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Spence reacted to Joe Walsh in Want to use 5th edition what are the must have rules to grab from 6th edition?
I went down this path with 4e recently, looking into what to include from 5e and 6e. In the end, I decided to not only not import anything, but to also strip away most of the house rules I've built up over the years and just run 4e RAW aside from using 1/2d6 for the STUN multiplier (which I've been doing since the early 80s). If anything comes up in actual play that can't be solved with a simple spot rule or table ruling, I can look into importing something from 5e or 6e, or just make something up like we used to do.
And it's been working well so far. No complaints, no issues. And no need to reference a document filled with rules changes! Just open the book and read.
(I did incorporate the errata into the text with handwritten notes and pasted-in printouts).
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Spence reacted to Opal in Want to use 5th edition what are the must have rules to grab from 6th edition?
5th edition worked pretty well as it was.
So did 4th.
Don't see the need.
I suspect giving up EC for Unified would hurt characters who had any common limitations on their ECs, relative to other frameworks and bricks... points did still matter in 5th...
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Spence got a reaction from Ndreare in Dragonflight 42, AUG 26 – 28 2022 Bellvue WA.
So I submitted my games for Dragonflight.
Three games
1) A Small Matter of Glory. Star Trek Adventures Klingon (2d20)
2) Shadows over the Darkwood. (Fantasy Hero 5thR)
3) Containment (Fall of Delta Green/GUMSHOE)
Looking forward to it again this year. I had a blast at last years con.
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Spence reacted to Doctor Zen in 1930s map of Hudson City?
You didn't go overboard as far as I am concerned. You gave me a wealth of information. Now I can look and decided for myself. I thank yoiu.
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Spence got a reaction from pinecone in Just some random Traveller Hero thoughts
On the old age of sail ships, most casualties (dead + wounded) were not from the cannon shot, but rather the splinters caused by the shot passing through the hull and bulkheads.
Modern warships (and many commercial ships) surface mount piping, conduits, ducting, wiring and various boxes for several reasons. Ease of access, ease of inspection, ease of repair and, in the case of a warship, to reduce the amount of shrapnel from a penetrating round/missile. For damage control teams one of the most dangerous fires is one in a berthing space. Berthing is one of the areas where you will find wall coverings and cubbyholes. They will usually be filled with personal possessions, that include thermal, explosive and poison gas bombs. Also known as personal electronics with batteries. Plus all those blankets, comforters and sheets cunningly stuffed into tiny spaces are great to add to the fire and gas contents of the usually fully enclosed with limited ventilation compartment. People have died from asphyxiation ten feet from outside air because a hatch is heat-warped and the compartment is filled with toxic fumes from heat and fire. The Navy learned a long time ago that leaving fittings and exposed and avoiding paneling and covers in the working parts of the ship radically sped up not just repairs, but being able to actually spot repairs. On a ship every pipe has it's purpose and content painted on it with a direction of flow arrow. In fact everything is identified by color code and direction if applicable.
As for critical devices such as lighting and communication, they are all designed so that you have with zero electrical power to the ship. Battle-lanterns are everywhere and the sound powered phones work off the the power of your voice as is implied by the name. Control panels are designed so a crewman can operate it by feel in the event of no lighting and critical ones can operate without external power. Because Murphy guarantees you will lose power.
