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badger3k

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Everything posted by badger3k

  1. badger3k

    D & D Diatribe

    Re: D & D Diatribe Very much so (although to be fair, I haven't met a game that couldn't be munchkinned - even changed my sig to the same as my WOTC sig to reflect that).
  2. badger3k

    D & D Diatribe

    Re: D & D Diatribe I forgot the multiple times per round - but I can remember some of the horror stories (to me) that I've heard posted. Somehow a 19th level rogue striking 3 times for a potential +30d6 damage total - even for that high level - eek!
  3. badger3k

    D & D Diatribe

    Re: D & D Diatribe To me that is one Effed Up rule - a high level rogue can outdamage many other classes, if he has someone else attacking at the same time (and the right opponent).
  4. badger3k

    D & D Diatribe

    Re: D & D Diatribe I see that as a problem, but more of a setting one. A cleric that high could easliy be (a) too old to adventure - as a non-adventuring cleric, it could have taken him 60 years to get to that high a level; ( he could be too frail for adventuring (physical weakness - low stats, genetic disorder that magic can't cure - allergies?), or mentally unsuited (ie pacifist); or even © he could be a retired adventurer who sees his role as supportive (or his superiors ordered him to be temple-bound). I do agree that the random creation of towns and classed npcs is a bit odd to me - I prefer to make up my own and rely less on random generation.
  5. badger3k

    D & D Diatribe

    Re: D & D Diatribe Good points. The Unearthed Arcana book for 3x makes some headway into different experience methods (IIRC), and has some form of "Classless Classes" (just don't mention Gestalt...urk...Munchkins Wet Dream...).
  6. badger3k

