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Post by chronoplasm on Sept 4, 2009 9:16:07 GMT -6
I'm a bit confused about how to award experience. A party of three with three hirelings beat four skeletons. No treasure was found. How do I figure out how much XP to give?
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Post by chronoplasm on Sept 1, 2009 23:24:47 GMT -6
Aw, Chronoplasm, that's just sad. It's too bad nobody makes a Sword & Sorcery appreciation download helmit. Just slap it on their head, hit the button, and presto, instant Lieber fan! That would be a cool magic item actually. Helm of LoreThis headgear doesn't just grant a bonus to AC; it imbues the wearer with knowledge of great literature. Simply open the ear pieces to hear the narration of the ages, and look through the visor to see into the past!
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Post by chronoplasm on Sept 1, 2009 12:22:55 GMT -6
Is there a deadline?
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Post by chronoplasm on Sept 1, 2009 10:50:41 GMT -6
Nice! Do you have any more tips for DMs new to OD&D? I'm thinking of running a game for my sister and her friends this weekend.
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Post by chronoplasm on Sept 1, 2009 10:24:54 GMT -6
I tried to run a D&D campaign inspired by Barsoom + Dune. My players however only knew Final Fantasy and World of Warcraft.
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Post by chronoplasm on Aug 25, 2009 15:22:47 GMT -6
It sounds like you were playing the Keep on the Shadowfell adventure. I like 4E a lot myself, but I have some complaints about it. It really requires quite a bit of fiddling and adjustment to get it just right. Here's some suggestions for your DM: Cut the hit points for grunts in half, but increase their damage. I think you will find that most of the time it takes to finish a battle is just grinding down HP. Less HP and more damage makes things faster and more frantic. Start everybody at level 2 instead of level 1. That way everybody gets a Utility power, and your Wizard isn't limited to straight damage. Alternatively, you can make up your own powers. It's something you will have to work together with your DM on, but there really is no reason why you can't homebrew material for the game like you would with any other edition. Personally, if I were DM'ing your game and a player wanted to have an at-will power with some sort of non-damaging effect, I would allow it.
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Post by chronoplasm on Aug 19, 2009 19:06:28 GMT -6
OK. Beast SpellsBeasts learn new spells by eating monsters. They are only able to eat living monsters of organic substance. Beasts cannot eat any undead, nor can they eat elementals or nonflesh golems. Some of your spells may allow you to grow natural weapons. You are proficient with these. For every three levels you have attained, your natural weapons gain a +1 enchantment bonus. ...here's just a couple of ideas... Spiked TailEat: Manticore You grow a spiked tail similar to that of a Manticore with 4-24 iron spikes. It counts as both a natural flail and a natural crossbow that can shoot up to 6 spikes at a time. The tail retracts when all spikes are depleted. RegenerationEat: Troll You regain 3 hit points each turn. This effect lasts for 1-6 turns, or until you are burned with fire or acid.
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Post by chronoplasm on Aug 19, 2009 12:37:50 GMT -6
Yeah, I don't like to have lyrics in my gaming music either.
There's this band I like called Alderach*, but I can't seem to find their website. They do really cool Celtic-type music. Not like Enya's stuff though. I'm talking war music with drums and bagpipes.
*I might be spelling the name wrong.
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Post by chronoplasm on Aug 19, 2009 12:19:24 GMT -6
Well I went with cleric spells because there's a lot of nature magic stuff in there, like Speak with Animals. The magic eating thing was kind of tacked on as an afterthought, but now I think I want to explore it a bit more thouroughly. Shall I start a new thread to discuss the Beast class?
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Post by chronoplasm on Aug 18, 2009 14:37:46 GMT -6
What do you guys think of the skill system in Dogs in the Vineyard? I've never played it, but I've looked at it and it looks pretty interesting. From what I understand, instead of having a premade list of skills (acrobatics, endurance, perception, etc.) you make up your own skills like "Expert Marksman 2d6" or "Loves Pedro 1d8". These let you get a 2d6 in conflicts involving marksmanship or a 1d8 in situations involving a character named Pedro.
