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Posts 501-1000
Message 501 of 6010 Reply
Mass combat Ellowan
(26/M/Redmond, WA) 4/16/99 2:20 am
I've got about four ways that I've handled mass combat when the situation
has come up. My decision as to which method to use has a lot to do with
my mood at the time as well as factors in the campaign.
If the player characters are not personally involved with a battle, but
will be affected by its outcome, I either decide in advance which way
the battle will turn or I roll a die or two with some arbitrary modifiers
to see which side is the victor or whether there's been a stalemate.
Likewise if the pc's are fighting in a battle where they are simple soldiers,
or the battle is quite large in scope, I use the same method and then
I treat the battle itself as something similar to a very crowded, open-air
dungeon with lots of encounters and events that the pc's have to overcome.
Sometimes the PC's are either commanders of one side or another, or I
feel like a change of pace from the regular style of role-playing. In
this case, I let one or more of the PC's field a side in the battle and
we play it out. For relatively small-scale skirmishes I used the Battlesystem
rules, but I thought they became a bit unwieldy when used for large numbers.
Also, I'm not a wargamer so I'm not really into miniatures and scale models
and such. Occasionally I let PC's field both sides of the battle, if I
think they'll play fair. If I have some doubts, then I'll either arrange
a role-playing situation to explain why a PC would want the "wrong" side
to win or simply give out an xp reward or like bonus to the players on
the winning side which doesn't make a lot of sense from a game-point of
view but serves as a great expedient.
For the really big battles that were fairly important, I would use the
strategic mass-combat systems presented in the D&D rules: War Machine
and Siege Machine. They use a kind of rock-paper-scissors method of determining
outcomes and are really for wars; each turn is a day and each roll determines
who fares victorious in an entire battle.
Naturally, I'm fond of PC's involving themselves as more than just grunts
or commanders. Spying, sabotage, and securing lines of supply are all
wartime activities that player characters excel in.
These days, I lean more towards the abstract and since I left my Battlesystem
rules at home I don't see them coming into use in the near future.
This Is a Reply to: Msg 499 by Pictii
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Message 502 of 6010 Reply
Re: Favorite Character Jiriki13
(29/M/Chicago area) 4/16/99 8:35 am
My favorite current character is a fremlin mage named Katinflas "The Masterful".
He wears only a silver gem-encrusted cod piece and is more of a prankster
than most halflings. The name of the party is "The Masterful Hand". He
leads the group in non-combat situations.
My favorite character of all time would probably have to be the first
edition barbarian warrior I played for my very first character. He was
a stubborn, straight forward melee combatant. Basically a Conan copy,
but I had fun learning the game with him.
This Is a Reply to: Msg 483 by Umbratikus
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Message 503 of 6010 Reply
Favorite Character? Vesper_Lafanel
(M/City of Greyhawk) 4/16/99 10:41 am
Well, this is a little odd for me to answer because through all the 16
years I've been playing D&D I can tell you exactly how many times I've
been a player and not a DM. Twice. So I don't really have a lot of experience
on the other side of the chair. Both times I was a human ranger. I do
run a lot of NPC's who adventure with the party on multiple occasions
and my players are fond of calling them my "characters". If I went by
that I'd have to say human theives are my favorite.
Ellowan, thanx for the compliment on my players. You want to know the
secret?........None of my current players had played the game before I
introduced them to it. They were all rookies and I "trained" them to be
my "ultimate" group. Even to this day not one of them even owns a D&D
book. That makes it easy for me to keep things fresh for them because
they aren't out there reading everything in print. I own four Player Hanbooks
plus my 1st edition one, so they all use them...the rest of the books
are for my eyes only. I really enjoy this situation because to this day
not even 1 of my players knows that you can kill a rakasha in one shot
with a blessed crossbow bolt!
Vesper
This Is a Reply to: Msg 1 by felsefeci
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Message 504 of 6010 Reply
Greyhawk Vesper_Lafanel
(M/City of Greyhawk) 4/16/99 12:00 pm
In case there are some DM's out there who have gotten the new Greyhawk
books butt don't have the old ones, I posted 2 links that can help you
out. I know these newer greyhawk books don't give a whole lot in the way
of info.
The Greyhawk Fanclub has a lot of good info there. It even has a Greyhawk
IQ test for those of you who are big fans of Greyhawk. Also is a Greyhawk
Q&A section about Greyhawk in which Gary Gygax posted answers.
The Council of Greyhawk site has the Oerth Journals. These have a lot
of excellent original material about Oerth. These journals even posses
some articals by James Ward, author of the Hardback Greyhawk Adventures,
and Roger Moore, whose name I'm sure you recognize.
Check both sites out, they are well worth any Greyhawk fan's time.
Vesper
This Is a Reply to: Msg 503 by Vesper_Lafanel
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Message 505 of 6010 Reply
Thanks for the compliments. dragn_lady
(33/F/Fitchburg, MA) 4/16/99 5:57 pm
Even tho you didn't ask, I'll let ya know where it came from.....my husband,
The Blind Sage of Elversult, is a die hard Star Trek fan. That was the
name of Spocks first and only love. I won't bore you with the episode
name.....
Fave character has to be Straidin........my human male fighter who is
the right hand man to a paladin of Tyr. Even tho he has lost an inch in
height, (lost a fight with a hill giants rock) he still tries to drink
anyone under the table. He usually ends up breaking the table with his
head, tho. He hasn't quite figured out how not to. Other fave characters
have got to be my multitude of fighter/bi@#$es. When one of them gets
ticked off, RUN!!
TTFN
Dragn_lady
This Is a Reply to: Msg 1 by felsefeci
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Message 506 of 6010 Reply
Fave pc... Pictii
(33/M/PA) 4/17/99 8:41 am
Hands down my fav pc is a halfling by the name of Tumbleweed wayward (I
stole the name from who knows where) A profiteer (fgt/thief) he was an
early character in a friend of mines first campaign (serious monty haul)
he is incredibly obnoxious and posseses a nifty sling that adds +1/+1
to hit and damage evry ten feet it is a pocket seige engine and an everful
(whiskey thanx) dringing horn I use him as an NPC some times if there
is a very weak first level party that needs a little help for survivability
purposes
Pictii americanus
This Is a Reply to: Msg 505 by dragn_lady
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Message 507 of 6010 Reply
Keep on the Borderlands....Again Vesper_Lafanel
(M/City of Greyhawk) 4/17/99 5:16 pm
Quite a few posts back I mentioned starting a new campaign with my players
and was considering starting them out with the classic Keep on the Borderlands.
(By the way...had to start a new campaign after their last characters
decided to tackle the Tomb of Horrors). Now I'm just trying to find a
good spot to place it on Oerth. I was gonna put it on the border of Iuz's
territory but now I'm thinking of placing it down near the buffer zone
of the Orcish Empire. Any suggestions? I'd like to keep it down there
because I just got the "Lost Tombs" modules and would like to keep 'em
in the area. (Anyone run these lost tombs mods yet? How are they?)
A parting note....did it bother anyone else in the Keep on the Borderlands
that they always capitalized the word KEEP? (ie.."The players arrive at
the KEEP,") That bugged me...I don't know why..
Vesper
Mr. Syntax
This Is a Reply to: Msg 1 by felsefeci
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Message 508 of 6010 Reply
Favorite Character benjohnna
(32/M/Norfolk, VA) 4/18/99 1:08 am
I would have to say my half elf Cleric/Thief "Archanious Rex". I was surprised
at how the cleric spells can actually compliment the thieving abilities,
making him rather hard to detect/stop. He's a cleptomaniac, especially
when it comes to religious symbols....any type....he just likes to collect
them. Haven't played him for years though...unfortunately, the last time
I played him was with a DM who like the Spelljammer stuff (not crazy about
it, myself), and he's "out there, somewhere" as we (I) speak.
This Is a Reply to: Msg 1 by felsefeci
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Message 509 of 6010 Reply
Right up my alley!!! benjohnna
(32/M/Norfolk, VA) 4/18/99 12:46 pm
Dragonlady,
I like the way you have introduced your daughter to the game, but I have
a couple of questions: First off, like you, I have a five year old daughter.
Even though she doesn't have ADHD, (how do you handle it?), she has a
VERY active imagination (she developed her childhood friend "Bob" at 2
1/2, and he's basically become an honorary member of the household...he's
18" tall, has red hair, wears orange clothes with green shoes and lives
in the den.) My youngest daughter is three, and although she is very good
at entertaining herself, her imagination is not nearly as active as her
older sisters).
Have you encountered any problems with your daughter mixing reality with
fantasy?
How do you handle combat, if there is any (although I'm of the mind that
you can have a good gaming session without having combat).
Has your gaming sessions helped in her ADHD?...as far as concentrating
on one subject for a period of time.
I've played a couple of games with my oldest daughter around (my wife
plays too, by the way), and she's seemed very interested, but I'm (we)
are aprehensive in introducing her to AD&D...God, what would our pastor
say!?
This Is a Reply to: Msg 490 by dragn_lady
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Message 510 of 6010 Reply
Dungeon Master's Guild. . . . .Last requ Danduin_
(29/M/Somewhere in Ohio, I thin) 4/18/99 8:56 pm
A while back I asked for any information you could send my way for inclusion
on our webpage. To date I have received absolutely nothing, with the exception
of a background image and an offer of help for which I am grateful. You
can submit ANYTHING there will be a place for it. Please, I need to see
some interest in this project soon.
If you just want to help out let me know.
The url is geocities but I took it off their server (got tired of the
ad banner and pics weren't loading all the time) the page will forward
you.
http://www.geocities.com/TimesSquare/Castle/9915/index.htm
Danduin Lestrontius, The Scourge of lizardmen.
P.S. I prefer text documents but if it's coded in html allready that's
fine too. Basically, I am not picky, I just want to see something!
danduin_@yahoo.com
This Is a Reply to: Msg 1 by felsefeci
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Message 511 of 6010 Reply
Dungeon Master's Guild. . . . .Last requ Danduin_
(29/M/Somewhere in Ohio, I thin) 4/18/99 9:03 pm
ooops the url is :
http://www.geocities.com/TimesSquare/Castle/9915/index.html
sorry
This Is a Reply to: Msg 510 by Danduin_
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Message 512 of 6010 Reply
Dungeon Master's Guild. . . . .Last requ nightray1998
(28/M) 4/18/99 10:12 pm
My name is nightray, We haven't spoken formally before. I don't know how
much help i can actually be but you can take a look at my web page and
see if there is any thing there that will help you out.You can get to
it by checking out my Yahoo club Mentax the path is on the links section.
C-ya
This Is a Reply to: Msg 510 by Danduin_
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Message 513 of 6010 Reply
keep Birdbone
(M/Washington) 4/19/99 12:03 am
I read somewhere that the Keep on the Borderlands is sposed to be somewhere
in Geoff but I suppose it doesn't really matter. I'm bored...
This Is a Reply to: Msg 1 by felsefeci
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Message 514 of 6010 Reply
Where's the Keep? Ramius1733
(34/M/Fairfax, VA) 4/19/99 9:13 am
I would place the Keep on the borderlands of the orcs. The idea behind
the keep is that it is a stronghold for resupply into dangerous territory,
making the borderlands perfect area to use it. This allows you to use
sidetrek adventures to build a story line and get the players some experience.
The presence of the keep gives the players a safe area to recover and
resupply hear interesting rumors at the inn. It also gives you a way to
part some of the gold they find from them either when they purchase items
or when they pick up a thief that trails them out from the Keep. Good
luck.
This Is a Reply to: Msg 507 by Vesper_Lafanel
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Message 515 of 6010 Reply
Dungeon Master's Guild raven6_99
4/22/99 7:02 pm
I would like to have a DM's opinion on a player's actions,
I have a player who tried to slip a potion of etheralness into another
players drink, do you think the drink would dilute the potion, if the
player gets away with this action, I know he will be slipping potions
all the time, this maybe a good thing and it may not.
This Is a Reply to: Msg 1 by felsefeci
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Message 516 of 6010 Reply
Slipping Another Player a Potion Fynduril_Skyrunner
(20/M/Pennsylvania) 4/22/99 9:32 pm
Okay, let's see here. Personally, as long as the
entire potion is added to the drink, and the player
imbibing said drink drinks it all, I don't see why it
wouldn't still work. It would basically be the same thing
as a parent mixing bad tasting medicine with fruit
juice so their child will take it. I believe the potion
would still have its entire effect.
This Is a Reply to: Msg 515 by raven6_99
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Message 517 of 6010 Reply
Etherealness Danduin_
(29/M/Somewhere in Ohio, I thin) 4/22/99 9:51 pm
hmmm what have you done about this so far? I am of the opinion that yes
you can slip a potion into someone's drink but it would require quite
a sleight of hand for the person not to notice. There is also the "extra"
volume in the drink that was not there b4 the strange color and possibly
odor. Let 'em do it but do not make it easy for him!
Picture the player trying to slip the contents of a glass of milk into
your ale for an illustration of what I am talking about here.
Lastly, it *is* a potion of Etherealness, not an oil of Etherealness RIGHT?
This Is a Reply to: Msg 515 by raven6_99
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Message 518 of 6010 Reply
Slipping Potions Harlequin_1998
(24/M/Birmingham, AL) 4/23/99 7:54 am
Well, my only concern, like Danduin said, would really be with the volume
and texture. A potion is generally made up of about a pint or more of
fluid. To ad this much to a drink would be very noticeable. Sort of like
trying to ad a can and a third of soda to another glass, which is pretty
much the equivalent of another glass of soda. In addition, the flavor
and texture of many potions is different from common drink, and I personally
would not let the two mix (the potion would float on top of the drink).
Regardless, the victim would have to have an intelligence of about 3 for
the ploy to work.
This Is a Reply to: Msg 515 by raven6_99
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Message 519 of 6010 Reply
Dungeon Master's Guild Ramius1733
(34/M/Fairfax, VA) 4/23/99 9:22 am
Have the player actually demonstrate it. What is the person drinking?
If ale or wine anything would be very noticable. Use ginger ale to stand
in for beer, ale, white wine and use red koolaid or something similar
for red wine. What is the glass the target is drinking from made of? Is
it a leather jack or wooden or crock mug....can the target see thru it?
If the player can pour a glass of milk into it without it being noticable
he pulled it off. The only way I could see this succeding is if the target
is highly intoxicated and then I would give them a saving throw for noticing
something different before drinking and another one for the first sip.
This Is a Reply to: Msg 515 by raven6_99
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Message 520 of 6010 Reply
Potions and such Umbratikus
(33/M/Central Ohio) 4/23/99 11:18 am
As we have seen, there are a lot of variables to consider:
1) The volume of potion. In my campaign, this is variable, depending on
the potion. Some are just a few ounces, others are closer to a pint. (You
could determine this randomly by rolling 2d8 or 1d12 to see the number
of ounces if you wanted to).
2) The composition (color, texture, etc) of the potion, and how far removed
it is from what the "victim" is drinking.
3) What the "victim" is drinking.
4) If the "victim" drinks all of the concoction.
5) The current mental state (READ level of intoxication) of the "victim".
6) What the "victim" is drinking out of
7) The lighting. (Sitting in a dark pub by a fireplace is a lot different
than sitting under bright lamplight).
After figuring all of these into the equasion, you will still need to
determine:
1) the perp's chance of "slipping the mickey" unnoticed. Is he/she a thief?
You can use a pick pockets roll or a dexterity check, perhaps.
2) the "victim's" chance of noticing (either by taste, texture, or color).
Perhaps a modified Wisdom check?
If you take all of this into account, and he can still pull it off, it
could lend itself to some pretty humorous situations. The potion, because
it is being drank slowly, might behave differently or take effect gradually.
I can see the "victim" talking to his neighbor at the bar and slowly fading
away. His intoxicated mind cannot quite comprehend what is happening.
Suddenly he cannot pick up his mug because his hand passes through the
handle. This could be hilarious if played right.
PS: gingerale and Kool-Aid? Hell, use beer and wine (assuming you are
over 21, of course : )
This Is a Reply to: Msg 515 by raven6_99
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Message 521 of 6010 Reply
Potions and such Ramius1733
(34/M/Fairfax, VA) 4/23/99 1:49 pm
Use beer or wine!!! If you mix milk with that it is alcohol abuse and
there is no way I can condone that. I like the idea of the person fading
away as they drank the potion. Think of the different problems that would
arise from potions used like this. Giant strength could be interesting
:)
This Is a Reply to: Msg 520 by Umbratikus
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Message 522 of 6010 Reply
Potions and such Umbratikus
(33/M/Central Ohio) 4/23/99 2:52 pm
Potions of growth, diminution, philter of love... the list goes on and
on : D
This Is a Reply to: Msg 521 by Ramius1733
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Message 523 of 6010 Reply
Info on Giants as PC's Alternate2k2
(19/M/Castlebar ,Ireland) 4/26/99 1:47 pm
Hey guys sorry to interupt your debate on potions but i've got a small
problem.
a new P.C. arrived the other day and he said he'd like to play a giant,
Where can i get the info, Do i have to create a whole new charactr class
or just use one from the Monsters guide.
Thanxs .
Alternate....
This Is a Reply to: Msg 1 by felsefeci
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Message 524 of 6010 Reply
RE: Info on Giants as PC's Jiriki13
(29/M/Chicago area) 4/26/99 2:57 pm
You could just allow the giants that were presented in the Humanoid's
Handbook. The two that were presented there were the Voadkyn and Firbolg.
The rules for which character classes, level limits, ability adjustments,
etc. are all in that book.
Dave
This Is a Reply to: Msg 523 by Alternate2k2
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Message 525 of 6010 Reply
giants Birdbone
(M/Washington) 4/27/99 9:49 am
If you don't have the humanoid book, just wing it. You mean 'race' not
class right? Well anyway it's not that hard, you could just take a dwarf
(or whatever) and mix up its numbers a little.
This Is a Reply to: Msg 523 by Alternate2k2
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Message 526 of 6010 Reply
RE:Giants Vesper_Lafanel
(M/City of Greyhawk) 4/27/99 9:28 pm
I would suggest that before you allow a player to play a giant that you
make sure it won't disrupt the campaign. If the giant is joining an existing
campaign of standard PC races a lot of problems can come up.
First, dungeon crawl adventures become virtually impossible. Giant sized
equipment isn't going to be readily available and when it can be found
is would most likely be out of a low level PC's price range. Same with
rations, the standard 1 week of dry rations just isn't going to cut it
with a character who has (pardon the pun) a giant appetite. This also
holds true with water. Adding a giant to a standard party can cause a
lot of conflict and player resentment, (not to mention game balance).
Be prepared for a lot of setbacks and groundwork to prepare adventures
that fit the needs of such a mismatched party.
On the other hand, a party consisting entirely of giants or giant-kin
could be a very interesting campaign.
But beware of allowing this player to hop in to a standard campaign with
a giant, some of your players may resent the unfair advantage you are
giving to him.
Also, never be afraid to set your foot down. If a player want's to bring
in a character that will unbalance or upset the game, or one that causes
you to go way out of the way to accomidate him. Just say no. As DM's we
put a lot of time and effort into making an enjoyable campaign to have
it all whacked out of place by a single player. A player may whine when
things don't go their way but they will get over it.
Vesper
This Is a Reply to: Msg 523 by Alternate2k2
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Message 527 of 6010 Reply
RE:Giants Danduin_
(29/M/Somewhere in Ohio, I thin) 4/27/99 9:37 pm
YOU HAVE THREE HANDS!!!!!! Way cool.
This Is a Reply to: Msg 526 by Vesper_Lafanel
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Message 528 of 6010 Reply
Dungeon Master's Guild Page is gone. Danduin_
(29/M/Somewhere in Ohio, I thin) 4/27/99 11:27 pm
I am removing the files, links etc. associated with the webpage that I
started for this group.
It seems that no one really wanted to help out, or submit anything so
on and so forth so I am going to use the space for something more career
orientated.
Danduin Lestrontius, "Accidental" Stomper of halflings. . . . . ad infinitum
This Is a Reply to: Msg 1 by felsefeci
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Message 529 of 6010 Reply
Thanx for the info. Alternate2k2
(19/M/Castlebar ,Ireland) 4/28/99 5:24 am
I think i'll leave the giant out of the campaign for a while yet, hey
maybe he might consider taking a yeti, with a not so thick winter coat
of course.Power to DMing. Alternate...
This Is a Reply to: Msg 526 by Vesper_Lafanel
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Message 530 of 6010 Reply
GIANTS and other stuff Pictii
(33/M/PA) 4/28/99 9:13 am
I had a player get turned into an ogre that was nifty I made him play
the ogre the way they are mean spirited and hungry he was extremely stupid
and indescribably ugly and smelled rather repulsive only one pc could
deal with him every one else would try to "ditch" him it was neat I would
never allow a PC to start out as a giant Unless the whole party was giants
or their ilk
Danduin sorry about the lack of support it seems that spring has timed
itself more than inconveniantly this year and I have not had time to do
a third of what I would like I am sorry I feel I have let you down alas
the tribulations of chaos society
Pictii americanus
This Is a Reply to: Msg 529 by Alternate2k2
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Message 531 of 6010 Reply
No worries Danduin_
(29/M/Somewhere in Ohio, I thin) 4/28/99 4:14 pm
I am not upset or anyhting like that it's just that I have something else
that can use that space.
I sometimes forget that not everyone is tied to a computer for at least
forty hours a week. The files are still stored locally here at work (I
have a hard time discarding anything I have made).
This Is a Reply to: Msg 530 by Pictii
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Message 532 of 6010 Reply
Pardon my deformity? Vesper_Lafanel
(M/City of Greyhawk) 4/30/99 12:26 am
I'm still trying to figure out where the thought of a third hand came
from??? I only remember typing "on the other hand" once then moving on...I
do remember mentioning a foot though....hmmmmm...
Mayhaps I goofed and sprouted myself an extra appendage for that post
but I dont recall it...then again I haad spent 12 hours on the firing-range
that day and was thinking more about downing a few beers than what I was
posting..maybe I'll go read it again.
Vesper the Mutant?
This Is a Reply to: Msg 527 by Danduin_
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Message 533 of 6010 Reply
Pardon my deformity? Danduin_
(29/M/Somewhere in Ohio, I thin) 4/30/99 1:23 am
It seems that I must have been halucinating (dang I didn't even get to
REALLY enjoy it either) hmmm indeed perhaps that was one of them thar
flashbacks I was warned about so very long ago . . . .
This Is a Reply to: Msg 532 by Vesper_Lafanel
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Message 534 of 6010 Reply
DM and gamers surpluse didnot
(19/M/Minnesota) 5/1/99 3:00 am
I have started a new club eeeek!! yes I am advertizing sorry but with
only little old me (ok honestly I am not so little)it is hard to get noticed
on club list being so far down in the ranks. You could join the club and
say "jeez this sucks nothing here" but you know I would rather see you
say "hay I am going to stay here and help this poor guy out, this club
has potential". A note to you the owner of this fine club I am not compition
for you thats not my intentions. Mine are to try to help make gameing
better for us all with a good effort we all can make that happen I plan
to stay a member of your club cause I like it and find it intresting thank
you all for your time .
This Is a Reply to: Msg 1 by felsefeci
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Message 535 of 6010 Reply
Critical Thinking in Combat and Other Ra Jestyr_B
(29/F/Northern California) 5/3/99 11:57 pm
I am looking for a percentile based critical hit/fumble table for AD&D.
Has anyone out there genned one? The Combat and Tactics critical hits
table is a flowchart, and I have neither the patience nor the laptop (I
have CR2, and it does it for you) for it.
OR
How do you deal with crit hits and fumbles? QuickRules desired most...
Jestyr, beta to the Max
This Is a Reply to: Msg 1 by felsefeci
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Message 536 of 6010 Reply
Critical Thinking in Combat and Other Ra Pictii
(33/M/PA) 5/4/99 12:14 pm
I use a wildly capracious crti/fumble method most of the results are based
on the severity of the Die roll I have them roll D20 if it be a 1 there
is a critical failure they roll again if it is any number but 1 or 20
then the failure is mediocre "you swing and throw your sword accross the
room" if it is another crit (1 or 20 they roll agin again results dictating
action I rarely hurt pc's with critical failures unless they roll several
1's in a row as for critical hits I do the same but at the opposite end
of the scale a natural 20 results in a critical hit then I figure double
or triple damage based on a D20 roll below 10 double over triple another
20 results in another roll at this point it is almost a guaranteed kill
it works really no one has ever said ohhh thats not fair and I have never
had to develope the system further
>>If you are seeking really complete crit failure and hit charts I would
suggest ICE Iron crown enterprises I don't know what their gaming system
is I have a middle earth role playing game with pages and pages of extensive
charts for both critical hits and catastrophic failures
Pictii americanus
This Is a Reply to: Msg 535 by Jestyr_B
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Message 537 of 6010 Reply
Critical Thinking in Combat and Other Ra Danduin_
(29/M/Somewhere in Ohio, I thin) 5/4/99 8:33 pm
If you have some old dragon magazines there is an article in one of em
for ya! (Sorry I have no idea which one but it was long before Dragon
changed its format. . . . .probably in the '80s sometime
I have gone away from crits and all that bogs me game down. I do allow
extra damage on a 20 (an extra die usually) and a roll of a 1 causes some
humorous fumble (made up on the fly without consulting a cumbersome table)
Let me ask you this. . . . . .
Do you let your PC's foe have critical hits as well? If not, shame on
you!
This Is a Reply to: Msg 535 by Jestyr_B
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Message 538 of 6010 Reply
Critical Thinking in Combat and Other Ra Rune_Lord
5/5/99 3:18 am
As a DM, I sometimes I don't use a Crit Hit/Fumbles chart, dependant on
the players, the game, and sometimes I use a pre-generated chart. I have
the old article from Dragon that came out in 1980. I am in the process
of typing it out on Excel; my group wants copies for their own personal
use, and the original article is old and tattered; not to mention, the
copies that I have made are becoming hard to read as well.
I can forward you a copy when it is done. It should be another day or
so; maybe more with my hectic shcedule. Just drop me a note via e-mail
if you want a copy of it. Rune_Lord @yahoo.com
>> Rune Lord sends.....
This Is a Reply to: Msg 535 by Jestyr_B
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Message 539 of 6010 Reply
RE:Crits & Fumbles Vesper_Lafanel
(M/City of Greyhawk) 5/5/99 5:17 am
I prefer the simple double damage or whoops there goes your weapon method
myself (extra dice roles make me cranky). Pictti Is right about the MERP
crit hit tables though. If yer lookin for a good percentile based system...thats
the way to go. You can also find the same crit tables in Rolemaster's
Combat Law book (Same as MERP but even more advanced.)
These crit charts (and fumble) have some pretty good crits just make sure
you change the HP damage around. (In Rolemaster its common for a 1st level
mage to have 30 hit points or so). But these crit hit tables have one's
for fire, ice, electricity, edged, blunt, martial arts....you name it
they got a table for it......rabid bunny bites?
The elecricity one on a roll of a 100 explodes the victims head in an
impressive light show I believe.
Vesper
(Where'd my MERP books Go?)
This Is a Reply to: Msg 535 by Jestyr_B
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Message 540 of 6010 Reply
Potions & critical hits Postmodern1
(M/Mpls MN) 5/5/99 12:40 pm
Greetings again all!
On the recent potions debate, one other thing that may come into play
is how potions work in your world. Does the player have to drink the whole
thing to get the effect, or does (for example) half the 6oz potion of
invisibility produce either a) a person totally invisible for half the
potions' duration, b) a person sort of "half visible" for the regular
duration of the potion or c) something comletely different than the original
effect?
In the example of the person putting the potion of etherialness in the
drink, if we can assume it's not bright blue in color or smells like a
cart of ox dung, say the victim takes one healthy slug off his mug, downs
it, and then realises what has happened ..... Will he turn etherial immediately
and come back to "solid" in a few rounds? Will he go partially intangible,
perhaps with his armor and weaponry falling through his body? Will the
mixture of alcohol destabilize the potion itself, causing either nothing
or something completely unexpected to happen (you never know with magic
...) Will his full stomach of other fliuds slow the onset time? Are potions
absorbed into the bloodstream like food or do they just have to be taken
into the body? There are a lot of questions to answer to really get to
the root of the problem.
On the critical hit idea, I offered it up to the players: Do you want
to the possibility of a critical hit on a 20 knowing that the same rule
will be applied to your enemies? The vote was something like 7 to 1 for
it.
I have been using a chart from an artricle called "Those Are the Breaks"
(Dragon 54, 1981, also Best of Dragon IV, 1985) that has a comprehensive
chart based on a percentile roll, ranging from severe (an 01: hit causes
damage to party member, weapon damaged and dropped out of character's
reach) to no effect besides missing. It also tabled out what kind of damage
to the weapon in descriptive and game terms ... Nice set up.
Of course, I only use it about half the time, as I prefer to add a bit
of humor to the character's bad dice rolls. Nothing brings a character's
head back down to size faster than trying to jump off a battlement to
tackle an onrushing foe, then accidentally slipping and falling off said
battlement and onto one's own spear (a little story from our last gaming
session). It works for me, it might not for you.
This Is a Reply to: Msg 1 by felsefeci
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Message 541 of 6010 Reply
Well, dragn_lady
(33/F/Fitchburg, MA) 5/5/99 7:08 pm
I guess I have been away for too long.....have missed a few messages.
Sorry everyone. Been dealing with a growing baby who is also teething,
but I'll have more time to come back around now.
And so,
ttfn
Dragn_lady
question: How do you all deal with martial arts damages and such?
This Is a Reply to: Msg 1 by felsefeci
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Message 542 of 6011 Reply
Martial arts, Pictii
(33/M/PA) 5/6/99 1:21 am
I have ever had to wrestle with the same dilema I used the text from the
old DM's Guide and the text from monk character in the players hand book
I believe it was pretty decent it has been a long time
Pictii
This Is a Reply to: Msg 541 by dragn_lady
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Message 543 of 6011 Reply
Potions Pictii
(33/M/PA) 5/6/99 10:54 am
EEEK I have always had difficulty leaking info to the players about what
the potion does is or etc it has always been a sore point for me, yeah
post modern has a good point what of partial doses and all and reaction
to other potions food stuffs and alcohol...I have no shame every one is
treated the same when it comes to critical hits and catastrophic fumbles
on both sides of the DM's screen so I will not be shamed for that I useually
make it humouurous unless the PC rolls really bad over and over again
then I try to minimize the damage. Here is a question...I started running
an online game a few weeks what nearly a month ago any how one of the
players (the one who was most adamant about me starting the game) has
not contacted me in weeks his PC was fairly integral in a sub-plot and
now ???
I reallly do not wanna keep his PC as an npc (I have too many already)
what would you do? I have informed another player who was about to inter-
act with the absentee fellow that the Elf (*@*&%!$@@$%^#&Elf) may or
may not just up and vaporize before his very eyes any how I gotta run
Pictii americanus
By the way ICE or MERP what ever some of thier descriptions for critical
hits and all make me queesy (no small task) most of em are just too funny
though and rather realistic (in so far as when you read them you say to
yourself yeah ok I can see that happening or oh god jeez that would hurt
etc it is pretty neat but the system is incredibly cumbersome and difficult
to understand
unless I have burned out the last of my grey matter and it is just me.
This Is a Reply to: Msg 1 by felsefeci
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Message 544 of 6011 Reply
Martial arts: the scourage of all DMs Postmodern1
(M/Mpls MN) 5/6/99 11:36 am
If there is one thing that I _HATE_ it has got to be TSR's original set
up for unarmed fighting, wrestling and martail arts. Talk about a completely
random couple of tables!! I have abandoned these for a system more aligned
with regular dice rolling: you tell me what you want to do and roll a
hit with a + or - depending on the complexity of the attack. Damage is
based on strength and (somewhat) on class.
This still does not completely solve the player who always is saying something
like "I grap the guy by his collar, sweep my leg behind him and push him
down backwards, bringing my knee down on his chest." Yeah, great idea
(mutter, growl). This leaves me with a dillema: attack roll at about -8,
three seperate to hit rolls (to the other players cry of "Hey, since when
does he get three attacks?"), or say "Well, you can try to grab him this
round ..."
The Orietal Adventures set had a very strong unarmed combat section, I
wish I could remember who I borrowed that book to ... At low levels, it
was somewhat unbalancing due to # of attacks/ damage associated with a
particular style. At mid levels it becomes more even (hmmm ... my katana
+2 or three unarmed attacks at d6 dam each?) and at high levels it got
left in the dust.
There were several good articles in different Dragon mags that dealt with
additional styles of modern-day martial arts styles, with suggested damages,
special moves, associated weapons, etc. These went over huge with my players
while we were doing Oriental campaigns.
Basically, I consider unarmed combat a pain in the ass.
This Is a Reply to: Msg 541 by dragn_lady
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Message 545 of 6011 Reply
Martial arts: the scourage of all DMs Pictii
(33/M/PA) 5/6/99 2:56 pm
Hear here
Pictii
This Is a Reply to: Msg 544 by Postmodern1
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Message 546 of 6011 Reply
secondary skills Birdbone
(M/Washington) 5/13/99 9:49 am
does anyone use secondary skills (with or rather than NWP's)? I'm just
wondering because they seem kinda like a bad idea compared with proficiencies
to me.
This Is a Reply to: Msg 1 by felsefeci
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Message 547 of 6011 Reply
secondary skills Pictii
(33/M/PA) 5/13/99 11:13 am
I have used secondary skills from the beginning and I am having a very
difficult time trying to figure out the use of proficiencies! So there!
My understanding of secondary skills was that they were more like a hobby
your character had a proffession ie warrior and he enjoyed making his
own bows and arrows bowyer it seems much more logical and playable to
me however I have ever been accused of being narrow minded and pigheaded
so theres no accounting for taste
Pictii americanus
This Is a Reply to: Msg 546 by Birdbone
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Message 548 of 6011 Reply
low level death - please respond soon Birdbone
(M/Washington) 5/15/99 4:33 pm
I need some advice urgently. I have a group of 2 level 1 PCs. I give them
a lot of help (they are surprised when I let a blow inflict more than
3 damage) but they keep dying on me! 2 questions: what should I do when
they keep doing totally stupid things? and: what should I do when they
die? I don't really like raising them too often but I don't want to make
new characters all the time (they finally are getting experience).
This Is a Reply to: Msg 1 by felsefeci
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Message 549 of 6011 Reply
low level death - please respond soon Harlequin_1998
(24/M/Birmingham, AL) 5/15/99 5:02 pm
My first recommendation would be to add more players to the group. A larger
player group might help prevent pointless death. My second piece of advice
is to use NPC party members. They could give support ( a fighter with
a 3 int and 19 str) or advice (an old sage with a 19 int and 3 str). Just
be careful not to let the NPC's lead the party or give too much info away.
A third piece of advice (although not really recommended) is to let each
player play 2 chars, thereby doubling the party size. It takes a little
away from the role-playing aspect, but increases their chances for survival.
Use this tactic only until the players can learn to survive better.
This Is a Reply to: Msg 548 by Birdbone
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Message 550 of 6011 Reply
low level death - please respond soon Vesper_Lafanel
(M/City of Greyhawk) 5/15/99 9:48 pm
I agree with Harlequin on the NPC's. Add a beleivable NPC or 2 for some
help. Nothin' outrageous just another hand in a fight. Also, make sure
you don't design too tough of fights for the party. Low level characters
can get killed rather easily. Give them goals that aren't only combat
related and reward them XP for that. Its always easy as a DM to get overly
involved in the plot of an adventure and not realize that your sending
the characters into almost certain death. If combat is the big killer
in your campaign use smaller or less numerous monsters.
This Is a Reply to: Msg 548 by Birdbone
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Message 551 of 6011 Reply
low level death - please respond soon Ellowan
(26/M/Redmond, WA) 5/16/99 12:31 am
Alternatively, I've often run first level characters in groups of only
one or two. A rule of thumb that I took from an old Dragon Magazine article
by Katherine Kerr (issue #73 Solo Adventures) is to make sure the total
amount of opposition in the adventure doesn't exceed twice the combined
levels of the party, and that the amount of opposition that the party
will encounter at any given time doesn't exceed 100% of their combined
levels. For two first level characters that roughly translates to 8 kobolds,
no more than 4 to group, for the whole adventure. Any kind of special
abilities or intelligent tactics must be taken into consideration as well.
8 well-organized, well-equipped kobolds can be really devastating, as
can a single magic-user armed with spells like Sleep or Charm Person.
By the same token, a magic-user in the party with a Sleep spell, or a
fighter with platemail and a two-handed sword can count for quite a lot,
which must also be considered.
Also, as Vesper suggested, a de-emphasis on combat-oriented adventures
can do wonders to increase survivability.
Here are a few quickie scenarios for small first- or second-level parties
that I've run, heard of, or read about. Some of these are nothing more
than vignettes, but can be strung together or used between more involved
scenarios. All of these that follow have at least the potential for a
fight or two. For completely non-combat scenarios the possibilities can
be really limitless.
1) A lone cleric is sent to a spend one night in a graveyard that's rumoured
to be haunted. Maybe he or she runs into a poltergeist, an animated skeleton,
a grave robber, or a couple of badgers. Or maybe it's just going to be
a spooky night.
2) A PC is set up to challenge the town champion in a drinking or eating
contest. Outside of the contest itself, the pc or party can deal with
crooked bookies, small time thieves' guild hoods who want the pc to take
a fall, and drunk and unhappy customers who've lost their bets.
3) A thief is sent to cut the purse strings of wealthy merchant's daughter.
Whether or not he's detected, he's to deliver the purse to his partner
who will make a run for it while he stays to take the fall. This can lead
to a night or two in the local prison before his guild brothers can bribe
an official to let him out. Medieval jails were often common rooms where
all sorts of unsavory characters were lumped together. Alternatively,
the beautiful victim may take an interest in a suave enough thief, or
vice versa.
4) A druid, thief, and/or ranger decide to make life difficult for a timber
camp that's causing an unusual amount of waste because it's hunting for
a rare spice-bearing tree deep in the woods. The goal is to convince the
camp to depart without necessarily causing any deaths.
5) A fighter takes on a small gang consisting of a two-bit thief and a
hulking bully in order to make his village a better place.
6) A magic-user who's short on funds wants to sneak onto a farm and help
herself to a couple of rare herbs, dodging guard dogs and hired hands.
(Remember Farmer Maggot from The Fellowship of the Ring?)
This Is a Reply to: Msg 550 by Vesper_Lafanel
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Message 552 of 6011 Reply
low level death - please respond soon Pictii
(33/M/PA) 5/16/99 10:06 am
There is no accounting for bad playing however...If youuu have made your
adventures "easy" and help the players by pulling punches and they are
still getting dead more often than not I would suggest trying to find
out what their understanding of the game is why do they keep doing foolish
things if people understand the repurcussions and still do foolish things
there is nothing you as DM should do...I have always used Max hp for lower
levels 1st- 4th then I begin rolling for them this gives the pc's a chance
and nobody has a character with 4 hp this tends to keep them alive slightly
longer while incuring no real unfair advantage yes all the monsters too
have max hp some times there is no way to keep the pc's away from what
you are certain will kill them I recently had 2 pc's (1st level)in an
actual reality game encounter an immortal Ogre-Mage they were doomed I
put loked doors in their way with substantial penalties for lockpicking
etc but they persevered and invaded this legends space the fighter character
was dead when the ogre hit him with his first of 3 attacks however I let
the other pc and an npc rescue him I gave the pc who thought that running
away would be a good Idea extra exp and made an indentured servant out
of the comatose fighter by saving him and putting him into debt over it
I rarely "stick to the script" when running first level players through
adventures If you are killiing too many of em you gotta adjust your encounters
(unless they are just hapless and doomed) to the strength of the party
and certainly non combat goals are a way to do this also I also send out
powerful npc's with their own agenda who are willing to work with the
pc's for a while not leading the party or any thing but a 5th level fgt/thief
really changes the survivability of a group
Pictii americanus
This Is a Reply to: Msg 551 by Ellowan
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Message 553 of 6011 Reply
low level death - please respond soon Elven_Night
5/16/99 11:58 pm
I have never run a first level game because of how fragile the PCs are
but when I was considering it a few months back I thought up a few good
ideas.
