you, it's the expansion of fluid in the body. Still cool though.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Dec 2, 2016 22:21:12 GMT -6
As I understand it (and I may be wrong) if you legally own the pdf (such as ones purchased over at RPGNOW) there is nothing wrong with uploading it to LULU printing your own copy and then taking it down without ever sharing the link. However, as far as I know, there are no legal pdfs of Chainmail. I have several things on Lulu that are private. No one can order them but me. And they are copyrighted items I have purchased legally (the 3 LBBs + Greyhawk, for example). I have never had a problem getting those printed, but since they are private, no one else can print them.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 21, 2016 7:54:23 GMT -6
I attend NTRPGCon every year (I am Steve on the KnKA forums). For 2017, I am scheduled to run a Laser-Swords & Six-Siders adventure: Death on Planet X, Wed PM and Fri PM (each player will receive a free authentic-genuine-imitation laser-sword, via the walmart space sword clearance section!). I'm also running an OD&D adventure: To Hades and Back, Fri AM. I'll be playing in chainsaw's AS&SH game Thur AM, and the KnKA Social Thur PM, and my kids will play in Jimm's Kid's Game Sat AM. My Saturday evening is still open. Last year's S&S game was fun. There's nothing quite like getting turned to stone while looking to make a ladies acquaintance . Hopefully I can get a seat at the LS&S game.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 15, 2016 9:55:16 GMT -6
I really like the distinction between animal poison (venom) and other poisons. Save or Die isn't a terrible mechanic, but it can be a real bummer for players, esp. for higher level characters.
Here's my inclination, but I probalby need to chew on it a bit more...
- Venom (animal poison) does 1D of damage/round for a number of rounds = monster HD. 4HD or higher monster does 2D/round. 8HD or higher monster does 3D/round. Saving throw (done when initially poisoned) negates. - Trap or other type poison does 3D damage/round up to a maximum decided by the DM. Saving throw negates. - Poisoned PCs move at half speed and attack at -4 until they can have the poison neutralized. - Particularly powerful monsters may do all of their damage in 1 rounds at the DM's discretion (purple worm?)
This give players time to neutralize the poison, and death is not immediate, while giving the DM power to alter the poison rules for specific monsters.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 14, 2016 12:58:11 GMT -6
I am on the fence about the multiple dice of damage at the 4 and 8 HD thresholds. They tie in nicely with the Hero/Super Hero concept which I really love, but it might be too much. Your system is almost identical to the one I've been using for awhile now. I haven't found the double/triple damage for high hit dice monsters to be too much but, rather, seem appropriate for the monster. As you noted, you can actually lower the hit dice of most large monsters with this system so an 8 hit die monster will generally be a boss-type or one encountered in very low numbers. Well, that's really encouraging. It also goes to show that there are no new ideas . I've been toying with this idea for quite some time (2012-ish), and it makes a lot of sense. I haven't had a chance to use it much in play, since I'm running 5th edition, but 5E really ascribes, conceptually, along the same lines. I appreciate you commenting.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 12, 2016 19:31:49 GMT -6
So, I've always wanted to make monsters simple. 5E does not do this well, fyi. I don't want to have to look up anything except maybe a special ability. I also want to be able to throw a Fire Giant at a 2nd level party without the utter certainty of a TPK. The RAW can, of course, sufficiently model this by having a 5 HD Fire Giant instead of an 11+2 HD one. I also have to scale back damage, but how much damage should a 5HD Fire Giant do? 2d+2 seems excessive, but 1d+2 seems . . . not right also. What follows is an idea and I would like some feedback. These are pretty much core to my ideas about my own game, so be gentle (but firm). I'll sum it up using bullet points: - HD represent overall combat ability of anything (monster, PC, etc). As such, monsters can have anywhere from 1/2 to 20 Hit Dice.
- Number of HD = bonus to hit, so a 4 HD monster gets +4 to their attack roll and would need a 13 on a d20 to hit AC 2 in a descending AC system (all monsters use the L1-3 Fighting Man table from p. 19 of M&M)
- HD dice type (d6 in OD&D, d8 in most other flavors), is variable and based on the size of the creature as an adult.