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Post by chronoplasm on Aug 18, 2009 14:05:05 GMT -6
Well... here's an idea I've been pondering for a while. I'm new to OD&D though, so I'm not entirely sure how to stat this up and balance it. Here's the idea though:
Beast: Beasts are a wild and inhuman class of characters, but they may nevertheless accompany more civilized characters on their journey as guides or protectors. When Beasts reach the top level, they may opt to build their own den and become the Alpha male/female of a pack. Beasts can not be Men. Beasts can not wield weapons or armor. However, when you create your character, you may choose to have your character's unnarmed attack count as either a dagger or a mace. This decision must remain throughout your character's lifetime. Beasts use the Cleric's experience, hit dice, attack, and saving throw tables. Beasts cast spells as though they were Clerics, but there are certain additional spells they can learn only by eating the flesh of certain monsters. A Beast may, for example, eat the meat of a Red Dragon to make the Fire Breath 5th level spell available.
Elfin Beasts Elves can choose to begin as Beasts. If they do, they may choose either Fighting-Man or Magic-User as a second class. Elves may switch back and forth between Beast and their second chosen class whenever they choose, from adventure to adventure, but not during the course of a single game.
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Post by chronoplasm on Aug 17, 2009 13:07:10 GMT -6
It might be a bit too video-game inspired for some people's tastes, but I've had a lot of fun with Jay Tholen's music at the game table. www.jaytholen.net/
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Post by chronoplasm on Aug 12, 2009 22:54:07 GMT -6
I've never played Shadowrun.
A Dreamlands inspired game would indeed be very cool, especially if ghouls and cats were playable races.
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Post by chronoplasm on Aug 11, 2009 19:30:30 GMT -6
So, I am soliciting brainstorms; from you worthies as to what elements not done to death might be of enough interest as to warrant actual play. Orcs in [fill in the blank]; does not count, nor does [Something-]Punk. Much more predefinition would rather spoil the point of brainstorming. So... no Orc Punk? A shame. I can almost see Tolkien's listening to the Ramones and the Clash in their dark lairs, with anarchy symbols on their helms and Sex Pistols t-shirts on their backs.
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Post by chronoplasm on Aug 11, 2009 18:14:27 GMT -6
I have a problem with skill systems that don't integrate seemlessly. If the skill system flows logically from everything else, then I'm fine with it.
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Post by chronoplasm on Aug 10, 2009 15:23:23 GMT -6
You are correct that the basic framework of the game is quite simple. In fact, run the game exactly how you run an old school game. Just when the PCs attack they get to use one of their powers - it is their job to let you know what the power does. Remind the players though that they aren't limited to using only their powers. When you describe the layout of your rooms, be sure to put things like chandeliers (for swinging from, or dropping on top of enemies) in there and encourage players to get creative with them. It's perfectly acceptable and quite simple to improvise rules for such actions. The DMG provides some good tips (page 42, I think?) *edit* Also remember that 4E is very visual. You are going to want to have various knick-knacks for use as memetics. Status conditions, such as prone, weakened, slowed, etc. can be difficult to keep track of without some kind of visual aid. I have sheets of glittery star stickers that I use for this purpose. Whenever a creature is afflicted with a condition, I simply take a sticker of an appropriate color and stick it on the creature's base. The stickers peel off pretty easily and don't leave much residue. You might want to have an assortment of coins, chips, cards (playing cards and blank note cards) ready at the table.
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Post by chronoplasm on Aug 10, 2009 11:39:51 GMT -6
How many people are going to be playing? If it's just you and your son playing, you might consider giving your son a full party of four characters. That's how I play with my 9 year old sister. We used pregen characters, power cards, and beads to represent HP and healing surges and whatnot.
Even if you do limit your son to just the four classic classes, you might still consider letting him play one of them as a Dragonborn. Kids love Dragonborn. Kids love gnomes too. I showed my sister the 4E cartoons. She insisted on having a gnome character after that.
Good luck, and have fun!