In space this becomes even more critical. If a micro-meteor puts a tiny hole in an outer bulkhead, I don't want to have to remove square yards of paneling to find the leak. I also don't want to have half the personnel assign to the compartment shredded by fragments of of the covers that only served the purpose of "looking nice". And when the lights and power goes out, I really hope I am not stuck with a touch screen as my only control panel. And unless I can carry 5 or 10 spares of everything, I really hope that my critical systems have backups that are either electric components or integrated circuits build from electronic components such as transistors and for applications that require clean signals or power handling those much maligned tubes. Give me a micro/min tool set and a micro-repair bench and I can repair them. If necessary we can "rob" what we need from other gear. And components are actually pretty small and you can store thousands of them in one cubic yard of space. In real life high altitude flight is one of the reasons that reloading firmware and software packages is pretty routine. You don't hear as much about commercial airlines because they don't really have anything and the majority of critical systems have been hardened. The loss is because of the reduced protection from particles at altitude. Microchips a especially vulnerable to particles and other EMI. An actual spacecraft is exposed to far more. And I am pretty sure anything that actually goes into interplanetary or interstellar will really see damage. You cannot fix a chip. Spare chips have to be carefully packaged and most of the particles that do the damage are not stopped by the ships structure or your body. A chips is just a device that has millions or PN junctions (transistor, diode, etc) and connecting runs at the microscopic level. I have seen microscopic pictures of a failing chip from equipment that was in orbit. The surface of the chip was covered in craters that looked like WW1 nomansland. A full-sized or miniature semiconductor (transistor, diode, etc), component (resistor, capacitor, etc) or tube is so massive in comparison to the same purposed portion of a chip it wouldn't even notice the damage. You will be losing a steady percentage of micro-components each and everyday you are outside the protective field of a planet. This will happen invisibly and undetected until the new chip is installed and does not work. A storage of components that are miniature or full-sized will survived for years unless they are mishandled.
I have the good fortune to be able to work on not just a new platform with new birds that are less than a year old, but also the old legacy aircraft that have been flying for 40+ years. If we get a blade or other circuit card and it has been over 5 years form manufacture it usually means problems of one kind or another, bios or firmware updates and sometime outright failure. It just doesn't work for some reason. But they recently released old war-stores for one the aircraft being sun-downed. We cot old style circuit cards and IC that are literally 50 years old and still in the manufacturers original packaging, and they all work like the day they were manufactured.
Modern tech is fantastic and I don't know what I would do without my laptop.
But to depend on microcomputers to be my only option if I were to go on a multiyear voyage with no way to abort?
Nope. They would need to ensure the existence of manual auxiliary methods of performing all the critical tasks.
Otherwise the crew might as well just suicide before they go so the families can at least have something to bury.
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Spence got a reaction from Hotspur in Earlier vs. Current Editions of Champions
You did notice what I actually said?
They wanted a hammer "like" Thor's and they wanted it to return to hand after being thrown and not be able to be taken away.
So I don't know why you would bring up that Thor's hammer could be taken. We are not talking about Thor's hammer. We are talking about a similar hammer that cannot be taken.
Not trying to be antagonistic.
Just confused...
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Spence got a reaction from rravenwood in Earlier vs. Current Editions of Champions
For me 4th was the sweet spot mostly because of presentation. As many have pointed out there is little real change between all the versions on game play. Right now 5thR is my go to version, not because it is "superior", but because it is available.
For me 4th presented a Super-heroic game with a soul. 5th and on are dry and read like a textbook.
I also believe the textbook feel has moved people from using Hero as a creative toy box to something that actually resembles a D&D style straight jacket. All the time I read threads were people have thought of something they want to make, and instead of simulating the intended effect, they find "powers" that "sound like something near" and then try to hammer the round peg into the square hole.
I was reading a thread recently which I could never find again where someone was trying to make a hammer like Thor's. They wanted it to return to hand after being thrown and not be able to be taken away. So they were painfully grinding away at things using focus and trying to find the "power" that made things return instead of building the intent.
Hammer -
multipower
Xd6 HA (PD physical bludgeoning)( I hit you with my hammer)
Xd6 HKA (ED Hammer wreathed* in lighting)( I hit you with my hammer that is wreathed* in lightning)
Xd6 EB (PD physical bludgeoning)( I throw my hammer and hit you)
Xd6 RKA (ED Hammer wreathed* in lighting)( I throw my hammer and hit you)
Done.
Question: But where is the hammer and how does it come back.
