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Post by hamurai on Sept 30, 2017 9:28:12 GMT -6
Great job, the PDF looks really good! Will there be a print/POD version?
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Post by hamurai on Sept 19, 2017 22:40:55 GMT -6
Glad to hear you were able to recover a big part of your blog!
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Post by hamurai on Sept 19, 2017 22:39:29 GMT -6
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Post by hamurai on Sept 18, 2017 22:09:58 GMT -6
Really good job! Can't wait for the print edition
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Post by hamurai on Sept 17, 2017 9:02:18 GMT -6
For me it sometimes works, sometimes it doesn't
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Post by hamurai on Sept 17, 2017 1:00:37 GMT -6
Congrats!
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Post by hamurai on Sept 14, 2017 22:26:52 GMT -6
I've looked at and almost purchased some of the more involved D&D boardgames, but what I'd really like would be an expansion to Dungeon. Sounds like an excellent opportunity to create your own. You could even get your daughter involved in the creative process - some new player "classes", more treasures & creatures, and maybe even a wilderness crawl type of map to lay beside the dungeon board. Good idea! She can draw pictures for new monster and treasure cards, too. Draw your own boards and play any scenario you like! If you're into easy-to-learn kid role-playing games, have a look at "No Thank You, Evil!" from Monte Cook Games. It's made with kids in mind (so creative and non-violent solutions to problems are usually possible and sometimes favored) and the scenarios are designed to last for about 30-45 minutes, iirc.
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Post by hamurai on Sept 14, 2017 5:48:07 GMT -6
Awesome! The next generation of gamers is in the making
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Post by hamurai on Sept 11, 2017 0:23:10 GMT -6
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Post by hamurai on Sept 7, 2017 18:05:20 GMT -6
The first question is this: do you really want to have a PC die from the flu or a stubbed toe that gets infected? It's quite realistic but it doesn't seem like any fun to me. Exactly. This seems more in line of a game like Hârnmaster, which tries to emulate medieval harshness of life (at least that's how we experienced the 1st edition). D&D, no matter which version, is a fantasy game, so I wouldn't include random death by disease unless the player(s) made some really big mistakes.
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Post by hamurai on Sept 7, 2017 1:41:15 GMT -6
Of the two classes, the thief replacement is the one that is the most complete as its abilities are basically just a variation of the standard thief. All I'm lacking is an appropriate name. Please submit any ideas. Bonus points if it can be hyphenated like fighting-man, magic-user, or wise-man (see below). Fortune-Seeker? Broad enough term and fits the exploration role, I think.
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Post by hamurai on Sept 7, 2017 1:31:31 GMT -6
I've never had my players roll for diseases just because they woke up or lived through a year. I've only ever checked if they caught something when living conditions deteriorate, meaning during a siege, plague, famine or some natural disaster like a flood, or when they've been down in a dungeon for a lengthy time without any chance to wash or when they had to eat rotten food and rest in really filthy environment. In these cases we did often use the d20: roll a 20 and you caught a disease, but in that case it wasn't just a cold but something more dangerous according to what caused the disease roll in the first place. Our group just didn't like players dying because of a random bad roll without any chance to avoid it, even if it's "more realistic", whatever that means for a fantasy game.
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Post by hamurai on Sept 3, 2017 7:54:54 GMT -6
I was at a board game night yesterday at my local store, we played Dark Souls and Zombicide Black Plague. Two fun games, although I'm unsure how re-playable Dark Souls would be. I'll probably pick up some edition of Zombicide, though. I like those co-op games.
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Post by hamurai on Sept 3, 2017 6:01:02 GMT -6
Another idea: if the attack die comes up with an even number, you hit the target. If the result is an odd number, you hit an ally.
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Post by hamurai on Sept 3, 2017 5:59:43 GMT -6
Do your vampires travel any great distances that would require them taking along bags-jars-pots of soil in order to line a wooden receptacle for daytime sleeping? Do they travel the realm at night, placing such containers in secret locations that they might easily reach in order to be prepared for future journeys? Do they have minions do the grunt work for them? Depending on the vampire's power, some or all of this, yes. They'd prepare ready-to-sleep-in coffins, though, for example in old crypts. Nobody (who isn't a player) would dare disturb the coffins, right? So that sounds like a pretty good idea to me. When traveling by day, they have their minions haul around the coffin they sleep in.
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Post by hamurai on Sept 3, 2017 5:56:28 GMT -6
We never included half-elves as player characters (and I don't think anyone has ever missed them), only as NPCs. Maybe there are no half-elf clerics in the sense of "worshiping the elven deities", as their human side draws them towards the human pantheon. - That's all just the story fluff. Mechanically, the half-elf can indeed be a cleric, but limited in level as all non-humans are. That's how my mind was bending the logic to make me happy
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Post by hamurai on Sept 2, 2017 8:49:29 GMT -6
Thanks for sharing!
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Post by hamurai on Aug 30, 2017 11:24:19 GMT -6
tetramorph, thanks for sharing the condensed rules. I finally had some time to have a look at those and they're a good piece of work!
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Post by hamurai on Aug 30, 2017 3:23:26 GMT -6
You're welcome!