    D & D Diatribe

    Re: D & D Diatribe The game system does expect you to have certain equipment by certain levels,(but the magic/save system doesn't - I did an analysis of the basic numbers a while back). It does make you wonder about how the system was set up - in some ways it appears to be an arms race, and many players basically do define their characters by what they have, rather than who they are. This can be corrected by a competent GM/Group, but the standard game does have certain preconceptions about what a group will have at what level (flight or travel magic, protectve magic, +20 swords, etc).
  7. Re: Modelling d20 Negative Levels in HERO I know what you mean - HD has caused my brain cells to go other ways. I looked up the "No Range" thing - you're right - making it mobile automatically gives it no range (http://www.herogames.com/forums/showthread.php?t=16363)
  8. Re: Modelling d20 Negative Levels in HERO I'm trying to figure how you calculated this one. Doing it in HD, I came up with the following: Shadow Breath: (Total: 329 Active Cost, 124 Real Cost) Drain Magic 3d6, AOE (38" Cone; +1), All magic Spells/Effects Simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Century; +3 1/4) (217 Active Points); 4 Charges (-1), Power will stop upons successful Con roll or Restoration spell (-1/2) (Real Cost: 87) plus CE 16" radius (32" Cone; +0), -3 DCV, -3 OCV, Long-Lasting Permanent, Multiple Combat Effects, Range limited to 19" cone (+0), Mobile (+1/2) (112 Active Points); 4 Charges (-1), Linked (Energy Drain; -1/2), Power ceases upon Con roll or use of Restoration spell (-1/2) (Real Cost: 37) Part of it is that for some reason CE doesn't have a range (haven't looked into it to see reason for this). I used mobile since it stays with the target (unless you use a different version, sticky would make other people get targetted with it if they touched someone under the effects). I am curious as to why you limited the cone to 4", since the total range is 19" for the Drain cone.
  9. Re: Earth Elementalist questions Desolid is the way to go, but I wouldn't put it to SPD 0 (then you'd never be able to get out of it). If the character cannot move, I'd add that as a lim (Cannot move through material or Only to move into/out of earth). For the Tremorsense, I'd go with that, but add Only for targets that are touching the earth, since it is useless against flying beasties (unless you mean both the one with tremorsense and the targets by the limitation you have).
  10. Re: Modelling d20 Negative Levels in HERO
  11. Re: Modelling d20 Negative Levels in HERO For my own games I haven't looked at negative levels, because they don't translate smoothly. I figured I might do something similar to a Suppress - either random ability/power, or else in a general way (affects all abilities and powers at a 1d6 level maybe). One negative level (or two) might drop everything by 1d6 CP. Could be pretty nasty in the long run.
  12. Re: hit location Champs: Only use it for called shots or low-level "gritty" games. Fantasy or other: Use it for most attacks except magic. Magical attacks are usually more powerful than other attacks and tend to attack the body as a whole. I do allow called shots in some cases, or when the magic attack simulates a real weapon (enchanted blade, arrow, etc).
  13. Re: Little help with Healing Advantages / Disadvantages I knew I was forgetting something! Thanks for the correction.
  14. Re: Little help with Healing Advantages / Disadvantages Buy it as partially limited power. Start out with 6d6 healing (or 3 linked 2d6 healing perhaps?). All have the basic modifiers for the spell/ability. One 2d6 would be limited by "only for members of same faith" and one 2d6 would be "Only if caster in love with target". The first would probably be a -1/4 limitation (or -1/2, depending on how popular the religion is), and the second would probably be a lot more, maybe -1. Something like: 2d6 Healing, OAF holy symbol, gestures, incantations (-1 1/2 total); PLUS 2d6 healing, same lims (-1 1/2) as well as Only for members of same faith (-1/2 say), PLUS 2d6 Healing, same lims as first (-1 1/2) plus Only if caster loves target (-1). Other possibilities includes using AID for Healing, with a trigger: if conditions met. Just a few quick ideas on how to write it up.
  15. Re: Things I'd like to see more of in fantasy gaming I agree here - most of the mystery to my mind comes from the DM and the setup of the system (not the game mechanics). Hero hasn't published one, but it can be done. One easy way could be to make up a VPP, but use spell lists. The key is - don't give the players the list. They can say "I'm casting Argavar's Armor of Force", then you can tell them how much of their pool is used, but you control the effects. They might be able to figure out the defense, or offense if you let them roll for such, but they won't know any modifiers, limitations, etc. Give them three different versions of fireball to learn - they can start out small and work up to larger. They won't know that it has half-effect in rain, or that their armor spell doesn't work against arrows (until it happens...). Another idea is enhanced powers - example, the armor spell also gives Flash defense, or be hardened twice, but since these might not come up that often, the characters wouldn't be aware of that (sort of like good side effects). The player would assume the power is greater than it is because of the active cost, but you know what happens when you assume. I use the same sort of system for magic items (and in HD, no less). The players get one version, which tells them what they know. I have the real version on my copies, so I know the full story. Another way is to give spells limitations that are unknown to the player (give each one a blank -1/2 perhaps). The DM can keep track of what it is, and the player would need to find out through experimentation. Magic that is taught will generally have more known about the spells (at least in what can and cannot be done). Magic that is more instinctive or less structured will be less known. Naturally, newer magic or spells (or magic that is rediscovered) will have more unknowns to it. Just a few thoughts.
  16. Re: Authentic Thaumaturgy Oddly enough, I never heard of this. Not really my cup of tea anyway, but (to push a site I like and find informative), there's a variety of "real" sources here: http://www.sacred-texts.com/alc/index.htm How adaptable they are to a game system depends on how much work you want to put into it. Other than that, I have nothing to add, sorry.
  17. Re: DnD's Spiked Chain Why the penalty skill levels? What penalty is it supposed to apply to? I'd add something for the disarm bonus (probably +1 or +2 CSL). Never really used them in D&D. The culture wasn't there, for one thing, for the other, used it once, the character ended up a pincushion (after a magic missile barrage). To me, it is countered to easy to be the game-breaker that some think it is, well, that and the problem is, as stated, how it interacts with other rules. Added together, in the right situation and the right power-build, it can potentially be devestating, unless it is countered like my NPC was. As for real world, just ask a lot of bikers how effective a normal chain can be. edit - whoops. In FH, the flail has the "flail maneuver" because it is bought with Indirect (at +1/4) not just the stretching. The stretching is more for straight line attacks rather than having indirect built in. You'd need indirect if you wanted a stretchy super (or monster) able to attack behind characters (unless you house rule it that way).