1 - on first level each PC has hit points equal to the highest roll they
could get (i.e. fighters get 10,thieves get 6) plus their constitution
bonus.
2 - make the first game or two more based on puzzles and thinking rather
than fighting. Maybe have them get out of a maze rather than fighting
through a dungeon.
3 - don’t start them at level 1.
Many people will disagree with me on that last one but that is what i
have been doing and my DM before me used this method too. It is nice because
a PC can take a hit or two and not die.
Elven Night
This Is a Reply to: Msg 552 by Pictii
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Message 554 of 6011 Reply
low level death - please respond soon Pictii
(33/M/PA) 5/17/99 1:34 am
Sorry elven I have to disagree starting chracters at higher levels has
never been a practice I have favored only once did I feel the situation
warranted it five 8th - 10th level pc's and one first level guy I gave
him the option of starting at 2nd or even 3rd level but he was a game
fellow and refused he went through five characters till one survived but
that became his favorite pc and even to this day nearly 20 years later
last I saw my buddy we talked about that summer and his rough and tumble
first level character starting at advanced levels takes away the sense
of accomplishment and really does not give a good feel for the game players
have characters that have powers with no understanding or appreciation
for their given abilities I would imagine it to be a pretty hollow gaming
experiance.
Pictii americanus
Stand Fast
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Message 555 of 6011 Reply
low level death - please respond soon Umbratikus
(34/M/Central Ohio) 5/17/99 9:37 am
I have to agree with Pictii. Always start characters at first level for
the reason's he mentioned.
I basically have three things to say about your dying PC dilemma:
1) Role Playing Advocate Department: AD&D is first and foremost, a Role
Playing Game, not a hack and slash blood fest. Give them a few adventures
that focus on role playing and have little or no actual combat. I have
run entire adventures where there was never a sword drawn.
2) Beefing Up the Party Department: The group I DM for now has only two
players. Since 1st level, they have been big on the war dog thing. They
each bought a couple of war dogs each and used them to sic baddies first.
This actually was frustrating for me the DM, but it worked for them. Also,
sending extra NPC's with the party is a tactic I use often if I feel the
adventure is too tough for them. Usually these NPC's will only accompany
them for an adventure or two. A guide, who is also a handy fighter, a
light boy who is a 1st level thief, etc. As a general rule, I never make
the NPC a higher level than the lowest level PC, so that the NPC won't
(often) steal the PCs' thunder.
3) Dungeon Design Department: Design your adventures around your PCs.
In other words, don't give them more than they can handle. Simple concept,
really.
This Is a Reply to: Msg 554 by Pictii
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Message 556 of 6011 Reply
Dungeon Master's Guild Pictii
(33/M/PA) 5/19/99 3:03 pm
Greetings all I would like to ask about how every one runs games minimizing
combat stressing problem solving puzzels etc...mostly what I am looking
for are scenarios people have run or tried to run what did you do how
did it go or not go what were some of the problems etc...every one has
stories regarding such adventures some worked well others stunk so let
us know
Pictii americanus
Stand Fast
This Is a Reply to: Msg 1 by felsefeci
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Message 557 of 6011 Reply
non-combat adventures Umbratikus
(34/M/Central Ohio) 5/19/99 4:45 pm
Murder mysteries are always fun if you, the DM, like to keep track of
multiple NPC's. Creating one for play is simple. Develop the plot, design
the setting (the Lord's Manor for instance), develop the NPC's, and draw
up a timeline. Dungeon Mag has published a number of these.
This Is a Reply to: Msg 556 by Pictii
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Message 558 of 6011 Reply
Help: I need an Idea Alpha_Rune
(17/M/Benton,Ar) 5/19/99 11:42 pm
I'm going to float the Buffalo river and camp.
We want to run a game while we're camped any Idea's?
please e-mail me as soon as possible or post here.
-Josh "The Don" McVay
This Is a Reply to: Msg 1 by felsefeci
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Message 559 of 6011 Reply
Help: I need an Idea Umbratikus
(34/M/Central Ohio) 5/20/99 9:39 am
How many nights will you be camping? Whatever the length, you should run
something that takes place in the wilderness, but scares the bejesus out
of the players. Sort of a variation on the campfire ghost story thing.
Make sure that when the session is over, you have the players looking
over their shoulders as they walk to their tents : )
This Is a Reply to: Msg 558 by Alpha_Rune
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Message 560 of 6011 Reply
Help: I need an Idea Pictii
(33/M/PA) 5/20/99 10:00 am
My basic edition blue book went with us camping several times a few of
them I had other players for and the adventures were acted out and played
during the day we would venture forth and discover things at night we
would play scenarios based on our explorations it worked pretty well and
more importantly we had lots of fun it also gave the other DM and myself
a much better idea about sneaking around through the woods and exploring
"dungeons" (abandoned buildings) there were even "orcs" on one adventure
(toothless appalachian natives who yelled alot) I would say discuss it
before hand sort out who wll DM etc... and try to tie the adventure into
the travelling you are doing PC's embark on a multi part journey each
stop they must locate another piece to the puzzel or another scroll or
the next item on their scavenger hunt list....
Pictii Americanus
This Is a Reply to: Msg 558 by Alpha_Rune
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Message 561 of 6011 Reply
Help: I need an Idea Ellowan
(26/M/Redmond, WA) 5/20/99 10:08 am
On the other hand, do you want to run an urban or dungeon adventure for
the sake of variety?
Umbratikus' idea of a campfire ghost story scenario is great! If he would
care to expand on that in a later post and maybe offer an example I would
be grateful. It's something I might want to run some day.
I don't have any good ideas for a wilderness ghost story at the moment,
but here's a scenario that's kind of become a bit of a tradition among
my friends and I to run at various points:
The party hears word (or encounters direct evidence; the setup's up to
you) of a bounty placed on a unicorn's horn. This has probably been set
by an unscrupulous mage or priest. The commonfolk are up in arms about
it, since this is just the sort of thing you don't do. Anyway, a legendary
huntsman has taken up the challenge. At your option he may have surrounded
himself with a party of colourful NPC adventurers geared to taking out
large numbers of druids, elves, rangers, and sylvan creatures who might
get in his way.
Where to go next is up to your party. They can help the forestfolk stand
up to this menace or they can race him to the prize. Also, what is the
final nature of the patron who offered the bounty in the first place?
You can evoke an atmosphere anywhere from a mind game between two adventuring
parties to a veritable war between good and evil forest factions and hordes
of bounty hunters and self-appointed do-gooders. You could even have something
like an Arthurian tale involving just a few pc's, a lone hunter, an ever-elusive
unicorn, and a deep and primal forest filled with allegory and symbolism.
This Is a Reply to: Msg 559 by Umbratikus
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Message 562 of 6011 Reply
Pictii Umbratikus
(34/M/Central Ohio) 5/20/99 10:11 am
Better watch out for those "toothless Apalachian natives!" Movies such
as Deliverance and Southern Comfort come to mind.
This Is a Reply to: Msg 560 by Pictii
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essage 563 of 6011 Reply
Pictii Pictii
(33/M/PA) 5/20/99 10:20 am
to quote monty python
RUN AWAY
Pictii
This Is a Reply to: Msg 562 by Umbratikus
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Message 564 of 6011 Reply
Ghost Story Umbratikus
(34/M/Central Ohio) 5/20/99 10:21 am
I still say ghosts, or some other forms of undead are the way to go, because
in reality, the possibility of their actual existence may really exist
in the dark recesses of your players' minds. This fear factor will follow
them back to their sleeping bags.
The adversary should definitely be something that the players are unfamilar
with. They shouldn't know exactly what they are up against, but it should
appear capable of dealing great harm or even death to the party. It may
not actually BE undead forces, but should appear as such (those pixies
can cast great illusions, complete with sound). An EVIL DEAD scenario
might also play well here also. (Never saw that movie? Watch it before
you go. You might not sleep either).
This Is a Reply to: Msg 561 by Ellowan
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Message 565 of 6011 Reply
Ghost Story Pictii
(33/M/PA) 5/20/99 10:35 am
Zombies and dimentional gates whoa kooky
under the moon light are very spooky
fearful players acting goofy
they sing at your wake and dance on your grave
George Romeros variety just want your brains
frightening visages of the dead strolling around
instead of resting in the ground
wilderness terror whats behind that tree
better whatch out for the Badgers
Pictii americanus
This Is a Reply to: Msg 564 by Umbratikus
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essage 566 of 6011 Reply
Pictii Umbratikus
(34/M/Central Ohio) 5/20/99 10:43 am
I didn't know you were a poet.
This Is a Reply to: Msg 565 by Pictii
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Message 567 of 6011 Reply
Help: I need an Idea elroyj
(34/M/San Jose, CA) 5/21/99 6:54 pm
That sounds like a lot of fun ... if you're going to the mountains, maybe
a local mage has quested your party to find some materials, like a Roc's
egg. Or if there are caves on your trip you could run into some goblins
and spiders. hehehe wish I was going
This Is a Reply to: Msg 560 by Pictii
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Message 568 of 6011 Reply
Help: I need an Idea Pictii
(33/M/PA) 5/21/99 7:22 pm
or the mountain could be the home of a powerful dwarven clan leary of
strangers but greedy for thier gold or a great Drow city could lie beneath
the surface and trespassers will be prosecuted there are countless varieties
of scenarios you could run both in the highlands and lowland rivers and
swamps watchh out for that Shambling mound or those accursed Troglodites
in the swamps when you stop your raft for lunch
Pictii americanus
This Is a Reply to: Msg 567 by elroyj
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Message 569 of 6011 Reply
I Have An Idea Fynduril_Skyrunner
(20/M/Pennsylvania) 5/21/99 8:29 pm
I have to agree with Umbratikus that the best way to go is definitely
with the "ghost" story. I've thought up an -extremely- sketchy scenario
start for you, hope it helps.
The PCs are hired for a job far to the (insert direction here) and must
leave to get there with as much haste as possible. The quickest route
is through a "haunted" forest a few days from town. If they were to circumvent
the forest it would cost them say...10 days on foot, 6 on horse, and they
can't afford to lose that much time, so they go through the forest. For
the first day and night they hear or see nothing. I mean nothing, no brids,
animals, nothing...the forest is deathly quiet and very eery. On the second
night, as they are gathering around the fire for the nightly meal and
the twilight is quickly turning to night (have this be the same setting
in real life for added intensity), one of the PCs sees something out of
the corner of his eye, just a fliting image, but enough to cause some
tension and interest. This will happen repeatedly until someone goes to
find what it is. When they do find it, it is a transparent image of a
small child, wandering the forest in fear, a searching look in her eyes,
fear on her face(No, not a ghost, a phantom). If she sees the character
she will pause and look at them pleadingly, mouth moving but no sound
coming from her lips, and then turn and start away from them, pausing
every few moments to assure that she is being followed. If the PCs follow
they will be led to an old and decrepit shack deep in the forest, the
shack is falling apart and looks as if it hasn't been lived in for ages.
The little girl will go inside the house and disappear. This is where
the fun part comes in. The house is "haunted" be the rest of the family,
all of them are wraiths, the girl phantom was killed by her parents before
the wraiths could consume her, as they knew they would her. The rest is
up to you. But I suggest that the foray return to the forest, perhaps
a potentially deadly game of hide and go seek with the wraiths. I'd award
extra exp if the PCs can find a way to release the wraiths without "destroying"
them. Say a priest or what not has the power to release these once faithful
followers of his God. Also, extra exp should be given out if the PCs can
discern what trapped the litle girl and forced her into becoming a phantom.
The adventure should only last one night, with the PCs continuing back
on their way the next morning, but with the night forever instilling fear
in them. Remember to be as cryptic, macabre, and descriptive as possible.
Use the forest sounds around you to enhance the feelings that the PCs
are already having, and if you scare yourself, rest assured it worked
on them as well.
~Fynduril
P.S. Umbratikus: "I'll swallow your soul!" "Ah come on lady, why don't
you just kill me and get it over with?!?"
This Is a Reply to: Msg 568 by Pictii
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Message 570 of 6011 Reply
Camping Adventure wrarx
(20/M/Washta, IA) 5/23/99 10:28 pm
I have a somewhat evil idea.
Have the players, bring along equipment similar to what their characters
have as if you were going to live-action. Then, on the second night out,
abandon them (having an escape route planned is kind of crucial for that)
or hide out somewhere. Leave a note saying that their adventure is either
to stay alive and find their way back (in much more words, of cource).
If you abandoned them, be sure to only leave bits of map for them if needed.
Or ther adventure could be to find a criminal who has escaped the authorities
(of course, that means you have to hide out and be the criminal). Maybe
have cardboard cut outs of monsters around for them to encounter and hack
on along the way.
Either way this should be fun if people aren't clumsy or completely lacking
in navigational skills, plus it will give the players a chance to really
get into their characters' shoes.
If need be you could also stick around to referee the whole thing and
only offer help in truly desperate situations in the case of the abandonment.
If you use the criminal, I'm sure another of your friends wouldn't mind
running ahead and setting up puzzles for the party and, eventually, playing
the part of the excaped criminal.
This whole thing will really show the players the rigors of travelling
overland as adventurers (have them carry all of the gear their characters
do, too, that ought to be interesting for a player whose, character has
a STR of 16 or higher)
This Is a Reply to: Msg 1 by felsefeci
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Message 571 of 6011 Reply
Good to be back Danduin_
(29/M/Somewhere in Ohio, I thin) 5/23/99 10:41 pm
Wow I have missed quite a bit in my forced abscense. From low level party
death to soul swallowing demon women. Is there anyone on this board who
has NOT seen Evil Dead I, II, and/or AoD?
Some of the best game sessions I have played were whilst miles from everything.Personally,
I prefer the mystery setting mentioned earlier whether it is in the sylvan
setting you will be gracing or a more 'urban' one matters little. I had
a party going nuts in a small isolated fort during a blizzard and all
because of a small Red Slaad running amok.
*dances around chaoticly*
Amok, amok, amok. . . . ahem, sorry
Thinking about it they almost died that night as well *big grin*
Umb, Picti I will be mailing you tonight or forst thing in the morning,
once I get through the six thousand (It looks like 6000 but it is probably
closer to 200) emails I have collected.
"Remember shop smart, shop S Mart"
This Is a Reply to: Msg 1 by felsefeci
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Message 572 of 6011 Reply
Dead PC's and the players who killed the Postmodern1
(M/Mpls MN) 5/24/99 12:51 pm
Ahhhh, how do you keep those low levelers alive? I have a couple fairly
standard issue adventures that I run newbies on.
- The Mage's Tower - Players either geased, quested, hired, indebted,
etc. to get an item out of a tower of a local wizard. Some low power traps
(more annoying than damaging), a couple single magical guardians, some
puzzles, and possibly a fight with the lord of the house. If they win
and get out, they are rewarded and gain exp. If the mage beats them, they
are imprisoned and forced to work on his behalf, perhaps to steal something
from their former employers. Lots of room for fun scenarios.
- Caravan Guards - Hired on with a caravan headed in the same direction
that the players are going, the players have the chance to make allies,
enemies, and get paid extra repulsing the kobolds, wolves or other minor
attackers after the caravan. At higher levels, it seems that the caravan
members are all shapechanged/polymorphed rakhasha/demons/orge maji/etc
out looking for suckers' gear to add to their treasure troves.
- Camping - I think you need to stay away from continual run-ins with
monsters while resting, sort of a "Who's watch do the baddies show up
on tonight?" but camping out has great scenarios built in to it. Hit-and-run
attacking kobolds, a stealthy party of goblins after a prisoner, a mysterious
noise out in the woods ... The ghost stories put out earlier were great!!
As far as low level monsters go, be carful to play them with some intellegence
and not just numbers. This may be where you overwhelm your players statistically
(25 kobolds are going to kill a 1st level fighter eventually ...)
To piggyback on the low-level monster thing, I used a party of orogs on
my players in my last game ... eight of these lil punks almost wiped out
a party of six 7th - 12th levelers because they were organized and used
decent battle tactics; granted, the PCs made a _lot_ of mistakes, but
they were all beat up something fierce at the end, not able to figure
out how they did so poorly.
Anyone else have pesky little guys they like to use on their players?
I have a group of quicklings who are about to make my players' lives hell
... they're only a couple hit dice but man, can they be fun!
This Is a Reply to: Msg 1 by felsefeci
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Message 573 of 6011 Reply
A Question For All Fynduril_Skyrunner
(20/M/Pennsylvania) 5/29/99 8:05 am
Okay~
Well, my gaming groups has finally returned from their sojourn to different
parts fo the country (college will do that to you), and they want to play
once again. Yippee!! I've been missing our weekly gaming sessions, and
I've missed DMing even more. Online play is no substitute for getting
together with a bunch of friends, eating food made up of almost entirely
artificial flavorings and preservatives, and gaming until your mind is
so fried you can't walk, let alone play anymore. Wait, that was a bunch
of rambling crap, I know I had a question for my fellow Dms in there somewhere...
Oh yes...it has been almost exactly 4 monhs since I last played, and I
have made a few adventures in that time for when they returned. I told
them this the other dy and was met with a chorus of boos and hisses (not
really, but it felt like it). Every one of my players said they would
rather I just wing it because they like my style more when I take it off
the top of my head instead of planning. I must say I do as well, which
is why I will wing it after all. I'll use all the work I have done these
past few months as a basis for the game, but I don't think I'll follow
everything the way I wrote it in the first place. Damn it, I'm rambling
again...
Okay, let's just get this question out and then I'll leave. My question
to you, my fellow DMs, is do you prefer to run concrete adventures or
just free-lance from the top, or back, or side, or even bottom I suppose,
of your head? If you like to run adventures that are already set, do you
buy them, or do you make them yourself?
~Fynduril
This Is a Reply to: Msg 1 by felsefeci
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Message 574 of 6011 Reply
A Question For All Danduin_
(29/M/Somewhere in Ohio, I thin) 5/29/99 1:50 pm
I have started out with pre-planned adventures but my players NEVER, not
once, came even remotely close to the intended story line. So I naturally
do very little planning what I do instead is have a whole bunch of pre
made encounters, traps, tricks etc. and when one of these things get the
interest of the party I expand upon it .
This Is a Reply to: Msg 573 by Fynduril_Skyrunner
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Message 575 of 6011 Reply
A Question For All elroyj
(34/M/San Jose, CA) 5/30/99 12:48 am
I like to have a plan in mind. Like someone else commented, though, people
never follow the plan. So its just a guideline. But if you have a few
alternatives in mind, then you can use parts of your plan as it seems
appropriate.
One thing I hate is when a DM tries to stick tenaciously to a plan that
he worked on when it clearly isn't going to work. Alright, that was me.
hehe So I don't try it anymore.
This Is a Reply to: Msg 573 by Fynduril_Skyrunner
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Message 576 of 6011 Reply
A Question For All Harlequin_1998
(24/M/Birmingham, AL) 5/30/99 1:54 am
I'll have to agree with what I've seen before and say that the best tactic
is to set up some info beforehand, but in general wing it. My advice though
is to keep good notes of the gaming sessions, because it will become easier
and easier to develop beleivable stories when you can remember what's
happened before.
This Is a Reply to: Msg 575 by elroyj
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Message 577 of 6011 Reply
A Question For All elroyj
(34/M/San Jose, CA) 5/30/99 7:39 pm
Actually, I've been playing in a game on-line here, and I have to say
it offers a lot of advantages to just having everyone around the table.
It's possible to pass notes between the DM and individual players, and
much easier for the DM to control what is revealed. All in all, I would
probably still rather play with everyone together, though.
This Is a Reply to: Msg 576 by Harlequin_1998
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Message 578 of 6011 Reply
A Question For All Ellowan
(26/M/Redmond, WA) 5/30/99 9:14 pm
In my own experience, it is the planning that allows me to be flexible.
I prefer whenever I can to run adventures that I've spent some time in
preparation and in construction. It is when I've taken extra time to create
a detailed setting and really flesh out numerous NPC's that I feel comfortable
during that inevitable point when the party does something completely
unexpected. Often part of the preparation is creating sideplots that can
serve as the basis of the evening's major event if the party actually
abandons the main storyline.
While my players have often been kind enough to say that they appreciate
my gaming style whether or not it's ad libbed, it really is the carefully
planned adventures that have been the most fun for the whole group, myself
included. I've found that it is harder to gauge strengths for me on the
fly and when I'm unprepared, my adventures are the most lethal. It takes
a certain amount of reflection time for me to be able to tone down encounters
and increase survivability. Also, my bad habit is to postpone placing
treasure until close to the end of my preparations, so winnings from unplanned
adventures are often rather meagre.
My basic planning often takes the form of Events and Encounters. While
there is a certain degree of overlap, for the most part, Events occur
based on time, and Encounters occur based on place. Some will occur with
the party as a trigger and some will occur independently. I try to have
a clear idea in my head as to what will happen to the whole if any Encounter
or Event is changed, prevented, or aided. I also like to imagine the course
of events if the party isn't present or simply does nothing. Ideally the
result is a dynamic evironment that doesn't revolve around the party,
but is something that the party has the power to change, for good or for
ill.
This Is a Reply to: Msg 576 by Harlequin_1998
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Message 579 of 6011 Reply
spell point system (revisited) Birdbone
(M/Washington) 5/30/99 11:09 pm
I am thinking of implementing a spell point system and I wanted to run
it by you all. Spell points have been discussed at least once in the club;
I found a discussion starting at message 128. Well anyway please tell
me if you see any problems here.
A mage has as many spell points as his intelligence divided by 3 plus
his level (a level 1 mage with intelligence 18 would have 7 points), and
a spell costs as many points as its level. A mage regains spell points
at a rate of 3 per day of rest/study and 1 per day of activity.
So please express your opinions on this or point system in general.
This Is a Reply to: Msg 1 by felsefeci
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Message 580 of 6011 Reply
Dungeon Master's Guild DEE_32_99
5/31/99 2:42 pm
hi i belive that the spell point system that bird ploted out would be
tood nce to the players thats it
This Is a Reply to: Msg 1 by felsefeci
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Message 581 of 6011 Reply
spell point system (revisited) elroyj
(34/M/San Jose, CA) 5/31/99 3:32 pm
At first glance, your point system seems a bit unbalancing at the the
early levels, and severely limiting at the upper levels. A first level
mage with an 18 INT can cast his entire spell repertoire seven times,
but a twentieth level mage with an 18 INT (26 spell points) can cast only
4 5th level spells and a 6th level, and then must rest for 9 days before
returning to full strength.
This Is a Reply to: Msg 579 by Birdbone
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Message 582 of 6011 Reply
spell point system (revisited) Ellowan
(26/M/Redmond, WA) 5/31/99 4:09 pm
What sort of limitations are in place that affect the level of a spell
that a magic-user can cast? Could the aforementioned 1st level mage with
18 intelligence cast a Limited Wish if he was lucky enough to have access
to such a spell, or would he have to wait to around 14th level like most
people?
This Is a Reply to: Msg 579 by Birdbone
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Message 583 of 6011 Reply
Critical hit charts Xin1575
(24/M/Orlando, Fl.) 5/31/99 9:09 pm
I have been interested in implimenting critical hits in my campaign. I
wanted to get any feedback on how other DM's do this. Do you make up your
own critical hit charts? And how do you determine if a hit is a critical
hit? Also, does anybody use Critical Fumble charts as well?
This Is a Reply to: Msg 1 by felsefeci
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Message 584 of 6011 Reply
spell point system (revisited) Jiriki13
(29/M/Chicago area) 6/1/99 9:14 am
The Player's Options: Spells & Magic book has a complete spell point system
already for you to use, if that's an option for you.
Dave
This Is a Reply to: Msg 579 by Birdbone
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Message 585 of 6011 Reply
Critical hit charts Jiriki13
(29/M/Chicago area) 6/1/99 9:40 am
The Player's Option: Combat & Tactics has a critical hit system. This
system is based on weapon size vs. target size and the attacker can only
gain a critical hit if they are able to hit you by more at least five
more than your armor class and then you get to save vs. paralyzation to
avoid the critical, but still take double damage. It's not too bad, but
there is not critical fumble chart.
This Is a Reply to: Msg 583 by Xin1575
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Message 586 of 6011 Reply
A Question For All Umbratikus
(34/M/Central Ohio) 6/1/99 9:49 am
I tend to play epic adventures. I mean epic in the sense that the main
objective sometimes takes years of real time to complete. This, of course,
means many adventures linked together that lead closer and closer to the
main goal. The trick, then, is getting the players behind the goal 100%,
which usually isn't a problem. Sometimes characters will die and new characters
will replace them, but the story line remains intact.
Having said that, there is necessarily a great deal of "winging it." However,
I still do a lot of planning for major encounters, and these encounters
are generally pretty structured, however this "structure" is usually made
up of events and encounters that often are not dependent on place or order
of occurrence. This allows me to use them regardless of what course of
action the players are taking. I write most of my own scenarios, but I
do use store-bought material and stuff from Dungeon magazine, as long
as they can be modified to fit into the grand scheme AND add significantly
to the over all objectives. The players need to see that their efforts
are getting them closer to their goal. "Side treks" are used sparingly,
but are sometimes welcome breaks. My players often commend my playing
style and enjoy the scenarios and the "Quest" a great deal.
This Is a Reply to: Msg 573 by Fynduril_Skyrunner
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Message 587 of 6011 Reply
Critical hits Umbratikus
(34/M/Central Ohio) 6/1/99 9:55 am
I tend not to use crit charts, because it can really bog the game down
(in my experience). It is great for the players, but the players are usually
not too happy when they are used against them.
I do this: First, I do allow automatic max damage on a natural roll of
20, and I do have a fumble chart for a natural roll of a 1 (which includes
damaging self, party member, dropping weapon, dropping weapon out of reach,
breaking the weapon, and "nothing unusual happens," which usually responds
in sighs of relief). I make regular use of called shots, which simulates
crit hits to some degree. A called shot to a limb that takes 1/5 total
hp of damage severs that limb. A called shot to the eyes blinds, a natural
20 on a called shot to the neck decapitates, etc.
This Is a Reply to: Msg 583 by Xin1575
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Message 588 of 6011 Reply
Good to be back Pictii
(33/M/PA) 6/3/99 10:07 am
AMOK My what a concept I am in favor of all chaos organized or individual
ha ha I have a lot of reading to do also my machine went dead two weeks
ago and I just got it back last night
Pictii
This Is a Reply to: Msg 571 by Danduin_
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Message 589 of 6011 Reply
A Question For All Pictii
(33/M/PA) 6/3/99 1:01 pm
I have found that no matter how much coaxing the party is still gonna
do some thing that I was not prepared for most iritating when you have
50 odd pages of printed material that you are just beaming with pride
over and I don't think I have ever had a group do what it was supposed
to (bastards J/K) I find that I am more letahal when I have it pre planned
and I am certainly cheaper in that case but as I have said they never
do what they are supposed to normally less than a quater of any given
session is pre ordained the rest of it come from my brain pan with assistance
from various random charts I have developed over time then It is up to
the roll of the die and the dice tend to be much meaner than me however
the dice also give out more treasure than I would like it is hard "That
door is locked..."
"tim the theif attempts to pick the lock"
"Oh how unfortunate tims lockpick breaks..."
"By the way you hear HEAVY breathing from the other side of the door..."
"We will not be thwarted..."
"There are 8 other doors in the room..."
"We break down the door..."
"The door is made of a solid piece of titanium..."
"Dolt the strong bashes the door with a felled tree retrieved from out
side attemting to knock it off its hinges..."
"Awk Dolt succeds there is a huge angry Dragon glowering at you 'why did
you break my door down?'..."
"We attempt to slay him..."
"Crap..."
Players never learn that we have spent so much time developing scenarios
and that if they would let us play them it would be nice once in a while
Pictii
This Is a Reply to: Msg 578 by Ellowan
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VolkamGreatforge
(31/M/Yuba City, CA) 6/4/99 3:58 am
I am in the process of creating a fumble and hit charts for my campaign....anyone
have suggestions for either or both?
Thanks
Volkam Greatforge, Bane of the Trolls, boyfriend to the LUNAoftheMIST,
the duster of bunnies, the picker of nits, and tourguide to the stars...
This Is a Reply to: Msg 1 by felsefeci
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Message 591 of 6011 Reply
critical hits and fumbles charts Pictii
(33/M/PA) 6/4/99 10:20 am
there are fantastic crit hits and failures in MERP
(Middle Earth Role Playing) I believe that is a role master game I am
uncertain however the charts they have are extensive and inclusive I agree
with most every one else however and have found that using extensive critical
hit and failure tables just bog down the game and really I have found
don't add much to the game I use a system of my own design and have after
trying other systems with no real success have returned to the system
I created when I was a youth more power to you good luck with the system
what ever you decide upon. If it works and is playable please let us know
If you go back a few postings you can find several abridged versions of
critical systems used or experimented with by members of this brotherhood
again I say good luck with it Players tend to get really upset when their
7th level paladin gets whacked by a goblin who rolled lucky and took their
head
Pictii americanus
This Is a Reply to: Msg 590 by VolkamGreatforge
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Message 592 of 6011 Reply
critical hits and fumbles charts VolkamGreatforge
(31/M/Yuba City, CA) 6/4/99 11:55 am
I've used the rolemaster critical hits and fumbles but have found that
the PC's get killed to easily and frustrates players as well as the DM....
Volkam
This Is a Reply to: Msg 591 by Pictii
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Message 593 of 6011 Reply
critical hits and fumbles charts Pictii
(33/M/PA) 6/4/99 8:51 pm
I feel if you are using a criticaal hit/failure system when playing it
should be something that all can agree upon after all the whole point
is to make killing of things PC's and Nasties more "real" if your players
don't like tha possibility of instant death then perhaps you should not
institue a crit system I realized the drawbacks the first game I played
with such a system and had to pull my punches all night just to keep the
entire party from being decimated I am an extremely lucky dice roller
and within the first three rounds of combat I had rolled crits on four
of the six PC's the real kick in the pants came when after I returned
to my old system on my side of the screen the players were still using
crits and argued with me every time they rolled a natural 20 "why are
you not using those tables from that book" "Cause the whole party would
be dead by now and I would have been driving home about an hour ago" "But
I rolled a 20..."
and so on so I returned to my standard system and my players really had
no complaints
Players Bah I guess we need em but what an pain in the posterior
Pictii americanus
This Is a Reply to: Msg 592 by VolkamGreatforge
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Message 594 of 6011 Reply
Query!!! Rune_Lord
(312/M/Somewhere on Faerun) 6/5/99 5:46 pm
Dopes anyone have any information on a Dragon article that was published
back in the 80s (about 83 or so) that details the witch class. I have
a portion of the article but am lacking the High Secret Order Spells and
page 16 of the article. If anyone can help, just drop a line.
Rune Lord
This Is a Reply to: Msg 1 by felsefeci
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Message 595 of 6011 Reply
Query??!! Rune_Lord
(312/M/Somewhere on Faerun) 6/5/99 5:47 pm
Sorry, Dopes should have been "DOES."
:-)
Rune Lord
This Is a Reply to: Msg 1 by felsefeci
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Message 596 of 6011 Reply
Query??!! Pictii
(33/M/PA) 6/5/99 5:52 pm
I guess to some one who is over 3 centuries old, nearly 2 decades is a
mere drop in the bucket. But dang man you are talking about the entirety
of my adult life there, and among the only things I still have is my name,
some records, and a few boxes of books.
Pictii
playin around
This Is a Reply to: Msg 595 by Rune_Lord
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Message 597 of 6011 Reply
A Question For All fistandantulus84
(???/M) 6/7/99 11:23 am
I agree. I have just spent over three months of my time writing a campaign,
and in one night all my players went off on a totally different course!
needless to say, i was very pissed off, but I have found very good ways
of getting them back on course.
In your example, I would tell then that there was nothing in the room.
If they insist on braking down all the walls, then I will tell them that
they have come upon another empty room. After twenty rooms of this, if
they still insist on doing this, then I will send them a monster which
will kill over half of them IF they manage to defeat it. That is a good
way of reminding the players whos in charge...the DM!
This Is a Reply to: Msg 589 by Pictii
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Message 598 of 6011 Reply
Epic battle table fistandantulus84
(???/M) 6/7/99 11:26 am
I was wondering if anyone had a tble made for players who are involved
in a major battle. It would be hard to play the battle out if there was
over ten thousand beings fighting at the same time. I was going to make
it myself, but if anyone has one, and would be willing to share...or if
they wanted to make one with me
This Is a Reply to: Msg 1 by felsefeci
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Message 599 of 6011 Reply
Epic battle table Xin1575
(24/M/Orlando, Fl.) 6/7/99 12:12 pm
Funny...I was able to post the same thing. I've got a campaign where the
player are locked in the middle of a war. It makes for an interesting
game, since I can use the war as an excuse to use random encounters. Also,
it keeps the players from wondering off and missing the adventure I worked
so hard to create. I don't use a chart or table of any sort. I just create
battles whenever I want and I just make up the ending. I don't bother
trying to make it random at all. If I want the bad guys to win the battle,
then they do.
This Is a Reply to: Msg 598 by fistandantulus84
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Message 600 of 6011 Reply
Query!!! Danduin_
(29/M/Somewhere in Ohio, I thin) 6/7/99 5:40 pm
Hey Rune_Lord I do have that issue. I will get it to you asap. I am at
work right now so I do not have the resources handy. . . . I'll send it
to your yahoo account Word format ok?
This Is a Reply to: Msg 594 by Rune_Lord
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Message 601 of 6028 Reply
Dieties and initiative... Jiriki13
(29/M/Chicago area) 6/7/99 5:45 pm
My group attracted the attention of the diety Gargauth in the FR world.
In F&A it states that all dieties gain initiative on mortals if they choose
to do something. Gargauth has five attacks per round when throwing daggers.
Would he gain all five before the mortals (PC's) could act or would his
second throw come on segment 1 and then go from there or would you actually
roll an initiative for the diety. Any input would be helpful.
Thanks,
Dave
This Is a Reply to: Msg 1 by felsefeci
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Message 602 of 6022 Reply
Query!!! Rune_Lord
(312/M/Somewhere on Faerun) 6/7/99 7:04 pm
Thanks a million.....
Rune Lord
This Is a Reply to: Msg 600 by Danduin_
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Message 603 of 6028 Reply
Epic battle table Ellowan
(26/M/Redmond, WA) 6/8/99 12:49 am
Xin1575 has a good idea on how to handle battles and wars, but if you
really would like a table, I would suggest the War Machine system. You
can find it in either the D&D Rules Cyclopedia or the D&D Companion Set.
Both are out of print now, but they shouldn't be too hard to find in used
bookstores or libraries. You could also try Battlesystem, but since each
figure there is roughly ten people, a battle with 10,000+ beings could
get rather cumbersome.
This Is a Reply to: Msg 598 by fistandantulus84
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Message 604 of 6028 Reply
Dieties and initiative... Ellowan
(26/M/Redmond, WA) 6/8/99 12:55 am
I suppose your question depends on what you envision the role of deities
in your campaign to be. Personally I would turn the PC's into swiss cheese
before they could blink.
I suspect the intent of those rules is to give Mr. Gargauth all five of
his attacks before segment one. However, if you would prefer to present
deities as closer to super-powered mortals, than rolling initiative is
entirely reasonable. Of course, you'll have to live with your results
if your party of PC's has Gargauth spitted medium rare over a slow fire
by the third round.
This Is a Reply to: Msg 601 by Jiriki13
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Message 605 of 6028 Reply
Dieties and initiative... Jiriki13
(29/M/Chicago area) 6/8/99 11:04 am
Thanks for the input Ellowan. I think that the dieties in my world will
do just about anything they want to do before any mortal can begin to
act.
Thanks,
Dave
This Is a Reply to: Msg 604 by Ellowan
---
Message 606 of 6028 Reply
Deities and initiative... Zersch
(26/M/Cape Cod, Ma) 6/8/99 1:34 pm
If playing in the FR, or any world by that fact, what I do is what the
core rules state. Deities themselves cannot go to the Prime Material (or
as I've read it), that is why they send avatars. An avatar is still a
part of the deity, but a small portion of their power sent somewhere.
If your PC's square off with the god/avatar, then they stand a fighting
chance, I agree with Ell that the deity should still recieve initiative,
but this evens out the playing field just a bit. If the PC's *ahem* get
slow roasted, then that is that, but if they defeat the avatar, then no
harm to the god itself, just invigorating his ire toward them and they
should expect more visits. But yes, the god/avatar should get initiative
first.
This Is a Reply to: Msg 1 by felsefeci
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However... Umbratikus
(34/M/Central Ohio) 6/8/99 4:32 pm
even the avatar of a deity should be nearly unbeatable, and even then,
the cost of slaying an avatar should be great. What power would the deities
have if too many high level mortals went around kicking avatar ass. This
would lessen the faith that mortals have in their gods, if they can appear
to be defeated by mere mortals. (to most mortals, the avatar IS the god.
They would probably make no distinction).
This Is a Reply to: Msg 606 by Zersch
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Message 608 of 6022 Reply
Answer........ dragn_lady
(33/F/Fitchburg, MA) 6/8/99 11:07 pm
Sorry, love. We didn't start getting Dragon until '90 or so. Have you
check for them on line?
Dragn_lady
(watch, just because I didn't read all the postings regarding this, I'll
feel like a dope after reading the same comment from someone else!! :o)
This Is a Reply to: Msg 594 by Rune_Lord
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Message 609 of 6028 Reply
Avatars... dragn_lady
(33/F/Fitchburg, MA) 6/8/99 11:21 pm
the way I have handled dealing with avatars is that only magical weapons
can hit, and only at half damage. It usually works out. However, if you
want to read a good series of books regarding just this topic, then might
I suggest the Avatar series? It concerns the god wars on Faerun. It had
some really cool battles between avatars. Also, if you want to make it
harder for the pcs to kill the avatar, remember what the avatar stands
for.....the deity. Have him/her/it/they call on their followers for strength.
That would require the willing relinquishment of the followers life..the
energy then goes into the avatar for healing/strength. Just a thought.
Dragn_lady
This Is a Reply to: Msg 607 by Umbratikus
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Message 609 of 6028 Reply
Avatars... dragn_lady
(33/F/Fitchburg, MA) 6/8/99 11:21 pm
the way I have handled dealing with avatars is that only magical weapons
can hit, and only at half damage. It usually works out. However, if you
want to read a good series of books regarding just this topic, then might
I suggest the Avatar series? It concerns the god wars on Faerun. It had
some really cool battles between avatars. Also, if you want to make it
harder for the pcs to kill the avatar, remember what the avatar stands
for.....the deity. Have him/her/it/they call on their followers for strength.
That would require the willing relinquishment of the followers life..the
energy then goes into the avatar for healing/strength. Just a thought.
Dragn_lady
This Is a Reply to: Msg 607 by Umbratikus
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Message 610 of 6022 Reply
Answer........ Rune_Lord
(312/M/Somewhere on Faerun) 6/9/99 3:40 am
Thanks Dragon Lady....funny comment.
Rune Lord
This Is a Reply to: Msg 608 by dragn_lady
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ssage 611 of 6022 Reply
throwback Birdbone
(M/Washington) 6/9/99 9:54 am
Yeah yeah we've passed the critical hit/fumble tables a while ago, but
I found one on here if anyone wants to see it:::
silverdragon.unibyte.com/articles.html
This Is a Reply to: Msg 1 by felsefeci
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Message 612 of 6028 Reply
Fears and Hatreds Xin1575
(24/M/Orlando, Fl.) 6/9/99 4:05 pm
I've got an interesting idea...I don't know where I came up with the idea,
maybe I read it someplace. But, anyways, I want to incorporate a feature
to my player characters called fears and hatreds. The way I have it set
up is that upon creating a new character, the player will roll to see
how many fears or phobias the character will have. Then, there's a seperate
chart for the actual phobias. It creates a more realistic character, in
my opinion, and has the potential for interesting role-playing. Imagine,
a character that is scared of heights. He will suffer minuses to some
of his attributes and hit rolls if he's in an environment that would trigger
his fear of heights.
On the flip side, there are hatreds that the character will randomly roll
for. It provides a little bit of random history for the character. Also,
by encountering something that the character hates (for example: a stone
giant), he'll gain some bonuses to strength because of the increased adrenaline
rush. This would also make interesting gaming, if the character happens
to stumble upon a tribe of stone giants. Does he madly charge into battle?
