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Post by Zulgyan on May 5, 2014 11:21:26 GMT -6
I like how you tied ability scores with d6 will, fortitude and reflex saves. I had never seen that before. Is it a new idea of yours?
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Post by Zulgyan on Apr 28, 2014 16:49:16 GMT -6
RPGPundit, you should seek psychiatric attention.
Organizing this sort of lynching of someone else on the internet over an RPG product, your sadistic enjoyment of the fray you are trying to create, your aggresive and violent language (totally unnesesary for making your legit point), and your megalomaniac remarks, is showing of a deeply f**ked up mind. I pity you.
Get help.
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Post by Zulgyan on Apr 25, 2014 11:45:26 GMT -6
So two fighters of the same level, one with STR 9 and the other with STR 18 would have the same chance of lifting an object? I don't buy it, YMMV.
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Post by Zulgyan on Apr 25, 2014 10:03:00 GMT -6
Yes, I also like to keep them to a minimun, solving most stuff through description and DM - Player dialogue, considering stats, character class, race, backround, nature of the task, etc.
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Post by Zulgyan on Apr 25, 2014 9:36:17 GMT -6
I had the player's fight 2 magic-users and their bodyguards in a cave that was beign wrecked up by a triple sized Purple Worm. Once every other round, due to the violent tremors, each combatant had to roll vs. Dex so as to keep stading on their feet. Otherwise they would lose their actions, spell casting would be spoiled, etc.
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Post by Zulgyan on Apr 25, 2014 9:06:03 GMT -6
I gave up ability checks a long time ago. Frankly, I don't see any mechanical need they serve that saving throws do not already do. ~Scott "-enkainen" Casper I haven't found any saving throw useful for certain tests, such as jumping from one building to another, if the jump is difficult. And many others.
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Post by Zulgyan on Apr 25, 2014 9:02:08 GMT -6
d20 below is the most common, but I also use 3d6 or 4d6 (if test is harded), or 1d6 roll 5+, with +1 if related score is 15+. 2d10 roll below is good too.
I like to keep it varied, because I believe it's more fun that way.
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Post by Zulgyan on Apr 25, 2014 8:47:11 GMT -6
Ok, that illustrates very well the spirit/intent of the rule, thanks!
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Post by Zulgyan on Apr 25, 2014 8:18:53 GMT -6
I like to combine rolling high here with rolling low there, d20 for this, 1d6 for that, and then 2d10 for another thing. More variety, more fun! Unified mechanics make the game repetitive, which is bad in my eyes.
Honestly, my most common ability checks are for jumping and climbing, when it's hard and failing could hurt the PC. I also make Dex checks to avoid/evade certain traps (not all of them, some force a saving throw, other traps "roll to hit" a character, etc.)
Strenght checks are traditionally for opening doors, bend bars, lift gates, break stuff, escape monster grapples.
I sometimes use Inteligence checks to give some clues to the players when they are stuck with a puzzle, or to provide some lore about stuff the character could know. I also use Intelligence checks to allow a PC figure out a complex mechanism or usage of a high tech item. My favourite way of doing it is by giving clues and not the complete answer.
Charisma is also used for "convincing the guards", getting discounts, and other negotiations, but players still have to something clever or it's automatic failure.
I have used wisdom checks to hint if someone is lying to PCs, though that's rare, I prefer to leave them guessing.
Bottom line, no hard rules.
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Post by Zulgyan on Apr 25, 2014 8:08:13 GMT -6
If I would run this game (hope it's soon, but I'm DMing a D&D campaign right now), I would ignore how the round is divided in 2 phases, and just run it like I do in OD&D or AD&D, which basically is using B/X iniciative and round sequence (1d6 vs. 1d6, higher rolling group does all it's actions first, with a few common sense exceptions).
I am missing something that makes the 2 phase combat necessary to play this game?
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Post by Zulgyan on Apr 25, 2014 8:02:16 GMT -6
Cool, looking foward. I have to say, this is my favourite D&D-like game, after OD&D and AD&D. I only have the PDF by now.
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Post by Zulgyan on Apr 25, 2014 7:43:07 GMT -6
• Their attack rate with the sling is 3/2 (Chainmail p. 29). This is a common ruling (which is why I put that as an option in the poll). What Chainmail says on p29 is: This doesn't explicitly affect rate of fire (implying improved accuracy rather than speed); it increases the "effective" number firing on the missile fire table (p11). Edit: The Hobbit player might also wonder if he'd be better off firing twice per turn with a bow? Sure, mine is an "interpretation" of Chainmail. I should clarify that in my OD&D games, ROF for bow is 1, not 2. When M&T speaks about "deadly accuracy", it is refering to the "as far a bow" thing (the hobbit will have less penalties firing afar). Again, just an interpretation, and honestly, maybe intentionally looking for one that differs from AD&D, so as to make my OD&D more special.
