|
|
 
Posts 1501-2000
---
Message 1501 of 6619 Reply
Re: Alingment... Lotherio_Giacomo
(27/M/Omaha, NE) 12/13/99 4:36 pm
>>>>I really feel that the area of alignment has been given a bit too
much attention in the adnd game. They say it isnt meant to be constricting,
but there are severe penalties for alignment shifts. <<<<
I think they are important in the AD&D game. More then just a game, it
is fantasy. Most fantasy usualy deals with the concept of good overcoming
evil. Unlike us in real life, most fantasy heroes know who and what they
are. While there might be times of indecision in the fantasy heroes life
(questioning why he does what he does), they usually makes the right choice
and stay the way they are.
>>>>Is a fighter any less a fighter becasue he decided to use his tALENTS
for personal gain instead of helping maidens in despair?<<<<
If the fighter made up his mind to be good and right wrongs when he started
adventuring, then yes, he's less of a man then he was before. If we hear
of a politician who only wants to get rich, we think of them as evil.
We think most lawyers only want to get rich so we think of them as evil
as well.
In playing the AD&D game, players usually should be representing Fantasy
Heroes, not Fantasy Mundane Folk who only want to get rich. While there
will be a few less then heroic people in an adventuring party, they will
usually submit to the will of the good people in the party and choose
to rescue the damsel in distress over making a buck or two. Take the Star
Wars movie as an example. Han solo was probably neutral/chaotic good -
he surely didn't follow the law, likewise he tried not to be too much
of a ruffian, only killing to save his life. He wanted to take his reward
from rescuing princess and pay off Jabba, but in the end, the good in
him came out and he couldn't leave his friends in the dire situation they
were in.
Sure we can argue that people have many verying motives in the real world
and most could fall through the cracks in the alignment system - but this
isn't the real world, it's a Fantasy game of heroes.
>>>>They say it isnt meant to be constricting, but there are severe penalties
for alignment shifts.<<<<
I don't think this so much as reflects the person represented by the character
sheet as much as the player role-playing the character. If they're going
to be fickle and decide to be good one minute then bad the next, they
probably deserve some form of punishment (Evil is always punished in Fantasy).
Of course, if a player came up to me after some time of play and said
"You know, I've been thinking, Joe's been around that paladin for awhile,
and while he was chaotic good at first, I think he's begining to understand
the need for some laws. Maybe he would move up to neutral good?" - I probably
wouldn't be real strict in the change. On the other hand, if they started
out Lawful Good but then really got into searching for money and getting
rich rather then helping the innocent and obeying the law - I would think
they deserved a punishment.
This Is a Reply to: Msg 1500 by Orgy_of_SouLs
---
Message 1502 of 6619 Reply
Re: Alingment... Chriswhitha
(F/NY) 12/13/99 6:10 pm
Grettings all, I'm new to the club, about half way through the old posts,
and already I love it.
On the subgect of alignment, I agree that alignment changes should be
punished *to an extent*. I have never liked gygax's rules for how to do
it. I also think that alignments are needed, if just for the DM to kind
of 'file' people until they know more about the personality and the ultimate
goal of a char. I have a question though.....Does any one here use the
Amoral/Amoral Evil Alignments as outlined(albiet briefly) in the Arudian
Grimore? What are your thoughts? I tend to use them for my PCs and NPCs
and I also let PCs use them while I'm DMing. It gives the game a more
'real' feel, because really, how many people do you meet arn't out to
get what they want? Goody-two-shoes are harder to find than you might
think........
Sincerly,
Chriswhitha
This Is a Reply to: Msg 1501 by Lotherio_Giacomo
---
Message 1503 of 6619 Reply
Re: Alingment... shinto_gaijin
(27/M/Sasebo, Japan) 12/13/99 7:57 pm
Orgy wrote: "The problem I have with alignment is that its constricting."
I disagree .. I see alignment as a very grey area, for the most part.
There are some classes, which by their nature, require certain restrictions,
Paladin is the best example. But, for the most part, I address alignment
in a "the ends justify the means" point of view ..
For example (despite what most people think) most politicians would qualify
as Lawful Good .. unfortunately the financial-political system we have
created in America is Chaotic Neutral at best .. rewarding both good and
evil behavior and individual achievement above harmony ..
Paladins (back to the subject at hand), for example, can use subterfuge
and camoflauge (but not lying or outright deceit) to defeat an evil foe.
They fight, not for personal gain or glory, but for their cause .. the
personal gain and glory may follow, and it may stroke (or inflate) the
Paladin's ego .. but, his ego should not be the sole (or even have much)
influence for his decisions. They prefer to give an opponent an honest
chance to defend themselves, but taking their enemy unprepared, when necessary,
is allowable. (They don't have to send a letter of intent prior to a battle
.. so that their foes can hire assassins, raise (or animate) an army ..
a simple battle cry should suffice.)
I agree that most adventurers probably fall in the Neutral Good to Chaotic
Good to Chaotic Neutral (the independant sort, not the "do I cross the
bridge or jump off of it .. any one have a coin?" sort) categories.
However, if a PC has aspirations to become a long-term leader .. chances
are he's somewhat lawful .. if he just want to get enough cash so that
he never has to work .. he's somewhat chaotic.
Characters can change, over time, but this is not a "what alignment shall
I be today" kind of change .. it's a long process. If a Ranger finds himself
with a desire to hunt for no other reason than he enjoys killing, or a
Paladin starts questioning whether or not serving the cause (and not himself)
is right for him .. perhaps they should abandon their class. The same
goes for Priests, but I usually allow a range of alignments for any one
particular diety, giving some flexibility.
Most people have moral compunctions about killing, or violence in general,
as well as how they conduct themselves in everyday life. Alignment simply
reflects that.
This Is a Reply to: Msg 1500 by Orgy_of_SouLs
---
Message 1504 of 6619 Reply
Re: Alingment... Rast2
12/13/99 8:01 pm
>For example (despite what most people think) most politicians would qualify
as Lawful Good ..
Are you on crack?
This Is a Reply to: Msg 1503 by shinto_gaijin
---
Message 1505 of 6619 Reply
Re: Alignment... Eoganachta
(35/M/Glendale, CA) 12/14/99 2:35 am
I think Alignment is overrated, it is only necessary to help define "roles".
Chaotic and Lawful are helpful in the definition of a characters actions.
Good and Evil are so realitive to a point of view.
[That poor Kobold family you just destroyed might think you were evil
for building your new stronghold on their land - then killing them because
they were in YOUR way.]
I also think people can act differently themselves in different situations.
[police - LAWFUL GOOD right - can act very chaotic in chaotic situations.
[which may cost them their badge, but it just shows alignment is a big
grey area, and may not be as cut and dry as everyone would like.]
I also think some pretty "bad" people have been (or are) cops.
I also think a person can move around in alignments to some degree - some
days I am very nice and very helpful towards others, then I'm giving the
finger and shouting at the asshole on the freeway that doesn't know how
to drive. [that guy might think I'm evil for saying that stuff about his
mother.];•)
This Is a Reply to: Msg 1503 by shinto_gaijin
---
Message 1506 of 6619 Reply
Re: Alignment... Orgy_of_SouLs
(23/M/Calgary, AB Canada) 12/14/99 5:19 am
good point. Good, also, that someone finally fixed the spelling on the
title. This is something that ive often gotten my players on, at one point
or another. After killing a particularly nasty Orc, one of my female PC's
(they seem to fall for it more often as women for the most part are more
in touch with their feelings) looks down and sees that a little baby orc
is clutching at the hand of the dead monster and crying weakly for it's
mother. Whats good here? Do you kill the baby orc for being inherently
evil? Probably not, thats unjustified murder. EVEN on an Orc. My characters
have never been able to be completely good or evil because the worlds
i create don't follow such simple guidelines. Even the made world of the
FOrgotten Realms is like thaT. the Harpers are a force of good, but the
carry out assassinations and kill their own members for breaking the CODE.
Many of the wizards, such as the Symbul, are good people who sometimes
do terrible things. Whats right there? This is why alignment is constricting.
The point was made peoples emotions cover a wide band of the alignment
spectrum on any given day. With alignments, were saying, "you act this
way."
Rubbish. Let the players decide their own fates, act in their own character.
When someone casts a detect alignment spell, break out the books and see
what you come up with.
-Orgy
This Is a Reply to: Msg 1505 by Eoganachta
---
Message 1507 of 6619 Reply
Re: Alignment... xvimlar
(27/M/Grand Rapids, MI) 12/14/99 8:50 am
One of the things that sets this game apart from others is the alignment
system. We can discuss, in real life terms, the merits of applying these
catagories to polititicians or cannibals or whatever but we'd be completely
missing the point.
This is a fantasy world in which there is such a thing as black and white,
with not much grey area in the middle, heroes and villians. Good vs. Evil.
Very clear cut and well defined. Yes you kill the baby orc because it
is inherently evil. And when you kill the kobolds to build your keep you're
doing a good deed, ridding the world of vermin and reclaiming a small
piece of the planet for good. Why? because those creatures are EVIL.
Now, does your campaign have to be run this way? Of course not, that's
how the game was designed, that's how the rules work and I've even seen
lists with specific deeds that are weighted to measure ones proclivities
towards good or evil. Is it realistic? Hell no, is it fun to play? Hell
yes! If you want realism in a fantasy setting then play Rolemaster, I
love that game as well and when I'm on a rules/realism kick I'll run an
RM game where there is lots of grey and very little black and white.
Alignment in D&D is an excellent plot device and it tells you, as a DM
how your players will react to situations you present them with, it helps
move the story along and helps maintain continuity. You don't have to
use it though... it's your game after all and I've never met a DM who
didn't 'customize' the rules a little here and there.
This Is a Reply to: Msg 1506 by Orgy_of_SouLs
---
Message 1508 of 6619 Reply
Killing Baby Orcs (was Re: Alignment) Lotherio_Giacomo
(27/M/Omaha, NE) 12/14/99 9:46 am
Hehe, that's a funny title.
I agree, the baby orcs are evil. Eventually they'll grow up and terrorize
other good sentient races.
However, should the Paladin want to take all the orc children back to
the Keep of the Borderlands so that they may be taught how to correctly
behave in modern society (hehe, I just thought I'd share it, this is a
funny story) - The rest of the party takes him away from the warren caves
to explain to him that eventually, when they grow up they will be evil.
Meanwhile, the psycho Bard stays behind, gleem in his eyes, for a few
rounds of practice with his odd weapon - the grappling hook. Of course,
everyone knows he's pyscho, after freeing the merchant and his wife from
that prison in on of the other Caves of Chaos, you all left the room so
he could take care of the gnoll and orc still chained to the wall. The
first sound of breaking glass (greek fire oil/whatever its called) is
more then enough. Then you heard the prisoners scream and you realized
his first flask missed the target. Of course the whelps of pain that follow
is a sure sign the gnoll is doused in fire. You do what you can to comfort
the merchant and his wife (wondering if it was really all that good being
freed by this bunch), telling yourself the whole time that whatever pyscho
bard is doing in there is none of your concern. Then later, when the elven
thief sprung the poison trap and died, he suggested putting her into one
of the wine casks you've found, to save her for later revival. That night,
he joked the while about Pickled Elf and that it might be as popular as
the ale One-Eyed Orc. While everyone is thoroughly disgusted, he further
suggest 'how do you know One-Eyed Orc is not made with one-eyed orcs?'
That story aside, it would also be funny to see the Paladin raising his
son the orc. How would the other Paladins and Priests see him? When it
came time for the Orc to take up his fathers profession, would the orc
turn out to be a Lawful Good Fighter? Imagine all the prejudices he would
face in his early years.
Peasant to Fighter, "I've seen some ugly kids, but that has got to be
the ugliest one I've seen."
Paladin, "Good sir, that is my son. I would ask that you not speak of
him as you do."
Peasant, "By the gods, must of gotten all his ugly from the mother then
..." Turning a look to the Paladin, "Say, you didn't ... I mean, ... you've
slept with an orc?"
This Is a Reply to: Msg 1507 by xvimlar
---
Message 1509 of 6619 Reply
Alignment... xvimlar
(27/M/Grand Rapids, MI) 12/14/99 11:50 am
I don't mean to say that all D&D games need to be black and white btw,
I ran a game where one of the toughest characters in the party was a Kobold
War preist, I let my players use the humanoids book and one guy was a
minotaur and another was a kobold, the others took more traditional characters.
The Kobold was Lawful Neutral and fiercely loyal to his race.. it was
a Planescape game so his story was something like.. he came from a prime
mostly populated by gnomes and kobolds.. while fending off an attack by
a small army of boar riding gnomes he was caught in a miscast wild magic
spell and ended up on Avernus.. eventually found his way to Sigil and
has decided to use Sigil as a base of operations to unite the kobolds
of the outer planes so they can rise up and take their rightful place
among the other sentient races....
Fun stuff really, since he was always spouting about his god and being
ignored... that's an intersting thing about kobold pc's.. monsters tend
to ignore them.. too bad for the monster when the kobold turns out to
be a 9th level war priest with gauntlets of ogre power on...lol
This Is a Reply to: Msg 1508 by Lotherio_Giacomo
---
Message 1510 of 6619 Reply
Re: Alignment... Fynduril_Skyrunner
(21/M/Pennsylvania) 12/14/99 10:27 pm
<<>
I disagree, loudly and profusely. The books, at least -all- of the ones
I've read, state that when an alignment is listed for the race, it is
due to the overall lookout of that race.
How do you know that the kobolds are evil? Maybe they have been living
in peace for the last 20 years, hunting for what they need to eat, and
leaving everything else alone. Now, out of the blue comes Big Joe Fighter
and decides to kill these Neutral Good Kobolds because they are an "evil"
creature. Big Joe Fighter just killed innocents because of a stereotype.
Mayeb that baby orc is actually a neutral creature at birth. maybe the
evil that most orc exhibit is a learned trait from the way they are raised
and the environment they are in. Maybe if the PCs took the time to take
the poor creature in it would turn out to be a friendly beast and follow
after them, giving one of the PCs a henchman in time.
Of course, the two example -may- be evil as well. But, just because most
of the race is evil, that doesn't make the ones you encounter evil. Need
an example, Drizzt Do Urden.
~Kemo
This Is a Reply to: Msg 1507 by xvimlar
---
Message 1511 of 6619 Reply
Re: Alignment... shinto_gaijin
(27/M/Sasebo, Japan) 12/15/99 12:45 am
I love it when people describe a realistic fantasy setting ..
.. if the DM want to run a campaign where a creature is evil (or chaotic
or good or lawful) from birth .. biting the hand that feeds it, pulling
the wings off flies, spitting up every time it smells new cloth .. as
soon as it figures out how to use tools, it begins breaking stuff and
smashing kneecaps .. it's his or her campaign ..
however ..
it is more likely that orcs, for example, tend towards chaotic evil because
the bullying begins as soon as a orclet can stand up (and gets pushed
down by his big brother .. who laughs, snorts, and pulls his big sister's
pigtails .. who whomps him on the noggin with a frying pan for bothering
her .. because if she doesn't have dinner cooked before dad gets home
he's gonna whomp her with a club ..
kobolds, of course, are especially nasty, because they get picked on by
goblins, who get picked on by orcs, who get picked on by bugbears, who
get picked on by ogres .. and so on .. it doesn't stop when you're the
biggest and the meanest in your tribe ..
but I ramble ..
This Is a Reply to: Msg 1510 by Fynduril_Skyrunner
---
Message 1512 of 6619 Reply
Re: Alignment... Orgy_of_SouLs
(23/M/Calgary, AB Canada) 12/15/99 7:59 am
Interesting someone mentioned Drizzt. I have a story about him written
by Salvatore in which he tackles this exact thing. He comes across an
Orc being terrorized by local villagers. At first he decides to kill the
thing and be done with it, but the Orc turns out to be a very well spoken,
gentle creature. He is torn between his duty (species enemy:ORCS) and
his conscience. Eventually, he goes back to save the orc and finds the
creature swinging from the tree, hung by the villagers. He goes into a
rage at the ignorance of the farners but then realizes that he was just
like them...
-Orgy
This Is a Reply to: Msg 1511 by shinto_gaijin
---
Message 1513 of 6619 Reply
Re: Alignment... xvimlar
(27/M/Grand Rapids, MI) 12/15/99 9:06 am
I can give you a few dozen exceptions to the alignment rule as well, that
kobold war priest was a good example. If you like running or playing in
a game where there are lots of exceptions... like I said, I like playing
in games with no alignment rules at all, where everything is relative.
Salvatore and many other novelist's for that matter, think they're being
clever or intersting when they 'break the stereotypes' in their stories
and perhaps they are, it's an old story though, the black sheep.. not
a bad story mind you, just an old one.
And when I talk about 'realism' in a fantasy setting I don't mean that
the game world follows real world laws, I mean a game where there are
well defined, well thought out rules that govern every aspect of the world
the PC's interaction with it, it you've ever played Rolemaster you'll
know what I mean. D&D is often very ambiguous about how certain things
work the way they do and why.. hence this entire thread on differing views
of alignment in the game... if there was a single well defined, inarguable
set of alignment rules for D&D we'd have no room for discussion right?
This Is a Reply to: Msg 1512 by Orgy_of_SouLs
---
Message 1514 of 6619 Reply
Re: Alignment... brutish_celt
(19/M/Harrison, AR) 12/15/99 11:14 am
I've read that story, too. It's called 'Dark Mirror', and it can be found
in the book 'Realms of Valor', a compilation of short stories about the
Forgotten Realms. And, by the way, it's not an orc, but a goblin named
Nojheim. The story had a big impact on how I deal with 'evil' creatures
in my campaigns. I make sure to remember that not all goblins and kobolds
are evil or, for that matter, stupid.
This Is a Reply to: Msg 1512 by Orgy_of_SouLs
---
Message 1515 of 6619 Reply
Overland movement rates KaosFeer
12/15/99 12:22 pm
Hi Everybody!!
I have a quick question. I am new to the DM game and I am designing a
world. I want to know what you guys use as a movement rate for overland
travel through flat terrain per day.
For example: If a town is a day's travel away how far is it?
The DM for the game that I am playing in now says that you take your movement
rate in miles. A human could walk 12 miles a day. What do you guys use
for rules on that?
Thanks,
KaosFeer
---
Message 1516 of 6619 Reply
Re: Overland movement rates Bane1975
(24/M/Central Kentucky) 12/15/99 2:46 pm
Overland movement has alot of variables, but the stardard human has a
movement rate of 12, which is used for combat and round purposes. A days
travel is twice the combat movement in miles, example; humans, elves,
and half-elves can travel 24 miles on a road in one day. Gnomes, halflings,
and dwarves can move half that, but then you must take into account the
terrain if not on a road, then there can be several different distances.
This Is a Reply to: Msg 1515 by KaosFeer
---
Message 1517 of 6619 Reply
Re: Overland movement rates Jiriki13
(30/M/Chicago area) 12/15/99 3:21 pm
I believe that the rules state that overland movement is the character's
movement rate in miles per day. There are several things that can modify
the total movement rate though(i.e. terrain, weather, etc.). You might
want to look in the DMG or PHB for verification and modifiers.
Dave
This Is a Reply to: Msg 1515 by KaosFeer
---
Message 1518 of 6619 Reply
Collaborative scenario creation group... shaezyra
(41/M/Seattle, WA) 12/15/99 6:32 pm
We have a collaborative mailing list devoted to creating resource material
for AD&D(2nd Ed.). We're looking for creative, mature, and dedicated DM's
who are interested in building detailed and original AD&D adventure modules.
To join, please go to the following URL:
http://www.onelist.com/community/adnd_resource
and click on "Join Community". Thanks for your interest!
P.S. Once you join you can review the previous postings at the same URL.
---
Message 1519 of 6619 Reply
Re: Overland movement rates xvimlar
(27/M/Grand Rapids, MI) 12/16/99 8:50 am
I use 24 to 30 miles a day on the road based on how eager they are to
move.... at a brisk pace a normal person walks about 4 or 5 miles and
hour so you could really cover some major ground relatively quickly if
you wanted to and the terrain was good.
Some one said something about realism in a game...lol. there's an optional
rule in RM that I don't use.. but it takes height, weight and stride into
account along with encumberance to detirmine exactly how far and fast
a character can walk.. need a spreadsheet to calculate those frigging
formulae...
This Is a Reply to: Msg 1517 by Jiriki13
---
Message 1520 of 6619 Reply
Another Embarrasing Moment Beard_Y
(17/M/Lancre, Toril) 12/16/99 12:03 pm
Yesterday, as a PC, I said my character was casting a spell he didn't
know. The DM is going to tell me the results tommorow.
---
Message 1521 of 6619 Reply
Re: Another Embarrasing Moment grumpywitch
(31/F/Colorado USA) 12/16/99 2:18 pm
I do hope you'll pass along the outcome!
This Is a Reply to: Msg 1520 by Beard_Y
---
Message 1522 of 6619 Reply
Re: Another Embarrasing Moment xvimlar
(27/M/Grand Rapids, MI) 12/16/99 3:15 pm
Have any of you played or run Al'Qaddim campaigns? I'm thinking of Sha'ir
in particular.. trying to cast a spell you don't have reminded me of that
setting...
This Is a Reply to: Msg 1521 by grumpywitch
---
Message 1523 of 6619 Reply
Re: Another Embarrasing Moment shaezyra
(41/M/Seattle, WA) 12/16/99 4:45 pm
>> Yesterday, as a PC, I said my character was casting a spell he didn't
know. The DM is going to tell me the results tommorow. <<
Well I hope the crater isn't too large Beard_Y.
This Is a Reply to: Msg 1520 by Beard_Y
---
Message 1524 of 6619 Reply
Happy Holidays Karleah
(34/M/El-Karek) 12/16/99 5:28 pm
Hi all:
As a member of this club, even if I am not too active, I just wanted to
stop by and wish you all a Merry Christmas and a great New Year. Apparently
the year 2000 is the year of the dragon for Chinese people. Maybe it is
so even for roleplayers ;-)
Karleah
---
Message 1525 of 6619 Reply
Want to play online TongueKing27
(27/M) 12/16/99 5:39 pm
Can anyone tell me where a good place to play D&D online is? I'm afraid
I'm poor at the moment, and can't afford to pay for such services like
Ultima Online and whatnot.
---
Message 1526 of 6619 Reply
Re: Happy Holidays brutish_celt
(19/M/Harrison, AR) 12/16/99 6:57 pm
Ooh! Didn't know y2k was the year of the dragon! I guess that deserves
a little extra-special adventuring session. Thanks for the info, and Happy
Holidays from the Celt to all!
I wonder if TSR is going to hit on that concept...
T*B*C
This Is a Reply to: Msg 1524 by Karleah
---
Message 1527 of 6619 Reply
Re: Want to play online orghanusy2k
(28/M/Virginia) 12/16/99 8:15 pm
Autchthasia(au'tok'thay'zia) is free. there are five campaigns from which
to choose and for some DM's, with free time, there are a few roles to
be ran. Its wide open for room with growth for all interested. Each campain
has been play tested more than twice, and over 5,000 hours of play-time
combined between them all. Any interested can check out "clubs/autochthasia",
E-mail me at "greywoulfe2k@yahoo", or post message here DM's...I'll respond.
This Is a Reply to: Msg 1525 by TongueKing27
---
Message 1528 of 6619 Reply
Re: Want to play online orghanusy2k
(28/M/Virginia) 12/16/99 8:19 pm
That's what I get for not checking my own work...The spelling for the
world is Autochthasia...as I so eloquently forgot the "O" previously.
Sorry fans...!
This Is a Reply to: Msg 1527 by orghanusy2k
---
Message 1529 of 6619 Reply
Re: Overland movement rates KaosFeer
12/16/99 8:23 pm
Thanks guys. I think I like the 2 times your movement rate in miles. That
sounds about right. By the way, what does RM stand for.
Thanks
KaosFeer
This Is a Reply to: Msg 1519 by xvimlar
---
Message 1530 of 6619 Reply
Re: Overland movement rates Fynduril_Skyrunner
(21/M/Pennsylvania) 12/16/99 10:49 pm
<>
Role Master
This Is a Reply to: Msg 1529 by KaosFeer
---
Message 1531 of 6619 Reply
Re: Want to play online Orgy_of_SouLs
(23/M/Calgary, AB Canada) 12/17/99 12:42 am
Are there scheduled games, or can you play anytime you want? I wouldnt
mind checking out a game that let you just play whenever.....
-Orgy
This Is a Reply to: Msg 1528 by orghanusy2k
---
Message 1532 of 6619 Reply
Re: Want to play online Eoganachta
(35/M/Glendale, CA) 12/17/99 1:37 am
There is a site www.macrayskeep.com
the site has free membership, and a list of open games.
This Is a Reply to: Msg 1525 by TongueKing27
---
Message 1533 of 6619 Reply
Re: Happy Holidays Beard_Y
(17/M/Lancre, Toril) 12/17/99 8:12 am
I don't know but I think under the GURPS system the year 2000 is the year
of the Wahonie and the year 1999 is the year of the fruitbat (Named after
the century).
This Is a Reply to: Msg 1526 by brutish_celt
---
Message 1534 of 6619 Reply
Help!!! comp_bug_2000
(20/M) 12/17/99 9:45 am
I use to run a game when everyone listen and then that group disappear...
Now I am running a group that does exactly the opposite... It's more like
babysitting than running a actually group... They are mostly grown-up
that acts up... Any suggestations on how to get they to listen would be
great... Thanks...
---
Message 1535 of 6619 Reply
Re: Help!!! Lotherio_Giacomo
(27/M/Omaha, NE) 12/17/99 10:55 am
>>>>Any suggestations on how to get them to listen<<<<
As everyone sits down before play, tell them there is a few things you'd
like to go over before you begin the session. Then explain to them how
you feel. Tell them that you would like them to consentrate a little more
on the game then on goofing off. Maybe ask them for suggestions on how
you can get more of their attention. Even though they may not act like
it at times, they are adults and will general work with you on this. A
good thing also, aside from the gathering time, set breaks maybe every
hour or two during the game. During this time they can goof off to their
hearts content (and any smokers can go smoke and what have you). If you
generally play for a good amount (4-6 hours or greater), schedule a food
break somewhere in there. That's a good 1/2 hour of goofing off and they
can get it all out of their system. Then, if all this doesn't work, I'd
really wonder about their level of maturity.
This Is a Reply to: Msg 1534 by comp_bug_2000
---
Message 1536 of 6619 Reply
Al-Qadim (was: Embarrasing Moment) Lotherio_Giacomo
(27/M/Omaha, NE) 12/17/99 11:11 am
>>>Have any of you played or run Al'Qaddim campaigns? <<<
I'm currently running one.
>>>I'm thinking of Sha'ir in particular.. trying to cast a spell you don't
have reminded me of that setting...<<<
Yep, I've changed this a little in my game (From the Arabian Adventures
sourcebook, I don't know what's described in the Complete Sha'ir's handbook).
I completely removed the 'general knowledge' header for the 1st two spell
levels. Instead, in school, the Sha'ir learns about genies and their 'obligation'
to the Enlightened. This and of course how to call various geneis and
imprison them. They learn about gen and how they serve the Sha'ir, but
they don't learn every 1st and 2nd level spell here (nor from interaction
with the world). They may or may not learn the language of magic (though
I consider this to be transfered to them by the link to their gen). Instead,
as they receive their gen, they can describe what they want a spell to
do (depending on time, I might let them flip through the PHB). If the
gen (Me) gets an idea of a spell (regardless if its the one they want)
then the gen tries to fetch it. I try to be humorous at times - getting
shocking grasp to 'help wake their sleeping (magically enchanted) friend'.
Its all in their wording and what he decides is necessary. However, should
the party be entering into a combat and at first sight of the enemy the
Sha'ir wants the gen to get a spell they can only take a spell off the
list of those that they have already cast (call for it by name instead
of spending time to describing what they want).
This Is a Reply to: Msg 1522 by xvimlar
---
Message 1537 of 6619 Reply
Re: Help!!! grumpywitch
(31/F/Colorado USA) 12/17/99 11:20 am
All very good suggestions. One thing, though, when I had a similar problem,
I took time to re-evaluate my style of GMing. I asked the players for
feedback and thought about things I enjoyed from a gaming session. I incorporated
these ideas (and used a little firmer hand with the players) and gaming
was a lot more fun for me and the players. There was still some goofing
off but everyone was a lot more interested and eager to concentrate on
the game.
Oh, and I tried to incorporate some goofing off time within the game.
I encouraged the players to banter with each other in character which
in turn generated some wonderful dynamics that I then was able to use
in the campaign.
Cheryl
.
This Is a Reply to: Msg 1535 by Lotherio_Giacomo
---
Message 1538 of 6619 Reply
Re: Al-Qadim (was: Embarrasing Moment) xvimlar
(27/M/Grand Rapids, MI) 12/17/99 11:51 am
I like that a lot actually, having the Sha'ir explain briefly what he
want's to do and letting the Gen figure it out.. unless it's a commonly
used spell.. eventually you should be able to tell your gen you want Magic
Missle or Fire Ball or whatever... I like your ideas in that regard.
The last Al'Qadim game I played in, I was a Miliant wizard from Tethyr
on an extended visit, had a ton of fun as an Ajami mage down there, and
being a militant wizard with a bastard sword.. well he confused the hell
out of the locals... looked and thought like a warrior but tossed spells
into the mix as well.
This Is a Reply to: Msg 1536 by Lotherio_Giacomo
---
Message 1539 of 6619 Reply
Re: Help!!! comp_bug_2000
(20/M/Who cares...) 12/17/99 12:16 pm
I have a gaming session tonight... My last group I kept killing off characters
and finally they listen to me through out the gaming session and when
I heard sarcasm I decide to take a break... I'll try your guys tips...
If they don't work I think always pull another hungry demon from hell
who's out on a adventure to eat other adventurers so I can leave early
to replan everything...
This Is a Reply to: Msg 1537 by grumpywitch
---
Message 1540 of 6619 Reply
Re: Help!!! Bane1975
(24/M/Central Kentucky) 12/17/99 12:26 pm
Bug, here is one option that I have seen used that seems to help somewhat.
At the first of each session, have each character write a short summery,
or just something about what happened the last gaming session, reward
those that paid attention with experience, or however you wish to, but
this will get the ppl more into keeping up with what is going on and less
on goofing off, you can also change the seating arrangement, some ppl
just tend to goof off more when sitting next to other ppl.
This Is a Reply to: Msg 1534 by comp_bug_2000
---
Message 1541 of 6619 Reply
Re: Help!!! comp_bug_2000
(20/M/Who cares...) 12/17/99 12:30 pm
I have done something like that... They seem to need me to remind them
of everything...
This Is a Reply to: Msg 1540 by Bane1975
---
Message 1542 of 6619 Reply
Re: Want to play online orghanusy2k
(28/M/Virginia) 12/17/99 1:30 pm
There are many features available in Autochthasia. There will be three
schedualed campaigns ran once/twice a week, private sessions, free-time
forum, DM's downtime, and it will all begin with the Kanox-an olympic
style event open to any registered. Use the link from this site to check
it out in further detail. Hope I have the pleasure of testing your abilities
soon, until then "Good Gaming".
This Is a Reply to: Msg 1531 by Orgy_of_SouLs
---
Message 1543 of 6619 Reply
Re: Want to play online orghanusy2k
(28/M/Virginia) 12/17/99 3:32 pm
You can also visit the club 'fantasyworldofautochthasia'.Thanks!
This Is a Reply to: Msg 1542 by orghanusy2k
---
Message 1544 of 6619 Reply
Re: Happy Holidays shaezyra
(987/M/Seattle, WA) 12/17/99 6:08 pm
>>> As a member of this club, even if I am not too active, I just wanted
to stop by and wish you all a Merry Christmas and a great New Year. Apparently
the year 2000 is the year of the dragon for Chinese people. Maybe it is
so even for roleplayers ;-) <<<
You too Karleah. Keep your emergency food stocked and your weapons clean...
This Is a Reply to: Msg 1524 by Karleah
---
Message 1545 of 6619 Reply
Re: Really random geometry question shaezyra
(987/M/Seattle, WA) 12/17/99 6:16 pm
>> So what's a pentagram? How's it different from one of the other 2?
Or is it just another name for a pentacle? <<
SCA_Bard, try this link for a definition of both:
http://www.spiritonline.com/wicca/qa-pentagram.html
Don't know if that's correct or not, but it sounds reasonable.
--
Bob
This Is a Reply to: Msg 1470 by SCA_Bard
---
Message 1546 of 6619 Reply
Re: Overland movement rates shaezyra
(987/M/Seattle, WA) 12/17/99 6:32 pm
>> I use 24 to 30 miles a day on the road based on how eager they are
to move.... at a brisk pace a normal person walks about 4 or 5 miles and
hour so you could really cover some major ground relatively quickly if
you wanted to and the terrain was good. <<
I wonder how many days in a row you can march at that pace with a fully
loaded pack and a suit of armor? Yikes!!! You'd have to be in darn good
shape to last even a few days, IMO.
This Is a Reply to: Msg 1519 by xvimlar
---
Message 1547 of 6619 Reply
Re: Really random geometry question orghanusy2k
(28/M/Virginia) 12/17/99 6:32 pm
So what of the six-pointed star using the same name?
This Is a Reply to: Msg 1545 by shaezyra
---
Message 1548 of 6619 Reply
Re: Really random geometry question shaezyra
(987/M/Seattle, WA) 12/17/99 6:44 pm
Do you mean the hexagram, or a six-sided pentacle? I think the pentacle
is traditionally 5-sided to represent the four elements and spirit. The
Paganism FAQ has more info on the Pentacle than you could possibly want
to know:
http://www.peirene.com/mara/pagan/faqpage.html
...not that I'm into that sort of thing!
This Is a Reply to: Msg 1547 by orghanusy2k
---
Message 1549 of 6619 Reply
Get a room! soroten
(24/M/Milwaukee) 12/17/99 8:56 pm
Really guys, if you two are that intense about mathamatics get a room!
---
Message 1550 of 6619 Reply
Re: Get a room! shaezyra
(987/M/Seattle, WA) 12/20/99 12:32 pm
>> Really guys, if you two are that intense about mathamatics get a room!
<<
Hmm... well our posts would at least seem to be game related. Perhaps
you'd care to delineate what topics are suitable to your esteemed examination?
This Is a Reply to: Msg 1549 by soroten
---
<- Previous Next -> Message 1551 of 6619 Reply
Re: Overland movement rates xvimlar
(27/M/Grand Rapids, MI) 12/20/99 1:18 pm
Well...lol. like I said earlier.. in rolemaster you take into account
your race, height, constitution, skill at maneuvering in armor and several
other factors into account when it comes to movement.. D&D of course doesn't
have a similar system and I like it simple, often I just guestimate distances
and times, it takes them as along I want it to take them to reach their
destination. whatever length of time best serves to further my plot...
This Is a Reply to: Msg 1546 by shaezyra
---
Message 1552 of 6619 Reply
Re: Overland movement rates Eoganachta
(35/M/Glendale, CA) 12/20/99 3:56 pm
That is too much to bother with for me, I would make horses very widespread
(and cheap) in any rolemaster game I ever ran. ;•)
Come on super encumbered dwarven hero - either take off the plate mail
and drop the lead shield and the heavy war hammer - or we are going to
leave you behind - at the speed you walk, all the humans will be dead
by the time we reach the stronghold of the dreaded Dark Lich Overlord.
Or is that you're plan - you've always been jealous of the wizards beard
- haven't you, you greedy little stump-legged laggert.
This Is a Reply to: Msg 1551 by xvimlar
---
Message 1553 of 6619 Reply
Pentacles, etc. Chriswhitha
(F/NY) 12/20/99 6:28 pm
A pentagram is a fivesided star in a circle that is drawn or engraved
on a flat surface, traditionally facing east. A pentacle is the same figure,
only used as a charm. The sides represent earth, air, fire, water, and
either the Goddess or Spirit, depending on who you talk to. Hope this
helps...
*grins*
Chriswhitha
This Is a Reply to: Msg 1548 by shaezyra
---
Message 1554 of 6619 Reply
system of magic? Eoganachta
(35/M/Glendale, CA) 12/21/99 5:34 pm
I am developing a AD&D world based on Irish/Celtic legends with Druids
and Elementalists having more power. I am going to have all spell casting
(except clerical) run on a point system. I want to know if anyone has
experience with this sort of system, and if you thought is was good or
bad?
I know we could argue for hours and hours about the balance of the game,
I don't like the cast and forget system. I think if a 13th level wizard
wants to cast Magic Missiles all day, he should be able to - until he
runs out of power. I am also having the wizard choose the strength of
his Magic Missile - he can use it as a fifth level of power (3 missiles
- costing a certain point value) or as a 13th level spell. (7 missiles
- costing another point value) This covers over abuse of offensive spells
(fireballs - cast at 13th level will drain a wizards spell points pretty
fast) Area of effect spell would be the same, duration will also effect
the point cost. Basically I want to spell casters to have a little more
freedom - but not becoming too powerful.
Another part of the system IS memorizing spells, but that gives you the
"pool" of spells from which you can choose to cast - which is another
limit.
I am taking Druids out of the clerical realm and make them more of a magician
who draws their power from nature.
I guess I am just wondering if it is more enjoyable or more of a pain
for player characters, I know when I've played games like Stormbringer
- that have a point based system - I really liked it. It is a little more
work for the DM - I have spent enough time already - just to figure it
out.
---
Message 1555 of 6619 Reply
Re: system of magic? SCA_Bard
(23/F/Barony of Storvick) 12/21/99 6:16 pm
I played in a game where the GM converted spell levels into spell points.
A 5th level mage would have 10 points (3 1st level spells = 3 pts, 2 2nd
level spells = 4 pts, 1 3rd level spell = 3 pts). Playing a bard, I had
a lot of fun...although I wasn't really playing a bard anymore, I was
playing a war wizard. If I chose my spells correctly, I could out-do our
bruiser fighters for damage. It was a high-powered campaign, so I think
it balanced fairly well. There were no provisions for changing spell duration,
intensity, etc. It was simple and not a pain at all.
Related thoughts....
As far as "fire and forget"...not perfect, but not entirely inaccurate.
My GM who allowed the spell points was of the opinion that, "I know how
to drive a car today...I don't have to study to know how to drive tomorrow."
But I think of magic like higher math in a lot of ways (because I'm an
engineer :-))...a very specialized, rather weird place to be. A spell
a mage uses every single adventure (like Magic Missile) is one she's going
to know cold. I know from experience that I can rattle off the quadratic
formula or derivative of the cosine because I use them often.
But a spell that the mage learned and hasn't used in a while is going
to need some memorizing. Sure, I learned what a Fourier transform was...three
years ago...and I couldn't remember how to do one now to save my life.
But I could sit down with my textbook and figure it out again in an hour
or so.
I've considered having *players* write up poems of some kind..say a 4
line stanza per spell level. If their mage chooses to memorize the spell,
I'd give them the index card with the poem. If they'd rather cast on the
fly, from memory, I keep the card, they recite the poem to cast, and I
see how badly they mess it up. I figure after reading the same 4 lines
for Magic Missle a dozen times, the mage will know that spell and can
leave the slot blank and can cast any first level spell/poem they have
in actual memory when they want to.
The biggest problem I see is that a player might be bad at memorizing
things while playing a mage with Int 18.
I've never playtested this, BTW. If anyone is interested, I'd love to
hear if it actually can work in practice.
This Is a Reply to: Msg 1554 by Eoganachta
----
Message 1556 of 6619 Reply
SF AREA GAMERS jc_madden
12/21/99 6:19 pm
Hey there, I'm new to the club. Been playing for about 13 years now, DM
off and on for most of that time. I'd like to run a game in SF, if any
one lives in the Bay Area e-mail me
jc_madden@yahoo.com
I think it will be Ravenloft, or gothic horror in general. I'm toying
with an Idea for a early rennesaince gothic horror setting, kinda like
Lovecraft circa 1500's. Gaslights and Blackpowder.
What do you think? Any ideas? I'm all ears like a field of corn.
---
Message 1557 of 6619 Reply
point system comp_bug_2000
(20/M/Who cares...) 12/21/99 7:14 pm
I don't know about using the point system to make characters... I had
bad luck in the past with it... Espically in magic... I had a few characters
that abuse it in the past... Like a wizard cast Melf Minute Meteors and
extend every point he had and left a fort a creator at the end of his
spell.. Of course his friends were in front of him protecting him during
the spell...