I also have an interesting idea for magic-users who suddenly become overwhelmed
with hatred. Maybe, he's being tortured or something. Can the magic-user
just draw in all of his magical powers and violently release it through
his anger? I'm thinking of drawing up some charts for that too.
Perhaps, I'm having to use too many charts for a campaign. What do you
guys think? I'm really into having a completely realistic game, and it
seems the only way to do it fairly for the players is to use charts. Do
you guys think that I'm just going overboard?
This Is a Reply to: Msg 1 by felsefeci
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Message 613 of 6028 Reply
Fears and Hatreds Ellowan
(26/M/Redmond, WA) 6/9/99 6:08 pm
It's interesting to incorporate fears, hatreds, and other strong emotions
and beliefs into a role-playing game.
However, it's my belief that you might be better-served if you simply
let the players chose for themselves whether or not they will own any
particular hatreds, fears, desires, or ideals. The best way to do this,
I think, is to have a very strong world-design and background and then
discuss with your players what their characters' histories will encompass.
I think a character's motivations should fit well with the player's vision
of what the character is like. It's perhaps perfectly reasonable to have
a character who does not possess any strong hatreds or fears.
Depending upon the strength of the emotion, it might at your discretion
trigger a game bonus or penalty. Perhaps bonuses might balance out penalties
as well. For instance, someone with a strong fear of spideres may suffer
a lot of penalties when they actually encounter spiders, but could be
very alert to signs that might indicate the presence of spiders.
Similarly, an emotion can trigger many sorts of differing reactions. For
instance, hatred doesn't have to served hot, in a blind charging rush.
Perhaps a PC might instead become very focused and obssessed with the
idea of wiping out all giants (to borrow your example) in the area, to
the extent of ignoring other matters at hand. They could be cold and methodical
about it, never risking themselves physically, but possibly gaining a
bad reputation for their ruthless methods, or stirring up grievous reprisals.
This Is a Reply to: Msg 612 by Xin1575
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Message 614 of 6022 Reply
Charts! Danduin_
(29/M/Somewhere in Ohio, I thin) 6/9/99 6:16 pm
Hey if ya want to use 600 different charts for whatever go for it. It
is YOUR game. I use a couple of charts (mostly random stuff to add a sense
of dynamics to the game) I do not, however, like anything to slow down
the progress of MY game (players included (joking, almost))
An idea for your fears and hatreds. . . . . let the players choose. Maybe
make a roll to see if they do, indeed, have a fear/hatred then let em
pick it and to really add realism talk to them (alone preferably, and
BEFORE the actual gaming session) and ask them WHAT triggered the fear/hatred.
I know that some people are just afraid of things but heck these are people
on the path to greatness (or an anonymous grave) Their entire lives should
be an epic story!
**************************************************
One humanoids ramblings
This Is a Reply to: Msg 612 by Xin1575
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Message 615 of 6028 Reply
Superstitions dragn_lady
(33/F/Fitchburg, MA) 6/9/99 11:38 pm
I have seen and used superstitions in non-human characters, like my centaur.
There is actually a listing for that in the demi- non- human extra books.
Don't have them, but have used them when someone else brings them in.
As for going too far with charts, I have always believed it to be nothing
but personal preference. So, do what you will. After all, it is YOUR game.
Do what you want. You are the first, last and only word in what happens
during play!!
Have fun!!
Dragn_lady
This Is a Reply to: Msg 612 by Xin1575
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Message 616 of 6022 Reply
Query!!! Danduin_
(29/M/Somewhere in Ohio, I thin) 6/10/99 2:32 am
I do have the article let me dig it out and all that good stuff (I think
I replied to this once b4 or dreamed that I had) but first thing when
I get up later today I will dig it out for ya. I am hoping that it is
NOT in Connecticut where some of my stuff still resides!
This Is a Reply to: Msg 594 by Rune_Lord
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Message 617 of 6022 Reply
Re: Fears and Hatreds Jiriki13
(29/M/Chicago area) 6/10/99 8:42 am
I have just a couple of ideas. If you can afford to and choose to the
Player's Options: Skills & Powers has disadvantages (phobias, etc.) and
traits(precise memory, ambidexterity, light sleeper, etc.) that work well.
You would have to either be willing to convert characters to this option
or convert the traits and disadvantages to be used in your campaign.
The only other thing I have to say is that if you don't choose to use
S&P, then I think that anything you choose is fine as long as everybody
is still having fun. That's point is the most important thing about the
game, how you run the game should be dictated by if the entire group is
still having fun. If alot of charts bogs down the game then it's probably
not a good idea. Go with the reactions of your players. Having fun is
the bottom line.
Dave
This Is a Reply to: Msg 612 by Xin1575
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Message 618 of 6028 Reply
Re: Fears and Hatreds Umbratikus
(34/M/Central Ohio) 6/10/99 10:04 am
I think a lot of good points have been expressed already. I think you
have a good idea. Here are some builds on that idea:
1)Good role players will not need a table. I knew a player once who had
a character that was deathly afraid of fire, because the PC had been burned
badly in his character background (scarred flesh was his answer to a charisma
roll of 5). He played it well without being forced to or without any incentive
to do so. Another thief PC was, like your example, afraid of heights.
This led to many humorous episodes.
2) Other disadvantages might fit well on you tables, besides fear and
hatred. Things like nearsightedness, or color blindness, being allergic
to something rather common, or being abnormally succeptible to alcohol.
Not having certain proficiencies, like Reading/Writing or Swimming are
disadvantages all to themselves.
3) Do you use the proficiency system? If so, how about this idea: Instead
of making the fears/hatreds chart mandatory, why don't you offer the PC's
an additional proficiency slot if they decide to roll/choose from your
fears/hatreds table?
4) If you make the table a random one (instead of letting the players
choose), then you should have a table entry for "roll twice more," giving
the player TWO hatreds/fears, an entry for "none" and an entry for "player
choice."
This Is a Reply to: Msg 612 by Xin1575
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Message 619 of 6022 Reply
Re: Query!!! Rune_Lord
(312/M/Somewhere on Faerun) 6/10/99 12:42 pm
Thanks......Rune
This Is a Reply to: Msg 616 by Danduin_
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Message 620 of 6028 Reply
Re: Fears and Hatreds dragn_lady
(33/F/Fitchburg, MA) 6/10/99 2:25 pm
How could I have forgotten my most active character.....she has a phobia
about crickets, since I also have one. I know, that sounds very weird...crickets??
But, once your house gets almost over run with them in the summer, and
you love to go around barefoot, (a halfling in a previous life????) and
you just about step on one, you'll know what I mean!! Thinking back, I
had a character many years ago, and she had some fears. Like, fear of
flying. Her only means of getting around was a flying carpet!! She also
really disliked giants. So, one day her brother heals one and shrinks
it and brings him into our caves. Real cute, huh????
Use your players own phobias. Could be fun!! One of my fighters has a
drinking problem. He drinks, gets drunk, falls down, breaks table with
his head, no problem!! See? I can't drink. I am a cheap date. Can get
drunk on two drinks!!!!!!
Have fun!!
Dragn_lady
This Is a Reply to: Msg 618 by Umbratikus
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Message 621 of 6028 Reply
Re: Fears and Hatreds elroyj
(34/M/San Jose, CA) 6/10/99 3:15 pm
We used to require a certain number of points of disadvantages to be chosen
when I played a RPG called Champions. Of course, with the points of disadvantages,
you can beef up your character in other areas. So if everyone in the game
is required to take 7-15 points of disadvantages when creating the character,
they can make the role playing more interesting and have more options
that they might want. Some of the phobias or disadvantages can be bought
off as the character increases in level and gets more character points,
though the more character-defining items should be retained, even if in
a lesser form.
This Is a Reply to: Msg 618 by Umbratikus
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Message 622 of 6028 Reply
Many Thanks Xin1575
(24/M/Orlando, Fl.) 6/10/99 4:41 pm
I'm glad I got a lot of feedback on the Fears and Hatreds thing. Thank
you all very much. You've helped out a lot.
---
Message 623 of 6028 Reply
Looking for a DM macbeth_of_klamath
(23/M/Klamath) 6/12/99 5:17 pm
Hi everyone, im looking for a DM to DM a campaign over the net in a club.
If anyone is interested email me at macbeth_of_klamath@yahoo.com or reply
to this message. Thank you and good day.
---
Message 624 of 6028 Reply
Calendar actinfoolish
6/13/99 8:27 am
Does anyone out there have any suggestions/war stories on the use of a
calendar in their campaigns?
The reason I ask is because I've been running campaigns on and off for
13 years, none of which having a calendar. The players end up 15th level
with the same 'youthful' exuberance as the first day they bought their
swords. This is fun in most respects until I realize I've given my players
god-like abilities. An 18th level fighter with a 18/00 STR could, by all
rights, go up against a small army of bugbears led by a red dragon- and
come out without a cut on his toe!! This ends up boring me with my own
campaign.
I know that guy has to grow old. How is that done without ticking off
the player to the point of quitting? I realize that if it were I who had
worked my butt off on raising my character to a high level, only having
the DM knock my primary ability down to a mere 18/01 at the ripe old age
of 873, I'dbe shopping for a new DM.
I know that sounds a bit immature, but it's also reality. And reality
is something we're all trying to escape in play.
Any Suggestions?
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Message 625 of 6028 Reply
Re: Calendar Danduin_
(29/M/Somewhere in Ohio, I thin) 6/13/99 3:48 pm
I think that your fears are a bit . . . . . . . . exagerated. Have you
talked to your players about this subject?
This Is a Reply to: Msg 624 by actinfoolish
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Message 626 of 6022 Reply
Re: Calendar Ellowan
(26/M/Redmond, WA) 6/13/99 8:35 pm
I used a calendar to pretty good effect in my major campaign back in high
school. The campaign was to take five years, and I had a list of the major
events that would occur during that period, of course subject to the usual
PC manipulation. Seasons and weather became awfully important early on.
In fact, the first big adventure of the campaign began when the party
got kicked out of their hometown in the middle of winter.
The calendar year was 364 days long, which I later learned corresponded
to the World of Greyhawk calendar. There were your typical four seasons
and twelve months. The months were thirty days long except for the 2nd,
5th, 8th, and 11th months which were 31 days. The sixteenth day of each
of those months were the mid-season's day and were major holidays; they
also corresponded the solstices and equinoxes. Weeks were five days long
with the mid-season's days not counting as part of a week. The lunar cycle
was forty days, so it would repeat itself exactly every ten years, and
was the basis of the elven calendar (91 lunar months per decade).
The campaign was set in a single culture, so besides the elven version,
I didn't have any other variations on this calendar.
This Is a Reply to: Msg 625 by Danduin_
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Message 627 of 6028 Reply
Re: Calendar-Danduin actinfoolish
6/13/99 11:40 pm
That's my next step. I thought I'd get some backup from my fellow DMs,
then run my idea by my current players to see what they think.
They'll probably be receptive to the idea, but I'll definitely have to
exchange ability points(ie. WIS for STR,INT for DEX) to keep players.
As I just typed that last paragraph, I see that would be a good idear
anyway.
This Is a Reply to: Msg 625 by Danduin_
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Message 628 of 6028 Reply
Re: Calendar-Ellowan actinfoolish
6/13/99 11:42 pm
Did any age issues ever arise? I realize that 5 years wouldn't realize
age changes, but did the subject ever come up?
This Is a Reply to: Msg 626 by Ellowan
Message 628 of 6028 Reply
Re: Calendar-Ellowan actinfoolish
6/13/99 11:42 pm
Did any age issues ever arise? I realize that 5 years wouldn't realize
age changes, but did the subject ever come up?
This Is a Reply to: Msg 626 by Ellowan
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Message 629 of 6028 Reply
Re: Calendar-Ellowan Ellowan
(26/M/Redmond, WA) 6/14/99 3:55 am
I felt the sense of passing time did imbue the players with a sense of
their characters aging. For instance, a player could look back and say,
"On this day last year my character was doing such-and-such." Realizing
that the characters were getting older I think caused them to have a kind
of evolving maturity, and certainly by the end of the campaign they were
much different than when it began.
There was one memorable birthday celebration, too. Without remembering
that it was a character's birthday, I had set up an armed raid on the
village that the party was wintering in. When I began the session, the
players immediately busied themselves with preparations for a big birthday
bash, which surprised me, because they had never concerned themselves
with such things before. The party was in full swing when the raid commenced,
much to the pleasure of the enemy raiders. It turned what was going to
be a relatively minor series of encounters into a very eventful and personal
pitched battle.
As for the physical effects of aging, as you guessed the answer is no.
Most of the humans started in their early twenties, and were in their
mid- to late-twenties when everything ended, and for the non-humans, the
effects were even less. Some people left their teens in the first couple
of years, but that was a beneficial changed under first edition rules:
+1 Str and Wis, I believe. The only time aging started to present itself
was with a character who gained a power that aged him. He was starting
to get into the middle-aged range, which I let him no with some subtle,
and not-so-subtle hints. The end result was that he stopped using the
power entirely. Oh well, no skin off my nose.
This Is a Reply to: Msg 628 by actinfoolish
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Message 630 of 6028 Reply
Re: Calendar Umbratikus
(34/M/Central Ohio) 6/14/99 9:35 am
One thing that helped me was keeping a campaign journal. Nothing elaborate,
just kept the campaign date and some brief notes of the adventure and
significant events. This way it was easy to keep track of how many years
pass throughout the campaign. I also make good use of seasons. Not only
does it give players a sense of time and place, but adds drama to the
scene ("the smell of fallen leaves fills your nostrils as they crunch
under your feet" or "you awaken to find that a light snow has covered
your camp and small flakes are falling all around, creating a peaceful
silence").
I, too, have never had to invoke old age adjustments (per 1st ed. rules),
but the players are aware of them and do not seem against the idea. In
fact, I think my players would embrace it when it came (all but one, that
is). I am blessed with role players, who find the concept of the character
more important than the numbers.
This Is a Reply to: Msg 624 by actinfoolish
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Message 631 of 6028 Reply
Calendar Postmodern1
(M/Mpls MN) 6/14/99 12:25 pm
I would have to say a (somewhat) accurate calendar helps your game continuity
and the players' level of involvement.
It's easier to track things like time spent traveling, needs for fresh
supplies, or when big things are happening in other places; that all speaks
to game continuity and "realism". Extra stuff like lunar/astrological
movement could also be something you add in. I loved Ellowan's examples
of calendar and the holy days!
I actually wrote out a time table for about six months at a time with
almost daily events for central Faerun ... it took a lot of time but the
PCs dug it. If they happened to be where that day's "big happeneings"
were, they might see it. Otherwise, they would hear about it about a week
later. There was so much happening around them, they couldn't keep on
the track that they set off on :) Fun from a DMs perspective ... it's
a twisted thing!
---
Message 632 of 6022 Reply
Re: Calendar fendicaf
(33/M/Fitchburg MA) 6/14/99 10:25 pm
Personally, I couldn't run a game without a calnendar. I started with
the calendar supplied in the Forgotten Realms boxed set and expanded upon
it. I know have Holidays ,different holidays for different parts of the
realms. Special events that happen on certain days, wheather or not the
PC's are ther. Annual events, like Gardina's Gypsy Traders will arrive
in Surd every year on the third week of spring and stay for one week before
moving on, or graduation day at the Bard's Colledge in Ravens Bluff (big
party). I also have one "special" day that I added to the calendar, I
call it the 'Day of Magic'. On this day magic goes wild (or doesn't work
at all). This has been a lot of fun for players and DM. There is one player
that gets rid of ALL magical items on or near him, wastes all his spells
in memory, and crawls into a hole to wait the day out.
Like all things in a game, you get out of it what you put into it!
As far as aging goes, it has never been an issue. Most of my players are
happy to retire a character once they start getting to old. On occasion
a character will be brought (forced) out of retirement to take care of
major crisis. That 19th level Mage could use an aprentice, or he could
sponcer an adventuring group. The fighters can always setup there own
hamlet/town/city/kingdom to rule and have little time left to go adventuring
but still receive EXP for running there piece of the planet. Priest can
be come the local Temples High Priest. Etc. etc. etc.
This Is a Reply to: Msg 631 by Postmodern1
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Message 633 of 6022 Reply
Calendar thanks actinfoolish
6/15/99 12:11 am
With all those ideas and input, it seems silly for me to be a little apprehensive
about a calendar. My thanks go out to all who replied and to those of
you who will, soon.
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Message 634 of 6028 Reply
Re: Calendar thanks Pictii
(33/M/PA) 6/15/99 7:56 am
I have missed a bit of good stuff...I use seasons to roughly denote the
passage of time I have not had a game run for any length of time warranting
an involved calendar (Much to my chagrin) but I have recently created
one naming months and coming up with "holidays" the lack of an actual
calendar has never been a real problem for me as my campaign is set in
a fairly primitive time frame
Pictii americanus
I have champions and palyed when I was in the Navy it was a cool game
I always liked the character generation system and spent long hours trying
to convert the outlined disadvantages to D&D terms with little success
the players I had at the time were not into more realistic characters
they wanted demi gods not actual characters.
This Is a Reply to: Msg 633 by actinfoolish
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Message 635 of 6028 Reply
Re: Calendar thanks elroyj
(34/M/San Jose, CA) 6/15/99 1:44 pm
> I have champions and palyed when I was in the
> Navy it was a cool game I always liked the
> character generation system and spent long
> hours trying to convert the outlined
> disadvantages to D&D terms with little success
> the players I had at the time were not into
> more realistic characters they wanted demi gods
> not actual characters.
Typical players :) Role playing adds a lot to the game, I think.
This Is a Reply to: Msg 634 by Pictii
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Message 636 of 6028 Reply
Re: Calendar thanks actinfoolish
6/15/99 2:30 pm
I suppose that IS what the game is all about to the players-getting to
demigod status. Hell- that's what it is to us, we're actually playing
'god'.
This Is a Reply to: Msg 635 by elroyj
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Message 637 of 6028 Reply
Re: Calendar thanks Pictii
(33/M/PA) 6/15/99 7:58 pm
Ahh yes but in game terms we are GOD and the players are mere pc's
Pictii
This Is a Reply to: Msg 636 by actinfoolish
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Message 638 of 6028 Reply
Re: Calendar thanks actinfoolish
6/15/99 8:05 pm
So True
This Is a Reply to: Msg 637 by Pictii
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Message 639 of 6028 Reply
Re: Calendar thanks Umbratikus
(34/M/Central Ohio) 6/16/99 8:53 am
I have to respectfully disagree. I don't think the game is about how powerful
the characters can get. The game is about the scenarios the DM creates
and how the players respond to those scenarios. To me, how powerful the
PCs are is irrelevant to the game. The game is just as meaningful at 1st
level as it is at 20th level, the activities and adversaries just change.
I have never played or DMed a campaign where any character has ever risen
above 14th level, and that was a rarity. If the characters aren't slain,
they usually retire.
As a DM, I like the lower level adventures the best. My players have traditionally
liked the mid-level (5-8) ones.
This Is a Reply to: Msg 636 by actinfoolish
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Message 640 of 6028 Reply
Re: Calendar thanks Pictii
(33/M/PA) 6/16/99 1:16 pm
I agree here too I feel as a player I like playing characters from levels
2- 7 or 8 I really don't much care for the unltra power noise too much
as a DM my very first campaign (the longest running I may add) had characters
who were of rediculous level (I was an inexperianced youth) and It always
bothered me the way that first group would get upset if any thing lets
say that again ANY THING happened to their precious demi-god like characters
(who by the by were some of the most one dimentional characters I have
ever encountered) once I got a handle on the game and played with a few
other groups I caused an apocolypse and killed the world I lost a few
friends over that they were that upset but I really did not care then
and still don't now the next effort was better and I feel the campaign
I have set up now Is pretty good I am pleased with it and the players
think its good too
Pictii americanus
This Is a Reply to: Msg 639 by Umbratikus
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Message 641 of 6028 Reply
Re: Calendar thanks actinfoolish
6/16/99 5:58 pm
This is the whole reason I was asking about a calendar. I, too, prefer
the 4th thru 8th level games. I'm just trying to knock my guys down a
notch or two so I can get back into the swing of things.I'm so bored with
these demi-gods-I should've never let it get to this point. Mangor(my
cleric) may be getting a sign from "god" shortly that they should all
start retiring or an apocolypse could occur here, too.I realize that some
of my boredom is my own fault, though. Sometimes I get too excited and
want them to get to my new Gorgon a little quicker than they should. That
part of me is still that 14-year-old hack 'n slash DM.
This Is a Reply to: Msg 640 by Pictii
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Message 642 of 6028 Reply
Power Play fendicaf
(33/M/Fitchburg MA) 6/16/99 9:29 pm
I must agree with the lot of ya. My best and most memorable games are
with characters that are not demi-gods. The game I'm currently DM'ing/playing
has characters ranginging from 5th to 10th level.
I say DM/play because I DM some of the adventures with different characters,
and play a character or 2 while my brother DM's. The end of this "world
shaping" campaign is, as yet, unwritten. My co-DM and I only have a general
plan of events, what happens is up to the players.
Anyway, back to the Super Characters. This "campaign" will see several
charcters dead or retired by it's conclusion. Also some have been hit
with a level draining creature (or 2). Now they have the wisdom of experince
but not all the stats that go with it. The character develops more character.
Some players have expressed an intrest in having their human character
take up a new class (if possible) if they survive to the end.
I have recently played with a "monty-haul" DM that likes to have SUPER
(WO)MEN as characters. after a couple of games I really lost intrest in
the game. Their was no chalenge left.
This Is a Reply to: Msg 641 by actinfoolish
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Message 643 of 6028 Reply
Re: Power Play dragn_lady
(33/F/Fitchburg, MA) 6/16/99 9:43 pm
I have to agree, dear. I also was in the afore mentioned Maunty Hall game.
I got very bored, and very tired of it all. My thief ended up attaching
herself to a dwarf specialized fighter, and is going to change her class.
IF I ever play her again, that is.
Too high a level often makes for dull play. "Well, my 23rd level fighter
takes out the Lich with one swing" type junk. Not fun. That just makes
the DM all the more determined to kill that character. Just leads to irate
DMs. Broken capalaries in the forehead.... migraines.... sweaty palms....
You get the picture.
Dragn_lady
This Is a Reply to: Msg 642 by fendicaf
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Message 644 of 6028 Reply
Don't get me wrong... Umbratikus
(34/M/Central Ohio) 6/17/99 9:16 am
I'm not necessarily saying that high level is bad, I just prefer lower
levels. High level campaigns can be satisfying, too. What it sounds like
to me is that your players aren't sufficiently challenged. So challenge
them.
What would happen if they came across a band of NPC's that were just as
powerful as they are (and played just as ruthelessly by the DM)? The only
problem with that is it could double the PC's arsenal of magic items if
they win. A mirror of opposition perhaps? How about the Outer Planes?
They wanna be demi-gods? Throw them up against REAL demi-gods. Better
yet....Send them through the Tomb of Horrors .
Also, you could put them in situations where their powerful nature doesn't
come into play. Role playing situations. Mystery or puzzle type adventures
that calls upon the intellect of the players and not on the might of their
PCs. Situations requiring diplomacy or involving political intrique.
One of the wonderful things about the AD&D game is that any character
can be given an appropriate challenge, regardless of level or power.
This Is a Reply to: Msg 641 by actinfoolish
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Message 645 of 6023 Reply
New Magic Points system QMtheDM
6/17/99 10:24 am
On request of Steve (www.adnd.com creator) I have created a new Magic
Points system. All who request it will be sent via e-mail. Note this is
in no way similar to the Spells and Magic, or any other, system.
Quincunx Master
---
Message 646 of 6028 Reply
Re: Don't get me wrong... Pictii
(33/M/PA) 6/17/99 12:17 pm
Now as a DM I feel I could meet the challenge of higher level characters
in any number of ways the ones you mentioned being most likely however
I am certain at this point in time the next pc to reach rediculous level
in my world will have earned it and more likely than not will deserve
it I spoke on the phone to one of my old players last night he told me
some frightening things I had forgotten about our early games I hope that
maturity and experiance have fixed alot of what it was that I had done
wrong in the first place to allow the pc's to get too powerful those who
don't learn from history are doomed to repeat it
Pictii
This Is a Reply to: Msg 644 by Umbratikus
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Message 647 of 6028 Reply
Uh oh Pictii
(33/M/PA) 6/17/99 12:19 pm
I had better be good I see the player from my youthful game has joined
the club
lol
Pictii americanus
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Message 648 of 6028 Reply
Re: Don't get me wrong... Ellowan
(26/M/Redmond, WA) 6/17/99 3:36 pm
There have been several posts on the subject of high level games recently,
and I think everyone had something good to add to the discussion. This
is tangential to the main topic, but it's an idea that hasn't let go of
me all day so I'd better air it out.
It would be interesting to run a game where people could achieve high
levels of power, but to strictly limit the availability of magic items
and certain spells. What if, at the 15th level of experience, a party
only had one permanent or charged magical item for every two characters,
and maybe one or two single-shot items per character, if that? And what
if the clerics didn't have access to spells like raise dead and dispel
evil and the magic-users had never learnt their lightning bolts and polymorph
others spells? Just to rub salt in the wound, let's have everyone roll
3d6 for their starting attributes. I don't know what method is commonly
used among the people here, but these days it's been a rare thing for
me to see a PC wandering around with a '5' in one of their stats. Now
you could take a lot of monsters and without having to tweak them from
the rules, really traumatize these characters.
Now I've never played in such a game, but I think that if it was done
right, the players would never miss their magical items. One close example
I can think of is the AD&D campaign I played in when I was in high school,
which I still to consider to be the best game I have ever played in or
heard about. The game lasted about two and a half years and by the end
we'd reached level 10, more or less. I was a little bit lower, because
I was multi-classed. Anyway, after all that time, my character had a grand
total of one genuine magical item, and I was really proud of it! It was
a magical sword that I went through blood, sweat, and tears to win. There
were a lot of other aspects to that game that I think were really unique,
but I'll talk about them some other time.
At the other end of the spectrum, in a more typical high-level game, influence
can be taken from the realm of science-fiction as well as high-fantasy.
The enemies could use banks of crystal balls to keep track of events and
mass-teleport warrior-assassins to take out their enemies. Magical items
could become more like technology, changing the face of the entire game
world, and making the pc's arsenals less valuable and unique in comparison.
For instance, getting a couple dozen crystal balls isn't that great of
a haul if only magic-users can use crystal balls and every magic-user
now has his own, plus a spare for the family room. I suppose once in a
while an installation of Tapestries for Crystal Ball (TM) could freeze
up the whole thing and the mage in question would need another one...
Just a few silly thoughts...and I haven't played in a game like that either,
but again if it was done right it could be a lot of fun.
This Is a Reply to: Msg 644 by Umbratikus
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Message 649 of 6028 Reply
Re: Don't get me wrong... actinfoolish
(28/M/Farnham-land of chicken p) 6/17/99 5:20 pm
I don't want to just kill'm, I'd like a little torture, first. First I'm
gonna try the rival NPC party idea. It's so simple, I don't know why I
haven't thought of it before!! I guess that somewhere in my mind that
would fell like I'm splitting my campaign. That's some thing I've never
been interested in doing- it's complicated enough keeping my players straight.
If all else fails, one quick volcanic fireball from the demi-god, Crul,
should do the trick.
If it sounds like I'm getting vindictive now, it's just revenge for my
players' requests of time teleportation for aquisition of firearms- like
they aren't powerful enough. I guess I'll be shopping for new players
at ol' PBEM News soon. These guys are losing interest, and they're losing
MY interest.
This Is a Reply to: Msg 644 by Umbratikus
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Message 650 of 6028 Reply
* * * New Topic * * * fendicaf
(33/M/Fitchburg MA) 6/17/99 6:46 pm
Multiple DM campaign! (MDC)
As I mentioned in an earlier post I am part of a
MDC game. This happened because all the players I play with are also DM's.
The idea of a MDC was sort of self-developing. We all wanted to play and
DM. Each DM had there own set of adventures to watch over(manipulate).
It began when my brothers NPC adversary stole an artifact from one of
my PC's. This artifact was a Talismen of Evil that MY group was search
for ways to destroy - permanently! At this point there are 4 diferent
groups in volved in this plot scenario with only 3 DM's.
This may seem confusing and a recipe for disaster but all of us involved
are in it for the fun and as none of us (not even the DM's) know what
the ultimate ending will be. We, as players and DM's, are expiriencing
the story as it goes on. It IS a chalange for the DM as we plan certain
events but not the out come of the events. The story line is actually
developed by the players in game.
Has anyone else (beside Dragn_Lady) played/DM'd a game like this?
ps. Ok D_L you too!
---
Message 651 of 6028 Reply
Re: * * * New Topic * * * actinfoolish
(28/M/Farnham-land of chicken p) 6/17/99 7:53 pm
I haven't had an MDC, but I thought that I should say,"Bravo!"
The way you describe it, it soundsfun!
This Is a Reply to: Msg 650 by fendicaf
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Message 652 of 6028 Reply
just feel like talking Birdbone
(M/Washington) 6/17/99 8:54 pm
I don't know if that thing works, but the page views counter says we're
coming up on 20,000. I suppose it's a meaningless milestone though.
Anyway, does anyone know where I can join a game online (as a PC)? I want
to get some ideas on how others play for my game.
thanks
---
Message 653 of 6028 Reply
Re: just feel like talking actinfoolish
(28/M/Farnham-land of chicken p) 6/17/99 9:13 pm
My personal favorite:
http://www.pbem.com
Want to get in mine as a single player(maybe wih an NPC or two) in 2 weeks?
(I know I must be crazy if I think one of the club members would join
in after my last few postings!)
This Is a Reply to: Msg 652 by Birdbone
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Message 654 of 6023 Reply
Re: * * * New Topic * * * dragn_lady
(33/F/Fitchburg, MA) 6/17/99 9:46 pm
Why, thank you for including me, Fendicaf. I guess I'll unlock the door
for you, afterall. And, yes, everyone, we really are married. This is
the one who thought up all those nice names for my daughters. 'Member
awhile back when I toldyou what their names were? Zarahbeth and Naomi.
Zarahbeth is the 10 year old that we introduced to the game a few years
ago. Ahem....I digress.
About MDC: It can be fun, but you have to leave egos at the door. Otherwise,
hurt feelings can occur. And, afterall, the game is about fun, right?
High level pcs. I personally don't like them. It gets stale and boring
after a while. Sure, every large city/town needs a higher level pc, to
keep the peace or to run things, but to actually play them anymore is
no longer appealing.
Just my 1 and 1/2 cents worth.
Dragn_lady
This Is a Reply to: Msg 650 by fendicaf
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Message 655 of 6028 Reply
0 level adventure ideas needed... Jiriki13
(30/M/Chicago area) 6/17/99 10:33 pm
I have a player that wants to play a paladin and we are going to start
him out as a squire at -1500 experience and work him from there, role
playing is intiation into the ranks of paladins, ceremony, etc. I was
just wondering if anyone had any good ideas for solo 0-level adventures.
I would like to come up with something other than just kobolds or the
like. I had an idea of having the PC be squire to a paladin that is sent
on a quest and the squire must go with him and ends up saving the day
or be the only one to survive and kill the enemie. It's just a thought
and I'm still working on details.
Thanks,
Dave
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Message 656 of 6028 Reply
Re: 0 level adventure ideas needed... Ellowan
(26/M/Redmond, WA) 6/18/99 2:16 am
It seems that a lot of possibilities for court intrigue present themselves.
You could develop what kind of relationship he has with his knight. Is
the knight a true paladin, with all the magical powers, ungodly charisma
and such? If so, he must be a rare hero. Does he think his squire has
the right stuff, or is just extra baggage? If I was a paladin going on
a dangerous quest, I might think twice about taking my inexperienced squire
along, but staying at home keeping down the fort might provide a lot of
interesting opportunities (and temptations), and what happens if said
paladin never comes back?
Certainly there would be a lot of interests who would love to bend that
squire's ear in order to get more access to one of the champions of the
realm. Also, there are probably a host of enemies waiting on the wings.
Maybe someone would like the poor PC to have an unfortunate accident and
replace him with a "better" squire. Or a less lethal but more obnoxious
method would be to send along Mr. Perfect Squire to show the PC up and
eventually replace him. A variation on that would be someone who aspires
to replace him, but isn't a pawn of the bad guys, just an obsessed rival.
Then there are tourneys to participate in! Even for a simple squire there
are melees, archery competitions (do 2nd edition paladins use bows? can't
remember), and wrestling matches while the big boys do the jousting. Not
too mention tons of feasting, debauchery, and general rowdiness all throughout.
A paladin's position in a tournament could be controversial. Perhaps all
the clerics denounce tournaments but the king requires all his best knights
to participate, a situation perhaps similar to the middle ages when the
pope declared that anyone who was killed in a tournament was guilty of
the mortal sin of suicide. Which side is the paladin going to take? Does
your PC want to stick with squiring for a dishonoured knight who's just
been banished for corwardice by the king on his birthday? And what will
all his friends think? Or perhaps the paladin wants his squire to stick
around and make a name for himself at court in the hopes of one day being
able to counteract the bad influence of the king's evil counsellors.
Perhaps one day your PC discovers that his mentor is nursing a fatal flaw
that is sure to cost him his paladinhood sooner or later. That could make
for an interesting challenge.
Another idea is that the church suffers a schism and the pair wind up
as wanted heretics! Your old fellow knights and priests are hunting you
down for the big bonfire next fortnight and you have to somehow make your
holy vows of honor fit with the reality of being outlaws on the run.
This Is a Reply to: Msg 655 by Jiriki13
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Message 657 of 6028 Reply
Re: 0 level adventure ideas needed... Rune_Lord
(312/M/Somewhere on Faerun) 6/18/99 3:19 am
Here is an idea...Pladins, even hopefuls, should be tempered and think
things through.....I did this to one mid-level paladin. Have the paladin
(squire) walking through the wood and see an elf (pick your demi-human
race) fighting a goblin. The paladin still at a distance, sees the elf
fall; unfortunately the demi-human hits his head on something and is dazed
and out of it. The goblin goes over and plays out the part of the slayer
and acts like he kills the demi-human. What will the paladin hopeful do???
The paladin I ran through killed the goblin. Only to find out after the
efl came about his senses that these two were friends since they were
young. Cruel and twisted, but the paladin did not use any of the abilities
he had, much less the avenger he had to detect anything about the goblin.
I know, I probably will be getting nasty grams about this, but hey, we
all have to have our fun one way or another and no one told that stupid
Awufully Good (yes, awful, not lawful) paladin t kill the goblin. Just
because he chose to stereo-type the goblin with his kin as being evil,is
no reason to yell at me. Enough on defending myself.
Anyone have views on this??? I accept crticism rather well.
This Is a Reply to: Msg 655 by Jiriki13
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Message 658 of 6028 Reply
Re: 0 level adventure ideas needed... Pictii
(33/M/PA) 6/18/99 6:28 am
I hope for the sake of all awfully good characters every where that the
paladin was branded a case closed and resorted to his obvious true nature
as a thug and was stripped of all his goody goody paladin crap
on another note If you were a knight you would not even consider leaving
your squire behind no matter what his experiance level
Pictii
This Is a Reply to: Msg 657 by Rune_Lord
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Message 659 of 6028 Reply
Rival NPC party Umbratikus
(34/M/Central Ohio) 6/18/99 8:52 am
Instead of creating a kick-ass group of NPC's, throw the party against
a Mirror of Opposition. This will create an exact duplicate of the party,
complete with the same abilities and magic items. Let them fight themselves
and see how they like it. The beauty of all of this is that if the NPC
party loses, they vanish into thin air, including all of their treasure
and magic. This way, you don't end up making your ultra-powerful PC party
any more powerful by doubling their magic items.
The opportunity to fight themselves and the xp they would surely get should
be reward enough.
If DMed correctly, this battle could go either way (PC winners or NPC
winners). You couldn't find a more even fight.
This Is a Reply to: Msg 649 by actinfoolish
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Message 660 of 6028 Reply
Bravo Ellowan... Umbratikus
(34/M/Central Ohio) 6/18/99 9:03 am
...for your great ideas for the squier PC. I might add that for a 0 level
PC, -1500 xp might be a little steep. I might go for a max of -1000. Keep
in mind at this level, he/she would be getting xp in very small amounts.
Here are some more ideas:
Perhaps your squier is anxious to prove himself and become a knight. One
night, he hears his knight talking with other knights about a terrible
monster reported nearby, and the knights plan on going out at dawn to
vanquish the beast. Perhaps the squier decides to go out for himself that
very night. The beast could be something relatively easy (or not).
Perhaps the PC learns of a plot to murder the knight, but the knight will
not listen because the accused is one of the knight's dearest freinds.
It is then up to the squier to gather evidence to offer proof, or ultimately
to help foil the murder attempt.
Perhaps the knight is a bumbling fool, and the squier ends up saving the
day again, and again, and again... (but the knight ends up getting all
the credit. The squier, being LG and wanting to perform his duties as
a squier to the best of his ability, shouldn't mind).
This Is a Reply to: Msg 656 by Ellowan
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Message 661 of 6028 Reply
MDC Umbratikus
(34/M/Central Ohio) 6/18/99 9:10 am
I played in an MDC throughout high-school. We played in TSR's Greyhawk
campaign, and we all liked to play. Therefore we all alternated the DM
role. We played mostly store bought modules,(except for myself, my brother,
and one other player. We made our own), or the occasional adventure in
Dragon Magazine (this was in the days before Dungeon Magazine). Major
campaign events, such as wars, natural disasters, political events, etc,
were proposed and then voted on. It actually worked suprisingly well.
This Is a Reply to: Msg 650 by fendicaf
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Message 662 of 6028 Reply
Re: Rival NPC party Pictii
(33/M/PA) 6/18/99 11:47 am
Nasty trick I like I like
Pictii
This Is a Reply to: Msg 659 by Umbratikus
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Message 663 of 6023 Reply
Re:MDC Zersch
(26/M/Cape Cod, Ma) 6/18/99 1:29 pm
A few yers ago, I had a Shadowrun game going. I had a co-GM with me, b/c
I had over 30 players at my table. Co-operation can be good, but it has
to be fair to the players. You both have good ideas and it can quickly
grow to an grandeous idea that will have the player's head spinning 720
degrees, but don't lay it on too thick. If all they have to do is battle
kobolds, be careful it doesn't become an army of ogres. High level campaigns
and large groups (I hope no one ever has to deal with 30 players at once,
it's an ordeal) are probably the best reason for MDC's. And do hold back
an idea or two if the other GM's sounds better. If you don't you quickly
become the bickering ettin and gameplay ceases. But all in all, my games
were consistant and when one of us lagged, the other picked up. We clicked
and that's hard to find in any group. As per the God reference, one of
players once told me "All DM's are are G.O.D.'s (Game Operations Directors)"
-Z
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Message 664 of 6028 Reply
Re: 0 level adventure ideas needed... actinfoolish
(28/M/Farnham-chickenpartsville) 6/18/99 5:35 pm
In my opinion, the best way to get my squires xp's has to be fun(in the
role-playing sense) and fit into the Paladin's initiation rights.
IE: A drunken brawl that the squire wins is fun, but how does it look
in the king's eyes? Would he award the squire Paladinship for beatin up
a drunk? Probably not.
IE: Finding and/or killing a long lost pal is intriguing, and also constitutes
xp's; but is that the next step to Paladinhood?
My point is this- be careful with that squireship experience point giving.
I myself only award a squire experience points if the actions actually
pertain to the young Paladin's training. Saving the king's honor(even
if it's as simple as keeping a secret) would be basis for xp's, but I
wouldn't even consider doling xp's out for saving the clumsy Paladin's
face.
Normal xp's, although a little boring, would be for such tasks as mastering
the squire's favorite weapon proficiency, a successful hunt, etc. Those
type of xp's can be given out at a weekly rate(I give 1 xp per character's
day- it takes about 4-5 years to become a paladin my worlds).
In closing- keep in mind that squireship was not fun at all- they were
beaten, starved, ridiculed and worked like slaves. The squireship role
is not one to be taken lightly.