Answer: being a hammer is a special effect. You can just make it appear in your hand or look like it flies back like a boomerang. Up to you, it is a SPECIAL EFFECT.
Plus, unlike a focus, no one can take it from you.
That is issue with Hero that I see. A person that picks up a Hero book today just doesn't have the mind set to think outside the box, they will still see the "creation rules" as being rules similar to other games. There is only one Telekinesis and it is the one named Telekinesis. They will not think of "Strength at range" which can also simulate Telekinesis or many other possibilities.
But this is not a "edition" based issue, it is the way players look at games. When many of the games like Hero came out everyone was used to RPG's having gaps in the rules, including outright unusable ones. So we were all used to tinkering and house-ruling things as a normal course of play.
Current gamers are used to either well established games where 30+ years have allowed them to fix all the issues (or pretty close) or newer games that go super simplified or have leveraged off of 50 years of gaming to write a tight rule-set.
For me, even though the game has not changed very much at all in its run of play. Since I started with 1st edition, the "big" changes that occurred between 5th and 6th made 6th edition creation counter-intuitive.
Intellectually I know that there really isn't much that changed. In my gamer "gut" and "gamemaster feel intuition" 6th is just "wrong". As much as I have tried, I just can't enjoy it.
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Spence got a reaction from starblaze in Earlier vs. Current Editions of Champions
I'd have no problem playing 2e. I play 5thR because I have six copies of the core book and 5 to 6 copies of each of the "extra" books like Character Creation Handbook, Combat Handbook, etc. Plus the "collection copy" bagged and stored of each book.
For 2e I have one copy and it is my stored one.
I simply lack the ability to prep games and make characters without a paper copy in my hand. I guess the look, feel and even the smell of a real book triggers my creativity.
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Spence got a reaction from Duke Bushido in Earlier vs. Current Editions of Champions
For me 4th was the sweet spot mostly because of presentation. As many have pointed out there is little real change between all the versions on game play. Right now 5thR is my go to version, not because it is "superior", but because it is available.
For me 4th presented a Super-heroic game with a soul. 5th and on are dry and read like a textbook.
I also believe the textbook feel has moved people from using Hero as a creative toy box to something that actually resembles a D&D style straight jacket. All the time I read threads were people have thought of something they want to make, and instead of simulating the intended effect, they find "powers" that "sound like something near" and then try to hammer the round peg into the square hole.
I was reading a thread recently which I could never find again where someone was trying to make a hammer like Thor's. They wanted it to return to hand after being thrown and not be able to be taken away. So they were painfully grinding away at things using focus and trying to find the "power" that made things return instead of building the intent.
Hammer -
multipower
Xd6 HA (PD physical bludgeoning)( I hit you with my hammer)
Xd6 HKA (ED Hammer wreathed* in lighting)( I hit you with my hammer that is wreathed* in lightning)
Xd6 EB (PD physical bludgeoning)( I throw my hammer and hit you)
Xd6 RKA (ED Hammer wreathed* in lighting)( I throw my hammer and hit you)
Done.
Question: But where is the hammer and how does it come back.
Answer: being a hammer is a special effect. You can just make it appear in your hand or look like it flies back like a boomerang. Up to you, it is a SPECIAL EFFECT.
Plus, unlike a focus, no one can take it from you.
That is issue with Hero that I see. A person that picks up a Hero book today just doesn't have the mind set to think outside the box, they will still see the "creation rules" as being rules similar to other games. There is only one Telekinesis and it is the one named Telekinesis. They will not think of "Strength at range" which can also simulate Telekinesis or many other possibilities.
But this is not a "edition" based issue, it is the way players look at games. When many of the games like Hero came out everyone was used to RPG's having gaps in the rules, including outright unusable ones. So we were all used to tinkering and house-ruling things as a normal course of play.
Current gamers are used to either well established games where 30+ years have allowed them to fix all the issues (or pretty close) or newer games that go super simplified or have leveraged off of 50 years of gaming to write a tight rule-set.