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Post by Zulgyan on Apr 25, 2014 0:39:34 GMT -6
• They can fire a stone as far as an archer shoots (Chainmail p. 29). • Their attack rate with the sling is 3/2 (Chainmail p. 29).
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Post by Zulgyan on Apr 24, 2014 23:08:24 GMT -6
Would buy them!
Preferably, having the Player's Manual and Referee's Manual separate! That would be much better and practical for table use.
The idea of full game HC + Player's Manual SC sounds neat too.
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Post by Zulgyan on Apr 24, 2014 22:29:00 GMT -6
Artwork is superd, adventure concept too!
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Post by Zulgyan on Apr 23, 2014 9:42:01 GMT -6
I would be great to have a "best of the best" thread Maybe we could have a sticky in each forum (i.e. "The Best of Men & Magic", the best of "General Discussion", etc.) and people contributing with links and quotes there.
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HI
Apr 23, 2014 0:26:03 GMT -6
Post by Zulgyan on Apr 23, 2014 0:26:03 GMT -6
Greetings, now... save vs. death!
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Post by Zulgyan on Apr 22, 2014 7:51:56 GMT -6
Looks really cool.
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Post by Zulgyan on Apr 2, 2014 0:22:23 GMT -6
So how do people go about organizing their rules and game elements here?(extra classes, races, spells, monsters, combat house-rules, etc).
One extreme is to rewrite (mayor copy+pastes allowed) the whole books, integrating your houserules into them, in a unified text and presentation. This is a colossal work, I've been tempted to follow many times.
The other way is just having a house rules document and using multiple and disparate sources in you games (like using the books, a couple of magazines and some house-rule printed stuff, all toguether).
How do you go about?
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Post by Zulgyan on Apr 1, 2014 18:45:18 GMT -6
This are my house-rules so far. Some rules reflect the necessities of the campaign and its participants (time constrained young-adults). These houserules are not engraved in stone!
BOOKS USED: PHB is the main player book; UA only used for some spells (negative plane protection and remove paralysis most notably up till now); D&DG for stats over 18; MM1, MM2 and FF monsters used, many monsters made by myself; DMG is regarded as a sourcebook, not a rulebook.
ABILITY SCORE GENERATION: 4d6 drop lowest, 6 times, then worst result becomes a 18. Poor stats (DM’s call) are re-rolled if player wishes so (some players enjoy playing crappy characters!)
CLASS/RACE: PHB restrictions in full force, but I’ve been a bit permissive with level limits. If it fits a character, I will slightly modify choosen class specially for it, to make the character more unique (up till now, modified the Fighter slightly into an "Archer", allowing that character to split-move and fire, but losing extra attacks due to high level with melee weapons). Thief class discouraged! (this is the Whitebox OD&D guy in me).
INITIATIVE: is group 1d6, higher goes first, ties mean simultaneous action. Spells must be specifically declared before initiative is rolled. Other actions are declared more generally (such as "I attack"), and the specifics are determined during your turn. I also ad-hoc rule some situations that go outside from that roll. For example, bows shoot before charging opponents, pole arms attack first in first round, etc. This means I ignore speed factors, segments and casting times, except for spells that need a round or more to be casted. Spellcasters that lose initiative and are hit, lose their spell. Power-Words cannot be interrupted, nor do "at-will" spell-like abilities.
Suprise is 1-2 in d6. 1 in 6 if DEX 15+. Lights and sound due to heavy armor make it almost impossible to surprise enemies.
OTHER COMBAT: Natural 20s do MAX damage. Natural 1s always miss. Situational bonuses or penalties are ad-hoc ruled. 0 hp unconcious, -1/-9 bleeding 1 hp per round, -10 dead. When you fail a save vs. poison, you have 1 more round of action (hopefully a spell can be cast on you or you can drink a potion), then you die. Survival shock is not rolled if you are "Hasted" (you still age though). Len Lakofka's To Hit tables.
WEAPONS: I ignore weapon proficiencies (you may use with no penalty all weapons allowed to your class). I don't use different damage for large opponents nor weapon vs. armor. I make up new weapons using the one in the PHB as a guide (for example, the Paladin player wanted to use a Maul, so I ruled it's a 1d10 two-handed bludgeoning weapon. We don't keep track of normal arrows, I just require players to spend some money each time at town for an abstract "replenish".