This Is a Reply to: Msg 655 by Jiriki13
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Message 665 of 6028 Reply
realism Birdbone
(M/Washington) 6/18/99 9:51 pm
I think that making the squireship long and arduous is the wrong way to
go. It may have been really hard back in the day, but that's why it's
not like that anymore. How much fun is it to play a guy who works all
the time, wears rags and eats bone scraps while sleeping with the cows?
In my opinion, the game is about having fun first and realism second.
There is a netbook that talks about how to improve your game, and it says
to get rid of boxed worlds because they are not realistic. This is retarded
logic! Almost nothing about this game is realistic and that's how it should
be.
This Is a Reply to: Msg 664 by actinfoolish
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Message 666 of 6024 Reply
Re: 0 level adventure ideas needed... mharelick
6/19/99 7:14 am
If I chose to play a paladin and the DM decided to start me off at 0-level,
I would play something else.
ADnD does not need realism, it is a fantasy game, and fun should be the
priority of any DM. Some authors however seem to confuse consistency and
realism. Consistency means that if a character shoots an arrow in one
instance and then another arrow and the context remains the same then
both arrows should do the same range of damage.
This Is a Reply to: Msg 655 by Jiriki13
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Message 667 of 6024 Reply
Higher level players, Re: Don't get me w mharelick
(...) 6/19/99 7:21 am
In my games there are two ways that a character can become higher level.
He/she can start out that way if I want to run a particular scenario or
accomplish a task in my campaign.
The other way is that the players can earn experience points from some
lower level. Now in the case of earning experience points, this means
that they are performing tasks and living within the context of the World.
As they move up in level they also as subplots create enemies and allies.
These enemies / allies may already be higher level then they are or they
may be increasing in level as they are.
Therefore there are always challenges for them to deal with.
This Is a Reply to: Msg 644 by Umbratikus
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Message 668 of 6028 Reply
Re: critical hits and fumbles charts mharelick
6/19/99 7:37 am
Here is a summary of how we handle crits and fumbles in my game.
A critical hit occurs when the top face of the d20 is a 20 exactly. Therefore
if a character rolls a 19 and his bonuses cause the to-hit number to be
a 20 is not a critical.
When that occurs, the player rolls a d20 and a d10. For the d20, the following
is applied:
1-10: Double Damage
11-19: Triple Damage
20: Quadruple Damage
For the d10 I apply the roll to something I call my Non-fatal critical
table. This includes entries like stun target for a certain amount of
time, destroy his armor, cut off body parts, scarification, etc.
There is a possibility to cut off the target's head but there is a 2%
chance of that happening.
When it comes to weak players I take it easy on the damage. My purpose
is not to kill players but to give them a hard time. While that is not
fair to the monsters, I don't care about the monsters. I care about everyone
having fun.
As for fumbles, I have one table for missiles and another table for melee
weapons. It boils down to break weapon, throw weapon, hit self.
A fumble is when a combatant rolls a 1 exactly
(before modifiers) on a d20.
I have found that players get upset at the DM when there is a fumble rule
called "Hit Friend" because it punishes other players for the PC's fumble.
I don't consider it punishment but other players do so I have omitted
it from my current fumble table.
Matthew
This Is a Reply to: Msg 592 by VolkamGreatforge
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Message 669 of 6028 Reply
Re: 0 level adventure ideas needed... Jiriki13
(30/M/Chicago area) 6/19/99 9:50 am
First, I asked the player if he thought it would be cool to start as a
squire and roleplay getting his paladinhood. Second, I think it's kind
of cool to roleplay attaining something as grand as being knighted and
gaining the blessing of your chosen deity to combat evil in his/her name
as a holy warrior. In my opinion, this is far more rewarding than just
starting with all of the powers granted to paladins. I have played a cavalier
and a paladin that both had to start as squires at -1500xp with no abilities
and those were some of my favorite characters even though the neither
of them made it to 5th level. I think that you gain a real feel for the
character when you have to earn the privilege to granted those powers
by the deity. Paladins, in my campaign world, are very special characters
and far and few between and I just like to have the player that chooses
to play such a character to feel that his paladin is just not another
holy warrior. Besides, it makes for good role playing opportunities when
the PC isn't powerful enough to run over most low level monsters. A kobold
could beat up a squire if the dice were in his favor.
Dave
This Is a Reply to: Msg 666 by mharelick
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Message 670 of 6028 Reply
Re: 0 level adventure ideas Postmodern1
(M/Mpls MN) 6/19/99 4:23 pm
OK, this is the third time I have tried to post this, so here goes:
Before this 0 level stuff gets beat too bad, I wanted to throw out a couple
ideas. Coming up from -1500 would not be _too_ difficult if you made sure
to use all the options you have available. For example:
- NW proficencies should be big. Exp for leaning, successfully using or
getting better at a NWP. Also, situational exp, such as using dancing
or ettiquite at the correct times and doing well. These may determine
of the PC gets a chance to become a paladin or not.
- Combat does not have to be drunken brawling or killing the all-too-common
kobold. Perhaps the squire is entrusted with one of his knight's prized
posessions (weapon, heirloom or his lady's scarf) and evil-doers, theives
or rivals "relieve" the squire of it. Tracking down and besting the bandits
before the knight returns could be an exciting scenario with an unforgiving
time deadline.
- Researching the learned, intellectual side of paladinhood would be interesting
both for DM and PC. Great role playing could come from reciting ancient
praises to the High Priest's diety to curry favor in the church or perhaps
winning the affections of a lady-in-waiting by scribing a poem for her
in the style of her favorite Elven bard.
- The squire PC could be asked/forced to take the place of a dishonored/ill/wounded/slain
knight in a variety of circumstances (as was part of their historical
duty). Imagine a duel before the court in the place of your incapcatated
leige or a nerve-wracking first joust to reclaim the honor of your tragically
slain lord. What possibilities!
I'm trying not to ramble but the chance to run a dedicated role player
on some of these scenarois is a DM's dream come true. Talk about the definition
of heroic role playing!!
This Is a Reply to: Msg 669 by Jiriki13
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Message 671 of 6028 Reply
Re: realism actinfoolish
(28/M/Farnham-chickenpartsville) 6/19/99 5:19 pm
That's why I don't suggest squireship. It's a class that almost has to
be played realistically. If it weren't, then what would be the purpose
of squireship? Isn't the squire's purpose to serve the king and his church,
satisfying them so they'll reward you with Paladinship? Sounds like work,
don't it? Why not just start out as a 1st level Paladin?
This Is a Reply to: Msg 665 by Birdbone
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Message 672 of 6028 Reply
Squire Freetime actinfoolish
(28/M/Farnham-chickenpartsville) 6/19/99 5:40 pm
In the squire's day-to-day chores, where does he/she have all this free
time to fight kobolds, track down thieves, romance, etc? A Paladin's training
involves dedication to the point of insanity. Day to day routines aren't
like most. A squire doesn't have time to worry over such trivial tasks
as those before mentioned.Don't get me wrong, I'm in the game for fun,
too. I just argue the squire class altogether. There are some experimental
classes like that that makes role-playing more like work. That's why I
discourage things like Lawful Good, Chaotic Evil, Squires, War Dog pets,
Full-Plate Armor, and the like. RPG's have to be fun, but some realism
is essential for good play. Where is the challenge if ANYTHING is possible.
---
Message 673 of 6028 Reply
Re: critical hits and fumbles charts actinfoolish
(28/M/Farnham-chickenpartsville) 6/19/99 5:44 pm
I haen't been following these postings, but when I one, I thought of something:
Not to sound argumentative, but isn't that GURPS? If you need more ideas
on subjects like that, you should pick up a copy of it.
This Is a Reply to: Msg 668 by mharelick
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Message 674 of 6028 Reply
Game realism Umbratikus
(34/M/Central Ohio) 6/21/99 10:07 am
I think realism can and will vary from game to game. I have played in
AD&D campaigns that have been "high-fantasy" where magic ruled and dragons
were around every corner (actually a flying dragon, at least as depicted
in the AD&D game, is aerodynamically impossible), and I have played in
campaigns that were much more realistic. All of these were fun, only different.
I am currently working on an AD&D campain based on Arturian England, which
will be very historically based and magic will be very scarce. Daily life
will be based on my research of dialy life in the Dark Ages after Romans
left. Sure there will be concessions made for the AD&D game, and for Arthurian
legend, but everything will still fall in flavor of the setting. In this
game, realism will be very high, and historical accuracy for the period
will be strived for.
I have played with some players who would hate this type of play. The
players I have now can't wait for me to finish work on the campaign so
that we can begin playing in it.
I think the concept of 0-Level PC's is an interesting one. Gygax played
around with it a few years ago before he was "ousted" from TSR. Another
class which would be fun to play at 0-level would be the mage.
The 0-Level idea is one more for committed role players, and not for the
average gamer. True role player would relish the idea of playing such
a character. Although I have never played or DMed a 0-Level character,
I find the idea intriguing and quite playable.
---
Message 675 of 6024 Reply
Re: Game realism Pictii
(33/M/PA) 6/21/99 11:39 am
I think the basis for starting at lavel 1 as opposed to level 0 is that
to survive to near adult hood 12 or 13 years old you would have already
just by growing up in very (putting it mildly) adverse conditions survival
was not a given back then and certain skills and abilities would naturally
be acrrued by every one during childhool ie fire building a basic knowledge
of herbs (at least as food stuffs) hunting (either game or less typical
game in the case of oliver twist) when a player chooses his class it is
assumed that the apprenticship is in the past if you choose to play a
squire your game night should be filled with cleaning the knights armor
toting the knights weapons cleaning up after his horse etc. not very romantic
but then neither were knights (I imagine that today knights would be called
viscious sociopaths or in the case of paladins and other religious nuts...zealots)
I don't use paladins personaly as I (as I have stated before) have problems
with christianity and the whole Holy Warrior claptrap I would imagine
in some scenarios playing a squire would be ok and if the player is into
it sure you can start out completely enfeebled but I would certainly be
reluctant to implement a squire system on any thing other than a specific
case basis.
Pictii
This Is a Reply to: Msg 674 by Umbratikus
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Message 676 of 6028 Reply
Chat Availablity Times Etc... Pictii
(33/M/PA) 6/21/99 11:52 am
Ok almost every one has sent me something regarding chat times and all
thanks for the feedback I have gone over the returns and it seems that
Thursday from 8 - 10 pm est would be the best time to try to set up a
chat as we will be able to get the folks from the west coast before us
yankees have to be in bed there are a variety of folks who can chat during
the day on week days I will go through and see if I can figure a common
time for those folks if there is any interest lemme know
Pictii
---
Message 677 of 6028 Reply
Re: Chat Availablity Times Etc... Danduin_
(29/M/Somewhere in Ohio, I thin) 6/21/99 6:48 pm
Argh! with my schedule being what it is I MIGHT be able eo chat every
other weekend or around midnight/01:00 DST
This Is a Reply to: Msg 676 by Pictii
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Message 678 of 6024 Reply
A moment of weakness Danduin_
(29/M/Somewhere in Ohio, I thin) 6/21/99 6:55 pm
I was in one of the local bookstores this evening (looking to see if there
were any Discworld novels I had missed) when I came across the 25th anniversary
edition module Return to the Keep on the Borderlands. In a moment of weakness,
I purchased it. Just glancing through it some things look hauntingly familiar.
The map on the inside cover is about 500 times bettter than the original
(it is in more than one color). I will read through it and let you know
what I thought of it. It sure is thicker than the original.
---
Message 679 of 6028 Reply
Re: 0 level adventure ideas needed... fendicaf
(33/M/Fitchburg MA) 6/21/99 10:37 pm
Your scenario's not bad, but I would change one thing (or attempt to).
Actually the change is upto the player. Instead of the squire saving the
day, he should learn the differance between "fight" or "flight". If the
adversary has already killed the night he was squired to, it may be in
his best intrest to escape. By escaping he can now warn the "brother-hood"/order
of the danger that exists. This could provide materail for several adventures
and give the PC an "ARCH-NEMISIS" that is behind almost every "bad" thing
that happens to him.
Food for Thought!
The Blind Sage
---
Message 680 of 6028 Reply
Chat Times actinfoolish
(28/M/Farnham-chickenpartsville) 6/22/99 6:06 am
I must've missed the postings about upcoming chats, But I sure am glad
to hear of one. I'll be there(as long as it's not this week- I cannibalized
my computer to build my new one and it won't be done til the end of this
week). 8-10 EST sounds great.
---
Message 681 of 6028 Reply
Re: Chat Times Pictii
(33/M/PA) 6/22/99 10:34 am
There were no postings regarding chats. I had sent a club wide e-mail,
just prior to your joining. The replies from the mailer had just finished
coming to me. I went through them and posted what seems to be the best
time, for the most people (appologies to danduin) I would like to try
to make the chats weekly. However I think that would be wildly optomistic,
as we are all evidently doing more than we have time for already.
Pictii americanus
This Is a Reply to: Msg 680 by actinfoolish
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Message 682 of 6028 Reply
Software assistance mharelick
6/22/99 2:04 pm
Hi:
What software do people use to run or manage their campaigns?
---
Message 683 of 6028 Reply
Re: Software assistance SCA_Bard
6/22/99 2:31 pm
This will sound dumb...
I use MS Word, although any word processor would do. Every time I develop
an adventure, I write up pertinent NPCs and their stats, draw some simple
maps and write down what's in each room. I'll also write down any random
or planned encounters.
Sometimes, I use TSR's D&D software for encounter or treasure generation,
but I usually just copy that info over to the Word doc.
I save the file with a name that will help me remember it (the town it's
in, or the theme of the adventure if several occur in the same city).
Eg: Academy of the Mystic Arts Maps, Clearwater Adventure.
Then, if I want an NPC villain from Clearwater to follow the PCs to the
next town, I cut and paste the NPC into the document with my notes for
that adventure. I print out the notes for an instant module.
Makes referencing old stuff easier, too. I save the print-outs in a binder
in the order which the PCs encountered them.
I also used to try and keep a campaign calendar, noting who did what when.
That was helpful, but I forgot to keep it up.
More recently, I've been pressed for time and have tried keeping stuff
in my head or on scraps of paper. It works, but I think things went more
smoothly when I did the computer prep work, if for no other reason than
it meant that I was thinking about the adventure well in advance.
This Is a Reply to: Msg 682 by mharelick
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Message 684 of 6024 Reply
Re: Software assistance Umbratikus
(34/M/Central Ohio) 6/22/99 3:09 pm
I primarily use Core Rules 2.0 for record keeping, and some mapping and
Microsoft Word. To a lesser extent, I use Microsoft Excel, Publisher,
and Paintbrush.
This Is a Reply to: Msg 682 by mharelick
---
Message 685 of 6028 Reply
Re: Chat Times Danduin_
(29/M/Somewhere in Ohio, I thin) 6/22/99 3:47 pm
No reason to apologize. Incidentally, I DO have ICQ (381513) and I am
almost always willing to chat when I am online (mostly before 15:00 and
after 0:00 on weekdays) Every other weekend I am forced into indentured
servitude but I do bring a PC here that I can get to the outside world
unfettered by any firewalls.
So in short, (too late), if ya see me online, say hi.
This Is a Reply to: Msg 681 by Pictii
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Message 686 of 6028 Reply
Re: Software assistance Pictii
(33/M/PA) 6/22/99 8:03 pm
I am using MS word and Excel with a smattering of Fractal V for my DM
shenanigans.
Pictii Americanus
This Is a Reply to: Msg 682 by mharelick
---
Message 687 of 6024 Reply
Re: * * * New Topic * * * wwillie2
(M/Worcester,MA) 6/23/99 12:36 am
Why, yes, i have played in an MDC game before. i must say that it is quite
fun, but gets rather confusing. and somehow, it always seemed like we'd
add on new fronts to the whole game. i think it started as two completely
independent games but ended up as 4 games plus a lot of stuff i had to
keep track of that was going on outside of the games. i think the two
most difficult parts to it all are coordinating the time lines to all
the games and finding enough time to get together and actually play.
anyone else?
--Ni'Ad ... the Gamester
This Is a Reply to: Msg 650 by fendicaf
---
Message 688 of 6028 Reply
Hey All spellmaster15
(15/M/Richland, PA) 6/23/99 4:45 am
Hey, this is Spellmaster15 here. I don't post many messages, so i hope
you all read this. I think that the idea of setting up chat times is awesome.
I have my own club(but not many members) and i made it so that I and other
DMs could talk about the adventures we create and design, and exchange
ideas, so that others might not have to go through the time consuming
task of doing so(namely the newer ones) because I, for one know that i
enjoy creating my own adventures, i have never used a module or other
pre-built adventure. Right now i am in the longest one yet, It has taken
over two years now, and they're not even in sight of the end. so if any
of you would like to know more about it, e-mail me. I think that we DMs
should talk and get together more, it would benefit us all to do so. this
is probably my favorite DM club because of all the messages that get posted,
we are talking more that any other club I know of. i would love to talk
to you all and, if you live nearby, actually meet. we could have very
interesting conversations, and perhaps combine our groups and make an
even bigger game once in a while.
My e-mail address is Spellmaster15@yahoo.com for those of you who would
like to know about the current adventure i am working on with my players.
it is a very fun and very hard adventure, i do not advise it for characters
of level lower that 8. but if you would like to know about it, e-mail
me.
Thanks all who read this very long message
Long Live Gaming!
Spellmaster15
---
Message 689 of 6028 Reply
Re: Hey All Pictii
(33/M/PA) 6/23/99 10:34 am
I am glad that the idea of chats seems to have been greeted with enthusiasm
good. I am currently trying to retool a campaign I had designed the campaign
with a warrior heavy party in mind and in typical player fashion there
are no warriors tricks and traps and puzzels must take the place of encounters
(for the most part) (Don't get your hopes up yet matt) this is alien to
me and I hope it goes well another new dimension to the game (for me)
Pictii Americanus
This Is a Reply to: Msg 688 by spellmaster15
---
Message 690 of 6025 Reply
Re: * * * New Topic * * * SCA_Bard
6/23/99 11:12 am
We have a large gaming group, and sometimes the regular GM and I co-GM,
often splitting the group up for some more character-specific adventures.
Our different abilities are complementary - he plans great, exciting combats
and I play with the PCs' minds.
We just ran one where the party seemed to be on two separate adventures:
a rescue mission and a hunt-down-the-villian. 'Cept the rescue was a set-up,
and at the end of the session, one half of the party is looking at their
friends helping the baddie escape, all unwittingly.
Keeping the adventures in separate rooms with separate GMs kept any out
of character suspicions down, so the characters had fewer of those "hunches"
they seem to get when they notice all of the miniatures hiding behind
the GM screen. They were totally surprised and the resulting role-play
was fantastic. I don't think the effect would have been the same if they
had seen just me hopping back and forth...they would have started to put
the pieces together and the effect would have been ruined.
This Is a Reply to: Msg 687 by wwillie2
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Message 691 of 6025 Reply
Re: Hey All wwillie2
(M/Worcester,MA) 6/23/99 3:45 pm
Just a small comment to Pictii about his campaign. You may not enitrely
need to replace encounters with tricks and traps. I have two suggestions
at this time. One is to leave many of the encounters in there and let
them overpower the players. Too many players believe they are invincible
and never need to flee. But attempting to fight and fleeing when realizing
the oponent is too much is worthy of great exp. My other suggestion has
to do with encounters that can either be a trick or a treat. If the party
messes up they may need to fight off the encounter. If the yplay their
cards right they could pass on unscaythed and maybe some needed information
as well.
Just me thoughts
Ni'Ad, Storyteller and Ventriloquist
This Is a Reply to: Msg 689 by Pictii
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Message 692 of 6025 Reply
Re: Software assistance actinfoolish
(28/M/Farnham-chickenpartsville) 6/23/99 5:41 pm
Microsoft Publisher '98 w/ DeltaCAD. Both are readily available at Wal-Mart.
I use MSPub 98 because it has word processing in it, which saves a step,
and is compatible with virtually all publication, graphics, spreadsheet,
and word processing files. I use DeltaCAD because I'm also an architect
and find that that's the cheapest CAD program that's user-friendly(about
$30).
With the CAD I can easily make maps and let my players view them as I
see fit through mail-merge in MS Pub. I can even make forms for the players
to fill out and send back with weapons on hand, spells memorized, etc.
These combinations make the campaign run like clockwork.
I don't currently have any AD&D software, only because I don't exactly
go strictly by-the-book. I'm afraid that those types of software may be
too restricting to me.
This Is a Reply to: Msg 686 by Pictii
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Message 693 of 6025 Reply
Encounters, Tricks, and Traps Zersch
(26/M/Cape Cod, Ma) 6/23/99 8:43 pm
I just wanted to add to Wwillie2's comment. It is my experience, that
encounters can happen too many times, and tricks and traps are good substitutes.
But they, as encounters, can become boring as well. I like to use both.
Have the party face an encounter, but with something like a sphinx, a
riddling dragon, or a ghost. Answering questions and/or riddles can be
more fun than bloodshed, and it can be tied to a campaign as part of it,
or if it's just something you want to throw in, go for it. Providing aid
to wounded dragons and such can gain the PC's a major ally for at least
one encounter, when out numbered or out forced (but we as DM's would never
think of doing something like that to our players, now would we? *Evil
DM grin*). Aid to a wounded creature, or answering riddles or questions
correctly might yield what every player wants, experience, and sometimes
more than killing would provide. In my opinion. This works really well
with Lawful types, such as evil dragons. Bound by one service, and you
have a recurring NPC, and the players get a recurring nightmare. And remember
that recurring NPC's don't have to big and powerful and scary looking.
In my Shadowrun game, my main recurring villain was an accountant that
worked for the Yakuza. Sounds silly but he beat, eluded and frustrated
my players for over three years. Sufficed to say, when caught he met a
gruesome end, but it was worth it for everything he put them through.
---
Message 694 of 6028 Reply
Looking for DMs webnc
6/23/99 11:34 pm
Live AD&D Games Club
(http://clubs.yahoo.com/clubs/liveaddgames)
is set up to find Players and DMs to play games online. We are currently
looking for players and DMs who want to play. Please join the club and
send times you can play to us at webnc@yahoo.com so we can set up the
schedule.
---
Message 695 of 6028 Reply
DMing dilemma... Jiriki13
(30/M/Chicago area) 6/24/99 8:34 am
I DM a group and one of the players in my group also DMs' and I play.
Well, the problem is that he is getting frustrated with DMing because
he has had so many deaths in an effort to get some of the newer players
to our group ready to run through the giant series. Currently in his campaign
there is only four characters and two of them are being played by me.
He has been running some of the newer players with their lower level characters
on the "Mere of Dead Men" series from Dungeon Mag. There are four, I think,
in the series and the group has only made it to the second one and there
has been two deaths in the first adventure. These were due to players
stupidity and greed. The second adventure the group had a 5th level priestess,
a 4/4 specialty priestess/mage from P&P, a 3rd level druid, and a 3rd
level firbolg fighter. I'm not sure if this group was just ill equipped
or what, but everyone ended up dead except for the druid. She made a hasty
retrest when things were going bad. The enemies in the adventure were
a group of dopplegangers and some fighter guards (4th level fighters),
I think. The final encounter was with a fledling Nabassu tanar'ri. He
killed us with his death gaze (turns you into a ghast or ghoul). Know
I think that the adventure was tough, but I think that we could've defeated
the tanar'ri, because the giant has a +2 two-handed sword and the air
priestess hit it with a lance of disruption for nearly full damage. The
mistake was because the specialty priestess/mage and the giant jumped
into a pool of water to find a hasty retreat exit, instead of attacking
or helping defeat the tanar'ri in some way.
My friend that was DMing got frustrated due to the high death toll in
his campaign since the new players have arrived, I think that the adventure
was defeatable by our party and a couple of key characters didn't pull
their weight and do what they should have done in the fight with the tanar'ri.
By the way, the specialty priestess/mage didn't have her mage spellbook
because she decided to go away from the group and ended up unconscious
with a doppleganger standing above her, her spellbook is no longer in
her possession. This was also the players fault though. I think my friend
is being too hard on himself, but that's me. Any opinions would be appreciated.
Thanks,
Dave
---
Message 696 of 6028 Reply
Re: DMing dilemma... Umbratikus
(34/M/Central Ohio) 6/24/99 9:05 am
First of all, keep in mind that just because you are running published
modules and adventures, doesn't mean that you have to play them exactly
as written. If some of the encounters are too much for the players to
handle, modify them, or skip them altogether as long as they aren't integral
to the plot. Just because a module says for 4-6 characters of 5-7th level,
doesn't always mean that 4-6 characters of 5th-7th level will make it
through okay. Sometimes you might even have to modify encounters on the
spot, because of the party's hp level, etc.
Secondly, it is okay for the DM to pull some punches now and again. This
is a lot easier if the DM rolls his dice in private (behind a screen or
something), but even if dice are rolled in the open, the DM can lower
monster AC or hp, modify the results of a failed save, etc.
Thirdly, there is no accounting for stupid players (or for momentary lapses
of judgement). In AD&D, a fool and his PC are soon parted. This is just
part of the game. Smart play is as important as combat strength.
The trick is knowing your players and knowing their playing style. Design
or modify adventures to match your players and you should be okay. It
just sounds to me like the DM is throwing more at the players than they
can handle, regardless of what their character sheets say.
This Is a Reply to: Msg 695 by Jiriki13
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Message 697 of 6025 Reply
Re: Looking for DMs mharelick
6/24/99 7:54 pm
I love how you call a online game "live" A "live" game is with your buds
around a table.
Matthew
This Is a Reply to: Msg 694 by webnc
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Message 698 of 6028 Reply
live game Birdbone
(M/Washington) 6/24/99 8:00 pm
What? Playing online is live, not e-mail games but chat.
This Is a Reply to: Msg 697 by mharelick
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Message 699 of 6028 Reply
Re: DMing dilemma... mharelick
6/24/99 8:00 pm
This scenario (the player / DM relationship) needs some more description.
How experienced are the players whose characters are getting killed?
How experienced is the DM?
This Is a Reply to: Msg 696 by Umbratikus
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Message 700 of 6028 Reply
Re: Software assistance mharelick
6/24/99 8:04 pm
What format is the files from Core Rules 2.0 in?
Is it HTML or is it something like Word for Windows .doc format?
This Is a Reply to: Msg 684 by Umbratikus
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Message 701 of 6028 Reply
Re: DMing dilemma...-Stupid is as stupid actinfoolish
(28/M/Farnham-chickenpartsville) 6/24/99 8:16 pm
Sounds like the DM may not have known his party well enough, but that'll
come with time. Every DM kills a couple greenhorns now and then.
My suggestion would not be to pull punches. The players will eventually
play the DM's game when they come around. That's one of those little ways
the DM can control the player's minds.
This Is a Reply to: Msg 695 by Jiriki13
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Message 702 of 6028 Reply
Re: DMing dilemma...-Stupid is as stupid mharelick
6/24/99 11:11 pm
I have to agree. If players are stupid they deserve to die. However if
they are trully outgunned, the DM should pull punches. A good DM knows
when to pull punches or when to let the stupid die. See "Stupid Player
Tricks" message.
This Is a Reply to: Msg 701 by actinfoolish
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Message 703 of 6028 Reply
Stupid Player Tricks mharelick
6/24/99 11:13 pm
Some things that players do as individuals or groups that warrants not
giving them any chances:
1) Separating the party.
2) Casting fireball in a small enclosed place.
3) Charging a fortress.
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Message 704 of 6028 Reply
CR2 file format Umbratikus
(34/M/Central Ohio) 6/25/99 8:55 am
The online manuals are in .rtf format which can be opened by most word
processors. There is an update/expansion disk coming out in the fall that
will have them in HTML format. As it stands now, the documents you produce
(character sheets, monster stats, etc.) are in a format only CR2 understands,
but I understand the expansion will change that, too.
This Is a Reply to: Msg 700 by mharelick
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Message 705 of 6028 Reply
Reply to mharelick... Jiriki13
(30/M/Chicago area) 6/25/99 10:53 am
The player that has the firbolg has only been playing for a year, the
druid that got away is inexperienced, the other two players(one being
me) has been playing for 10+ years. The DM has been DMing for about 5
years.
Dave
This Is a Reply to: Msg 699 by mharelick
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Message 706 of 6026 Reply
Re: Reply to mharelick... mharelick
6/25/99 11:28 am
Well as a DM, my advice would be:
1) Don't let newbie players ( < 3 yrs experience) play non-standard characters,
like Giants.
2) Don't throw hard stuff like T'anari at inexperienced players. Adventures
that both inexperienced and experienced players alike would enjoy could
include things like mysteries, maybe some political intrigue, etc. But
fighting demons, devils, and other extra-planar entities involves a sophisticated
knowledge of ADnD spells and tactics.
This Is a Reply to: Msg 705 by Jiriki13
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Message 707 of 6028 Reply
Re: Game assistance tools mharelick
6/25/99 11:32 am
I look forward to that. Most of the tools I use for gaming assistance
are DOS based but I am trying to migrate my gaming stuff over to Linux.
To that end, I have been using html for most of my documentation. General
information available to the players is going to be up on my web page.
At least one of my tools, Worldmap by Jim Vassilikos lets me extract bitmaps
that can be converted into a .jpg file and displayed as an image on a
web page.
This Is a Reply to: Msg 704 by Umbratikus
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Message 708 of 6028 Reply
Re: Reply to mharelick... actinfoolish
(28/M/Farnham-chickenpartsville) 6/25/99 3:36 pm
So when would you say they'd be ready? 5 years? 10 years? I think your
logic is flawed. Not all players need play for 3 years + to experience
the thrill of higher level adventuring. It's the DM's responsibility to
keep the game fun and managable, whatever the circumstances.
To be truthful, it's hard for adults to keep a game going long enough
to reach those higher levels. Sometimes experience has to be sacrificed
to make the game enjoyable for everyone.
This Is a Reply to: Msg 706 by mharelick
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Message 709 of 6028 Reply
Re: Reply to mharelick... Umbratikus
(34/M/Central Ohio) 6/25/99 4:12 pm
I agree. Time is not a fair measurement for how good AD&D players are.
Not only do people play at different frequencies (some may play once a
week, others once a month). Also, different people have different affinities
for the game. I had a player once (he was an actor, BTW) and his first
time playing ever blew me away. After three gaming sessions he was playing
as well as veterans in my group (and not just in the role playing dept.).
Some may have trouble with game mechanics, while others could pick up
on it in a minute. You just can't measure game aptitude by years of play.
(One guy I used to play with had 4 years under his belt and still sucked).
Basic intelligence plays a role, too.
This Is a Reply to: Msg 708 by actinfoolish
---
Message 710 of 6026 Reply
Re: Playing games or Game play... Pictii
(33/M/PA) 6/25/99 4:22 pm
When I first started playing, players advanced at way too fast a rate.
Entirely my fault as an inexperianced DM. When I could no longer challenge
their characters they got bored and quit (not that I think any of them
would have continued playing long any way) I have to agree too many people
are so concerned about level and advancing to the next one, that very
little thought is actually given to what it means to advance a level.
The statement that, inexperianced players should be able to enjoy high
level adventuring is oxymoronic...how would one advance to a high level
when one does not even know what he or she can do.
Pictii
This Is a Reply to: Msg 708 by actinfoolish
---
Message 711 of 6026 Reply
Re: DMing dilemma... fendicaf
(33/M/Fitchburg MA) 6/25/99 5:12 pm
First off, are these NEW players or just new to your group. If they are
indeed new players, then I think you maybee expecting too much from them.
Start with something simple. Let them learn what a PC can do in general
adding more to the adventure as you go along.
I remember my first game. Another player and I had read the basics on
character creation and our DM at the time said to leave it at that to
start with and learn from playing. Well I first encounter the other person
and I went in with EXTRA caution and hung back when the experienced player
waded right in. He got killed and we ran away, but had we helped to begin
with we all would have survived.
Let the new players know that they are playing HEROIC characters that
CAN do amazing feats. Heroes take chances.
However, it is not just they players fault if they are always dieing.
The DM needs to adapt to his players as much as the players need to adapt
to the DM.
In the case of new players to the group, let them know how you play and
what is expected. With a little give 'n' take in each side you should
end up with a great gaming group. If not, then maybe this group of players
wasn't meant to be.!!
Sage Ramblings,
The Blind Sage of Elversult
This Is a Reply to: Msg 695 by Jiriki13
---
Message 712 of 6028 Reply
Player experience mharelick
6/25/99 7:04 pm
Maybe it takes less time for players to get experienced, however the point
still holds that a DM should not throw very nasty stuff at inexperienced
players.
This Is a Reply to: Msg 708 by actinfoolish
---
Message 713 of 6028 Reply
Looking for players in New Mexico TinkerGnome989
6/26/99 4:39 pm
Hey I am looking for AD&D players in or around NM. Please write TinkerGnome989@hotmail.com
Also Please Join my club at http://clubs.yahoo.com/clubs/thenightmarelandsclub
Thanks,
Josh
---
Message 714 of 6028 Reply
Just a thought Danduin_
(29/M/Somewhere in Ohio, I thin) 6/27/99 4:25 pm
Hey I was sitting here reading all these posts about MDCs and chat times
and players looking for a gaming group in Whereeverville, USA etc etc.
Would anyone be interested in starting a MDC game here in our chat room?
Each week, at the end of the adventure, we could pick a DM and have them
run next weeks short adventure. Or, as my group has done in the past,
expand upon the adventure allready started. I am not goin to go into too
many details here. Thatis something we can wrok out if the need arises.
By changing DMs we never have to worry about, for example, my eratic schedule.
Well that is my two cents worth plus 2 cents from my neighbors pocket
as well!
---
Message 715 of 6026 Reply
Re: Just a thought actinfoolish
(28/M/Farnham-chickenpartsville) 6/28/99 6:00 am
That does sound cool. Any other takers out there?
This Is a Reply to: Msg 714 by Danduin_
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Message 716 of 6028 Reply
Looking for players in or around South W Beard_Y
(17/M/UK) 6/28/99 9:58 am
I am looking for players in South Wales, UK.
Anyone got any ideas on how to get more?
Also can you join my club at http://clubs.yahoo.com/clubs/guildofsalesmen1
---
Message 717 of 6028 Reply
Re: Just a thought Pictii
(33/M/PA) 6/28/99 11:07 am
I love the idea unfortunately my scedule is mighty erratic also but I
would love to try out the aforementioned scenario
Pictii chasing my tail
This Is a Reply to: Msg 715 by actinfoolish
---
Message 718 of 6028 Reply
Re: Just a thought Birdbone
(M/Washington) 6/28/99 4:44 pm
If you need players I'd play, but I wouldn't DM cause I'm pretty much
a novice at it.
This Is a Reply to: Msg 714 by Danduin_
---
Message 719 of 6028 Reply
Re: Just a thought fendicaf
(33/M/Fitchburg MA) 6/28/99 11:45 pm
I love the idea, BUT.... As has been said before, I too have an eratic
sched. But my main problem is that I can only chat from my PC at work.
My home PC is a dinasour.
I do, however, have 2 suggestions:
1. Play By E-Mail - I have never done a PBEM, but am more then willing
to give it a go.
2. Setup a new club for on-line gaming via posts.
I have done this. In fact, one phase of my current MDC is played exclusively
in the Yahoo Club and I have not even met 2 of the players. This requires
the DM to check in frequently and post replies to any and all player posts
that need it. This also allows for good role playing between players and
lets the DM guide the plot makeing desisions as necesary.
Let me know what's decided.
The Blind Sage
This Is a Reply to: Msg 714 by Danduin_
---
Message 720 of 6028 Reply
Re: Looking for players in or around Sou actinfoolish
(28/M/Farnham-chickenpartsville) 6/29/99 5:59 am
You're on the right track. Post that message in all the DnD clubs you
can find. Try the PBEM News at http://www.pbem.com ,too.
This Is a Reply to: Msg 716 by Beard_Y
---
Message 721 of 6028 Reply
Re: Just a thought Pictii
(33/M/PA) 6/29/99 12:40 pm
I am attempting to run a PBeM it seems to be going ok a bit slow for my
liking but as I understand it that is mostly my fault (Knowledge what
I wouldn't give for it)
I could always use a few more players...
I am a player in a PBeM run by our guild mate Danduin.
I am involved in a game that seems like they wanted to do a post to a
message board type deal but most every thing there has gone on through
PBeM
Chatting for me is nigh on impossible I am never on the machine at the
same time twice and never on for any length of time (need structure much)
I really like the PBeM format it is almost I feel as good as playing in
person with actual reality people in actual real time there are some drawbacks
as with any thing involving other people
I speciffically joined the post to the mesage board game to findout about
that style of play but as I stated it seems to have changed into a PBeM
unless they are planning to bring us to a certain point prior to message
bard posting I dunno well I really have rambled here I should go
Pictii
This Is a Reply to: Msg 719 by fendicaf
---
Message 722 of 6028 Reply
Re: Just a thought dragn_lady
(33/F/Fitchburg, MA) 6/29/99 11:39 pm
Pictii, rambling is a sign of an intelligent mind.....just too much going
on to keep it all straight!! :)
Dragn_lady
This Is a Reply to: Msg 721 by Pictii
---
Message 723 of 6028 Reply
Re: Just a thought actinfoolish
(28/M/Farnham-chickenpartsville) 6/30/99 6:14 am
I like the idea of a chat/PBeM game. That sounds like the tabletop version
of passing notes. I think I'll try that for my next campaign.
This Is a Reply to: Msg 722 by dragn_lady
---
Message 724 of 6028 Reply
Re: Just a thought Pictii
(33/M/PA) 6/30/99 9:24 am
Thanks good lady for the compliment. Intelligence good I thought it was
an impending neurological breakdown!
Pictii
This Is a Reply to: Msg 722 by dragn_lady
---
Message 725 of 6028 Reply
Re: Just a thought Pictii
(33/M/PA) 6/30/99 9:27 am
Yeah actin I also like the fact that the other players are only aware
of what the DM or even other PC's share it is in my opinion better than
the table top note passing scenario as no players object and say whats
that whats goin on here etc I have always had this problem, It takes a
damn good role player not to become suspicious of the player that just
passed a note to the DM.
Pictii
This Is a Reply to: Msg 723 by actinfoolish
---
Message 726 of 6028 Reply
Any good play-by-post sites? urthestranger
6/30/99 12:19 pm
While we are on the topic of PBeM and PBP games... Does anyone have any
suggestions for sites that host Play-by-Post games? I am looking to DM
one of my campaigns online, but don't want to (CAN'T) create my own site
for the game. I have run several games on dial-up bulliten board systems
in the past, but this would be my first internet game. The ability to
draw players from a worldwide pool has terrific potential. But I need
a place to play. Any ideas?
The Stranger
---
Message 727 of 6028 Reply
Get a little devious urthestranger
6/30/99 12:40 pm
Here is something you might want to throw at your next party of "know-it-all"
adventurers... It's a devious little trick that has confounded a number
of PC's in one of my games or another...
Place a trip wire (or similar trap trigger) somewhere where a PC can actually
see it and find it, but don't make it too obvious in your description...
DM: "You see a brief glint of light out of the corner of your eye."
PC: "Turn an look in that direction."
DM: "You see nothing, but you were sure that the glint came from somewhere
near the floor."
PC: "I'll kneel down and see if I see anything from that vantage point."
DM: "Ah, yes, as you do so you see an ever-so-finely spun length of twine
spanning the hallway from one side to the other at about ankle-level."
PC: "A trip wire! Everybody watch out!"
Chances are the PC's will do their best to step over or otherwise bypass
the trip wire to avoid setting off a nasty trap. In this case though the
trick is that they actually *should* activate the trigger. There is a
pivoting piece of flooring about 20 or 30 feet ahead of the party, beneath
which is a deadly pit trap. If the party breaks the trip wire then spring
loaded steel bolts fire into the flooring and prevent it from pivoting
open, thereby allowing the party to progress without falling into the
pit. If the party avoids the trip wire then the pit will open and the
party will likely take some serious damage.
This works best if used in a place known for having deadly traps.
