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Dale A. Ward

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Posts posted by Dale A. Ward

  1. Re: A Hundred and One Spells...

     

    Index cards?

     

    You can put a complete description of each spell on its own card and carry around a box with all the cards in it. When you add a spell, you add a card.

     

    If you can find them, there are spiral-bound decks of index cards. They can give you that "spell book" feeling! However, loose cards are easier to organize.

     

     

    Dale "Old School" Ward

  2. Re: "Beware the generosity of Kings" - A warning

     

    If the king has holdings in a far off land (or, can pretend that he does), he could send the adventurers to act as vice-regents and protectors of the king's foreign holdings. The old adage "out of sight, out of mind" pretty much sums up how their fame will fare. :eg:

     

    Just be sure to play it up as a reward instead of a cleverly concealed banishment! :cool:

  3. Re: How do your Star Heroes get around?

     

    Back in my early Traveller days, the group I reffed was playing a test crew for the Imperial Interstellar Scout Service's Research & Development department. They were part of a project that came to be called the "Controlled Misjump Drive".

     

    Basically, it involved using the chief engineer's Jump Drive skill as a multiplier for the number of d6 rolled for distance travelled, the navigator's Nav Skill as a modifier (+/-) for the direction travelled, and the pilot's Pilot Skill as a modifier (+/-) for fine tuning the final destination hex.

     

    Then, they would intentionally misjump the drives.

     

    Example:

    Chief Engineer has Jump Drive 4

    Navigator has Nav 2

    Pilot has Pilot 3

     

    This ship could travel 1-4 d6 hexes (up to 24 parsecs, in Traveller scale) in a straight line course.

     

    Since a misjump always goes in a random direction (1d6 for direction out of a hex), the navigator would be called in to correct the course by +/-2 hex sides.

     

    Then, the pilot could correct the final destination hex by up to 3 hexes in any direction.

     

    Since there were no guarantees about where you would end up, it's hardly surprising that these R&D crews were very highly paid.

     

    :cool:

  4. Re: Need a language for your fantasy campaign?

     

    Partial threadjack: I am in need of a real language' date=' any language, which tends towards longer words, and is atonal, to base something on. Dry and sibilent is better.[/quote']

    I was going to suggest Welsh Gaelic until you mentioned dry and sibilant. It has, quite possibly, some of the world's longest (and most unpronounceable) words in the history of mankind.

     

    I honestly can't think of a human language that meets those requirements, although I won't say that one doesn't exist.

  5. Re: What is Munchkin?

     

    Actually, one of the things I tend to run into, myself, is woefully *under* powered characters. Maybe I just don't cram enough questionable limitations in... maybe I'm too fond of advantages that don't work out to be as valuable (1 1/2x KB isn't work as much as AP, after all), maybe I just don't 'build' right... *shrugs*

     

    On the other hand, I've got character stories and concepts that sometimes intimidate GM's because I actually bothered to put effort into it. Go fig.

    ~sigh~

     

    I can so relate... just ask Nolgroth. :P

  6. Re: Planet Template

     

    Thanks, Bob! That's exactly what I needed.

     

    Although, one would think that "Classification" could have been rolled into "System Data" (or vice versa) and "Affiliation" could have been rolled into "Government" (or vice versa).

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