---
Message 1558 of 6619 Reply
Dragon Magazine on CD ROM Rune_Lord
(312/M/Somewhere in Faerun) 12/21/99 10:06 pm
Has anyone had the chance to review this product. Just saw it in the store
today and was marked at a fair price.
It has all the magazine issues from #1 to #250. If anyone has had a chance
to review it, please let me know.
Rune Lord
---
Message 1559 of 6619 Reply
Re: point system shinto_gaijin
(27/M/Sasebo, Japan) 12/22/99 12:04 am
My gaming group has knocked around the "spell points" system a few times
and can never quite male it balance right.
Our biggest point of contention (and the most common reason for wanting
a point system) is the ability to cast "perfect spell" for any situation
.. assuming there is a "perfect spell" to begin with, and you know it
.. and being able to cast your "favorite spell" (magic missile is the
most common choice) as many times per day as you want.
While the "fire and forget" system is painfully restrictive (especially
for low level mages) .. the choice of spells memorized, in preparation
for the coming day, is part of the role-playing process .. as is knowing
that you could have memorized the "perfect spell" but didn't .. now you
have to choose something else ..
(Continued)
This Is a Reply to: Msg 1557 by comp_bug_2000
----
Message 1560 of 6619 Reply
Re: point system shinto_gaijin
(27/M/Sasebo, Japan) 12/22/99 12:11 am
(continued)
"My mage has cast 'magic missile' one or two times a day for the past
three years .. why does he still have to study and memorize it ??"
Bad things happen when you don't follow instructions by the letter when
handling energies such as magic .. sure, a spellbook is like a cookbook,
but it's got recipes that include ingredients and processes that are more
dangreous and unpredictable (on their own) than nitro-glycerine, plutonium,
cyanide, or a four-year-old little sister .. once you let yourself become
familiar with the process, you don't always dedicate your full concentration,
you get lax, and accidents happen ..
Let them cast spells on the fly .. "I didn't study it this morning, but
I've cast it a hundred times, I know what I'm doing" .. and make them
pass an intelligence check ("wait .. what are you rolling for .. I KNOW
this spell") .. with unexpected results if they almost fail (they lost
their concentration for a split-second, but completed the spell) and bad-to-catastrophic
results if they do fail the roll ..
Despite that tirade ..
I like the progressive point cost for spells that get more powerful by
level .. (for example a magic missile cast at 9th level should cost about
the same as a lightning bolt at 5th level)
Good luck making it work.
This Is a Reply to: Msg 1559 by shinto_gaijin
---
Message 1561 of 6619 Reply
Re: system of magic? TongueKing27
(27/M/Figment of your imaginati) 12/22/99 2:34 am
(A spell a mage uses every single adventure (like Magic Missile) is
one she's going to know cold. I know from experience that I can rattle
off the quadratic formula or derivative of the cosine because I use them
often.)
You are thinking in a normal sense here, though. What you're actually
dealing with is a fantasy environment, where even normal physics don't
always apply. (For example, gunpowder doesn't work on Oerth, in the Greyhawk
campaign.) I read somewhere that memorization of maic spells is like writing
on a chalkboard. When you memorize a spell, you sort of write it on the
chalkboard. When you cast it, you erase the chalkboard. Its not like remembering
quadratic formula or cosine or anything. It's beyond anything we know.
That's why its called MAGIC, it doesn't follow physics as we know it.
This Is a Reply to: Msg 1555 by SCA_Bard
---
Message 1562 of 6619 Reply
Re: system of magic? Eoganachta
(35/M/Glendale, CA) 12/22/99 3:31 am
That was just an example of memory recall, and how things that your brain
does over and over becomes second nature - it was not ment to apply any
physics to a fantasy setting (which - since it is fantasy - we, DM's,
can make the chalkboard react anyway we want - as long as it is consistent.)
This Is a Reply to: Msg 1561 by TongueKing27
---
Message 1563 of 6619 Reply
Re: system of magic/point systems Lotherio_Giacomo
(27/M/Omaha, NE) 12/22/99 10:16 am
About comparing physics formulas to spells - when using any mathematical
or real world formula, we are not channeling our life essense or magical
energies into it to make the formula 'work' it just does that by itself.
When a mage channels mage/life essense (whatever you like in your campaign)
it is draining to him. Remember, magic is also a second language to him.
Think of a second language you have taken, suck down a few beers (to simulate
what you feel like after throwing out that energy) and see if you can
conjugate the language like a native. Another point is, in this second
language of 'magic', you can't half-arse it or get a general point (as
you might when speaking an actual second language), you have to be perfect
everytime (and you can't speak it with an accent, you have to speak it
like a native). You could probably recall it in your head after you cast
it, but you'll want to look over your books and make sure you are conjugating
the verb/power word just right. Unlike a second language, if you get this
wrong, you could be dead. In comparison, a second language in real life
pales against learning magic. In the use of a second language we share
some root words. Learning magic is like having someone who has learned
English as their native tongue try and learn Japanese. They might get
good at it but they'll never perfect it, perfection is what is needed
by a mage to cast spells.
About the point system, we've used it before and I know DM's who use it
in their campaigns. I don't use it in mine for one reason only. The points
outpace the spell progression charts and make the mages more powerful
then they already are. At 3rd level (I think) when the mage spell progression
says the mage can cast 2 1st level spells and 1 2nd level spell, they'll
have 4 points. They could bypass the progression chart and just cast 2
2nd level spells. I think it's 5th level that looks something like 4 1st
2 2nd and 1 3rd, that's 11 points - bypassing the system that's 3 fireballs
and a couple points left over for some 3 missile magic missles. I'm sure
some people like this and that's there game, but it's not for mine.
This Is a Reply to: Msg 1562 by Eoganachta
---
Message 1564 of 6619 Reply
Re: system of magic? brutish_celt
(19/M/Harrison, AR) 12/22/99 10:25 am
I've tossed around the concept of spell points for a while. The Player's
Option: Spells & Magic book has a pretty good system, and several variants
on that spell point system so that you can customize it for a particular
campaign.
I haven't incorporated it into my regular campaign yet, because I haven't
playtested it, but I'm going to try it out one of these weekends and see
if it flies.
Of particular interest to me is the 'channeling' spell point system. In
that system, the mage gets so many points based on his level, his constitution,
and his wisdom. He can 'boost' the power that he puts into a spell by
adding extra points, cut cost by extending casting time, and many other
things, as detailed in the book. Best of all, the channeler REGAINS spell
points as time goes by, kinda like a psionicist's PSPs. It also includes
a mechanic to simulate a common conccept in fantasy fiction- if the mage
casts too powerful spells too often, it can incapacitate or even kill
him. Hope this is of some help.
T*B*C
This Is a Reply to: Msg 1562 by Eoganachta
---
Message 1565 of 6619 Reply
Re: system of magic? comp_bug_2000
(20/M/Who cares...) 12/22/99 10:52 am
I have try both systems and I have always like the memorization, fire,
and forget method... It teaches my players to think ahead some... I also
did the magic point system... It just never work.. You would have one
extremely powerful wizard and a lot of wimpy characters.. The way they
explain it... With the point system the wizard seem to take over the game
about every time...
This Is a Reply to: Msg 1564 by brutish_celt
---
Message 1566 of 6619 Reply
Re: magic -> casting off the cuff... shaezyra
(987/M/Seattle, WA) 12/22/99 12:00 pm
We used a spell system that allowed the wizard to either memorize spells
or cast it off the cuff. If they cast it off the cuff then they had to
make a skill roll. A failure meant a roll on our handy-dandy miscast table...
http://www.Geocities.com/Area51/Dungeon/3980/adnd/miscast.html
Each spell could only be cast off the cuff once between each memorization
cycle. The system seemed to work pretty well, it wasn't overly unbalancing,
and it was more fun for the wizard.
For point-based game systems, the best I've seen is HERO. It uses points
based on how much effect each power has on the game. Thus Defense is cheaper
than Offense, running is cheaper than flying, and so on. It can still
be abused, of course, but just not as easily.
My two shaved copper pieces worth...
This Is a Reply to: Msg 1565 by comp_bug_2000
---
Message 1567 of 6619 Reply
Re: Dragon Magazine on CD ROM jc_madden
12/22/99 2:50 pm
"Has anyone had the chance to review this product. Just saw it in the
store today and was marked at a fair price. "
I have it from a reliable source that my wife bout it for me for christmas,
so I will let you know what I think. But as I understand it, it rocks,
I believe it is cross-referenced and has a search engine built in.
This Is a Reply to: Msg 1558 by Rune_Lord
---
Message 1568 of 6619 Reply
Re: Dragon Magazine on CD ROM brutish_celt
(19/M/Harrison, AR) 12/22/99 3:25 pm
I've not had the chance to look at it yet, but it sounds cool. Does anyone
know the sugg. retail? I just may add it to my collection if the price
is right.
T*B*C
This Is a Reply to: Msg 1567 by jc_madden
---
Message 1569 of 6619 Reply
Re: system of magic/point systems Orgy_of_SouLs
(23/M/Calgary, AB Canada) 12/22/99 4:00 pm
Personally, I like the idea of cue cards for spells....sounds like more
interaction for the players. Im always interested in finding ways to take
this game "off the board" so to speak, I might have to try that one. I
have made the change for clerics where no memorization is necessary. For
me, it seems like keeping with your faith and praying everynight for spell
abilities seem like a more natural approach to clerical magic. The clerics
are allowed to choose spells as they wish, but they must learn the proper
prayers to cast the spells. these prayers are cast as the cleric needs
them, so there is no studying ahead of time to find the spells usable
for each day.
-Orgy
This Is a Reply to: Msg 1563 by Lotherio_Giacomo
---
Message 1570 of 6619 Reply
Dragon Magazine on CD-ROM Price Rune_Lord
(312/M/Somewhere in Faerun) 12/22/99 7:46 pm
At the store I saw it at, they marked it at $62.00, a bargain. Tried others
stores and have not been able to find it yet.
Rune Lord
---
Message 1571 of 6619 Reply
Re: Dragon Magazine on CD-ROM Price shinto_gaijin
(27/M/Sasebo, Japan) 12/22/99 10:01 pm
I thumbed through the WOTC site .. theres a good page about the archive
CDROM here .. http://www.wizards.com/electronic/dragon25.asp .. but it
doesn't say what the man. sugg. retail price is ..
s/g
This Is a Reply to: Msg 1570 by Rune_Lord
---
Message 1572 of 6619 Reply
Re: Dragon Magazine on CD-ROM Price DWalker911
(33/M/Attleboro, MA) 12/23/99 12:32 am
I bought the Dragon Magazine CD-ROM for about $28 from Amazon.com back
in October. However, I haven't used it yet since I gave it to someone
to give to me as a Christmas present. I'm pretty sure Amazon has raised
their price, but I bet it is still the cheapest place to buy it.
This Is a Reply to: Msg 1571 by shinto_gaijin
---
Message 1573 of 6619 Reply
Re: system of magic? xvimlar
(27/M/Grand Rapids, MI) 12/23/99 8:51 am
The way I've always done my spells is this.. the number of spells you
can have memorized is just that, spells you have on hand.. say you have
4 first level spells, so you memorize 4 seperate spells.. now if you wanted
to cast magic missle 4 times you only memorize it once.. you've got 4
1st level spells you can cast and you chose from the pool of currently
memorized spells.. not sure how clear I'm being on that but it worked
beautifully in play. For clerics I had them pray for spells as they needed
them..
This Is a Reply to: Msg 1555 by SCA_Bard
---
Message 1574 of 6619 Reply
Happy holidays everybody! shaezyra
(987/M/Seattle, WA) 12/23/99 1:58 pm
Just wishing everybody happy holidays, a disaster-free new year, and a
better than average 2000! Keep those dice warm and good gaming everybody!!!
---
Message 1575 of 6619 Reply
point system again packrat00013
(16/M/where im sitting) 12/23/99 2:58 pm
I dont know if this point system has already been metioned, but this is
how i do it at times and how a DM i play with does it.
All spell casting creatures get points for casting spells by their spell
level allowance(including specialists) so a first level would get 1 point,
but a specialsist 1st level would get 2.
Of course, they dont memorize spells, instead they just use all the spells
they possess but start out with a single player picked spell and the basics.
When they get 8 full hours of sleep they gain all their spell points back.
Of cours, if a spell asks for very expensive items like thousands of gold
pieces or something then it is required, just not destroyed.
Hope that is helpful.
---
Message 1576 of 6619 Reply
My AD&D website druenar
12/23/99 7:24 pm
Hello everybody!
I have started a website dedicated to AD&D, you can check it out at http://www2.50megs.com/aramus/ADandD.html
I was just wondering if anyone had any interesting stories, artwork, or
ideas to improve my site. If so then let me know!
Thanks,
druenar
----
Message 1577 of 6619 Reply
Re: point system again the_hand_of_fate2000
(17/M/Somewhere in the state of) 12/23/99 8:53 pm
This is also how I use my magic system. Things work out well like this
and my players like it. it gives them more freedom and makes it easier
for the mages. They don't have to memorize certain spells so many times
or anything... they just use thier spell points to cast a spell that they
know how to do. It works more like a traditional fantasy book this way.
This Is a Reply to: Msg 1575 by packrat00013
---
Message 1578 of 6619 Reply
Re: point system again shinto_gaijin
(27/M/Sasebo, Japan) 12/24/99 1:15 am
For those who use a point system .. is there any limit to the number of
spells of a certain level that can be cast ??
For example .. a Wizard: 10 (Spells: 4/4/3/2/2) would have (4+8+9+8+10=)
39 spell points.
Would he be able to cast, seven teleports .. or nine improved invisibilities
.. or thirteen fireballs (10 dice each) .. or nineteen stinking clouds
.. or thirty-nine magic missiles (with five missiles each) ..
sorry .. while it makes the wizards happier and more flexible .. without
some limits it makes them virtually unstoppable .. especially once they
reach 14th or higher (85 spell points, can cast 7th level spells .. 12
of them) level ..
just think of how powerful a lich would be .. (139 spell points, minimum)
.. fifteen meteor swarms .. or forty-six fireballs .. or two hours straight
of magic missile (each casting doing 9d4+9 points of automatic .. no miss
.. damage) .. army killers .. or death spell, followed by animate dead
.. repeat as necessary (up to twelve times) .. instant undead army ..
This Is a Reply to: Msg 1577 by the_hand_of_fate2000
---
Message 1579 of 6619 Reply
Re: point system again comp_bug_2000
(20/M/Who cares...) 12/24/99 5:06 am
I heard the point system is coming out in 3rd edition and already gave
a example of it in the Skills and Powers and whatever... I am saying it
just need to be work on... Espically when a wizard I had in one of my
games turn a castle into a crater with one Melf's Minute Meteors spell...
He was only a 7th level wizard...
This Is a Reply to: Msg 1578 by shinto_gaijin
---
Message 1580 of 6619 Reply
Re: point system again shinto_gaijin
(27/M/Sasebo, Japan) 12/24/99 9:09 pm
In regards to the point system in 3e .. not according to the discussions
on WOTC .. interviews with the play-testers and the game designers do
not hint to this change ..
one thing they do discuss, however, is a better explanation of "fire and
forget" and bonus spells for high INT scores, similar to the WIS bonus
for priets
This Is a Reply to: Msg 1579 by comp_bug_2000
---
Message 1581 of 6619 Reply
3rd edition comp_bug_2000
(20/M/Who cares...) 12/25/99 4:50 pm
Well whatever it is about I will probaly buy the DM guide and Player's
Handbook when it first comes out just to see what it is...
---
Message 1582 of 6619 Reply
Re: point system again the_hand_of_fate2000
(17/M/Somewhere in the state of) 12/26/99 12:01 am
In my spell point system, a wizard level 10(4/4/3/2/2) would have 4+4+3+2+2=15
spell points, not 39. I do not use the number of spells times the spell
level. Granted then they can cast 15 magic missles... this is when the
DM steps in. If a player plans to use their magic like that it comes at
a cost... draining the character of his spell points in such a manner
(many spells, requiring the redirection of spell power, as compared to
one spell, focusing the power in one spot) is tiring, and the character
must rest for about five minuets per point used or loose one point of
con per 2 points untill resting (min -5). The points are not regained
now however. If the player spends say 5 points to cast Wall of Iron, they
spend the points all in one spot, so the penalty is not applied. If they
cast five magic missle spells, spreading how long they use the power then
they must rest for 25 minuets. This is when I send in the nasty wandering
monsters. The players should learn not to abuse the power, but this lets
them save the party if they run into a huge beast and need a last ditch
effort by the mage...
This Is a Reply to: Msg 1578 by shinto_gaijin
---
Message 1583 of 6619 Reply
Re: point system again shinto_gaijin
(27/M/Sasebo, Japan) 12/26/99 8:34 am
hand of fate ..
this is one of the things we (my players and I) discussed as a possibility
for a point system as well, but everyone thought it did not make sense
that a first level spell would cost the same as a fifth level spell ..
a possible compromise was to pro-rate the value of each spell (not 1-2-3
.. but, I think .. 6-8-11-15-20-26-33-41-50 .. or something similar) ..
but then, it still doesn't take into account that a third level wizard
(immediately after mastering the intricacies and energies of 2nd level
spells) could cast more than one .. then we looked at something more drastic
.. 1-2-4-8-16 .. and so on .. and it still didn't feel right ..
the ruling that was finally made, was that a wizard could cast spells
directly from his spell book .. but there was a chance (usually very large)
that the spell would vanish, as on a scroll .. and also a chance (pretty
low) that this vanishing would release some energy, possibly damaging
other spells in the book and/or the caster .. this is what works very
well for me ..
keep in mind .. I'm being somewhat argumentative simply for argument's
sake .. I don't think I'll change your mind or campaign .. but I have
had a significantly long discussion about this with my players .. and
enjoy the possibility that somewhere out there, a point system that works
well and is well-balanced exists ..
"Favorite Spells" (if I could memorize this five times, I would) or "uniquely
useful" (this spell would be perfect for certain situations .. but not
everyday) is why Magic Wands, Staves, and Spell Scrolls exist ..
This Is a Reply to: Msg 1582 by the_hand_of_fate2000
---
Message 1584 of 6619 Reply
My magic system galathan
12/27/99 3:11 am
OK, this is how the point system is done in my campaign.
A mage's spell points are based upon the character's intelligence and
constitution. for every level of the caster, he has access to half of
the number of languages(round up) available added to his hit point adjustement(use
warrior bonus for this purpose) in spell points. Each spell costs it's
level in spell points to cast AT FIRST LEVEL. An extra spell point is
required for each level above 1 that the he wants to cast the spell at.
example: a 6th level mage wishes to cast a Fireball at an opponent. he
only has 5 spell points remaining. A fireball is a 3rd level spell so
it is possible to cast it. However it would cost an extra 5 spell points
to cast the spell at the 6th level of strength. Therefore he can not cast
it at full strength. He can chosse to cast it at as a third level mage
or lower.
It is also possible to cast a spell at a higher level than the mage, but
there are risks of failure. When a mage attempts to cast a spell at a
higher level than himself he must make a constitution check with a -1
modifier for every level higher than the caster. Failure results in the
mage passing out for 3d8 hours. a natural roll of a 20 also results in
the permanant loss of a point of constitution. a roll of a 1 results in
a wild surge.
It is not possible to cast a spell that is a higher level than the mage
has access to due to the inability to make sense of the magical formulas.
I haven't written out my rules for priest spell use since no one believes
in gods in my current campign, but I will probably do something similar
using wisdom and charisma.
This Is a Reply to: Msg 1583 by shinto_gaijin
---
Message 1585 of 6619 Reply
Re: My magic system shinto_gaijin
(27/M/Sasebo, Japan) 12/27/99 3:21 am
galathan .. how do the spell points increase as the wizards advances in
level ??
This Is a Reply to: Msg 1584 by galathan
---
Message 1586 of 6619 Reply
Re: My magic system comp_bug_2000
(20/M/Who cares...) 12/27/99 8:38 am
I think I'll stay with my system... People memorize there spells in the
mourning or clerics pray for there spells and that's what they have for
the day... It has teached my characters to think ahead in the day might
bring... When they cast the spell it's erase from there memory for the
rest of the day...
This Is a Reply to: Msg 1585 by shinto_gaijin
---
Message 1587 of 6619 Reply
Re: Dragon Magazine on CD-ROM Price kevensimmons
12/27/99 2:12 pm
From Amazon.com:
"Dragon Magazine Archive : 250 Issues of Dragon Magazines and Dms Electronic
Media Utility
by Helikon Technologies Inc., BE Inc.
List Price: $40.63
Our Price: $28.44
You Save: $12.19 (30%)
Availability: Usually ships within 24 hours."
This Is a Reply to: Msg 1572 by DWalker911
---
Message 1588 of 6619 Reply
Re: My magic system jc_madden
12/27/99 2:13 pm
Galathan, I really like this system, I will try it in play, for my next
campaign.
This Is a Reply to: Msg 1584 by galathan
---
Message 1589 of 6619 Reply
Re: point system again Elkin_DeathBlade
(26/M/Shadowmoor) 12/27/99 2:29 pm
"For those who use a point system .. is there any limit to the number
of spells of a certain level that can be cast ??
just think of how powerful a lich would be .. (139 spell points, minimum)
.. fifteen meteor swarms .. or forty-six fireballs .. or two hours straight
of magic missile (each casting doing 9d4+9 points of automatic .. no miss
.. damage) .. army killers .. or death spell, followed by nimate dead
.. repeat as necessary (up to twelve times) .. instant undead army .."
That is actually quite an interesting Idea... Kinda like LARPing, you
get a set collum of spells and you can use them as you see fit, I.E. NeroATLANTA
and SOLAR.
only in LARP it's you get a set number of spells per level, but you can
cast any spell in that level you need at the time, of course you have
to HAVE the spell to cast it...
This Is a Reply to: Msg 1578 by shinto_gaijin
---
Message 1590 of 6619 Reply
Re: My magic system galathan
12/27/99 9:20 pm
shinto: That part's simple. every level the caster gains the same amount
of spell points, so a mage with an 18 intelligence and a 10 constitution
would gain 4 points/level. One thing that should be noted, though, is
that spell point gains aren't set- they are dependant on the two attributes.
Therefore if the forementioned mage was 3rd level and then had his intelligence
drop to 17 for some reason his spell point total would drop from 12 to
9.
This Is a Reply to: Msg 1585 by shinto_gaijin
---
Message 1591 of 6619 Reply
magic point system Eoganachta
(35/M/Glendale, CA) 12/27/99 11:59 pm
After reading all the various systems, I really think xvilmar's (message
1573) system is perfect for what I want and very simple at the same time.
The spell caster has X number of memory slots but can recast a spell upto
his allotted amount for that level.
4 first level spells memorized - can cast one spell four times if need
be - or whatever combination upto the spell casters amount of first level
spells.
Thanks xvilmar!
---
Message 1592 of 6619 Reply
Traps cinnabar_ratwing
12/28/99 12:55 pm
Greetings. I am new to this club, and I am in search of guidance. I have
an up coming game which I have all planned out except for one small detail-
the traps. I have used all the traps I have up my sleeve, I need new ideas
as I like to keep my players guessing. I have however thought experimenting
at one time with gravity traps, but any suggestions, or input of any kind
would be helpful.
----
Message 1593 of 6619 Reply
Re: Traps brutish_celt
(19/M/Harrison, AR) 12/28/99 1:00 pm
Head for TuDragons and NetRPG.com. Check their lists of netbooks and DM
utilities and prepare to be amazed. I've gotten three whole NetBooks of
traps, and I have never had so many ideas for evil engines of PC thumping.
Good Gaming!
T*B*C
This Is a Reply to: Msg 1592 by cinnabar_ratwing
---
Message 1594 of 6619 Reply
Re: Traps cinnabar_ratwing
12/28/99 4:06 pm
Your joking! Three netbooks worth of traps?!
Thank you, Ill be sure to check it out.
This Is a Reply to: Msg 1593 by brutish_celt
---
Message 1595 of 6619 Reply
Re: Traps TongueKing27
(27/M/Figment of your imaginati) 12/29/99 2:38 am
Hey, see if you can find some of the old Grimtooths Traps books! The traps
range from deadly to... well, deadly. Quite funny, too.
This Is a Reply to: Msg 1594 by cinnabar_ratwing
---
Message 1596 of 6619 Reply
Fantasy authors? Your work wanted: druenar
(23/M/wish I was in Wisconsin..) 12/29/99 5:08 pm
Want your short stories put on the net? I am looking for material that
will make my AD&D site my enjoyable for all AD&D fans to visit. If you
have short stories or anything else AD&D related that you would like to
share then email me or leave a message on my website.. You will recieve
full credit for your work..
Thanks,
Druenar dwarven cleric of Vorshak
PS. comeon dwarves, the elves have more votes on the 'best AD&D character
race' poll on my page! How're ya gonna let some pansy elves beat ya?
VOTE VOTE VOTE!
---
Message 1597 of 6619 Reply
Re: Traps jc_madden
12/30/99 1:50 pm
There is a Netbook of Traps, I don't remember where to find it but it
has a LOT of stuff. But here's a neat trap I invented, it's call the sword
in the stone trap. You have a room with a sword imbeded in the center
of the room it radiates alteration magic. When a player touches it all
the doors close and a spiked ceiling decends. The sword is enchanted to
adhere to the first person to touch it, and if anyone touches the victim
they are stuck to them as well. The sword cannot be pulled out short of
a wish. The speed of the falling ceiling depends on the cruelty of the
DM. The only way to brake free is a hidden switch somewhere out side the
room, using the Universal Solvent, or a Dispel Magic (the magic level
can be anything you want depending on if you want to scare them or kill
them). What the sword actually does is up to you.
JC, He Who Rambles
This Is a Reply to: Msg 1592 by cinnabar_ratwing
---
Message 1598 of 6619 Reply
Happy New Year shinto_gaijin
(27/M/Sasebo, Japan) 12/31/99 11:56 am
I wish you all a happy (Y2K Bug-Free) New Year .. currently ~0150 01 Jan
2000 in Japan
---
Message 1599 of 6619 Reply
Critical Hits Bane1975
(24/M/Central Kentucky) 12/31/99 1:10 pm
I'm looking for a new method of Critical Hits, the one in the skills &
options book takes forever to use and bogs the game down more than ever,
something simple yet effective. If there is such a thing, Thanx.
---
Message 1600 of 6619 Reply
Re: Traps Danduin_
(~30/M/In front of a computer) 12/31/99 1:43 pm
Try http://troll.saucybard.com/ under the DM Extra area
This Is a Reply to: Msg 1597 by jc_madden
---
Message 1601 of 6619 Reply
Re: Critical Hits skullsplitter007
(33/M/LA) 1/1/00 12:43 am
Percentile dice is always quick. Say 1-10% =1HP
2-20% =2HP and so on. 100% takes a limb or a head. Just make it fit your
need.
This Is a Reply to: Msg 1599 by Bane1975
---
Message 1602 of 6619 Reply
Re: Critical Hits druenar
(23/M/wish I was in Wisconsin..) 1/1/00 3:24 pm
Roll damage and take that percentage of their total HP, up to the amount
of damage the weapon can do, times ten. Example: A character is critically
hit with a dagger. (ie stabbed in the vitals) The damage roll is 3, 3
x 10 = 30. Take 30% of the character's total HP. Example: Character has
25 HP total, but has been wounded and is down to 7hp now, He takes a critical
hit from a dagger, the damage roll is 3, take 30% of his total hp = 8
(rounded down) he is at -1 and therefore dead.
I realize that this can kill even a high level character with one blow..
But sometimes that happens, people get lucky and take someones head clean
off with a lucky blow.
Let me know what you think :)
Druenar - Dwarven cleric of Vorshak
This Is a Reply to: Msg 1601 by skullsplitter007
---
Message 1603 of 6619 Reply
Critical Hits Bane1975
(24/M/Central Kentucky) 1/1/00 4:27 pm
We are trying to get a system together where there are alot of things
that affect it such as: Level of attacker vs. Level of Defender
If attacker has encountered Defender type before
The more you hit them by the better the critical hit.
Example:
Tullen(a 6th level fighter) encounters 4 goblins(1 hd creatures). He is
a more experienced figher on average than any goblin, and he has encountered
them before so he knows how they attack. Therefore he has the possibility
of critical hits. We want critical hits to be due to skill, not luck.
We just have yet to figure out all the mathamatical ways to do this
---
Message 1604 of 6619 Reply
Re: Critical Hits druenar
(23/M/wish I was in Wisconsin..) 1/1/00 6:45 pm
I personally believe that is why we get better THACO as a character levels
up.. But if you wanted a character that battles a certain race often,
or has a racial hatred against a specific race, then just give that character
a better chance of getting a critical hit. Example: Druenar battles goblins
often. Instead of the critical hit only happening on a natural roll of
20, have a critical hit on a natural 19 or 20.
Hope this helps,
Druenar
This Is a Reply to: Msg 1603 by Bane1975
---
Message 1605 of 6619 Reply
Re: Critical Hits shinto_gaijin
(27/M/Sasebo, Japan) 1/2/00 3:57 am
What I use is:
natural 20: roll d20 again .. 20 = instant death, anything else = double
damage
to use something similar based on experience, etc. .. perhaps increase
the chance for a critical hit by 5% for every five (or so) improvements
to THAC0 ..
increasing the possibility of a critical hit due to experience fighting
a particular creature would be tricky, at best .. (and it would be up
to the Player to keep track of this) after defeating so many experience
points worth of one type of creature .. say 20,000 (that's a lot of goblins,
but not so many vampires or dragons) .. the PC has a chance to do more
than normal critical hit damage ..
my 2 fen ..
This Is a Reply to: Msg 1603 by Bane1975
---
Message 1606 of 6619 Reply
Re: Critical Hits shinto_gaijin
(27/M/Sasebo, Japan) 1/2/00 9:00 am
of course, critical hits work both ways .. a dragon who has fought dozens
of Warriors would have the same bonuses as a PC to critical hits .. same
with goblins, etc. .. not to mention NPC's
(just because goblins are puny doesn't make them stupid or weak .. they
have a survival instinct just like any other creature)
if it's your PC's who want this, and not you, make sure they understand
that, before you add any rule changes ..
This Is a Reply to: Msg 1605 by shinto_gaijin
---
Message 1607 of 6619 Reply
Re: Critical Hits skullsplitter007
(33/M/LA) 1/2/00 10:47 pm
Just remember to always let there be a chance of something really nasty
happening.
Take a limb. One arm theives are always interesting.
This Is a Reply to: Msg 1606 by shinto_gaijin
---
Message 1608 of 6619 Reply
SSSSSSSS darth_bocca
(M/Here) 1/2/00 11:30 pm
I'm here.....
---
Message 1609 of 6619 Reply
Re: Critical Hits comp_bug_2000
(20/M/Who cares...) 1/4/00 9:34 am
A few characters in games I ran in the past basically did a study on about
where to hit some monsters to cause serious pain (for some odd reason)
plus they also spent weapon points in skills on fighting instead of weapons...
So you might try that... It work pretty good for me...
This Is a Reply to: Msg 1603 by Bane1975
---
Message 1610 of 6619 Reply
Re: SSSSSSSS shaezyra
(987/M/Seattle, WA) 1/4/00 1:31 pm
You seem to have sprung a leak...
This Is a Reply to: Msg 1608 by darth_bocca
---
Message 1611 of 6619 Reply
Re: Critical Hits -> worth the effort shaezyra
(987/M/Seattle, WA) 1/4/00 1:51 pm
>> We are trying to get a system together where there are alot of things
that affect it such as: Level of attacker vs. Level of Defender. If attacker
has encountered Defender type before. The more you hit them by the better
the critical hit. <<
Philosophical question: is the AD&D combat system really worth the expenditure
of this much effort in an attempt to fine tune it? The benefit of the
AD&D system to me has always been it's enduring simplicity. Why not handle
critical hits the same way?
Do all Humans fight the same way? So why should all Goblins? The THAC0
already handles the level difference by increasing the odds to hit, so
why enhance the advantage furthe? The hit point loss already makes a foe
more vulnerable to a critical hits after being struck several times.
Detailed combat rules are handled far better by other game systems and
no amount of tweaking of AD&D will fix that.
My 2 cp's.
This Is a Reply to: Msg 1603 by Bane1975
---
Message 1612 of 6619 Reply
Re: Traps -> Scenario? shaezyra
(987/M/Seattle, WA) 1/4/00 2:44 pm
How about a scenario that turns the idea of traps on it's head by letting
the players know in advance where they are located and how they function.
The problem for the players then is in trying to solve the puzzles of
how to bypass the known traps.
Example: an evil wizard contracts with a brilliant dwarven engineer to
build the traps for his dungeon. In exchange he promises the Dwarf immortality.
The dwarf proceeds to design and build many ingenious traps.
When the dungeon is complete the wizard does indeed grant the dwarf immortality...
by placing his spirit in a gem stone and casting a permanent stasis spell
on his body. He is now an exhibit on the lowest level of the dungeon.
Many centuries later the dungeon has a new mistress who has tinkered a
bit with the existing traps (that she finds) and added a few of her own.
She keeps the dwarf statue around but trades the gem for financing.
The gem ends up in the hands of the PCs. They figure out how to communicate
with the dwarf and proceed to enter the dungeon. Most of the top level
traps have since been triggered and lower ones either no longer function
correctly or have been altered. The PCs and the dwarf in the gem should
be surprised by the changes and the new additions.
This Is a Reply to: Msg 1600 by Danduin_
---
Message 1613 of 6619 Reply
Re: Critical Hits -> worth the effort xvimlar
(27/M/Grand Rapids, MI) 1/4/00 3:21 pm
Have to agree on this one, the AD&D system is meant to be simple, you
can tweak is some, specializations, styles, etc.. but to be honest other
games have done a much better job of recreating combat with great criticle
systems in place, I wouldn't mess with it too much and if incredible realism
in combat results is what you want.. play Rolemaster... now THAT is an
excellent critical system if ever there was one!
This Is a Reply to: Msg 1611 by shaezyra
---
Message 1614 of 6619 Reply
Re: Traps -> Scenario? Eoganachta
(35/M/Glendale, CA) 1/4/00 5:19 pm
I love that scenario - did you just think of it or have you played it
before? Imagine if it was so long ago, the dwarf became somewhat forgetful.
"Oh ouch! By the gods, are you okay? Sorry about that mates - I seem to
have gotten turned around in this place. Where exactly is the stairway
from here again?"
Two weeks later when everyone is recovered from the pit of flames...
"Um. Let me think, what - does - that lever do? Um. It could be the falling
6 ton block of granite, but I think that was on the 4th level down. We
are on the 2nd level - right. No - maybe that lever is for the chain lightning
bolt. Um, you know I'm not exactly sure, any volunteers to pull it? I
would but it's a little difficult from in here you know."
This Is a Reply to: Msg 1612 by shaezyra View Replies to this Message
---
Message 1615 of 6619 Reply
Re: Traps -> Scenario? shaezyra
(987/M/Seattle, WA) 1/4/00 6:11 pm
>> did you just think of it or have you played it before? Imagine if it
was so long ago, the dwarf became somewhat forgetful. <<
Hee hee hee! Could be fun. Well my brain is full of fertilizer so occasionally
something interesting grows out of the muck.
This Is a Reply to: Msg 1614 by Eoganachta
---
Message 1616 of 6619 Reply
Re: Traps -> Scenario? comp_bug_2000
(20/M/Who cares...) 1/5/00 1:22 pm
If PC's didn't know about the trap I basically by go by there AC +2 for
surprise no dex bonus to hit them... If they didn't know and didn't check
for traps how would a talking stone know about the changes??? You gave
them some easy go ahead with traps already being set off so they won't
have to figure out where they are or how to remove them...
This Is a Reply to: Msg 1612 by shaezyra
---
Message 1617 of 6619 Reply
Re: Traps -> Scenario? shinto_gaijin
(27/M/Sasebo, Japan) 1/5/00 8:59 pm
Even triggered traps can be a hassle (especially if you know the trap
exists, but don't know whether or not it is safe)
This Is a Reply to: Msg 1616 by comp_bug_2000
---
Message 1618 of 6619 Reply
Re: Traps packrat00013
(16/M/where im sitting) 1/5/00 10:44 pm
I have an idea. Why dont you have a wall with a giant gem in it, about
6' in diameter. It is as light as a needle, and is easy to get out. Any
PC who is not lawful must make a con or int(which ever) check at a -2
penalty. Failure means they cant resist the temptation and do whatever
it takes to get it as their own. Success means it doesnt affect them.
As soon as it is removed from the wall it shrinks to the size of 6" in
diameter. If it is ever removed from the room, it disapears in a small
explosion that does 1d4 or 1d8 to all creatures within 3' except for the
one carrying it.
This Is a Reply to: Msg 1592 by cinnabar_ratwing
---
Message 1619 of 6619 Reply
Re: Traps shinto_gaijin
(27/M/Sasebo, Japan) 1/6/00 12:10 am
Traps aren't just dangerous puzzles or tricks .. they're designed to protect
something .. to delay or prevent entry or theft (similar to a lock, but
dangerous .. like an electric fence) .. not just aggravate the PC's
This Is a Reply to: Msg 1618 by packrat00013
---
Message 1620 of 6619 Reply
Re: Traps brutish_celt
(19/M/Harrison, AR) 1/6/00 2:02 am
I understand the delimma posed by designing and placing traps well. From
a logical standpoit, traps are there to hinder or outright eliminate intruders
(PCs), and to protect something, be it a tiny gem or an entire room. From
a DM standpoint, however, traps are an opportunity to test out new levels
of deviousness, thump the PCs a little, and maybe get a few laughs in.
The result is that we have to compromise and temper our gamercidal (my
own word) tendencies with a certain amount of fairness. Even though it
is completely logical for a high-level mage to want to eradicate the 'pesky
vermin' in one foul swoop with some mega-death spell, most players tend
to get a little pissy when they have to roll up three new characters during
a single night of adventuring. I must admit that most of my wickedly evil
trap concepts have been toned down for the sake of OOC relations. Bummer,
ain't it? Anyway, before I go, I'd like to include a description of one
of my traps:
The PCs enter a large room with a door at the far end and a very obvious
pit in the center that can easily be avoided. Two coal braziers on either
side of the pit provide the only illumination in the room. Once the last
PC is in, both the entrance and exit are sealed by huge stone slabs. The
walls perpindicular to those with the doors begin to move inward. Clever
players will think to dive into the pit for safety. They find that the
bottom has about a foot of standing liquid at the bottom- OIL! The walls
of the pit are slick with it, making climbing difficult. Eventually, the
moving walls reach the coal braziers, knocking them into the pit. The
moving walls stop at the edges of the pit and begin to recede. As they
do, the entrance and exits open up.
Ain't I a stinker?
T*B*C
This Is a Reply to: Msg 1619 by shinto_gaijin
---
Message 1621 of 6619 Reply
Re: Traps comp_bug_2000
(20/M/Who cares...) 1/6/00 9:12 am
One of my favorite traps wasn't a trap at all... It was trip wire connected
to one side of the wall to the another... It took them a half hour to
figure that out.. The thief was out the before they could find him in
his own hide away...
This Is a Reply to: Msg 1620 by brutish_celt
---
Message 1622 of 6619 Reply
Re: Traps SCA_Bard
(23/F/Barony of Storvick) 1/6/00 11:56 am
NPCs also make wonderful traps in and of themselves. More along the lines
of "entrapment", but it can still mess with a player.
Think of Indiana Jones and the Last Crusade, where the villian is holding
the blonde and threatening to kill her if Jones doesn't throw down his
weapon. Of course he does. And it turns out the blonde was never in any
danger at all...she was working with the villian. It was a setup, or trap.
If the PCs think they have a turncoat from the Theives' Guild, they just
might discover (too late) that his tips lead them straight into an ambush.
Etc.
The closer the PCs are to the NPCs, the more the betrayal hurts. Great
opportunity for some role-playing.
This Is a Reply to: Msg 1620 by brutish_celt
---
Message 1623 of 6619 Reply
Re: Traps shaezyra
(987/M/Seattle, WA) 1/6/00 1:52 pm
>> I understand the delimma posed by designing and placing traps well.