The Stranger
---
Message 728 of 6028 Reply
Re: Any good play-by-post sites? Pictii
(33/M/PA) 6/30/99 1:53 pm
Check out delphi.com the have a cool message board domain it even has
a chat and best of all it is free
Pictii
This Is a Reply to: Msg 726 by urthestranger
---
Message 729 of 6028 Reply
Re: Get a little devious Pictii
(33/M/PA) 6/30/99 1:55 pm
your mean
Pictii
This Is a Reply to: Msg 727 by urthestranger
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Message 730 of 6028 Reply
Experience advice needed... Jiriki13
(30/M/Chicago area) 6/30/99 3:37 pm
My campaign just had a large scale battle where the PC's stronghold was
attacked by enemy forces. One of the players has a halfling thief(merchant)
that didn't actually contribute physically in the battle, but instead
went way out of character and acted as a leader for a group of archer
henchmen. He directed them on where to go and who to shoot at. The arcers
helped out some what, but not very much. I would like some opinions on
whether he should attain the same amount of experience as the rest of
the group that actually participated physically with weapons or spells
or both to defeat the onslaught.
Thanks,
Dave
---
Message 731 of 6028 Reply
Re: Experience advice needed... actinfoolish
(28/M/Farnham-chickenpartsville) 6/30/99 4:29 pm
Physical participation should not always be necessary to win the battle.
If archerers are involved in the winning of the battle, no matter if their
part was small, should be noted.
I, personally, would combine the experience points for the battle and
divide them evenly among the group. A word of caution- don't tell the
players you did that!!
This Is a Reply to: Msg 730 by Jiriki13
---
Message 732 of 6028 Reply
Re: Any good play-by-post sites? fendicaf
(33/M/Fitchburg MA) 6/30/99 4:33 pm
I play at a "FREE-FORM" role playing site at
http://clubs.yahoo.com/clubs/reddragonunderground
This is DMless play where the players just have fun.
If some one wants to Co-Found a club with me I will set one up. I suggest
a Private club for members of this club only. This would be a place where
the DM's here get to "show their stuff".
How about the DMGBardsHall
Let me know!
Fendicaf, sage and mage
This Is a Reply to: Msg 726 by urthestranger
---
Message 733 of 6028 Reply
Re: Any good play-by-post sites? actinfoolish
(28/M/Farnham-chickenpartsville) 6/30/99 4:34 pm
I know y'all are sick of hearing this- try http://www.pbem.com
They have a free service for DMs. I'm not sure of the chat part, but I
know they have an email list manager which allows people to 'watch' the
game without participating, manages messages to the player group, etc.
You have to check it out to see all the features.
This Is a Reply to: Msg 726 by urthestranger
---
Message 734 of 6028 Reply
Re: Experience advice needed... Pictii
(33/M/PA) 6/30/99 4:34 pm
I would try to determine what % of the battle was won by the direct actions
of the pc, next I would do the same for indirect (such as directing fire)actions,
and base whatever exp on those two figures.
I certainly would not grant him equal points as the rest of the party
who obviously worked much harder to earn their points.
By the way how does a thief become an archery spotter? What sort of knowledge
would he have on matters such as grand scale military action?
Or was he following instructions from other players? It sounds to me like
the person playing the PC shared a little too much personal knowledge
with the Character. I would imagine the ideal part for most thieves/merchants
in large scale battles would be un contested avoidance; it is just too
easy to get dead with no clear personal profit. Thus a very poor risk
from either a theif or a merchants stand point. No?
Pictii
This Is a Reply to: Msg 730 by Jiriki13
---
Message 735 of 6028 Reply
Re: Get a little devious fendicaf
(33/M/Fitchburg MA) 6/30/99 4:39 pm
I've used a similiar scenario where the characters must step on a certain
stone(tile). When stepped on it sinks down and slow comes back up. This
is used to temporarily disable a trap. When the tile comes back up the
trap is automatically reset.
Fendicaf
p.s. remeber that one Dragn_Lady (hehehehe)
This Is a Reply to: Msg 727 by urthestranger
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Message 736 of 6028 Reply
Re: Experience advice needed... fendicaf
(33/M/Fitchburg MA) 6/30/99 4:44 pm
I have to agree with actin... Had the player found a corner and hid then
give him nothing, but don't penalize him because his character isn't a
mighty warrior. If he contributed in a way that he thought would actual
help then give credit where credit is due.
I personally do group exp and divide amongst ALL contributers to the battle.
This Is a Reply to: Msg 730 by Jiriki13
---
Message 737 of 6028 Reply
Re: Experience advice needed... Umbratikus
(34/M/Central Ohio) 6/30/99 4:45 pm
Always consider two things: Degree of personal risk taken by the character
and amount of participation in the desired outcome. I personally would
give all the PC's equal amounts of a "group award" for winning the battle,
and then give out individual awards based on the formula above.
This Is a Reply to: Msg 730 by Jiriki13
---
Message 738 of 6028 Reply
Re: Get a little devious dragn_lady
(33/F/Fitchburg, MA) 6/30/99 8:34 pm
YES, Fendicaf, I remember that one well. The REAL question is, does, HoJ
remember that one????
A regenerating elven paladin of Tyr.....now THAT is interesting play!!!!
hahaha!!
Dragn_lady
ps....Pictii, the impending breakdown only occurs when you have a pre-pubesant
daughter!!!!!!!!!
This Is a Reply to: Msg 735 by fendicaf
---
Message 739 of 6028 Reply
Re: Get a little devious wwillie2
(M/Worcester,MA) 6/30/99 8:59 pm
no kidding that is interesting play... a regenerating elven paladin of
Tyr. but it sure is fun! i love the part of not having to eat dinner and
scaring all the locals in town. it's also really fun to see how the DM
deals with him. i like bringing up new points about the character that
make him think how he is going to deal with this one. so, yes, it is quite
interesting
--Ni'Ad
Storyteller extrordinare
This Is a Reply to: Msg 738 by dragn_lady
----
Message 740 of 6028 Reply
Re: Experience advice needed-Pictii actinfoolish
(28/M/Farnham-chickenpartsville) 7/1/99 5:19 am
It's statements like that that made me tell the boy not tell the players.
I feel like DMing is hard enough sometimes without figuring percentages
of participation.
Don't get me wrong- if a particular player obviously contributed more
to the conclusion of the battle, the by all means he/she deserves a better
cut of the xps.
(I feel strongly about this subject because when I play I'm partial to
'Hobbit'-type halfing thieves-although non-confrontational, very effective.)
This Is a Reply to: Msg 734 by Pictii
---
Message 741 of 6028 Reply
Re: Experience advice needed-Pictii Pictii
(33/M/PA) 7/1/99 5:24 am
I too am fond of halflings and even more annoyying Gnomes however how
much exp would you have granted Bilbo in the battle of five armies? and
why? I also agree with a previous posting not every one can be a mighty
warrior The theif did participate in the battle his exp should be based
on his contribution and actions.
Pictii
This Is a Reply to: Msg 740 by actinfoolish
---
Message 742 of 6028 Reply
Players Options Rules actinfoolish
(28/M/Farnham-chickenpartsville) 7/1/99 5:50 am
I've been long harassed by many players to include Player's Options rules
in my campaign. I've never so much as cracked the binding on one of those
books since I've always felt that the newer publications by TSR are money-traps.
Here comes my rambling:
As a DM, do I have to have all those handbooks for the different classes?
Or are they just player guides?
When players send me a character generated under Options rules, their
abiities are */*. What's that all about?
Does AD&D play change(ruleswise) under Player's Options?
I feel that the backgrounds and such are neato, but non-necessary. Any
help out there?
---
Message 743 of 6028 Reply
Beginners need help (Always) felsefeci
(26/M/ISTANBUL) 7/1/99 7:11 am
We, the members of the honorfull Guild, are always avaible to help whereever
need. We DM's sometimes we rescue dragons,devils from the players and
also we help players. And rookies are asking help. I recieved an e-mail
and hereby you can check it! DM's knows always which way to treasure and
which to trouble.
Hi! My name is Joe, and I just founded the AD&D Beginner's Sanctuary,
a
haven for beginners. However, players (and DMs) of ALL skill levels are
more than welcome. The reason I'm e-mailing you is because I'd like you
to notify the members of your club of my club's existence. The AD&D
Beginner's Sanctuary is a place to get rules questions answered and to
find any info you might need. Who better to help with that than a DM?
So please, spread the word and join yourself.
Thanks,
Joe
Thanks to all Honor Members of the Guild.
---
Message 744 of 6028 Reply
Re: Players Options Rules Jiriki13
(30/M/Chicago area) 7/1/99 8:57 am
The only real book you need to start playing with Player's Options rule
books is the "Skills & Powers". There are some rules and abilities that
change. Basically player's options just allows a character to not have
to have all of the same old class abilities as every other fighter, mage,
thief, cleric, etc. The warriors can now gain mastery of their chosen
weapon, instead of just specialization. This happens at a higher level
though, so they will have to pay and train during the campaign. Thieves
don't have to have all of the normal abilities. Mages and clerics get
to choose which spheres/schools they have access to. All of the classes
also have many other abilities to choose from which can make each character
a little different from the others of their respective classes. Each race
also has the choice to choose racial abilities or they can buy a specific
racial kit which has set abilities. You do not need any of those separate
hand books, they are not even related to player's options. The skills
& powers book has kits, alternate races, new psionics rules, traits, disadvantages,
etc. Like any other supplement though, there are things that require the
DM to be throughly informed about. In particular I'm talking about character
ability scores. This is the */* that you are talking about. They are called
subability scores and basically nothing changes, except that if you play
purely skills & powers the characters will have two separate subability
scores for every normal ability score. The Strength score has subability
scores of Stamina & Muscle(I think stamina is the other one). Each subability
score can be modified by taking one for one from each of them, to a maximum
of a four point difference. Stamina is the endurance side of the Str scores
and Muscle is the raw power side. Stamina covers maximum carrying capacity
and Muscle covers to hit and damage bonuses. Example: A fighter has a
16 Str, but wants to have more explosive power than muscle endurance.
He could bump his Muscle score up to an 18 and he would be able to roll
for a percentile score and his stamina would be dropped down to a 14.
This is the maximum difference allowed, although there are certain races
that can buy a +1 to some subability scores. I don't allow players to
adjust their subability scores, other than buying racial adjustments.
The subability scores are to easy for players to abuse. What player with
a fighter will choose Stamina over Muscle(hit/dmg. adj.).
One last thing is that the non-weapon prof. has base scores and are adjusted
by a characters ability scores, instead of being taken at ability score
value. This is just some of the things within the skills & powers book.
As with anything, there is always pros and cons. Just browse over one
in the store before buying and you can get a feel for what it's about.
Some of the things I like, some I don't or I change them. Hope I helped.
Dave
This Is a Reply to: Msg 742 by actinfoolish
---
Message 745 of 6028 Reply
PO Books, Complete Handbooks, etc. Umbratikus
(34/M/Central Ohio) 7/1/99 9:09 am
First of all, the Players Option books are just that: Optional Rules.
Do they have some good stuff in them? Yes. Are they Necessary? No.
For the most part, I feel the PO books just add more complexity to the
game without much benefit to play. It is good for players who really obsess
over their characters, but personally I don't like them. There are exceptions.
The Psionics system in the PO books is actually simpler and more streamlined
than that presented in the Complete Psionics Handbook, and there are some
cool new spells, but other than that, they aren't worth the investment.
The Complete Handbooks are a different story. I think these add a great
deal to the game. Some of the books are better than others (as a general
rule, the latter ones are more developed). I find the Priest Handbook
a great tool in helping develop specialty priests that are balanced and
interesting. It is probably my favorite. All in all, if you are going
to let your players use them, you better be familiar with them as well,
because they do introduce some different rules. They are optional rules,
however. Some of them I use, some I don't.
The kit system from the handbooks I think is a great addition to the game.
Many people don't care for it, but I think it is great. However, there
are worthwhile kits and there are unnecessary, superfluous kits. Some
kits, like the Bounty Hunter for the thief, and the Blade for the bard,
actually give the character class slightly different abilities, and is
a great way to add variety to the standard classes. Other kits, like the
Peasant Hero for the fighter, and the Con Man for the thief, are nothing
more than substitutes for role playing. These kits can be duplicated by
the standard class just by choosing the same proficiencies and role playing
his character as such. Personally, I maintain a list in my House Rules
document that lists the kits that I allow in my game. Those that don't
add anything to the game are omitted.
The two scores for each attribute in the PO books is an additional, and
I think unnecessary rule. It divides each attribute into two aspects of
that attribute. Since I don't use this rule, I don't know what they are
exactly, but it is like they divide Strentgh up into actual strength,
and musculature, or something like that. Charisma would be divided into
physical attractiveness and personality. Over all it is extra rules to
bog down the game. I don't like it.
And Backgrounds are one of the most important parts of the character,
if you play in an ongoing campaign. If you play more tournament style,
then like you said, they are nice and can add depth to a character, but
they are not essential.
This Is a Reply to: Msg 742 by actinfoolish
---
Message 746 of 6028 Reply
Re: Players Options Rules Pictii
(33/M/PA) 7/1/99 9:51 am
I have felt that any book published after the Deities and Demigods, back
in the early 80's is a money pit. I am glad I am not just showing too
much of my thrifty scottishness.
I do not use the players option rules. I claim DM's Law and do as I please.
I feel the newer books (all of 2nd ed. to me) are convoluted and unnecessarily
bewildering. I have never even been able to generate a character with
2nd ed. books. Why do you need to use three books to generate a character
any way? Where exactly does one get the points necessary for ones proficiencies?
How many different publications will I need to outfit my new character?
What is a kit? If I do not have the pugilist specialization will I still
be able to kick the snot out of a pixie in a bar brawl?
and a host of other frustrating things.
Pictii
This Is a Reply to: Msg 742 by actinfoolish
---
Message 747 of 6028 Reply
Re: Players Options Rules mharelick
7/1/99 9:58 am
I run a second edition game. My rule on handbooks are simple. I will only
accept characters from
handbooks if:
1) I own the handbook AND / OR
2) Whatever character they wish to play is not out of balance, and the
description can be understood
in five minutes or less of reading.
I think that the Players Options books are sort of
an unofficial third edition of ADnD. Further, the only options beyond
the player's manual and the
previously mentioned handbooks are options that
I provide.
This Is a Reply to: Msg 742 by actinfoolish
---
Message 748 of 6028 Reply
2nd edition was Re: Players Options Rule mharelick
7/1/99 10:01 am
As for non-weapons proficiencies, they are clearly
spelled out in a single table at the end of the
character class descriptions in the Player's Handbook. I don't have one
in front of me so I
can't tell you the page. I also use the optional
rule of letting players use the number of languages allowed for their
intelligence as per
the intelligence table for non-weapon proficiencies.
This Is a Reply to: Msg 746 by Pictii
---
Message 749 of 6028 Reply
Improvements from 2nd edition mharelick
7/1/99 10:11 am
Since 1st edition ADnD came out, lots of option rules came out in Dragon
magazine, and were published on the net. Many DM's began to incorporate
some of these ideas as canon. 2nd
edition ADnD simply incorporated many of these ideas as canon rules, others
were included as options.
For example, specialized magi and clerics are optional. As far as I see
it , they are logical and good options since for example, a cleric for
a war god should not be restricted to blunt weapons only.
In addition 1st edition is a very old game and some good ideas have come
out in more modern games. One example is skills. 2nd edition incorporates
a set of skills into the game. I think its a rather conservative set of
skills as compared to games like Palladium Fantasy.
The point is that the basic 2nd edition rules are a great improvement
over 1st edition rules, even though they cause ADnD to lose some of its
simplicity. Its well worth the cost.
---
Message 750 of 6028 Reply
Pictii Umbratikus
(34/M/Central Ohio) 7/1/99 10:56 am
Although I can appreciate your purist attitude, I think you are missing
something by ignoring what 2nd ed has to offer.
Personally, I think specialty priests, specialist mages, non-weapon proficiencies,
and player character kits add much depth to the game, without impeding
game play (once you get used to them). For those things listed above,
I like the second edition rules.
P.S. WotC has put out feelers for a possible 3rd edition. I will avoid
this at all costs unless:
1) it consolidates all that is good with the 2nd edition rules and eliminates
that which is bad (okay?)[South Park reference].
2) it is backwards compatible
3) WotC doesn't try to break it up in 20 different volumes, or something
else as an obvious and blatant attempt to maximize profit.
This Is a Reply to: Msg 749 by mharelick
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Message 751 of 6028 Reply
Re: Experience advice needed SCA_Bard
7/1/99 11:22 am
I agree that there should be XP's given out for actions other than fighting.
I'm also a fan of thief characters and others who would get mauled in
a slugfest.
But you mentioned that the PC went "way out of character" to lead the
archers. If it was an act of courage, of the PC moving out of his comfort
zone to save the day, even if he bumbled a bit, I'd give him a fair share
of the XPs. The "accidental wizard" and his friends are classic roles
in fiction, where our hero finds him or herself forced to act in a new
role in a desperate situation.
But if it was a player who used out-of-game knowledge - that's less worthy
of XPs. If your halfing merchant started commanding archers like he'd
been doing it all his life, that's not good role-playing.
As a GM, try to create at least one scenario where such a PC can do something
to gain XPs - maybe the attack began as a seige, and the merchant halfling
had to negotiate with some blockade runners to get supplies in. Perhaps
he has other connections with strings he could pull to make life difficult
for the invaders. Or an assassin got into the keep...something for a thief/merchant
to battle.
My 2 cents
Teleri
This Is a Reply to: Msg 741 by Pictii
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Message 752 of 6028 Reply
Re: Pictii mharelick
7/1/99 3:37 pm
I will not buy a third edition either. TSR has enough of my money already.
This Is a Reply to: Msg 750 by Umbratikus
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Message 753 of 6028 Reply
I think I'll keep my style actinfoolish
(28/M/Farnham-chickenpartsville) 7/2/99 12:33 am
After reading the PO posts, I don't think I'm gonna run out and grab all
the books. I may, however, pick up one of those Skills & Powers and maybe
the couple books on Magic-Users and Clerics(just to see what they have
to offer).
I don't use Psionics. I've always felt that was a severe advantage over
other characters and adversaries and gets too close to god-like powers.
I might give a couple special extra advantages to the players, on request(specialized
weapons, spell specialization, etc.), although I've always done that anyway.
I don't think the split ability scores sounds like such a hot idea. That
complicates my simple system of GURPS-into-AD&D task rolling. What I mean
there is that a lot of times I simply make the player roll against his/her
ability score to complete a task that isn't addressed in the rules(or
I'm too lazy to look up).
On the recent subject of out-of-character play(ie. Experience Point Advice),
I've never believed in making a player act like an idiot just because
his Intelligence, Wisdom, or Charisma dictates so. I only use those abilities
for things like NPC reaction, language learning capability, complex trap
decoding, spell learning, saving throws, etc.. I think the players shouldn't
be penalized for picturing themself in the character. The more they're
into it, the funner it is. Isn't that what it's all about? Plus, it's
impossible for a player with an IQ of 150 to play stupid brute, and ,
likewise, it's impossible for an ignoramous to play a world leader(no
real-life cuts intended!). I suppose they could if they worked hard at
it, but there's that word 'work' again.
I guess I'll stop rambling for now, just had to collect my thoughts.
---
Message 754 of 6028 Reply
Re: I think I'll keep my style Pictii
(33/M/PA) 7/2/99 7:13 am
As for WOTC I think they have already proven their purely for profit motivation.Good
for them I say it's capitolism after all. I will not support them however
regardless of edition and again I just cannot get past this; I still feel
the second ed books to be way too convoluted. They befuddle my attemts
at garnering info from them, (it must be some sort of mental block or
a fiscal one I don't know) and I feel that the format is actually more
restrictive. There are more classes and sub classes. However there is
a certain lack of flexibility, (once you become a mage of this sphere
you cannot learn any other spells!?) Some one posted this statement before
and I feel it really rings true. I think the second edition offers a greater
variety however it inhibits role playing by narrowing the scope of activities
that your character can do without acruing penalties. I also agree that
the more a player puts into his/her character the funner(=better) the
game is. However correct me if I am wrong the scenario mentioned before
with the theif leading the archers, under second ed rules would not the
theif incur so many penalties for operating out of character as to make
his endeavors fruitless?
As for skills I guess no one was a fan of the secondary skills option
in first ed (I would have to ask Mharelick but I believe I have always
used them. )
All I can say for the newer stuff is that I have borrowed seeral second
ed books and will bend a binding soon and try to muck my way through it
again to see if there is anything there I can or would use.
I hate feeling left out. Ha ha.
Pictii
This Is a Reply to: Msg 753 by actinfoolish
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Message 755 of 6028 Reply
Re: I think I'll keep my style urthestranger
7/2/99 8:45 am
I know what you mean Pictii about the 2nd Ed...
The difference between your case and mine is that I actually went out
and bought most of the 2nd Ed. stuff before concluding that they were
not all that significant an improvement over the 1st.
If yet a 3rd Edition were to come out and I, as a DM, were not to adopt
those rules, my only fear would be that new players to my campaign who
knew nothing before the 2nd or 3rd Editions might think that I was somehow
cheating them. Rolls which might have "missed" in 1st edition might "hit"
in 2nd or 3rd, and if I say "miss" they may cry foul.
Even if I make it clear before play begins that we will be using 1st Edition
rules, it could produce some bad blood because they've already invested
in later rulebooks. Perhaps I could loan such newbies my first editions,
but it just sounds like a lot of hassle.
The Stranger
This Is a Reply to: Msg 754 by Pictii
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Message 756 of 6028 Reply
Re: I think I'll keep my style SCA_Bard
7/2/99 9:47 am
Pictii Wrote: "However correct me if I am wrong the scenario mentioned
before with the theif leading the archers, under second ed rules would
not the theif incur so many penalties for operating out of character as
to make his endeavors fruitless?"
It depends on how the character has been playing his thief up until that
point. The Complete Thief's Handbook actually has a Scout kit for thieves
- a sort of a Robin Hood thing. Even if you don't use kits, there's nothing
from preventing a thief from acting like a ranger. Maybe the character
even always wanted to be a ranger, but lacked the Strength or Wisdom scores.
This can make for some interesting role-play.
The problem with the archer scenario was that the GM who posted it implied
that it was out of character for that *particular* thief to behave as
a miliary leader. Even if a fighter character had been continously playing
the PC as a loner who had never fought as part of a large unit, I'd consider
docking the XPs if his role-play was so bad that he let the character
begin flawlessly directing the band of archers.
He should be allowed to try and command them, certainly, but I'd expect
a real role-player to maintain some of that gruffness and 'not-a-team-player'
attitude that has kept him out of this line of work before. That would
irrate the captain of the archers, of course, and that would set the stage
for a dramatic argument, just before the battle...Hopefully, the PC and
NPC would gain some mutual respect and the captain would help the less-than-tactful
PC with commanding his men and they'd win the day.
But my personal GM style is very heavily on the cinematic side, with lots
of drama and less fighting...I'm suggesting that this is the only way
to handle such a situation.
SCA Bard
This Is a Reply to: Msg 754 by Pictii
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Message 757 of 6028 Reply
Bad points about second edition mharelick
7/2/99 9:52 am
One of the bad things I noticed about second edition, was that a whole
generation of players/ DM's expected that they would be playing in one
of the TSR published worlds and TSR published modules. I have noticed
this particularly in new players who have come to join my game and asked
"Will you be using Forgotten Realms or Greyhawk?"
My response is that "I have my own world". Then they look befuddled and
get upset because they have these pre-generated characters based on these
worlds. Especially distressing are the players that have bought the worlds,
the supplements for the worlds, and the novels for the world and expect
every DM they encounter to be running their game with this world.
I am not sure if this is because of second edition rules or because TSR
changed its marketting to only attract people who spend money and not
think.
---
Message 758 of 6028 Reply
Re: I think I'll keep my style Pictii
(33/M/PA) 7/2/99 11:37 am
In re messages 756, 757
Huzzah!
Pictii
This Is a Reply to: Msg 756 by SCA_Bard
---
Message 759 of 6028 Reply
Re: I think I'll keep my style SCA_Bard
7/2/99 2:19 pm
Oops!
I wrote "But my personal GM style is very heavily on the
cinematic side, with lots of drama and less
fighting...I'm suggesting that this is the only way to
handle such a situation."
I meant that it was *not* the only way to handle it. Ouch, I sound so
high and mighty....
Different group enjoy different things. Some folks love hack and slash
dungeon crawls. Other folks love to GM them. Have fun with my blessings.
I certainly didn't mean to say that there is One True Path to GM Enlightenment.
This has just been my day for typos...this is the second post I've had
to apologize for.
SCA Bard
This Is a Reply to: Msg 756 by SCA_Bard
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Message 760 of 6029 Reply
Re: Bad points about second edition SCA_Bard
7/2/99 2:29 pm
I vote for the marketing strategy. Of the 4 GMs I interact with in the
flesh, plus myself, we all use 2nd ed and we all have our own campaign
worlds.
I use the Forgotten Realms Faiths and Powers supplement since it was given
to me as a gift, and it saved me lots of time developing my own cosmology.
Maybe that will be a goal for me later in life, but at the time, I was
busy getting an engineering degree and my world was developing as the
PCs explored it!
But I certainly see mharelick's point. TSR's worlds are very heavily marketed.
They have full-time employees whose job it is to make their worlds seem
as vibrant and accessible as possible and, of course, these worlds are
always stocked next to the basic rules so they get the max exposure. I
can certainly understand a newbie getting the impression that boxed sets
are the only way to go - despite the text in both the PH and the DMG encouraging
experimentation and suggesting exotic,non-western-European-medieval-forest
settings.
I don't even want to *think* about the headaches the novels can cause...
This Is a Reply to: Msg 757 by mharelick
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Re: Bad points about second edition Ellowan
(26/M/Redmond, WA) 7/2/99 7:54 pm
While marketing is indeed a powerful force, I think a lot of this phenomenon
is simply the fact that TSR took the time to develop these worlds. Consider
what would happen if TSR were composed entirely of non-profit-oriented
altruists (please don't anyone imply that I'm somehow suggesting this
to be the case) but they wanted to create very detailed worlds as a supplement.
While the packaging might be considerably different (big hardbound tomes
with binding that can withstand the test of time, perhaps) the end result
would surely be the same: lots of newbie (and not so newbie) players clamouring
for the premade world.
The trouble is one that will be eternal. Most people who are familiar
with an rpg will at least have heard of premade worlds associated with
that RPG. For AD&D it's Krynn and Greyhawk and so forth. For D&D it's
Mystara. Star Frontiers has the Frontier and Traveller the Imperium. Amber
has, well, Amber, and a host of other RPG's like Shadowrun, Star Wars,
and Battletech have so much to do with the worlds they are built around
that it's orders more difficult to disassociate the two.
So a DM with his own world will always have to put its anonymity up against
the popularity of existing worlds, regardless of the profit motivation
behind such things.
What to do about it? Refuse! Tell your potential players to pack up their
premade characters and prefab conceptions about the cosmos in a big box
with all those world supplements and add some mothballs for good measure.
No DM who's ever gone through the trouble of making up their own world
should have to consider for even a moment giving into such pressure. If
a whole mess of players is really into one of those worlds, they can pick
a DM from their own number and run such a campaign, but they certainly
don't have to thrust it upon you.
The corollary to this is the question of different editions. If you've
spent years learning the first edition, then that's the game you run,
regardless of what the players are familiar with. The same is true in
reverse. If your players have never cracked open the second edition, but
that's all you're familiar with, then that's what the game is going to
be. Players who quibble about different numbers in the slots can look
forward to the wonderful chance to be educated by you about what role-playing
truly means. Run a good enough game, regardless of the edition number,
and there will be no bad blood, period.
This Is a Reply to: Msg 760 by SCA_Bard
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Message 762 of 6029 Reply
Re: Bad points about second edition fendicaf
(33/M/Fitchburg MA) 7/2/99 8:42 pm
HUZZA!!!
I think that about somes it up!!!!!!!!!!
This Is a Reply to: Msg 761 by Ellowan
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Message 763 of 6029 Reply
Re: Bad points about second edition actinfoolish
(28/M/Farnham-chickenpartsville) 7/3/99 6:08 am
GIT IT, BOY!!
This Is a Reply to: Msg 761 by Ellowan
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Message 764 of 6029 Reply
I need advice on tricks and traps... Pictii
(33/M/PA) 7/4/99 9:06 am
I was wondering if people would mind sharing some of their favorite nasties
that is the purpose of the club our corporate loyalties aside of course
Pictii
---
Message 765 of 6029 Reply
Re: I need advice on tricks and traps... Beard_Y
(17/M/Bristol, UK) 7/5/99 6:15 am
I personally stick with the very basic traps that don't do much damage
to first level charecters, the most advaced member of anu party to enter
any of my dungeons was only a second level theif. I generally use only
a blade or hidden monster trap
This Is a Reply to: Msg 764 by Pictii
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Message 766 of 6029 Reply
Is any one intrested in Dming a game? Beard_Y
(17/M/Bristol, UK) 7/5/99 7:33 am
So that some of my retainer ccharecters and first level charecters can
gain XP, post replies here
---
Message 767 of 6029 Reply
Re: Is any one intrested in Dming a game mharelick
7/5/99 9:48 am
What do you mean retainer characters and 1st level xp's ?
This Is a Reply to: Msg 766 by Beard_Y
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Message 768 of 6028 Reply
Re: Is any one intrested in Dming a game Beard_Y
(17/M/Bristol, UK) 7/5/99 10:46 am
Yes I do, most of the retainers in my game are 1st level xp and I have
to get them expeience some how, so putting them into another DMs dungeon
as 1st level xp charecters seems a good method
This Is a Reply to: Msg 767 by mharelick
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Message 769 of 6029 Reply
Re: Is any one intrested in Dming a game Pictii
(33/M/PA) 7/5/99 12:23 pm
Often in the long cold winters here in the north east. I will be inclined
to "run a game". I put it in quotes because I am the only player. I take
several first level characters (Newly created NPC's, are these retainers?)
and run them on an adventure. There are complete rules for solo play in
the first ed DM guide. Despite my alacrity for Kooky behavior, this is
not the way I generally people a game. Most of the NPC's being rather
one dimensional with a few notable exceptions. Of course during actual
games (with real live other players) some of the "generic" NPC's have
become great characters. I am really uncertain what your posts are refering
too.
Pictii
This Is a Reply to: Msg 768 by Beard_Y
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Message 770 of 6029 Reply
Re: Is any one intrested in Dming a game mharelick
7/5/99 8:59 pm
I am really beginning to miss those long cold winters in the north east.
This Is a Reply to: Msg 769 by Pictii
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Message 771 of 6029 Reply
Re: Is any one intrested in Dming a game Beard_Y
(17/M/Bristol, UK) 7/6/99 5:19 am
Retainers, according to my copy of the DMs guide are any NPCs hired by
the PCs to join them in their adventure, the retainers I have are all
either Human Magic-Users, Human Fighters, Human Theifs, Human Clerics,
Dwarven Fighters, Elven Magic-User/Fighters or Halfling Fighters
This Is a Reply to: Msg 769 by Pictii
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Message 772 of 6029 Reply
Re: Is any one intrested in Dming a game mharelick
7/6/99 8:45 am
Ah, ok. But as a DM you can give them whatever level you want, you don't
have to make them work their way up to any kind of level.
This Is a Reply to: Msg 771 by Beard_Y
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Message 773 of 6028 Reply
Pictii Jiriki13
(30/M/Chicago area) 7/6/99 8:52 am
I disagree with you to a certain point. I have only played second edition
rules, I started playing just about the time that the second edition books
were coming out. I have, however, looked at some of the first edition
books from the early to mid eighties and I thought that those books were
too vague. Not to mention that some of the character classes were way
over balanced compared to the normal classes(i.e. the cavalier and first
edition barbarian). I just think that the second edition books allow you
to flush out a character more throughly and allows for one fighter to
have some different abilities from another fighter and so on. The class
handbook series(kits in particular) accomplishes this task. I do believe
that some of these books are useless, for the most part. The wizard's
and priest's books kind of suck. I will say that a few of the kits are
unbalancing or not really for PC play. I believe that the P.O. Spells
& Magic rule book helps create better wizards and priests.
Just my thoughts.
Dave
This Is a Reply to: Msg 746 by Pictii
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Message 774 of 6029 Reply
Re: I need advice on tricks and traps... SCA_Bard
7/6/99 9:47 am
My favorite is to trick their heads. I once set up two sets of PCs, both
double agents, each thinking the other is *really* the enemy when they're
all actually on the same side...only one player knew the actual score
(ooc) and she kept her mouth shut until the other side figured it out.
It was priceless.
The mini-adventure where a white necromage PC was enlisted to help rescue
a fellow white from the evil "Inquisitors" then aid in a gating ceremony
that needed a special "balm"...was a set-up and she was actually aiding
a band of blood mages. To make matters worse, I was retiring a PC at the
time, so guess where the "balm" came from...
As far as everyday traps go, my most original was a trapped spellbook.
This is the setup: PCs enter the mage's room. On the far wall, set upon
a lush Turkish-style rug embellished with silver threads, is a stand with
a spellbook on it. The stand has a drawer. Behind the stand is a silver
plate, almost like a mirror, which is slightly scratched. If the PCs open
the drawer, they find a silver rod about a foot long.
Behind the silver plate is a silver wire which runs through the wall to
ground. The PCs must drop the silver rod onto the *charged* spellbook
so that one end touches the silver plate and the other contacts the spellbook.
Otherwise, when they touch it, the current will run through them into
the silver threads of the rug, then to ground. For the 1st level characters
I threw this at, I just used a Shocking Grasp as the juice...the mage
they had defeated was low level, but I thought he should have a nifty
trap anyway. A high-level mage could charge the thing with the damage
from a lightening bolt.
This works well with PCs who know just enough physics so that they'll
berate themselves afterwards for not knowing better.
This Is a Reply to: Msg 765 by Beard_Y
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Message 775 of 6029 Reply
2nd Edition Umbratikus
(34/M/Central Ohio) 7/6/99 10:11 am
I have to agree with Jiriki. I don't see where the 2nd ed. limits what
characters can do, or penalizes them any more than the 1st ed. did. I
grew up on the 1st ed. and loved it, but I also love the second edition
because, to me, it just adds more depth and more fun to the 1st edition
rules. Note that Non-Weapon proficiencies were first introduced in the
1st edition books (Dungeoneer's Survival Guide and Wilderness Survival
Guide) and the kits were a great answer to the subclasses that were beginning
to develop (cavalier, barbarian, thief-acrobat).
In a nutshell, the second edition simply provides a method of making characters
different from each other. Granted, I think that they went too far with
the PO books (just as many 1st ed hounds think they went too far with
the Survival Guides), but the core rules and the kit system in the "Complete
Handbooks" is a wonderful addition to the game. It could be that I am
very character focused, too. I believe that the characters make the game.
I don't see where the 2nd edition limits characters at all, it enhances
them while maintaining game balance.
Yes Specialist mages cannot cast spells from the shool excactly opposite
of theirs, but they start with more spells. You can also choose to be
a generic mage, and nothing changes from 1st ed. Same with specialty priests.
I personally thing that specialty priests was the best improvement of
them all. What color and depth!
I also haven't had the published game world problem. In fact, I had the
opposite experience. Back when I played first ed., every new player assumed
that we were playing Greyhawk. That was okay, because we were. It wasn't
until about two years prior to the release of the 2nd ed. that I was running
my own gameworld. I do use the Planescape world (modified slightly) for
my characters' forays into the planes, but other than that, it is strictly
home-made.
This Is a Reply to: Msg 773 by Jiriki13
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Message 776 of 6029 Reply
Re: 2nd Edition Pictii
(33/M/PA) 7/6/99 11:13 am
I as I have stated numerous times am at a loss when it comes to second
ed. I have never even been able to completly roll up a character (maybe
the fellow I borrowed the books from is missing the final tome neccessary
for character creation. I don't know it just seems way too confusing to
me. I am glad I started playing when I did else wise it is not likely
that I would be an enthusiast today. The barbarian and cavalier silliness
are more of a 1.5 edition and came out much later than true first ed.
they were supplementals in Dragon I believe (some one who is hipper than
I can verify). I am pretty certain the 2nd ed rules are more restrictive
the DM i borrowed the 2nd ed. books from (not very experianced) was stomping
all over my last nerve. We were trying to create a character for my wife,
it seemed every thing she wanted to do was in contrast to the description
this fellow saw in his interpertation of the character class. It was to
the point, that I just said "look she does not really even know how to
play, if you are gonna restrict her character thusly, you should just
assign the spells she can have instead of making her try to guess what
she can and cannot do." I don't know if it was just him but, I have not
been able to make any more sense of the rules either. Next...the same
"game session" (four hours of trying to get a playable character)I wanted
to make a bard, I had the numbers for either game what came next is beyond
me. We ran in circles I could do this but not that or I could do that
but not this all in all it was so frustrating that I just made a plain
human fighter (this nearly caused my eyes to pop straight from my head)...
"well now that you have your fighter what sort of weapon specialization
do you want?" "What, what are you talking about?" "specialization proficiencies..."
"I still don't know what you mean." "You pick a specialization..." "Ok
how about longsword..." "First level characters cant choose only one weapon
thats mastery..." "What what the arrrgh can we play nintendo?"
To me that is just too convoluted and too many volumes are neccessary
to play a game. As I said it may have just been him but I have been able
to do nothing better with the second ed. books I borrowed from him. That
was the last time we even tried to play, now my wife wants absolutely
nothing to do with the game. I feel it is just too confusing and restictive.
Pictii
This Is a Reply to: Msg 775 by Umbratikus
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Message 777 of 6028 Reply
Pictii Umbratikus
(34/M/Central Ohio) 7/6/99 1:31 pm
It is unfortunate that you had such a poor introduction to the 2nd ed.
It is obvious to me that was the person who introduced you, and not the
game itself.
I feel the 2nd ed. actually streamlined the character creation process.
Chaper 1 of the Player's Handbook (and that is the only tome you need
unless you wanted a character kit) actually walks you through step by
step: Roll scores, select race, select class, (insert select kit if you
so desire), select alignment, select weapon and non weapon proficiencies,
equip. Viola, you now have a second edition character.
A fighter character may, if he so desires, put two of his alloted weapon
proficiencies into one weapon. "Specializing" in this one weapon gives
the fighter a "to hit" and "damage" bonus, but it is totally a player's
option. It also gives the DM an answer to the question "why should I be
a plain fighter, when I could be a ranger or a paladin (scores notwithstanding)?"
I think your friend complicated matters. If you were to look at the character
creation method in the 1st ed. and the 2nd ed. purely objectively (if
that is possible), I think that you would find that the 2nd ed. is actually
easier to understand. It just gives you a few more options, and these
options aren't restrictions or complications, just options.
This Is a Reply to: Msg 776 by Pictii
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Message 778 of 6029 Reply
Re: Is any one intrested in Dming a game Lotherio_Giacomo
(27/M/Omaha, NE) 7/6/99 1:59 pm
I just wanted to add my two cents (and say hello, I'm new here).
If I'm running a retainer through the adventures with the PC's (that is,
they go through the dungeon, help fight monsters, help with traps - everything
that the PC's do) then when it comes time to divvy up group experience,
that NPC retainer get's a share equal to all others. If they're always
with the PC party, they should be getting just as much experience as them.
If the NPC is acting like a squire and stays with the horses while the
other's adventure, then s/he doesn't get any of that until it comes to
story/adventure/finish exp, again, they get an equal share.
Basically, it's up to the Players. If they're having their retainers going
along side by side with them 100% of the time, then they're willing to
give up an equal portion of the exp's to that retainer.
My pc's don't take on too many retainers/henchmen/npcs to begin with,
but that may be because I run my campaign from one day to the next - not
the adventure, off for a month, adventure again.
This Is a Reply to: Msg 771 by Beard_Y
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Message 779 of 6029 Reply
I'm new granddruid_1999
7/6/99 7:50 pm
I am totally new with this guild I am working on a way to create races
involving points and behavior
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Message 780 of 6029 Reply
Re: Dave Danduin_
(~30/M/In front of a computer) 7/6/99 8:39 pm
If ya did not start with First Ed. there is no way you can know the difference!
This Is a Reply to: Msg 773 by Jiriki13
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Message 783 of 6028 Reply
Re: I will run an online Game. Pictii
(33/M/PA) 7/6/99 10:51 pm
Would you like me to delete those posts Danduin?
