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Post by chronoplasm on Oct 13, 2009 15:55:51 GMT -6
It's more of a self-indulgent thing than something I actually intend to use in a game. I like thinking about these sorts of game structures because it's fun. But yeah, I think half damage and some forced movement would be a better way to go about it.
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Post by chronoplasm on Oct 13, 2009 12:16:17 GMT -6
Also: Why is this only for when you use miniatures? Couldn't you push someone when you're not using miniatures? Just asking. I like the robust use of minis in 4E and I was thinking it might be fun to try and figure out how I would port some of that stuff over to OD&D. Just for fun. I might be overthinking things though.
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Post by chronoplasm on Oct 13, 2009 11:19:24 GMT -6
It doesn't seem to be too complicated, but I have to ask: Is there any downside, like a minus to hit? Otherwise, I can't see ever not using this, which might make it too powerful. I haven't really thought it through, mind you; this is just my initial reaction. Hmmm... Maybe instead of a minus to hit, how about a minus to damage?
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Post by chronoplasm on Oct 13, 2009 10:36:23 GMT -6
Fighters have additional options available to them in combat when playing with miniatures on a map. When making a melee attack against an enemy, you have the option of declaring the attack a 'push' or 'pull' attack.
Push If your attack successfully hits after declaring 'push', you may roll twice for damage, and keep the higher of the two rolls. If the lower of the two rolls scored 3 or higher however, the push attempt is successful. If the push attempt is successful, you may move the enemy figure one inch away from your figure, or two inches when using a pole-arm. You then have the option of moving into the space that the pushed enemy vacated.
Too complicated?
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Post by chronoplasm on Oct 13, 2009 10:24:18 GMT -6
If anybody in my PBP game wants to use these rules, just let me know.
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Post by chronoplasm on Oct 11, 2009 14:39:30 GMT -6
See now what I want is a computer-controlled device that will sculpt and paint something like that. Then everybody could have customized figures for their characters! The art building at my school has a 3-D printer. It doesn't paint the figures though. It's cool though. I think I might try to use it sometime. It's going to be great when those things become affordable for the general public.
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Post by chronoplasm on Oct 7, 2009 7:11:03 GMT -6
A hybrid of OD&D and 4E that takes the best of both and fuses them together into something awesome.
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Post by chronoplasm on Oct 6, 2009 12:47:05 GMT -6
It's like the hobbits are being held captive by orcs and we have to go save them!
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Post by chronoplasm on Oct 2, 2009 16:38:25 GMT -6
Angry Villager Response Chart (1d6 and %) ------------------------------------------------------- 1: Tarred and Feathered (10% of Chickening Instead) 2: Stripped and Beaten (25% to Death) 3: Hanged (15% also Drawn and Quartered) 4: Thrown in a Dungeon (35% Throwing Away the Key) 5: Simply Killed (20% with Preliminary Torturing) 6: Driven Out of Town (75% Pelted by Vegetables) Make it a d8... More dice are better! 7: Interviewed by strange constable with fake arm (45% of losing 1d100*10 gp in game of darts) 8: Town descends into days of rioting (an ugly affair) with subsequent loss of income for the month (60% chance of town requiring expenditures to make repairs) Make it a d10! 9: The angry villagers hire a different group of heroic adventurers to stop you. There is a 15% chance that the villagers will decide that a dragon or an archlich is a lesser evil compared to you. There is a 5% chance that the gods themselves will send down a champion to destroy you. 10: The village bard writes a scathing poem about you.
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Post by chronoplasm on Sept 30, 2009 13:19:50 GMT -6
I like skill systems. I confess. A lot of other people seem to like them too, and I see a lot of experimentation with it.
Usually the way people seem to do it for OD&D is that the players attempt to roll under a certain score to determine success or failure. So if you want to kick down a door, you may have to roll under 3 on a six-sided die.
Here's another way to do it: When you attempt to kick down a door, the door makes a saving throw against your kicking. The DM rolls a twenty sided die. If it rolls under the kicker's Strength score, the door breaks down. If it rolls over the kicker's Strength score, the door stands strong. Some doors may get bonuses or penalties to their roll depending on the material they are constructed from, and magical doors get a do-over roll. Using a battering ram adds a bonus to the kicker's strength score, making it harder for the door to save.
Likewise, locks make saving throws to avoid being picked, traps make saving throws to avoid being disarmed, pits make saving throws to avoid being jumped over, etc.
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Post by chronoplasm on Sept 30, 2009 13:05:14 GMT -6
My little sister calls them 'Hoppits', with a p instead of a b. I actually like that better for some reason.
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Post by chronoplasm on Sept 29, 2009 17:58:58 GMT -6
Allow one attack per level and per round for fighter, in a chainmail style, and you got allready the whirlwind attack. *checks books* Huh. See, I'm very new to this game, so I didn't realize that. Hmmm... so "Superheroes" penalize enemy morale rolls? That's pretty cool.
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Post by chronoplasm on Sept 29, 2009 14:05:35 GMT -6
I'm a pretty big 4E fan, I admit, but I also really like OD&D quite a bit. That said, I think that the two editions could really benefit from some more cross-pollenation. High level fighters should be mowing through monsters with whirlwind attacks while shouting warcries that bolster allies and stun enemies. I like how 4E handles this, but I think it would be good to rear the rules back and simplify them.
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Post by chronoplasm on Sept 25, 2009 18:12:05 GMT -6
Hmmm... On the other hand though, one could also argue that swords are basically long daggers that you can't throw and spears are basically swords with long hilts that you can throw.. It's a complicated matter, but I think you've done a good job.