<<
That's a good point about most traps being built more for drama than lethality.
Most movie traps seem to be along the same lines. (Indiana Jones movies,
for example.) Maybe the trap builders got bored with instantly lethal
traps and found the need to be inventive? Another possibility is that
the builder made the trap slow-acting so that he had time to get to the
hidden 'off' switch.
>> Anyway, before I go, I'd like to include a description of one of my
traps: <<
Perhaps a little too obvious. The players will hold off jumping into the
pit until the last minute, I expect.
A variant would be to have the pit fill half the room, with the heavy
braziers standing next to the edge. The doors are opposite each other
in the corners of the ledge. The back wall starts moving toward the pit
and the braziers, covering both doors very quickly. Just for fun you could
also cut some ascending stone holes in the wall across the pit, then oil
the holes to make them difficult to grip. Should be fun watching the players
fight each other trying to get up the wall...
Fewer moving parts anyway.
This Is a Reply to: Msg 1620 by brutish_celt
---
Message 1624 of 6619 Reply
Re: Traps some of my favs xvimlar
(27/M/Grand Rapids, MI) 1/7/00 9:08 am
I love traps, use them all the time and most are non lethal. I had a greedy
little bard, he was always volunteering to be the first into an area they
thought was safe... so I put a shiney gold ring at the bottom of a well
in a dungeon... of course it wasn't water in the well, it was a caustic
substance that slowly disolved organic, living tissues... minor burns
and scrapes aside he found that the ring was brass and it was embedded
in the floor of the well, just a little joke the duergar left for him..
:)
Another one I loved, a Grimtooth Trap actually.. was this, I had a mage
with some magical glasses, the purpose of the glasses had been servered
I had a specic campaign that required the party to be able to read languages
they wouldn't ordinarily be able to.. so in the next adventure, in a place
riddled with traps, they find a plaque on the wall, written in a tiny,
unreadable script. I explain that to read it he'll have to get very close
as the type is so small... I warned him a few times about how close is
nose was to the plaque, well it said "Duck!" and when he was close enough
to read it, the spring loaded, stone plaque.. popped him a good one in
the face, smashing his glasses and breaking his nose.. wheee!
This Is a Reply to: Msg 1623 by shaezyra
---
<- Previous Next -> Message 1625 of 6619 Reply
Re: Traps brutish_celt
(19/M/Harrison, AR) 1/7/00 11:02 am
<>
Precisely the point of the trap. I like to screw with my players heads,
and elaborate, easily avoided traps such as this are designed to throw
them off guard so they never know when a situation is actually dangerous
or not. Sometimes the big stone block falls, and sometimes it doesn't.
The point is to keep them guessing so that when you do throw the real
thing at them, they get hit completely unexpectedly. Besides, if the 'big,
dumb, & easy' traps happen to catch one of the PCs, then it's their own
fault. It helps to keep their egos in check.
This Is a Reply to: Msg 1623 by shaezyra
---
Message 1626 of 6619 Reply
Re: Traps -> Scenario? jc_madden
1/7/00 6:49 pm
I.....am........not worthy. I am humbled in your presence, never in a
million years could I come up with an idea so respledant as this.
This Is a Reply to: Msg 1612 by shaezyra
---
Message 1627 of 6619 Reply
Re: Traps -> Scenario? skullsplitter007
(33/M/LA) 1/8/00 12:20 pm
The lead Party member steps into a room the door immediadtly shuts and
slpits the party. A quick Elf or Theif could possably dive into the room
as well. Inside a lone Orc that attacks. If killed he will split into
and form 2 orcs. and so on. Will they fight until overwelmed by sheer
numbers or seach for a escape?
This Is a Reply to: Msg 1626 by jc_madden
---
Message 1628 of 6619 Reply
Re: Traps -> Scenario? skullsplitter007
(33/M/LA) 1/8/00 12:25 pm
Sorry for the spelling errors i was pressed for time.
This Is a Reply to: Msg 1627 by skullsplitter007
---
Message 1629 of 6619 Reply
Re: Traps -> Scenario? shinto_gaijin
(27/M/Sasebo, Japan) 1/9/00 2:15 am
what happens if they subdue the orc ?? (or orcs)
This Is a Reply to: Msg 1627 by skullsplitter007
---
Message 1630 of 6619 Reply
3rd Edition Cleric in Dragon #267 m_furious
(23/M/Connecticut) 1/9/00 12:35 pm
Have any of you read the changed to the cleric class for 3rd Edition?
Any thoughts? I think the improvements were needed and seem like they'll
be good. The most interesting part are the domains. If you don't know,
spheres will be eliminated and replaced by small groups of nine spells,
one of each level (yes there will be 9th level priest spells) and all
releated, thats a domain. Each domain will have a granted power accociated
with it and a "domain spell" for each level. A cleric has access to two
domains...to me it sounds like fewer spells for clerics (1st level cleric
has 2 spells from the domains, one "domain spell" and two granted powers
+ turn undead)...I guess we'll have to wait and here more but I've already
thrown out sphere's long ago and made my own small groups...
Furious
---
Message 1631 of 6619 Reply
well, well, well. cinnabar_ratwing
1/9/00 5:44 pm
I must say that these are definantly some good ideas, and I have found
those netbooks and have sift through them many times, and I would like
to share one of my favorites out of the book.
Heres the trap, hope you havent heard of it before. The PCs enter a room
that is roughly twenty by ten yards. The room is empty and there are two
doors in it. One of the doors is the one the PCs walk in, this door closes
and locks magically when they are all in. The other door is an exit. The
door has a magical display of some kind and in it is a timer that reads
ten seconds. There is also a button next to the door. As soon as the first
door locks the timer goes down and the ceiling starts making a noise as
if it is loosining and about to fall. The button resets the timer and
the ceiling goes queit. After five seconds the timer starts going down
again. Same thing happens. This is accutualy a puzzle, but was in the
book of traps (dont know why). The answer is as soon as the timer hits
zero the exit opens and the ceiling does nothing. Its preaty funny to
see. I heard in run on a group of players that spent about three hours
on that room alone.
Just thought I would share. The winged one.
This Is a Reply to: Msg 1630 by m_furious
---
Message 1632 of 6619 Reply
Re: well, well, well. cinnabar_ratwing
1/9/00 5:46 pm
That reminds me, If anyone could find people that are interested in playing
a game, Im looking for players for my other club.
The winged one.
This Is a Reply to: Msg 1631 by cinnabar_ratwing
---
Message 1633 of 6619 Reply
Re: Traps Elkin_DeathBlade
(26/M/Shadowmoor) 1/9/00 5:53 pm
"The PCs enter a large room with a door at the far end and a very obvious
pit in the center that can easily be avoided. Two coal braziers on either
side of the pit provide the only illumination in the room. Once the last
PC is in, both the entrance and exit are sealed by huge stone slabs. The
walls perpindicular to those with the doors begin to move inward. Clever
players will think to dive into the pit for safety. They find that the
bottom has about a foot of standing liquid at the bottom- OIL! The walls
of the pit are slick with it, making climbing difficult. Eventually, the
moving walls reach the coal braziers, knocking them into the pit. The
moving walls stop at the edges of the pit and begin to recede. As they
do, the entrance and exits open up. Ain't I a stinker? T*B*C"
That's an interesting one... I always preferd the Crossbow in the commode
myself. you sit down on the throne and get impailed from below... Real
Nasty supprise... ;-)
This Is a Reply to: Msg 1620 by brutish_celt
---
Message 1634 of 6619 Reply
Re: 3rd Edition Cleric in Dragon #267 shinto_gaijin
(27/M/Sasebo, Japan) 1/9/00 11:03 pm
I'm waiting for the WoT Cost 3e website to get updated (don't have access
to Dragon Mag) .. but 1st Ed. Cleric was a fairly difficult class to play
as anything more than a "healing spell dispenser" ..
I found it pretty difficult to roleplay someone who was so intune with
his religion that his God had granted him spell abilities (especially
since I chose to be religiously indifferent once I learned about how much
trouble organized religion causes .. but that's neither here nor there
..)
It seems like the Preist description in 2nd Ed tried to make them a bit
more exciting and individualized, but you had to buy the supplements to
really have your options spelled out ..
Narrowing the choices even more, and making them more clear in the basic
rule books will, in my opinion close the door on the old-school cleric,
and shift- lock, stock, & barrel -to what the real intent of the 2e Priest
was meant to be .. an exciting choice to play (but not unbalancing)
This Is a Reply to: Msg 1630 by m_furious
---
Message 1635 of 6619 Reply
Assorted Replies Beard_Y
(17/M/Lancre, Toril) 1/10/00 10:37 am
Just got back from Christmas Hols.
I personally think that the GURPS system of spell points actually being
intelligence could be adapted. For example they could just lose 1 point
of intelligence for each spell they haven't memorised and try to cast
that fails.
I only use the THACO etc as a player and thus am not familliar enough
with it.
As for traps, I design unique varitions to keep characters guessing.
Finally the result of my spell casting was that the spell just failed
in an ordinary way.
This Is a Reply to: Msg 1634 by shinto_gaijin
---
Message 1636 of 6619 Reply
Re: Traps brutish_celt
(19/M/Harrison, AR) 1/10/00 10:42 am
I just got through looking over one of the NetBooks, and another devil
of a trap caught my eye:
A pivoting tile on the floor gives way when stepped on (best to have several,
so that at least one PC gets harmed). The action sends his foot into a
hole slightly larger than his foot, plus it busts his kneecap. At the
bottom of the hole is a spike a couple inches long, which pierces his
foot. The spike triggers a crossbow bolt set in the side of the pit which
shoots with considerable force through his leg. The bolt is steel, barbed,
and longer than the hole is wide. Players would have to be very creative
in extricating their companion from this trap, probably needing bolt cutters
(at that time period?) or a good hacksaw. Variations inlcude substituting
a blade for the bolt (hello stumpy!), locking the exits and flooding the
room (uh, steve, how long can you hold your breath?), or setting off an
alarm in a nearby guardpost/animal lair (hey trog! it DINNER time!)
T*B*C
This Is a Reply to: Msg 1633 by Elkin_DeathBlade
---
Message 1637 of 6619 Reply
Re: Traps shaezyra
(987/M/Seattle, WA) 1/10/00 1:31 pm
>> That's an interesting one... I always preferd the Crossbow in the commode
myself. you sit down on the throne and get impailed from below... Real
Nasty supprise... ;-) <<
I had a fire elementalist dungeon with a self-cleaning ceramic toilet.
Once you stood up a flame of jet incinerated the scat. Of course if you
just lifted yourself up for a moment to scratch your butt you were in
for a heated moment. ;-)
This Is a Reply to: Msg 1633 by Elkin_DeathBlade
---
Message 1638 of 6619 Reply
Re: Traps -> Nasty floor trap shaezyra
(987/M/Seattle, WA) 1/10/00 1:46 pm
Ouch! Another variant is just a set of wide metal gears that pull the
characters foot down until it jams. Pretty nasty on the foot and almost
impossible to extricate unless the gears can be reversed.
Saw something like this in a movie once, although it was an industrial
accident involving an arm.
This Is a Reply to: Msg 1636 by brutish_celt
---
Message 1639 of 6619 Reply
Re: 3rd Edition Cleric in Dragon #267 shaezyra
(987/M/Seattle, WA) 1/10/00 1:49 pm
The Domains sound kind of like RoleMaster's spell lists. I'll bet that
Clerics will still be used primarily as magical medics though, especially
at low levels. There's no getting around the need for quick hit point
recovery.
This Is a Reply to: Msg 1630 by m_furious
---
Message 1640 of 6619 Reply
New Campaign world in design archduke_gareth
(20/M/Memphis TN) 1/12/00 4:24 pm
Hello everybody, Greetings and well met.
I am creating a new campaign world, called Trall. My main problem is that
I have a hard time creating religous pantheons. If anybody here is good
at creating gods and powers, or even if you just like doing it, I would
love some help. I'm looking for something like Dragonlance, with the three
groups by alignment, but I don't want to duplicate their system. All standard
AD&D2ed races are presant (Hmn, Elf, Dwa, H/E, Hflng, and Gnm)
The world is mostly unexplored, and the area of civalization is feudal,
with the predominate race as human. If you could, I would like seperate
pantheons for Elves, Dwarves, Humans (civalized, barbarian, and jungle
tribes), and Orcs.
As far as the Civalized human religion, I need influances over Justice,
Magic, Truth, Knowledge, Love, War, Peace, Nature, Lies, the Sea, The
Sky, Birth, Death/the Dead, Law, and Chaos, and anything else you think
would be needed.
If anybody likes doing this, I desprately need a hand, as this is an area
where I am rather inept.
NPC's are also welcome, as you can never have enough of them, and anybody
who wants to swap origional NPC's, Spells, or Campaign Ideas, Just let
me know.
Also, I specialize in world cartography, and anybody who needs world maps
drawn for a campaign, let me know.
Post responses here or send them to me at RayCBleuz@aol.com
--Ray
---
Message 1641 of 6619 Reply
Re: New Campaign world in design jc_madden
1/12/00 4:37 pm
Sure, i don't mind giving it a shot. You know, you could have some people
do one race, and others do others. I will start with orcs and the Jungle
tribes. I already have some ideas about the jungle tribes. Imagine a god
that is an Obsidian Panther, the shamans would able to used edged weapons
only if they were made of obsidian. They might make golems to protect
their temples and be able to shapeshift at higher levels as a granted
power.
I love orcs so i would enjoy making a pantheon for them as well. If you
don't mind I'll also write up some specialty spells for individual gods
and also some NPCs like shamans and tribal leaders.
This Is a Reply to: Msg 1640 by archduke_gareth
---
Message 1642 of 6619 Reply
Re: New Campaign world in design archduke_gareth
(20/M/Memphis TN) 1/12/00 4:41 pm
sounds great! I appreciate the help. Love the panther idea.
-Ray
This Is a Reply to: Msg 1641 by jc_madden
---
Message 1643 of 6619 Reply
Re: New Campaign world in design brutish_celt
(19/M/Harrison, AR) 1/12/00 7:57 pm
Cool stuff! I'm working on the main human pantheon. Gonna steal real heavy
from Legends & Lore, though. I've also got original monsters if anyone
wants some. Got a crap-load of golems, so I'll send you a few if you want.
Good gaming!
T*B*C
This Is a Reply to: Msg 1641 by jc_madden
---
Message 1644 of 6619 Reply
Re: New Campaign world in design packrat00013
(16/M/where im sitting) 1/12/00 9:35 pm
I got a god for elven mages.
Nalazandria, goddess of magic
Requirements:Wizard of any sort and alignment, elf, and use oak staffs.
Powers granted:1st through third level have a casting time of 1rd.
Bonus prof:spell craft, reading/writing elven, and staff.
Drawback:hated by orcs(except for the necromancers), three times a year
they must meditate for 3 days without disturbance or they will need to
start over. If they miss one day, all spells are gone from spell book,
can never speak dwarven.
This Is a Reply to: Msg 1640 by archduke_gareth
---
Message 1645 of 6619 Reply
Re: New Campaign world in design archduke_gareth
(20/M/Memphis TN) 1/13/00 2:48 am
Thanks everybody for helping me out here. I half expected there to be
no replies to my message (as most clubs are) but you guys really jumped
in. Thanks for being a club that actually helps each other out!
This Is a Reply to: Msg 1644 by packrat00013
---
Message 1646 of 6619 Reply
Re: New Campaign world in design Eoganachta
(35/M/Glendale, CA) 1/13/00 4:04 am
Something to consider is apposing religions. I'm working on a campaign
world myself, I have two human cultures with different religious pantheons.
Basically, one is Celtic with heavy Irish influences and the other is
Norse flavored. I am planning to have the players start off in the celtic
lands, and having them have to deal with the Norse-like people eventually.(There
is a small unexplored continent between them, I just think it will add
to the overall world, whether its a great enemy to war with or a new culture
to grow with.)
The other thing that I like to do (specially with rural settings) is have
the greater gods known to all and have other gods more regional. Sheep
herders may not have the same god of protection that wheat farmers have,
or of that of a fishermen. It makes it a little more complex, but if you
work out the greater gods (with larger overall influences) and make the
lesser as you need (or at least the details of them) its worth the effort.
Just my little thoughts of late, because I'm at the same point in my world
construction.
One of my current favorites (celtic irish influenced) is Crom Cruaich
- the god of death - his influence is of course death and the afterlife
- but he hates all things undead. All people respect him and hope they
die under his watchful eye - lest they become ghosts or some other vile
spirit caught between this life and the next. His preists get pluses verus
undead, in turning and combat.[and no healing spells?]
I'm still working on it.
Here are some links that may help:
http://www.janeraeburn.com/brigantia/deities.htm
http://pantheon.org/mythica/areas/celtic/
Pantheon.org is very good
This Is a Reply to: Msg 1640 by archduke_gareth
---
Message 1647 of 6619 Reply
Hmmm have not been on in a while . . . . Danduin_
(~30/M/In front of a computer) 1/13/00 11:03 am
I see a lot of unfamiliar names here. . . . wonder what happened to the
others? Anyway gotta go read a few month's postings to catch up. Well
met everyone
---
Message 1648 of 6619 Reply
Re: New Campaign world in design cinnabar_ratwing
1/13/00 12:52 pm
I have an interesting list of NPCs as you can't ever have too many of
those, also I may be able soon to share with you an interesting dwarf
idea but I want to work the kinks out first. I shall e-mail you a collection
of handpicked NPCs that are some of the most interesting ones my group
has encountered. Ill send from 4-9 of them.
PS: One other thing, anyone know ehere I could find gamers to play my
club??
This Is a Reply to: Msg 1645 by archduke_gareth
---
Message 1649 of 6619 Reply
Re: New Campaign world -> Pantheon shaezyra
(987/M/Seattle, WA) 1/13/00 4:37 pm
Here's my pantheon:
http://www.Geocities.com/Area51/Dungeon/3980/hero/panth2.html
It might suggest an idea or two. Feel free to borrow.
BTW, your e-mail address bounced.
This Is a Reply to: Msg 1640 by archduke_gareth
---
Message 1650 of 6619 Reply
Re: New Campaign world in design crilladm
(29/M/MidWest) 1/13/00 11:26 pm
If you're looking for people to play your game over the net or through
Email, the best place that I found is at Irony Games' website. The address
is:
http://www.pbem.com/
This Is a Reply to: Msg 1648 by cinnabar_ratwing
---
Message 1651 of 6619 Reply
Ballista and Catapult Ranges crilladm
(29/M/MidWest) 1/13/00 11:41 pm
I've been looking (without a whole lot of luck) to find what the ranges
are for Ballista and Catapults. If any of you know, or can tell me where
to look, that'd be great. I've got Core Rules 2.0 and the expansion (plus
about a BZillion dollars worth of AD&D manuals) but for some reason I
can't seem to find those ranges.
Thanks
---
Message 1652 of 6619 Reply
Re: New Campaign world in design Beard_Y
(17/M/Lancre, Toril) 1/14/00 5:57 am
I've just left details of a friends campaign at that community.
This Is a Reply to: Msg 1650 by crilladm
---
Message 1653 of 6619 Reply
Game Hosting bayers
1/14/00 7:24 am
How to while away those long afternoon office hours? Come to playbyweb.com,
a site for hosting RPGs. It's better than yahoo boards in that each board
has a die roller, a die log, and character portraits.
---
Message 1654 of 6619 Reply
Re: New Campaign world in design crilladm
(29/M/MidWest) 1/14/00 9:08 am
Excellect, hopefully you'll find the people you're looking for. I've posted
for several games on there, and it's not unusual to receive 50 to 100
inquiries within the first few days
This Is a Reply to: Msg 1652 by Beard_Y
---
Message 1655 of 6619 Reply
Re: Traps -> Scenario? skullsplitter007
(33/M/LA) 1/14/00 11:26 am
Usually the party leader will be the one caught, if it's a low level campaign
then it would be hard, but it would make an interesting pet.
This Is a Reply to: Msg 1629 by shinto_gaijin
--
Message 1656 of 6619 Reply
Re: Ballista and Catapult Ranges SCA_Bard
(23/F/Barony of Storvick) 1/14/00 8:41 pm
A trebuchet (kind of catapult) was recently profiled in Scientific American...
I can't recall the range at the moment, but your local library should
have the magazine/.
This Is a Reply to: Msg 1651 by crilladm
---
Message 1657 of 6619 Reply
Re: New Campaign world -> Pantheon archduke_gareth
(20/M/Memphis TN) 1/14/00 11:45 pm
Boy is my face red. The correct email address is RayCBluez@aol.com. Whoops!
Thanks for telling me.
Ray
This Is a Reply to: Msg 1649 by shaezyra
---
Message 1658 of 6619 Reply
Question wizard_of_frozzbozz
(18/M/Ottawa) 1/16/00 12:08 pm
I believe this is the first posting that I have put on this particular
clubs since I joined it, so I think i'll start by saying hello to everyone.
I've been DMing for a few years, and have currently begun a new project
which I would like some expert advice from the related field on. Basically
my concept is this, build a computer program that could reasonably do
the job of a Ad&d DM. What I am asking from you is not technical issues
or anything like that, but actually more along the lines of generic ideas
that could be used by such software (eg. traps, etc) and when given a
story, what level of improvisation do you ussually find acceptable. Any
answers to this posting would be greatly apprieciated. - Frozzbozz
---
Message 1659 of 6619 Reply
Re: Question shinto_gaijin
(27/M/Sasebo, Japan) 1/16/00 8:29 pm
Welcome, and good luck in your project .. I don't envy you ..
When I was a Comp Sci major in college, my senior thesis was a description
of what artificial intelligence is, and the technological generational
leap that will be required before true AI is accomplished .. which, in
my opinion, is what you are proposing ..
A DM does more that just enforce the rules, roll dice, and trigger events
.. he/she has to interpret the players' hidden needs and desires, attempt
to predict what twists and turns in the scenario will be the most enjoyable
for all, and modify the adventure to neet the overall strength of the
party .. in other words the most important thing a DM does is improvise
The real world is not strict rules, people waiting in a room for and encounter,
and immediate rewards .. why should a fantasy world be that way ?? The
DM's "Murphy's Law" of game design applies .. the likelihood that players
will do something totally unpredictable (hence throwing the entire scenario
out of whack) is directly proportional to the amount of time and effort
spent planning the adventure .. Players like choices .. and appreciate
a DM who doesn't crumble when the PC's don't follow a particular path
..
Don't tell them how to do it, tell them what to do, and let them surprise
you with ingenuity
This Is a Reply to: Msg 1658 by wizard_of_frozzbozz
---
Message 1660 of 6619 Reply
Re: Question TongueKing27
(27/M/Figment of your imaginati) 1/17/00 10:19 am
I don't think it would be at all possible to create such a program. Players
have such an annoying (yet sometimes entertaining) habit of coming up
with ideas or things they want to do that are sometimes entirely outside
the scope of the adventure at hand. It would be nigh impossible to write
such a program. The closest you could probably come would be like writing
a MUD, in which players can only react in the ways you want them to, which
can be extremely frustrating to them, as it takes away their freedom and
creativity.
This Is a Reply to: Msg 1658 by wizard_of_frozzbozz
----
Message 1661 of 6619 Reply
Re: Question Lotherio_Giacomo
(27/M/Omaha, NE) 1/17/00 10:40 am
I agree with what Shinto_Gaijin wrote already. I just wanted to add my
two cents to this topic, and specifically, this line:
>>>>when given a story, what level of improvisation do you ussually find
acceptable<<<<
Foremost and to the point, there really should be no 'level' to the amount
of improvisation of a DM. The DM should be ready to wing it at any given
time in the campaign. Some think that the players should be guided, or
railroaded to fit the adventure. I think that the adventure should conform
to fit the players, if it is that important. There was a portion in my
recent campaign in which I improvised 3 months of sessions (one per week)
as the players deviated from the planned work. Aside from this, I tend
not to make my campaigns/adventures an overly structed fair. There might
be certain points to the structure of the campaign, but there is really
no certain location withint the campaign to find the poing.
Example: They need to find X holy item from Y holy temple at point Z in
the campaign. Y holy temple in itself is well defined (maps, sketches,
inhabitants), the physical location is not set. I know roughly when the
players may need to visit Y holy temple and as they wander around, I envision
where it might be close at hand for the players to discover. When the
party reaches point Z (perhaps a certain level/group level), they hear
of the temple nearby and visit.
There might be times when I want them to visit a specific location in
the game and it probably will be a good distance journey. In that case,
they know where it is and are free to choose how they will get themselves
there. This could be as simple as walking to riding horses to forming
a caravan (to make some money off the journey). Maybe they want to zigzag
across the continent on their journey, visiting some cities on the way,
wrapping up loose ends there. Maybe the have the means to fly there, but
choose to travel at a slow pace.
In my opinion, the players need freedom and, not to belittle artificial
intelligence but, I don't think it could ever truly give the players enough
freedom like real person could. Sure, Deep Blue beat the pants off a chess
Grand Master, but right after the match, could it have beaten a master
backgammon player? Sure it probably could have been reprogrammed to play
the new game, but not at the time it one the chess game.
Just my two cents
This Is a Reply to: Msg 1658 by wizard_of_frozzbozz
---
Message 1662 of 6619 Reply
HI to all quizzy_the_quick
(25/F/New York) 1/17/00 5:56 pm
Hi all,
I have GMed for 8 years and played for over ten. I play mostly AD&D, but
have a played a ton of different systems. I am looking forward to this
club.
---
Message 1663 of 6619 Reply
Re: HI to all grumpywitch
(31/F/Colorado USA) 1/17/00 6:43 pm
Welcome aboard!
This Is a Reply to: Msg 1662 by quizzy_the_quick
---
Message 1664 of 6619 Reply
Re: Question rythter
(31/M/Braintree, MA) 1/17/00 10:33 pm
If you can find an intact 1st edition DMG, you will find a set of charts
in the back that basically allow you to roll a random dungeon. We often
use this to create a fun throwaway "beer and pretzels" D&D game when no
one is up to DMing.
You can easily adapt these charts for use on the computer. More difficult
is keeping track of the map, however I am sure with some ceative programming
you can come up with some solution...
-Ryther (aka Jeff Mine, gamer since 1978)
This Is a Reply to: Msg 1658 by wizard_of_frozzbozz
---
Message 1665 of 6619 Reply
Re: HI to all crilladm
(29/M/MidWest) 1/17/00 10:37 pm
Hi Quizzy. I suppose since we're introducing ourselves (and I'm fairly
new to this guild) I should probably do an intro as well.
I'm Ichimonji and I've been DMing for about 15 years now (holy cow has
it been THAT long?? ). I don't normally participate as a Player because
if I don't have 80 things to do at once I get bored rather quickly. :)
DMing is much more entertaining for me.
I still have a group that I DM for "in person" each week, and I DM two
games through Email. I typically play some variation of AD&D, but have
been known to delve into Shadowrun, Rifts, Star Wars, and other fun things
like that from time to time.
I've been reading the posts here for a week or so, and this seems like
a good place to hang out.
Hi everyone.
This Is a Reply to: Msg 1662 by quizzy_the_quick
---
Message 1666 of 6619 Reply
Re: HI to all shinto_gaijin
(27/M/Sasebo, Japan) 1/18/00 1:10 am
hail, well met, and all ..
It's been a while since we did a "who's who" here, so here's who I am
..
Playing and DM'ing since about '85 .. (jeez, it HAS been that long ..)
Started with "Basic" D&D (the red books that only covered level 1-3) ..
and moved on through "Expert" .. upgraded to "Advanced" (that was a painful
move) and have pretty much stuck with that since .. I bought the 2e Books
10 years ago (mostly to see what all the fuss was about) and have had
them shelved up until recently ..
When the news about 3e hit the streets, I pulled out the 2e books once
more, just to catch up .. I look forward to the Third edition, but sincerely
hope that there won't be dozens and dozens of supplements .. I'll buy
the core rules, modify my (already modified for 2e) 1e Oriental Adventures
rules, and keep plodding along with the only campaign I currently have
in the works .. an online OA campaign (this one is moving really slowly,
mostly due to my own computer problems)
I was the first in my hometown to buy the Star Wars RPG .. and GM'ed the
bejeezus out of it .. everything from one-man intelligence / bounty /
hit-and-run etc. missions to full-scale system-wide multi-theater everything-from-capital-ships-to-special-forces
war .. I'm a huge SW fan and kinda miss my old rebel cell ..
I enjoy DM/GM'ing large and small scale events, while somehow making the
PC's feel really good (or really bad if they screw it up) about their
involvement (sure, most of the time, their participation may seem insignificant
in the big picture, but I really drive the outcome of the rest of the
events based on their success or failure)
This Is a Reply to: Msg 1665 by crilladm
---
Message 1667 of 6619 Reply
Re: HI to all Orgy_of_SouLs
(23/M/Calgary, AB Canada) 1/18/00 5:04 am
I am creating a world with the core rules and have recently decided to
go back to basic 2nd edition rules with a few changes....magic being the
big one. My new world is a dying world that has been almost destroyed
by a large gate that an archmage opened into the 9 hells. There are no
clerics of good alignment in this world, they have been actively hunted
and destroyed for the most part. Druids are still very active, and i have
essentially split the cleric class into healers (Like midwives of old
with a little magic) and a type of runic Palidin with more magic.
The world is almost done geographically, and ive been using several name
editors and my copy of the Silmarillion for names.
If you have a nack for grand scale development, maybe you can help me
with the networking here. I have several groups that should be working
almost worldwide but it seems like there is still sooo much to do....
-Orgy
This Is a Reply to: Msg 1666 by shinto_gaijin
---
Message 1668 of 6619 Reply
Re: HI to all brutish_celt
(19/M/Harrison, AR) 1/18/00 10:55 am
I s'pose it's my turn for an intro...
My nic's The Brutish Celt, and if you want to see who I really am, just
check my profile (I'm not intensely worried about child pornographers
coming after me). I've been involved in the game since...uh...91'-ish.
I like to play when I get the chance, but due to lack of skilled and/or
dedicated gamers in the area, I almost always DM for the local crowd.
I missed the first edition by a few years, but managed to get ahold of
TSR's newer D&D basic rules set, and I was hooked. Been accumulating RPG
stuff ever since, and playing as often as possible. I hate to say it,
but as a DM, I'm somewhat on the vicious, evil, & cruel side. If the players
do anything to arouse my mighty DM-ness, all I have to do is smile at
them, and they freeze in their tracks. I don't even have to kill them
off wholesale anymore. A pity, really...
T*B*C
"Good...Bad...I'm the guy with the gun!"
This Is a Reply to: Msg 1666 by shinto_gaijin
---
Message 1669 of 6619 Reply
Re: HI to all crilladm
(29/M/MidWest) 1/18/00 11:10 am
LOL!
Yep, you know that you've established yourself properly with your group
when you only have to give *that* smile, or start secretly rolling die
(for no reason), to get the players shaking in their boots. :)
Nothing like a couple well placed dramatic PC deaths to get your DM legacy
on track. :)
This Is a Reply to: Msg 1668 by brutish_celt
---
Message 1670 of 6619 Reply
Re: HI to all grumpywitch
(31/F/Colorado USA) 1/18/00 11:13 am
Well, I didn't actually introduce myself, so here goes:
Hello everyone! I've been gaming off and on since the day my brother came
home from college in 1979 or 1980 with a neat game called D&D. I've mostly
played modified AD&D (using what I liked from 1e and 2e and other stuff
gleaned from other DMs and game groups over the years). I have a game
universe that my youngest bro and I created a long time ago.
I also enjoy futuristic gameworlds and cut my teeth gming on Gamma World
and Traveller.
I'm not currently actively rpging (unless you count Baldur's Gate and
Planescape: Torment). But I'd love to find a group in my area (Denver
CO).
I'm really enjoying reading the ideas and gaming scenarios here.
This Is a Reply to: Msg 1668 by brutish_celt
---
Message 1671 of 6619 Reply
Re: HI to all crilladm
(29/M/MidWest) 1/18/00 11:31 am
If you're interested in playing with a group over Email I would suggest
checking out www.pbem.com there you can find many DMs who are looking
for players.
Gaming over Email is slower, and different, but it can be a blast! It
has a different feel, but it's still the AD&D that we love.
This Is a Reply to: Msg 1670 by grumpywitch
---
Message 1672 of 6619 Reply
Re: HI to all grumpywitch
(31/F/Colorado USA) 1/18/00 11:52 am
Ah, yes...rolling random die behind the DM screen and then giggling...*heh*heh*
There was one campaign that I ran several years back. We were all really
close friends so there was a lot of chatter and socializing...however,
they were all soo very attentive to the game after the little incident
with the rocs. *snicker*
This Is a Reply to: Msg 1669 by crilladm
---
Message 1673 of 6619 Reply
Re: rocs and pc deaths Eoganachta
(35/M/Glendale, CA) 1/18/00 1:40 pm
EVIL,VILE,NASTY,and SNEERING.
All good qualities for a menacing DM. hehehe
(why are you rolling the dice? is it a random encounter? what is it? what's
going on? do I see anything? what's going on? I pull out my sword!)
I'm relatively new here myself. I started playing in '79, and stopped
in about '86. But I have recently gotten back into it and am enjoying
playing over the internet. I am also designing a campaign world, with
my own rule modifications.
When I was in the military, that was the best situation for gaming, -
we had no money really - free weekends - no girlfriends/boyfriends (locally)
- players from very diverse backgrounds - and all players came to every
session.
It is very hard to get a consistent group like that. (at least that is
my experience, even on the internet - it seems difficult, to find a consistent
group.)
This Is a Reply to: Msg 1672 by grumpywitch
---
Message 1674 of 6619 Reply
Re: rocs and pc deaths crilladm
(29/M/MidWest) 1/18/00 2:44 pm
Oh Geez! I'm ROTFLMAO!
the part of your post where you said "(why are you rolling the dice? is
it a random encounter? what is it? what's going on? do I see anything?
what's going on? I pull out my sword!)" had me laughing SOO hard. That
is my group exactly!!
It's soo funny. They could be in the middle of a peaceful meadow with
a 1000 armed guards watching out for them.. but if I give *that* smile
and roll some dice every one of them will have their weapons ready and
be alert for whatever their DM is going to do to them next. :)
This Is a Reply to: Msg 1673 by Eoganachta
---
Message 1675 of 6619 Reply
Weapon Speed with a Bastard Sword Lord_Ixius
(20/M/Orange Park, FL) 1/21/00 2:28 pm
Has anyone ever wondered why if you are using a bastard sword with one
hand, the weapon speed is 6; but, if you use that SAME weapon with TWO
hands, the weapon speed becomes 8! Can anybody offer a logical reason
why?
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
---
Message 1676 of 6619 Reply
Re: Weapon Speed with a Bastard Sword shaezyra
(987/M/Seattle, WA) 1/21/00 3:28 pm
>> Has anyone ever wondered why if you are using a bastard sword with
one hand, the weapon speed isMessage 1719 of 6619 Reply
Re: Re:Im losing faith Pictii
(34/M/PA) 1/31/00 8:58 am
I am always up for gaming let mee know what I need to for your online
game
Pictii
This Is a Reply to: Msg 1691 by cinnabar_ratwing
6; but, if you use that SAME weapon with TWO hands, the weapon speed becomes
8! Can anybody offer a logical reason why? <<
Umm... the editor got the two switched? Or maybe you have to fight in
a different style using two hands? Or perhaps the author was still recovering
from the party last night?
This Is a Reply to: Msg 1675 by Lord_Ixius
---
Message 1677 of 6619 Reply
Re: Weapon Speed with a Bastard Sword Jiriki13
(30/M/Chicago area) 1/21/00 3:37 pm
I've never understood this either. You would think that the weapon would
be faster if using two arms to propel the blade. After all, isn't brute
force in the swing the whole behind the damage a slashing weapon can dish
out. Go figure.
Katinflas The Masterful-Soon to be Archwizard of Alaghon
This Is a Reply to: Msg 1675 by Lord_Ixius
----
Message 1678 of 6619 Reply
Re: Weapon Speed with a Bastard Sword actinfoolish
(28/M/Farnham-chickenpartsville) 1/21/00 4:14 pm
Hang a big ball by a rope. Swing the ball.
Now, with a stick in one hand, see how many times you can hit the ball
before it recovers.
Now, with the stick in two hands, see how many times you can hit the ball.
The recovery time on a two-handed swing is slower than one hand.
A better analogy would be this- if you were to get in a fist fight, would
you clasp your hands together and fight your opponent, or would you just
let single fists fly and whip his ass?
Don't think of weapon speed as power or control, think of it as recovery
time between swings and you'll understand the editor's reasoning.
This Is a Reply to: Msg 1677 by Jiriki13
---
Message 1679 of 6619 Reply
Re: Weapon Speed with a Bastard Sword shinto_gaijin
(27/M/Sasebo, Japan) 1/22/00 4:15 am
I agree w/ actin ..
The fighting styles are somewhat different ..
one handed, you fight similarly as with a longsword (speed factor (SF)
5) but since the bastard sword is heavier (weight 10 vs. 4), it's slightly
slower .. SF 6 ..
two-handed, it's like a 2H sword (SF 10) but lighter (10 vs. 15), hence
SF 8 ..
Think about swinging a baseball bat .. you can swing faster (but less
effectively) with one hand .. but when you use two, you take a bit more
time to get ready, but once you do swing it's with more power and faster
.. hence longer SF and more damage .. it also takes more time to recover
since a full-force two-handed swing tends to throw you off balance much
more than a one handed swing (your other arm (with or without a shield
or other weapon) is used as a counter balance) .. then, of course remember
that a baseball bat weighs only about a pound or two, compared to the
10 lb. bastard sword
The PH says a bastard sword is "similar to a long sword in size and weight"
but this is contradictory to the stats in the weapons table .. hopefully
one of the errors will be corrected this summer (with 3e) .. an extension
to the hilt should not increase the weapon's weight by 6 lbs.
This Is a Reply to: Msg 1678 by actinfoolish
----
Message 1680 of 6619 Reply
Re: Weapon Speed with a Bastard Sword Lord_Ixius
(21/M/Orange Park, FL) 1/22/00 5:09 pm
Thanx everyone for your input. I understand the theory about recovery
time being slower while using a bastard sword two handed vs. one handed,
but i just have one other thought, tell me what you think.
While using a bastard sword with one hand, you pretty much have to rely
on the strength of your sword arm to create the speed and strength of
the weapon. If you are using the bastard sword with two hands, you can
now employ the use of your hips, which makes a swing much harder,damaging,
and faster.
Same theory as with swinging a baseball bat, I suppose. You swing the
bat much faster using both hands, much more than using it with one hand.
The flip side to this theory is that a bastard sword is weighted closer
to the hilt, while a baseball bat is weighted near its end, which may
have something to do with why the weapon speed for the bastard sword is
written the way it is.
So what do you all think about that?
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 1679 by shinto_gaijin
---
Message 1681 of 6619 Reply
Re: Weapon Speed with a Bastard Sword actinfoolish
(28/M/Farnham-chickenpartsville) 1/22/00 9:08 pm
When I read your last message, I went out to the garage and grabbed an
old baseball bat(one of those things you just can't bring yourself to
throw away) and swung it around- I hope the neighbors weren't watching
this...
First I swung it around the right way, both single and two-handed, then
I flipped it over with the light end outward.
With the exception of the obviously aukward(sp?) grip, the latter method
gave a similar feeling as the first swing-method. It was still a slower
recovery time two-handed than it was single-handed.
However, having the bat flipped over was definitely 'quicker' than having
it the right way.
Except for the lack of an actual broadsword to experiment with, this little
demonstration proved, at least in my mind, that double-handed combat should
be taken on with a little more attention than I had ever thought before.
Y'all should try it.
This Is a Reply to: Msg 1680 by Lord_Ixius
----
Message 1682 of 6619 Reply
Re: Weapon Speed with a Bastard Sword shinto_gaijin
(27/M/Sasebo, Japan) 1/22/00 11:41 pm
The baseball bat was an example (not necessarily a good one, but it worked)
that I thought most everyone could experiment with (or at least understand).
A more realistic experiment might be with a length of pipe, wieghted at
the "hilt" end .. or a free-weight bar with a 2 1/2 pound weight at the
"hilt" end ..
I always thought the 1d8 one-handed damage vs 2d4 two-handed damage was
unrealistic .. but if you take into account that the slower weapon speed
also lets smaller opponents get out of the way easier .. it kinda makes
sense.