Pictii
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Message 784 of 6029 Reply
2nd edition Birdbone
(M/Washington) 7/7/99 12:24 am
Uh Pictii I'm not sure what you're talking about with needing multiple
books to generate characters in second edition. All you need is the Player's
Handbook. Also, I got the first edition books recently and they seem really
confusing after knowing second edition.
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Message 785 of 6029 Reply
Re: 2nd Edition lo_fang
(18/M/Rohnert Park, CA) 7/7/99 4:15 am
I think what the problem was is that you DM friend was introducing you
to the 2nd ed. and all the Players Option rules at the same time, he should
probably be a lot more patient or just stick to the plain 2nd ed. rules
In my opinion, the player's option rules shouldn't be used when there
is someone playing who isn't familiar with D&D
This Is a Reply to: Msg 776 by Pictii
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Message 786 of 6029 Reply
Re: I will run an online Game. Danduin_
(~30/M/In front of a computer) 7/7/99 8:31 am
I would appreciate that
This Is a Reply to: Msg 783 by Pictii
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Message 787 of 6029 Reply
Re: 2nd Edition-Pictii Jiriki13
(30/M/Chicago area) 7/7/99 8:53 am
No offense, but it sounds like the person trying to teach you how to make
a character from 2nd edition just didn't have a good grasp of how to make
up a character. Which books did he have. The only real book you need to
make up a character for 2nd edition is the PHB. The handbooks are just
to further add to your characters abilities and uniqueness.
By the way, weapon specialization is very simply the fighter's chosen
weapon. In other words his favorite. Specialization if that weapon grants
him bonuses to hit and damage above any strength or magical bonuses. Fighters
in 2nd edition were only allowed to specialize in one weapon, but could
become proficient in as many weapons as was possible.
I just think that the person you dealt with didn't know what he/she was
doing.
Dave
This Is a Reply to: Msg 776 by Pictii
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Message 788 of 6029 Reply
2nd ed... Pictii
(33/M/PA) 7/7/99 8:56 am
Yes I think it is fairly obvious that the DM in question had a very poor
working knowledge of the game he was trying to run. Hence the multiple
books...players options, skills and powers, and equipment tome, all came
into playy in the aforementioned failed gaming session.
First ed seems confusing probably due to it's simplicity.
I would have been better off trying to learn second ed., had I never played
before but the problem is that I can recite most first ed. charts and
such by rote the confusion comes from in my head. Perhaps were I to engage
a DM who is skillful and knowledgeable enough about both editions than
I am certain I might even enjoy the variant.
Pictii
I may be obstinate I am not daft.
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Message 789 of 6029 Reply
Re: Danduin Jiriki13
(30/M/Chicago area) 7/7/99 9:02 am
I didn't play 1st edition, but I did buy some of the books(PHB, DM guide,
Arcanum, etc.) and looked through them to see what the difference was.
I did this shortly after the first time that I DM'd, because I had a player
that said he liked 1st edition better. I bought the books from a used
book store and I found nothing that made 1st edition any better than 2nd
edition and found that I thought 2nd edition was more streamlined and,
though not perfect, was improved. I may have not been a biased opinion,
but that's life.
Dave
This Is a Reply to: Msg 780 by Danduin_
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Message 790 of 6028 Reply
Re: I'm new SCA_Bard
7/7/99 9:39 am
You might want to take a look at Steve Jackson Games's GURPS books. They
did point systems way before Player's Option. My boyfriend is a total
GURPS disciple and claims its superiority over every other gaming system...I'm
not so sure about that, but it is well thought out and the point system
works pretty well. Their nonhuman races have certain point values based
on their abilities and hinderances, so maybe that's close to what you're
looking for.
This Is a Reply to: Msg 779 by granddruid_1999
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Message 791 of 6029 Reply
1st ed. Umbratikus
(34/M/Central Ohio) 7/7/99 1:13 pm
I think that, comparitively, the 1st ed. is more confusing because the
material isn't laid out as well as 2nd ed. I think 2nd ed. is more organized
in how it presents the material. I really don't think there is that big
a difference between the two editions. There is just more supplimental
material for the 2nd ed. The 2nd edition just consolidated a lot of what
was happening in the 1st ed, Dragon Mag, and the RPGA (The RPGA concept
of THAC0 was a great simplification) and organized it all better, with
a few refinements. Most of the additional rules that came with 2nd ed.
are labled clearly "Optional Rules," including the non-weapon proficiency
system.
This Is a Reply to: Msg 788 by Pictii
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Message 792 of 6029 Reply
Re: Danduin Danduin_
(~30/M/In front of a computer) 7/7/99 5:04 pm
Indeed 2nd is all that. First Edition is something that you had to experience.
You can't go back now and get the same feeling. At this point in time
there is no less than 100 different RPGs on the market.
When I started playing D&D you had a much more narrow choice Basic D&D
and a bit later, AD&D (a.k.a. First Edition) oh yeah Expert D&D (an expansion
of the basic set). It is hard to explain and probably even harder to understand
but in many ways I prefer the old books and the older game.
How many of you 1st editioners out there know what picture is on the DMG
without looking?
or Emirikol the Chaotic and his frantic ride (possibly, he does not look
too frantic to me!) out of the city?
I sure do. Matter of fact that picture was the trigger for a rather long
adventure of mine.
Tell me, Dave, without looking describe the picture on the front cover
of your 2nd ed DMG. It is a striking picture but I had to go look at it
to remember.
On the subject of the DMG, Why in the world did they remove the monster
tables in the back of the book? (Commercialism?) I nearly break my back
lugging all these damnable 2ed books PHB, DMG, MM, Complete Arse Picker,
ad infinitum . . .
I am not attacking you, your thoughts or anything like that. I guess it's
like a first love, you might move on but you will never forget. Who knows
nearly twenty years (oh my!) from now you might be in my shoes defending
2nd ed from the proponents of the fourth incarnation. . . . .
This Is a Reply to: Msg 789 by Jiriki13
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Message 793 of 6029 Reply
Re: Danduin Nunizo
(M/Arkansas) 7/7/99 5:52 pm
Wasn't it a statue, with some thieves removing the eyes?
This Is a Reply to: Msg 792 by Danduin_
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Message 794 of 6028 Reply
Re: Danduin Danduin_
(~30/M/In front of a computer) 7/7/99 7:01 pm
Close. That was the PHB. The DMG had The City of Brass, in full, both
cover, wrap-around glory!
This Is a Reply to: Msg 793 by Nunizo
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Message 795 of 6029 Reply
Re: 2nd ed... mharelick
7/7/99 11:05 pm
Actually alot of those charts are still in effect. The only major difference
is that each player is responsible for knowing his THAC0 or roll needed
to hit AC zero. Everything is still the same, except as I and other people
have mentioned before, better consolidated.
Matthew
This Is a Reply to: Msg 788 by Pictii
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Message 796 of 6029 Reply
Re: Danduin Pictii
(33/M/PA) 7/8/99 9:16 am
the cover of the DM guid (first ed) is a fire giant with a large sword
in his right hand and some poor soul in his left there are other humans
frantically trying to rescue their friend also.
Emrikol it looks to me as if he is just entering the city for a night
of chaotic mischief I always marveled at his boldness.
Pictii
This Is a Reply to: Msg 792 by Danduin_
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Message 797 of 6029 Reply
1st ed. artwork Umbratikus
(34/M/Central Ohio) 7/8/99 2:20 pm
I loved the cheesy artwork in the 1st ed. books. It was not near the quality
of the work in the current books (there are some exceptions). The comic-book
like work of Jeff Dee was my favorite, but David Trampier and Erol Otus
were also faves. Planescape artist, Tony DiTerlizzi said that the old
David Tramier drawings in the 1st edition games were a big influence on
his work.
How about "A Paladin In Hell." I loved that drawing. I think it is cool
how they redid that drawing for the cover of the "Paladin in Hell" adventure.
Sort of like a remake of a great old black and white movie.
Toward the end of the 1st edition, they reissued the books with flashy
new Jeff Easly covers. I bought these because my old ones were falling
apart. The interior art is still the same, though.
This Is a Reply to: Msg 792 by Danduin_
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Message 798 of 6029 Reply
Re: 2nd Edition fendicaf
(33/M/Fitchburg MA) 7/8/99 7:51 pm
It sounds to me like that DM was using every "OPTION" in he book as hard-core
rules (which there are none) and then adding things either from supplemental
handbooks or his own imagination. That bit with weapon mastery sounds
like the "Complete Fighters Handbook" of which I have no use for.
As a rule, I suggest to new players that they not become a "magic-user"
as their first character unless they are willing to put some work into
it. I feel that a player needs to have some idea of what the character
can do and for spell casters that meeans some understanding of the spells
they have. I have not, nad will not, ever make a player create a character
they don't want. I rather work with them in creating a character that
is fun to play and has room to grow.
I have played D&D, AD&D ed.1, and AD&D ed.2 and found good and bad in
all of them. But what makes any of them work is the DM. My first DM learned
playing D&D and moved upto AD&D ed.1. He never went to ed.2 mainly because
he was comfortable with the first edition and he ran a good game with
it so there was no need to change. When he moved away and we needed a
DM I took up the 2nd ed. as I could never figure out the "to hit" chart
he used (the predecessor to the THAC0 chart).
I do, however, have DMG/PHB for all 3 versions of the game and pick and
choose what I like out of all of them. Personally I just love that random
dungeon generator from ed.1.
You here people speaking about the different Complete Handbooks and the
player options and how great they are, but frankly, you don't need any
of them. I had a player running her thief as a scout long before the Complete
Thiefs Handbook came out. She would put greater emphasis on hide-in-shadows
and move-silently and less on pick-pocket and climb-walls. Also, it was
in how she played the character, not just in its statistical abalities.
In the non-weapon proficiencies she choose ones that would complement
the persona she was developing. So, you see, KITS are not needed, nor
are different sub-classes. What is needed is DM and PLAYER working together.
That how I see it!
The Blind Sage
This Is a Reply to: Msg 776 by Pictii
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Message 799 of 6029 Reply
Re: 2nd Edition-fendicaf actinfoolish
(28/M/Farnham-chickenpartsville) 7/9/99 6:10 am
HEAR HERE! Well-spoken! Any anti-'*' editioners should print that post
for future reference.
This Is a Reply to: Msg 798 by fendicaf
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Message 800 of 6029 Reply
Re: I think I'll keep my style Myrkul999
(20/M/Ft. Lauderdale, FL) 7/9/99 6:49 am
a few points adressed:
1. I don't use Psionics. I've always felt that was a severe advantage
over other characters and adversaries and gets too close to god-like powers.
A) If the Players can have Psionics, so can the Villains. Toss in a Wild
Talent just for fun, see what happens. (Death Field would be perfect here)
B) What do you call calling Fire from the sky or lobbing Lightning around?
Bad gas? seems pretty powerfull to me. Almost god-like, you might say.
This Is a Reply to: Msg 753 by actinfoolish
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Message 801 of 6030 Reply
Re: 2nd Edition Pictii
(33/M/PA) 7/9/99 7:05 am
You are right as I have stated too many tomes came into the character
generation process and we never even got through it.
I would not reccomend to a inexxperianced player to play any sort of spell
user, however that is what she wanted to play. Actually not a mage but
an Herbalist (about which her knowledge is vast) cleric, witch really
should not have been nearly as traumatic as it was. Too many variants
and again I will say too many restrictions kept this game from ever getting
off the ground. Unfourtunately I have a tainted opinion now and must battle
uphill to extract even good from the later version of the game.
Pictii
ps Even if I do not posses weapon mastery and I hit the offending DM over
the head with a #32 Louisville Slugger would I have to give myself penalties
because it is not my favorite weapon, an officers model .45?
This Is a Reply to: Msg 798 by fendicaf
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Message 802 of 6030 Reply
Starting Players Umbratikus
(34/M/Central Ohio) 7/9/99 9:25 am
I traditionaly start all my first time players out as generic fighters.
I roll once for them on the secondary skills table to give them a non-advenruring
identity, give them any applicable proficiencies, then let them have the
character to see what they do with it. If a new player wants to specifically
play something else, that is fine, but I start them as simply as possible
(i.e. no kits, to specialists, etc.) so they can get a handle on the game
and their character without having to wrestle with various rules. This
has worked well for my campaign and I have no regrets. One guy who has
been playing for a few years is still playing the generic fighter he started
with and loves him.
This Is a Reply to: Msg 798 by fendicaf
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Message 803 of 6030 Reply
Necessity of Kits Umbratikus
(34/M/Central Ohio) 7/9/99 10:21 am
No, kits are not the least bit necessary to the game, but they are a nice
spice to add to a campaign.
Like I mentioned before, some kits give the PC abilities he wouldn't have
had otherwise, like the Sea Ranger, the Desert Druid, or the Shaman. But
even that is not the real beauty of kits.
The real beauty of the kit is that it gives players and DM's ideas of
different character types to play based on the core classes and subclasses.
No you don't need them. I had a Bounty Hunter character back when I played
1st ed., and it was suprisingly similar to the kit. However they can spur
the imaginations of the less imaginative players, and give rules and notes
on how to play the character in a balanced fasion.
I only use about half of the kits that are presented in the handbooks,
because I feel some of them are simply role playing crutches and are unnecessary,
however some of them are really cool and fit nicely into my campaign.
They also eliminate the need for having myriad subclasses, like the 1st
ed and Dragon Magazine was starting to do before the 2nd ed. came out.
Kits are also handy for me, the DM. I create my own kits to represent
organizations within my campaign. For example, members of a particular
order of knighthood will have a certain set of proficiencies, attributes,
responsibilities, etc. Members of this "secret circle" must know how to
do this, and always wear this, and have the special ability to do this,
etc. These homemade kits are a great tool for me and my campaign. No,
you don't "need" them, but they are a nice addition. At least they are
for my campaign.
This Is a Reply to: Msg 798 by fendicaf
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Message 804 of 6030 Reply
Re: Starting Players Beard_Y
(17/M/Bristol, UK) 7/9/99 11:06 am
Personallly I let my charecters choose from theif or fighter as I have
a game with fixed special skills for these classes. It also has slightly
more complicated prosses for a certain type of cleric and a certain type
of magic-user. It only permits these classes for humans. It also permits
Dwarves and Halflings to be fighters only and Elves to be only dual class
fighter/magic-users.
It does not permit other races. I use these rules for charecter generation
at all times to avoid confusion and do not permit any options with the
exception of cleric spells used in the game.
This Is a Reply to: Msg 802 by Umbratikus
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Message 805 of 6028 Reply
Re: Starting Players Pictii
(33/M/PA) 7/9/99 1:46 pm
To say that my wife is a completely inexperianced gamer is not entirely
true. She has a Fgt/ thief character in my world and really enjoyed playing
her. She wanted to play a cleric/theif based on a travelling herbalist.
(again about which her knowledge is vast) Since both she and the DM would
be asking me questions about the game during play I did not even risk
venturing into a debate with her. Who could have forseen the ineptitude
of the DM? Now I will be hard pressed to get her back into the game. Which
is really a shame as she is a very cunning and innovative player. Alas.
Therein lies my bias against second ed.
Pictii
This Is a Reply to: Msg 802 by Umbratikus
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Message 806 of 6030 Reply
Re: Pictii Jiriki13
(30/M/Chicago area) 7/9/99 2:28 pm
I know it's been mentioned before, but I feel that your bias should be
aimed toward the DM in question and not the 2nd edition game. Lets face
the facts, no matter what gaming system/edition you play, they all have
pros and cons.
Dave.
This Is a Reply to: Msg 805 by Pictii
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Message 807 of 6030 Reply
Re: 2nd Edition Danduin_
(~30/M/In front of a computer) 7/9/99 3:40 pm
I have to agree with you on that last paragraph. The one good thing kits
have going for them is from the viewpoint of a new player who maybe needs
a 'helping hand' with what role playing is all about.
This Is a Reply to: Msg 798 by fendicaf
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Message 808 of 6030 Reply
Completely off topic! Pictii
(33/M/PA) 7/9/99 10:34 pm
Felsfeci, our club founder, has recently informed me that the club is
coming up on it's anniversary in september. The club has been around for
quite a while and though I am a relative new comer I feel at home and
am proud to have been made a founder. What ever edition we favor our love
for the game is obviously huge. We are all very busy people and we take
time out of our hectic lives to prattle on and on about the game's finer
and dimmer points. We either all should be committed or are zealots, either
way keep it up. I believe the DM's Guild is one of the oldest clubs on
yahoo and I know for certain our members are among the most enthusiastic.
So at the risk of sounding like a complete dork...LONG LIVE THE GUILD
AND ALL THE MEMBERS May your dice roll hot and your players roll cold!
GAME ON!
Pictii Americanus
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Message 809 of 6030 Reply
Re: Completely off topic! Karleah
(34/M/My Nest) 7/9/99 11:38 pm
I am very happy to see this club having such a great success. I was here
when it was first founded and I was one of the firs people to join it
and I saw it becoming one of the most important clubs after the Dungeon
Master Haven had its problems and was left without a founder. I am very
busy but I always enjoy taking a look at the ideas and comments that come
up from here. I wish this club a very long and prosperous life !
Great job, adventurers !
Karleah.
This Is a Reply to: Msg 808 by Pictii
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Message 810 of 6030 Reply
Re: Completely off topic! Pictii
(33/M/PA) 7/10/99 6:54 am
I will endevour to keep the club a place we all like to "come to" HUZZAH
for us.
Pictii
This Is a Reply to: Msg 809 by Karleah
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Message 811 of 6030 Reply
Re: Completely off topic! Danduin_
(~30/M/In front of a computer) 7/10/99 7:32 am
07/10/1999 06:54 am EDT are you insane that is way too early to be online
looking at Yahoo! Clubs. . . .
This Is a Reply to: Msg 810 by Pictii
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Message 813 of 6030 Reply
Re: Critical hit tables mharelick
7/10/99 11:16 am
Here is a repost, the yahoo message entry
field does not format things the same way that the yahoo web page does.
Again, please feel free to comment, modify, use.
But please post the modifications.
Nonfatal criticals
d10 Effect
1 Swing Again
2 Stun for 1 round.
3 Stun for d4+1 rounds.
4 Knockdown and stun for d6-1 rounds.
5 Disarm
Ignore if victim's weapon is natural.
6 Opponents next swing fumbles.
7 Knock unconcious for d6 rounds.
8 Destroy Armor.
Ignore if armor is natural or body armor.
9 Remove Limb.
10 Destroy Organ.
Definitions:
Stun: Victim is treated as suprised for the
duration of stun.
Destroy Armor: The victims armor class
receives a cuumulative penalty of +1. If the
armor class drops to a level where the
armour is irrelevant, then the armour has
been completely destroyed. If the victim is
carrying a shield , there is a 50% chance that
it was the item that was it, in which case it
is completely destroyed.
Limbs (roll 2d4)
2 Head
3 Foot
4 Leg
5 Hand
6 Arm
7 Toe
8 Finger
Organs (roll d8)
1 Eye
2 Mouth
3 Ear
4 Nose
5 Stomach
6 Chest
7 Genitals
8 Spine
Fumbles
Missile Weapons (Roll d6)
1 Break Launcher
2 Hit Friend
3 Break Launcher
4 Break Missile
5 Drop Missile
6 Drop Launcher
Nonmissiles (Roll d6)
1 Swing around and hit foe.
2 Hit friend
3 Throw Weapon
4 Break Weapon
5 Drop Weapon
6 Drop Weapon
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Message 814 of 6030 Reply
Re: Critical hit tables Karleah
(34/M/My Nest) 7/10/99 2:43 pm
Thanks. It is useful.
Karleah
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Message 815 of 6030 Reply
I'm looking to Game here... :( General_Gamer
(24/M/Chattanooga, Tennessee) 7/10/99 2:56 pm
Hi Guys&Gals:
I'm looking for a group to play or DM here in Chattanooga Tennessee; but
there is noone to play with. :(
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Message 816 of 6028 Reply
Two things... Pictii
(33/M/PA) 7/10/99 3:55 pm
Mharelick I deleted the first posting that was all jumbled.
7/10/ 6:54 nearly seven. I had been up for three hours already old habits
die hard.
I guess I am a bit whacked.
Pictii
Who else is gonna feed the critters?
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Message 817 of 6028 Reply
Idea spellmaster15
(15/M/Richland, PA) 7/11/99 4:11 am
Hey, do any of you guys and gals have Warcraft II?
if you do i got an idea the other day. Using the map editor, i can map
out my battles, therefore illustrating the situation that my players'
characters are in. I requires putting a little of time in before hand,
but it actually saves time in the long run, because i no longer have to
reminder my players which enemies they are in range of and which ones
are not. This makes the battle go a lot faster and smoother for me and
my players. in detail all i did was make a senario map of the battle,
and open uit up when the battle began for my players to view the scene.
it is kind of like playing Vandal hearts for Playstation. i suggest you
people who have it give it a try.
Toney
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Message 818 of 6030 Reply
Of Gods and Men... Harlequin_1998
(24/M/Birmingham, AL) 7/12/99 10:19 pm
I'm toying with an idea at the moment, and I figured I post a message
about it. The way that I work Gods into my campaignis that their power
comes from their followers. The more followers a God has, and the more
faith those followers have, the more powerful the God. There are restrictions,
however, the most important being that a God cannot directly act outside
of his own plane. Therefore, he can only act through his followers. In
addition, communication is difficult between the Gods plane and the prime
and the gap can only be bridged by the faith of the individual that the
God is trying to contact. What this means is that Gods can send anybody
a message, but only those of great faith, like high priests and such,
will understand it clearly. Of course, the message can be misunderstood,
but that is a different matter entirely.
Anyway, the point of all this is that I was thinking of having people
from out of my area play the parts of these Gods via email. The Gods would
get updates every onve in a while (depending on how often my group meets),
and they would send back instructions to me. This way, each God would
have their own agenda and it would help me to detail the world in which
my PC's live. I would love to hear what you think!
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Message 819 of 6028 Reply
Re: The line for God hood starts here... Pictii
(33/M/PA) 7/12/99 11:16 pm
So you are asking for voluteers to play god...how cool thats a pretty
keen idea.
Pictii
Chuckling heartily
This Is a Reply to: Msg 818 by Harlequin_1998
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<- Previous Next -> Message 820 of 6030 Reply
Re: Of Gods and Men... wwillie2
(M/Worcester,MA) 7/12/99 11:36 pm
That sounds like a very good and creative idea. I think it will definately
add great flavor and variety to your world, especially if you get some
really creative people to be the gods. I hope you get it worked out.
This Is a Reply to: Msg 818 by Harlequin_1998
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Message 821 of 6030 Reply
Re: Of Gods and Men... Danduin_
(~30/M/In front of a computer) 7/12/99 11:42 pm
hehehe Excellent Idea.
Y'know the gods power related to the followers was broached in a Discworld
novel called "Small Gods" by Terry Pratchett. His writing is humorous/satirical
and addictive. check 'em out.
This Is a Reply to: Msg 818 by Harlequin_1998
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Message 822 of 6030 Reply
Re: Of Gods and Men... Danduin_
(~30/M/In front of a computer) 7/12/99 11:42 pm
Umm there is really no helpful information for your idea in that book
but it is funny.
This Is a Reply to: Msg 821 by Danduin_
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Message 823 of 6030 Reply
Re: The line for God hood starts here... Danduin_
(~30/M/In front of a computer) 7/12/99 11:59 pm
Umm yeah I almost forgot I am right behind Pictii
*BOO* for a shot at god hood.
This Is a Reply to: Msg 819 by Pictii
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Message 824 of 6028 Reply
Re: Of Gods and Men... Birdbone
(M/Washington) 7/13/99 7:02 am
Hey I'm pretty much in agreement with the ones who have spoken before
me: I think it's a great idea. I say go for it.
This Is a Reply to: Msg 818 by Harlequin_1998
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Message 825 of 6028 Reply
Re: Of Gods and Men...Harlequin 1998 Jiriki13
(30/M/Chicago area) 7/13/99 8:11 am
I volunteer for godhood, if you need another.
Dave
This Is a Reply to: Msg 818 by Harlequin_1998
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Message 826 of 6028 Reply
Re: Of Gods and Men...Harlequin 1998 Umbratikus
(34/M/Central Ohio) 7/13/99 8:55 am
Put me in line for godhood as well. You know, you could even use a Yahoo
club as a forum for your "Gods." You could create a private club (by invitation
only) and populate it with only your "Gods." Just an idea.
P.S. You handle your Theology in a very similar manner to the way I handle
mine. I'm very big on the power of the god being directly proportionate
to the number and faithfulness of the followers. This gives the priests
a real role to play in the campaign, by working to broadening the influence
of their chosen deity. It also creates competition between different faiths
and leads to interesting role playing between PC priests.
This Is a Reply to: Msg 825 by Jiriki13
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Message 827 of 6030 Reply
Of Gods and Women SCA_Bard
7/13/99 10:12 am
I'll volunteer as a female Power, if you need one. I'm comfortable with
anything from Demeter to the Morrigan.
SCA Bard
This Is a Reply to: Msg 826 by Umbratikus
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Message 828 of 6030 Reply
Re: Of Gods and Men... Myrkul999
(20/M/Ft. Lauderdale, FL) 7/13/99 10:45 am
I'd Love to. It would be Great Exercise for my RP muscles.
This Is a Reply to: Msg 818 by Harlequin_1998
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Message 829 of 6030 Reply
Re: Of Gods and Men... granddruid_1999
7/13/99 11:09 am
Looks very interesting, I would like to try that. Need another player?
This Is a Reply to: Msg 818 by Harlequin_1998
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Message 830 of 6030 Reply
Re: Of Gods and Men... mharelick
7/13/99 4:34 pm
This sounds cool.
I want to play a god.
This Is a Reply to: Msg 818 by Harlequin_1998
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Message 831 of 6030 Reply
Re: The line for God hood starts here... mharelick
7/13/99 4:36 pm
I remember, Pictii a certain DM from my youth whose gods grew powerful
only when his followers would slay people and deliver their souls ...
This Is a Reply to: Msg 819 by Pictii
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Message 832 of 6030 Reply
RE: of gods and Men mkinjubhy
(n/t/M/wherever you go there yo) 7/13/99 4:39 pm
I am planning in a campaign im in (as a player) to be a god who has been
defeated, having most of powers taken away by the victor, and had all
of his followers but one being killed. My character (this game hasnt started
yet) will have the goal of eventually killing the other god and reclaiming
his place. Right now he can do very little, hes basically a 1 st level
mage who will never die of old age. (spells like wish will have other
effects, like making me look older, reducing charisma maybe)
mkinjubhy
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Message 833 of 6030 Reply
*ahem* Postmodern1
(M/Mpls MN) 7/13/99 4:55 pm
"Dave, get the barbarian in the corner another drink!"
This Is a Reply to: Msg 832 by mkinjubhy
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Message 834 of 6030 Reply
Of Gods and ... Persons :) Harlequin_1998
(24/M/Birmingham, AL) 7/13/99 6:47 pm
Well, the response to my post has been overwhelming. I think that I will
go ahead with my idea. As soon as I get the logistics fifured out, I will
repost. I have kept a list of all of you have said you wished to play
a role, so you guys will get first pick of the Gods. Thanks!
---
Message 835 of 6030 Reply
Re: The line for God hood starts here... Pictii
(33/M/PA) 7/14/99 8:25 am
I thought about that the other day Mharelick, that was a rather specific
instance and I don't believe it was in any way the norm. {I always thought
that was your campaign...or was it DonO's}
In any event he was an evil, (STRESS EVIL) PC, who was subject to divine
intervention on the condition that he gather souls to feed The One. (An
ambitious minor death if memory serves...)
Pictii
Don't blame that mess on me.
This Is a Reply to: Msg 831 by mharelick
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Message 836 of 6030 Reply
godhood Rune_Lord
(312/M/Somewhere in Faerun) 7/14/99 9:39 am
If it not to late, can I sign up for one? Let me know....thanks
---
Message 837 of 6030 Reply
Re: The line for God hood starts here... Beard_Y
(17/M/Bristol, UK) 7/14/99 10:25 am
In my campaigns I use a list of pre-created gods most of which are just
there to be worrshipped but let the truely faithful have light spells
as a reward. However some gods are limited to certain classes and alingments
This Is a Reply to: Msg 835 by Pictii
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Message 838 of 6030 Reply
Can you a be a good who should be one granddruid_1999
7/14/99 1:00 pm
can you be raistlin?
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Message 839 of 6030 Reply
OOC dragn_lady
(33/F/Fitchburg, MA) 7/14/99 6:08 pm
My apologies, my friends, for not being here as of late. I injured my
back and have been unable to sit at the desk where the computer is. The
Blind Sage has been keeping me informed of the postings, though. When
my back is better, I shall post a book!!!!
TTFN
Dragn_lady
(Domestic Goddess) really!!! it's on my tax forms!!
---
Message 840 of 6030 Reply
Re: OOC Rune_Lord
(312/M/Somewhere in Faerun) 7/15/99 8:34 am
Sorry to hear about your back....hope you get well soon.
Rune Lord
This Is a Reply to: Msg 839 by dragn_lady
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Message 841 of 6030 Reply
Forced alingment change... Jiriki13
(30/M/Chicago area) 7/16/99 9:29 am
I've come to a point, after DM'ing for 5 years, that is new territory
for me. I have a player that has a dwarven fighter that is chaotic good.
I feel that his alignment should be changed to chaotic neutral and I have
warned him of this. The reasoning behind the alignment change is a multitude
of actions and inactions the contradict each other. This player's wife
also plays and she plays an elven fighter, or did, she's dead now. When
she was alive though, the dwarf would go out of his way to help his wife's
elf or to save her, and I mean he would do anything possible to save her
character. I don't have problem with this, although it's kind of lame
in my opinion. The problem comes in when there were other instances when
this player wouldn't do anything to save another character other than
his wife's. There were several instances when he could have saved a PC
a couple of times, but chose to attack the creature that was attacking
them at the time. One recent instance that happened last weekend was that
they were in a major battle and he got knocked unconscious. A dwarven
fighter/thief made it over to him and shoved a potion of healing down
his throat, even though the enemy was still right there and would obviously
target him for his next strike. He shoved the potion down his throat and
got nailed in the same round and was also knocked unconscious, he was
already low on hit points too. The player with the dwarven fighter wouldn't
even make an attempt to help or carry the other dwarf out of the fray,
but he decided to actually run from the enemy anyway and got nailed again
with an attack of opportunity. Either way they both went down, but the
dwarven fighter player was telling the dwarven fighter/thief player that
he couldn't do anything to help him. There are several other instances,
but those contradictory instances are the ones that stand out the most.
I would appreciate some opinions.
Dave
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Message 842 of 6030 Reply
Re: Forced alingment change... fendicaf
(33/M/Fitchburg MA) 7/16/99 10:29 am
Unfortunately I have encountered similiar problems. In most cases the
player would mis-play their alignment based on personal attitude toward
another player. In other words it was the players with a problem and they
gave te same problem to their characters.
One in particular, was a Neutral-Good Ranger. She was very greedy with
treasure, blood thirsty to the extream, and very abusive of a Paladin
who was played by her ex-boyfriend. She was warned several times that
her character was going to have a major alignment change with sever penalties.
This never came about because the player moved out of town and lost intrest
in playing.
This was the worst case I have ever encountered, in other cases the player
was warned and they either corrected the way they played or the voluntairilly
made the alignment change and except the consequences of the change. In
the later case I would only impose the minimum penalty.
the blind sage
This Is a Reply to: Msg 841 by Jiriki13
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Message 843 of 6030 Reply
Re: Forced alingment change... Pictii
(33/M/PA) 7/16/99 1:43 pm
The problem with alignment is that it is only a rough guid as to how a
player basically feels. People who could be classified as LG lawful good,
every day step over and around other humans claiming they can be of no
assistance, people such as tax collectors and others who thrive on stealing
from the general populous are classified as "good" even though I would
say they were maniacle or Lawful evil. In the case with the 2 dwarves,
D1 DF/T, D1 was playing his character in a fashion he had grown accustomed
to, because it had been Standard Operating Procedure, Why would DF/T help
D1 when he knew D1 would not help him?
A character that is chaotic is actually the toughest to align, by their
very chaotic nature they will commit acts others see as wrong that they
feel not only justified in commiting but maybe even obliged to. To further
their particular needs. I don't feel your problem is one of alignment
but bad role playing the offending character or characters are playing
their own personal games, not their characters.
A treasure hungry Ranger...? how does that work.
Pictii
This Is a Reply to: Msg 842 by fendicaf
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Message 844 of 6028 Reply
Re: Forced alingment change...Pictii Jiriki13
(30/M/Chicago area) 7/16/99 2:40 pm
That is true that they are just role playing guides, but a chaotic good
character should still do what is right, whether that action is legal
or socially acceptable or not. The problem I have is that leaving a party
member that just risked his neck, when he was already hurt, to save you
and you don't return the favor when he was put down trying to save you
is kind of evil in a way or at the very least a neutral act. I don't know,
maybe I'm not being objective. I view chaotic good as a person that acts
and reacts with pure emotion and does good or has good intentions in mind,
whether it is within the law or not. I just don't see where leaving a
supposed friend in the clutches of the evil priest after he tried to save
you is a good intention.
Thanks for the opinion.
Dave
This Is a Reply to: Msg 843 by Pictii
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Message 845 of 6030 Reply
Re: Forced alingment change... Danduin_
(~30/M/In front of a computer) 7/16/99 7:35 pm
There is a lot going on there. I suggest you read (re read) Chapter 4,
Alignment, of the DMG especially the parts about Role playing alignment
(p24 in my book) and Changing alingment. With that said I have to agree
with the comment that it more a problem of poor role playing than alingment
deviation.
This Is a Reply to: Msg 841 by Jiriki13
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Message 846 of 6030 Reply
Re: Forced alingment change... mharelick
7/16/99 7:48 pm
I don't think alignment should be treated as big a deal unless the character
is a paladin, a ranger or a cleric of a deity whose followers need to
be a specific alignment. What matters more is proper roleplaying, is the
character roleplaying his character in a consistent fashion. The way I
handle that is by penalizing a character in terms of experience points
for bad role playing.
This Is a Reply to: Msg 841 by Jiriki13
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Message 847 of 6030 Reply
Re: Forced alingment change...Pictii mharelick
7/16/99 7:50 pm
Being good aligned is not synonomous with being suicidal.
This Is a Reply to: Msg 844 by Jiriki13
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Message 848 of 6030 Reply
Re: Forced alingment change...Pictii Pictii
(33/M/PA) 7/16/99 8:31 pm
The problem with alignment is also the frame of refrance you are useing
to judge a good act. What basically is right and wrong?...imagine a culture
where to kill with steel (a sword a knife etc.) is considered "butchery"...so
this culture (to make necessary deaths less "barbaric") adopts the use
of fast acting poison any time weapons are used the slightest scratch
causes swift death. Who is to say to that culture that the use of poison
is "evil" when they obviously use poison for "humane" reasons. A chaotic
merely by being chaotic does not necessarily mean a zealot. Order offends
lots of people that does not make them bad "evil" it just means there
is apt to be little rhyme or reason to what ever endevours they engage
in for what ever their reasons are. As opposed to a lawful type (not necessarily
good either the Nazi's were a perfect example of lawful evil) who is more
apt to follow a prescribed route to achieve his/her ends.
Pictii
This Is a Reply to: Msg 844 by Jiriki13
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Message 849 of 6030 Reply
Re: Forced alingment change...Pictii Pictii
(33/M/PA) 7/16/99 8:34 pm
It sounds to me like the player in question is a major tool. Were I one
of his gaming companions he would be left hanging sooner or later.
Pictii
This Is a Reply to: Msg 844 by Jiriki13
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Message 850 of 6030 Reply
Re: Forced alingment change...Pictii fendicaf
(33/M/Fitchburg MA) 7/17/99 1:50 am
Hear, hear!!!! I readily agree with that, pictii, as something very similar
happened with another player YEARS ago....was not poor role playing,was
definitely alignment change. The sap was handed over to priests/esses
of Meiliki, for atrosities done to one of her creatures. It wasn't the
ranger/treasure hungry player either...
And no the ranger wasn't working...that's why we were somewhat glad that
the character was dropped.
Besides, my two characters had had enough of dealing with people who were
changing for the worst!
Dragn_lady
oh, didn't I tell you???? Blind Sage and I are married...... He was here,
and I took over...as always!! :)
This Is a Reply to: Msg 849 by Pictii
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Message 851 of 6030 Reply
Re: Forced alingment change...Pictii Ellowan
(26/M/Redmond, WA) 7/17/99 4:18 am
I also agree with Pictii. Frame of reference is very important when considering
alignment. I think something that really should be done at the start of
a campaign but seems to be often overlooked is for the DM to sit down
with each player and really discuss what alignment means between them,
to clear up any future misunderstandings. Nothing's more frustrating than
a player who honestly believes that he's playing his character true to
that character's alignment, and a DM who thinks otherwise.
Anyway, it sure seemed to me that the dwarven fighter is pretty much in
it out of self-interest. However, there are still elements that confused
me about the example. If he was facing certain death, that opens up a
lot of questions. If the two of them are just in the dungeon for a lark,
or treasure-hunting, then perhaps he should try and stand his ground,
hoping for a miracle. If there's a mission that really, really needs to
be accomplished, perhaps something vital for the safety of the land, then
running away to fight another day could be less cause for penalization,
especially if he has reason to believe he might be the only survivor.
All this, of course, is dependent upon the frame of reference, as Pictii
said. Anyway, apologies in advance for any confusion on my part. I kind
of skimmed the messages quickly.
One last thing. I've been playing without alignments for a while now.
It seems to be working pretty well.
This Is a Reply to: Msg 850 by fendicaf
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Message 852 of 6030 Reply
Re: Forced alingment change Postmodern1
(M/Mpls MN) 7/18/99 6:25 pm
Philosophically speaking, there are some inherent problems with the alignment
system. Alignment seems to contain more grey area than we want to give
it. For the sake of arguement, say a person's alignment defines what they
call "moral and right" behavior (basic enough platform, I think). Dozens
of examples could be given of people acting completely against what they
would, under different circumstances, consider right behavior. Stress,
panic, lust, etc all can over-rule any pre-set group of moral guidelines;
the news is filled with it every day.
Relating that to game play, I personally am hard pressed to impose penalties
on players who are "out of alignment" unless it completely contradicts
the definition of the class/race/kit/ whatever. For me, that leaves rangers,
paladins and some mythos' preists the ones who need to control their actions.
What of other characters who disregard their choosen alignments? You don't
even need to mention a change to them. Say a L/G warrior makes a hobby
out of the torture and execution of captured foes - he still thinks his
actions are moral and good, but those around him (should) see the truth
and react accordingly.
Sorry to go on so long ....
This Is a Reply to: Msg 851 by Ellowan
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Message 853 of 6030 Reply
Re: Forced alingment change... Jiriki13
(30/M/Chicago area) 7/19/99 9:12 am
I understand that choatic good doesn't have to be a goody goody, but they
are supposed to be good in any event. A yes, I do believe that the player
in question is not playing his character very well and he has be warned
and penalized for bad role playing several times. The group has had group
discussions, one for almost an hour on tactics and teamwork, trying to
get the dwarf to work as a team. The entire party has reason to dislike,
if not hate, this dwarf becuase of past discressions. He has more than
a couple of times left another teammate to die. It just doesn't seem to
me that he's been playing at all like a good character.
P.S.: Pictii, just becuase a person is lawful good doesn't mean they have
to support every person in every city, town, villiage or hamlett they
travel through. They do what they can to help, but it's up to every individual
to make a living. Some people would just rather be poor with no responsiblities.
I wouldn't classify any person that was stealing for his own purposes
and putting other folk in dire straits as good, but a tax collector doesn't
have to evil to carry out the laws of a kingdom.
Dave
This Is a Reply to: Msg 843 by Pictii
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Message 854 of 6030 Reply
Re: Forced alingment change... Umbratikus
(34/M/Central Ohio) 7/19/99 9:42 am
Alignment is always a touchy thing, but if I may play the Baatezu's Advocate
here, I could argue that the dwarf was not playing outside of his alignment.
Suppose that the dwarf character was in love with the player's wife's
character. Stranger things have happened. Then would he be acting outside
of his character to risk all to save her, but not do the same for the
others? Ahh, the things we do for love. Also, him deserting his rescuer
at a crucial time could be an act of cowardice, not of evil. If this were
the case, the dwarf should be guilt ridden over his desertion.