For me, even though the game has not changed very much at all in its run of play. Since I started with 1st edition, the "big" changes that occurred between 5th and 6th made 6th edition creation counter-intuitive.
Intellectually I know that there really isn't much that changed. In my gamer "gut" and "gamemaster feel intuition" 6th is just "wrong". As much as I have tried, I just can't enjoy it.
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Spence got a reaction from fdw3773 in Earlier vs. Current Editions of Champions
For me 4th was the sweet spot mostly because of presentation. As many have pointed out there is little real change between all the versions on game play. Right now 5thR is my go to version, not because it is "superior", but because it is available.
For me 4th presented a Super-heroic game with a soul. 5th and on are dry and read like a textbook.
I also believe the textbook feel has moved people from using Hero as a creative toy box to something that actually resembles a D&D style straight jacket. All the time I read threads were people have thought of something they want to make, and instead of simulating the intended effect, they find "powers" that "sound like something near" and then try to hammer the round peg into the square hole.
I was reading a thread recently which I could never find again where someone was trying to make a hammer like Thor's. They wanted it to return to hand after being thrown and not be able to be taken away. So they were painfully grinding away at things using focus and trying to find the "power" that made things return instead of building the intent.
Hammer -
multipower
Xd6 HA (PD physical bludgeoning)( I hit you with my hammer)
Xd6 HKA (ED Hammer wreathed* in lighting)( I hit you with my hammer that is wreathed* in lightning)
Xd6 EB (PD physical bludgeoning)( I throw my hammer and hit you)
Xd6 RKA (ED Hammer wreathed* in lighting)( I throw my hammer and hit you)
Done.
Question: But where is the hammer and how does it come back.
Answer: being a hammer is a special effect. You can just make it appear in your hand or look like it flies back like a boomerang. Up to you, it is a SPECIAL EFFECT.
Plus, unlike a focus, no one can take it from you.
That is issue with Hero that I see. A person that picks up a Hero book today just doesn't have the mind set to think outside the box, they will still see the "creation rules" as being rules similar to other games. There is only one Telekinesis and it is the one named Telekinesis. They will not think of "Strength at range" which can also simulate Telekinesis or many other possibilities.
But this is not a "edition" based issue, it is the way players look at games. When many of the games like Hero came out everyone was used to RPG's having gaps in the rules, including outright unusable ones. So we were all used to tinkering and house-ruling things as a normal course of play.
Current gamers are used to either well established games where 30+ years have allowed them to fix all the issues (or pretty close) or newer games that go super simplified or have leveraged off of 50 years of gaming to write a tight rule-set.
For me, even though the game has not changed very much at all in its run of play. Since I started with 1st edition, the "big" changes that occurred between 5th and 6th made 6th edition creation counter-intuitive.
Intellectually I know that there really isn't much that changed. In my gamer "gut" and "gamemaster feel intuition" 6th is just "wrong". As much as I have tried, I just can't enjoy it.
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Spence got a reaction from Duke Bushido in Earlier vs. Current Editions of Champions
I'd have no problem playing 2e. I play 5thR because I have six copies of the core book and 5 to 6 copies of each of the "extra" books like Character Creation Handbook, Combat Handbook, etc. Plus the "collection copy" bagged and stored of each book.
For 2e I have one copy and it is my stored one.
I simply lack the ability to prep games and make characters without a paper copy in my hand. I guess the look, feel and even the smell of a real book triggers my creativity.
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Spence got a reaction from assault in Earlier vs. Current Editions of Champions
I never had a problem with END. I never stopped using 1/5 cost for everything. It is the way I started playing and running out of umpff at the most inopportune time is basically a trope for supers and heroes of all kinds. You can't heroically push through the exhaustion if you never get tired.
And how dare you insult Captain Neutron, the was GM was railroading me....