This Is a Reply to: Msg 1681 by actinfoolish
---
Message 1683 of 6619 Reply
Re: Weapon Speed with a Bastard Sword actinfoolish
(28/M/Farnham-chickenpartsville) 1/23/00 9:37 am
Does anyone know the real 'specs' of a broadsword? Maybe one of us has
link to a good mideviel weapons website?
This topic has gotten me hooked on weapon realism.
This Is a Reply to: Msg 1682 by shinto_gaijin
----
Message 1684 of 6619 Reply
Im losing faith cinnabar_ratwing
1/23/00 8:12 pm
Im definantly losing faith of ever getting players, so I now use my lost
option... Will any of you play.
---
Message 1685 of 6619 Reply
Re: Im losing faith m_furious
(23/M/Connecticut) 1/23/00 11:19 pm
what corner of the world are you located in? I'm always up for some tabletop
action...not much of a pbem person or online gamer though...
furious
This Is a Reply to: Msg 1684 by cinnabar_ratwing
---
Message 1686 of 6619 Reply
Re: Im losing faith queen_faeryl
(30/F/Baltimore MD) 1/23/00 11:30 pm
What city are you in? I'm always up for a good game, as is my husband,
and my best friend. We're all in Baltimore.
Queen Faeryl
This Is a Reply to: Msg 1684 by cinnabar_ratwing
---
Message 1687 of 6619 Reply
Re: Weapon Speed with a Bastard Sword m_furious
(23/M/Connecticut) 1/23/00 11:38 pm
Getting the museum replicas catalog at least once is a must for any DM.
They have a web site (www.museumreplicas.com) but I'm not sure it lists
the weights like the print catalog...This print catalog has weights, blade
lengths, overall lengths, and general history notes on dozens of arms
and armor, as well as some neat clothing too. The first thing you notice
is that all the list weights in the PH are MUCH TOO HEAVY...I have a two
handed sword (like the braveheart one, which I'd consider a claymore ala
Combat&Tactics) and it weighs a little less than 5 pounds...A Katana is
a 2.5 pound sword...the smiths start with a 3lb block of steel and work
it down to 2.5 or so...no 15lb two-handed swords in this catalog (they
average around 5.5lbs
The two bastard Swords in the catalog I have weigh 2.8lbs and 3.25lbs
Another thing worth mensioning is: What good are weapon speeds in a combats
system where a single "attack role" represents numerous attempts, feints,
parries, and reposts??? I think 3rdEd is fixing this silliness
thats all,
furious
This Is a Reply to: Msg 1683 by actinfoolish
---
Message 1688 of 6619 Reply
Re: Im losing faith Jiriki13
(30/M/Chicago area) 1/24/00 11:20 am
If you live in the Chicago area; my group is looking for a couple more
players and could use a good DM too.
This Is a Reply to: Msg 1684 by cinnabar_ratwing
---
Message 1689 of 6619 Reply
Re: Weapon speed Postmodern1
(M/Mpls MN) 1/24/00 3:05 pm
Question: Do any of you actually use weapon speed/weapon vs. armor type/etc
(all that 1st Ed stuff) during play?
Personally, I thought those were rules everyone tried once and then abandoned
faster than a red dragon can crisp an orc.
If that system works for you, I'd like to hear about it ...
This Is a Reply to: Msg 1688 by Jiriki13
---
Message 1690 of 6619 Reply
Re: Postmodern1-Weapon speed actinfoolish
(28/M/Farnham-chickenpartsville) 1/24/00 3:30 pm
You're right, I must be crazy thinkin I'd go back to stickin rules to
the players. It's taken me 16 years to get to the easy-going system I
have now, why start over?
This Is a Reply to: Msg 1689 by Postmodern1
---
Message 1691 of 6619 Reply
Re:Im losing faith cinnabar_ratwing
1/24/00 3:36 pm
Well I finnaly find some people for a game and they live in other states.
Not only do I live in New York, but I live in the outskirts of the boonies.
So I have one thing to do. I invite any of you who are interested to play
my on- line game. Its kinda been getting me down because there is only
one member....me.
The winged one.
This Is a Reply to: Msg 1690 by actinfoolish
---
Message 1692 of 6619 Reply
Re: Weapon speed dragn_lady
(33/F/Fitchburg, MA) 1/24/00 3:50 pm
Have tried it and dropped it like you so eloquently said..... I always
thought it was just excess words anyway. If your in a fight and you need
to stop for a second, to judge wether or not your sword is going to hurt
that particular foe, then forget it. Your pate.....
Just my 2 coppers.....
Dragn_lady (Stacy)
This Is a Reply to: Msg 1689 by Postmodern1
---
Message 1693 of 6619 Reply
Re: Re:Im losing faith grumpywitch
(31/F/Colorado USA) 1/24/00 4:51 pm
where is your on-line game? I'd be glad to give it a go. I've never done
any on-line gaming.
This Is a Reply to: Msg 1691 by cinnabar_ratwing
---
Message 1694 of 6619 Reply
Re: Weapon speed -> variant shaezyra
(987/M/Seattle, WA) 1/24/00 5:17 pm
One possible variant that could use the weapon speed factor is the level
at which the fighter class gets multiple attacks. Lower the level for
fast weapons and raise it for lower ones. (With modifiers for STR, DEX,
weapon specialization, etc.)
My 2cp.
This Is a Reply to: Msg 1692 by dragn_lady
---
Message 1695 of 6619 Reply
My campaign __Metaphor__
(15/M/I can't be found.) 1/24/00 5:49 pm
I've started work on a campaign based on the Underdark world. Because
I don't have any books, I'm starting from scratch. Dragon Magazine had
a good article about Underdark campaigns, and I'm taking some stuff out
of that.
The campaign is starting in the centre of a network of caverns, which
are heavily guarded by the local military. The commander has summoned
the PCs there to explore the Underdark, after the army discovered a portal
that leads 30 miles under the surface to the world below. They PCs will
jump from the top of a thirty mile tunnel, into a portal six feet below
them. They will appear at the other and and fall from the roof of the
tavern into a plunge pool of water, designed to break their fall. No one
knows yet who built the tunnels, as only a few heavily armed guards with
a couple of scientists have ventured down. Even then, they didn't venture
from the cavern into which they entered.
I havn't quite worked out a method for getting back out again. Hmm...any
help would be appreciated.
Padraig
---
Message 1696 of 6619 Reply
Well cinnabar_ratwing
1/24/00 6:28 pm
Once again anyone and everyone is invited, its called the iron ratt. Just
join the club and e-mail me a character at cinnabar_ratwing@yahoo.com
thanks.
The winged one.
This Is a Reply to: Msg 1695 by __Metaphor__
----
Message 1697 of 6619 Reply
Re:Subdue an orc? orgruff
1/25/00 12:55 am
Who in their right mind would ever try to subdue an orc? Once the PC's
catch the idea though they might. But by then there would be at least
four orcs anyway, its hard to subdue more than one creature at a time.
This Is a Reply to: Msg 1629 by shinto_gaijin
---
Message 1698 of 6619 Reply
Re: Traps orgruff
1/25/00 1:18 am
It is well and good to say that traps should be lethal. Perhaps it is.
However in warfare it is better to wound than kill because somebody tending
the wounded is not fighting. Also somebody else may need to protect the
wounded and the medic/cleric. It is also better to trap your enemy than
kill him, he might be worth ransoming, he might be an innocent bystander,
he might be one of your troops and a bit stupid or just new on the job.
"How was work today dear?"
"Bloody shambles of course, Two recruits fell in an acid pit, one had
his head knocked cleen off by the balista on the 19th stair and that dunderclump
Olaf tried to wash the mess dishes in the pool of green slime. The whole
officers mess ended up quivering piles of jelly, and I'm not speaking
metaphoriclly."
This Is a Reply to: Msg 1623 by shaezyra
----
Message 1699 of 6619 Reply
Re: Traps Eoganachta
(35/M/Glendale, CA) 1/25/00 3:06 am
As a player and a DM, I usually find overly deadly traps a mind numbing
waste of time, they take away from the FLOW of the game. That said, I
don't want to make all of the devious trap makers mad, but I must continue;
As a player - I don't want to play in a game where the DM is apt to kill
ANYONE at EVERYSTEP. I would rather go and wait in line at some government
agency - ei, the DMV. (an equally deadly trap that can not be avoided)
If I want to try and figure out inch by inch how to get through an area,
be it dungeon or whatever, I can think of a million other things I would
rather be doing.
I always feel that the DM would have better spent his time putting some
INTRIGUE in the storyline, or building a better PLOT. (or did he/she spend
anytime on the plot at all?) In my experience, the "trap" DM is mostly
- one non-connected "module" after another. But, then if your players
have already have half the magic in the known universe, and slayed three
quarters of all known dragons, assalted the first 333 layers of the abyss,
what are you going to do to slow them down? (sorry - I'm ranting aren't
I)
I'm sure it's a personal choice, but I think every DM should consider
the players in his/her game before making these ultimate traps. Nothing
makes me more board with a game as a player than one that never gets out
of 2nd gear because we have to creep along for every step. Just kill me
- then I can go trim my toenails or some other useful activity.
[by the way - I do use traps, I just don't let them overpower my gameplay]
This Is a Reply to: Msg 1698 by orgruff
---
Message 1700 of 6619 Reply
Re: Traps shinto_gaijin
(27/M/Sasebo, Japan) 1/25/00 9:07 am
I agree w/ Eoganachta .. traps traps and more traps (or traps traps and
deadlier traps) does anothing to tell the story .. it's like driving down
the interstate knowing that under EVERY over pass and behind EVERY billboard
is a cop with a radar gun .. it's no fun .. but, knowing that they might
be there .. you have to be careful .. adds to the thrill of the game
This Is a Reply to: Msg 1699 by Eoganachta
---
Message 1701 of 6619 Reply
Re: Re:Subdue an orc? Lotherio_Giacomo
(27/M/Omaha, NE) 1/25/00 9:47 am
What do you mean, I think it people would be out of their minds not to
subdue an intelligent creature. Unless your group is a hack n slash group,
information comes in many forms. If you happen to be on some adventure/in
some dungeon where you need to locate a specific room and the place is
inhabited by orcs, then you subdue one and go from there.
And, what do you mean, by the time they subdue one, there would be four
more? It would be the other way around, most people subdue the last creature
standing, not the first one.
This Is a Reply to: Msg 1697 by orgruff
---
Message 1702 of 6619 Reply
Re: Im losing faith crilladm
(29/M/MidWest) 1/25/00 12:19 pm
Just go to www.pbem.com That is where tons of players go looking for a
game. Post a description of your game, and what types of players you're
looking for.
The last time I posted a game there I had well over 100 people ask to
play in my game within two days.
This Is a Reply to: Msg 1684 by cinnabar_ratwing
---
Message 1703 of 6619 Reply
Re: My campaign shaezyra
(987/M/Seattle, WA) 1/25/00 4:30 pm
The Journey to the Center of the Earth show had an interesting method:
a chimney with a permanent vortex that would suck anything upwards and
deposit them in the ocean at the surface. (With a spash after flying a
few hundred yards, of course.)
Alternatively you could turn the story on its head and read about an underdark
explorer who believed there was a vast open area far above the tunnels
and left trail signs along his passage.
This Is a Reply to: Msg 1695 by __Metaphor__
---
Message 1704 of 6619 Reply
Re: Re:Subdue an orc? Rast2
1/26/00 1:49 am
He is referring to the orc in post #1627,
"Inside a lone Orc that attacks. If killed he will split into and form
2 orcs. and so on."
No offense to the original poster of the idea, but it sucks.
This Is a Reply to: Msg 1701 by Lotherio_Giacomo
---
Message 1705 of 6619 Reply
Re: Traps daemonsheart
1/26/00 5:16 am
That's completely correct. If you place traps just for the sake of the
excitement -I believe- it adds lots to the game. But an intelligent DM
must never place traps for the satisfaction of his ego! (Seeing the PCs
dying, panicked, confused etc..)
It's -I think- the same when you use NPCs ,who have much greater power
than the PCs so that if your campaign cannot hold on you gain back control
and -more importantly- satisfy your ego.
Isn't it?
( Ooops! A little bit off the subject, aren't I?)
This Is a Reply to: Msg 1700 by shinto_gaijin
---
Message 1706 of 6619 Reply
Posting for posting's sake brutish_celt
(19/M/Harrison, AR) 1/26/00 10:06 am
Holy Monkeys have I been gone too long!
Need a little help, fellow DMs.
I want a system for driving PCs insane, maybe kinda like the one for Cthulhu
or Rifts. If anybody has a good AD&D insanity system, or can convert one
to AD&D from another system, please help.
T*B*C
---
Message 1707 of 6619 Reply
Re: Weapon speed DWalker911
(33/M/Attleboro, MA) 1/26/00 12:07 pm
>Question: Do any of you actually use weapon
>speed/weapon vs. armor type/etc
>(all that 1st Ed stuff) during play?
In the group I DM we use a Continuous
Combat method where you roll initiative,
act on that segment, then roll initiative
again to see how many segments later you
act next. We use modified weapon speeds
to add to the initiative roll. Dex also
adjusts the initiative roll. The weapon
speeds we use are 1,2,3 = 1 4,5,6 = 2
etc. This brings weapons more in line
with casting times which are usually
in segments. We really like this
continuous method and after a little
practice it goes pretty fast. We also
start with a d12 for the intitiative roll
and as characters go up in level they
get to roll a lower die.
Class: Level d12 d10 d8 d6 d4
Fighters/Thieves: 1 4 8 12 16+
Clerics/Wizards: 1 5 10 15 20+
For monsters I use their HD to determine
which initiative die they use on the F/Th
chart.
There is a write up of the Continuous
Combat system on the web.
The old URL doesn't work anymore and I
haven't been able to find the new one.
I've made a few modifications, but for
the most part we use the system I found
on the web a few years ago. It works
really well.
We use a sheet of paper marked with one
inch squares and labled at the top and
left side with 0 1 2 3 4 5 6 7 8 9
The first box (0,0) is X'd out then
we count up each segment, one in each
box, and mark when each PC and monster
will get to act next.
We have found that it is much easier to
let a "group" of monsters all act at
the same time rather than trying to
chart the actions of each one with
a seperate die roll. But the system
allows for each combatant to act on
their own if that is desired. Just
roll an initiative die for them and
add/sub any modifiers then mark down
when they go.
Curious Traveler
This Is a Reply to: Msg 1689 by Postmodern1
---
Message 1708 of 6619 Reply
Weapon speed, etc. Postmodern1
(M/Mpls MN) 1/26/00 1:53 pm
I do like DWalker's weapon speed post, I may try using that d12/d10/etc
kind of a thing. I'm currently using straight d10 party/opponent, with
individual init + Dex modifier used only while characters are seperated
for some reason (or too far apart to be a "group").
On the traps topic: I prefer annoying traps, chipping away at HP or damaging
armor, causing the PC disorientation/naseua or faerie fire-ing them. Also,
something that is a minor threat but looks sooooo appealing that some
rouge (or whoever) needs a second look even though they know it's trapped
& that the second time can really hurt ya if you're not careful .....
Curiosity killed the cat more than once. :) Basically, I prefer stuff
that careful, intellegent players could avoid if they were paying attention
- they don't pay for it with their lives but it teaches them to be on
their toes!
This Is a Reply to: Msg 1707 by DWalker911
---
Message 1709 of 6619 Reply
Re: Traps crilladm
(29/M/MidWest) 1/26/00 2:31 pm
I don't know about others, but I know that *I* take great pride in challenging
and just generally reeking havoc on my Player's plans. :)
Although I very seldom actually kill off a PC, my players are well aware
of the mortality of their character.. even if they're 20th level. And
a Good DM, in my opinion, can challenge any PC regardless of what level
or how powerful they are.
This Is a Reply to: Msg 1705 by daemonsheart
---
Message 1710 of 6619 Reply
Re: Posting for posting's sake crilladm
(29/M/MidWest) 1/26/00 2:32 pm
Have you played Dark Sun? That will drive your players insane. :)
This Is a Reply to: Msg 1706 by brutish_celt
---
Message 1711 of 6619 Reply
Re: Posting for posting's sake Lotherio_Giacomo
(27/M/Omaha, NE) 1/26/00 3:45 pm
If anything, didn't Ravenloft have a fear/insanity system?
I don't know much of it, personally I wouldn't try to incorporate an insanity
system into AD&D, that's not really with the game system. Games like CoC
are more based on what if reality found out monsters did exits. In AD&D,
monsters do exist and everyone knows it, they share and swap stories with
each other, they hear first hand about heroe X fighting creepy monster
Y. Its not so much a shock when they do encounter something they know
is out there. I do believe in some fear checks, hearing about a monster
and seeing it are two different things.
This Is a Reply to: Msg 1706 by brutish_celt
---
Message 1712 of 6619 Reply
Re: Traps Lord_Ixius
(21/M/Orange Park, FL) 1/27/00 9:07 am
>>And a Good DM, in my opinion, can challenge any PC regardless of what
level or how powerful they are.<<
He he he. ::insert evil sadistic grin here::
How true, how true. There is always something bigger, badder, or more
deadly than a PC. I for one, enjoy the use of cursed items to give to
cocky PCs when the need a slice of humble pie.
I created several "DM's Wrath" items which are sure to add excitment to
ANY of my campaigns if needed.
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 1709 by crilladm
---
Message 1713 of 6619 Reply
Insanity -> temple of terror table shaezyra
(987/M/Seattle, WA) 1/27/00 1:31 pm
I never liked insanity in RPGs. Once your character has gone insane he
is essentially an NPC.
Anyway, the following page has a 3d6 table of mental disorders that may
be of some use (even though it's not really for AD&D):
http://www.Geocities.com/Area51/Dungeon/3980/hero/terror.html
The effect is caused by misfires of the listed spells. For each 'event'
you roll some number of 1d6 and accumulate the 'insanity' total. At twice
CON the character gains a random mental affliction and the 'insanity'
total starts over.
Good luck.
This Is a Reply to: Msg 1706 by brutish_celt
---
Message 1714 of 6619 Reply
Re: Traps daemonsheart
1/27/00 4:48 pm
Ok.
Every DM has a way.
But - I think - what matters is taking the RIGHT way.
Though sadistic, sarcastic elements add much to play -especially to DM's
side :)- it can damage it much -especially to PC's side :).
What a DM must do firstly is to make the players not sense that the ropes
are at the hands of the DM.(though they are!)
This Is a Reply to: Msg 1712 by Lord_Ixius
---
Message 1715 of 6619 Reply
Re: Traps cinnabar_ratwing
1/27/00 5:54 pm
I read this post and was immediatly interested, so please tell me more
about your "DM's Wrath" items.
The winged one.
This Is a Reply to: Msg 1712 by Lord_Ixius
---
Message 1716 of 6619 Reply
Re: Posting for posting's sake [insanity Danduin_
(~30/M/In front of a computer) 1/29/00 8:28 am
Ravenloft is your best bet. It has a fear/insanity system that works in
stages based on what the PC has seen/experienced. Keep in mind that you
may have to alter it to fit nicely in a straight D&D cosmos but that is
hardly a difficult task . . . . I do not have the info here at work but
I can provide you with some details. . . . . drop me a line or post a
request here and I will get back with ya
This Is a Reply to: Msg 1706 by brutish_celt
---
Message 1717 of 6619 Reply
looking for quality miniatures kelthaen
(200/M/Well of Knowledge) 1/29/00 10:27 pm
I'm looking for a good on-line miniatures catalogue (ral-partha would
be preferred) but can't seem to find a decent one.... wondering if anyone
out there could help me out?
---
Message 1718 of 6619 Reply
Re: looking for quality miniatures m_furious
(23/M/Connecticut) 1/30/00 5:14 pm
www.cyberdungeon.com never dissapointed me. They have ALL the lead you
can imagine
furious
This Is a Reply to: Msg 1717 by kelthaen
---
Message 1719 of 6619 Reply
Re: Re:Im losing faith Pictii
(34/M/PA) 1/31/00 8:58 am
I am always up for gaming let mee know what I need to for your online
game
Pictii
This Is a Reply to: Msg 1691 by cinnabar_ratwing
---
Message 1719 of 6619 Reply
Re: Re:Im losing faith Pictii
(34/M/PA) 1/31/00 8:58 am
I am always up for gaming let mee know what I need to for your online
game
Pictii
This Is a Reply to: Msg 1691 by cinnabar_ratwing
---
Message 1720 of 6621 Reply
Sanity netbook... shaezyra
(987/M/Seattle, WA) 1/31/00 3:06 pm
Another option for sanity rules is to download the "Complete Guide to
Sanity" netbook at:
http://www.istari.org:44/
It has pretty extensive rules on insanity in AD&D.
This Is a Reply to: Msg 1716 by Danduin_
---
Message 1721 of 6621 Reply
Creating Maps orgruff
(31/M/Adelaide, Australia) 1/31/00 8:54 pm
Does anybody have a good map creating/editing program or know where I
can find one to easily create, save and Email dungeon floorplans?
--
Message 1722 of 6621 Reply
Re: Creating Maps mharelick
2/1/00 10:27 am
There is lots of them. The best (and most complicated) is Campaign Cartographer.
Their
website is www.profantasy.com
Matthew
This Is a Reply to: Msg 1721 by orgruff
---
Message 1723 of 6621 Reply
Re: Re:Subdue an orc? mharelick
2/1/00 10:28 am
So kill three and subdue the last one. Then torture it for information.
Matthew
This Is a Reply to: Msg 1697 by orgruff
---
Message 1724 of 6621 Reply
Re: Re:Im losing faith mharelick
2/1/00 10:30 am
You would think, that out in the boonies that people would be so bored
that they would want to play.
Why don't you try teaching some friends how to play?
This Is a Reply to: Msg 1691 by cinnabar_ratwing
---
Message 1725 of 6621 Reply
Re: Re:Subdue an orc? Rast2
2/1/00 11:59 am
For the second time: read the original description of the orc in message
#1627.
"If killed he will split into and form 2 orcs. and so on"
This Is a Reply to: Msg 1723 by mharelick
---
Message 1726 of 6621 Reply
Re: Traps -> Scenario? mharelick
2/1/00 1:08 pm
Reading the whole message is helpful ...
The attempt to subdue the orc might accidently
kill it. The trap could be made much worse by
changing it to, if the Orc is struck by an opponent it duplicates.
Some ways around it are , have the fighters act as wall between the party
members and the orc.
Climbing around it if the ceilings are high enough.
Getting the orc into a corner of the room and then casting web on it.
Casting sleep, hold, or charm monster on it.
This Is a Reply to: Msg 1627 by skullsplitter007
---
Message 1727 of 6621 Reply
Building Cities? shaezyra
(987/M/Seattle, WA) 2/1/00 6:33 pm
I need to throw together a theocratic nation in an iron age setting that
has several major port cities. Each of the cities to have a unique/distinctive
flavor and major attractions. Does anybody have some good suggestions
on how to do this?
Thanks!
---
Message 1728 of 6621 Reply
Re: Building Cities? orgruff
(31/M/Adelaide, Australia) 2/1/00 8:09 pm
The easiest way of ensuring different flavours to the cities is to give
them different geography, industry, different foods, and people.
For example:
The mouth of a large river delta would be a logical place for a port city,
perhaps the river is used as a trade route with lots of small flat bottomed
barges transporting goods throughout the province. The city would have
major trade along the river, perhaps to foreign lands upriver, The city
would be built on good land, perhaps surround on one or more sides by
marsh and swamp. It might have areas with canals for streets with gondolas
ect. Industries would be fishing, oysters, rope, and trade from up river.
A special vine that only grows in this swamp may provide the best ropes
to be had. Food would be mainly seafood and that which can be harvested
from wetlands like rice, or transported from way upriver probably lots
of spices. People would be mainly human with little Dwarven, Elven or
Halfling mix.
Another port city might be at a strategic location like a junction between
seas, sort of a natural Panama Canal, or on the border of a hostile nation.
It would have a strong military presence, perhaps lots of cliffs along
the coast, or nearby mountains and a natural harbour. It would be built
inside tall walls and have strong towers and gates. Buildings inside would
be tall and narrow creating dark back alleys, full of pubs and drunk Sailors
and Soldiers at night. Trade and fishing would take second place (but
not be absent) to industries like weaponsmithing, mining (perhaps an export
port for silver or weapon grade steel) even adventuring in the hostile
borderlands. Food would be less flavoursome but still nutritious, strong
drink would be freely available perhaps shepards are able to run flocks
of sheep or goats through the hills. There would likely be a strong Dwarven
mix among the humans.
The next might be a smaller river mouth with little river trade near a
forrest Industry would invlove Timber and wood products. Shipbuilding,
barge construction, and fletching. There would be grand wooden structures
with fine carving. Wine and dairy cattle might be farmed in the clearings
provided by forrestry, providing for winerys and cheese factorys. Food
would again reflect industry, perhaps this narrower river provides spawing
grounds upstream for salmon. Elves and Half-Elves would be more noticeable
among the population.
Perhaps another city was the seat of a bronze age empire with huge stone
monuments and colums. It might contain a colledge of magic with old librarys,
or some other scholarly activity. It might not be far from some of the
other cities as these intelectuals would like their creature comforts
and fine foods.
Perhaps a secret and seedy pirate city?
There are lots of variations. Explore your Imagination, or read some books.
This Is a Reply to: Msg 1727 by shaezyra
---
Message 1729 of 6621 Reply
Fear & Insanity brutish_celt
(19/M/Harrison, AR) 2/2/00 10:29 am
Alrighty then. Got any info on the Ravenloft Fear/Horror Checks? I don't
play Ravenloft (nobody does around here), but I've been intrigued by the
concept, as well as the whole insanity thing.
My idea for incorporating insanity is not to just throw it out there and
thump the PCs with it on a regular basis, like CoC does, but to add it
in in situations that are likely to result in severe mental stress, and/or
trauma for the characters. Kinda like critical hits to the psyche.
As for incorporating fear/horror checks, that's just plain fun. I don't
like taking control away from the players, but when they are good roleplayers
and can handle 'losing control' of their beloved PC, and still make it
beleivable, it adds a great deal of depth to the game. Besides, it's neat
to see just who in your group can do the best imitation of a scream queen
sans high-heels.
T*B*C
This Is a Reply to: Msg 1711 by Lotherio_Giacomo
---
Message 1730 of 6621 Reply
Re: Sanity netbook... brutish_celt
(19/M/Harrison, AR) 2/2/00 10:31 am
Ooohhh....
I'll check that out. Thanks!
T*B*C
This Is a Reply to: Msg 1720 by shaezyra
---
Message 1731 of 6621 Reply
Re: Creating Maps brutish_celt
(19/M/Harrison, AR) 2/2/00 10:38 am
Campaign Cartographer is an awesome tool, but many of us gamers are cheapskates.
The answer: if you haven't been, GO TO IRONY GAMES! They've been around
for a long time, and have all sorts of RPG freeware and online utilities.
One of my favorites is Mmidung, a program that creates random dungeon
floorplans. You can send them to friends, pritn them out, and play with
them any way you want. Note: All it does is create RANDOM floorplans.
Sometimes the rooms may not all connect, and you'll get 'floaters'. Easily
fixed by dropping in a secret passage or two, however. Stocking the rooms
is your job, and map-editing is limited to using Paint and other graphics
programs.
All in all a good program. Take a look at it and see what you think.
T*B*C
This Is a Reply to: Msg 1721 by orgruff
---
Message 1732 of 6621 Reply
Re: Building Cities? kelthaen
(200/M/Well of Knowledge) 2/2/00 10:27 pm
As far as creating distinctive cities, orgruff has some excellent suggestions.
If you really need to "throw" together a bunch of port cities in a hurry,
don't worry about mapping the cities out, i find that's always the most
time-consuming aspect of city creation. You need to focus on the important
parts of each city, create a formula for determining what is important
about each one. There are several things you need to establish to give
your city feasability.
Ruler(s)/political landscape: politics are always important - you need
to know who's running things and how they're going to react to your PC's
tearing up the joint, not to mention what happens if the city is finally
invaded by that barbarian horde while your heroes are visiting. You should
also consider how the Rulers are looked upon by their subjects, do the
people support their rulers or are they on the brink of coup d'etat?
Religion: well if this is a theocratic nation i assume this category can
be liked to Ruler(s). Remember that religious leaders are just as prone
to political wheelings and dealings as any politician, if not more so.
Also if there are several gods in your campaign you should think about
all the shrines/temples in the city, including any evil/underground cult
type organizations.
Defences/Armed Forces: of course you won't need a detailled description
of the army such as how many units and how they're organized, just a basic
idea of their level of hostility as well as what they dress like, whether
they employ priests or wizards etc. (most major port cities will have
a system of defending their harbour, be it artificial reefs, catapults,
cannons, dragon turtles, or a well armed fleet of caravels)
Landmarks/Notable Features: every city should have something that sticks
out in the mind of the PC visitor, be it a large smelly fish-market, or
that giant polished stone in the center of the city that dwarfs all buildings
and emits a low-pitched hum...
Notable NPC's: and finally think of who your PC's might need to interact
with in your new city, detailled NPC's are the key to an interesting adventure...
This Is a Reply to: Msg 1727 by shaezyra
---
Message 1733 of 6621 Reply
SEX! brutish_celt
(19/M/Harrison, AR) 2/3/00 11:06 am
Gotcha...
This is the Celt. I'm posting this today to tell you about my new Yahoo!
Club "Conclave Arcanum". It's a place to discuss, debate, and rant about
all things magical. Check it out; you're all invited!
T*B*C
---
Message 1734 of 6621 Reply
Re: Im losing faith orgruff
(31/M/Adelaide, Australia) 2/3/00 5:56 pm
cinnabar_ratwing,
I'd love to play but I'm tipping that you do not live in the great land
downunder. I checked out your profile and it does not say where you are
from, so how are we suposed to know if we can get together for a game?
I have always wandered what Australia is suposed to be downunder?
This Is a Reply to: Msg 1684 by cinnabar_ratwing
---
Message 1735 of 6621 Reply
Re: Core Rules 2.0 Downloads lin_the_mighty
(26/M/Norfolk, NE) 2/4/00 4:07 am
both that site and the new one seem to be dead :(
This Is a Reply to: Msg 26 by aprfctfit
---
Message 1736 of 6621 Reply
Place to Run Games Online bayers
2/4/00 2:30 pm
Looking for a place to run games, play or lurk online? Try:
http://playbyweb.com
Dice rollers, roll logs, and character portraits.
---
Message 1737 of 6621 Reply
Re: Building Cities? shaezyra
(987/M/Seattle, WA) 2/5/00 2:55 pm
Thanks very much for your help with the cities. I admire your ability
to whip out creative locales like that. Anyway, I have the city descriptions
nailed down now. Thanks again!
This Is a Reply to: Msg 1728 by orgruff
---
Message 1738 of 6621 Reply
New Campaign orgruff
(31/M/Adelaide, Australia) 2/6/00 8:03 pm
I'm going to try to get a new Campaign together; I'd like to start the
game from first level, in a situation other than a tavern. What are your
most memorable adventurer beginnings? Any suggestions?
---
Message 1739 of 6621 Reply
Re: New Campaign queen_faeryl
(30/F/Baltimore MD) 2/6/00 9:55 pm
The last epic campaign I played in started with an organized orc & goblin
attack on a small village. The various PCs were either residents of the
village, or were passing through with their mentors or on thier own. The
attack was eventually repulsed (the PC members being the few people able
to fight them off) but most of the town was burned down in the process.
Since it was obvious that a greater hand was at work (with the organization,
armament, and tactics used), the PCs joined together to find out what
was really going on.
This Is a Reply to: Msg 1738 by orgruff
---
Message 1740 of 6621 Reply
Re: New Campaign matthewla1
2/6/00 9:56 pm
Have you considered the following start-up points? Jail(as a condition
of early release), The local guildhall, Camped outside the city gates
waiting on them to open for the day, The merchants bazaar, Getting their
pocket picked and chasing the thief(everyone in the group joins the chase
and off you go)...
These are just a few ideas, let me know how it goes.
thnx, Paladin7
This Is a Reply to: Msg 1738 by orgruff
---
Message 1741 of 6621 Reply
Re: New Campaign Eoganachta
(35/M/Glendale, CA) 2/6/00 10:29 pm
There are three that I like to use.
One - Is have the local government - King, Lord, Bishop, whatever - summons
"volunteers" from each of the local guilds.(or towns)
Two - aboard a boat traveling between two towns (on a large river or a
sea route to a major town). The party can all be there, on their way to
the "big city" and from there whatever is needed to get the party going....
Captian is murdered and party thrown overboard.....Merchant at big city
needs guards to get "goods" to next town....The mayor needs some "outsiders"
to solve a problem.... and so on.
Three - get out of jail if you....
anyway the background that got the players to the particular stituation
is up to you or them.
This Is a Reply to: Msg 1739 by queen_faeryl
---
Message 1742 of 6621 Reply
Re: New Campaign shaezyra
(987/M/Seattle, WA) 2/7/00 4:31 pm
I always liked the old "slave raiders capture the PC's and throws them
in the pit arena to fight" start. Quickly weeds out the weaklings...
This Is a Reply to: Msg 1738 by orgruff
---
Message 1743 of 6621 Reply
Re: New Campaign m_furious
(23/M/Connecticut) 2/7/00 5:29 pm
My favorite was when an organized crime boss had dirt on each PC or his/her
family. This enabled him to recuit the PC's for a suicide mission which
they couldn't say no to...kinda an offer they can't refuse...
furious
This Is a Reply to: Msg 1738 by orgruff
---
Message 1744 of 6621 Reply
Re: New Campaign Jiriki13
(30/M/Chicago area) 2/8/00 10:17 am
I started one low level campaign out by having all the PC's start out
traveling on a ship together, preferably the smallest sea worthy ship
available, and the ship either gets attacked and sank or gets ravaged
by a storm and sinks. The PC's will be almost penniless and maybe even
weaponless and without armor of any kind. They manage to find a piece
of the ship to swim/float to a not too near by island that is inhabited
by pirates planning to invade a near by villiage/town or talking about
the ships that they have been raiding of late. The PC's must acquire some
weapons, armor, and other equipment and supplies if they lost theirs and
try to either make it to the mainland or deal a blow to the pirates. If
they decide to leave the island a go for the mainland have a watchman
see them and the chase begins. The other option is self explanatory. This
scenario will only really work if it happens away from any large coastal
cities and the pirates a new/renegade band preying on small ships/cogs
and villiages/towns on secluded coves and what not. I personally made
the pirates a group of sea going orcs and the PC's decided to try to take
them out or deal a decent blow to their forces. They ended up doing just
that, but made a powerful warrior enemy in the orc pirate captain who
started as a 5th level fighter and became a pain in their side for many
game years until they finally laid a rather intelligent trap for him.
The players enjoyed the start to their careers and were talking about
it for quite awhile after it was over; in character and in person.
Hope this helps you out.
Dave
This Is a Reply to: Msg 1738 by orgruff
---
Message 1745 of 6621 Reply
Writers block! jasonkaladen
2/9/00 6:56 pm
Hello my fellow DM's!
Does this ever happen to you?
you sit down to write out all the ideas that you have been kicking around
you head during work or whever your ideas get to you.
Put pen to paper and nothing! you know you have the ideas but soon as
you get ready to write there gone!
any tips on getting past this??
all ideas will be apreciated!!
Jasonkaladen
---
Message 1746 of 6621 Reply
Re: Writers block! orgruff
(31/M/Adelaide, Australia) 2/9/00 9:50 pm
I find that writers block is the inability to put down anything. The way
I go arround it is to start writing stuff that is complete garbage. You
can always fix it later (especially on computer) and second drafts are
nearly always better. I also find that looking at game related art is
always a good place to start. It seems to get the creative juices flowing.
You could also try drawing maps first then work out what you are trying
to to with it later. I always draw in pencil so I can change what I have
done later.
This Is a Reply to: Msg 1745 by jasonkaladen
---
Message 1747 of 6621 Reply
Re: Writers block! shinto_gaijin
(28/M/Sasebo, Japan) 2/9/00 10:37 pm
Part of the problem is mis-placed ideas (they're not really lost .. you
had them just a second ago, but you don't know where they are now) ..
the solution there is a small (pocket-sized) notebook .. or even a piece
of paper stuck in your wallet .. something to scratch down shorthand ideas
If that is too impractical, or doesn't get the inspiration back .. mentally
walk through where you were when you first had the idea .. try to remember
details .. the littlest thing can sometimes jumpstart your memory.
This Is a Reply to: Msg 1746 by orgruff
---
Message 1748 of 6621 Reply
Re: Writers block! actinfoolish
(28/M/Farnham-chickenpartsville) 2/10/00 5:37 am
If a notepad sounds like too much, do what I do- carry a bunch of business
cards in your wallet. I've got an entire campaign in 'one-liners' on the
back of about 25 business cards.
I've found that key words and phrases like
"Rumors-Kobolds in old tree, dwarven pirates"
"Ogres gamble with elf parts"
"Mudmen under rotten drawbridge"
are all I need to keep writing.
This Is a Reply to: Msg 1745 by jasonkaladen
---
Message 1749 of 6621 Reply
when do you guys play rleondavis
2/10/00 11:20 am
if you can lets play games on saturday.
---
Message 1750 of 6621 Reply
Gene-pool Overkill brutish_celt
(19/M/Harrison, AR) 2/10/00 11:54 am
Fellow DM's, I got a problem. I'm continuing work on my massive campaign
setting, and I'm not satisfied with the choices of PC races that I have
available to me. I want more. Those of you who have been to AD&D Players
Club have probably seen the list, but for those who haven't, here goes:
Human
Elf (high, grey, aquatic, dark, avariel)
Dwarf (mountain, hill, deep)
Gnome (rock, forest,svirfneblin)
Half-elf (all subraces)
Half-dragon (various subraces)
Halfling (tallfellow, stout, hairfoot)
Half-Orc
Half-Ogre
Aarakocra (plus evil subrace 'Corbies')
Bugbear
Centaur
Flind (and Gnoll)
Githzerai
Goblin
Hobgoblin
Kobold
Lizard Man
Minotaur
Mongrelman
Ogre
Orc
Satyr
Thri-kreen
Spirit folk (bamboo, river, sea)
Duergar
Hengeyokai
*From Dragon Magazine #202*
Ape-men
Hawk-men
Felaks (cat people)
Scoraks (similar to manscorpions)
African Nagas (snake-man with no legs, snake face)
Bat-men (not weirdos in capes, but guys with bat wings)
African Dwarves (black, bald dwarves, pupilless eyes)
Loa-legba
*My Own Race*
Dragonar (dragon-men, w/ wings and such)
*From Roll_3d6*
Dwelfs
Anyone with access to the rolemaster system who would be willing to send
me info on the following would also be helpful:
Arachnins: Humanoids w/ spider-like powers
Aragons: 3-eyed, Sahaugin-like creatures
Avinarc: hawk-headed humanoids
Centaurs (and their sub-species; Bull, Deer, Lion, Lizard, Scorpion, Spider)
Cherubim: resemble winged Elves
Dragonians: similar to Dragonlance Draconian
Dwelfs: Elf-Dwarf cross (easily offended about it too)
Garks: ape-like humanoids
Gnolls: not to be confused with AD&D stock.
Gratar: similar to Slaad
Hira'razhir: similar to Aarakroca
Idiyva: Lion-headed humanoids
Maazhat: Insect men
Minoths: Tiny humanoids that ride insects
Nycamerith: blue-skinned Halfling-like Bards (No they ARE NOT SMURFS!)
Orex: 4-armed humanoids
Plynos: deer-headed humanoids
Quishad: magical race of gaunt humanoids
Rancid: intelligent ameobas
Scrav: Hornet-men
Sea-Krals: sea-faring ape-like humanoids
Shuikmar: very similar to Sahaugin
Sibbicai: jackal-headed humanoids
Sohleugir: very similar to Lizard Men
Sstoi'isslythi: Snake-men
Trolls: not the AD&D kind...
Urloc: immortal, magic-using humanoids
Vulfen: Wolf-headed humanoid
Zrax: Housefly-headed humanoid
I know that the list is huge, but I'd really like more, as part of the
emphasis of my campaign is biodiversity. Any help on the above Rolemaster
races, or any racial variants that you may have would be a big help. I'll
even name a country or city after you!
