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Ragitsu

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Everything posted by Ragitsu

  1. My latest D&D related pet peeve concerns people that chastise others for metagaming while concurrently chastising others for having their characters being uninterested in quests (because, in the words of the complainer, "Quests are worth XP.").
  2. The whole point? Neither the character nor (uninitiated) player would be aware of such a "point"; D&D characters (i.e., fictional beings residing in a fantasy world) are unaware of "XP"...a game construct/concept.
  3. I know about as much as Sweden as I do Denmark, so I'll take your word for it. (By the way, I know about as much as Denmark as I do Sweden.) --- https://getyarn.io/yarn-clip/29b5a914-e073-4fa5-800f-060c06460f83
  4. For Certified -> Because life is an adventure and adventures - trekked with boots or books - are life. For Clonus -> All we can do is use our time to leave things a little bit...better. For L. Marcus -> (Just kidding.) We fear the night, though it abounds with beauty. For tkdguy -> May your brush strokes be ever true.
  5. Your avatar reminded me of the following ->

     

     

  6. CHAKOTAY: Computer, identify program. COMPUTER: The program in progress is a holonovel based on the epic Earth poem Beowulf. TUVOK: Beowulf? CHAKOTAY: An ancient English epic, set in sixth century Denmark, if I remember correctly. It's about a hero named Beowulf who fights a creature that's terrorizing a kingdom and murdering its subjects. Monsters and swordplay. That sort of thing.
  7. If you're talking about the D&D-based/inspired CRPGs, then, yeah...they're different than standard tabletop D&D; concessions had to be made in order to facilitate gameplay. Those concessions typically arose - mind you - because there was no human DM guiding the events or able to make "organic" decisions on-the-fly. When you have to account for a broad number of playstyles, you have to make more available so that the uninitiated player (who is jumping feet first without a supervising DM) is covered no matter what happens. As for actual pencil-and-paper D&D, the difference is night and day. A key example: "absolute" effects effectively went the way of the dodo.
  8. That "video game-y" magic is mostly a Wizards of the Coast development (about the time D&D started taking a page from "regular" video game RPGs and then full-on MMORPGS); in TSR D&D, magic was pretty much the domain of the mages and priests instead of something sprinkled onto every class in varying amounts. There was none of that "ignore spell components" rubbish designed to give players an easier time by obviating the need to obtain specific consumable resources. A "Concentrate" Skill (or similar mechanic) able to be improved as character levels grew did not exist; exceptions aside, if you got hit while spellcasting, you lost the spell...so you don't get hit. Certain spells weren't as efficient or convenient as later versions (e.g., Identify). Spell durations - overall - were longer; in this respect, spells were more evocative of enduring enchantments from the fairy tales instead of overly "balanced" video game powers that are ephemeral by comparison (c.f. 1e Charm Person to 5e Charm Person). There was no "Warlock" firing off mojo like confetti or blast-happy Sorcerers. Magical items were rare and you couldn't buy them from a shop like nowadays (barring the least potent of restorative potions, maybe). Anyhow, if a DM wants to run a Fighter-only campaign in D&D, he has to account for many things (not the least of which is monsters effectively immune to weapon damage/susceptible to magic) lest they court disaster.
  9. Yes, we are both pretending to be something we are not. However, at the end of the night, I will be closing the book, filing away the sheets, returning the pencils to the holder and dumping the dice back into that bag. As for you? Well...good luck with that.
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