I agree, however, that an alignment change would be in order, but I would
be more inclined to change it to Neutral Evil, than Chaotic Neutral. CN
is perhaps the most difficult alignment to play, with the possible exception
of true Neutral.
One of the problems here is that the player is letting his real life relationships
affect his character's actions. This happens often, and is unfortunate.
However, what can you do? You could talk to both of the players (the husband
and wife), but perhaps there will be hell to pay after the game if the
husband doesn't help his wife. "Hell hath no fury..."
This Is a Reply to: Msg 841 by Jiriki13
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Message 855 of 6030 Reply
Re: Forced alingment change... Myrkul999
(20/M/Ft. Lauderdale, FL) 7/19/99 12:29 pm
Quite frankly, If we were to fully enforce Alignment, most Characters
played would be Neutral Evil. Who else goes searching for money, ignoring
all else? Who else will argue incessantly about proper dispensation of
treasure(always making sure they get the most)? And, of course, He's got
a WHAT? KILL HIM!
This Is a Reply to: Msg 854 by Umbratikus
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Message 856 of 6028 Reply
Re: Forced alingment change... Pictii
(33/M/PA) 7/19/99 2:24 pm
This is the reason I always (nearly) like to play evil characters...usually
NE,or CE, rarely LE, as I have a problem with authority which is rather
deep rooted.
Ps : Dave I personally feel that most people would fall into a NG alignment
(selfish with no real malicious intent, leaning towards things wholesome
and good). I also feel that Taxes are theft regardless that is is the
state doing the theivery, I also personally feel that there is a special
place in hell for tax collectors , lawyers, insurance (most every one
associated with this feild) and people who sexually assault children or
prey criminally on the old. Remember the Nazi's were just doin their job
it still was way wrong.
Pictii
This Is a Reply to: Msg 855 by Myrkul999
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Message 857 of 6030 Reply
I don't know how to tell you this, Myrk, Umbratikus
(34/M/Central Ohio) 7/19/99 2:30 pm
but my players do none of those things, even the Neutral Evil ones.
This Is a Reply to: Msg 855 by Myrkul999
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Message 858 of 6030 Reply
Alignments Lotherio_Giacomo
(27/M/Omaha, NE) 7/19/99 9:25 pm
With all this talk on alignments, I thought I'd post up my two cents.
I think the best guide for alignments is found in the Dark Sun box set.
It breaks away from any thoughts on politics and governments we may have.
Instead it describes how each alignment might react should it come to
distributing limited water between the party in a water shortage. While
not having the book in front of me (I don't have this box set but I have
read the books), I'll try to recap who the book describes each one. (and
if someone has this book and could correct me that'd be better).
When reference is made to dying member - it means dying with no hope of
survival
Lawful Good - will want party distribute water equally, will insist their
share be distributed amongst party member in need - including dying members
Lawful Neutral - will want equal distributions regardless of dying members
Lawful Evil - will insist upon equal distributions, but will try to work
the equation in their favor while trying to make it seem fair
Neutral Good - will go for equal distributions that are in favor of the
living members having better chances for survival, may offer some to more
needy memebers but only after they have some
Neutral, True - will weigh all factors, go for best distribution based
on chances of survival
Neutral Evil - Will want equal distributions amongs living trying to get
more water for self
Chaotic Good - would suggest more water be given to the needy, regardless
if they are dying
Chaotic Neutral - would care less how water is distributed as long as
they get their share.
Chaotic Evil - Will insist dying member get none in favor of living members
surviving the ordeal while suggesting they get more because they are better
then everyone else.
That's close to it anyways. I never payed close attention to alignment
before until I started playing Al-Qadim. Here it seems the 'good guys'
do not necessarily have to be of good alignment. Coming from the desert,
raiding for livestock is a given part of society - to the point of excluding
someone who might think of this as being bad or 'evil'. Great desert leaders
probably evolve around the neutral alignments and the really Lawful and
Chaotic societies seem to both be bad for the culture as a whole (there
is a chaotic society in the north - corsairs, pirates who seem to reak
havoc on trade routes. in the south there is an extremely lawful group
called the Pantheon, who are lawful to the point of being scary.)
That about sums it up I guess. I just like the definitions in from Dark
Sun. Usually, if we get a new player and they come down to choosing an
alignment, I have my friend show them this section of the book to help
give them a better idea of the alignments (without comparing them any
world cultures and their views of 'lawful', which very from government
to government, as well as within various religions).
Richie
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Message 859 of 6028 Reply
Re: Alignments Ellowan
(26/M/Redmond, WA) 7/20/99 12:58 am
That does sound like a better description of alignments than the one in
the 2nd edition players' handbook. The latter reminds me of Saturday morning
cartoon characters squabbling. The only thing is that it seems the neutral
good character comes off sounding a little bit selfish, and otherwise
hardly any different from the true neutral character.
This Is a Reply to: Msg 858 by Lotherio_Giacomo
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Message 860 of 6030 Reply
Most PCs NE?! SCA_Bard
7/20/99 9:31 am
I'm astounded by Myrkul's post. Searching for money, above all else? Killing
NPCs for treasure? Heck, yeah, that sounds evil to me.
I'm lucky, I guess, to have players who aren't obsessed with that. They
like heroes, and I give them 'save the day' scenarios where they can champion
good or right. They've taken down a Thieves' Guild and a meglomaniac sorceress
so far (in the process they helped the Yakuza and started a civil war,
respectively, but those were better alternatives to doing nothing...and
the choices were supposed to be hard).
But I guess there are a lot of players who just like the murder and money
scenarios...
This Is a Reply to: Msg 855 by Myrkul999
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Message 861 of 6030 Reply
Re: Most PCs NE?! Rune_Lord
(312/M/Somewhere in Faerun) 7/20/99 10:22 am
Most of my players tend to be L/N/C good or L/C neutral. They do nt care
much for the evil side that has become associated with the game. I like
running the adventure that places the characeter (player) in the position
to save the day. Why else would you want to perpetuate the stereo-typing
of Fantasy RPG Players and the game as inherently EVIL. Yeah, I can understand
the occasional character that is of evil alignment, they have their place
in the game after all. I have only player 2 NE and 5-7 LE characters in
my 13 years of gaming. After all this is my gaming choice and method.
We each have our own style of playing and DMing. It is all about CHOICES.
Well those are my two cents.
Rune Lord
This Is a Reply to: Msg 860 by SCA_Bard
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Message 862 of 6030 Reply
Re: Forced alingment change... Jiriki13
(30/M/Chicago area) 7/20/99 1:03 pm
I believe that this is more of a player affecting his character's reactions
towards his wife's characters, but this is just a minor thing towards
the alignment change. He has been acting, with this character anyway,
very erratic. One minute he's mister superhero saving the day, until one
of the enemy hits him hard and all of a sudden he's a paranoid coward.
He also has a habit of telling his compatriots that he'll follow the plan,
but then for no reason, just do his own thing; which isn't necessarily
against his current alignment. He also has been known to want to torture
the enemy one minute and spare their lives the next. I don't know, maybe
I just have a crazy view of what chaotic good should be or maybe I'm just
interpreting his actions inaccurately.
Dave
This Is a Reply to: Msg 854 by Umbratikus
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Message 863 of 6030 Reply
Re: Forced alingment change... Jiriki13
(30/M/Chicago area) 7/20/99 1:30 pm
I do feel the same way about taxes, but that still doesn't mean that the
person collecting the tax is an evil person. I also feel the same about
the other professions you mentioned and the perpetrators of those crimes.
One thing though, I would think that a chaotic or lawful good person would
be more likely to be selfish than neutral good. Neutral good is the most
pure good aligment in the game. This person is not influenced by chaotic
views or lawful views, they just want to go good by any means. In my opinion,
neutral good can be harder to play than lawful good or chaotic neutral.
It's hard for anyone to play a purely good person with no malicious intent,
prejudices, or preconcieved notions about another person or situation.
I view most people as being more chaotic good or lawful neutral.
Dave
This Is a Reply to: Msg 856 by Pictii
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age 864 of 6029 Reply
money and evil Birdbone
(M/Washington) 7/20/99 1:33 pm
I think you're mistaken in that PC's always fight for money and always
make sure they got their share...my PC's don't even care about the money
that much; they are always dividing it so whoever has the least gets the
most (magical items now, that's a different story...).
And I guess I'm alone in this but I don't allow evil characters (they
are the bad guys).
---
Message 865 of 6030 Reply
Re: Forced alingment change... Pictii
(33/M/PA) 7/20/99 1:44 pm
That is strange ... your veiw on NG. I veiw NG as a basically neutral
person who leans toward's good actions. People who are not apt to join
the crusade but, who feel the crusade might be necessary, would in my
opinion be NG. (By the by I do feel tax collectors are evil. No matter
how many pictures of thier spawn the decorate thier office walls with.)
This is my personal veiw point and yes I do lump them in with the Nazi
prison guards who "were just following orders". Theft is theft. Just because
the law of the land says take thier money, it is still only via coersion
that they are able to suceed in collecting. (If you do not pay we will
lock you away.) what is so different between that and: "your money or
your life???"
Pictii
sorry for the kooky political's no more for a while
This Is a Reply to: Msg 863 by Jiriki13
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Message 866 of 6030 Reply
Re: evil PCs' Jiriki13
(30/M/Chicago area) 7/20/99 3:58 pm
I don't allow players to have evil PCs' either.
Dave
This Is a Reply to: Msg 864 by Birdbone
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Message 867 of 6030 Reply
NG Umbratikus
(34/M/Central Ohio) 7/20/99 4:26 pm
I disagree that Neutral Good is difficult to play, in fact, I would argue
that it is probably the easiest to play.
Neutral good characters base their actions on what they believe is for
the best. If siding with the law is the best for the greater good, they
will do so, but they might be the first to go against the law if the law
is oppressive or evil. If they are just trying to do "what is good and
fair" then they are playing NG. What could be more simple than that?
This Is a Reply to: Msg 863 by Jiriki13
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Message 868 of 6029 Reply
Re: Forced alingment change...Pictii Jiriki13
(30/M/Chicago area) 7/20/99 4:40 pm
I can see your point on the tax collection thing, I believe I'm converted.
Your good at arguing, I'm mean debating a point.
By the way, I read that little bit about alignment from a Dragon magazine
a few years ago. I'm not sure which one. Your example might be a neutral
good person, they may not want to get involved because they have mage
a logical conclusion about how the end result might be of that crusade.
This may not do good for anyone concerned.
Wouldn't a person who is neutral with good intentions be the ultimate
good person. They aren't swayed by chaos or law. Chaos being a person
that is a rebel at heart, in other words against everything order represents.
Then there is law which is the order that chaos hates. Law is doomed to
be flawed becuase of human invention and influence. A neutral good person
doesn't see things with respect to what is lawful or what is rebelious,
they try to see what would be good for everyone involved.
Just my thoughts.
Dave
This Is a Reply to: Msg 865 by Pictii
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Message 869 of 6030 Reply
Re: Forced alingment change...Pictii Pictii
(33/M/PA) 7/20/99 5:58 pm
Chaos and law I feel the chaotic alignments are probably the toughest
to play as very few of us are so capracious that we could pull off a true
chaotic, And the meticulous-ness I associate with lawful endevours would
be difficult for others {myself included} to pull off I dont know if it
is a hatred of law that guides chaotic beings I think of it more as unfettered
by law for good or evil. As for lawful types it is certain they are guided
by a hatred of chaos, order is after all order. That being said with no
point made I must ask another question.
Why don't you folk's allow players to play evil PC's?
Pictii
This Is a Reply to: Msg 868 by Jiriki13
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Message 870 of 6030 Reply
Re: Forced alingment change...Pictii Pictii
(33/M/PA) 7/20/99 6:00 pm
PS call a spade a spade I am a bull headed stubborn son of a bitch. Arguing
is only one of the unpleasant fortee's in my personality.
Pictii
This Is a Reply to: Msg 868 by Jiriki13
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Message 871 of 6030 Reply
Evil PC's fendicaf
(33/M/Fitchburg MA) 7/20/99 10:23 pm
I have never "not" allowed evil PC's, but on the same token, I've never
had a player WANT to play an evil character. Like others here, I base
my game scenario's on "heroic-actions". This could be anything from rescuing
the kid-napped princess(an over used cliche), to securing the Heartlands
from Drow incursions or bringing down a mad/evil god. My adventure have
little goals in them, but my campaigns usually have world shaping consequences.
By runing my games this way, my players actively shape the world in which
they live. My campaigns could be classified as epic-fantasy.
As far as evil PC's, this has only happened when, due to some spell or
other magical effect, a character is forced to act in a evil manner. This
is particularly nasty when used against a Priest or Paladin who Must seek
redemption when they again have their own free will.
The main "evil" in my games is me, the DM. I AM OUT TO KILL THEM ALL AND
STEAL THEIR TREASURE!! (maniacal laughter)
The Blind Sage
This Is a Reply to: Msg 870 by Pictii
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Message 872 of 6030 Reply
Law and Chaos Umbratikus
(34/M/Central Ohio) 7/21/99 10:05 am
I tend to think of Law and Chaos as being similar to the conservative/liberal
or right-wing/left-wing attitudes in the real world. And good and evil
are just....well...good and evil.
Also, I see alignments as being on a continuum instead of absolutes. Players
select an alignment that is closest to their characters views ("are you
closer to lawful good or chaotic good. Okay, are you closer to lawful
good or neutral good. Okay, then put down lawful good.") I personally
thing playing alignments are a fun dimension to the game. Players can
challenge themselves by playing alignments far removed from their own
ethos. (I therefore allow my players' characters to be of any alignment.
Only once has there been an evil character though.)
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Message 874 of 6030 Reply
Re: Law and Chaos SCA_Bard
7/21/99 11:38 am
Sorry...I know poltics is a bit off-topic, but...
Liberals? Chaotic? The people who want to get your number, put it in a
book under either the A) Tax or B) Spend headers? Who want to legislate
nearly every aspect of my life? Chaotic?
Not that the conservatives are any better, mind you. They want to legislate
different aspects of my life.
Sorry...I'm my father's daughter. Rant over.
SCA_Bard
This Is a Reply to: Msg 872 by Umbratikus
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Message 875 of 6030 Reply
Re: Pictii arguing... Jiriki13
(30/M/Chicago area) 7/21/99 11:49 am
On the contrary, I like to argue(debate) also and appreciate someone similar
to myself.
Dave
P.S. I'll argue with you anytime you feel the need.
ha,ha,ha,ha
This Is a Reply to: Msg 870 by Pictii
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Message 876 of 6030 Reply
Re: Evil alignments...Pictii Jiriki13
(30/M/Chicago area) 7/21/99 12:01 pm
I have just had too many problems in the past with players wanting to
play evil PC and the rest of the party not finding out until it was too
late and the evil PC has either stolen everything the other PC's have
or killing the other party members is always a drastic campaign killer.
I as the DM can only save their hides so many times. I just think it's
better to leave the evil alignments for the bad guys, namely me. It just
causes too many problems with the PC's and interaction. Once an evil alignment
is found in the group why would the other PC's allow him to stay in the
group. It just doesn't make much sense for that to happen under normal
circumstances. The only way I see playing an evil party is if the entire
adventure/campaign is geared toward evil PCs', which will never happen
for a pregenerated adventure. Those kind have to be made up by us the
overworked DM's.
Dave
This Is a Reply to: Msg 869 by Pictii
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Message 877 of 6030 Reply
Sorry Bard Umbratikus
(34/M/Central Ohio) 7/21/99 2:47 pm
but I think you misinterpreted me a little (or I misrepresented myself
accidentally). I meant to draw a parallel, not make a political statement.
I in no way intended to say that conservatives were lawful and liberals
were chaotic.
This Is a Reply to: Msg 874 by SCA_Bard
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Message 878 of 6030 Reply
Playing Evil Lotherio_Giacomo
(27/M/Omaha, NE) 7/21/99 9:06 pm
With alot of talk on playing evil, I thought I'd once again add my two
cents.
I don't like evil player characters, but I don't try to limit players
by saying they can't play evil aligned characters. On the other hand,
I usually explain to my players that I prefer party cooperation over party
conflict. If they want to play an evil alignment they better have a reason
for wanting to be with the party other then 'to steal their equipment'
'it's a mission from assassin headquarters' or any such thing that will
interfere with the rest of the party and their goals.
While it might be hard to think of a way to do this, I usually use Record
of Lodoss War (Japanimation for those who haven't seen it) as an example.
The thief character who starts out probably around Neutral Evil is the
example. The party meets this guy in the dungeons of some good guy fortress
and I believe he's sentenced to death. At one point the party leader,
a young man (15-18'ish), helps the man out of prison - I believe the fortress
is invaded and falling apart and the kid saves his life, telling him he's
free do what he wants with no favors in return. For some reason the guy
sticks on. I always imagine the guy wants to make up for his bad childhood
and the terrible life he's had by looking out for this kid. He could give
a rats arse about the rest of the party but sticks with them (the party
leader) and does help out a bit. At no point is he trying to take personal
possessions of other members or trying to kill them in their sleep (perhaps
he has respect for the party leaders friends because they are his friends
- an honor among thieves kind of mentality).
I have had players try this, usually the other party members catch on
and that character is history. We lost one permanent player this way because
he got upset with the treatment his character received. It was a game
I was playing in at the time. One of the other characters somehow found
out this guy was some kind of assassin who was going to turn us in or
kill us all for whatever price. He got bit be a giant posionous spider
and, as the poison was seeping into his body, had 2-3 turns to live. A
couple of the goody good types suggested trying to suck the poison out
while the few who knew shrugged it off in the favor of letting him die.
They explained his intentions to those who didn't know. Everyone finally
agreed to let him die and the greedy memebers started calling dibs on
his equipment as we all watched him die. They guy through a fit and we
as players explained it was just what he had planned for us. He couldn't
understand that and left.
And one last thing, I'm on a roll here - There should be a top ten list
for 'DM signs that a player character is going to turn against other party
members' - I submit:
10) He wants to play an assassin
Richie
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Message 879 of 6030 Reply
evil players Birdbone
(M/Washington) 7/22/99 12:51 am
I don't allow my players to be evil because we are all good friends and
play a very happy-go-lucky game. My game is similar to fendicaf's in that
it is epic-fantasy style.
I go really easy on the PC's because we play to get to know each other
better and have fun rather than play for the sake of playing. We start
over a lot and make lots of new characters.
Anyway, no player has ever wanted to play an evil character anyway so
it doesn't matter so much.
(I'm not very good at explaining what I'm thinking)
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Message 880 of 6030 Reply
Re: Playing Evil...Richie Jiriki13
(30/M/Chicago area) 7/22/99 9:58 am
I would think that some of those people were going against their own alignments
in the process of judging this would be assassin. If they had the means
to stop or neutralize the poison, they were probably wrong for just letting
him die without helping. They shouldn't have done anything that drastic
until they had proof of his guilt and then should have maybe taken him
to the local authorities for proper trial.
Dave
This Is a Reply to: Msg 878 by Lotherio_Giacomo
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Message 881 of 6029 Reply
Evil PC goals Umbratikus
(34/M/Central Ohio) 7/22/99 12:16 pm
I think that the most common goal for an evil PC in a predominantly good
party is simply for personal gain. This adventuring business tends to
be rather lucrative, whether he just takes his share of the loot, or relieves
other party members of theirs.
This Is a Reply to: Msg 878 by Lotherio_Giacomo
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Message 882 of 6029 Reply
Top 10 list Umbratikus
(34/M/Central Ohio) 7/22/99 12:18 pm
My submission:
The players last character was killed by another party member and his
new character is a priest of the god of vengeance. : )
This Is a Reply to: Msg 878 by Lotherio_Giacomo
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Message 883 of 6029 Reply
Assassins in the Midst Lotherio_Giacomo
(27/M/Omaha, NE) 7/22/99 3:27 pm
It wasn't that they just /judged/ him to be an assassin for no reason.
If I recall, one thiefly member received word through his organization
about this and I believe the assassin character confirmed this to him
in character at one point in the campaign. If I'm not mistaken, I believe
they (thief and party leader, not many others knew at this point that
he was an assassin) had plans to maybe turn it around and see if they
could get money for him. It's confusing because I entered shortly before
this adventure (the campaign had been going for some time). We were in
the middle of nowhere to begin with when he got poisoned, so just taking
him to the authorities was pointless (that and most people were of neutral
or chaotic alignment). No one had spells or anything to physicall/magically
stop the poison. The only real chance was if someone tried to suck it
out (the DM at this time was failry easy going and probably would have
tried to make any good sounding plan work). I think there was only one
lawful person even in the party. Bringing a convicted assassin to court
is a death sentance. The situation was discussed for some time, while
a couple of members did argue over who got what from his equipment. It
eventually moved to out of character, where everyone knew he was an assassin.
That got worse, cause we all agreed that we should just let him die. Out
of character, everyone else was strongly against party conflict. He was
the only one with plans of it.
This Is a Reply to: Msg 880 by Jiriki13
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Message 884 of 6029 Reply
Re: Assassins in the Midst Jiriki13
(30/M/Chicago area) 7/22/99 4:56 pm
Kind of sounds like the assassin deserved to get caught. I would have
never admitted to anyone I thought was good that I was an assassin, unless
I had a distict advantage over them. Oh well, that's the price of playing
evil.
Dave
This Is a Reply to: Msg 883 by Lotherio_Giacomo
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Message 885 of 6030 Reply
Re: Not really a reply just sort of ... Pictii
(33/M/PA) 7/22/99 11:04 pm
I have had huge problems in several different games, with theives: Player
1 (theif) says in a note (causing no shortage of suspicion around the
table) "I try to filch player 2's purse"...usually in a tavern or market
place or some other oppourtune moment, Player 1 succeds, and player 2
goes ballistic that sux, how uncool...etc basically nobody really wants
to see their character get hurt in any way and we have all seen people
react way poorly when their character suffers some unenviable fate.
>>I tend to play my evil guy's with no real malice towards other party
members (Except that guy,he hated every one and was damn good at it. mharelick)rather
working with the party only as long as the parties actions bring them
(my evil guy's)closer to a personal goals. I have played Heroic evil warriors,
honor is honor; and somtimes even your enemies deserve better...etc.
Pictii
This Is a Reply to: Msg 884 by Jiriki13
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Message 886 of 6030 Reply
Re: Not really a reply just sort of ... Lotherio_Giacomo
(27/M/Omaha, NE) 7/23/99 9:33 am
> player 2 goes ballistic that sux, how uncool
Ok, here comes my 2 cents again (I really need to lay off the liquid courage
- just kidding, I'm not getting all sloshed and then logging in here to
reply).
I haven't really had this problem, usually evil players in my game skip
the small change when doing harm to the party (that's why I'm so against
it). However, I was playing once with a DM who handled this fairly well.
I can't fully explain how it happened, only how he handled it. At one
point the thief did pass the note and the DM must have made some off-handed
remark indicating he got it (maybe he said "I'm aware of that" or something
not directly related to the thief picking someones pocket right now).
So no one knew when the thief did this, no one even knew he was trying.
The DM plays on for a bit doing whatever we're doing, rolling dice behind
his little screen for random encounters or something. Everyone having
forgot about the note, the DM roles a die and grins, asking for victim's
sheet. That's usually the point when a player face-palms and moans about
thieves. Unbeknownest to everyone else, the item was actually stollen
by the thief in the party. Then comes the 'What'd I lose' .. 'You'll see
when you go to grab it'.
I don't recall any real problems ever occuring between the two characters
because of this. I only know that's how the guy handled it cause we're
good friends and he told me all about it after it happens (it's one of
those things between us, when the other is DM'ing, we know we can share
some information with each other without the other using that information
during role play).
Richie
This Is a Reply to: Msg 885 by Pictii
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Message 887 of 6030 Reply
Evil will always triumph ... Postmodern1
(M/Mpls MN) 7/23/99 10:47 pm
(because good is dumb!) - Dark Helmet
I have disallowed CE and NE PCs in my current game based on some of the
same probelms the rest of the gang has brought up. I've had players use
these align's as justification for killing other players, stealing from
them and "whichever way the paryt's going, I'm going the other way", none
of which are conducive to the heroic high fantasy I style my game in.
Granted, there were some problem players involved in that, but I figured
it was better to remove the temptation from the beginning. Any thoughts
on that?
At the same time, we have a LE mage who is the damn definition of the
alignment and plays it GREAT all the time. The difference: he doesn't
disrupt the flow of the game by causing trouble between a group of friends
who only get a chance to get together once a month to do something they
love. Am I way off base? I feel somewhat tryannical after reading through
some of your folk's commentary ...
This Is a Reply to: Msg 886 by Lotherio_Giacomo
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Message 888 of 6030 Reply
Re: Not really a reply just sort of ... mharelick
7/24/99 4:18 pm
Well, thats roleplaying. When I played theives I have stolen stuff from
players. Unless of course, we are all together in mortal danger, then
we need each other to survive.
This Is a Reply to: Msg 885 by Pictii
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Message 889 of 6030 Reply
Re: Not really a reply just sort of ... dragn_lady
(33/F/Fitchburg, MA) 7/26/99 2:30 pm
*sigh*
Alright. I can't stand this anylonger. I HAVE to comment. You see, one
of my main characters is a thief/scout. She is of CG alignmant, and I
play her accordingly. Sure, she steals, but not from friends. That is
taboo, as you might have to rely on that person in battle. "Oh, you stole
from me, so I am not going to help you defeat that black dragon." Before
you say it, yeah, I know. That scenerio is extreme. It was meant to be,
to make a point. The point being, if you want to have alignments in a
game, sit with the players when they are making up a character, and help
them to choose accordingly. We are meant to be the guides in this game.
If a player has a problem, then you need to "guide" them to the answer
they seek.
My two cents. Plus...
Dragn_lady
This Is a Reply to: Msg 888 by mharelick
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Message 890 of 6030 Reply
Re: Evil will always triumph ... Umbratikus
(34/M/Central Ohio) 7/26/99 2:59 pm
The way I see it, if having evil PCs in your game disrupts the game, disallow
evil PCs. I allow evil PCs because it has yet to cause a problem. It is
your game, run it as you see fit. If you are making a decision to improve
the quality of gameplay, and it works, then how can the (majority of)
the players complain?
This Is a Reply to: Msg 887 by Postmodern1
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Message 891 of 6029 Reply
Return to the Keep on the Borderlands Danduin_
(~30/M/In front of a computer) 7/27/99 10:43 pm
Well I have finished reading/studying the updated, and old versions of
B2 The Keep on the Borderlands. Much of it is the same just revamped for
2nd ed. However there are a few new surprises (one of which is particularly
nasty for those all to inquisitive but not too cautious adventurers).
The maps (inside cover) are in full color now (yippee) instead of non
repro blue. The encounters and main stories are done well and there is
enough stuff here to make a few nights of gaming very interesting indeed.
In all I am not going to say if it is worth the $$$ I paid for it but
I can't wait to spring it on my group of players brought up on a stable
diet of 2nd edition only adventures
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Message 892 of 6029 Reply
Re: Return to the Keep on the Borderland Pictii
(33/M/PA) 7/28/99 12:02 am
The Keep is such a fav o mine, I may (when and if I ever have money for
silliness again) have to pick the up new keep.
Pictii
This Is a Reply to: Msg 891 by Danduin_
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Message 893 of 6029 Reply
Re: Return to the Keep on the Borderland Ellowan
(26/M/Redmond, WA) 7/28/99 8:15 am
I also have fond memories of The Keep on the Borderlands. It was the first
module I ever had, packed in there with the (first) red book D&D Basic
Set. It was also one of the few early modules to feature a town setting
and wilderness. Even the nameless characters of the Priest and the Castellan
have become larger-than-life figures in my personal RPG pantheon.
This Is a Reply to: Msg 892 by Pictii
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Message 894 of 6030 Reply
more Danduin_
(~30/M/In front of a computer) 7/28/99 10:47 am
I did a side by side comparison. This adventure (the new one) is set 20
years in the future (real far fetched eh?) pleas e excuse any typos heree
I have a 1yr old onm my lap as I type. THings have changed in the area
and things are happening
that will NOT be good for anyone nearby. So ggwhilkst the (put girl down)
whilst tht esetting is the same the game is very much different. THe module
itself really *&&^%%$$# me off because there are a lot of typos and errors
in it (personal peeve o' mine)
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Message 895 of 6030 Reply
Single PC Adventures basqueltr
(36/M/Kansas) 7/28/99 11:02 am
Here is my problem. I used to DM for a group of 4 players, but, for several
reasons, I'm down to just one. Designing adventures for one player is
difficult to say the least. Does anyone have any suggestions to help in
this problem?
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Message 896 of 6030 Reply
Re: Single PC Adventures SCA_Bard
7/28/99 11:18 am
You might let your player have more than once character, or perhaps send
an NPC or two with him. As long as the NPCs aren't decision makers (they
are hirelings, youths looking up to the PC, or just so dumb the PC won't
*let* them make decisions), you can increase the capabilites of this one-player
party.
This Is a Reply to: Msg 895 by basqueltr
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Message 897 of 6029 Reply
Re: Single PC Adventures shinto_gaijin
7/28/99 11:26 am
this is tricky .. the best way I have found is to have the player play
more than one PC .. it forces them to do some mind twisting and thought-shifting
usually only reserved for DM's .. especially if they get separated (and
one PC knows things that the other PC needs to know) .. it can add a new
dimension to role playing (but is not recommended for novices)
This Is a Reply to: Msg 896 by SCA_Bard
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Message 898 of 6030 Reply
Re: Evil will always triumph ... shinto_gaijin
7/28/99 11:33 am
I have been on all three sides of this coin .. evil PC in a mostly-good
party .. good PC with another evil PC in the party .. DM having fun watching
the evil PC and good PC scheme against each other .. in the first case,
I learned that it helps to play only with very good friends with a great
sense of humor .. in the second, when it all works out for the best, the
ends justify the means, the evil PC can stick around as long as we can
still trust him .. in the third, great friends, great sense of humor,
excellent role playing .. creating an adventure (and eventually, a campaign)
where all the PC's have a goal and work together to achieve it is the
challenge I welcome and enjoy as a DM
This Is a Reply to: Msg 890 by Umbratikus
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Message 899 of 6029 Reply
Re: Single PC Adventures Umbratikus
(34/M/Central Ohio) 7/28/99 4:52 pm
This has never been a problem for me. I have done many single PC adventures.
The secret is designing the adventures around the PC. Is he a thief? Design
adventures that challenge his thieving abilities. Is he a fighter? Make
the adventure combat oriented, etc. If you write your own adventures,
this shouldn't be too difficult. Like mentioned before, have him joined
by an NPC now and again if it fits with your story-line. The two-PC party
I am DMing now is big on trained war-dogs for extra combat muscle.
Have trouble coming up with ideas? Sit down with your player. Look over
his background. Any ideas there worth exploring, old nemeses perhaps?
Ask you player what he wants his character to accomplish. Does he want
a particular magic item? Do you have a rich gameworld he can interact
with? Brainstorm with your player and then you can design adventures that
you know you will both enjoy.
This Is a Reply to: Msg 895 by basqueltr
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Message 900 of 6029 Reply
Re: Single PC Adventures Ellowan
(26/M/Redmond, WA) 7/28/99 8:38 pm
I would hazard a guess and say that I've run and played in more single
PC adventures than party adventures. A lot of the solutions presented
so far, while valid, revolve around the idea of creating a pseudo-party
to accompany the player's character. As Umbratikus pointed out, this doesn't
need to be the case. Think of how much fantasy fiction revolves around
the concept of a single person. One adventurer doing his or her own thing
occurs at least as often as tales about groups of people. These can certainly
be a source of inspiration.
Solo adventures are a great opportunity for players to really flesh out
and appreciate their characters. They can play their personality to the
hilt, without having to worry about the interpersonal relationships of
teamwork. They are great for self-esteem too, because if a single character
can complete a mission, they get all of the glory.
A solo can be filled with NPC's. This is best for urban and court settings.
Instead of making the NPC's party members, just set them up to interact
with the player. You can develop a great scenario rich in intrigue and
hidden agendas, or filled with emotional relationships and dramas. The
PC will probably never miss not being part of a party.
Alternatively, you can go for the opposite. The PC alone, in the wilderness,
having only himself to depend on for survival in adverse conditions. You
can have a great, rousing adventure without a single monster or animal
even!
This isn't to say that you should completely spurn the opportunity to
put the PC into a party-like setting. It's just that you don't have to
look at that as the only solution. A great solo party scenario is the
one with the single travelling companion. You can take this opportunity
to really develop an NPC's personality and his relationship with the PC.
Starting out as more-or-less amiable travelling companions, the course
of the adventure could examine the evolution of their relationship to
one of close friendship and trust, mutual respect, disgruntlement, rivalry,
perhaps bitter hatred. Alternatively, the NPC could be a foil for the
PC.
This Is a Reply to: Msg 899 by Umbratikus
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Message 901 of 6030 Reply
Re: Single PC Adventures Birdbone
(M/Washington) 7/29/99 1:39 am
My party is also into war dogs. Animals are a great way to add combat
power to a party without troublesome NPC's who just follow you around
and do what you do. Finding a dog in a memorable way also gives it a lot
more personality than buying it - like maybe it is a stray or wild dog
stuck in a bear trap and the character will rescue it (ideas like this
off the top of my head aren't too great though...a little thought would
produce more plausible circumstances).
I suppose this other idea is a stretch but if the character is a druid
or ranger maybe wild animals might help him during hostile encounters.
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Message 902 of 6030 Reply
Thanks for the help. basqueltr
(36/M/Kansas) 7/29/99 12:24 pm
Thanks to all of you who posted replies. With your help, I've come up
with a new outlook for his PC and I think he will enjoy it, too. At least
until we can locate more players. Thanks again.
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Message 903 of 6030 Reply
magic point book? Birdbone
(M/Washington) 7/29/99 7:52 pm
Does anyone know what book it is that has the magic point system in it?
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Message 904 of 6030 Reply
Re: magic point book? Jiriki13
(30/M/Chicago area) 7/30/99 8:06 am
The book your looking for is the Player's Option: Spells & Magic rule
book.
Dave
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Message 905 of 6029 Reply
Top ten signs Danduin_
(~30/M/In front of a computer) 8/1/99 8:56 pm
That you pissed off the villagers.
1. The "interesting new stew" you've been served at the inn smells suspiciously
like sewage.
2. One ripe apple at the market costs more than your last spellbook.
3.They're building a gallows outside your room at the inn. They try to
tell you that it is "modern art".
4. One of them asks you for a donation to the "Hire some thugs to kill
the adventurers fund"
5. Someone glued a spike to your saddle.
6. At bed time your goose down pillow explodes. The innkeeper says that
the pillow was made from the feathers of very angry geese.
7. People keep providing you with gifts of horses, and maps out of town.
8. The Mayor declares a special "Murder of foreigners is no longer illeagal"
day in your honour.
9. Arrows keep appearing at your feet. Local villagers shake their head,
and claim that they are fast growing weeds.
10. The villagers hire a band of trolls to rid their town of adventurers
---
Message 906 of 6030 Reply
looking for advice for a new game world crazyj316_01
8/2/99 10:08 am
I am creating a new game world for my players and also changing the core
rules a little bit. Anyone who can help me out would be appreciated. E-mail
me at crazyj316_01@yahoo.com I also have some great ideas to make players
get into the game.
---
Message 907 of 6030 Reply
Top ten signs Danduin_
(~30/M/In front of a computer) 8/2/99 5:47 pm
That your DM is too hard
10. Regular rabbits are gone. They have been replaced by the killer rabbit
from Monty Python and the Holy Grail.
9. Trees can, and often do, explode in huge, 20d6 hit die fireballs. No
explanation is ever offered.
8. Your mage has an argument with a local spice merchant. Finally, annoyed
to the breaking point, he casts CHARM on the merchant. Sadly the merchant
is a retired 22nd lvl elven mage. Shaking your head, you reach for the
statistic rolling dice once again . . .
7. Somehow you've done it. Your party has slain Emberburn, the most fearsome
and powerful dragon the DM has ever created. The DM stares at you in shock,
still staring at the "1" he rolled for the dragon's last attack. After
poking him in the arm for 5 minutes, chanting "horde. . . horde. . ."
over & over, he looks up at you the look of surprise fades and an evil
grin replaces it. "As it happens", the DM says with glee, "the dragon
had cast *Project Image* just before the party entered the cave. . .
6.Most peasants have 20HD and many know the *Power word kill* spell.
5.There are lethal traps on EVERY latrine door
4. YOur 15th lvl thief just got the snot kicked out of him by an 8 yr
old girl.
3. Your fighter gets a bit tipsy and pinches the barmaid's bum. The barmaid
pulls out her bow and arrow of *fighter slaying*
2. You are playing Darksun but still use only Method I for rolling characters.
1. You have been playing for 3 weeks and have 76 dead characters.
---
Message 908 of 6030 Reply
Re: Top ten signs dragn_lady
(33/F/Fitchburg, MA) 8/2/99 7:45 pm
Man, that was funny!!!! I think I might be able to use some of those,
too!!!!!!!
Dragn
This Is a Reply to: Msg 905 by Danduin_
----
Message 909 of 6030 Reply
Magical Items Mozart_Smozart
(13/M/N/A) 8/2/99 8:53 pm
I downloaded a near treasure trove of magical items (including weapons)
from the TSR/Wizards web site. If anyone wants them, e-mail me at mozart_smozart@yahoo.com.
anyone who pokes fun at my name doesn't get it!
---
Message 910 of 6030 Reply
Re: Top ten signs Danduin_
(~30/M/In front of a computer) 8/2/99 9:14 pm
I have more but I think that two postings in as many days is enough! Look
for later installments
This Is a Reply to: Msg 908 by dragn_lady
---
Message 911 of 6030 Reply
Re: Top ten signs Pictii
(34/M/PA) 8/3/99 7:24 am
You are one funny guy.I enjoyed your top ten lists.
Pictii
This Is a Reply to: Msg 910 by Danduin_
---
Message 912 of 6029 Reply
Aarakocra pictures mkinjubhy
(n/t/M/wherever you go there yo) 8/4/99 6:32 pm
Does anyone have a url for a aarakcra or birdman?
---
Message 913 of 6029 Reply
The URL where those top-tens came from mkinjubhy
(n/t/M/wherever you go there yo) 8/4/99 6:33 pm
http://www.fazed.on.ca/tryll/top-ten.htm
mkinjubhy
---
Message 914 of 6030 Reply
And again Danduin_
(~30/M/In front of a computer) 8/4/99 6:36 pm
Top ten signs that Your DM is too easy
10. The gods in your campaign worship the players
09. The DM uses a d4 to roll monster attacks
08. The party is dividing treasure. The fighter says "Ok, who wants the
Staff of the Magi? Anybody? Anyone at all? Ok, we leave it leaning against
the tree stump."
07. Bubba the Mighty, the most powerful mage in all the world, has a soft
spot for fast talking halflings. Instead of casting meteor swarm and annihilating
the party, he decides to teleport away.
06. All the city's guards are first level, and are easily spooked by the
flamefinger cantrip.
05. Any major city has at least one "Ressurect-o-matic" on every street
corner.
04. Your cleric is on a first name basis with his god because of all the
times the god has had to pop in and save the cleric's butt.
03. The phrase "O geez what do I need with another +5 vorpal longsword"
is used during gameplay.
02. Your party sneaks into the lich's secret dungeons. Luckily for them,
the lich has been born-again, and sent all his undead minions off to do
charity work for the poor.
01. The red dragon suddenly develops a chest cold, and can not use it's
breath weapon.
---
Message 915 of 6030 Reply
Berserker top ten mkinjubhy
(n/t/M/wherever you go there yo) 8/4/99 7:38 pm
Hey Danduin did you read the one about the Berserkers?
---
Message 916 of 6029 Reply
Stories mkinjubhy
(n/t/M/wherever you go there yo) 8/4/99 7:40 pm
Hey, im starting a stories section on my website.