T*B*C
---
Message 1751 of 6621 Reply
Re: Gene-pool Overkill abyss_tiefling
(22/M/758th layer of the Abyss ) 2/10/00 12:29 pm
How could You forget tieflings??? Jeez!!!
This Is a Reply to: Msg 1750 by brutish_celt
---
Message 1752 of 6621 Reply
Re: Gene-pool Overkill shaezyra
(987/M/Seattle, WA) 2/10/00 3:28 pm
Here's a few more, but you'll have to do the conversions:
Cellar Dweller, Chyte, Column Giant, Dragon Warrior, Dwarven Wyrm, Eldraal,
Giant Vampire, Glashans, Grolt, Khryg, Larvae People, Manta-Kine, Nepalope,
Nilbog, NTT, Nubling, Ollorog, Rataga, Sea Giant, Spinar, Spratling, Spyder,
Vug, and Way Farer.
They're defined here:
http://www.Geocities.com/Area51/Dungeon/3980/hero/fc_a-m.html
http://www.Geocities.com/Area51/Dungeon/3980/hero/fc_n-z.html
Good luck.
This Is a Reply to: Msg 1750 by brutish_celt
---
Message 1753 of 6621 Reply
Re: Gene-pool Overkill jasonkaladen
2/10/00 7:24 pm
Maybe i didnt see them But Wemics would fit in with they creatures you
already have listed I play one in a campaign that might be as diverse
as yours.. well maybe! lol
hope that helps at least a little!
Jason
This Is a Reply to: Msg 1750 by brutish_celt
---
Message 1754 of 6621 Reply
Re: Gene-pool Overkill wing_of_death
(M/Fresno, Ca.) 2/10/00 11:46 pm
dont forget the races from the oriental handbook. Races such as the korobokuru,
spirit folk, and the all popular hengeyokai.
This Is a Reply to: Msg 1750 by brutish_celt
---
Message 1755 of 6621 Reply
Re: Gene-pool Overkill brutish_celt
(19/M/Harrison, AR) 2/11/00 11:02 am
I don't have Planescape, or they'd be there in force. Of course, then
the PCs would have to deal with a horde of tanaruuka just because I'm
evil.
T*B*C
This Is a Reply to: Msg 1751 by abyss_tiefling
----
Message 1756 of 6621 Reply
Re: Gene-pool Overkill brutish_celt
(19/M/Harrison, AR) 2/11/00 11:05 am
I considered wemics, but didn't include them for some reason or another.
I suppose I'll add them to the list. It couldn't hurt, could it?
*evil, maniacal DM chuckle*
T*B*C
This Is a Reply to: Msg 1753 by jasonkaladen
----
Message 1757 of 6621 Reply
Re: Gene-pool Overkill brutish_celt
(19/M/Harrison, AR) 2/11/00 11:08 am
I've got spirit folk and hengeyokai, but I didn't think to add oriental
dwarves. Looks like there's going to be a nice, big Japan-based island
to the east...
*in tacky parody of Japanese subtitling*
Oh no! The terrible reptilian gargantua is going to destroy us all! Ayeeeee!!
*squash*
T*B*C
This Is a Reply to: Msg 1754 by wing_of_death
---
Message 1758 of 6621 Reply
Custom classes and races wanted wing_of_death
(M/Fresno, Ca.) 2/11/00 9:21 pm
I am going to try to get a game together offline and i am always looking
for new things to add to my campaign. I am looking for any custom made
character classes and character races that you might have made up. I made
a few but they are not that good and i wanted to see if any of you out
there have had any better luck in creating them than i have. I would appreciate
anything that you might be able to send me. thank you
---
Message 1759 of 6621 Reply
Re: New Campaign cplchaotic
2/12/00 11:13 am
I'm currently running a thieves guild campaign. We started it in the guildhall.
The players (who are younger) actually asked a thief in the street, where
the guild was. After he picked himself up off of the ground after laughing
his arse off, he directed them to the general area.
It's been fun so far.
The Cpl
This Is a Reply to: Msg 1738 by orgruff
---
Message 1760 of 6621 Reply
Re: Custom classes and races wanted cplchaotic
2/12/00 11:15 am
After seeing Star Wars Episode 1, I went home and I made a class called
the Mystic Warrior. It was loosely based on the Jedi Knights. It hasn't
been play-tested yet though.
The Cpl
This Is a Reply to: Msg 1758 by wing_of_death
---
Message 1761 of 6621 Reply
Re: looking for quality miniatures cplchaotic
2/12/00 11:19 am
try www.reapermini.com
I haven't ordered anything yet, but it looks good.
The Cpl
This Is a Reply to: Msg 1717 by kelthaen
---
Message 1762 of 6621 Reply
Hello fellow DMs cplchaotic
2/12/00 11:21 am
Hi, it's good to be here. 29/m, WV. Been playing for 14 years, DMing most
of the time.
The Cpl
---
Message 1763 of 6621 Reply
miniature painting club ODYSSEUS_THE_TRAVELER
(31/M/HAVE SLEEPING BAG WILL HA) 2/12/00 1:47 pm
we just paint miniatures.
no we are not soliciting for painting service just an intelligent forum
to discuss painting miniature fantasy/scifi/wargame miniatures
so come check it out and tell your freinds!
if you use miniatures for your games then this is a great place for inspiration
and advice/discussion on painting miniatures!
http://clubs.yahoo.com/clubs/miniaturepaintingclub
---
Message 1764 of 6621 Reply
Re: Custom classes and races wanted wing_of_death
(M/Fresno, Ca.) 2/12/00 2:01 pm
I would like to look at what you have so far on that class, if its all
right with you. It never hurts to get someone elses opinion on a class
and who knows if it fits in well with my campaign i could even start testing
the class out for you.
This Is a Reply to: Msg 1760 by cplchaotic
---
Message 1765 of 6621 Reply
Re: Custom classes and races wanted wing_of_death
(M/Fresno, Ca.) 2/12/00 3:35 pm
If you would feel more comfortable trading info ill be more than happy
to trade also. I have made a few monsters and classes myself. They still
need finishing touches on them but i think that they are playable niether
to straong nor to weak. I get most of my ideas from books i read. The
class that i like best is called a Kai Lord and the best monster that
i made is called a Jachyra. So let me know if any of you have any that
you might be interested in trading stats for.
This Is a Reply to: Msg 1764 by wing_of_death
---
Message 1766 of 6621 Reply
Re: Custom classes and races wanted m_furious
(23/M/Connecticut) 2/12/00 7:38 pm
How about a spirit blacksmith? A person who forges weapons and imbues
them with elemental powers (spells) Mostly a fighter class but with magic
and craftsmen worked in as well. I created this type of character as a
pre-player's option kit for fighters and mages...but it could easlily
be a class all it's own
furious
This Is a Reply to: Msg 1765 by wing_of_death
---
Message 1767 of 6621 Reply
Vintage 70's AD&D/Roleplaying books/aids hockeybean_ca
(26/M/Hull, Quebec) 2/13/00 2:02 am
Check out...
http://auctions.yahoo.com/booth/hockeybean_ca
There's lots of vintage Greyhawk, Forgotten Realms, 70's expansion modules..some
very rare and OOP TSR materials...also lots of Rolemaster items, which
are great for DM's...Most of the roleplaying stuff is on the first page
of the auctions booth, but there are some more on the second page, in
particular R.A. Salvator books... Take a look at it, you won't be sorry!
Only 2 days until these auctions end!
---
Message 1768 of 6621 Reply
Re: Custom classes and races wanted wing_of_death
(M/Fresno, Ca.) 2/13/00 1:44 pm
Id like to see what you have ion the Spirit Blacksmith. I have that game
and never even thought about adapting a kit or class to it if you have
it as a kit id like to see it as it is now.
This Is a Reply to: Msg 1766 by m_furious
---
Message 1769 of 6621 Reply
making new world half_crazed
2/13/00 11:01 pm
i am making a new world and am wondering if anyone has a list of things
this world needs.
email/im me. thanks- may the gods of war follow you
---
Message 1770 of 6621 Reply
Re: making new world kelthaen
(200/M/Well of Knowledge) 2/14/00 4:59 am
Well i think one thing your new world's gonna need is a few gods to cause
some havok... i'm creating a campaign right now with only 3 gods, one
good one evil and one neutral (slightly less powerful) each god has their
"disciples" - 3 to 7 very highly powered mortals who dedicate their lives
to the furthering of their god's goals...
the disciples range from an undefeatable paladin to a balance dedicated
treant to a powerful dark naga who corrupts the uncorrubtable... The whole
focus of the campaign is the unending struggle between the forces of good
and evil... epic in the style of Lord of the Rings...
This Is a Reply to: Msg 1769 by half_crazed
---
Message 1771 of 6621 Reply
Re: making new world shaezyra
(987/M/Seattle, WA) 2/14/00 2:49 pm
Well I would have e-mailed you, but it looks like you have it set to "private".
Anyway, I recommend trying one of the world-builder sites. Here's my own,
which may serve as a starting point...
http://www.Geocities.com/Area51/Dungeon/3980/fwdf/
This Is a Reply to: Msg 1769 by half_crazed
---
Message 1772 of 6621 Reply
Re: Custom classes and races wanted shaezyra
(987/M/Seattle, WA) 2/14/00 2:53 pm
Try the Duelcrafter near the bottom of this page:
http://home.primus.com.au/455/nestek/nations/etrusca/nation_of_etrusca.htm
This Is a Reply to: Msg 1758 by wing_of_death
---
Message 1773 of 6621 Reply
Re: Custom classes and races wanted brutish_celt
(19/M/Harrison, AR) 2/15/00 12:32 pm
I'd recommend checking out the various NetBook-related sites for info
on custom classes/kits. NetRPG.com has a good helping of them, as well
as links to sites with more stuff. ADND.com also has a lot of stuff that
couldn't hurt. Check them out, and see what you think. Here're the links:
http://www.netrpg.com
http://www.adnd.com
Good Gaming!
T*B*C
This Is a Reply to: Msg 1772 by shaezyra
---
Message 1774 of 6621 Reply
starting a campaign packrat00013
(16/M/where im sitting) 2/15/00 6:21 pm
Ive played AD&D for a while, but not very many starter adventures. Anyways,
i decided to start a campaign called The Undead Prince. I was wondering
if orcs, skeletons, zombies, and goblins are good 1-3 level bad guys.
If so, can anyone give me the basics on them.(hit dice, thac0, etc.) I
really dont want to cheat the players, they have enough of my tricks to
worry about.8)
Thanks if anyone can help. Id do it myself, but i cant afford the monstrous
manual and the new DMG doesnt have as much as the old, which i dont own.
Thanks again.
---
Message 1775 of 6621 Reply
Re: Custom classes and races wanted m_furious
(23/M/Connecticut) 2/15/00 7:36 pm
Okay I'll send you an e-mail once I transfer it to the computer...if you
have core rules I can send you the .xpt file though...
This Is a Reply to: Msg 1768 by wing_of_death
---
Message 1776 of 6621 Reply
Re: Custom classes and races wanted wing_of_death
(25/M/Fresno, Ca.) 2/15/00 9:11 pm
Ok cool ill be expecting an email from you. Un fortunately I dont have
the core rules since its not my computer.
This Is a Reply to: Msg 1775 by m_furious
---
Message 1777 of 6621 Reply
Anyone who is on delphi I have a querry? darkharbenger
(31/M/Upstate New York) 2/15/00 10:24 pm
I play on delphi and alot of the other characters post their characters
and have a photo of their character's.I asked them how they did it they
said something about "html"when I ask them how it works....They ignore
me.I was wondering if one of you guys who seem to be some experts could
take a moment of your valuable time to e-mail me in simple terms please
if possable.A step by step would be really nice I thank you all for your
time.My e-mail is darkharbenger_1999@yahoo.com. A very grateful d.m.
----
Message 1778 of 6621 Reply
Re: Anyone who is on delphi I have a que brutish_celt
(19/M/Harrison, AR) 2/16/00 10:21 am
Dark, I've got the same problem. I know enough of that 'html' stuff to
get my name in whatever color/size/font that I want, but I'm at a loss
when it comes to including anything that is not 'in-line', or 'top-to-bottom'.
I would like to figure out how I can put artwork to either side of my
signature text. Anyone that can help Dark, please send me a little help,
too.
T*B*C
HTML Illiterate
This Is a Reply to: Msg 1777 by darkharbenger
----
Message 1779 of 6621 Reply
Re: starting a campaign shaezyra
(987/M/Seattle, WA) 2/16/00 2:35 pm
>> I was wondering if orcs, skeletons, zombies, and goblins are good 1-3
level bad guys. <<
They're about right for that level. Not sure what level of detail you
need. Off the top of my head all are 20 THAC0; Goblins are 1-1 HD, skeletons
and orcs are 1 HD, and Zombies are 2 HD. Skeletons take reduced damage
from pointed objects, and are immune to certain spells, such as sleep.
Zombies are slower moving but tougher.
This Is a Reply to: Msg 1774 by packrat00013
---
Message 1780 of 6621 Reply
Re: starting a campaign packrat00013
(16/M/where im sitting) 2/16/00 5:37 pm
thanks. that helped alot.8)
This Is a Reply to: Msg 1779 by shaezyra
---
Message 1781 of 6621 Reply
Magic Item disposal orgruff
(31/M/Adelaide, Australia) 2/16/00 5:41 pm
G'Day all
Speaking of stuff, I have a problem where players tend to horde magic
items and not use them, they
always keep them in reserve. I once had a player and his mage had three
wands each with only two
or three charges and he carried them arround for many gaming sessions
with them stuck in is scroll
case. It was about seven game months before he retired. After he complained
that he never found
any magic items I even told him that he still had three wands what more
did he want? I think it was
magic detection, wand of lightning bolts and wand of fire. Potions also
seem to stockpile on the
bottom of character sheets. The only ones that get used are healing and
the occasional invisibility. I hate rewarding clever players with stuff
they will not use. What's the use. If I get them into more and more trouble
they think I'm on some personal vendetta. Any suggestions?
orgruff
---
Message 1782 of 6621 Reply
Re: Anyone who is on delphi I have a que half_crazed
2/16/00 10:18 pm
if you could leave the web address i can look at it and see what i can
find out. i know a lot of html. i build to frame to web pages.
This Is a Reply to: Msg 1778 by brutish_celt
---
Message 1783 of 6621 Reply
BIRDBONE IS BACK! Birdbone
(0/M/Washington) 2/17/00 12:01 am
Well I haven't posted here in months but I remember when we tried to get
a page online once. It was a flop but I can help you with most HTML problems
you may have. E-mail me.
sfx@mailcity.com
This Is a Reply to: Msg 1778 by brutish_celt
---
Message 1784 of 6621 Reply
Re: Magic Item disposal TongueKing27
(27/M/Figment of your imaginati) 2/17/00 1:50 am
Well, if your players are carrying around all the extra potions and things,
you may want to ask them where they are carrying them! Potion bottles
don't take kindly to hard bumps or being dropped on the floor, even inside
a sack or other container. And if they're not carrying them, perhaps some
light-fingered individual could carry them off during the PC's absence...
Another option could be to design an adventure that would be a whole lot
easier for the PC's IF they brought the "extra" stuff along. You never
know when that potion of diminution or gaseous form will come in handy...
This Is a Reply to: Msg 1781 by orgruff
---
Message 1785 of 6621 Reply
Re: Magic Item disposal shaezyra
(987/M/Seattle, WA) 2/17/00 1:58 pm
I don't see why it's your problem if the players don't use useful magic
items. But I guess you could could either give them permanent items, or
magic that decays with time. (Scrolls start to crumble; potions lose color
and potency; wands gradually lose charges, etc.) After a few stored magic
items crumble to dust from not being used, maybe the players will be quicker
on the draw next time.
This Is a Reply to: Msg 1781 by orgruff
----
Message 1786 of 6621 Reply
Re: Magic Item disposal dragn_lady
(33/F/Fitchburg, MA) 2/17/00 2:28 pm
I agree with shaezyra...if the items start to implode, disintergrate,
etc...after a certain length of time, I can almost guarrantee they will
use them faster. Or...have a potion implode inside their sack or pack,
taking half the contents.....being DM doesn't mean you have to be NICE
about it, after all!!
Stacy (dragn_lady)
This Is a Reply to: Msg 1785 by shaezyra
----
Message 1787 of 6621 Reply
Re: Magic Item disposal Lord_Ixius
(21/M/Orange Park, FL) 2/18/00 9:02 am
I don't know, as a DM, if i could tell my players that one of their magic
items has lost its power due to non-use. Doesn't that sound a bit off
to you? Considering that creating magic items require the use of the Permanacny
spell, they wouldn't be very "permanant" if the powers faded over time.
With that logic, i couldn't tell my players, "sorry, your wand just fizzles
and sparks, the magic faded."
What I suggest is to put the PCs in a situation where they have exhausted
all other options except for using the magic item(s) which they may, or
may not, know what it does. It makes for interesting role-playing. Also,
when they do use magic items creatively, give XP points for good role-playing.
That will reward the PCs "good behavior" and encourage more of the like
in the future.
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 1786 by dragn_lady
---
Message 1788 of 6621 Reply
Re: Magic Item disposal Lotherio_Giacomo
(27/M/Omaha, NE) 2/18/00 2:32 pm
I agree, deterioration of magic items doesn't make sense. Even without
the permanency, it doesn't make since for the pc's to ever check out an
ancient ruin looking for any magic items let alone an ancient holy artifact,
especially if there is a chance the things won't even work when they find
them.
I agree with what others said, about forcing them into a situation where
they need them. Or, if they are carrying a lot of items with them, make
them the target of a magical item collector. The fact that they carry
a good amount could create some form of ripple in the magic of the world,
making it easier for such collectors to scrye their whereabouts.
Just a thought that, though in my campaign, the longer they carried such
things, the less I would give them until they used up the ones they already
have.
This Is a Reply to: Msg 1787 by Lord_Ixius
---
Message 1789 of 6621 Reply
Re: Magic Item disposal shaezyra
(987/M/Seattle, WA) 2/18/00 3:04 pm
Good point about the permanency spell. However, the charged items in question
need not have been made in that manner. Weaker items could very well have
been built for immediate use with no thought given to long term reliability.
My old DM also used to like to occasionally put us in situations where
we'd lose all our items and have to start over. That certainly encouraged
use of our items, since we'd never know how long we'd have them.
This Is a Reply to: Msg 1788 by Lotherio_Giacomo
---
Message 1790 of 6621 Reply
Re: Magic Item disposal dragn_lady
(33/F/Fitchburg, MA) 2/18/00 6:25 pm
As with workmanship for clothes, shoes, housewares, etc..., there is always
someone who does it better. The same can be said and done with magical
items. Say...someone who was only doing the potion for the money...or
someone who was inebriated at the time of incepcion. ANY thing is possible
in the realm of the DM. That is basically what the game is about. If you
can think it, justify it, it is.....
I do also agree that putting them in a situation that REQUIRES those items
to be used is a good way to prod the characters to use them.
Here's to creative gaming..........
Stacy
This Is a Reply to: Msg 1789 by shaezyra
----
Message 1791 of 6621 Reply
Re: Magic Item disposal wing_of_death
(25/M/Fresno, Ca.) 2/18/00 8:15 pm
You really shouldnt penalize the PC's for being good players. If they
find useful magic and are smart enough to hold on to it and not use it
then that in my opinion is using your mind. Why would they use any magic
item that they know they will not get back if they could with a little
more time and effort defeat the problem without it. In the players mind
you never know what your going to face next and so keeping magic in reserve
is very important.
This Is a Reply to: Msg 1790 by dragn_lady
---
Message 1792 of 6621 Reply
Re: Magic Item disposal ODYSSEUS_THE_TRAVELER
(31/M/HAVE SLEEPING BAG WILL HA) 2/18/00 10:48 pm
its not a matter of them being sneaky or resourcefull,,,, its a matter
of YOU getting sneaky without screwing them over.
those not used " tucked away in a scroll case" items, well guess what,
SOMEONE saw a glimse of it, ie, sage, mage, street rat, assasin, and recognized
that it was more than your run of the mill lighting wand. it BELONGED
to someone they knew or know or at least in their deranged minds they
think it does.
lets think about power hungry people, they get what they want or try too,
and they dont care how they do. you could have the npc tell them that
the item has additional powers or that it belonged to the long lost mage
that defeated the lurgie monster 457 years ago. its a collectors item
or something. this could lead to a couple of things, either some groovy
side adventures trying to find out the validity or history of the item,
the use of the wand in defence of themselves or the sale of the wand to
the "collector" npc. people with money collect weird things, maybe the
wand has a purple streak down the side and it " just looks cool" to a
collector who happens to collect wands.
so there really isnt a need to worry about screwing your players and keeping
a balanced game, you just have to think of ways to make them believe that
using them is for the greater good or profit to the party.
This Is a Reply to: Msg 1791 by wing_of_death
---
Message 1793 of 6621 Reply
void packrat00013
(16/M/where im sitting) 2/22/00 5:38 pm
Well, i dont know if this is allowed, but ill still post it. Im starting
a game that needs a few(2-4) players. It is very new(just finished it)
and very strange.
So, if you've ever wanted to be a faerie cyborg, half-dragon assassin,
acidic pile of goo, or something unusual, e-mail me at Packrat00013@aol.com
Id prefer AOL users because i dont know if my chat can go on other providers.
Entitle the e-mail VOID.
Thanks
---
Message 1794 of 6621 Reply
Re: starting a campaign cplchaotic
2/22/00 6:30 pm
They all make good enemies for low level guys. Just a hint, if you don't
have the stats for any monster it is ok to simply wing it. It's your game.
Sometimes monsters might be tougher(or weaker)than normal monsters due
to environment, lack (or abundance)of natural enemies, access to good
food, etc.
The Cpl
This Is a Reply to: Msg 1774 by packrat00013
---
Message 1795 of 6621 Reply
Re: Magic Item disposal Ramius1733
(36/M/Remington,VA) 2/23/00 10:18 am
The is an old military adage "A missle on the rail does no good when you
crash your plane" I use the rule of use it or lose it. Ever read a book
and the hero reaches for a potion to help the damsel and it's empty because
the flask cracked. And when the players complain that they would have
noticed that tell them you rolled and they didn't notice. Unless players
state that they are specifically checking certain items problems happen.
Wands identified by whom? Did they do it correctly? The only way to tell
is to try the wand. The identifying mage hands the wand back after receiving
his payment, then hands them a slip of paper with the command word on
it. Do the say it out loud while holding the wand . If it was done
correctly oh boy. Or is it a Wand of Wonder? Or was it not identified
correctly, is the mage a charlatan just taking money from characters.
If the mage lied and the players don't test the wand before they need
it he may be counting on them dying because it did not work. No witnesses
that way. HTH.
This Is a Reply to: Msg 1781 by orgruff
---
Message 1796 of 6621 Reply
Re: Custom classes and races wanted sralph1981
(17/M/Johnson City, NY) 2/24/00 9:41 am
my advise would be to make a class custom fit to what you want your character
to be here is an example
human or elf,warior THAC0, priest savingthrows, 1d12 for HD, any armor,
all weopons, +2hp after level 9, fighter strength & constitution bonuses,
8 initial profacy slots, use mage's magical items, must be good, cannot
associate with evil, non-human level limit9,
this would give you a character who would take 2000xp to get to level
2 i usualy give the character the costly ability of specialization wich
would add +3 to the points so the xp for level 2 goes up to 2600, the
only setback i can see with this character class is the slightly high
xp needed but it makes up for that with the a fighting ability better
than that of the fighter and the ability to use must magic items
i hope that helped bye
Shawn
This Is a Reply to: Msg 1758 by wing_of_death
---
Message 1797 of 6621 Reply
Re: Custom classes and races wanted janzarbanezor
(23/M/washinton, dc) 2/24/00 12:02 pm
Be very, very careful in the designing of your own character classes,
and races. I've been DMing now for some fifteen years, and there isn't
much I havn't tried. I have generally found it far too easy to create
classes or races that are way out of balance to the rest of the game.
Like once I tried to create a sub type of elves like those out of Elf
Quest(I hope you know what I'm talking about.) The inherent abilities
made them way out of wack for the rest of the game. TSR also had gone
through similar problem. If you remember back to the NPC Character classes
like the original witch class, you'll find it far too powerful in comparision
to every other class. So of course *EVERY* player wanted to be it.
With the friendly advise out of the way, my advise is this. One write
up your rough draft of the character class or race, and then compair it
to what else is in you game, weigh the balance of it. Something that has
alot of power might unbalance the game in your regular Forgotten Realms,
but might fit right in with the Council of Wyrm setting. Next I hope you
have a group of good players, ones that have been playing for a while
and would rather have their character loose their right arm than their
magic sword. For to these players you give this new creation to test it
out. Modify it as you go along, add, adjust, and remove until it works
well not unbalances it one way or the other.
A good player will let you do this with their characteras you go along.
The bad one will rant and rave about you having taken away their oh so
cool "shape changing" power, and if the creation is still in the testing
phase then such things might have to occur.
I hope I haven't scared you off, and that this advise I gained the hard
way with may upset players will allow you joy of creating something totally
new with out the rough spots.
This Is a Reply to: Msg 1796 by sralph1981
---
Message 1798 of 6621 Reply
Re: Custom classes and races wanted brutish_celt
(19/M/Harrison, AR) 2/25/00 11:17 am
If anybody has seen the strring "Gene-pool Overkill", then they know that
I am one of the great experimenters when it comes to racial diversity.
My list, so foar, is at around 70-75 races (including subraces), and I
plan to add more. What I especially enjoy is tinkering with new races.
it can be very tricky, but rewarding in the end if you come up with something
that doesn't unbalance the campaign. My advice is to follow these steps
to creating a race:
1) Establish a racial 'role' concept- decide what role that race will
have in your world, whether or not it has made any major impact on any
other races, and things like that. Is it a predator by nature, or more
of a prey animal? What are the racial ambitions and drives that caused
this race to come to a prominent position in your world? Wht races does
it compete with? Cooperate with? The anwsers to these questions will help
you define game mechanics for the race later.
2) What is the race good at? - What classes/kits can you envision the
members of the race being involved in? Are they a forest dwelling race,
prone to rangerdom? Do they dwell in great crystaline cities built by
the magic of their mages or priests? Use these to help define what classes
the race is eligible for, as well as how far the race can advance within
those classes. You might want to use an existing race with a similar 'role
concept' as a basis for class tendencies.
3)What makes them so special? - Now that you have the basic racial outline
complete, you can fill in special abilities like infravision, flight,
& others. Keep in mind the basics like combat bonuses similar to those
of dwarves or halflings, or saving throw bonuses appropriate to the creature
type. Use the answers to the first two steps to define these characteristics.
Also, you should establish min/max ability scores, as well as ability
adjustments for the race at this time. Use the class tendencies and racial
abilities as a guideline here.
4)Playtest! - The only way to be sure if a new race is viable is to test
it out. I recommend setting up a 'one-on-one' scenario with one of your
players to see if the race is basically workable. Try different classes
and leval to explore as many aspects of the race as you can. Throw out
anything that unbalances the race. After the initial trial period, you
can begin regular playtesting with your group. Take the time to fine tune
the race and see if it's still salvageable. If it is, then congratulations-
you've just broadened the gaming world for everyone!
Sorry for the long-winded post, but I felt a little preachy and teacher-ish
today. I hope that this helps anyone who may be interested in creating
new races for their campaign. If anybody has any other ideas on the matter,
please feel free to inform me. I'm still not done with all of the races
that I could possibly create...
T*B*C
This Is a Reply to: Msg 1797 by janzarbanezor
---
Message 1799 of 6621 Reply
Just a thought shadricke
(21/M/Brunswick maine) 2/25/00 9:08 pm
I just joined up and started reading about the comments on magic items
and so on. I personally have over half of the items in my game at one
time are my own creations. I like to get the players really involved in
there finding out about the item they just found or aquired in some fashion.
For instance they may have a magic staff but just getting it identified
i think should not give them the command word. Unlsee it was given to
them by the person that made it all my players have to try to figure out
key words and phrases when trying to use it. It keeps alot of players
in my world from getting to greedy, because if it takes them 2 game weeks
to figure out how to use an item they useually do not try to stock up.
It also gives them more of a background on the item and lets them feel
like they accomplish something when they finally figure out how to use
it. I like what everyone was saying aout having them in a situation where
they need to use them though. Well i think i have said enouph fro now
i like to hear from you all to see how you incorperate the use of items
in your worlds.
shad
---Message 1800 of 6621 Reply
Re: Just a thought cplchaotic
(29/M/Wheeling, WV) 2/28/00 9:09 am
I also like to make up custom magic items. I usually give them a command
word where they identify, but I still keep some of the powers of the item
a secret until just that certain time. I find that it add some spice to
the game.
The Cpl
This Is a Reply to: Msg 1799 by shadricke
---
Message 1801 of 6621 Reply
Re: Just a thought shadricke
(21/M/Brunswick maine) 2/28/00 4:11 pm
I know what you are talking about there. I make them learn them over time
it helps them from getting to much at once. I have a freind that helped
run the third addition to see what it was like. He said it was kinda nice
in some ways in others he was not shure. So what is everyones take on
third addition so far. The only thing i do not really like is it will
be set in greyhawk the forrgoten realms part said it will be longer in
production. Well got to go talk to you all latter.
shad
This Is a Reply to: Msg 1800 by cplchaotic
---
Message 1802 of 6621 Reply
Re: Just a thought orgruff
(31/M/Adelaide, Australia) 2/28/00 6:36 pm
G'Day all,
With reguards to discovering hidden properties of magic items, has anyone
heard of the gingwatzim (sp?) I have a copy of their statistics in the
"Ruins of Castle Greyhawk" which is a mega module for second edition World
of Greyhawk, its been out for a while and may now be out of print. Anyway
these were a race of extraplanar creatures who could take the form of
items in the game world. The more powerful the creature the more powerful
the item. Each item had a will and personality of its own. The items/creatures
were not covered much in the module itself, so a bit of rounding out is
required for play. If anyone wants the stats I can scan them and send
it. any takers?
Orgruff
This Is a Reply to: Msg 1799 by shadricke
---
Message 1803 of 6621 Reply
Re: Just a thought Road_Warden
2/28/00 6:59 pm
An idea I like is the level advancement of items. For example, a magic
sword +1. The sword has holes where gems may be placed, but are currently
empty. As the party encounters the correct magic gems, the sword gains
more powers. After a certain number of powers are gained, the earliest
are lost as new ones are added. Finding the matching scabbard can be a
quest onto itself. Putting the two together might allow a bard to realize
the legend lore behind the item, and provide yet another storyline for
the players and DM to pursue.
Guildmaster
This Is a Reply to: Msg 1800 by cplchaotic
---
Message 1804 of 6621 Reply
Re: Just a thought shadricke
(21/M/Brunswick maine) 2/28/00 7:18 pm
If you can i would love to look over the stats i try to get new things
whenever i can. My e-mail address is shadrick_77@hotmail.com so if you
can send them it would be great.
Thanx shad
This Is a Reply to: Msg 1802 by orgruff
---
Message 1805 of 6621 Reply
Looking for info achnky
2/29/00 7:09 pm
One of the members in our group asked me the other night if I would mind
if he'd create a chronomancer, and I told him that I didn't mind, though
I know nothing of chronomancy. I have a rough idea, but I'd need hard
stats, not to mention, there is an apparent lack of spells in regards
to Time. Anyhow, I'm asking that anyone who would be so generous, please
give me your thoughts, ideas, and any info you have on chronomancy, thanks.
---
Message 1806 of 6621 Reply
Re: Just a thought eternal_prime
(28/M/San Antonio, TX) 3/1/00 2:12 am
As a final thought to the discussion about unique and DM-designed magic
items: Don't underestimate the importance of a good history. More powers
doesn't always make a better magic item. A +1 sword with a background
which is important to the character can be better than a "generic" +3
sword. I had a player who's character refused to use any sword other than
the one given to him by his mentor. It was the longest I'd ever seen anyone
use a +1 sword.
This Is a Reply to: Msg 1804 by shadricke
---
Message 1807 of 6621 Reply
Re: Looking for info Jiriki13
(30/M/Chicago area) 3/1/00 8:27 am
I have DM'd one person that played a chronomancer once and he only got
the character to about 6th or 7th level, but I remember that the character
became quite powerful with some of the spells that are available to the
chronomancer. Just remember that these wizards are able, at higher levels,
to travel on the timesream and go to the past and future. This means that
you could be dealing with a mage that could try to bring items from the
future or take the characters into the future. Just as a word of warning,
if I were you I wouldn't allow the character until you have read the supplement
for the chronomancer. This item is quite difficult to attain now though,
so it may take some time. I personally don't allow players to be chronomancers,
even though nobody, in my current group, has ever asked to play one.
Dave
This Is a Reply to: Msg 1805 by achnky
---
Message 1808 of 6621 Reply
Re: Looking for info janzarbanezor
(23/M/washinton, dc) 3/1/00 1:26 pm
I whole heartly agree with Jiriki13, in the tight control of the Chronomancer.
Though they are not impossible to deal with. The entire campain just has
to focused around them like the Doctor in Doctor Who.
For it is the Chronomancer that will really bechanging the locale of the
story, and would very easly disrupt the follow of most regular games.
On the point of bringing back high teck weapons from the future you've
got a couple choices. The first is to decide that the world will never
advance technology wise from it's current state. The second would be to
do something similar like that which was done in the movie "Flight of
Dragons." Thereby making it impossible for high teck weapons to operate
in a world where magic rules. The third is just to treat them like rechargeable
magic items, like what was done in the old Dragon Mag issue 100 or module
S3. This might be the best way without just being heavy handed. For both
of these give you charts, that cover the "learning" process of use these
"strange" items. Players will think twice on grabbing every rifle they
find after one player blows his head off tring to figure out how to use
it.
This Is a Reply to: Msg 1805 by achnky
---
Message 1809 of 6621 Reply
Re: Looking for info shinto_gaijin
(28/M/Sasebo, Japan) 3/2/00 6:54 am
I agree that the field of Chronomancy should be very carefully governed
to ensure fairness.
I would probably rule that a "Chronomancer" would be a Super-Specialized
Transmuter ("Alteration" Specialist), with the following limitations:
School: Chronomancy (Alteration)
Race: Human, 1/2 Elf (longer-lived races would be less likely to be as
interested in time)
Minimum Ability Scores: 15 Dex, 16 Wisdom, 15 Constitution
Opposition Schools: Abjuration, Necromancy, Invocation/Evocation, Conjuring/Summoning,
Enchantment/Charm
Other: XP required per level = 150% normal, must have Astrology, Navigation,
and Spellcraft (+3 Specialist bonus only applies to Chronomagic, not Alteration)
NWP's at 1st level
There are lots of spells that already influence or distort time, and may
count as one level (or more, depending on how closely related they are
to Chronomancy) lower than normal for the Chronomancer. Blink, Haste,
Slow, Dimension Door, Extension I-III, Plant Growth, Teleport, Legend
Lore, Duo-Dimension, Vanish, Permanency, Foresight, Temporal Stasis, and
Time Stop are some possibilities. Distance Distortion would be able to
be cast without the "Conjure Elemental".
Time-related scrying spells, should be of proportionate power and ability
as Legend Lore and Foresight (ie: seeing further or closer in time should
be easier or harder).
A "Time Travel" spell should be no less dangerous or random than "Teleport"
(with four dimensions of error (x,y,z & time)), should be at least 8th
level, and should also have a chance to cause a "Gate" to open. Imagine
what a slight miscalculation in teleporting onto a body in motion through
space (ie: the Earth) would cause if you don't know exactly where it will
be at what time (think Mars lander .. that was caused by a metric-english
conversion rounding error).
This Is a Reply to: Msg 1808 by janzarbanezor
---
Message 1810 of 6621 Reply
Re: Looking for info cplchaotic
(29/M/Wheeling, WV) 3/2/00 8:36 am
Until now, I've never heard of a Chronomancer. Not a good idea if you
have an existing campaign that you want to keep "normal". A special campaign
centered around time travel would possibly suit if your player absolutely
wanted to play that class.
The Cpl
This Is a Reply to: Msg 1805 by achnky
---
Message 1811 of 6621 Reply
Re: Looking for info Pictii
(34/M/PA) 3/2/00 1:24 pm
I would handle the chronomancer thusly, does he know how to move around
(the time stream) or does it just happen to him.
Also I wouldn't inhibit trips to the future, instead I would make it as
unpleasant as possible, rapid aging or deterioration, like removing a
mummy from the tomb.
Fire arms by themselves are not too dangerous, at best making reasonable
clubs, there is no reason for the pc's to make the leap for ammunition
unless they are very lucky, and then the problem of a pc with a loaded
gun is relatively humorous:
Got the right ammo, a .357 magnum round in a .38 special, is likely to
cause at the very least severe stresses to the fire arm at worst the entire
back strap of the gun could be blown off.
Also as a gun owner I keep my ammo and firearms seperate. Disrupters and
such like that should be greatly discouraged, as there is no basis of
behavior for these things. Not to mention operating in the future would
not be at all easy, need an example...dress in period clothing, sword,
dagger, staff, backpack, pouch, brush up on middle english, and go to
Bennigans or the mall if you dont get jumped by a bunch of derelict teenagers,
you will certainly have a very hard time explaining to the cops that every
man has a right to carry a dagger.
Not to mention the people from the particular future might not want primitives
running around in their when, if the primitives can go forward then the
futurists can go back, is there room for villains from the future, a satchel
full of gold coins may well be the standard currency in the middleages
but in the future at $300. an ounce for gold that same satchel is now
worth considerably more, as with any brand new antique
"Wow thats an amazing replica of a thirteenth century rolltop desk, where
did you get it?"
"Oh it's not a replica I picked it up new eight hundred years ago. I got
it for a song."
My long winded .02
Pictii
This Is a Reply to: Msg 1810 by cplchaotic
---
Message 1812 of 6621 Reply
Re: Looking for info shinto_gaijin
(28/M/Sasebo, Japan) 3/2/00 6:42 pm
Like I said, a "Time Travel" spell should be no less than 8th level. While
it is a natural extension of "Teleport", the task of getting everything
precisely right should be as difficult as a 8th grader who thinks he has
mastered Geometry leaping right into Advanced Calculus.
About the spell:
The amount of stuff you can take with you (either way) should be severely
limited (even the computers in "Terminator" couldn't figure out how to
send completely inorganic material .. but they somehow sent a 6' tall
flesh-covered titanium alloy cyborg).
The material components for "Time Travel" should be comparably difficult
to acquire or construct as a Lich's Phylachtery, and should be consumed
in one casting.
The preparation for the spell should include several weeks of scrying
and at least an hour (if not two or three days) of casting time.
And, of course, once you get where ever and whenever you're going, things
should not be easy. Diseases, Air Quality, Climate Changes .. not to mention
the possibility that any arch-villian you left undefeated probably significantly
altered the political scene, and his minions or ancestors may still be
in charge. Futuristic weapons (whether they are firearms or beam weapons
or missiles) are not likely to be easy to acquire. (Unless he walks into
a pawn shop with a bag of gold pieces.)
While I have never played or DM'ed a Chronomage, I have considered it,
as a player and a DM. There are ways to balance it, and remember, should
one Chronomage determine that another has abused his abilities .. it would
be relatively simple to go back a few years and slip a note to his original
master, ensuring that he never learns the art. It would take an excellent
player, and a great DM to make it work.
This Is a Reply to: Msg 1811 by Pictii
---
Message 1813 of 6621 Reply
More on Chronomancy shinto_gaijin
(28/M/Sasebo, Japan) 3/3/00 4:07 am
The early-level (1-6) focus of the Chronomancer should be minor adjustments
to the flow of time, like "Haste", "Slow", and "Extension"; minor glances
into the past or future (similar to an "Augury"); and experiments with
more drastic time-bending, "Plant Growth" for example.
As he increases in skill and experience (7-11), more drastic measures
of folding the "time-space" fabric, such as "Teleport", "Distance Distortion"
and maybe some spells that effect the rate of aging or accelerate (or
decelerate) a chemical reaction (a more general form of "Affect Normal
Fires") or local physical process (altering the speed of a falling object,
for example).