  18. Re: hero vs rolemaster Don't forget the original Aftermath by FGU. That combat system was hard on characters (IIRC - it has been a long long time).
  19. Re: hero vs rolemaster Oddly enough, I've played both games from the begiining. I switched from AD&D to Rolemaster, and played Champions for my superheroics. I switched from my RMSS campaign (well, to 3e, but then) Fantasy Hero because it is easier to run (and combat does take less time) when dealing with several voice-chat players. When I ran into problems with the 8-or-9 person group I had, where one combat took the whole session, I went looking for a faster one. I got back into Hero with the fifth edition books and so far have had very few problems. To me, Rolemaster is more detailed in combat, and can be very detailed if you include various rules with encumberance, armor, etc, etc - depending on which version of the game you are using. I like the skill "trees", and weapon combat is pretty easy, although I needed a detailed form to account for all the damage options (hit modifiers, bleeding, stun, etc). While this may not be that realistic (read the critical charts) it is fun, but sometimes it can require a calculator unless you are good at math (OB 93, roll 81, modifiers +25, -10 for distance, etc) - do that for 18 or more characters in a combat, and it gets old and slow. Hero combats (fantasy again) have generally been faster. I like the different abilities and skills, especially martial arts. In RM, martial arts goes something like "I'll strike, {rolls, checks damage, reads crit result for details}". Hero is like "I'll Cobra-Strike his head{rolls, damage}". While RM can use aimed shots, Hero is simpler, and the variety of maneuvers, while basically similar in structure, allows for more dramatic variety (at least under player control). Both games have options for basic maneuvers such as parrying, dodging, and all out attacks (by varying OB/DB, Skill levels, etc). Hero also has optional rules for bleeding, critical hits, etc, but they are not as detailed as they are in RM (well, I find RM is more detailed -as written - than Hero). Hero really demands more individual interpretation of results by providing less detail. Both systems can be lethal. Combats typically make it easier for people to die than in other systems. Armor in Hero stops damage, while in RM it affects both chance of hitting and modifies damage. Rolemaster weapons are differentiated a bit more in damage and type of results by the rules as written - Hero still leaves it more or less up to the GM if there are differences between slashing, piercing, bludgeoning, etc. Whether one is more realistic than the other in these regards really depends on the way you view such things. Which is better overall depends on how you see Realism in the game(Game Ruled or Individual Judgement, Armor is harder to hit or stops damage) and what you want the system to do. If detailed combat results but less flexibility in dramatic options is what you want, RM is probably it. If you want a more free-flowing system that allows more individual interpretations of maneuvers and results, then Hero is probably it. Looking at D&D (especially older versions, but it applies to 3e), Hero, and Rolemaster, D&D and Hero are the ends of the spectrum, with level-based/classed systems (including such effects on combat) and Point-based Skill-oriented systems (ditto). Rolemaster combines the two types of systems, with the benefits (and some disadvantages) of each type.
  20. Re: Shadow World setting Here's a web link: http://www.ironcrown.com/SWintro.htm I think there's a link to the creators site (didn't check, but it was there a while back) which is quite detailed, including a large adventure. Look for Kulthea or Shadow World in Google - I found several sites from there as well. It was an interesting idea, and incorporated the Spacemaster sci fi elements into it. The Unlife were an interesting twist on standard undead, and the flows of essence made things difficult sometimes. I think I only used it once, because the concept was different than what I wanted to run (and I had my own world already). I still have my set from when it first came out. edit - yeah, the Link to Terry Amthor's site works.
  21. Re: Dungeon World Found "Dungeon World" by Fast Forward Games (http://www.fastforwardgames.com/). EnWorld gave it a 2.63 (poor) score. Seems to fit what little bit more I remember of looking at it. I've seen other products by them and haven't been too impressed. The most that I remember is them using illos of weapons out of museum replicas and giving them game stats. Along similar lines, I've seen ads recently for the "world's Largest Dungeon", but could never figure out if this was a product, a contest, or what. Can't recall who was doing it either. edit - wanted to add: for a mind trip, put your game in a dungeon like "The Cube" movies (IIRC, there were two made). That would definitely drive them (and likely you) crazy.
  22. Re: Dungeon World I've had similar ideas in the past, including one that had the entire civilization in large underground caves that had light, weather, etc, often with magic. Travel was through tunnels and a huge river system. There is a d20 book (or sets) of such a world (which may be the source of the reference). I can't remember who makes it, but it's been out for a year or two. Interesting concept, but I wasn't sure my players would like such a campaign, so I left it alone. The "Dungeon" series (edited by Farmer, IIRC) has the character journeying through a rather bizarre world(s). The Lord of Tiers series dealing with the Lords, who create pocket universes, is a well-written series (written by PS Farmer). For Sci-Fi, the TV show "Starlost" (IIRC) and the old Metamorphosis Alpha game can give some ideas. There have been other stories in similar vein (one by Robert Aspirin was good, but I can't remember the name - it was rereleased a few years ago with a new title, possibly Starship). The Knights of the Dinner Table ran some strips dealing with a "Dungeon in Space" concept where the players got trapped on a huge starship, and ended up mixing genres ("Orcs in the jeffries tubes, Capt! She canna take it!") The hardest part is detailing the ecology of such a place. Is there a natural farming/hunting ecology, is food magically provided (such as the Grails in Riverworld), is cannibalism (although maybe human eating elves is not considered such) the norm, or what? Maybe the characters do not need to eat. Then you have light, temperatures, mining, industry, etc - depending on the constraints, you could make a very interesting or challenging campaign. Perhaps the characters start out with no equipment, and must get their own from those who have such things. Maybe weapons cannot be made, so there is a limited amount available. Perhaps magic or psionics are the standard, and fighters are as unique as wizards in some campaigns. I also had an idea (to use the "Dungeon" part) where the characters came from a high-tech civilization, but by being declared criminals (for whatever reason, even trumped up ones), they end up getting sent to a huge continent where technology isn't allowed. Sort of a combination of the history of Australia, Escape From New York, and the Lords of The Diamond series ("Charon" "Lilith" etc - by Chalker, IIRC). I may have to restart writing that campaign down. Answering this post gave me a few ideas that have potential.
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