MAGIC: spell components are for flavour, except expensive ones with a specified price. Some spells are as per AD&D2E (single arrow mode of the "fire arrow" spell, the only one applied till now). Cure spells cure a minimum of half cleric level, but no more that max possible of the spell.
ADVENTURING: Encumbrance is eye-balled. We don't keep track of food or water (except in dire/obvious situations, such as being trapped in a cave or something of the sort. In such situations I assume the party has a week or so left of provisions). Ability Score checks (d20 roll under stat) used now and then for climbing, jumping, etc. Character knowleged is based primarly on class, but all characters are considered to have the ample skills of a competent adventurer. No secondary skills or NWP used. Movement slow-down due to armor mercilessly enforced! (if you are wearing plate mail, you'll have a hard time running away!). Sleeping recovers 2 hp per level.
ALINGNMENT: is meant for "color" and to help quickly define a broad ethos/world-view of the character. It is not strictly controlled and is interpreted with a lot of flexibility as to not stall down the game with ethical arguments. No alignment languages. Heck, nearly everyone in the world speaks common!
LEVELING: Experience is not tracked, but arbitrarily granted by the DM at the end of each "adventure". No training needed. All HD is re-rolled and you keep the result if higher that previous HP total. If not, you just gain +1 hp (an adaptation of Empire of the Petal Throne).
That's what I remember right now!
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Post by Zulgyan on Mar 22, 2014 1:59:35 GMT -6
In Supp. I, page 22, just between Magic Missile and Ventriloquism one can see the following "named" but "undescripted" spell.
This spell is not listed on the spell lists.
Does anybody know what it is supposed to mean? Is it just a edit-left-over?
I'm sorry if this issue has come up before! Just point me to the discussion.
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Post by Zulgyan on Mar 16, 2014 10:36:11 GMT -6
Ancient Mysteries & Lost Treasures might be of some use although it is somewhat specialized and for S&W rather than OD&D Yes, thanks! I would like to clarify it need not to be necessarily based on OD&D, just OD&D-like, and S&W obviously qualifies as such.
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Post by Zulgyan on Mar 13, 2014 10:47:06 GMT -6
Ok, so it's basically "I have to make it up on my own from a set of different pieces" and there really is no "ready made and complete" game of this kind. Sight...
Thanks for all the suggestions, I'll start making up my game based on them.
Keep the suggestions coming though!
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Post by Zulgyan on Mar 7, 2014 15:10:24 GMT -6
Looks interesting, I hope they deliver.
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Post by Zulgyan on Mar 7, 2014 14:36:36 GMT -6
I'm looking for a modern genre (contemporary, low to no fantasy) game with traditional mechanics alike OD&D o AD&D.
One that is as generic as possible. So, not one specialized in spies, or mafia, or mutants, or supers, etc.
¿Any recommendations?
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Post by Zulgyan on Mar 7, 2014 14:32:31 GMT -6
I like the "5% principle" of the Lakofka tables (Dragon #80)
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Post by Zulgyan on Mar 6, 2014 13:50:27 GMT -6
I started out a campaign using this, and the first session was a blast!
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Post by Zulgyan on Nov 21, 2013 8:17:51 GMT -6
Buenos Aires City, Argentina Hey Zulgyan: I visited your beautiful city with my father eight years ago. We ate a lot of steak. My father looked at birds at the Reserve. I bought a lovely ashtray at Cafe Tortoni. The girls were pretty and the weather was warm. I am jealous. Oakes (Printer's Row, Chicago, Illinois) Thank you. I feel very complimented. I'm quite good at preparing steak myself, too. I've been to Chicago in 2008. Loved the city. Had a BIG hod dog at the Millenium Park. Went for some blues at Kingston Mines. Visited the Aquarium. Walked around in the southern neighborhoods. Fantastic, fantastic city.
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Post by Zulgyan on Nov 20, 2013 9:16:04 GMT -6
Hey Zulgyan, you used to (or maybe still do as I'm rarely there) post over at DF too, no? I recognize the name and location... and maybe the shield? Be well, --Ron-- Yes, it's the same Zulgyan everywhere as far as I know
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Post by Zulgyan on Nov 15, 2013 15:49:31 GMT -6
talysman wrote:
Maybe 5E could have been that way if he hadn't left the development process. I can imagine ways of doing what he promised:
Have a rules skeleton of classes without skills or feats, and making them optional add ons to the game that you can plug or take. Characters without skills or feats can gain other automatic advantajes.
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