- HD dice types are as follows Tiny (d4), Small (d6), Medium (d8), Large (d10), Huge (d12), Gargantuan (d20). A pixie is tiny, a dragon is huge, a minotaur is large, a giant is huge, a titan is gargantuan, etc.
- Damage dice match the HD dice type regardless of weapon used, so a Tiny monster does d4 damage per hit, a Gargantuan does d20 per hit.
- 4 HD+ monsters do 2 dice of damage (a 4HD Tiny monster does 2d4 damage, a 5 HD Huge monster does 2d12 damage)
- 8 HD+ monsters do 3 dice of damage
Using this method, I can easily throw any monster I want at the players and scale it as I see fit. If I want my medusa more powerful, I can use a 7 HD medusa vs a 4 HD one. There is only one attack table to memorize, the L1-3 Fighting Man table from p. 19 of the Men & Magic book (17 hits AC 2, etc.)
Let's compare a 8 HD Fire Giant (i.e. a Super Hero Fire Giant) in this system to one in OD&D. This System OD&DAverage HP 52 42 Average Damage per Hit 19.5 9 Roll needed to hit AC 2 9 7Average damage/round vs. AC 2* 11.7 6.3*average/round is calculated by determined by calculating average damage on a hit (google dice probability for more info, or just use anydice.com) divided by percentage chance of hitting on a d20 roll)All other stats are pretty much the same. Clearly the 8 HD giant is very dangerous because of the amount of damage potential, but that's really a nice side effect of the simplification. It curbs HD bloat for monsters and makes them really powerful without having to give them extremely high HD numbers (and thus, extremely high chances to hit). AC is as relevant at lower levels as it is at higher ones for players, and DMs don't feel the need to stick +3 or higher armors and shields out there so that their 8 HD players can face an 11 HD monster without fear of it hitting them almost every single round. 8 HD wouldn't be your average Fire Giant. This would be a leader, perhaps a chief or one level below the chief. There wouldn't be a huge difference between a 9 HD and 8 HD giant, but there would be a fairly significant difference between a 7 and 8, because of the extra damage potential. A 7 HD Fire Giant would have 46 HP on average and do 8.45 damage per round. I am on the fence about the multiple dice of damage at the 4 and 8 HD thresholds. They tie in nicely with the Hero/Super Hero concept which I really love, but it might be too much. I was planning on giving the damage buffs to PCs also. So a 8 HD Fighting Man would do 3 dice of damage also, and thus could fight an 8 HD giant and have a chance of winning. Hopefully this isn't too confusing. Looking forward to hearing your feedback.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 11, 2016 14:35:37 GMT -6
The K&K social, as far as I know, flip-flops between OD&D and AD&D each year. It was OD&D in 2015, and AD&D this year, so next year should be OD&D.
That being said, I missed it this year and made a special note in my phone to make sure that I attend next year, so I'm not missing out on that.
I also wouldn't mind a ODD74 Meetup game. That would be fun.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 31, 2016 13:49:05 GMT -6
Thanks for your response. I posted the same question for RJK over on the Ruins of Murkhill board (didn't realize that you were on that board as well).
I've always played where players are cautious about player vs. PC knowledge and I'm quickly coming around to the idea that I much rather prefer that player and PC knowledge are fairly symmetrical. With the exception of player secrets and possibly party secrets, a newly minted PC that comes into play after the death of my recently demised PC will know, for the most part, exactly what the dead PC knew. It's fine at a dungeon level, because the DM is constantly changing the dungeon anyway, and it removes the complication in play regarding the "your PC wouldn't know that" argument that might come up.
Thanks again, very much appreciative of all you guys who are were involved in the very early days and are still willing to talk/share/contribute.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 31, 2016 6:36:18 GMT -6
Mike, I've read several accounts of early play and there's something I've been meaning to ask those who played with Gary in the pre-AD&D days. It seems to me that there was virtually no distinction between player knowledge and PC knowledge. So if player knew that it took fire or acid to kill a troll, then the PC knew it also, regardless of level or anything. Was it really like that? If your PC died (because you were playing stupid), and you rolled up a new one, did you just carry the knowledge forward? If that's the case, how significant were the INT and WIS stats other than for XP adjustments? Thanks for taking the time to respond! Oh, and is there any chance we might see you at convention like North Texas RPG Con?