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Spence got a reaction from Christopher R Taylor in Earlier vs. Current Editions of Champions
I never had a problem with END. I never stopped using 1/5 cost for everything. It is the way I started playing and running out of umpff at the most inopportune time is basically a trope for supers and heroes of all kinds. You can't heroically push through the exhaustion if you never get tired.
And how dare you insult Captain Neutron, the was GM was railroading me....
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Spence reacted to Duke Bushido in Earlier vs. Current Editions of Champions
I started with 1st edition. I bought into second edition.
I own every single edition (because I am dumb like that, but in the interest of transparency, let me state up-front that I bought 3e Champions at some point in the last ten years; my game store at the time never carried it; I didn't know it existed until 4e came out, which my game atore stocked deeply).
That includes both versions od 5e, as well as both versions of Sidekick and I own HERO System Basic (no idea why we stopped calling it Sidekick: there is a universe of distance between the appeal of those two names).
I own Espionage (the fist non-Champions game to use the Champions engine, which would become in 4e "The HERO System." I own DI, Fantasy HERO, and even Lucha HERO and MHI- if it uses the 'HERO System," I own it, even PS 230-whatever the heck it was, and Champions Complete, - Dude! I own the weird ones, too:
new Millennium (odd man out: I kind of liked that one, but I already had Bubblegum Crisis, so I could find all the missing bits that New Millennium seemed to have skipped), Champions Now, and the LARP.
I have read every single one of them multiple times (except the LARP: I have made many attempts, but without fail, I am sound asleep before getting thirty pages in, which is weird, because I generally,enjoy Watt's style, but there is something in that book that is the absolute cure for insomnia: it is better than every Microbiology textbook I ever read! )
All that being said, I have never found within any of these a solid reason to move beyond 2e.
Don't think that I am badmouthing the new stuff! I am not; I just dont seem to have ever encountered any of the problems that later editions claim to fix.
Now the next is one-hundred-percent opinion; I don't want anyone to think I am trying to claim this as a fact or even that I think,it is a fact- for what it is worth, I didn't used to think this way! A few too many discussions with the diehard core of the fandom kind of pushed me to thinking this:
I don't think that _most_ people have ever had the problems these editions are meant to fix. I really think most of the endless revisiins and options come out of the endless discussion hunting the snipe of mathematical perfection and total equality.
Moreover, I think a sizeable chunk of problems that folks have encountered over the years (and no: I am not going to be discussing them- got tired of rehashing the same discussions over and over) come more from an inability to let go of a preconceived notion than an actual lack of something in the rules. That is, failing to catch a variation or broader application of an existing option.
Short answer: I play 2e because it meets my needs. I don't play newer editions because I don't have the additional needs those new rules are meant to address. The changes to rules- for the needs of me and my players- are nowhere near worth thumbing around through all those books to double-check something.
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Spence got a reaction from Scott Ruggels in Earlier vs. Current Editions of Champions
For me 4th was the sweet spot mostly because of presentation. As many have pointed out there is little real change between all the versions on game play. Right now 5thR is my go to version, not because it is "superior", but because it is available.
For me 4th presented a Super-heroic game with a soul. 5th and on are dry and read like a textbook.
I also believe the textbook feel has moved people from using Hero as a creative toy box to something that actually resembles a D&D style straight jacket. All the time I read threads were people have thought of something they want to make, and instead of simulating the intended effect, they find "powers" that "sound like something near" and then try to hammer the round peg into the square hole.
I was reading a thread recently which I could never find again where someone was trying to make a hammer like Thor's. They wanted it to return to hand after being thrown and not be able to be taken away. So they were painfully grinding away at things using focus and trying to find the "power" that made things return instead of building the intent.
Hammer -
multipower
Xd6 HA (PD physical bludgeoning)( I hit you with my hammer)
Xd6 HKA (ED Hammer wreathed* in lighting)( I hit you with my hammer that is wreathed* in lightning)
Xd6 EB (PD physical bludgeoning)( I throw my hammer and hit you)
Xd6 RKA (ED Hammer wreathed* in lighting)( I throw my hammer and hit you)
Done.