More intense mastery (12-15) might include a brief reversal of the flow
of time (where most characters would get a sensation of Deja Vu, the Chronomancer
could do something differently, or the opportunity to stop another's action)
and more precise future and past scrying and research.
The final stages of mastery (16-20) should be the actual movement through
time, and these secrets would be severely guarded, because of the extreme
possibilities and power involved with affecting the overall flow of time.
"Time Travel" is not a spell that you should be able to find anywhere.
---
Message 1814 of 6621 Reply
Re: More on Chronomancy shinto_gaijin
(28/M/Sasebo, Japan) 3/3/00 4:36 am
The more I think about it, the more I want to put together a "Kit" for
Chronomancer. It is probably not what your player had in mind (he was
probably thinking "Time Travel" should be as easy as "Teleport" or "Dimension
Door") but I think what I've described so far, while a very powerful class,
is fairly well balanced.
I think it is very unlikely that the Supreme Guild of Chronomancy (or
whatever .. the BMF's that have learned "Time Travel") would share their
knowledge with anyone with an extreme or disruptive alignment .. probably
only Lawful Good, Lawful Neutral, or True Neutral .. maybe Neutral Good,
but not likely.
A rogue Chronomage would be swiftly (as in yesterday, literally) and surgically
dealt with.
A young Chronomage might be counseled in advance ~~ (I feel a story coming
on .. segue into DM narrative mode) ~~ "You feel a bit nauseous and weak
as you sense the fabric of time being torn around you, you feel a presence
suddenly behind you and, cautiously glancing over your shoulder you see
a young man with unusually wise eyes, wearing irridescent robes made of
a fabric you've never seen. He smiles."
PC: (Carefully) "Greetings .. my name is" (cut off)
Chronomage: "Thomas. Yes, I know. We've spent a great deal of time watching
you. In the next few days, you will be faced with an opportunity to severely
change the course of history. Tread cautiously, and use your powers wisely.
Misuse of your abilities have the potential to severely disrupt the flow
of time."
PC: "How will I know ??"
CM: "I can tell you no more. Remember your training." (pulls back one
sleeve, and glances at an intricate bracelet .. silver in color, with
what appears to be a flat gemstone set in it) "Time to go."
DM: You blink your eyes, are stuck with the same feeling as before, and
the man in the robes is gone.
This Is a Reply to: Msg 1813 by shinto_gaijin
---
Message 1815 of 6621 Reply
Setting Chronomancy Strait janzarbanezor
(23/M/washinton, dc) 3/3/00 9:18 am
Chronomancy is not a Kit any more than a Necromancer ,or Enchanter is.
(If you don't know what I'm talking about then you have absolutley no
right to go messing around with new types of wizards.)
A Kit is a series of small quirks that distinguish the character from
a regualar joe blow of the same class. A Chronomancer is completely unique
with his own restrictions, spells that ONLY he can cast, and whole new
planes that ONLY HE can explore with HIS UNIQUE magic.
If you need more information then buy the supliment, or the Wizard Spell
Compendium with assist in this, or if you really want to then E-mail me
and I'll fill you in on the settings basics.
---
Message 1816 of 6621 Reply
Re: Setting Chronomancy Strait shinto_gaijin
(28/M/Sasebo, Japan) 3/4/00 12:20 am
"Kit" was the wrong term .. I apologize .. most of my experience playing
has been 1st edition .. mostly because after watching my friends spend
ludicrous amounts of money on 1st edition "nice to have" books, I wasn't
going to do the same again for 2nd edition.
There are only two books that are "required" to play the game (yes, even
the MM is "nice to have"), and I resent that you imply that my fifteen
years of experience playing and DM'ing is not enough to create a balanced
and unique class without spending more money on more books.
This Is a Reply to: Msg 1815 by janzarbanezor
---
Message 1817 of 6621 Reply
Cronomancers can be a lot of fun too. intash
3/5/00 12:51 am
In the group that i played in as Intash the Kender, we had a Chronomancer
and we got completely lost in time for a while. Which was QUITE the experience
for Intash!! Heh unless you've ever played a Cronomancer you probably
don't know what i'm talking about but it was quite the combination having
a Kender and a Cronomancer in the group.
---
Message 1818 of 6621 Reply
Kender Mozart_Smozart
(14/M/Earth) 3/6/00 12:14 pm
I've been wondering for the longest time what kender are... I can't find
them in any source books.
---
Message 1819 of 6621 Reply
Re: Kender brutish_celt
(19/M/Harrison, AR) 3/6/00 12:48 pm
I'm guessing you're a beginner with no access to Dragonlance (I was at
14). If you can't get ahold of the right amnterial, then I'll tell you
right here:
Kender are Krynn's answer to halflings (or hobbits as I've heard them
called). They're built like an elf, only short, and they are consummate
kleptomaniacs. They 'handle' things without even realising what they are
doing. They are immune to all forms of fear, even fear of death (unless
death means that they can never do anything interesting again). They have
a childlike curiosity, and often get themselves and their companions into
trouble, thus the reason many players hate kender, or at least feed the
little bugger to the first ogre they come across.
Hope that this helps. If you want, I can even get you min/max ability
scores, adjustments, and class/level limits.
T*B*C
This Is a Reply to: Msg 1818 by Mozart_Smozart
---
Message 1820 of 6621 Reply
Re: Just a thought eldrwyrm
(28/M/Aurora, CO) 3/6/00 2:19 pm
I use a different spin on standard magic items in my world. I use what
I call the Quirks/Powers Adjustment. The thinking behind this is that
while there are some standard magical items, magic is an inexact science.
For example, Schmendrik is commissioned to create a +3 battle axe. He
commissions the creation of the new battle axe, takes it home and begins
enchanting. During the time that he is enchanting it he is required to
cast Negative Plane Protection spell. The battle axe absorbs some of this
power unbeknownst to the wizard or the warrior. Several years go by, the
warrior dies, all info about the battle axe is lost etc...
Enter our intrepid heroes who happen to stumble upon the battlefield where
several said warrior died. He is still gripping the weapon. They pry the
axe from the warriors cold, dead, skeletal fingers. A new warrior begins
using it and discovers during a battle with a wraith that the axe is uncannily
good against undead. Unless the DM writes this in, he found a standard
+3 Battleaxe, under my system he may have found a +3 Battle Axe/+5 vs
undead. How do I account for this quickly? The following table:
% dice roll
01-03 Major Quirk
04-10 Minor Quirk
11-89 Standard Listing
90-97 Minor Power
98-00 Major Power
Major quirks are along the lines of major functional problems, Wands of
Wonder that really make you wonder. Potions of Super-healing that only
heal bludgeoning damage. Platemail that is completely vulnerable to piercing
weapons (effective AC 10 vs P weapons).
Minor Quirks only place minor limits on the functionality of the item.
One in 10 times the item won't work (works best with charged items), magical
weapons have pluses reduced vs certain creature types or alignments, Scrolls
that can only be read by the light of a full moon or the dawning sun.
Minor powers would be an additional +1 or +2 vs certain creatures, in
certain circumstance effectiveness increased by 10-20%. A magical staff
eliminates the need for material components for fire based spells, etc.
Major Powers may lead to rewrites of entire items. A quiver of Ehlonna
that produces arrows with various effects, a deck of many things with
12 extra never before seen cards, a battle axe +3 that is actually a Paladins
Holy Weapon.
This system has worked well for me and my group. I keep the characters
off balance and they are always probing new items to see what their power
limit is. Best one ever was a Robe of Useful Items full of sandwiches,
peace treaties, fireworks, and whoopee cushions.
As to the other half of the question, for command words and triggers I
still use the first edition bard rule or allow those with ancient history
or spellcraft a 1/4 attempt to divine the nature of the command or the
command word itself.
The Elder Wyrm
"I command my wand to bring forth a dog"
DM:::rolling a d20::: "the room is suddenly filled with with colorful
globes of a stretchy material tied off with pieces of string. The globes
are floating toward the ceiling"
"I poke one with my sword"
DM: "It explodes with pop"
(Incident with a wand of wonder, major quirk, rewrote the tables. Looked
like something out of a Warner Brothers Cartoon)
This Is a Reply to: Msg 1799 by shadricke
---
Message 1821 of 6621 Reply
Need a DM benjaminhanson
(21/M/Fairfield, Ca) 3/6/00 5:09 pm
Hey there. I live in Fairfield Ca and would like to find an expereinced
DM to run a group of a couple people. I am an experienced DM but I am
tired of always running the games. so if you are in my area let me know,
Im ready to play.
---
Message 1822 of 6621 Reply
Strange potions orgruff
(31/M/Adelaide, Australia) 3/6/00 8:08 pm
G'Day All,
I am putting together a campaign where a council of wizards has set themselves
up in political power. They have established an Academy where selected
talented students learn magic. It's a bit beurocratic and very powerful,
a sort of self-promoting self-sustaining group of elitists who effectively
run everything. In the past it has been benevolent and good for the population,
however there are those among the ranks of the academy who believe that
those who can't control magic are little better than cattle.
Anyway back to the point. This institution finds jobs for those with the
skill to be wizards, but not exceptional ones and gets them making magic
items, for use by those who are better, and sale to any scumbag able to
afford the expenses. So what has happened is that quality is not controlled.
Some potions of invisibility for example are standard; some perform better
than standard and some wear off much faster than they should. Woe betide
the thief who swallows a potion that was not cured properly and instead
of turning him invisible it made him glow like ET's finger.
Does anybody have a table that can help me produce effects like these?
Orgruff
Dwarf of the new millennium
---
Message 1823 of 6621 Reply
Re: Kender Mozart_Smozart
(14/M/Earth) 3/6/00 8:35 pm
Wow how did you know my age?
This Is a Reply to: Msg 1819 by brutish_celt
---
Message 1824 of 6621 Reply
Re: Kender Pictii
(34/M/PA) 3/7/00 8:33 am
Your age is written under your name over your posts
This Is a Reply to: Msg 1823 by Mozart_Smozart
---
Message 1825 of 6621 Reply
Re: Strange potions eldrwyrm
(28/M/Aurora, CO) 3/7/00 10:40 am
Orgruff--
Don't actually have a table but this is what I would suggest. Figure out
what percentage of the potions actually work properly. Place these in
the middle. Off one end place the shortened effects. Off the other end
place the spectacular effects. For example:
01-05 Character becomes 50% invisible
06-15 Duration is half normal
16-20 Duration is normal but character suffers d6 damage from poisoning
effects every hour for 12 hours.
21-25 Duration is 1/4 and user suffers -2 dxt from paralytic type effects
26-75 Potion Functions as normal
76-85 Potion fails to work at all
86-90 User is deluded into believing potion works
91-95 user glows as though he were the target of a Light spell (illuminates
10' radius)
95-99 users extremties glow as though torch light
00 User dies
Just an idea
The Elder Wyrm
"So you're saying that if I mix this bleach and this ammonia and drink
it, I can fly?"
This Is a Reply to: Msg 1822 by orgruff
---
Message 1826 of 6621 Reply
Re: making new world eldrwyrm
(28/M/Aurora, CO) 3/7/00 10:50 am
another recomendation is to check out the Dungeoncraft articles in Dragon
Magazine.
http://www.wizards.com/Dragon/article.asp?cat=main&file=dungeoncraft
I recomend you start small, a single barony or duchy then build out from
there. If you want to start big, you might try picking up a copy of The
Worldbuilders Guidebook. If you are going to start big, think about geography
first, geography will dictate certain cultural habits and species distributions
The Elder Wyrm
This Is a Reply to: Msg 1769 by half_crazed
---
Message 1827 of 6621 Reply
Re: Need a DM mikepapa
3/7/00 6:31 pm
Benjamin,
Take a bit of advice from someone in the same position as you. I'm an
experienced gamer and DM, but prefer to game. After a year trying to get
someone to take the reins, I gave up and agreed to run a game. While running
the campaign, I dropped hints to the players to suggest a rotation: taking
turns running the game. Not all the players were experienced DMs, but
they could easily pick up on what I was doing and take their cues from
me. This has the added benefit of helping new DMs develop a style that
is close to your own, and you will probably enjoy their games more as
a result.
Two of the players took up the challenge, and I am getting ready to hand
the reins over to one of them. We get to keep the same gaming group, so
there's no trouble picking up players, and the others can keep their characters
if we stay in the same world too. After these two take a turn, I might
run for a bit again, then keep the rotation up.
If you absolutely have to find a DM in your area with experience, try
the game shops and see if they'll let you post something on a bulletin
board. Any DM worth his salt will make at least an occasional stop at
the local stores to pick up supplies and check on the latest releases/game
developments. This might be especially important with 3rd Edition coming
out so soon. All the local DMs will probably want to check it out.
This Is a Reply to: Msg 1821 by benjaminhanson
---
Message 1828 of 6621 Reply
Gingwatzim - a reply to orgruff boothwah
(26/M/Roseburg, OR) 3/7/00 9:15 pm
The gingwatzim were part of a number (four i beleive, the only other name
coming to mind immediately is the Naranzim) races that were detailed in
the Lost Island of Castanimr module. A great module - one of my all time
favorites to run - unfortunately I've lost my copy - and they go for way
too much on Ebay. Anyhoo - the ginwatzim and others all had 3 forms -
their normal form, an animal form, and an item form. I can't remember
much else other than Castanimir was the leading reseacher in binding them
to a form.
This Is a Reply to: Msg 1802 by orgruff
---
Message 1829 of 6621 Reply
Re: Need a DM shaezyra
(987/M/Seattle, WA) 3/8/00 1:53 pm
Benjamin, I had some luck posting a notice on the appropriate usenet news
groups. You might try that route. (Although you take your chances that
way.)
This Is a Reply to: Msg 1821 by benjaminhanson
---
Message 1830 of 6621 Reply
A DM in search of group achnky
3/9/00 7:57 pm
I've been a DM for quite sometime now, but I had to move, and I left my
group behind, and occasionally I still return to give them a good gaming
experience every now and then. I used to complain that I never got to
play, and that I always had to be the DM, but now, I've been away from
it all for so long that I miss it badly. I'd love even to DM some more,
but alas, I haven't found a soul that games around my new home. I'm living
in Lexington, Ky, and if there are DM's or players out there in the area,
please contact me somehow or another, my email is achnky@yahoo.com. Thanks
to any of those who respond.
---
Message 1831 of 6621 Reply
DM looking for players hunter1969zim
3/11/00 10:23 pm
Just trying to find out if there are any players over 20 in Michigan left.
---
Message 1832 of 6621 Reply
Re: A DM in search of group Eoganachta
(35/M/Glendale, CA) 3/12/00 2:30 am
something worth trying might be :
http://www.accessdenied.net/index.htm
You can search your city, your state, for specific game players and playable
times. It is really a great site.
[for Lexington, Ky - there is 8 matches w/email addresses - and you could
try other towns around Lexington]
This Is a Reply to: Msg 1830 by achnky
---
Message 1833 of 6621 Reply
Re: A DM in search of group Eoganachta
(35/M/Glendale, CA) 3/12/00 4:05 am
there is also:
http://the-rpg-finder.com
which is excellent
---
Message 1834 of 6621 Reply
Some thoughts... Calitrojan
3/12/00 12:56 pm
I was gonna title this some nice thoughts, but not all my thoughts are
nice, so there you go.
First, why is it I always see ads for players with age restrictions? And
why is it alway sover 20, I could understand over 16, but why 20? The
best role-player I ever met, well besides me, is only 17 and can play
just about anything convincingly.
Second, I adhere pretty strictly to some rules... others I fudge around...
just like everyone else. What I don't get is why people allow one class's
abilities to be used by another, basically watering down all the classes
until you have a bunch of mages with swords who pray to their gods for
spells. If you want a PC who can do near anything, play bard... they are
always fun.
Third, What is up with Skills and Powers, is this just for Montey and
his crew of treasure hunting hackers or is there something in there for
real role-palyers. I have a group of realtively inexperienced players
who try to bring things like this into the game... I hate having to ban
books from my game, but that is on the very short list of banned material.
Fourth... Well, I have more to say, but I think that is enough for now...
So look out.
---
Message 1835 of 6621 Reply
Re: Some thoughts... TongueKing27
(27/M/Figment of your imaginati) 3/12/00 5:21 pm
Right on, Calitrojan! I'm with you!
This Is a Reply to: Msg 1834 by Calitrojan
---
Message 1836 of 6621 Reply
Re: Some thoughts... Jiriki13
(30/M/Chicago area) 3/13/00 9:58 am
I disagree to an extent with what you said about Skills & Powers. Yes
it can be abused to create a pretty monty/powergaming character, but that
is where the DM steps in to say this just isn't going to fly. The reason
I like the Player's Options books is because they allow you to create
a totally unique character. The things that you can do within the Player's
Options system does come at the price of losing other class abilities
that you would normally have, sometimes many of those normal abilities.
I have been also begining to think that 3E D&D is going to be similar
to what the Player's Options system already does; of course with a few
additions and revised rules probably. I don't know; I haven't really read
too much about 3E lately so I might be wrong. What ever system you play;
remember the DM has the last say on what is okay for his campaign and
what is not. I don't us all the rules from the Player's Options system
by the way. Some of them are kind of complicated and some just don't make
too much sense or maybe I'm just too used to 2E.
Dave
This Is a Reply to: Msg 1834 by Calitroja
---
Message 1837 of 6621 Reply
Re: Some thoughts... Lotherio_Giacomo
(27/M/Omaha, NE) 3/13/00 10:19 am
>>>>First, why is it I always see ads for players with age restrictions?
And why is it alway sover 20, I could understand over 16, but why 20?
The best role-player I ever met, well besides me, is only 17 and can play
just about anything convincingly.<<<<
The best role-player I've was in excess of 30 years - my point being that
we know different people, I think it really has nothing to do with age.
I've placed adds before and never put an age restriction up myself - but,
maybe the people asking for age restriction have just had bad luck with
some people in that age group? Also, I have been in groups where alcohol
has been semi-common at the table, that could also be a reason for age
restriction.
>>>>Second, I adhere pretty strictly to some rules... others I fudge around...
just like everyone else. What I don't get is why people allow one class's
abilities to be used by another, basically watering down all the classes
until you have a bunch of mages with swords who pray to their gods for
spells. If you want a PC who can do near anything, play bard... they are
always fun.<<<<
Different people have different styles of play, as long as something works
for one group, I say use it. Its not like they're showing up at your door
step before you game and telling you to use the home rules they have made
up. If they came to my door step, I'd probably turn them away.
>>>>Third, What is up with Skills and Powers, is this just for Montey
and his crew of treasure hunting hackers or is there something in there
for real role-palyers. I have a group of realtively inexperienced players
who try to bring things like this into the game... I hate having to ban
books from my game, but that is on the very short list of banned material.<<<<
You don't have to 'ban' books, PO and the skills and powers type books
are all optional material. Outside the core books (PH, DMG, MM), every
other book can only be allowed into a game by the DM. Its a little different
then banning a book, banning implies that it could be used before.
>>>Fourth... Well, I have more to say, but I think that is enough for
now... So look out.<<<
Go ahead and say it. I actually think this has been one of the more interesting
posts in the past month or so :)
Richard
This Is a Reply to: Msg 1834 by Calitrojan
---
Message 1838 of 6621 Reply
Re: Some thoughts/Player's Option SCA_Bard
(23/F/Barony of Storvick) 3/13/00 4:06 pm
I just rolled up my first PO character and was struck by three things...
It would be so easy to "cheese" (in the local parlance) the character
into a munchin monster.
Some of the benefits (but more of the hindrances) can spur ideas for interesting
role-playing.
AD&D does not fit into a point system easily.
I've made a character or two in Steve Jackson Games's GURPS system. If
you want lots of benefits and hindrances, totally customizable characters
(no "classes" or "level abilities"), this is a totally point-based, nonrandom
system and is fairly easy to use. Even your stats are purchased with character
points.
IMHO, Player's Option confuses a lot of the original AD&D 2d ed rules
needlessly, and doesn't do a particuarly good job of creating a point
system. I'd rather play straight AD&D and hash out any bennies/hindrances
with my GM on a case-by-case basis, based on the background I've thought
of for my character.
Also, as GM, I don't allow PO stuff. I'm not against players having nifty
abilities... but I want them to tell me why/how they have them/got them,
not just pick them because they make the character more powerful in the
game.
But like someone else said, that me and my games... if a group loves the
system, who am I to say "Boo" to them...
This Is a Reply to: Msg 1837 by Lotherio_Giacomo
---
Message 1839 of 6621 Reply
More Thinking Calitrojan
3/13/00 9:22 pm
Man, all this thought starts to hurt after awhile.
First, I like to expnsion on the Player's Handbook... all the Complete
Books. Thats all good and wonderful. I think with kits and good role-playing
that a player can create anything they want in a character. I disagree
with crossing rules from one class to antoher though... i.e. I don't allow
specialization by anyone other than fighters, otherwise i would end up
with a bunch of strong arm mages.
Second, were all the Dungeon Master expansions a complete waste fo time?
Or is there some useful stuff in them for the already well developed imaginative
DM who doesn't have a campaign with Vikings and Romans? I understand the
youthful and excited, but inexperienced DM searching for ideas in them,
I grant them that, but other than that I really never saw a good use for
them.
Third, fittingly, my third thought is on the third edition. Why? Why?
Why? With all the expansion that was done to 2ed you would think the game
had reached a very liquid and playable state, where anyone with some creativity
(the target audience of D&D) could adapt the game to what they want. Why
go off and add some completely different rules and start all over again
on building a liquid system? I just don't get it, other than a blatant
attempt at gaining more profit, I don't see a need for 3ed. Maybe I am
just too used to 2ed and have fought too hard to keep the 2ed from being
corrupted in my group.
Well, I may have more later... with the meaningless work I do (my real
job) I hae plenty of time ot think up this junk... and think up more political
machinations for my world. Arvail. Oh, yeah, check out playbyweb.com it's
a cool place for on-line gaming and they are starting their first tournament
---
Message 1840 of 6621 Reply
Player's Options (testify! !) boothwah
(26/M/Roseburg, OR) 3/13/00 9:40 pm
In response to the current thread of posts on Player's Options:
I agree with the earlier poster he stated that the DM has final say on
what stays and goes. If you flip through the DMG and PH you'll find a
plethora of optional ruiles as well. Take what you like and run with it.
If you don't like it, leave it alone. The important part is that you clearly
communicate with your players what you allow and what you won't.
In line with that thought, I'm always open to suggestions from my players.
It's their game too, and if it's not enjoyable for them, I'm going to
be one lonely DM. If they are just dying to be sword wielding mage, then
find a way to make it work.
I currently use Powers and Skills for just that reason: character choice
- And I use it for my NPC's as well - why should every fighter or mage
be carbon copies?
I think a lot of the problems that could come from the use of the various
Player's Options books comes from DM's not being involved in the character
creation process. I am actively involved with setting up the background,
stats, and options for every new character that plays in my group. My
players know that if they want to try something new that I get first review
and can veto any anything - We talk over why a character has a certain
ability, where they learned it in their background, etc. This interaction
really brings the character to life and makes them unique.
Potential power gaming ploys are obvious and nipped in the bud. If you
want to give P & S a try - make your players come up with their character
concept first - then build the character to fit.
The second reason to use powers and skills is to make those first through
third level adventures more enjoyable. I require all my first level mages
to use the Spells and Magic options: There is no comparing the Skills
and Powers mage to the "crap, I just cast my one spell for the day" canon
mage.
My campaign is far from a monty Haul campaign ( my current group of six
4th through 6th level characters have a combined total of 3 permanent
magical items and 5 potions to their names) and PO has done nothing but
inject playability and fun to our group. From the first level on, their
success rides on their unique skills. In fact it has kept my players attention
more on the development of their unique characters personalities versus
power gaming for items to effect their survival.
This Is a Reply to: Msg 1838 by SCA_Bard
---
Message 1841 of 6621 Reply
2ed GM Supplements SCA_Bard
(23/F/Barony of Storvick) 3/14/00 12:50 pm
I have some of the green books (Celts, Charlemagne, Crusades) and find
them very interesting, especially if you're thinking of running a low-magic
campaign of any kind. Or, a speculative fiction type of game, where you
might use a real world setting, but add some magic and demihumans. Having
game stats for Specialty Priest: Christian Monk and Specialty Priest:
Muslim Mystic were interesting, as long as you don't offend easily.
If you're happy with what your imagination comes up with and aren't interested
in historical gaming, you can probably skip these.
The ones I like better than the green books are the blue books, in particular
Catacombs and Villian's Handbooks. Catacombs contains far more information
than just dungeon design, with lots of tips for GMing and staging a game,
GM styles, social issues, etc. Villian's Handbook is an excellent springboard
for designing all sorts of multidimensional nasties that your players
will remember as more than "Evil Mage #4" and evil organizations with
tentacles everywhere to taunt the players.
If you can, take a browse through these books before you buy, though.
If you've been GMing for 20 yrs and know all the tricks contained therein,
I don't suspect you'll get much more from them.
This Is a Reply to: Msg 1840 by boothwah
---
Message 1842 of 6621 Reply
New club for Minnesota Warfterrier
(28/M/Colorado) 3/15/00 2:16 am
I just created a new Adnd club for Minnesotans! Need members!
http://clubs.yahoo.com/clubs/minnesotadungeonsndragons
---
Message 1843 of 6621 Reply
Re: Some thoughts... janzarbanezor
(23/M/washinton, dc) 3/15/00 9:59 am
To the first. Well it falls out like this. Have you ever hung out in the
TRS chat room? You can generally tell the age of the player by one: their
character concept,( I knew one kid who "played" a paladin but his morales
where more like that of a thief or assassin. Or another kid I'm resently
who to keep it short is a paladin to an antipaladin god) two what the
character values,( this is the player who would rather die than loose
his +1 sword or elven chain mail. These people run into one rust monster
and they throw a tantum.) and three how in character they are.( The player
who is generally disruptive, and obnotious) Granted a few people far outadvance
this bell curve, but the curve still holds true. I'm not saying I'm for
age restriction, just why. In my oppion the game is a co-action. The player
doesn't have to be in the group, and the Dm doesn't have to have that
player. Alot of DMs have had a bad exp. with a younger player and rather
than mold them into a good player or put up with them ban that age group
out right.
Second point. That is all a matter of taste, take the lone wolf character
example out of the handbook for theives. Here was a halfling that started
out as an Illusionist, but his teacher died mid his apprentiship. So the
character had to turn to stealing to survive. I had a player use a simpilar
example one time, and that character was the most real of any of them
having been so compleatly thought out. It's all a matter of taste, and
being their during the character creation to ensure it is well thought
out and not just a collection of everything the playerswants to be able
to do with no ryme or reason to it.
Third point. Well this is similar to the second. Personally I'm all for
it. The character are heros, and a hero is generally a cut above your
average joe smoe. Carbon copy classes are ok for unimportant NPC, but
not character. What was their average about Dalamar and his party? Not
much, being a drow was fairly unique at the time. What about a party with
a beholder, that could be interesting, eh?
If the player stacks up on Penalties to get a ton of abilities then ENFORCE
those penalities. The player will eventually lose interest, as their character
will be a powerhouse in some situations, but a kitten in others ( being
a kitten is no fun.)
I hope this sheds some light
Janzar
This Is a Reply to: Msg 1834 by Calitrojan
---
Message 1844 of 6621 Reply
Re: Player's Options (testify! !) brutish_celt
(19/M/Harrison, AR) 3/15/00 11:53 am
I've got the PO:S&P, and PO:S&M. I love them both dearly, but I'm not
about to use S&M's silly spell point system, and I don't allow my players
to redesign their class ala S&P. I do like the other info from both books,
especially the new take on proficiencies that S&P provides. I think that
it's much more realistic and dynamic than the original system, and it
gives you more flexibility. I know players that don't ever use any creativity
in proficiencies: Every fighter has blind fighting, every thief has tumbling,
etc. Hopefully I can persuade them to look at the new system more carefully.
It just might give us some more thoughtful gamers in the world.
Oh well, I'm done with that rant...
T*B*C
This Is a Reply to: Msg 1840 by boothwah
---
Message 1845 of 6621 Reply
Looking for maps orgruff
(31/M/Adelaide, Australia) 3/15/00 4:30 pm
G'Day fellow DM's
I have a copy of the The Forgotten Temple of Tharizdun. However I have
no maps! can anybody help me out here?
Much appreciated
Orgruff
Dwarf of the new millennium
----
Message 1846 of 6621 Reply
More on PO Calitrojan
3/15/00 7:33 pm
PO just plain PO's me. I am very bad at puns... so excuse that. It is
uneccessary I believe. I am all against carbon copied characters. But
the standard classes and the Complete books provide plenty of variation,
if you are creative with your personality, background, proficiencies,
philosophy etc. about your character. I jus think PO was brought to make
the game more commercial to the hack in slashers, that just degrades to
game as a whole. But that is just me.
I admit, that there is a Bell Curve in regards to age. But, why exclude
the productive and sometimes plain good players from your group because
you had some bad experiences.
When I get players applying to my group, it is exactly that, an application.
They go through a phone interview, then we talk in person, then I have
them create a character and a background and then I usually have enough
information to judge what kind of player they are nad whether or not to
include them in my group. (By the way, anyone in Colorado Springs looking
for a group drop me a line, I always have openings.)
And to give something away, I am only 20. I have never played a Paladin,
because they are beyond me. I just can't get into that kind of mindset.
I can get into the Cavalier mindset, but never was able to play a Paladin.
And I agree, I personally am skeptical of younger players trying to play
Paladins, and I will usually talk i over with them and 99% of the time
determine that they would not do well as a Paladin.
---
Message 1847 of 6621 Reply
Re: More on PO orgruff
(31/M/Adelaide, Australia) 3/16/00 1:15 am
I have no idea how this relates to Players Option but you are talking
about the ages of players, Superpowered PC's and Paladins.
Age of players is a big thing, I was once a 15 year old trying to do silly
things with cardboard cutout characters. I had fun, learned how to play
and moved on to bigger and better things (well at least I hope I did).
The first real games I played at lunchtime in High School did not take
long for the PC's to all gain ability scores well in the 20's. We all
had fun and did not know better, after all there are lots of magic items
in the 1st ED DMG to raise ability scores, so we assumed this was a natural
part of the game. That when you got to 4th level you needed 22 strength
to wield the 'maul of the titans'. I can see you all cringeing in horror
but I am going somewhere. I later learned how much fun it was to have
to work at achieving goals and that playing cleverly was actually more
entertaining than power playing. A game can only be as creative as the
DM is able to make it, Its pointless talk to NPC's after "The barkeeper
says there is a monster crawling dungeon heaped with treasure beneath
that ruined temple you can see out the window. The village blacksmith
can sell you all the equipment and magic items you need"
When we see these things we need to stop rolling on the floor (in agony
or mirth) and help these misguided gamers play the game as an adventure
in a mystical land. That will keep them coming back for years and I would
like to be playing when I get stuck in a retiremant home.
Finally if anyone has problems playing Paladins get them to read the 'deed
of Paksenarrion' by Elizabeth Moon and that goes for DMs as well. After
I read it I wanted to play a paladin for the first time since I left High
School. Its a trilogy that starts with the book 'Sheepfarmers daughter'
and goes through all the pro's and con's of attaining palidanhood. It
is a stunning portrayal of everything a good holy warrior should be.
my 2cp
Orgruff
Dwarf of the new millennium
This Is a Reply to: Msg 1846 by Calitrojan
---
Message 1848 of 6621 Reply
Paladins daemonsheart
3/16/00 12:18 pm
Paladin's Hand Book is a useful source,too. It can teach how an exaggarated
character it is. (not in the negative way)
Because one can hardly see the thin line between heroism and stupidity.
The most absurd word I heard from a character who -only thought he- played
a paladin was:
"Oh...er...Whether I help my friends or not, they will die.So why shall
I sacrifice myself for nothing? If I do, what will happen to those other
people in other places who are searching for an hero to save themm???!!!!"
Paladins for more experienced (& capable!) players I think!!
This Is a Reply to: Msg 1847 by orgruff
---
Message 1849 of 6621 Reply
Re: Some thoughts/Player's Option Jiriki13
(30/M/Chicago area) 3/16/00 3:27 pm
My group does play with PO rules; or at least most of them. I do make
the players give me a background story telling me why they gained this
ability or that skill and what it has to do with their character's motivations.
If it doesn't fit they have to either come up with a better story or change
the ability. Like any system PO does have some problems.
DAve
This Is a Reply to: Msg 1838 by SCA_Bard View Replies to this Message
---
Message 1850 of 6621 Reply
Re: More on PO Jiriki13
(30/M/Chicago area) 3/17/00 11:48 am
I'm not sure if you have actuallyl taken a close look at the PO rule books,
but the things that are in there aren't geared towards hack & slashers.
I have never been; nor ever will be a hack & slasher. I think that those
that play the game that way should just not; they can get the same play
from any RPG computer game or the like. I won't lie, PO rules does allow
a opportunistic player to create a real fighting powerhouse of a character;
but again that is where the DM comes in and veto's things that just don't
fit with that particular character. Most times in situations such as this
there will definitely be at least a couple. I think that PO rules used
properly allow players to even add more uniqueness to their characters
on top of the handbooks. After all every giant slaying ranger is going
to basically a carbon copy character in class/kit abilities. Yea, they
might have a different giant as their class enemies, but for the most
part they are the same in abilities. With PO rules you can come out with
two fighters with totally different class abilities. One may be a warfare
specialist with abilities pertaining to leadership skills or siege engine
skills or whatever and another will just be a fast moving loner warrior
with enhanced movement or resistance to poison, etc. It can be used to
create some pretty unique characters; abilities wise. Yes, you can create
a different wizard than any other with the old rules, but it all depends
upon how you role play that character, which is a very important thing
also.
PO can be abused just like any other system and it is left up to the DM
to deny or allow something into his campaign. Just to let you know; a
first level PO character can die just as easily as any 2nd edition character.
I guess I've blabbed enough.
Dave
This Is a Reply to: Msg 1846 by Calitrojan
----
Message 1851 of 6621 Reply
Re: Paladins shaezyra
(987/M/Seattle, WA) 3/17/00 3:27 pm
As Paladins represent some sort of extreme ideal of "Lawful Good" nature,
what sort of specialist class could be created as an extreme example of
a "Chaotic Good" nature? What special powers would they receive?
For some reason I can't help thinking of a rebellious individual who wants
to bring about an anarchistic utopia. Sort of a champion of the serfs.
He'd also require a high charisma, but he'd use it to organize the oppressed.
Maybe his magical powers would be more in the area of defenses against
capture and restraint. Perhaps some thief skills, but only to avoid capture.
(Hide in Shadows/Move Silently/Detect Noise.)
This Is a Reply to: Msg 1848 by daemonsheart View Replies to this Message
---
Message 1852 of 6621 Reply
New member, new campaign just started wylie_665
3/17/00 9:51 pm
Hi, folks, glad to be a member!
gamer since '86, DM for far too long, but that's another story...
Just started a new, home-brewed campaign based on ongoing player input
(!): Sulros, the Savage Tide. Imagine a decadent, Greco-Roman empire ruling
an area akin to Indonesia & the South Pacific. Imagine elves & dwarves
as arrogant overlords. Imagine all wizards being forced to belong to The
Arcane Order & fighting a massive conspiracy. Imagine a world where the
gods are clearly real... a world without paladins, halflings or undead!
Will post campaign updates here semi-regularly, but anyone really interested
can e-mail me personally...
gotta run, the natives are getting restless!
---
Message 1853 of 6621 Reply
new guy mikethemanomanoman
3/18/00 12:57 am
hey everyone i am kinda new to the game i have been playing for about
2 years and i am glad to be a member of your club thanks.
---
Message 1854 of 6621 Reply
Re: Paladins HAKAN_BURAK
3/19/00 9:32 am
I think reading Planescape will help you. Think of residents of mount
olympus and the sensates. I think a class will just look like a good bard.
And about paladins; I can be the second worst paladin Deamonsheart saw,
and that words are probably mine. But after reading Planescape and Ellenium
novels now I think those words are mostly true. A character should now
how important life is. The thin line between stupidity and heroism is
important. Goodness is not just saying charismatic quotes, or a show of
bravery. Good ones can and should sometimes walk in the shadows. A heroic
death is good for a novel but will not guarantee going to heaven after
death. You should do something good and important. Being a paladin is
not being stupid. Even angels have alliances with devils and be sure that
they are 'lawful good' too, your aim should be more important than what
you do, and yoru actions are more important than your words. Paladins
are not cloned, they are born. A paladin can be comic, joyful, or frienly.
If you do something good you are a good person. Telling jokes to everyone,
riding a donkey or saying uncharismatic things does not make you a bad
paladin. Or saying charismatic things, helping old ladies, and dying cause
of a stupid reason does not make you a good paladin either.
This Is a Reply to: Msg 1851 by shaezyra
---
Message 1855 of 6621 Reply
gamers in Ca benjaminhanson
(21/M/Fairfield, Ca) 3/19/00 10:29 pm
I would really like to find some gamers that are experienced, and mature.
Email me if you are in CA and would like another experienced player.
---
Message 1856 of 6621 Reply
Gamers in PA Eagle_c85
(33/M/York, PA) 3/20/00 1:43 pm
Howdy folks!
Just a quick check to see if there's anyone reading these from York County.
I'm new to the area and would like to start/join a group. Please respond
by e-mail to eagle_c85@yahoo.com
Thanks much,
Kurt
---
Message 1858 of 6621 Reply
Anyone have any pictures of... RonLoony
(34/M/Champions) 3/22/00 2:19 pm
Umberhulks? Kinda need one for a game I'm in and I can't find one on the
web. If you have one, please post it in the photos section. I'd appreciate
it.
---
Message 1859 of 6621 Reply
Re: Anyone have any pictures of... Bane1975
(24/M/Central Kentucky) 3/22/00 3:39 pm
I placed a pic from the AD&D Core rules 2.o up, so it is copyrighted an
all that good stuff. but it's in the album, later
This Is a Reply to: Msg 1858 by RonLoony
---
Message 1860 of 6621 Reply
New DM on the Block omegaodd
(32/M/Costa Mesa, CA) 3/22/00 6:41 pm
Well, I thought it was time to branch out from my own clubs and see whatelse
was out there. I noticed a few familiar faces on this board.
Anyway, I'm looking forward to sharing ideas and learning a thing or two
for my upcoming 3E campaign.
Peace,
- Dan (OmegaOdd)
----
Message 1861 of 6621 Reply
Dragon Fist Mozart_Smozart
(14/M/Earth) 3/22/00 7:01 pm
Has anyone else but me seen that new Dragon Fist game on wizards website?
I've read it and it seems neat. Any opinions?
P.S.
its at http://www.wizards.com/dnd/DF_Downloads.asp
---
Message 1862 of 6621 Reply
Re: Dragon Fist omegaodd
(32/M/Costa Mesa, CA) 3/22/00 11:16 pm
I downloaded it when it was first released and read through most of it.
One aspect that I did like was how they structured the story telling/campaign
pacing of the game. It seemed that each adventure would lead to a greater
challenge in a very structured way. Reminded me of levels of a video game
in which you have to defeat the "boss" to go on to the next level. While
I don't think this would work out in any sort of campaign that I'd run,
it might make for a nice change of pace when all of the players couldn't
show up for the regular game.
Peace,
- Dan
This Is a Reply to: Msg 1861 by Mozart_Smozart
---
Message 1863 of 6621 Reply
Re: Anyone have any pictures of... RonLoony
(34/M/Champions) 3/23/00 2:37 am
Hey Bane, thanks a bunch for the pics! They look great! As they say, "A
picture's worth a thousand words"
See Ya & thanks again!
This Is a Reply to: Msg 1859 by Bane1975
---
Message 1864 of 6621 Reply
Classic Module Download shinto_gaijin
(28/M/Sasebo, Japan) 3/23/00 9:08 am
An old classic .. B3 .. "Palace of the Silver Princess" .. is available
for download from T$R
(yes, for you old die-hards and convention (or eBay, now) auction-house
treasure-seekers, the one that was recalled by TSR in 1981)
There is more information and background available at http://www.wizards.com/dnd/
I'm writing this at the same time I'm downloading it .. I'll let you know
.. s/g
View Replies to this Message
---
Message 1865 of 6621 Reply
Core Rules 2.0 Expansion anghus_tallbeard
(33/M/San Antonio, Texas) 3/23/00 2:53 pm
I am having trouble with this progam. It seems that when I create a new
class it has fewer kits available to it than a comparable standard class.