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jun 3, 2016 23:32:46 GMT -6
Been wanting to do this for a while. If you don't mind me asking, what was the file that you used to make the front covers, and did you print them out at home, or did you get it done somewhere else? I found some really high-quality scans and used those as templates to create my own covers. I also created a custom ampersand symbol because the one from the Quentin font didn't really match the original logo. I printed them on my home printer and used paper for the covers that I found at a Big Chain art supply store, Michaels. PM me and I'll give you some more details.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jun 3, 2016 23:29:03 GMT -6
Maybe I'll get to see your prints in person. I'll be there by tonight for a 7pm game of b/x! Safe travels. I'm in the Swords & Six Siders game tomorrow from 9-4 if you want to see them. Look for Jeff.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on May 31, 2016 17:22:41 GMT -6
It's been awhile since I've been here, but I hope you guys can appreciate this . I recently bought the Wizbro PDFs of OD&D and Greyhawk. So glad they made them available. Being not overly happy with the new covers, I replaced them with some custom ones I made. Click the pictures for larger sizes. Unfortunately, that's a smudge on the Volume 1 cover from crayon. Blasted kids! Still, I think they turned out nice. Here's shots of the interior covers of some: I also took off the WotC logo, just because something inside me told me to do so. I've put my own name on it on the inner cover too . All-in-all the cost of printing each was about $1.25. Maybe less. I'm pretty happy with the results. They're not originals, but they're old-school in look and feel. If anyone is at NTRPG, I'll have them with me pretty much the whole time.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Apr 2, 2015 13:56:14 GMT -6
I've never even read 1E gamma world. So cool to see these mutations now. I could totally see them fitting into a game.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jan 4, 2015 10:38:49 GMT -6
Thanks for all the feedback everyone.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jan 2, 2015 18:36:17 GMT -6
I don't think the good AD&D folks, except at K&K (where I can't seem to get an account approved ), would know the answer to this...so I am hoping I can get it answered here Is there anywhere in OD&D, early Dragon, Supplements, or the Strategic Review that support the AD&D 1E multiple attacks per round that are shown on p. 25 or the Players Manual? Did Gary use the 3/2 and 2/1 attacks for upper level Fighting Men in his own game prior to the publication of AD&D?
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 20, 2014 10:57:30 GMT -6
For around $70 I still think a second-hand netbook with a good keyboard will be your best option. . Never connect it to any network. . Use a cheap/free OS and cheap/free editor. . Save all your work to a USB stick. Done. +1 LMDE MATE - Free Linux Operating System that is easy to use (comes preinstalled wth LibreOffice, which is a robust word processor) You don't have to connect it to the internet, and, therefore, don't have to worry about NSA/Spyware/etc. It's Linux, so you don't have to worry about viruses. That's about as robust as you're going to find. Staples is selling a laptop for $99 in stores which would work great for this. You're going to have to make concessions, eventually. Or...you could learn build a custom version of Arch linux and have it automatically launch LibreOffice Writer immediately upon boot up. Still a PC, but geared only to what you want.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 10, 2014 9:44:05 GMT -6
I've heard good things about LeGuin's Earthsea stuff...but I've not read it personally.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 9, 2014 18:30:37 GMT -6
I absolutely loathe d20 under ability score checks. I've had a DM who used them consistently for everything and my PC would die to simple traps that should have been easy to avoid (slow swinging axe in a 10' corridor). I think it leads to ability score inflation and the desire to have high scores. IMO, it's a slippery slope that often gets very slippery, very quickly. Furthermore, it's not something that can get applied to monsters easily. What if you have 2 goblin followers and a troll follower. What are their DEX scores? ... Well, overusing a mechanic isn't really the fault of the mechanic, it's an issue with the DM. The check doesn't apply to monsters because monsters aren't player characters and don't use player character rules. When a monster attempts something and there is a significant chance of failure, I'll that it has a X% chance of succeeding and roll a d10 (or something like that). I disagree. I think overusing a mechanic is a fault of the mechanic as well as the fault of the DM. The d20 under ability score check is a generic check, and therefore is applied needlessly to an endless number of instances. If the mechanic were better codified, as in "use this only for x, y, and z situations", then it would be better. Any mechanic can be abused, but a well codified mechanic...like the attack roll...is less likely to be so abused.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 8, 2014 14:13:23 GMT -6