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Post by hamurai on Aug 29, 2017 23:36:46 GMT -6
The Dungeonesque is pretty much nothing more than a re-edited version of the basic rules you can get for free. So unless you have the cash and/or want the basic rules to look more like they had been edited some 30 years in the past (more columns per page, some art, worse layout imho), I'd recommend just playing with the basic rules as you won't miss out on anything. If you're into printed rules and want to use the basic rules, you can make a cover for these with the layered PDF you can download here: www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1088So when you have your basic rules printed, they'll look nice on the outside, too
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Post by hamurai on Aug 28, 2017 23:29:02 GMT -6
Done. Thanks for pointing this out!
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Post by hamurai on Aug 28, 2017 9:43:01 GMT -6
I see your point and it's always a good idea to view things through other lenses, as you put it. Getting a new perspective on and re-evaluating things. AD&D brought us a whole bunch of thief sub-classes like the burglar you mentioned above. Back then when we played AD&D 2, many of my group (including me) enjoyed the sub-classes a lot. It's just that these days, personally, I prefer the freedom of OD&D. At the end of the day it's all a matter of personal choice and the way the game is played. And in the right setting, I might just add sub-classes again myself
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Post by hamurai on Aug 28, 2017 2:14:51 GMT -6
Why sub-class these specializations? Unless you want to make the thief sub-classes even more unique by adding more abilities (like the assassin's disguise, for example), just give the players 30 points to distribute and have them make their own "sub-class". Personally I never needed an assassin sub-class. Just play the thief as an assassin and the rest comes up during play.
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Post by hamurai on Aug 27, 2017 9:45:14 GMT -6
I'm not sure, really. I'd guess it's the 7th edition from 2006 as that's called "Drakar och Demoner Trudvang" and afaik that was the beginning of the Trudvang campaign setting which is based more on Scandinavian mythology and folklore than on "classic" fantasy games.
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Post by hamurai on Aug 27, 2017 1:26:21 GMT -6
Aye, I'll definitely use parts of the setting (and monsters!) for other games.
I like the magic aspect that "dark" magic is easier to master and use, but also more dangerous to the caster, while "white" magic is harder to use and master but less dangerous. There's another "balanced" path in between these two. It's well implemented in the rules imo.
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Post by hamurai on Aug 27, 2017 1:07:50 GMT -6
I'm a fan of a player-chosen progression as in AD&D. With this you could have two thieves in the group and they'd be totally different by their skills, too. Like, one might be a tomb robber specialized on disarming traps and picking locks while the other is a pickpocket from the city, specialized in picking pockets and hiding.
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Post by hamurai on Aug 25, 2017 3:31:48 GMT -6
Must have been the late 80s or very early 90s; in summer. I visited our neighbour who was about 6 years older than me. I think it was the D&D Basic Set, but I can't really remember as it was completely new to me and he introduced the game with the help of the He-Man action figures we'd used to play with. In the adventure I was a fighter trying to stop the evil snake men, so I guess his inspiration was also drawn from the Masters of the Universe setting. Took me some more years to find out what that role-playing actually was and how much fun it can be.
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Post by hamurai on Aug 25, 2017 3:26:20 GMT -6
Having finished The Complete Chronicles of Conan, I turned to my Valiant Comics again as I have yet to read the Harbinger deluxe editions, among others.
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Post by hamurai on Aug 25, 2017 3:09:21 GMT -6
When playing with shorter combat rounds, where one die-roll equals one strike, where every class has many abilities they can perform in this short time (based on different stats), then I'd say it makes perfect sense that a higher STR equals higher damage. The same is true for differentiated weapon damage and hit points, they all make more sense when you break down your combat into smaller chunks where every strike (or, in general, "action") is rolled.
But OD&D has the 1-minute abstract round, where (as I see it) the damage done is abstract enough to say, all applicable bonuses have already been figured into your d6 damage and the result of your roll means the overall damage done. Characters with all low stats do the same damage maybe because their "inferiority" makes them fight with even more aggression or despair (no stats for that!) and thus they level with the rest of the party.
The same goes for hit points. When you only look at the hits you can take or dodge, then yes, it makes sense for the fighters to have higher HP than the wizard, because of the fighters' training and the wizard's lack of it. But when looking at the 1-minute round again, what the fighter may have as combat prowess and stamina, the wizard may have as pure willpower or mental techniques to overcome physical strain. Yes, they might get hit, but their minds are honed to control the forces of magic! Mind over matter, so in the (abstract) end they have the same HP as the fighter because what they lack in training they make up for by their will. And that can be true for a MU of any INT or WIS score - they're all Magic-Users.
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Post by hamurai on Aug 24, 2017 13:00:49 GMT -6
I backed the Kickstarter and a while back we got the drafts to proof-read. I have to say, I really like the setting, the amazing art and most of the rules, although I'd say that they're really more on the crunchy side (which I, personally, don't mind. My gaming group on the other hand...). I'm not talking Rolemaster here, but definitely not rules-light. Here's a chance to look at the rules preview and decide for yourself. www.enworld.org/forum/content.php?4171-Trudvang-Chronicles-Preview-Part-2-RulesOver at their website they have a thread covering some rules FAQ, too.
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