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Post by chronoplasm on Sept 25, 2009 17:57:26 GMT -6
Nice! I might help you test drive this in fact. Isn't a staff just a longer kind of club though? They're both just different kinds of beat sticks after all. It seems like it would make a lot of sense to just group them together as 'cudgels'.
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Post by chronoplasm on Sept 25, 2009 17:11:14 GMT -6
I don't mean my post to sound rude, so don't take it personally. It's not rude at all. It's a good question. An armored magic-user in OD&D would probably be best handled as a subclass much like the paladin or the monk. Paladins are fighters that can 'lay on hands' and cast some cleric spells. This is balanced by the requirements for the class. You have to have very high charisma to become a paladin and you have to be lawful to remain a paladin. It stands to reason then that armored magic-users based on the likes of Dr. Doom, Darth Vader, or Sauron should have an alignment restriction and some kind of ability requirement. These types of characters are always bad guys so chaotic alignment should be required, and they tend to have lots of followers so perhaps they should require high charisma like a paladin?
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Post by chronoplasm on Sept 25, 2009 14:55:09 GMT -6
None are equal to Doom! He is a master of all arts, arcane and technological! No argument there. I'm just saying that I want to be able to play as Dr. Doom at higher levels of play, because sometimes it's just good to be bad! I don't know about any of the weird classes that came out in Dragon (duelist?), I just know the big three and the ones in Greyhawk in Blackmoor. Out of all of those, I think that an armored magic-user that can craft machines would be the best fit for a Dr. Doom type of character.
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Post by chronoplasm on Sept 25, 2009 14:49:41 GMT -6
Kill the Cleric and the Fighter, and bring in the Warlord. Oh, you say you've been stabbed through the chest? Well rub some dirt in it you pansy. Walk it off! There will be plenty of time to heal after these monsters are dead.
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Post by chronoplasm on Sept 10, 2009 15:52:28 GMT -6
Idea:
Your starting gold at level one is equal to your Charisma score times ten. In addition, your charisma score also determines your ability to collect gold via street performance. Street performance includes sword swallowing, fire walking, snake charming, singing, etc. For each hour of street performance, roll a six-sided die. The number you roll plus charisma bonus equals the amount of gold you earn.
Thoughts?
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Post by chronoplasm on Sept 10, 2009 15:35:28 GMT -6
I think that would be pretty much entailed within the Magic-User class.
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Post by chronoplasm on Sept 9, 2009 15:00:36 GMT -6
In OD&D (since that is the specific rules we're speaking of) there were magical helms that were not protective, that is, they weren't considered "armor". Really? Let me look at... ...huh. Helmets don't raise AC? Well, I'm out.
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Post by chronoplasm on Sept 9, 2009 14:49:09 GMT -6
True... true...
...but here's another point:
Merlin, specifically from the movie Excalibur. He wore a shiny helmet. You could see the camera man's reflection in it and everything.
Now, maybe a wizard won't walk around in full-plate or chainmail, but couldn't a wizard at least wear a helmet?
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Post by chronoplasm on Sept 9, 2009 13:44:29 GMT -6
Iouconu sort of wore armor too (the scales of the overworld being Sadlark).
Maybe heavy armor is more of an ultimate-evil wizard thing. Only chaotic magic-users wear full armor, and only if they are really powerful.
*edit* Dr. Doom wore armor, and he was a magic-user.
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Post by chronoplasm on Sept 8, 2009 17:03:54 GMT -6
Sauron wore armor.
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Post by chronoplasm on Sept 8, 2009 11:44:35 GMT -6
OTOH, I did get to "dungeon crawl" my way through Rome's catacombs back in March, so that's consolation I guess... Fun! That's more than I get to do. If I want to have any adventures around here they would have to be of the bar-room brawling/sneaking through the alleys variety. I should hit the gym.
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Post by chronoplasm on Sept 8, 2009 11:17:25 GMT -6
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Post by chronoplasm on Sept 6, 2009 22:53:20 GMT -6
don't even try and persuade me to try it or 4E, my pocketbook is NOT infinite.... If your pocketbook is the issue here, then would you try it if it were free?
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Post by chronoplasm on Sept 6, 2009 14:19:09 GMT -6
First, let's zoom out a bit and look at what we do have rules for: 1. Killing stuff (to-hit tables) & avoiding getting killed (AC, Saves, and HP). 2. Overland & dungeon movement (Movement rates, climbing rules, ship movement). 3. Equipment. 4. PC-NPC Interactions (Languages, Morale, Charisma, Reaction Tables). 5. Stats (STR, age, movement rate, alignment, etc.) I'd like to add: 6. Locating secret passages (on a roll of 1or 2 on a six-sided die for men, dwarves, or hobbits, and 1-4 for elves. See Underworld and Wilderness adventures). 7. Springing traps (roll of 1 or 2). 8. Listening at doors (a roll of 1 for men, or a roll of 1 or 2 for elves, dwarves, and hobbits). I'm tempted to give characters with high wisdom a bonus on rolls for locating hidden doors and listening to them. *edit* I'd also like to add... 9. Random encounters and evading them. Perhaps characters with certain abilities or certain classes should have an increased percentage chance of evading monsters, or running away when pursued? 10. Random treasure tables. Perhaps certain characters can get a higher chance of finding better treasures? Maybe some characters are better treasure hunters, or maybe they are just more lucky?
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Post by chronoplasm on Sept 4, 2009 14:45:54 GMT -6
LOL.
I wonder what class Stalin would play?
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Post by chronoplasm on Sept 4, 2009 10:49:40 GMT -6
Edit: Oh, that was for us. Duh. In that case, I think you should wing it and just give us a level each (just kidding!) heh. Slick. 100 per hit die sounds good though. Thanks.
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