Question: But where is the hammer and how does it come back.
Answer: being a hammer is a special effect. You can just make it appear in your hand or look like it flies back like a boomerang. Up to you, it is a SPECIAL EFFECT.
Plus, unlike a focus, no one can take it from you.
That is issue with Hero that I see. A person that picks up a Hero book today just doesn't have the mind set to think outside the box, they will still see the "creation rules" as being rules similar to other games. There is only one Telekinesis and it is the one named Telekinesis. They will not think of "Strength at range" which can also simulate Telekinesis or many other possibilities.
But this is not a "edition" based issue, it is the way players look at games. When many of the games like Hero came out everyone was used to RPG's having gaps in the rules, including outright unusable ones. So we were all used to tinkering and house-ruling things as a normal course of play.
Current gamers are used to either well established games where 30+ years have allowed them to fix all the issues (or pretty close) or newer games that go super simplified or have leveraged off of 50 years of gaming to write a tight rule-set.
For me, even though the game has not changed very much at all in its run of play. Since I started with 1st edition, the "big" changes that occurred between 5th and 6th made 6th edition creation counter-intuitive.
Intellectually I know that there really isn't much that changed. In my gamer "gut" and "gamemaster feel intuition" 6th is just "wrong". As much as I have tried, I just can't enjoy it.
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Spence reacted to Sundog in Earlier vs. Current Editions of Champions
I think 5th is a great system, and for me the first one I really loved (though I started with 3rd) was 4th. I'm still of two minds on 6th - it's a purer system with everything equalized as far as stats go, but I don't find it as fun to play.
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Spence got a reaction from Lord Liaden in Earlier vs. Current Editions of Champions
For me 4th was the sweet spot mostly because of presentation. As many have pointed out there is little real change between all the versions on game play. Right now 5thR is my go to version, not because it is "superior", but because it is available.
For me 4th presented a Super-heroic game with a soul. 5th and on are dry and read like a textbook.
I also believe the textbook feel has moved people from using Hero as a creative toy box to something that actually resembles a D&D style straight jacket. All the time I read threads were people have thought of something they want to make, and instead of simulating the intended effect, they find "powers" that "sound like something near" and then try to hammer the round peg into the square hole.
I was reading a thread recently which I could never find again where someone was trying to make a hammer like Thor's. They wanted it to return to hand after being thrown and not be able to be taken away. So they were painfully grinding away at things using focus and trying to find the "power" that made things return instead of building the intent.
Hammer -
multipower
Xd6 HA (PD physical bludgeoning)( I hit you with my hammer)
Xd6 HKA (ED Hammer wreathed* in lighting)( I hit you with my hammer that is wreathed* in lightning)
Xd6 EB (PD physical bludgeoning)( I throw my hammer and hit you)
Xd6 RKA (ED Hammer wreathed* in lighting)( I throw my hammer and hit you)
Done.
Question: But where is the hammer and how does it come back.
Answer: being a hammer is a special effect. You can just make it appear in your hand or look like it flies back like a boomerang. Up to you, it is a SPECIAL EFFECT.
Plus, unlike a focus, no one can take it from you.
That is issue with Hero that I see. A person that picks up a Hero book today just doesn't have the mind set to think outside the box, they will still see the "creation rules" as being rules similar to other games. There is only one Telekinesis and it is the one named Telekinesis. They will not think of "Strength at range" which can also simulate Telekinesis or many other possibilities.
But this is not a "edition" based issue, it is the way players look at games. When many of the games like Hero came out everyone was used to RPG's having gaps in the rules, including outright unusable ones. So we were all used to tinkering and house-ruling things as a normal course of play.
Current gamers are used to either well established games where 30+ years have allowed them to fix all the issues (or pretty close) or newer games that go super simplified or have leveraged off of 50 years of gaming to write a tight rule-set.