Sweet Lots of really awesome ones on that site. Really like the "Lawful in the streets, Chaotic in the sheets" shirt
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 3, 2014 7:42:53 GMT -6
@ sepulchreI try to avoid any sort of dragon from film. It seems that hollywood can't seem to shake the idea that bigger is better, which is nonsense. Take a look at the Godzilla movies. It just gets bigger and bigger. Personally, I love the idea of having smaller dragons. A big dragon, ecologically, is more difficult to justify than small ones. I like the idea that several small dragons could band together for strength against marauding adventurers who are trying to steal their horde. I like the idea that they can use team tactics against the party, or against a bigger dragon to take his horde. This really opens up more role playing opportunities, IMO. With a dragon who is the size of a skyscraper (looking at you 2E, 3E, etc.), then there's not much of a reason for a party to hunt one down except to kill it. Why would such a powerful and dangerous creature parlay with adventurers...or surrender even (I can, of course, thing of several reasons, but they seem...weak )? By contrast, smaller dragons might be willing to unite with a party for mutual gain.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 2, 2014 10:46:14 GMT -6
Big fan of Tribes 1 and 2. Went in on the Tribes Ascend beta and was sorely disappointed. Yeah, I played T:A and wasn't very impressed. Better than Vengeance, but it never really felt like T1 or T2. I sure love me some T2 Classic. But, sadly, the T2 community is in shambles now.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 2, 2014 8:44:32 GMT -6
In 1998, a small gaming company named Dynamix released a game called Tribes. It was pretty revolutionary for its time. I didn't start playing it until 2000. By that time Tribes 2 was out. Anyway, I played it off and on for about 12 years until the player-base finally dwindled down to just a handful. I've only ever met 2-3 other real players out there. The reason I mention it, is because there's a lot of imagery that reminds me of sword & planet. I present the following images for your inspiration: static.giantbomb.com/uploads/original/10/108908/2433687-tribes-ascend-desktop-wallpaper-1920x1080-1.jpegi.imgur.com/Iv5spn4.jpgDid anyone else every play it?
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 2, 2014 8:17:53 GMT -6
I've picked up an album entitled "Walking on a Dream" by a group (duo?) calling themselves 'Empire of the Sun'. The album artwork is in a Science/Fantasy vein that would be perfect for anyone looking for campaign inspiration. If anyone is interested please contact and I'll see about making scans. I've been following Luke and Nick for a few years now, maybe 2... I really like Walking on a Dream, but there were several songs on it that needed work. Their followup, Ice on the Dune, is thematically and sonically superior in every way. I really enjoy the song DNA. It took me several listens to really appreciate the consistency of Ice on the Dune. Where Walking on a Dream is fairly inconsistent, Ice on the Dune's list is thematically progressive. I dig it. And the visual inspirations from the covers are a mixed bit for me. Walking on a Dream is very sci-fi, but Ice on the Dune is less so. Still. If you're into electronic music, then it's worth checking out. Certainly not for everyone.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Oct 2, 2014 7:18:11 GMT -6
In regards to the combat matrix on p. 19 of M&M.
I believe it signifies that a level 1-5 Magic User is equivalent to a level 1-3 Fighting Man, a level 6-10 Magic User is equivalent to a level 4-6 Fighting Man, and so forth. Likewise, a level 1-4 Cleric is equivalent to a level 1-3 Fighting Man, a level 5-8 Cleric is equivalent to a level 4-6 Fighting Man, and so forth.
Thus, a 7th level Cleric rolls a d20 and scores a 14. He will successfully hit a target with an Armor Class of 3 or higher (i.e. worse).
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