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Post by chronoplasm on Aug 6, 2009 15:35:27 GMT -6
Then it sounds like 4th Edition D&D is a great game to have on your shelf! It's just not my bag, I guess. I'd still play it though, if I didn't have to buy a hardcover (at least not soon). You could try the quick start rules. www.wizards.com/default.asp?x=dnd/4dnd/dndtestdriveI'll be sure to give it a try! If I can't find an OD&D pbp to play in, I might have to start my own.
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Post by chronoplasm on Aug 6, 2009 13:34:18 GMT -6
Why don't you just download the quickstart rules then? Many of these games you're talking about offer condensed versions of their rules with no pictures for free.
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Post by chronoplasm on Aug 6, 2009 13:15:00 GMT -6
When you throw a gaggle of goblins or a cult of kobolds or any myriad of minions at the party, that's like having an appetizer at your favorite restaurant. It's just a little nibble you eat while you wait for the main course. You want to leave room for the good stuff. I don't like to kill my players with nameless mooks because I want to kill them with The Chained Coffin or whatever nightmare I've prepared for the evening. So by letting PCs live, and move from point A to point B, I get the chance to really kill them.
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Post by chronoplasm on Aug 6, 2009 10:03:35 GMT -6
I can understand keeping a character alive if there is a narrative purpose for it. If the PC has an interesting little story going on, I'll let the character live to resolve it. That's my reward for good role playing. If the character is one-dimensional and built for pure munchkinnery, then yeah, it can die at the drop of the hat.
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Post by chronoplasm on Aug 6, 2009 0:50:09 GMT -6
I feel 'ya. I'm playing a PBP game right now. We've spent a couple of weeks about just dancing around in a ball-room and learning that something strange is going on. Now we know that strange something involves zombies, but the fight has been at a standstill for a couple of days as we are waiting for a guy to hurry up and take his turn. I can certainly relate.
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Post by chronoplasm on Aug 6, 2009 0:00:11 GMT -6
However, tracking "not fun"; stuff like torch durations, encumbrance and the like, is essential for my games (though I prefer players track encumbrance). I can agree with this even with 4E. I think, to an extent, that this sort of resource management helps to make magic feel more magical. I mean, if you can carry any weight and any bulk, then what's the point of casting Tenser's Floating Disc or finding a Bag of Holding? These sorts of mundane quibbles are what truly give magic a chance to shine, especially in a game like 4E where a Magic Missile is slightly less effective than an ordinary crossbow bolt.
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Post by chronoplasm on Aug 3, 2009 16:14:02 GMT -6
That's not a hard and fast rule though, it's merely a recommendation. Obviously the DM should tailor the game to suit the needs of the players.
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Post by chronoplasm on Aug 3, 2009 16:07:58 GMT -6
What surprises me at the moment is how bad the "on to the fun" philosophy can get with a 4e game. Travel has already been skipped completely in the game multiple times, to get directly to encounters the DM feel are worth playing. Aw man, that sucks. Travel is a really good opportunity for skill challenges. If you want to do more stuff with travel, then you should say something to the DM about it.
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Post by chronoplasm on Aug 3, 2009 14:10:27 GMT -6
I'd be willing to run a 4E PBP if somebody would run an OD&D PBP I could play in.
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Post by chronoplasm on Jul 22, 2009 12:40:43 GMT -6
You might consider allowing a 'Take 10' rule. That is, perhaps players may be given the option, in certain circumstances, to forgo actually rolling dice and instead assume the dice land on average. Just a thought.
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Post by chronoplasm on Jul 21, 2009 16:13:22 GMT -6
I found this in that other thread, with the link to the interview with Gygax in an issue of White Dwarf.
Personally, I like to think of 4E not as a replacement or an upgrade for OD&D, but simply as a different form. 4E, to me, is that sophisticated "expert" version that Gary was talking about.
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Post by chronoplasm on Jul 12, 2009 20:25:24 GMT -6
The rapidly expanding material is nice for people who want more options, but it's completely optional. For your purposes, I'd say stick with just the PHB I, DMG I, and MM I. It doesn't sound like you really need anything outside of that.
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Post by chronoplasm on Jul 12, 2009 0:05:08 GMT -6
I'll give you an exalt too tavis. That was a good summary!
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