In addition, neither the standard classes or the custom classes are allowed
the use of the new kits. Anyone else have this problem.
Anghus
----
Message 1866 of 6621 Reply
New memmber witha question doc_souark
(35/M) 3/23/00 5:27 pm
Hi from Southern Arkansas aka the buckle of the Bible belt.I was transfered
here for my job and left the guys I've gamed with & DMed for the last
8 years.I'll keep on writing adventures to run when I go back for holidays
and vacations to keep my hand in.
I'm designing a dungeon crawl for Easter that takes place in a abandened
Dwarven city/mine,I've want to put undead dwarves in it but not 'short'
regular undead.I have the undead dwarf from MC 1
but I need 1 or 2 surprises and i've got blocked any suggestions.......
Nice club hope to "talk" to all of you soon in chat Doc
---
Message 1867 of 6621 Reply
Re: New memmber witha question madteuton
(30/M/Keyport, NJ) 3/23/00 6:29 pm
Hey, man. Well, you can always play with the stats for special undead.
My take would be to give them some type of behavior that would be particular
to dwarves in life. Would lend a bit of spooky atmosphere. For example,
digging and excavating. Perhaps the dwarvish dead are forever (and with
hideous purpose) building some dread machination for an unseen master.
Something like that?
This Is a Reply to: Msg 1866 by doc_souark
---
Message 1868 of 6621 Reply
Re: New memmber witha question/thanks doc_souark
(35/M) 3/23/00 10:23 pm
thanks for the suggestion T I'll see what I can do.would someone one with
Dragon Archives look up a monster called the "tapper"for me I remember
it from an early issue.My computer is too old & slow to run DA on.
This Is a Reply to: Msg 1867 by madteuton
----
Message 1869 of 6621 Reply
Re: New memmber witha question/thanks shinto_gaijin
(28/M/Sasebo, Japan) 3/24/00 4:42 am
doc_souark ..
It depends on the level of the PC's .. a Dwarven Warrior/Priest Lich (maybe
watered-down Lich, but surprisingly good with a crossbow (magical, of
course, with a complement of "xxx" slayer bolts) and a war hammer) could
be pretty damn frightening .. as could a Dwarven Vampire (that attracts
an Umber Hulk (10%) or a super-size horde (5d20) of Hairy Spiders, instead
of rats, bats, etc.)
Dwarven Ghouls would probably be really good at tunneling (easier to get
to the cemetaries (aka: ghoul cafeterias) undetected .. could be how the
PC's find the city in the first place .. through tunnels that caved in
at a local cemetary)
just off the top of my head ..
This Is a Reply to: Msg 1868 by doc_souark
---
Message 1870 of 6621 Reply
Re: New memmber witha question/thanks madteuton
(30/M/Keyport, NJ) 3/24/00 8:29 am
Indeed, Joe. Undead are always so fun to play with. Some great suggestions!
This Is a Reply to: Msg 1869 by shinto_gaijin
---
Message 1871 of 6621 Reply
Re: New member with a question -> ide shaezyra
(987/M/Seattle, WA) 3/24/00 3:27 pm
Well some petrified skeletons would make a nasty surprise. Also you could
go for some boneless Zombies that wrap around and suffocate with a choking
stench of death. Maybe some dwarven skeletons that are assembled incorrectly
with three legs, one arm, two heads, and a whip-like liuzard tail. There's
also the master-blaster approach: a dwarf skeleton mounted on the shoulders
of a giant skeleton. Then there's the headless skeleton that keeps reassembling
until the watching skull on the shelf is crushed.
Let me know if you need more...
This Is a Reply to: Msg 1866 by doc_souark
---
Message 1872 of 6621 Reply
Re: New member with a question -> ide madteuton
(30/M/Keyport, NJ) 3/24/00 4:49 pm
Ooooo ... (shiver-shiver). Some good ones.
This Is a Reply to: Msg 1871 by shaezyra
---
Message 1873 of 6621 Reply
Idea for magical items Panaz101
(F/Malden,ma) 3/25/00 11:26 am
I'm doing the work for a new campaign. I don't want to have a hoarde of
treasure I want one magical item each player. I have a bard thief,a pit
fighter and a battle troll. I'm tring to decide what to give them. The
battle trols weapon of choice is a battle axe. my bard doesn't like weapons
to much. The pit fighter takes any weapon he can get his hands on whether
or not he can use them. So if you have any ideas that would be good. thank
you.
---
Message 1874 of 6621 Reply
Re: New memmber witha question Danduin_
(~30/M/In front of a computer) 3/25/00 3:19 pm
Hey now, I do not have the info here with me at work but I seem to remember
some stuff about dwarven vamps! Not very happy fellas but they can add
a bit of 'shock value' to any game. I can get the stats posted if ya need
'em.
By the way there is something perversly odd about dwarven undead. . .
. I am not sure what it is that bothers me about the thought but something
does.
This Is a Reply to: Msg 1866 by doc_souark
---
Message 1875 of 6621 Reply
Re: Idea for magical items Mozart_Smozart
(14/M/Earth) 3/25/00 4:25 pm
I've always liked the idea of giving bards (not really giving but anyway...)
magical musical instruments. Like a lute of charming of somthing along
that line.
P.S. What are the alignments of the group?
This Is a Reply to: Msg 1873 by Panaz101
---
Message 1876 of 6621 Reply
Re: Idea for magical items Calitrojan
3/26/00 8:23 am
Well i once stumbled upon some gauntlets of proficiency... that could
be helpful tot he pit fighter.
Never forget the Cloak of no Left-Turning... that is my favorite cursed
item... makes things fun.
This Is a Reply to: Msg 1873 by Panaz101
---
Message 1877 of 6621 Reply
Re: Idea for magical items Panaz101
(F/Malden,ma) 3/26/00 12:16 pm
The are CG for the most part. I do have an evil Charter in the campaign
which is ok he stays evil.
This Is a Reply to: Msg 1875 by Mozart_Smozart
---
Message 1878 of 6621 Reply
Dwarven Undead doc_souark
(35/M) 3/26/00 10:41 pm
Thanks everyone for the suggestions,I'm going to use some of them.I think
I'll go with a 7th lvl dwarven Death Knight,the parties lvl isn't high
enough for a Lich.With Juju zombies with crossbows,a crypt thing and sundre
other undead the tomb level should be itresting.
---
Message 1879 of 6621 Reply
Random Bizarre Encounter SCA_Bard
(23/F/Barony of Storvick) 3/27/00 2:07 pm
After seeing a groundhog this weekend, my bf and I came up with an odd
scenario that should cause far more havoc with a party than it ought to:
Attack of the Groundhogs!
The PCs sit by the fire as they camp, when they hear a muffled rustling
sound. Suddenly they see one, then two, then fifty pairs of glowing eyes!
all of four inches off the ground. The groundhogs lumber into the firelight,
bloodlust in their eyes.
I don't have groundhog stats with me, but they're probably about 1/2 HD
creatures. Any party ought to be able to chew through them in a couple
of rounds, even if they are crazed/enchanted.
The fun starts when the PCs start to try and figure out *why* they were
attacked by fifty usually peaceful herbivorous diural creatures at night.
We all know that parties love to take random red herrings and treat them
as clues critical to their continued survival and game success. I could
imagine an entire mini-campaign where the PCs try to discover the source
of the odd groundhog-controlling force.
(I vote for a wild magic surge as the *real* answer, or "GM Whim" is always
a good one)
For more bloody campaigns, this could easily become Undead Groundhogs
or Vampire Groundhogs (they've got fangs like 'is!) or Flying Rabid Groundhogs
(chance to inflict disease as a rat, or whatever). Or whatever cute furry
woodland creature you want to send in a giant killer horde against your
PCs.
Chipmunks, perhaps...
This Is a Reply to: Msg 1878 by doc_souark
---
Message 1880 of 6621 Reply
Something from the shadows of the past Danduin_
(~30/M/In front of a computer) 3/27/00 10:56 pm
Hey guys what ever happened to the web page we were talking about this
past summer? I would still like to put something up other than this (sometimes)
flaky messae board. . . .
---
Message 1881 of 6621 Reply
new kid on the block Dragonwulf_1
(32/F/Southern Maryland) 3/28/00 12:27 am
Hello everyone, I'm new @ DMing & I'm hoping that you can help me. I'm
writing my own campaign world & have 2 problems. First I'm having problems
with designing deities for my world, all I can find info on are for FR.
Can you help. (If there are previous posts on the subject I'll will eventually
read them, there are almost 2000 posts. It'll take awhile.) Second the
players who will be playing don't have any experience playing rpg's. All
that they have ever played is warhammer (yuck ;P).How do I teach them
to roleplay. I'm not a very good teacher. DragonwulfP.S. Does anyone know
where I can get a copy of the Castle Builders Guide, Dark Suns MM & Planescape
Boxed Set.
---
Message 1882 of 6621 Reply
Re: new kid on the block daemonsheart
3/28/00 9:56 am
Welcome to DMing!!
About your first problem:
Do not be so fast designing a world.You'd better wait till you have some
Dming experience. It's really important.The world I'm satisfied about
came as my 3rd world, for I wanted to have a world of my own as soon as
I started DMing.
Gods are a very important part in a world, its history, its people's life-styles,
system of beliefs.Do not underestimate them! You don't need to (and also
I recommend u don't) use an example. Create as u will. All I can tell
u is that create cultures and Gods together.
Second problem:
"A player who is entertaining in a game is the one who can see it without
numbers."
Albert Einstein
:P
Do not teach your players the rules.Remember film: MATRIX. It's like that.
Let them imagine without thinking about dices: Instead of "I shall roll
20 to hit the monster..", "Owww..I don't think I will be able to hit him.look
at its shell"
Isn't it better?
Tell them especially about roleplaying, thinking as if he's the character,
not himself really. The first characters would be somehow "out-of-roleplay
" and with no imagination maybe. Nevermind. They'll understand.
Sorry if I wrote TOOOO much. I think I did. :)
Good luck
This Is a Reply to: Msg 1881 by Dragonwulf_1
---
Message 1883 of 6621 Reply
Riddle me this, riddle me that ..... madteuton
(30/M/Keyport, NJ) 3/28/00 11:29 am
I am looking to find some fairly difficult riddles to present to adventurers.
Ideally, they would need to have a D&D falvour. Nothing too ridiculous.
Any ideas?
Also, does anyone remember the excellent little book, Grimtooth's Traps?
And, if so, has it ever been re-issued? Can it still be found?
---
Message 1884 of 6621 Reply
Re: Riddle me this, riddle me that ..... jc_madden
3/28/00 1:43 pm
Here is a fun way to riddle your players. It takes alot of back ground
but it's fun. Set up an adventure and have the main nemesis or builder
etc. (long dead wizard, dwarven craftsmen) set up traps with riddles attached,
however the answer to the riddle is wrong. For example, let the players
find clues like journals and such with isnights into the characters life.
Each answer to the riddles will be based on the opinion of the designer
not the actual logical answer to the riddle. Example, a cranky dwarven
trap builder might add an interesting twist to an age old riddle: As I
was walking to St. Ives, I met a man with seven wives.....who was going
to St. Ives?
Answer: Who cares?
This Is a Reply to: Msg 1883 by madteuton
---
Message 1885 of 6621 Reply
Re: new kid on the block Pictii
(34/M/PA) 3/28/00 1:51 pm
DM'ing is a learning process, the best way for you, and your new players
to learn; is to play together and grow together. Over time you will add
to your list of things you do, and things you dont allow to happen.
I have always used existing, actual mythology for deities. (having stopped
spending money on D&D in the mid eighties just after the deities and demi-gods
came out). People are familiar with them and there are multiple referances
to various powers.
Assign extreme stats and powers for your deities after all they are the
gods.
I agree that you should start out small building a relatively insulated
area first,then expaand as needed. Geography is key and will play a crucial
part in determining the customs, habits and habitats for the locals. Perhaps
design an island (such as Ireland) with a good variety of terrains and
peoples, granted the extremes are absent but most every thing in the middle
is accounted for. Then as your characters grow they can venture across
the seas seeking gee gaws or profit.
Pictii
...stop kicking me.
This Is a Reply to: Msg 1881 by Dragonwulf_1
---
Message 1886 of 6621 Reply
Specialty Wizards shaezyra
(987/M/Seattle, WA) 3/28/00 2:47 pm
How would you go about converting a regular wizard into a specialty wizard?
Do you just use the dual class rules and force the wizard to start over
at level 1? That seems a bit silly since they've already accumulated so
much magical lore. What about spells they have learned that belong to
the schools tht are unavailable to the specialist? Any ideas?
---
Message 1887 of 6621 Reply
Help my group... HAKAN_BURAK
3/28/00 3:01 pm
Hi. I have a group and we are playing in planescape. I have a real problem
with my group. Unlike most AD&D players they think they are really weak.
There are 5 PC's a mage; a cavalry; a paladin; a knight; and a fighter.
They are al 3rd level and their ablity scores are very very very high.
Ex: Cavalary have 2 18; his strength is 18/95, and with AC:-2 ;our fighter
has 35 HP (he rolled 2 ten and 1 nine ) and in a fight 10 skeletons killed
2 of them!!! I wonder what will they do when they encounter intelligent
monsters. I think 10 orcs can easily kill them... Please help, I have
lots of planescape adventures especially about blood war and they do not
have any chance if they go on fighting like this.
---
Message 1888 of 6621 Reply
Re: Specialty Wizards madteuton
(30/M/Keyport, NJ) 3/28/00 3:46 pm
Hmmmm. Good question. Of course, I think s/he would remain the same level
as far as HPs, To Hit etc. are concerned. It would be my call to say wheteher
s/he should discard their old spellbook and start anew then as far as
magic goes. Maybe the wizard should start splitting xps between wizard
and specialty wizard then. Perhaps give them a start-up specialty spellbook
with spells already in it to add to as they gain further levels. I would
imagine the wizard's Int. would figure in here somewhere, too.
This Is a Reply to: Msg 1886 by shaezyra
---
Message 1889 of 6622 Reply
Re: Help my group... Panaz101
(F/Malden,ma) 3/28/00 5:54 pm
I like to have my charters roll for a random magical item. Or give them
one. I have on my hard drive if you want a shareware program that let
you give them random items. On a hundred side die. It's great. Or have
them run into some one selling magical items for cheap money it adds adventure
and a twist. Why is he sell it??
This Is a Reply to: Msg 1887 by HAKAN_BURAK
---
Message 1890 of 6622 Reply
Re: Random Bizarre Encounter doc_souark
(35/M) 3/28/00 7:00 pm
Loved your idea,use the woodchuck entry in the MM page 244 "small mammals"
the two are the same.
1-6 hp,ac-9,#atts-1,dam-1,MR5/br 2,XPV-7
A vampire groundhog-you're a very sick bard,I love it :)
have one of the GHs escape,and when the PCs find it the meet a weregroundhog
sorry the strangness it must be catching.
This Is a Reply to: Msg 1879 by SCA_Bard
---
Message 1891 of 6622 Reply
a problem with yahoo clubs doc_souark
(35/M) 3/28/00 7:03 pm
Does anyone else have this problem,everytime I try to get on this club
I'm a guest.I have to quit the club and then rejoin.I feel as if i'm cursed.
---
Message 1892 of 6622 Reply
Re: Specialty Wizards orgruff
(31/M/Adelaide, Australia) 3/28/00 11:41 pm
G'Day,
I have a sugestion, talk about it with your player first, but here's what
I would do, let the player continue on at same level with same powers
until He/She has enough experience points to get to the next level, during
this time the character is not allowed to memorise or cast spells from
the new specialits opposing schools. When the character has enough experience
points to get to the next level, tell the player, that if She is still
keen to change to a school it will cost her character all the experience
points she just earned. For example a sixth level wizard decides to become
an illusionist, she must first attain enough experience points to become
seventh level during which time she is unable to cast Invocation spells
(or whatever the opposition school is) When she has enough XP she becomes
a sixth level illusionist with just enough experience points to be sixth
level (one more than if she was fifth level)
I think there has to be some step backwards or cost to change, talk it
over with the player and try to come to an agreement, If you can't you
can always suggest the player roll a new PC.
This Is a Reply to: Msg 1886 by shaezyra
---
Message 1893 of 6622 Reply
Re: new kid on the block orgruff
(31/M/Adelaide, Australia) 3/28/00 11:51 pm
G'Day Dragonwulf,
I have a few suggestions. First start real simple, try to make the first
game a treasure hunt with a map or something that requires little roleplaying
to get the gist of how the game is played, sure let them talk to locals
and NPC's but help them along by guiding them through the scenario, don't
do the playing for them, just make it easy enough. Perhaps you should
have an NPC/NPCs to help them along the way a bit.
Orgruff
Dwarf of the new millennium
This Is a Reply to: Msg 1881 by Dragonwulf_1
---
Message 1894 of 6622 Reply
Re: Help my group... orgruff
(31/M/Adelaide, Australia) 3/29/00 12:06 am
Sounds like a problem,
There seems to be a problem, I don't have all the details, but i think
any group of five 3rd level PC's with standard equipment, and standard
or better stats should wipe the floor with 10 skeletons, assuming the
PC's were not bound and gagged at the time, or the dice gods chose to
smite them from on high with every dice roll resulting in a one.
Were the PC's already low on hit points before they started the fight?
are you sure you understand how the THAC0 and armor class systems work?
were the skeletons armed with +4 weapons? did the mage, fireball his companions?
did the warriors try to take the skeletons down with bows? did the skeletons
constantly roll crittical hits? were the player characters standing in
a pool of acid at the time? I know that it can be hard to judge an appropriate
level of adversaries to the party but it sounds like you did that just
fine. I'm at a loss to see how it happened.
orgruff
Dwarf of the new millennium
This Is a Reply to: Msg 1887 by HAKAN_BURAK
---
Message 1895 of 6622 Reply
Re: Help my group... wylie_665
3/29/00 5:38 am
Oh, planescape is 1 of my faves.....
Your PCs look like the sort I'd say "too powerful - reroll!" but each
to their own.
Are you all beginners? If so, expect lots of stuff ups of all sorts for
a while; you may even want to think about cutting back to "simpler" stuff
for a while.
Your group actually seems combat-heavy; I try to encourage a "balanced"
group where all 4 basic class groups are represented.
Maybe your players are just not combat-types - or, maybe, they've played
too many TSR/SSI computer games where you need lvl 10+ w/straight 18's
just to survive the opening scene.
Maybe you're a killer DM (I was once) & just can't help massacring them;
if so, try a bar-room brawl w/ unarmed combat ONLY before running any
further combats.
The thing that attracted me to PS (& maybe your players) was how you could
role-play about all sorts of weird concepts w/out swinging yer sword (some
of the best game sessions of my "all Lawful Good" PS campaign 4 yrs ago
were like this).
Lastly, work up a "Gandalf" or other such "Helpful Oldtimer" NPC who can
give them hints & tips.
Best of British Luck....
This Is a Reply to: Msg 1887 by HAKAN_BURAK
---
Message 1896 of 6622 Reply
Re: Help my group... Pictii
(34/M/PA) 3/29/00 8:06 am
Is their only option to fight...can they not run away? Only a fool stands
and fights if he knows he won't live. The breif post I read causes me
to ask two questions: Are the monsters too strong?
Are the players savy enough to play higher levels?
Pictii
This Is a Reply to: Msg 1887 by HAKAN_BURAK
---
Message 1897 of 6622 Reply
Re: Help my group... Pictii
(34/M/PA) 3/29/00 8:15 am
I have always shyed away from giving out magic willy nilly ( since then
Matt ) as it demeans the concept, If your players start out with an enchanted
frapanoid do you really think they will appreciate it. Magic items randomly
generated, for no reason, will quickly unbalance any game.
Pictii
This Is a Reply to: Msg 1889 by Panaz101
---
Message 1898 of 6622 Reply
Re: Riddle me this, riddle me that ..... SCA_Bard
(23/F/Barony of Storvick) 3/29/00 2:02 pm
Penguin Books has a reprint of a bunch of riddles from the Exeter book...
I think it's just titled "Exeter Riddles" or "Exeter Book Riddles". They're
medieval Anglo-Saxon riddles in poem form, a sort of "Guess what this
is" like the riddles in "The Hobbit". Thankfully, the editors included
the answers in the back of the book.
Some are easy, some are hard, and some, the answer isn't clear (I wouldn't
use those on your PCs - not very fair). They might be online, too - try
a search.
This Is a Reply to: Msg 1883 by madteuton
---
Message 1899 of 6622 Reply
Re: Riddle me this, riddle me that ..... madteuton
(30/M/Keyport, NJ) 3/29/00 3:19 pm
Cool. Thanks!
This Is a Reply to: Msg 1898 by SCA_Bard
---
Message 1900 of 6622 Reply
Re: Riddle me this, riddle me that ..... doc_souark
(35/M) 3/29/00 5:11 pm
The Dragon Magazine is going to have a riddle article in the May issue.While
it may be too late for now it'll give you some for the future.
This Is a Reply to: Msg 1899 by madteuton
---
Message 1901 of 6649 Reply
mutiny on the high seas mkinjubhy
(n/t/M/wherever you go there yo) 3/29/00 8:34 pm
members of my campaign (we play everyday at lunch at school) kind of fell
apart, now we are back and they picked someone else (who doesnt own a
SINGLE D&D book, or even have read one.) to DM, all he does is be like
ok, that works, that sounds great, there is no dice, no rules! we are
split exactly down the middle, three want to keep on with this campaign
(which is based HEAVILY on Megaman) and three who want me back as DM following
the traditional rules. Is 2 players and a Dm too little for a campaign?
thanks VERY much, if you reply
mkinjubhy
---
Message 1902 of 6649 Reply
Re: mutiny on the high seas madteuton
(30/M/Keyport, NJ) 3/30/00 8:44 am
I've played many a fascinating campaign with only two PCs. Hell, a few
times with just one!
This Is a Reply to: Msg 1901 by mkinjubhy
---
Message 1903 of 6649 Reply
Re: mutiny on the high seas daemonsheart
3/30/00 9:43 am
No, 2 players and a DM is not so small.
I had a game with only one player and it was really really good too.
This Is a Reply to: Msg 1901 by mkinjubhy
---
Message 1904 of 6649 Reply
Re: Help my group... HAKAN_BURAK
3/30/00 9:45 am
I know how THACO and AC works. The problem is the PC's are too easily
surrounded, even the skeletons just walked to them they succeeded to be
surroundered (and so they can not use shields, dexterity bonuses etc.
and the skeletons get bunuses) I want to know how can I teach them figting!!
They do never use their minds in combat. Blocks, shield attacks etc. They
just try to hit with theier swords.
This Is a Reply to: Msg 1894 by orgruff
---
Message 1905 of 6649 Reply
Re: Help my group... HAKAN_BURAK
3/30/00 9:51 am
Monsters were not too strong... They were skeletons (1 HD)... I do not
think that they should fight, I think the cavalry can easily kill 10 skeletons
very easily (he is really strong) but their tactics are not good (too
bad.. )
This Is a Reply to: Msg 1896 by Pictii
---
Message 1906 of 6649 Reply
Re: mutiny on the high seas omegaodd
(32/M/Costa Mesa, CA) 3/30/00 10:45 am
Back in High School (many, many years ago) I ran a campaign during summer
vacation for a friend of mine. He was the only player and it may have
been the best game either one of us have ever played.
Good luck and happy gaming...
Peace,
- Dan (OmegaOdd)
This Is a Reply to: Msg 1901 by mkinjubhy
---
Message 1907 of 6649 Reply
PLEASE READ mkinjubhy
(n/t/M/wherever you go there yo) 3/30/00 12:40 pm
Go to:
http://clubs.yahoo.com/clubs/theunstableplane
its a club for all RPG's not just D&D.
also it doesnt matter if you are a player or d/gm
---
Message 1908 of 6649 Reply
Re: Help my group... Road_Warden
3/30/00 1:23 pm
One way to show them is to use visual aids. Get a map of some sort and
figures (miniatures are good for this). Show them how attacking from certain
positions is more advantageous.
Also, consider that skeletons are Intelligence 0-mindless. They will not
use tactics. They will just follow the directions given - usually just
"Kill anyone else that comes in here".
Have an NPC with a blunt weapon go with them so they know to use the right
weapon for each fight. You could also tell the player that the PC, especially
Fighter-types, would know certain basic fighting tactics. Tactics like
never showing your back to your enemy.
I hope these help.
This Is a Reply to: Msg 1904 by HAKAN_BURAK
---
Message 1909 of 6649 Reply
Re: a problem with yahoo clubs shaezyra
(987/M/Seattle, WA) 3/30/00 3:12 pm
Nope, never had that problem. Try asking in one of the yahoo help groups.
This Is a Reply to: Msg 1891 by doc_souark
---
Message 1910 of 6649 Reply
Re: mutiny on the high seas SCA_Bard
(23/F/Barony of Storvick) 3/30/00 4:12 pm
Somebody once pointed out to me - was it in this club? - that lots of
sword-and-sorcery fiction has a single hero or heroine, or maybe a pair
or other small group. If you think of your game as a book or short story,
it might help when planning small adventures.
Just make sure you don't "write" the "book's" ending! Otherwise the PC(s)
will wreck it for sure.
This Is a Reply to: Msg 1903 by daemonsheart
---
Message 1911 of 6649 Reply
Re: Help my group... brutish_celt
(19/M/Harrison, AR) 3/30/00 4:58 pm
Ah...
Even though skeletons are mindless undead, kinda like robots they can
be given orders such as "Surround and kill all trespassers". Anyway...
About those no-talent fighters; set up a gaming session as a sort of "Fightin'
101", and teach them all of the basic tactics in the CFH, such as wolf-pack,
shield wall, parry, shield rush, etc. You can justify it by having the
PCs recruited by the local military force, as it seems that your group
is primarily fighter-based. Run them against a few stock NPC soldiers,
each other, or even a few trained monsters, and see how they develop their
group fighting style. Nobody can ever force players to do what they want,
but you can steer them in the right direction, and maybe give them some
tips on how to survive longer.
P.S.
If they get whiped by a group of 10 skeletons again, you have my permission
to laugh hysterically at them. Any character with a bit of wit behind
him can take out 10 skeletons, unless the fool charges right into them.
Poor, silly fellows...
T*B*C
This Is a Reply to: Msg 1908 by Road_Warden
---
Message 1912 of 6649 Reply
Re: mutiny on the high seas orgruff
(31/M/Adelaide, Australia) 3/30/00 6:35 pm
G'Day,
If I may add my 2cp to this, I have played with one or two player groups
quite often and it can be made to work quite well. It is just this sort
of group that best uses henchmen. If you have a group of 8 or 9 players,
that is a lot of characters, if they each have a henchman, that is a small
army. (treasure division is tough too) but in a really small group the
players can hire a low level fighter henchman to beef up party numbers
a bit, I think the 1st Ed DMG said a lot about that. Anyway I digress,
the only thing I can say against a small group is that the DM has to be
flexable. In combat situations a few bad die rolls can get the PC's in
dire straits pretty quick, this tends to happen less often in larger groups
where there are more people rolling dice. In a party of two it only takes
one ghoul to stike them one at a time and for them both to fail a save
and both die, a party of six can take on the same ratio of ghouls (three)
and stand a better chance.
Orgruff
Dwarf of the new millennium
This Is a Reply to: Msg 1901 by mkinjubhy
---
Message 1913 of 6649 Reply
DMing Fun bi_chick_lvr
(19/F/Colorado Springs, CO) 3/31/00 5:45 pm
Hi.
I love DMing D&D/AD&D games since its so much fun. You get to toy around
with the PC's so they never know whats comming. Ive had a lot of success
in not doing set campaigns, just going with the flow is a lot more fun.
Ive sent my PC/NPC's on some fun excursions doing that. The best one was
when I sent them to find an ancient magical relic I made up. It was a
hard but great find for the PC to find. The PC had a kick out of using
the magical relic but I had my kicks with it too.
Anyway, Im looking to start a session here in CO Springs, anyone interested
in getting something together Email me at Earthlorelvr@aol.com. The one
thing is I need someone with the books since I only have two at the moment.
---
Message 1914 of 6649 Reply
low levels Calitrojan
3/31/00 9:15 pm
IT becomes quite difficult to develop good story lines for low-level campaings
so I need your help Well, friends. It appears I have hit a block with
my low level live campaign. Kind of disconcerting if you ask me. Anyway
the gist of it is I would like you input on storyline ideas. Some quick
info first:
Kyrie and Darag are fierce enemy nations. The two have been in aa bitter
stalemate since Kyre's revolt twenty years ago, where they successfully
seceded from Darag. No Darag's heir prince is plotting to attack Kyrie
and retake their lost lands. The PCs are currently in the hire of Kyrie's
military, performing over the border recon sort of missions. They have
also discovered part of the Daragian plot to use undead to supplement
their military. Also they have discovered the brother of their employer
a Kyrie captain, the prince of Darag and one of the Daragian king's advisors
are all participating the plot. They are currently on an adventur ewhere
they will (hopefully) discover an ancient artifact that the Daragian plotters
were planning on using to control their undead forces. So that is where
we are... for more background see members.xoom.com/calitrojan that site
is also on the link page. Any thoughts or ideas to help advance the story
line?
---
Message 1915 of 6649 Reply
Re: Help my group... mharelick
3/31/00 11:12 pm
A simple answer is that the low level characters
should not be in planescape.
If you can't warp them out of planescape into a
prime material world, I suggest giving them stuff
that requires more thinking than combat for a
while until they advance in level.
They also need a priest.
This Is a Reply to: Msg 1887 by HAKAN_BURAK
---
Message 1916 of 6649 Reply
Re: Help my group... RonLoony
(34/M/Champions) 4/1/00 1:13 am
Have they tried using weapons...? Hell, we're talkin' skeletons here!
If they can't take them out (with their awesome stats & fair levels) they
need to be playing checkers or something. AD&D is obviously way too complicated
for them. And those are my 2cp. That should just about beat that dead
horse into the ground! ;)
This Is a Reply to: Msg 1887 by HAKAN_BURAK
---
Message 1917 of 6649 Reply
Re: Help my group... Pictii
(34/M/PA) 4/1/00 9:05 am
If the players are not combat oriented to keep 'simply surrounding them
with dozens of attackers is moot and they will like as not soon lose interest.
1. Try talking to them see if yyou can gleen why they are so tactically
ignorant.
2. Tone back the scale of your creatures: I can tell you in reality if
you are attacked by five men you are going to get hurt badly, unless you
have a gun.
Pictii
This Is a Reply to: Msg 1904 by HAKAN_BURAK
---
Message 1918 of 6649 Reply
Re: Help my group... Pictii
(34/M/PA) 4/1/00 9:13 am
I agree with all the other posts regarding this issue, definately use
miniatures some times whats clear in one persons mind is foriegn to another
Pictii
This Is a Reply to: Msg 1904 by HAKAN_BURAK
---
Message 1919 of 6649 Reply
Korinthia: Realm of Pain half_crazed
4/1/00 11:47 pm
Enter the mists and arrive on Korinthia: Realm of Pain!
this is my world, i am working on it with help from my friends. if you
wish to create a country i could use some places to run quests.
make a country, their religion, and myths and history for it, with a quest
that would tie into the main story line:
1> korinth empire blosoms
2> Korinth empire is shadowed with a profecy
3> Korinth empire falls, the seat of government falls into the ocean
4> world in a time of extreme paranoia of magic and darkness, suffering
and sneaky evil flurishes
5> korinth empire is rebuilt or the fallen seat is brought to the surface
and the government is reestablished
the site is: www.angelfire.com/tx3/korinth
---
Message 1920 of 6649 Reply
Re: mutiny on the high seas krasq
(36/M/Hamilton Ontario) 4/2/00 2:57 pm
I find that an optimum number of players is around 5. Anny fewer then
you loose the Interaction between players that can make a game great.
Any more and each player gets too little attention to realy enjoy the
game. having said that I have also gm'd and played in one on one games
as well as megagames with up to 18 people and have enjoyed these as well.
Every group size has its advantages and disadvantages. be open to all
sizes of games
This Is a Reply to: Msg 1901 by mkinjubhy
---
Message 1921 of 6649 Reply
Looking for players achnky
(19/M) 4/3/00 8:57 am
Hello everyone, I've been a DM for roughly 5 years, and now I am without
any players, due to my change of home...from one crappy apartment to another,
heh. Anyways, I left off running the Return to the Tomb of Horrors campaign
with my old group. I'm interested in running it again, but I need players.
I need players in the Lexington, Ky area, or I might consider playing
this by mail as well, who knows....maybe even get into a chat room, something,
I'd just like to run this campaign one last time, kind of like my DM retirement,
or my life's work as a DM or something.....
---
Message 1922 of 6649 Reply
Re: Looking for players Pictii
(34/M/PA) 4/3/00 10:35 am
If you are hooked you may think you are retiring, but I have maps and
note and such now that pre date you by a few years and I have not played
seriosly in almost that long...God I always feel like such a geek.
Pictii
Stand Fast
This Is a Reply to: Msg 1921 by achnky
---
Message 1923 of 6649 Reply
Re: low levels SCA_Bard
(23/F/Barony of Storvick) 4/3/00 3:23 pm
I'd say the first order of business might be for them to get some evidence
to hang that Kyrie captain with! I'd save artifact-gathering for a climactic
campaign-ending adventure. (Or at least the end to the first story arc
in a campaign) Evidence gathering could be a couple of sneak-around, spy-like
adventures as they try to intercept a letter from him or her to the other
Daragian plotters, with some combat with letter-carrying flunky guards
- whatever the party can take.
The captain is apprehended and interrogated, revealing some nasty thing
or another. Perhaps a particular sage has critical information about the
artifact that the Daragian Consortium needs before they can use it. The
PCs must find the sage first. If you're encouraging good "hero" playing
and you fear the PCs might try to just silence the sage by killing him,
maybe make the sage a good or neutral aligned, powerful monster race -
but not too powerful, or else it's obvious the bad guys can't hurt him
either. This is a good opportunity for role-playing, as the PCs try to
convince a persecuted and paranoid sage that no, they're not more adventurers
coming to kill him. Maybe a solitary mind flayer who's not such a bad
guy, or a high-level white necromancer.
While getting the sage to a safe-haven, there are some more fight scenes
to be had, either with Daragian troops or random monster encounters. These
can be scaled to whatever level the party is. By now, they ought to be
advancing a bit, and getting ready to handle some harder stuff.
The sage gives the PCs the info needed to activate the artifact - but
that's not what they want to do! They want to stop it. However, the sage's
advice sets them out on the trail to find the gizmo. Trail adventures
can be random, can be side trips and distractions, and can serve to pad
their XP totals even more, if necessary.
The enemy also knows where the gizmo is (even if they *don't* know how
to use it yet) and has sent either a) a standard Army of Darkness or b)
an evil adventuring group (with stats, abilities, and items similar to
the PCs, to make things challenging). The PCs must combat the artifact's
guardians as well as beat these rivals to the artifact.
Want to really drag things out? "Once again, Doctor Jones, what was briefly
yours is now mine." The PCs get the item. The enemy takes the item and
strands the PCs somewhere. Now they've got a survival adventure til they
get back home, resupply and go after the villians to get the artifact
*again*. And of course, the sage has been kidnapped in their absence,
so dark and fell ceremonies may have begun already and they must hurry!
Battling their way (as fairly high level characters by now) to the enemy
stronghold, the see the ceremony in progress. Recalling the sage's directions
on how to *activate* the item, perhaps they figure out a way to do the
opposite, shutting the thing down. Or they just blow it up in grand action-adventure
style.
Hope this is helpful!
This Is a Reply to: Msg 1914 by Calitrojan
---
Message 1924 of 6649 Reply
Player/DM Looking for game to Join VERMINAARD24
(25/M/Greenwood, IN) 4/3/00 5:09 pm
Hi all, I just recently moved to Indianapolis from San Diego and am looking
to join in on an AD&D or DL game. I have been playing for about 12 years
and can also DM quite well.(although I prefer playing now-a-days).
So if you are looking for another player for your adventure, or you just
feel sorry for me cause I haven't gotten to play in about 5 months and
are willing to allow me to join in, please feel free to email me at verminaard24@yahoo.com
Thankx a bunch
--VERMINAARD24
---
Message 1925 of 6649 Reply
Re: mutiny on the high seas doc_souark
(35/M) 4/3/00 5:14 pm
Anywhere even two gather there will be a game.Or words to that effect.Ive
been running a two player game for my wife and her sister for years now.Mostly
intrigue and thieving adventures because thier're running a Halfling P/T
and a Half-Elf Mage/Th.So no allout fights but a lot of role-play and
back-stabbing.
It's all in the players and your interaction and what they like,think
of yourself as a storyteller to thier actors.Don't try to kill all the
PCs they are not the enemy balance is the key in this game.Not to make
a cakewalk or a killing field out of the adventure but a challenging FUN
game.Too many DMs forget this basic tenent.
This Is a Reply to: Msg 1901 by mkinjubhy
---
Message 1926 of 6649 Reply
Re: low levels Calitrojan
4/3/00 6:46 pm
Ah, that is lovely. And I was just beginning to dispair. Hwever, I would
like to say that I was beginning to think along those lines. ( I hvaent
had a low level party in a LONG time).
To summarize, I plan on having the PCs capture and interrogate an enemy
officer who can't tell them much but at least give them a lead to the
other two pieces of the artifact, (I decided to break it up so I could
throw the pieces around.) During their little clue following experience
I planned on them losing their original piece to the enemy... to draw
things out even more... so thanks for the help my friend.
This Is a Reply to: Msg 1923 by SCA_Bard
---
Message 1927 of 6649 Reply
Re: Player/DM Looking for game to Join VERMINAARD24
(25/M/Greenwood, IN) 4/4/00 9:39 am
Hi all, I just recently moved to Indianapolis from San Diego and am looking
to join in on an AD&D or DL game. I have been playing for about 12 years
and can also DM.(although I prefer playing now-a-days).
So if you are looking for another player for your adventure, or you just
feel sorry for me cause I haven't gotten to play in about 5 months and
are willing to allow me to join in, please feel free to email me at verminaard24@yahoo.com
Thankx
VERMINAARD24
This Is a Reply to: Msg 1924 by VERMINAARD24
---
Message 1928 of 6649 Reply
Re: Looking for players madteuton
(30/M/Keyport, NJ) 4/4/00 2:17 pm
Man, I thought I was sad as a 31 year old white-collar exec. eagerly busying
up stats for orc shamans, but 35!!! Hee-hee. Just can't get it out o'
me blut.
This Is a Reply to: Msg 1922 by Pictii
---
Message 1929 of 6649 Reply
Los Angeles Area Game dcampit
(26/M/Weho) 4/4/00 5:19 pm
Looking for players for a new game in the Los Angeles / Hollywood / West
Hollywood area.
E-mail me if you are interested. Every other Sunday
Dave
---
Message 1930 of 6649 Reply
Boston area Panaz101
(F/Malden,ma) 4/4/00 7:51 pm
I'm looking for another group to play with. I play with a group now who
take D&D to the point of it being real and gget mad if you do anything
to there charter. Plus I'm tired of people playing without of game knowledge.
I'm still getting my DM feet wet but I'm willing to Dm/play what ever
is fun. I do still plan on playing with my old group but I'm looking for
another one.
---
Message 1931 of 6649 Reply
Does anyone... Panaz101
(F/Malden,ma) 4/4/00 8:46 pm
Does anyone have or know where I can find. I had an equpment list that
had everything and it was written in exel. I had this list but I can't
seem to find it. I would love to get it back if anyone has information
I would be very happy.
---
Message 1932 of 6649 Reply
Re: Looking for players lastlonecubsfan
4/4/00 11:31 pm
Pictii your not the only geek. I've not gamed seriously in over 5 years
either, yet I discover that although I'm in "retirement" I find myself
creating a world without any current players in it. I think that is why
writing is a viable option. It is a creative outlet. I have DMed for over
twenty years. I did it the hard way. I didn't start as a player and I
broke my teeth on 1st ed. The creative outlet for DMs will always be there,
even when forced into "retirement".
This Is a Reply to: Msg 1922 by Pictii
---
Message 1933 of 6649 Reply
Perhaps an obscure reference achnky
(19/M) 4/5/00 2:11 pm
Does the name Acererak mean anything to anyone out there?