For me, even though the game has not changed very much at all in its run of play. Since I started with 1st edition, the "big" changes that occurred between 5th and 6th made 6th edition creation counter-intuitive.
Intellectually I know that there really isn't much that changed. In my gamer "gut" and "gamemaster feel intuition" 6th is just "wrong". As much as I have tried, I just can't enjoy it.
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Spence reacted to Duke Bushido in A Thread For Random RPG Musings
I dont know, Dude. I have heard all over the internet since I first got here on the old dial up way back when:
"Ambient sounds! Mood music! Sound effects!"
"All the best Game Masters do this!"
"Mood lighting drives home the scene!"
"Partial coatumes or themeatic clothing brings a character to life!"
And an impressive list of other such "increase the immersion" type suggestions.
And I took it to heart for a while, and have tried several of these things, particulalry the music and the sounds.
Without fail, the first time, everyone is impressed for two or three minutes, then it devolves into "what? Turn that off I can't hear you" or "this isnt really selling it for me-"
"Me neither! _i_ would have gone with Y-"
"Oh! You know what would _reallly_ be cool? Have you heard A?"
"No, but seriously, B has this eerie bass vibrato undertone-"
"Duke, just turn it off so they can shut up aand we can get to the game, please!"
Similar resukts with mood lighting:
"I cant read my damned sheet! No; that lamp makes it worse- it just shoots straight into my face when I turn it on..."
Etc, etc.
I know there is a small industry now for RPG sound effects, but overall, I have found this stuff to be far, _far_ more disruptive than helpful.
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Spence reacted to Cygnia in A Thread For Random RPG Musings
I'd love to pull this off in a game one of these days...
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Spence reacted to Ragitsu in A Thread For Random RPG Musings
There are ways to tackle that tendency to take healers for granted; even better, these methods work entirely in character.
Healers in general tend to be wise/shrewd/aware and D&D Priests/Clerics base the strength/breadth of their spellcasting capability off of their Wisdom score and so they are wise by default. Suicidal (or nearly so) overconfidence is decidedly unwise. If the party a healer finds themselves in consistently takes unnecessary risks, the healer is well within their rights to take a stand and make a speech about the value of prudence. Furthermore, while a healer (the more altruistic and less mercenary ones, anyhow) won't leave someone on the brink of death, they might elect to let smaller injuries heal on their own as a way of indicating that their talents aren't to be frivolously spent. Finally, divinely granted magic can be withheld; if an individual is jeopardizing a priest's mission through their reckless behavior, it shouldn't come as a surprise when a spell fails to work on said individual.
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Spence reacted to BoloOfEarth in What Have You Watched Recently?
I loved the entire series, and am bummed that was the only season. Though I did enjoy the ComicCon table read of the never-filmed 13th episode.
"Clarence?!"
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Spence reacted to Jhamin in What Have You Watched Recently?
I'm still rocking my Middle Man sig here on the Boards. You are in for a treat.
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Spence reacted to Duke Bushido in Just some random Traveller Hero thoughts
Why dont we start at the bottom.
We want fast, simple, and shios that aren't too delicate.
So, for my,next space battle, I am going to try 1e Car Wars rules.
Will report back!
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Spence got a reaction from Joe Walsh in Just some random Traveller Hero thoughts
While I like tactical starship games, and have and played many of the ones people have mentioned above. Starfire (2nd or 3rd editions) is perhaps my favorite.
But for RPG's IMO they just don't work.
I have moved to a model where ships are just like a fantasy games castle or tavern. They are a location for the PC to act in.
Instead of an actual map or grid with the "ships" moving around. I use a "plot" where the players ship is always the center and everything else are "targets" that move around the "plot". The plot is laid out in rings for range and marked off in segments for direction. I am in the process of making a new plot for the Star Trek 2d20 I will be running at the local con in August. Like most paper and pencil games the plot/map is mostly 2d, but I have found the layout spices up the games and the players seem to get into it fairly well.