---
Message 1934 of 6649 Reply
Re: Does anyone... shaezyra
(987/M/Seattle, WA) 4/5/00 2:57 pm
Nope. But there is a Netbook of equipment available on Blue Troll and
elsewhere. It's a huge list with more stuff than you could ever possibly
use or want.
This Is a Reply to: Msg 1931 by Panaz101
---
Message 1935 of 6649 Reply
Re: Perhaps an obscure reference Evertree
4/5/00 9:53 pm
Acerak, Tome of Horrors?
A lich or demi-lich of vast power sucking souls (like my dwarf's) into
the phylactries of it's sparkling jewel teeth. Old Greyhawk adventure.
I think we killed it... um... unkilled it... destroyed it before it became
a godling. I lost my first 2 and most favorite characters in that one
adventure.
I don't want to start crying. I'd better leave.
"Evertree"
This Is a Reply to: Msg 1933 by achnky
---
Message 1936 of 6649 Reply
Re: Looking for players Pictii
(34/M/PA) 4/6/00 10:31 am
I too cut my teeth on the Basic blue book and eagerly purchased first
ed. when it came out one book at a time. Writing though is not playing
however, I like you am currently still building my world and hope one
day to find another group of players. Both access denied and RPG finder
list >0< entries from PA. I guess we are all backward savages over here.
Alas.
Pictii
I have my own dice...
This Is a Reply to: Msg 1932 by lastlonecubsfan
---
Message 1937 of 6649 Reply
Re: Perhaps an obscure reference achnky
(19/M) 4/6/00 12:45 pm
Ahhh, good, I'm glad to see another out there that has eperienced the
chills of the powerful entity known as Acererak. The Tomb of Horrors was
impossible to say the least.....every character breaks down to one simple
goal....survival. It really is something to see all of the characters,
regardless of all of their imperfections/likes/dislikes/prejudices/powers/intentions,
come together in the bond of survival. Well, it so happens that I have
the Return to the Tomb of Horrors campaign set, and I'm desperately looking
for those willingly to take their chances. I'm also glad to see that someone
defeated Acererak in that tomb of his, heh, but he yet lives...err unlives....and
a skull that raises up to suck souls will be the least of one's worries
if they attempt to track down the true Acererak. Well, once again, I'm
looking for players, with this campaign in mind...which requires fairly
expert skill in playing, and very powerful characters.....13-20 levels
in experience, anywhere from 3 to 8 of them, though there is great strength
in numbers. I am currently residing in Lexington, Ky. However, I am moving
to Charleston, WV this coming May. IF any interesting in such a campaign,
please contact me via email, and we can arrange a way in which playing
this horrid adventure possible. Looking for that last adventure in which
you can retire that all powerful PC?
This Is a Reply to: Msg 1935 by Evertree
---
Message 1938 of 6649 Reply
An additional note achnky
(19/M) 4/6/00 12:49 pm
For any DM seeking campaign ideas for extremely powerful PC, please contact
me, and I will sum up the whole campaign, and one should be able to formulate
something, which may seem impossible at first, but will prove to be the
ultimate challenge to those willing takers.
---
Message 1939 of 6649 Reply
From the Buckle of the Bible Belt doc_souark
(35/M) 4/6/00 12:53 pm
I feel your pain Pictii,These solo's with the wife and infregrent games
with Bro and co. are not good "stress" relievers.I stated 20 years ago
at Ft Sill OK. when 1st ed came out.Playing helped with being away from
home and family then and being with family NOW.Have you studied about
the next D&d edition?
I think the new edition is going to help the game a lot,it does away with
a lot of the crap that confused and irriatated me for the longest.It does
have it's confusing parts but at first all the editions were met with
hostility,just read about it before you trash it.
I don't like Grayhawk and am creating my own world for 3e,hopefully it'll
be done by August.Maybe I'll have some more player's then too.
This Is a Reply to: Msg 1936 by Pictii
---
Message 1940 of 6649 Reply
Re: Looking for players Evertree
4/6/00 7:26 pm
"Both access denied and RPG finder list >0< entries from PA."
Um...
I wanna play, what's this list you mentioned? I would really really like
to find a game. I love to play, but I love DMing too. I am actaully in
a large city, Houston, but I hae not yet investigated gaming opportunities.
I found 2 game shops. City the size of a planet and there are 2 games
shops?
Time to do some exploring... Any shared knowledge would be wonderful.
E.
This Is a Reply to: Msg 1936 by Pictii
---
Message 1941 of 6649 Reply
Re: Looking for players doc_souark
(35/M) 4/7/00 4:00 am
When I lived in Houston in 93 There was a gaming group at Rice U. meeting
every weekend.If Nans bookstore at the end of South Durham is still open
they used to keep a list of players & DMs.Gaming conventions that use
to be there was NanCon in July and ?TrollCon? in Sept.There is more then
two gameshops in town ,they are so scattered their hard to find. Hope
you find a group have some Bar-B-Q for me :(.
This Is a Reply to: Msg 1940 by Evertree
---
Message 1942 of 6649 Reply
Re: Looking for players Pictii
(34/M/PA) 4/7/00 9:40 am
Hey doc at least you play. My wofe only enjoys the game if there are others
playing so I have not really had much chance, Again ALAS. http://www.accessdenied.net/index.htm
http://the-rpg-finder.com/
Perhaps these will be helpful for ya, they did nothing for me.
Pictii
I have my own dice...and miniatures.
This Is a Reply to: Msg 1941 by doc_souark
---
Message 1943 of 6649 Reply
Re: Looking for players glyn_tetik
4/7/00 10:09 pm
A good place to find players is http://www.webrpg.com it is an excellant
website with tons of forums for discussing different rpgs. It also has
a great program chat program that has dice rollers, map makers, and a
way to design character sheets. One of the forums is a place just to post
about games. Some people get upset if you post a message looking for a
game on one of the other message boards.
I'm just the opposite of you people. I don't run a game or play in one.
I don't really want to either, but if I did I would want to be DM. I enjoy
making the world, characters, and story lines. I want to stay connected
with the game however and may start a website with my info on it.
Glyn Tetik
This Is a Reply to: Msg 1942 by Pictii
---
Message 1944 of 6649 Reply
Oriental Adventures Ima_Doppleganger
4/8/00 12:18 am
Does anyone know of any current information on AD&D approved Oriental
Adventures regulations? I am looking to start a Wa / Kozakura Adventure
and I need official Classes (Monk, Samurai, Ninja, ect.), weapons, and
spells (Monk, Wu-Jen, ect)and Races i.e. are elves, dwarves, halflings
permitted?.
---
Message 1945 of 6649 Reply
Re: Perhaps an obscure reference cplchaotic
(29/M/Wheeling, WV) 4/8/00 10:33 am
I'm not sure but it sounds like a name that I read in one of 1st or 2nd
Belgariad Books by David Eddings.
The Cpl
This Is a Reply to: Msg 1933 by achnky
---
Message 1946 of 6649 Reply
Re: Help my group... skip_williams_must_die
4/8/00 4:01 pm
I am presently running a group of 5 very smart players through the Return
to the Tomb of Horrors boxed set. I gave them each 1.5 million XP and
ended up with a Drow fighter (2 longswords-high mastery, 5 attacks/rnd,
THACO -3, AC-14)a priest of Isis/invoker (50% MR, other crazy abilities),a
human invoker (Lvl 7 spells!), an elven mage/thief (the least abusive),
and a priest of Kelemvor (7th level priest spells,level draining immunity,
kills undead dead)As well as 10 magic items each (from the Encyclopedia
Magica)and spells from the Wizard's Spell Compendium. All this availed
them nought when a wandering encounter indicated six greater basilisks
lurking in the woods. The drow fighter died from their "death aura", the
invoker turned to stone, and later, the mage/thief bought it when a mountain
giant mashed him to a pulp. The point is, even the most skilled players
with the most abusive characters possible still blow saving throws at
the worst possible time. IMHO, if a combat is going HORRIBLY wrong for
the PC's due to crappy die rolls, the DM needs to alter reality however
subtly (yes, even fudging dice) to allow the story to go on.
This Is a Reply to: Msg 1887 by HAKAN_BURAK
---
Message 1947 of 6649 Reply
Re: Help my group... Evertree
4/8/00 10:33 pm
I think it was only fair that the Drow with two longswords died early
on. I'm tired of wanna be Drizzt's running around the multiverse. Read
Gemmell's Stones of Power, read Weiss-Hickman's Deathgate. Those books
to some very VERY interesting things with heroes and worlds.
But... the dice roll. A single 1 rolled at the wrong time, that is all
it takes to *harm* a Shadow Dragon Demigod sucessfully (reducing him to
3 HP in the first round of combat) or for an 18th level acrobat to slay
himself while attempting to juggle a spear-tipped candellabra (actually,
that was a 20 followed by a 3 and a 98%... nasty).
Ok, so I made both of those up, but it was interesting though, right?
(The dragon was actually a Titan and the thief just lost an eye.)
What was my point? Hell, we are DM's, we don;t need points! [quickly retreats
behind the impenetrable security of my DM Screen +27, +54 vs other Dm's]
Oh. The players hopefully won't know what die roll they just failed...
a death or 6d6 damage spell can easily become a small fireball or a minor
trap that the party happened to spring during a combat. Enemies can also
"fumble" at the most convenient and dramatic times for unlucky players.
E.
This Is a Reply to: Msg 1946 by skip_williams_must_die
---
Message 1948 of 6649 Reply
Re: Oriental Adventures Calitrojan
4/9/00 10:06 pm
I cannot think of them publishing anything besides the original material
including the orange spine book... which I have... I can answer your race
question in two ways: its your adventure you can do what you want or 2:
the book says their are for races in Kara Tur, Humans, Hengeyokai (inteeligent
animals which can take human form), Korobokuru (small hairy men wo live
in the remote wilderness delighting in nature, art and craft) and Spirit
Folk (human in appearance but their ancestors include various spirits
of nature.) I suggest you pick up the orange spined book, probably can
find it on e-bay if no where else.
This Is a Reply to: Msg 1944 by Ima_Doppleganger
---
Message 1949 of 6649 Reply
Re: Oriental Adventures SCA_Bard
(23/F/Barony of Storvick) 4/10/00 12:38 pm
There's the original orange book, the 2e Kara-Tur boxed set, the new mini-book
version of the orange book, and a series of modules set in the lands of
Kara-Tur and Shou Lung.
Ebay is a great place to find OOP AD&D stuff... so are conventions, if
any are in your area. Some gaming stores deal in used materials,too...
I know Crazy Igor's in Rochester, NY has a great selection of all kinds
of stuff.
This Is a Reply to: Msg 1948 by Calitrojan
---
Message 1950 of 6649 Reply
Drizzt Clones brutish_celt
(19/M/Harrison, AR) 4/10/00 4:35 pm
"I think it was only fair that the Drow with two longswords died early
on.
I'm tired of wanna be Drizzt's running around the multiverse."
Kazlan would be offended. Just because a drow isn't evil, and swings two
swords, doesn't make him a Drizzt clone. Now, if he was a ranger, and
used scimitars, then he's a Drizzt clone. One of my favorite characters,
Kazlan, is drow, and does swing two short swords. He's not anywhere near
a Drizzt clone, however. He's a CN F/T/M refugee from a collapsed Drow
city (literally- a huge earthquake totalled the place). He has shoddy
morals, a slightly 'unstable' personality, and wouldn't give a rothe`
terd what Drizzt says or thinks.
Besides, about the previous Drow, he was a long sword high master, Drizzt
just had two magical scimitars. I'll lay you money that without the aid
of magic on either side, the long-sword drow could probably whoop Drizzt
in an open duel. He's just a 16th level ranger, after all. The other drow
would be about a 15th level fighter, plus his weapon mastery, plus his
two weapons. Not good news for the Do'Urden male.
T*B*C
Incurable DM
This Is a Reply to: Msg 1947 by Evertree
---
Message 1951 of 6649 Reply
Re: Drizzt Clones Bane1975
(24/M/Central Kentucky) 4/10/00 5:13 pm
Dude, I hate to break the news to you, but Drizzt is not "just" a 16th
level ranger, he was up to a 15th (I believe that is the correct level)
fighter who was profecient in nearly all weapons before he came to the
surface and become a ranger, his father Zak was the greatest Weaponmaster
in their city(can't spell it off hand), and Drizzt was his equal. I'm
not the huge Drizzt fan, but I'll give credit where it's due, I don't
know another warrior that can take him. And besides, you can't compare
the characters in the books with the AD&D rules systems, even when you
have their stats. Later
This Is a Reply to: Msg 1950 by brutish_celt
---
Message 1952 of 6649 Reply
Re: Drizzt Clones Evertree
4/11/00 12:28 am
Actually... about Drizt's abilities. If you look into the original Heroes
Lorebook, you would find that Drizzt is multispecialized with scimitars
and proficient with every other weapon (including bows.) How many decades
did he train and survive before reaching the surface?
Well.. other that that... he also has a percentage to outright slay any
opponent in battle as based upon levels. I think that has something to
do with his unnaturally high dexterity and Drow/Rogue skills in assassination/backstabbing.
I don't have the book anymore (from 93?), but if someone would give a
couple highlights, I would appreciate it.
E.
This Is a Reply to: Msg 1950 by brutish_celt
---
Message 1953 of 6649 Reply
Infravision Demonic_Cultist
(26/M/Monticello, MN) 4/11/00 9:59 am
while the topics borders on the drow, one of my PC's asked me about materials
for an infravision blocker... The group is about to try a little underdark
raid, and he wants to hide his heat signature from the drow and other
underdark nasties. Is there a material or strategy out there that any
of you have run into that could achieve this?
Any input would rule!
Thanks,
the DC DM
This Is a Reply to: Msg 1952 by Evertree
---
Message 1954 of 6649 Reply
Re: Infravision SCA_Bard
(23/F/Barony of Storvick) 4/11/00 2:37 pm
Well, the invisibility spell (and invisibility acheived via rings, scrolls,
powders, cloaks, etc) is proof against regular vision and infravision,
IIRC.
I've got a PC kobold currently running around the Underdark with his long
coat hanging behind him on a stick. His idea is that the coat will be
at ambient temperature, and if he gets into it very quickly, it will render
him temporarily invisible. I'm planning on giving him perhaps a few moments
(rounded up to a full round if in combat) of effect before his body heat
warms up the coat sufficiently for someone to "see" him again. It's long
enough for him to make a "hide in (thermal) shadows" roll and hide better.
I suppose I could actually do the heat transfer calculation and find the
exact time, but I actually have better things to do with my life.
But it would make a great test problem... "First, assume the kobold is
a cylinder..."
This Is a Reply to: Msg 1953 by Demonic_Cultist
---
Message 1955 of 6649 Reply
Re: Infravision Bane1975
(24/M/Central Kentucky) 4/11/00 3:40 pm
There is always the old reliable Invisibility spell, then as message 1954
states you can hide in thermal shadows, but that is only allowed to creatures
that are native to dark areas I believe, but the best way to hide from
a drow is to not go into the underdark, for an upworlder to go there without
the guidance of a native is suicide if the DM is up on the Underdark and
all it's nasties. but then again, I'm a Dead Man Walkin'
Later
This Is a Reply to: Msg 1953 by Demonic_Cultist
---
Message 1956 of 6649 Reply
Re: Infravision shaezyra
(987/M/Seattle, WA) 4/11/00 6:31 pm
Remember Predator? Cool, wet mud will cloak the IR signature, at least
until it dries off. Also clothing with large air pockets will insulate
well, hiding the IR glow. Maybe a sheep or polar bear skin hide or a poncho,
combined with baggy pants constantly soaked in water. The hands could
be covered with small damp sacks and most of the face with a light-colored
cloth mask. At the very least you'd be harder to spot at maximum range.
This Is a Reply to: Msg 1953 by Demonic_Cultist
---
Message 1957 of 6649 Reply
Re: Infravision Sir_Bluetooth
(19/M/Kearney, NE) 4/11/00 7:16 pm
A temperary method would be carry any object that one can get very hot
quickly. For instance wood alchohol, or any natural gas you can get ahold
of. The quick heat would effectily tempararily blind the drow to cooler
items in the close area. This would give time for a quick hiding place...
This Is a Reply to: Msg 1953 by Demonic_Cultist
---
Message 1958 of 6649 Reply
Re: Infravision Panaz101
(F/Malden,ma) 4/11/00 7:35 pm
I don't know if this will help but a light sleep will blind people right
away,or pyroticnics will work as well. I keep doing it to myself. It hurts
let me tell you.
This Is a Reply to: Msg 1953 by Demonic_Cultist
---
Message 1959 of 6649 Reply
Re: Infravision shinto_gaijin
(28/M/Sasebo, Japan) 4/12/00 4:13 am
4th Level Cleric Spell: Control Temperature 10' Radius .. could possibly
be modified to obscure infravision
The trouble is, it would also block the party's infravision, effectively
blinding both friends and foes.
Continual Light will render Infravision useless, but then both friends
and foes will be able to see.
Such are the dangers of venturing into the underdark.
This Is a Reply to: Msg 1958 by Panaz101
---
Message 1960 of 6649 Reply
Re: Infravision SCA_Bard
(23/F/Barony of Storvick) 4/12/00 10:31 am
Great idea with the polar bear pelt! I seem to recall hearing that, combined
with their blubber layer, it insulates them so perfectly that only their
breath is visible on IR scans.
'course, on the GM side of things, the pelt's properties will be significantly
decreased if it's not kept clean and fluffy... and after a few hours of
spelunking, it'll be anything but...
I can see the party now... "We're going to stop, rememorize spells,
sharpen weapons, and do our laundry. Good thing we stocked up on Bright-O-Kleen
before we left the surface."
This Is a Reply to: Msg 1959 by shinto_gaijin
---
Message 1961 of 6649 Reply
Re: Infravision shaezyra
(987/M/Seattle, WA) 4/12/00 2:14 pm
Yeah I recently saw an IR image of a couple of polar bears after catching
a seal. The seal body was still glowing a dull red but both polar bears
were just a shadowy grey. Pretty effective IR camouflage.
This Is a Reply to: Msg 1960 by SCA_Bard
---
Message 1962 of 6649 Reply
Re: Infravision Calitrojan
4/12/00 7:08 pm
I personally have always run invisibility as a light bending spell/ability.
I know the rules say other things... but I like creativity and it seems
to bring it out when an invisible character can be seen by someone using
infravision. Of course it also brought the PCs to make the spell infrared
invisibility, bending light in the infrared spectrum, but not in the visible
light spectrum... so not necessarily reducing their heat signature, but
rather bending the infraread light around them to create the illusion
they are not there... One of my PCs is currently trying to come up with
a workable verision of combining visible light bending and masking the
heat signature to effectively make them invisible at all times...
This Is a Reply to: Msg 1953 by Demonic_Cultist
---
Message 1963 of 6649 Reply
Question about the shield specialization dolphin99it
(19/M/Bolzano - Italy) 4/13/00 4:04 am
Hello, friends! My name is Luca and I'm an italian Dungeon Master.
I have a question about an option introduced by "Player's Option: Skills
& Power"... I'm talking about the shield specialization!
The bonuses it gives to the PC is absurd! Example: a PC with the specialization
in the medium shield has a bonus of +3 in the AC for three attacks at
round!!! I think I won't introduce that rule...
What do you think? I'm searching for opinions!
Thank you... Bye!
LUCA MARINI
---
Message 1964 of 6649 Reply
Re: Question about the shield specializa Jiriki13
(30/M/Chicago area) 4/13/00 8:24 am
I thought the same thing when I first read the rules about the shield
specialization. I think that you have to decide what you have in store
for your PCs' and how much magic you allow in your campaign. What I mean
in saying this is that if you think about the shield specialization it
is better than giving your fighter PCs' magic armor, which by the way
has become very scarce in my campaign due to this rule. Granted that the
rule will give your PCs' a much better AC in lower levels, but is that
really a bad thing. It aids in PC survival at the lower levels. Remember
the shield specialization is only good when not surprised or attacked
from the rear and only vs. the first two or three attacks. I think this
is a little better than having a powerful PC fighter with +3 platemail
that can't be modified by circumstances, i.e. surprise. I have been using
this rule for sometime now and yes your PCs' that can wear armor are a
little harder to hit, but remember that the bonus to their AC is only
good when they have their wits about them. Also something to think about
is the rule in Player's Options: Combat & Tactics about PCs' not getting
their dexterity bonuses for AC if they wear heavy armor.
Just my two cents on the subject. I hope it helps.
Dave
This Is a Reply to: Msg 1963 by dolphin99it
---
Message 1965 of 6649 Reply
Re: Question about the shield specializa thorun09
(27/M/Blue Island) 4/13/00 2:27 pm
Let me start by saying that the rule is great. Most of the funest adventures
happen when a PC is at low levels. And to enhance survival, well that's
even better. At mid levels, when PCs begin to encounters like Giants with
5 Thaco, well do the math,
Next, King to be Thorun request some +3 Chainmail from His DM (JIRIKI13)
you non giving him magical protection smthayt. LOL.
This Is a Reply to: Msg 1964 by Jiriki13
---
Message 1966 of 6649 Reply
Gencon thorun09
(27/M/Blue Island) 4/13/00 2:29 pm
Is it me or has Gen Con starting to get sadder and sadder with events.
I am DMing 1 event against the giants. There is a lot disappearing like
Warhammer Fantasy and Bloodbowl.
Also looking for gamers in Chicago...
---
Message 1967 of 6649 Reply
Re: Infravision shaezyra
(987/M/Seattle, WA) 4/13/00 2:32 pm
Well the problem with the light bending idea is that the invisible person
would not then be able to see anything. He would be in pitch darkness
because all outside light is bent around him. (Unless the spell was able
to duplicate photons and retransmit them on to the eyes.)
Personally I've never worried too much about the physics of magic. It's
magic, why should it make any rational sense?
This Is a Reply to: Msg 1962 by Calitrojan
---
Message 1968 of 6649 Reply
Re: Question about the shield specializa Jiriki13
(30/M/Chicago area) 4/13/00 2:33 pm
Don't bet on it Thorun. Call it the test of kings. For everyone else that
might not understand what that means, it's an inside joke.
Dave (Jiriki13)
This Is a Reply to: Msg 1965 by thorun09
---
Message 1969 of 6649 Reply
Re: Infravision Calitrojan
4/13/00 6:45 pm
The point I was trying to make is that I wanted more creativity with my
player's spells and spell ideas. So, I altered it a bit and they became
quite clever in their use of light bending invisibility... and as you
say, its magic so the PC would not be in total darkness...
This Is a Reply to: Msg 1967 by shaezyra
---
Message 1970 of 6649 Reply
Re: Question about the shield specializa orgruff
(32/M/Adelaide, Australia) 4/13/00 9:25 pm
Firstly I'd like to point out that I have not read the skills and powers
book and do not have access to it at this time.
That said, You are the DM if you do not want it in your world, don't have
it. If you want to keep the player happy, try adding additional penalties,
If his Character has shield specialisation disallow that character to
have a weapon specialisation or mastery. Or make him pay more specialisation
slots /points for it.
Another option is to have that character go to visit the Shield specialisation
guru who lives on a mountain and wants a quest completed by the PC in
return for his specialist knowledge. This quest would have very few if
any rewards for the rest of the group. The player may have to reward them
for their time as well.
There are always ways of making the player pay.
Orgruff, Dwarf of the new millennium.
This Is a Reply to: Msg 1963 by dolphin99it
---
Message 1971 of 6649 Reply
Re: Question about the shield specializa shinto_gaijin
(28/M/Sasebo, Japan) 4/14/00 10:11 am
I like the idea of shield proficiency ..
Just like any object, practice and familiarity make it easier to use and
more useful .. specialization, however, is a bit much.
I could see increasing the number of attacks affected, but increasing
the bonus to +3 .. I agree it seems a bit out of balance.
This Is a Reply to: Msg 1970 by orgruff
---
Message 1972 of 6649 Reply
Re: Question about the shield specializa Jiriki13
(30/M/Chicago area) 4/14/00 2:27 pm
It seems that way at first, but like I said previously, this option for
giving your PCs' more survivability without coughing up a load of magical
armor is great. Remember the specialization is only good vs. the first
three attacks, not opponents. So, if you have say two or three trolls
attacking one PC his shield specialization will be nullified after the
first three attacks, whether they hit or not, and that leaves three more
attacks he has to defend against with the normal bonus for the shield.
I just think that it is a much better alternative for a PC's survival
than having them find magical armor and shields and are always protecting
them no matter the situation. And just to state this again, the shield
specialization isn't any good if the PC is surprised or attacked from
the rear or his/her non-shield side. My two cents again.
Dave
This Is a Reply to: Msg 1971 by shinto_gaijin
---
Message 1973 of 6649 Reply
Thank you for your help! dolphin99it
(19/M/Bolzano - Italy) 4/14/00 2:30 pm
Hello, DMs! I'm Luca, from Italy!
Thank you for the help you've given to me! Now I have some good ideas
to make the game more balanced!!!
It's very nice to be a member of a so useful club!
Thank you one more time!
Hear from you soon!
Bye...
LUCA !!!
This Is a Reply to: Msg 1971 by shinto_gaijin
---
Message 1974 of 6649 Reply
What does it take to be a Dwarven King? thorun09
(27/M/Blue Island) 4/15/00 12:00 am
I just like some insight on things a Dwarven King to be should look forward
and over his shoulder on. If anyone could give suggestions on running
a Kingdom, and assembling a Dwarven Malitia, let me know...
thanks Bob
---
Message 1975 of 6649 Reply
A Sea God's Cleric's spells doc_souark
(35/M) 4/15/00 2:30 am
I am building a new gaming world for the release of the 3rd edition of
D&D.While the rules that I've seen covers many Dieties and their powers
a Sea God is not among them.I need suggestions for spells,I don't have
access to the 3 clerical spell books from last year or some other souce
books so suggestions would be great.Spells between 1st-9th
are needed,I already have a few ideas but need to fill in the gaps. I
lookd at Valkur's entry in the Forgotten Realms book but I need some more
spells.My new world is mainly a maritime one with large island contenents
with island chains scattered around.So the God of the Sea will be a major
force of the game world.
---
Message 1976 of 6649 Reply
Re: What does it take to be a Dwarven Ki shinto_gaijin
(28/M/Sasebo, Japan) 4/15/00 4:45 am
These are some ideas for rulers in general (not just dwarven kings) ..
Internal Politics .. how do you get the people to follow your leadership
?? Is it a family-, community-, trade-, or guild-based society .. who
are the real people who get things accomplished (family heads, local government
officials, wealthy merchants, guild masters, etc.) ?? Who thinks they
are important (but have no real power) and who is actually influential
??
Economy .. running a kingdom costs money, where does it come from (spoils
of war, taxes, govt-run/owned trade/mining/etc. companies) and where does
it go (govt. salaries, military equipment, new construction, maintenance,
etc.) ?? What is the currency base .. gold pieces, gem stones, rice, goats,
really small rocks, etc. ?? How do you get more money overall (trade with
other nations, etc.) ??
Diplomacy .. who are your neighbors .. are they allies, enemies, neutral,
etc. What are your long term plans (do you want to take over their land
and resources, or just trade for them) ??
Military .. do you want a conscripted (drafted) standing army .. is it
mandatory for all to serve in the military, if so, how long .. is it an
all-volunteer force, if so, why would anyone want to join .. how much
do you pay your soldiers .. do you want or need a navy .. do the soldiers
get to keep their stuff, or do you just maintain it well and hand it over
to the new recruits .. how well are they trained ..
Laws .. how strict are the laws .. who makes them .. how do you enforce
them (is there a separate police force, or is it martial law) .. how do
you decide guilt or innocence .. how do you punish the criminals ??
One obvious way to learn more about the trials and tribulations of government
is to take a look at an existing system and alter things to suit the particular
kingdom.
This Is a Reply to: Msg 1974 by thorun09
---
Message 1977 of 6649 Reply
Re: What does it take to be a Dwarven Ki doc_souark
(40/M/Godforsaken,Arkansas) 4/15/00 9:50 am
Bob
Find the complete book of Dwarves it has a few pearl's that you can use.
Doc
This Is a Reply to: Msg 1974 by thorun09
---
Message 1978 of 6649 Reply
Re: What does it take to be a Dwarven Ki brutish_celt
(19/M/Harrison, AR) 4/15/00 11:39 am
Doc, love the hometown.
*lol*
Anyway, about the intricacies of running a feudal government. Shinto's
words hold great wisdom, and bring up a great many interesting points.
The aspect that I'mn going to speak on is setting up the "dwarven militia".
When arranging any armed force, a great deal of considereation must be
given to not only the nature of the force, but the country in which it
is based. How do the people feel about the military? Does the country
have a long tradition of military service that would encourage many young
men and women to enlist, for the sake of family honor? What benefits does
the military provide over civilian life (or being a member of the guard,
for that matter)?
Dragon magazine has gone long way toward enriching the game, and to this
end they have supplied various articles pertaining to just this subject,
though it mostly deals with building armies in the original D&D game.
These articles can, however be extrapolated into usable AD&D info with
a little tweaking.
From issue #191, I have taken the liberty of providing some of the info.
If you would like more, you can e-mail me, and I will try to get the entire
article to you (be patient, though, I don't type terribly fast):
The historical way of acquiring troops was 40 days of free service from
the common citizenry, then everyone goes home. Should this prove a bother
(it takes a while for such troops to gather), and the ruler decides that
he needs a standing army, then troops must be levied directly form the
population and paid on a monthly basis.
When recruiting, the ruler needs to decide where the military will be
recruiting (all layers of society averaged out, only boderland farmers,
forest elves, or only the town of Blangdenmoore). Take into account that
every farmer taken from his fields, or blacksmith from his shop is one
less person in the civilian populace. A good word of advice is to go easy
on the farmers, unless you want your brand-new army to starve.
Also, don't forget the prison population. They're dirt cheap, and sometimes
very good at killing, though they need to be watched carefully.
Pay and equipment are also important considerations. If you've got a forty-day-go-home
crew, then they are likely to have their own gear, probably converted
farm impliments like bill-hooks and other polearms. If you've got a standing
army with officers and the like, then you need to consider the cost of
equiping them with weapons and armor. Plate mail starts to add up after
a while, so consider cheaper alternatives like scale and chain. Long swords
are fine and dandy, but at 15gp a head, an army of 1,000 men is going
to cost big time, without armor or gear, or even horses. If you let the
men keep the equipment they've been issued, then it is totally fair to
take it out of their pay, over time that is.
Anyway, I hope this sheds a little light on the complex nature of running
a kingdom. I wish I had time for more, but I haven't.
T*B*C
This Is a Reply to: Msg 1977 by doc_souark
---
Message 1979 of 6649 Reply
new member old DM playz55
(44/M/terre haute, indiana) 4/16/00 3:03 pm
looking for Dungeoning in daytime or earlier than 10pm. didnt play for
many years. some things new to me but i adjust well. contact me at playz55@yahoo.com.
have new campaign soon at Dungeoners Attic. Read scenario,if you like,join
---
Message 1980 of 6649 Reply
Re: A Sea God's Cleric's spells shaezyra
(987/M/Seattle, WA) 4/17/00 4:10 pm
Some suggestions from my spell lists:
* spells to sense and control water currents
* summon a wave to capsize a ship
* create mysterious images inside ocean fog (such as the shadow of a moving
ship)
* blinding and stinging spray of sea salt
* corrosion protection
* use a sea bird or creature as a spy
* sense ocean depth and nearest land
* make a mountain (hump) of water that is very difficult to sail over
* maelstrom
* wall of churning water
* algea bloom (to block visibility through water)
* water body - change into a liquid and become almost invisible while
in water
* drown - envelop target's head in a water bubble. (Also useful for allowing
water breathers on land)
* tsunami
* whale sound - works like long-range sonar
* water spout
* syrupy liquid - increases water viscocity
* crushing wave - fist of compressed water (only underwater)
In addition you can use many of the standard AD&D spells. I've also got
some spells that are useful for ships, but it's not clear if they'd be
employed by the priests of your Sea God.
This Is a Reply to: Msg 1975 by doc_souark
---
Message 1981 of 6649 Reply
Re: A Sea God's Cleric's spells doc_souark
(40/M/Godforsaken,Arkansas) 4/17/00 4:27 pm
Shea All good spells I thank I ned to make myself clear The domain is
for a god of seafarers ie sailors.I'm digging thru old copies of the Dragon
I rememmber an article about sea clerics/mages just need to find it.
Most of my books were destoyered in a fire so I can't browse and find
the info I need.
This Is a Reply to: Msg 1980 by shaezyra
---
Message 1982 of 6649 Reply
RPG Defence Guild Karleah
(34/M/El-Karek) 4/18/00 8:27 am
I just found this site doing a websearch and I think it is interesting.
It is a players association which defends RPGs against attacks, and since
it seems very well structured I wanted you people to know about it.
http://members.aol.com/waltonwj/index.htm
It might be useful. :-)
Karleah
PS: And of course, if you like the site and its goal, spread the word
---
Message 1983 of 6649 Reply
Re: A Sea God's Cleric's spells shaezyra
(987/M/Seattle, WA) 4/19/00 2:43 pm
Okay then, here's some ideas for seafaring spells:
* Oil skin covering - protects against water
* Boarding ramp
* Capsize vessel
* Captain's courage - steady the crew
* Create wooden dock
* Forecast weather
* Ready raft - build raft from scraps of wood
* Repel boarders - animate belaying pins
* Scale Mast - quickly run up or down a mast
* Sailing Banner - create an image on a sail
* Ward officers - protect officers from arrows
Plus most of the spells I already listed can be used by seafarers.
This Is a Reply to: Msg 1981 by doc_souark
---
Message 1984 of 6649 Reply
Re: A Sea God's Cleric's spells doc_souark
(40/M/Godforsaken,Arkansas) 4/19/00 5:49 pm
Thanks I can shift though the list and get what I want. Doc
This Is a Reply to: Msg 1983 by shaezyra
---
Message 1985 of 6649 Reply
Spell question: Bless and Prayer Road_Warden
4/20/00 11:37 am
Poll here: Do Bless and Prayer combine?
Reasoning: Chant and Prayer combine under restricted circumstances.
I say no. What say you, DMs?
---
Message 1986 of 6649 Reply
Turning Undead: Range? Demonic_Cultist
(26/M/Monticello, MN) 4/20/00 12:08 pm
Is there a range for a preist/paladin on their turn undead ability?
Is this in a book anywhere?
Range of sight? 30'? 60? or perhaps an area at which the priests words
can be heard clearly and the holy item shown easily seen...
---
Message 1987 of 6649 Reply
Re: Spell question: Bless and Prayer Demonic_Cultist
(26/M/Monticello, MN) 4/20/00 12:11 pm
i say no as well. but i deal with 2-3 priests of different religions in
one group, and am considering allowing it in those circumstances. With
the different religions' ethos, maybe not all of the PC's will benefit
from them though; but i babble... i still say no.
This Is a Reply to: Msg 1985 by Road_Warden
---
Message 1988 of 6649 Reply
Re: Spell question: Bless and Prayer madteuton
(30/M/Keyport, NJ) 4/20/00 12:44 pm
I say yes. A priest can first bless his fellows before a battle and then
pray while they are actually in combat. Of course, he would not be able
to enter into the combat himself.
This Is a Reply to: Msg 1985 by Road_Warden
---
Message 1989 of 6649 Reply
Re: Turning Undead: Range? madteuton
(30/M/Keyport, NJ) 4/20/00 12:48 pm
I have always been under the impression that the priest attempting to
turn undead must intentionally make himself conspicuous to do so, thereby
demonstrating his unwavering faith. So, I tend to think it must be within
range of site - sound.
This Is a Reply to: Msg 1986 by Demonic_Cultist
---
Message 1990 of 6649 Reply
Re: Turning Undead: Range? playz55
(44/M/terre haute, indiana) 4/20/00 1:33 pm
i agree with mad teuton on turning still looking on combining bless and
prayer
This Is a Reply to: Msg 1989 by madteuton
---
Message 1991 of 6649 Reply
Re: Turning Undead: Range? playz55
(44/M/terre haute, indiana) 4/20/00 1:35 pm
prayer can be uttered then cleric can do other things while in effect
per players handbook
This Is a Reply to: Msg 1990 by playz55
---
Message 1992 of 6649 Reply
Re: Turning Undead: Range? DarkLiege
4/21/00 12:42 am
1rst edition Players Handbook "the cleric must be in a position to step
before the undead, and he or she must have time to speak and hold forth
the religious symbol"
2nd edition players handbook "The mere presence of the character is not
enough--a touch of drama from the character is important. Speech and gestures
are important, so the character must have his hands free and be in a position
to speak."
So, I say the range is any where the undead can see, hear and be afraid
of the cleric in question.
Will undead be afraid of a shouting cleric from 120 feet away? Probably
not.
This is how I play it. If the undead is close enough to attack the cleric
this round if his turning fails then it has full affect. If the undead
is not that close, but can see and hear the cleric, treat the cleric as
half level (round up)
This Is a Reply to: Msg 1986 by Demonic_Cultist
---
Message 1993 of 6649 Reply
Re: Spell question: Bless and Prayer DarkLiege
4/21/00 12:54 am
I say yes.
It specifically says bless, chant, and prayer are not cumulative with
themselves. It specifically restricts how chant and prayer work together.
So I say bless will be additive with either chant or prayer. They could
have specifically restricted it or said they are not cumulative with "bless
type" spells.
This Is a Reply to: Msg 1985 by Road_Warden
---
Message 1994 of 6649 Reply
Paliden stats richard_pinilla
(28/M/Miami, Fl) 4/21/00 11:55 am
Could some please send me the min and max requirement for a paliden. Better
yet if you have all the info to create a paliden. Thanks in advance
---
Message 1995 of 6649 Reply
Re: Paliden stats lechno_the_sly
(19/M/Virginia Beach, VA) 4/21/00 12:30 pm
Mr. Pinilla,
Please note that "paliden" is spelled Paladin.
A paladin is a holy (or unholy) knight blessed (or cursed) with divine
powers by the deity he or she worships and crusades for.
Lechnon Venaquor D.M.^7
This Is a Reply to: Msg 1994 by richard_pinilla
---
Message 1996 of 6649 Reply
Re: Turning Undead: Range? Demonic_Cultist
(26/M/Monticello, MN) 4/21/00 1:24 pm
DarkLiege, thats pretty solid! Sounds like a new rule in effect for my
realm! Thanks!
This Is a Reply to: Msg 1992 by DarkLiege
---
Message 1997 of 6649 Reply
Positive Energy shaezyra
(987/M/Seattle, WA) 4/21/00 5:10 pm
Please excuse my lack of knowledge, but I know little about the properties
of so-called "Positive Energy" in AD&D. (In the sense that it is opposed
to the Negative Energy of undead, and not the same as normal energy in
the real world.) Presumably there is a plane of positive energy with its
own associated set of denizens? Can these have a baneful effect on inhabitants
of the Prime Material Plane? If so, what would they be? Thanks!
---
Message 1998 of 6649 Reply
Re: Paladin stats DarkLiege
4/21/00 5:58 pm
look in the Players Handbook for details
Paladin
Ability Requirements: Strength 12
Constitution 9
Wisdom 13
Charisma 17
Prime Requisites: Strength, Charisma
Races Allowed: Human
This Is a Reply to: Msg 1994 by richard_pinilla
---
Message 1999 of 6649 Reply
massive project cinnabar_ratwing
4/22/00 11:20 am
Well, its that time again. I go every summer into the deepest darkest
reaches of the basement, and plan a world to play in the summer as best
I can. Every time I have done this, its been me and my stack of dm guides,
players handbooks, etc. and plan. But this year it shall be diffrent.
For now I have the internet as a source. So any of you, please help me
through your post, and e-mail to create a world to be proud of, and a
world to challenge my group.
The Winged One.
This Is a Reply to: Msg 1998 by DarkLiege
---
Message 2000 of 6649 Reply
Re: massive project Calitrojan
4/22/00 2:49 pm
I suggest you take a look at the DungeonCraft columnin Dragon magazine.
You can check out the back issue of the column on the wizards of the coast
web site.
That is a good start for a campaign.
This Is a Reply to: Msg 1999 by cinnabar_ratwing
|