If you want one on it, send an email to mkinjubhy@yahoo.com with the subject
line saying either AD&D story or non AD&D story. Names/email address will
appear (unless you dont want it to)
m
---
Message 917 of 6030 Reply
Re: Stories Jiriki13
(30/M/Chicago area) 8/4/99 8:38 pm
Do you mean made up stories or stories about characters we've played or
are playing. I have some interesting stories about a certain fremlin mage
I play named Katinflas "The Masterful". He leads(at least he thinks he's
the leader) of a group called "The Masterful Hand". Currently our group
is only three full time adventurers strong, but we are trying to recruit
more hardy fellows to right the wrongs of the world and to stay between
Katinflas and the ememy, who ever that might be.
Dave
Long live the Masterful Hand.
This Is a Reply to: Msg 916 by mkinjubhy
---
Message 918 of 6030 Reply
Re: Berserker top ten Danduin_
(~30/M/In front of a computer) 8/4/99 10:00 pm
Nope
Tell us all about it
This Is a Reply to: Msg 915 by mkinjubhy
---
Message 919 of 6030 Reply
MAGIC ITEMS Mozart_Smozart
(13/M/N/A) 8/7/99 4:23 pm
could everyone who sent me e-mails asking for the items, please send them
again? I deleted everything in my inbox, then i realized i deleted the
e-mail addresses.
---
Message 920 of 6030 Reply
whatever (was stories) mkinjubhy
(n/t/M/wherever you go there yo) 8/9/99 10:39 am
I have no preference , what ever stories you want to have up, you can,
the more the merrier. As a matter of fact im going to work on my site
right now.
m.
---
Message 921 of 6030 Reply
TOP TENS, NEW ONES (I THINK) mkinjubhy
(n/t/M/wherever you go there yo) 8/9/99 10:43 am
Top Ten Things Your Berserker Would Never Say
If this wasn't such a nice inn, I'd kick your ass.
Do these boots go with this tunic?
Sometimes, I just want to be held.
Couldn't we just talk this over? Violence never solved anything.
Swords and alcohol don't mix.
Gee, I'd like to help you guys hunt down that rogue dragon, but Lance
and I are going shopping for curtains this weekend.
Thank you (as well as "please", "excuse me", and "so sorry, I would appear
to have stabbed you in the stomach with my broad sword").
I think mages are the coolest.
Wait a minute guys. Maybe we should think this over first.
Ewwwww! Blood!
Top Ten Signs You Just Met the Main Bad Guy
Your assassin henchman just wet his pants.
The ancient red dragon you had just been fighting says "S**t, I'm out
of here!" and flies away.
The bad guy just laughed evilly, and seven birds fell dead out of the
sky.
The DM chuckles, and says "I spent seven hours rolling this guy up".
The bad guy burps, and a human toe flies out of his mouth.
The DM plays a tape of scary organ music, and starts talking like Boris
Karloff.
The bad guy is dressed all in black, but has one of those little yellow
smiley face buttons (DMs can be sooo sarcastic).
You point your wand of fire at him, and it melts.
The bad guy keeps Elminster in a cage, and occasionally pokes him with
a fork.
After the battle, the only Player Character to survive is the one that
stayed back in town with the flu.
Top Ten Spells That Never Made It
Berman's Death-to-the-Caster.
Power word, fart.
Gelatinous Shell (immediately surrounds the caster in a gelatinous cube).
Safe fall (like feather fall, but makes you weigh as much as a 12 ton
bank vault).
Polymorph Udder (a highly specialized spell which only affects female
cattle).
Stinking Klaus (summons a fat, smelly German business man, who chases
your enemies while eating an Oktoberfest sausage and belching).
Magnetskin (a variation of stoneskin - makes the caster's skin magnetic,
giving all metallic weapons a +10 bonus to hit).
Meatier Swarm (large chunks of ground chuck rain to the ground).
Polymorph any Omelet.
Fireballs (sets the target's testicles on fire - very effective, but a
bit too kinky for TSR).
Top Ten Signs You Play Too Much ADnD
Someone says "Why do you have all those numbers tattooed on your hand?",
and you reply "Those aren't tattoos, they're die imprints."
Your elven fighter has had sex within the last six years - and you haven't.
You decide to play a zombie, just so you and your character can have the
same skin color.
You've been surviving so long on Doritos, Coke, and pizza that your body
now contains more plastic than your dice.
You can recite, verbatim, every single rule from the DMG….but you can't
remember how many kids you have.
You sign personal correspondences with your character's name.
After months of work, you have made up the entire dwarven language - words,
rules of vocabulary, the whole lot. You are bilingual, and can now speak
fluid dwarven. Your friends stare at you strangely, and no one will sit
on the same side of the table as you.
Drug addict and alcoholic friends of yours often stop you to say "Dude,
get a grip".
Your "If I won the lottery" plans involve creating: (a) a really cool
AD&D room, or (b) hiring actors to play monsters so that you and your
friends can play AD&D for real.
You'd rather get a natural 18 when rolling character statistics than win
the lottery.
---
Message 922 of 6030 Reply
Need stuff again... mkinjubhy
(n/t/M/wherever you go there yo) 8/9/99 11:04 am
Hey, does anyone have other stuff I could put on my website?
mkinjubhy@yahoo.com
---
Message 923 of 6029 Reply
Re: TOP TENS, NEW ONES (I THINK) Vlademir1
(28/M/USA) 8/9/99 11:03 pm
Fireballs *chuckle* i've seen it done in game
better chance of getting the natural 18 00 than winning the lotto
and finaly I have a friend who is goth and wears a MR. SMILEYSMILE, on
his crotch
This Is a Reply to: Msg 921 by mkinjubhy
---
Message 924 of 6029 Reply
Game Starting Vlademir1
(28/M/USA) 8/10/99 10:33 pm
Im starting a by email ad&d game, please join at
http://clubs.yahoo.com/clubs/playbyemail
thanks Vlademir Khan, the emperor of Velgeax
---
Message 925 of 6030 Reply
Re: Need stuff again...MKINJUBHY Jiriki13
(30/M/Chicago area) 8/11/99 2:10 pm
I have some new monsters (actually incorporated from video games and movies
and such), but they are in CR2 format. I don't have them in a text file
or anything. If you could use them I'll send them to you.
I will also work on some stories, but most will be about characters of
mine that I currently play or have played.
Dave
This Is a Reply to: Msg 922 by mkinjubhy
---
Message 926 of 6030 Reply
Re: Need stuff again...MKINJUBHY mkinjubhy
(n/t/M/wherever you go there yo) 8/11/99 10:59 pm
Excellent, thanks no one else really has anything they want to offer to
the public, and stories are excellent. Especially about characters that
have/are being played
M. :)
This Is a Reply to: Msg 925 by Jiriki13
---
Message 927 of 6030 Reply
Re: Need stuff again...MKINJUBHY SCA_Bard
8/12/99 10:33 am
Could you post the URL so potential donors can see where their stuff is
going?
This Is a Reply to: Msg 926 by mkinjubhy
---
Message 928 of 6030 Reply
YOU WANT STORIES???? dragn_lady
(33/F/Fitchburg, MA) 8/12/99 7:36 pm
I have literally notebooks FULL of story lines, twists, fights, feelings,
etc... I'm the officail secretary of our gaming troup, so let me know...
I'll need to go through it all, but I'm sure I can come up with something...just
tell me what you are looking for... I might have it!!
Dragn_lady
This Is a Reply to: Msg 926 by mkinjubhy
---
Message 929 of 6030 Reply
I am the new guy lwilson243
8/13/99 11:17 am
Hello, I am new to this club and new to DMing. I have a few friends who
started playing when I did but there always making there characters much
to strong and they load WAY too much stuff in there packs, just more then
they can carry. What do I do? I just got the Players Handbook and the
Dungeon Masters Guide and have not had the time to read them.
Other than that I hope to learn as much as I can in this club and happy
DMing. :)
---
Message 930 of 6029 Reply
Re: I am the new guy Lord_Ixius
(20/M/Orange Park, FL) 8/13/99 5:11 pm
One word: Encumbrance. Look it up in the PH.
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 929 by lwilson243
---
Message 931 of 6030 Reply
Re: I am the new guy fendicaf
(33/M/Fitchburg MA) 8/13/99 7:00 pm
Rule #1 The only "Rules" are the ones the DM makes/allows.
Suggestion #1 Start off with just the basics and add to them as you get
comfortable.
Sage Advice
The Blind Sage of Elversult
This Is a Reply to: Msg 929 by lwilson243
---
Message 932 of 6029 Reply
Re: YOU WANT STORIES???? YES !!!! mkinjubhy
(n/t/M/wherever you go there yo) 8/13/99 8:49 pm
Sure ill take whatever, plots, charcters (for a hall of fame), ideas,
new monsters, spells, items, planes, WHATEVER i just have to request it
sent to mkinjubhy@yahoo.com
thanks,
m.
This Is a Reply to: Msg 928 by dragn_lady
---
Message 933 of 6030 Reply
Re: I am the new guy Birdbone
(M/Washington) 8/14/99 1:06 am
Don't let the players tell you what they are going to do. Let them tell
you what they want to do and you decide what happens. If you don't want
them to buy something then the shop doesn't have it. If they already have
it then maybe a pickpocket hit them in town.
You should control the creation process too. If you don't want strong
chracters make them roll with method I or something.
So just remember that you are in total control and you can make or unmake
any rules you want (but being unfair or mean won't help much, like at
least roll to see if the PC could detect the pickpocket).
This Is a Reply to: Msg 929 by lwilson243
---
Message 934 of 6030 Reply
On-Line Store Bane1975
(24/M/Central Kentucky) 8/15/99 4:41 pm
One of my friends is thinking about opening an online store that deals
in comics, Magic, and Ad&d stuff, I was wondering if any of you have homepages
if you would be interested in putting a link to it when he gets it up
and running?
---
Message 935 of 6030 Reply
Re: I am the new guy crazyj316_01
8/16/99 9:59 am
I agree that a DM should have total control over the world. However, I
believe that being too strict limits the players imagination. Players
can bring really neat stuff to an adventure when they are really intersed.
E-mail at crazyj316_01@yahoo.com
This Is a Reply to: Msg 933 by Birdbone
---
Message 936 of 6029 Reply
Re: I am the new guy Jiriki13
(30/M/Chicago area) 8/16/99 10:12 am
I think that all the advice given to you so far is excellent advice, but
I find it would be more preferable if you played and learned the majority
of the rules that way first. I feel that nobody should start out DM'ing
before they have played the game and learn the rules from that side of
the house first. I didn't even attempt to DM until after about 4-5 years
of playing and then only when it was necessary due to lack of a DM and
I was the most experience of the group that wanted me to DM. I went through
some tough times those first few months trying to learn some of the new
rules and decide which ones I wanted to use and which to not use.
I think the best case scenario would be to find someone that has been
DM'ing for awhile and one that DM's in a style that you and your friends
like. If finding someone that has DM experience isn't an option, then
the only thing I can say is do alot of research. I would stick with the
basic rules for the first couple months at least and then add a rule or
two as you become comfortable with what your already playing with.
Hope that helps.
Dave
This Is a Reply to: Msg 929 by lwilson243
---
Message 937 of 6030 Reply
Re: I am the new guy Lord_Ixius
(20/M/Orange Park, FL) 8/16/99 3:57 pm
What i need to do is send you my DM's Guide. It's 20 pages long and full
of very helpful tips, info and guideline for new DMs just starting out.
It's sections include; Getting Started, Designing Campaigns and Adventures,
Taking and Keeping Control, Creative Campaigning, and Troubleshooting.
This guide is an accumulation of years of DMing and playing experience.
However, it is also written with the idea that DM's have already the Player's
Handbook and DMG. But at any rate, I'll send it to you if you like.
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 935 by crazyj316_01
---
Message 938 of 6029 Reply
Re: On-Line Store Vlademir1
(28/M/USA) 8/16/99 8:27 pm
Post the URl when its up and running, if its good i might
although most banners like that are suposed to pay a little for each hit
they provide
This Is a Reply to: Msg 934 by Bane1975
---
Message 939 of 6029 Reply
Re: I am the new guy Vlademir1
(28/M/USA) 8/16/99 8:54 pm
I realy agree with all the things posted prior to this. Also realize its
never easy to DM, as GYgax stated in the first ed DMG your players will
push at every chance for their own benifit which if you give in to will
destroy the game and wreak all kinds of havoc on your world, not the least
of which will be economical
.
and, yes, i learned this all the hard way
in fact, you might want to spend the extra money on the core rules 2 CD-ROM
and possibly check out
http://www.netrpg.com
they have some useful programs and some netbooks for when you are a bit
more experienced. also read some books on/of: Fantacy Fiction (esp tolkein
and terry brooks) medival history and archetecture, economics esp the
effects of supply and demand on cost, sociology, Sciences, psychology,
religion, linguistics, physiology, the demons from the first ed monster
manual, medival warfare esp tactics and weapons, nearly anything your
world could benifit from and you should also realy just realize that the
dm is the final athority for the game, not anybody or anything else especialy
the dice just because the dice say it happens dosnt mean it does (and
visa versa)
i should point out reading enough to create a world that is realy accurate
should take only 30 to 60 years meanwhile do what fells right to you,
and read your books starting with the DMG PH and MM then what ever you
say can happen in your world can and still live as AD&D (such as a party
meating Vageta from DBZ, now that was fun to role play)
Vlademir Khan, Emperor of Velgeax and soon the entire multiverse *maniachal
laughter*
This Is a Reply to: Msg 929 by lwilson243
---
Message 940 of 6030 Reply
Game Starting Vlademir1
(28/M/USA) 8/16/99 8:56 pm
http://clubs.yahoo.com/clubs/playbyemail
This Is a Reply to: Msg 924 by Vlademir1
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Message 941 of 6030 Reply
Wow this club is GREAT! lwilson243
8/18/99 12:53 am
Well, all the info you all have given me have helped a great deal. There
are some thins you all should know about me, I am 14, I home school and
I have a reading level of a collage student (I think). I purchased Core
Rules 2.0 at Best Buy for $40, the comic book shop was selling it for
$65. My grandmother got me the Players Handbook and the DMG. In the last
year I have read The Hobbit X2, The fellowship of the ring, The two towers,
The return of the king. I love all of J.R.R. Tolkiens works, he was a
great writer! I have also read DragonLance: Heroes: The Legend of Huma.
Oh I almost left out The Sword of Shanara by Terry Brooks. I am in the
middle of DragonLance: Heroes: StormBlade. The bottom line, I love to
read fantasy and all other kinds of books. I have been interested in the
middle ages since I was seven. Well that about covers it all on me. I
have a few friends over this weekend to play AD&D, they also have Core
Rules 2.0 so I am trying to get them to read the Players Handbook.
I will finish reading the Players Handbook later this week, and then I
will start reading the DMG.
Well fare all ye well and happy DMing :-) Lwilson243
---
Message 942 of 6030 Reply
Re: Wow this club is GREAT! Birdbone
(M/Washington) 8/18/99 2:04 am
Good thing you told me all that stuff about you cause I was wondering
"what's that guy's reading level and where did he buy the core rules?".
This Is a Reply to: Msg 941 by lwilson243
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Message 943 of 6029 Reply
whitewizards crazyj316_01
(17/M/Illinois) 8/18/99 9:56 am
I was a member of the white wizards of the realm club and all they talked
about was pokemon. So I said something and they kicked me out! I think
that is a club advertises that it is D and D oriented, then it should
be. Not one member that I met had ever played dungeons and dragons.
---
Message 944 of 6030 Reply
Re: whitewizards Birdbone
(M/Washington) 8/19/99 1:58 pm
Of course, in your message here you neglected to mention that what you
said to get kicked out was "you retard! why don't you get alife!".
But don't get me wrong, I agree with you. I read all the posts of that
club and they are pretty funny (in a stupid way).
This Is a Reply to: Msg 943 by crazyj316_01
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Message 945 of 6030 Reply
Re: I am the new guy Pictii
(34/M/PA) 8/20/99 6:45 am
Players get too carried away and would walk arouund carrying a battle
ship if you let them while that is imaginative it is silly and not at
all practical.
Pictii
This Is a Reply to: Msg 935 by crazyj316_01
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Message 946 of 6030 Reply
Re: whitewizards crazyj316_01
(17/M/Illinois) 8/20/99 10:06 am
the reason that I didn't mention my little comment was because I didn't
want to piss any members of this club off if they were members of the
white wizards. I really was hoping that it would be a usefull club like
this one is. I'm glad that you agree with my opinion of the white wizards
This Is a Reply to: Msg 944 by Birdbone
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Message 947 of 6029 Reply
to Dm's everywhere crazyj316_01
(17/M/Illinois) 8/20/99 10:09 am
I have some really neat ideas regarding running adventures and have recieved
help from another member. If any new Dm's would like some advice or help
building a game world, e-mail me at crazyj316_01@yahoo.com. or post a
message.
---
Message 948 of 6030 Reply
AD&D 3rd Edition the_mood_dragon
(28/F/South Florida) 8/21/99 11:24 pm
Fellow DMs...could someone please give any information, comments, criticism,
etc on the 3rd edition due out this year. From a gaming club newsletter
I recieved, I was made aware that the 3rd Ed P.H. should be out in Aug...the
D.M.G. in Sept...and the M.M. in Oct. I attempted to go to the web site
provided (www.3rdedition.com) but was unable to access the site from my
computer at the time...I would appreciate any info everyone else could
get on the matter.
personal opinion...I do fear that this may be more harmful than helpful
for new gamers and DMs...sometimes too much "help" takes away from the
creativity of the DM and gives "Rules Lawyers" too much fodder for their
disruptive arguments.
Thank You for any help,
Laura,
The Mood Dragon
---
Message 949 of 6030 Reply
Re: AD&D 3rd Edition Lord_Ixius
(20/M/Orange Park, FL) 8/22/99 1:02 am
Well howdy, Miss Laura! Fancy meeting you here
This Is a Reply to: Msg 948 by the_mood_dragon
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Message 950 of 6030 Reply
Map Maker? Bane1975
(24/M/Central Kentucky) 8/22/99 9:47 am
Does anyone know where I can find a good map maker?
----
Message 951 of 6030 Reply
Re: AD&D 3rd Edition the_mood_dragon
(28/F/South Florida) 8/22/99 12:22 pm
My dear Lord Ixius, I fear us meeting in public this way...what would
the peasants say?
This Is a Reply to: Msg 949 by Lord_Ixius
---
Message 952 of 6030 Reply
Re: AD&D 3rd Edition Lord_Ixius
(20/M/Orange Park, FL) 8/22/99 1:28 pm
Well, Huma did it, and Gilthanas tried.
This Is a Reply to: Msg 951 by the_mood_dragon
---
Message 953 of 6029 Reply
Re: AD&D 3rd Edition fendicaf
(33/M/Fitchburg MA) 8/22/99 1:35 pm
DAMN IT! Those money-grubbing bastards at WOTC have done what TSR vowed
never to do. They ARE releasing a #rd edition PHB, DMG, and MM next year.
There are a lot of changes. Some good, some ok, and some i think just
suck!
But thats my humble opinion!
The Blind Sage of Elversult
PS. get the FAQ's at http://www.wizards.com/3e/faq.asp
This Is a Reply to: Msg 951 by the_mood_dragon
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Message 954 of 6029 Reply
Re: AD&D 3rd Edition Danduin_
(~30/M/In front of a computer) 8/22/99 4:51 pm
I had a big long post about this but I am posting this instead.
IT IS YOUR CHOICE!
Everything I need to play is on a shelf, in duplicate, and in several
editions.
I, for one, say no thank you. I have spent far too much money to re-invest
yet again.
This Is a Reply to: Msg 948 by the_mood_dragon
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Message 955 of 6030 Reply
Re: AD&D 3rd Edition Postmodern1
(M/Mpls MN) 8/22/99 6:18 pm
I agree wholeheartedly with Danduin ... there is no way in the not-included-in-the-3rd-edition
Nine Hells I'm spending more money on another reprint of the same rules.
I looked at the link someone posted about the 3rd Ed and man, it just
bummed me out .....
How about D&D Basic? Anyone still play that? I've got both of the boxed
sets somewhere around here ...
This Is a Reply to: Msg 954 by Danduin_
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Message 956 of 6029 Reply
Re: AD&D 3rd Edition Jiriki13
(30/M/Chicago area) 8/22/99 11:10 pm
I second that emotion. I have spent way too much money to just start all
over again. I'll do just fine with what I've got.
Katinflas "The Masterful"(Soon to be fremlin archmage of Alaghon.) hehehe
This Is a Reply to: Msg 954 by Danduin_
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Message 957 of 6030 Reply
Re: AD&D 3rd Edition mkinjubhy
(n/t/M/wherever you go there yo) 8/23/99 12:31 am
Crap, here i am recently spending money nto start playing the game, by
the time my friends campaign is on ill have to go get the books again.!!
Magmar, mkinjubhy
This Is a Reply to: Msg 953 by fendicaf
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Message 958 of 6030 Reply
Re: AD&D 3rd Edition fendicaf
(33/M/Fitchburg MA) 8/23/99 12:36 am
I for one WILL NOT buy the third edition. I don't need it and don't plan
on ever needing it.
This Is a Reply to: Msg 954 by Danduin_
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Message 959 of 6030 Reply
Re: AD&D 3rd Edition Umbratikus
(34/M/Central Ohio) 8/23/99 8:51 am
I'm reserving judgement on the 3rd edition until I get a good look at
it. However, I probably will not invest in a new edition, unless, of course,
they release it on CD-ROM like they did the second edition. I may spend
$40 for all core books in electronic format. I still use some of my 1st
edition materials in my 2nd edition game. As long as I can do the same
with 3rd edition that would be a point in their favor.
This Is a Reply to: Msg 958 by fendicaf
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Message 960 of 6030 Reply
Re: Map Maker? Umbratikus
(34/M/Central Ohio) 8/23/99 8:53 am
I like Profantasy's Campaign Cartographer. It is a little cumbersome to
use, but the results are outstanding. I even make full color battle maps
(25mm scale for miniatures use) and get plenty of oohs and ahhs from my
players all the time. The scaled down version that comes with CR2 is okay,
too, but the full version is great (although pricey).
This Is a Reply to: Msg 950 by Bane1975
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Message 961 of 6029 Reply
Re: AD&D 3rd Edition crazyj316_01
(17/M/Illinois) 8/23/99 10:07 am
I for one will not buy any third edition books unless there are major
changes to the system to make it worth buying. I enjoy 2nd edition for
it's idea that the dm can make whatever up. I see no need, however, to
buy new rulebooks when the game is fine the way it is
This Is a Reply to: Msg 957 by mkinjubhy
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Message 962 of 6030 Reply
Re: AD&D 3rd Edition dragn_lady
(33/F/Fitchburg, MA) 8/23/99 10:58 am
Umbratikus, Sage and I took a look at the page from WotC conserning the
3rd edition... In my humble opinion, it sucks. The changes sound like
they are combining Magic game and D&D....oh, it's also no longer going
to be called AD&D.....just D&D....though, not one iota of rules or ideas
from D&D at all. I for another shall not nor ever will buy the 3rd edition.
The only way it will be aloud in any game I am in is if I am not DM, and
it's not my house.
In case you can't tell, I DO NOT like the new 3rd edition. Maybe I'm just
too old and set in my ways.... who knows...
Although there is one plus....they are bringing back Greyhawk...
Dragn_lady
This Is a Reply to: Msg 959 by Umbratikus
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Message 963 of 6030 Reply
Re: AD&D 3rd Edition Umbratikus
(34/M/Central Ohio) 8/23/99 11:55 am
Actually there are a lot of plusses. There are also some minuses. What
is a plus is it looks like they have simplified a lot of the more cumbersome
rules without taking away from the game (apparently). They consolidated
the method of rolling up characters to one method (4d6 - drop the lowest
die) which is how I have always done it since '78. They have removed level
limits on demi-human races, something many of us have been doing all along
(not me, though). One big minus for me is that they have removed ALL restrictions
for demi-humans including what classes they can be. Any race can be any
class. They even admitted IN THEIR OWN WORDS that there will be gnome
mage paladins!!! What's up with that????
also, it looks like, to convert my campaign to 3rd ed, I would need at
least 4 books. The 3ePHB, The 3eDMG, the 3ePsionics book (since I include
psionics in my campaign), and the 3eHigh Level Campaigns book (because
my campaigns sometimes go over 20th level (although rarely)). If I were
to go 3e, I might skip the 3eMM. I have more monster books than I know
what to do with and they should be easily converted, and the 3eManual
of the Planes, since I have almost every Planescape product (something
they are discontinuing).
They also mentioned a Conversion Book, to help those 2nd ed players to
convert to the new rules. They don't specify, but I would expect this
to be free like the "Fast Play Rules" were. I also understand the dropping
of the word "Advanced" from the title. If there is no longer a Basic D&D,
there is nothing to be Advanced from.
Over all, my jury is still out on the Third Edition. Especially since
they are backwards compatible (with minor adjustments). At $20 per book,
they aren't prohibitively expensive, even less expensive than the current
books, but I've already racked up an $80 bill with the four books listed
above. I will probably buy the 3ePHB just to give it an honest read (I'll
borrow it, though, if I can).
P.S. Vive le Greyhawk!
This Is a Reply to: Msg 962 by dragn_lady
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Message 964 of 6030 Reply
DM's Guild from Lord Ixius Riacon_exile
8/23/99 12:18 pm
I read your Reply to I'm the new guy and was hopping thay you could (and
will) send me a copy. I'm in need of some behind the seans info on DMing.
If you could I would be most greatfull.
---¥¤Lord Riecon¤¥---
This Is a Reply to: Msg 937 by Lord_Ixius
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Message 965 of 6030 Reply
Re: AD&D 3rd Edition Jiriki13
(30/M/Chicago area) 8/23/99 5:42 pm
If what you say is true about taking away demi-human level limits and
class restrictions, then the humans will be sorely pressed to continue
their reign as the prominent species of the worlds. These rules were the
only things that kept humans on an even playing field with the demi-humans.
It sounds to me that someone is not thinking of the impacts to the world
these characters live in and is just doing something to please those gamers
that try to find ways around the standard limits. If they are going to
do this, then why not allow humans to be multi-classed and demi-humans
to become dual-classed. I can't see a dwarven wizard and that's not just
because I'm used to them not being able to be wizards, but becuase that
will change the entire race from what has made them the great character
race they are. I do think that any race should be able to become a paladin
or a ranger. Probably the only class that should be disallowed to certain
races is mages. Some races(dwarves)are just not in tune with the magical
weave. Besides, how would they explain dwarven mages springing up everywhere
if they have never existed and what about the dwarven magical failure
chances. Another question is would dwarves and halflings gain their magic
adjustment for Constitution. I thought the whole reasoning behind this
was because they magic spell casting was so foreign to them. Well, those
are my thoughts.
Dave (Katinflas "The Masterful" fremlin mage of Alaghon)
This Is a Reply to: Msg 963 by Umbratikus
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Message 966 of 6030 Reply
I am working on new world granddruid_1999
8/23/99 8:32 pm
The whole planet is based on elements.
When the planet is revolving around the first sun, it takes 52,305 days,
days being 30 hours. When the planet is revolving around the second sun,
it takes 39,584 days. Even though the planet is so far away the planet
is heated and lightened by the moons.
The 4 moons around the planet are elemental. The air moon supplies oxygen
to the planet, the water moon supplies rain to the planet and there are
no clouds because the water evaporates to the room, the fire moon supplies
light and heat, the earth moon supplies the earth.
A full moon happens once every 59 days for the water moon, 30 for the
air moon, 43 days for earth moon, 123 days for fire moon. The tides are
so high that there is a 1% cumulative chance per week that there will
be a tidal wave. The % goes back to 1% after there is a tidal wave. Lycanthropes
are elemental, their element being based on the full moon.
Solar eclipses happen once every 549,178 new moons per moon, one right
after another. Lunar eclipses happen once every 549,178 full moons per
moon, one right after another. When a lunar eclipse happens, the element
of the moon creates a sort of shield over the half of the world that is
closest to the eclipse. The shields last a month. The fire shield heats
the earth another 25 degrees, the water shield makes tidal waves have
a cumulative 25% instead of 1%, the air shield makes wind go 50mph faster,
and the earth shield makes mountains go 500’ higher. Two eclipses can
only happen at the end of a year, when this happens the shields meld and
the shields are 2x stronger.
The atmosphere of the planet is 5% oxygen, 5% carbon dioxide, NOT DONE
Players start at level 3 because of the conditions of the planet. Players
also gain a +1 to any ability score they choose.
The deities of the campaign are constantly in a war with each other. Their
powers are battle and elemental based making clerics warriors with some
spells.
There are elemental stones that bond to a person, the person gains elemental
powers of the element of the stone.
History:
Year Event
0 Cataclysm, man-made
1000 Expansion/exploration
1500 War, epic
2100 Discovery, magical
_3000 Legendary character
3070 Disaster, natural
3140 Kingdom decline/fall
3200 Invasion/raids
3250 Exploration/colonization
3340 Decadence
3420 Trade/prosperity
3490 War, succession
3580 War, crusade
3640 Kingdom, growth/expansion
_3740 Religion, cult activity
3745 War, internal
3751 Feud/rivalry
3757 Invasion
3758 Strong ruler/weak ruler
When the world was whole and prosperous huge amounts of uncontrolled elemental
magic split from it the moons forcing survivers to live in caves and hidden
areas until certain groups of people explored and found a group of fighters.
The fighters faught an epic war with the group of people. Powerful elemental
magic was found but could not be tapped by wizards of the time. A legendary
wizard controlled and placed the magic in to powerful elemental stones.
An eclipse destroyed half the world...NOT DONE
PS: help needed, respond if you want to help or have any new ideas
----
Message 967 of 6030 Reply
3rd edition etc Birdbone
(M/Washington) 8/24/99 3:22 am
I haven't been to a 3rd edition site but it looks like a pretty crappy
deal from what everyone says. Well I am with most of you in that I probably
won't buy the new books (unless they make a trade in old-for-new book
offer or something which I highly doubt).
About the map-maker, I use Wilderness Mapper. It really isn't very good
but I like it.
---
Message 968 of 6029 Reply
Re: AD&D 3rd Edition the_mood_dragon
(28/F/South Florida) 8/24/99 5:03 am
yes...you are right, there are enough examples to convince me to risk
it...but beware, my magic stems from my moods...but I see in you the willpower
and patience to tame this beast that could kill you just as easily as
kiss you.
btw-I am Elven in my near-mortal state, not human; I am a Dragon who still
calls Krynn her home; and I am good friends with the Mauve variety of
evil Chromatic Dragons
This Is a Reply to: Msg 952 by Lord_Ixius
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Message 969 of 6030 Reply
More of 3rd Edition the_mood_dragon
(28/F/South Florida) 8/24/99 5:56 am
Some of the issues in response to your responses:
the idea that they have simplified all the "calculating" needed for hitting
and such is nonsense...as I understand it, you still have to do some formula
to determine the DC(or whatever)# and then you roll with that in mind
vs. the AC of the opponent, which is reversed so that higher numbers are
now better...so, technically, there is no THAC0, since that would be like
hitting someone standing naked before you....they just didn't want to
sound stupid and make you roll using your THAC10 number
removing the "Advanced" part since there is no D&D to be advanced from
is not true either, as they were going through the trouble of Re-releasing
the original stuff recently, as well as Dragonlance (makes one wonder
if they were trying to clear out old warehouses or something since they
had this crap of a system in the works) Why don't they name it MAD&D (more
advanced dungeons and dragon)...maybe they won't see the irony in the
name
and forget about the money some of us might waste on 3rd edition crap...if
anybody here is smart, they would be going out and buying all the 2nd
edition stuff since "Jerks of the Coast" have made it very clear that
as soon as the NEW (shitty, same thing) system is out, they will NOT be
making available any 2nd edition stuff anymore. In other words, if you
don't buy it now, pretty soon you won't be able to get it at all!!!
No restrictions..no restrictions...no restrictions
well, I sure can't wait until my 35yr old, battle tested, great 20th level
human fighter has to fight that youthful, spry, 200yr old, 40th level,
elven mage who can cast that meteor swarm that has a range of 440 yrds...I
guess we can rename that the "army killer" since 4 football fields of
damage are caused by it...not to mention that he will be able to cast
numerous 10d6 fireballs, since at his level he'll be able to memorize
plenty of 3rd level spells...or for the hell of it, let's make him a mage/thief
who can cast improved invisability that last for 44rds and let him go
tromping around doing wonderful multiplyer backstab damage...hmmm...cast
mute...stab...next victim...repeat....can we say "your whole party DEAD!"
I guess I could go on and on...but really..we should give these "fellow
gamers" at the Wizards camp a fair shake
To you all...Later, and lets give them hell!!!
Laura,
The Mood Dragon
---
Message 970 of 6030 Reply
Re: I am working on new world Pictii
(34/M/PA) 8/24/99 8:47 am
Am I to gather that as a 34 year old I having been alive only 12,410 days
living to perhaps 68 years allowing me to live for 24,820 days would never
complete a revolution around the sun, that would suck if one was born
in late fall and spent their entire life in "winter" How would you handle
aging, by the day or...?
Pictii
This Is a Reply to: Msg 966 by granddruid_1999
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Message 971 of 6030 Reply
Re: More of 3rd Edition Pictii
(34/M/PA) 8/24/99 9:00 am
Some one hit the nail on the head with this one, WOTC are a bunch of money
grubbing scumbags. Just look at Magic and how rapidly they expanded that
nonsense. As for 3rd ed. I really was never convinced to buy any of the
2nd ed garbage and I reaally am certain I will never buy any thing marked
3rd ed. I guess in a purely theoretical way this proves to me that 2nd
ed was absolute crap (Why else would they come up with a new edition?)
and I am glad I wasted no money on it.
I feel it is a sickness, the rampant greed displayed by wizzards of the
coast, It is unfortunate that the game we all love has become a cash cow
for bottom liners concerned only with their cash flow. Nothing remains
uncorrupted for long, I feel sad for the new players just getting into
the game, I wonder how long they'll wait to put out a 4th ed. fuller purses
ahead.
Pictii
This Is a Reply to: Msg 969 by the_mood_dragon
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Message 972 of 6029 Reply
Re: More of 3rd Edition Umbratikus
(34/M/Central Ohio) 8/24/99 10:57 am
Wow. A lot of you have some pretty intense feelings about WoTC and the
Third Edition (Mood Dragon, I see where the Mood part comes in : )
Anyway a few comments: The beauty of the AD&D game is that it is the DM's
game. Chances are every one of us has everything we need to continue playing
our game the way we are now, and most of us claim to be pretty happy with
the way we play our games (some of us even vehemently defend it!). So
for those of us that fit that bill, the 3rd edition doesn't effect us
in the least (except for whe we get new players: "First edition? You're
kidding, right?").
I will have to respectfully disagree with you here. AD&D, since its conception,
has evolved. Even the First Edition was a change from what was being played
as D&D before, and it changed several times without changing it's edition.
Then the first edition began to get muddied with all the supplemental
rules (Unearthed Arcana, Dugeoneers and Wilderness Survival Guides, etc.)
The second edition consolidated much of that material in its new core
rules, as well as tried to placate the masses who were crying for new
subclasses (Dragon was full of them, all being "unofficial" of course).
Anyway, then came more supplemental rulebooks and then Players Option
books and what not. IOW, 2nd ed was getting muddied just like the 1st
was. Now comes the 3rd ed, consolidating and refining all that has come
before it.
We may like or dislike this evolution of the game, but the fact is that
it is the nature of the beast. AD&D...er..pardon me, D&D is a game that
evolves. It always has and it always will.
This makes my first point even more important. It is the DM's game. You
can play how you want, with whatever rule versions we want. None of us
play "PURE" D&D anyway. We all have our house rules. I know if I do decide
to incorporate 3rd edition in my game, I will probably maintain class
choice limitations on demi-humans, and some other 1st and 2nd edition
things that are institutions in my campaign. Like all AD&D material, I
will use what I like and not use what I don't.
Lastly I want to comment on the "money-hungry, greedy company" that is
WotC. First of all they are a business, and the main goal of any business
is to make money. If they don't they cannot stay in business. However,
I don't see their changes in the AD&D game to be purely "greed-driven."
First of all, they did send out questionaires to the masses asking what
they would like to see if a third edition were to come about (likes, dislikes,
etc.) Secondly, they discontinued the Planescape line which was a HUGE
moneymaker for TSR. They are also not producing any more FR stuff, an
even BIGGER money maker, replacing it all with a single hardbound sourcebook.
I think if they were simply money hungry, they would be milking these
things for everything they are worth. Lastly, most of the writers of the
3rd edition game aren't WoTC people, they are TSR people, people who have
been designing for TSR for years, especially Monte Cook and Skip Williams
who are two of the most creative minds the TSR design team ever had (Skip
has been the "Sage" of Dragon Mag's "Sage Advice" column for years.
In conclusion to this rather long-winded post, those of us who want to,
give it a try. Those who don't, don't. It is not crucial. Nobody is forcing
us to change anything.
This Is a Reply to: Msg 971 by Pictii
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Message 973 of 6030 Reply
Re: More of 3rd Postmodern1
(M/Mpls MN) 8/24/99 1:54 pm
I really didn't want to post on this again but just have to add a few
things -
Foremost, I feel the purity just flooded out of D&D. It's a business,
yes, one that I have closely followed since 3rd grade because of my love
for this game we play. The thing that drew me in was it still felt like
family: names you knew, people who were there out of the same love for
the game. Knowing what WotC did to MtG, I fear the closing of an era has
occrred, for myself personally and for us as gamers. What used to be one
of the purest, closest groups just became Big Business and that makes
all the difference to me.
Yes there will be evolution in anything ... that's healthy. New and streamlined
is OK if it's in the spirit of the game. It's a role playing game; to
me that means forethought and planning, emotion and genuine involvement.
The changes I have read of so far are designed to make this game more
accessable, simple-minded and more pleasing to the novice much the way
a Monty Haul game is appealing to newbies (ie no level limits because
that might make someone unhappy, easier combat rolls because figuring
out those darn THAC0's is just so darn tough).
Having said this, I temper my own complaints with the one thing that still
makes it worthwhile, makes these unfortunate changes all pale by comparison;
it's the Golden Rule for gamers - it's still YOUR game. Take what you
want or take nothing at all, that's been the greatest thing about this
game since it's conception ... and that makes all the difference as well.
Thanks for listening.
This Is a Reply to: Msg 972 by Umbratikus
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Message 974 of 6030 Reply
Re: I am working on new world granddruid_1999
8/24/99 3:23 pm
There are no seasons because of the fire moon
This Is a Reply to: Msg 970 by Pictii
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Message 975 of 6030 Reply
Re: I am working on new world granddruid_1999
8/24/99 3:26 pm
or maybe the seasons go really quickly because of the way the moons go...
like water and air together to make a place icy, ect.
This Is a Reply to: Msg 974 by granddruid_1999
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Message 976 of 6029 Reply
Even more on 3rd Edition Lotherio_Giacomo
(27/M/Omaha, NE) 8/24/99 4:51 pm
I can understand some people still being upset at the fact that it was
WotC who bought TSR. I was mad too, but I think, for myself anyways, and
possibly others, that this is based on our hate of MtG. A lot of role
players probably never wish this game was ever in any way ever associated
with being related to D&D/AD&D in any way. Just be thankful they didn't
make the new rules like those stupid Saga rules (cards instead of dice)
or try to make it more like a trading card game. Or even like a story
telling game or diceless role playing game.
I agree, if you think it sounds interesting buy it, if you don't like
it don't buy it. If we wanted TSR to stay itself, just plain TSR, the
time has passed for us to help them. Now WotC has it and, more then likely,
despite who much we protest, lots of people will buy the game and keep
it going.
I also agree, most of us can change what we want with home rules. The
only real big change that didn't make much since is that they have changed
the dice system (using difficulty scores or whatever they called it).
But I can see it was done be similar to other rpgs out there with the
difficulty number system thing. Maybe they're trying to use that to pull
in people from other systems. I know I've heard complaints alot from players
of other rpgs, when asked to play ad&d, they complain about 'all the dice'
used in the game. Umbratikus (did I spell that right?) said it all, if
you buy the book and don't like the rules don't use them. You think that
lifting level limits sucks, just reinstate them in your world. Don't like
the fact that all classes are open to all races, well restrict them again.
Do whatever you want. Ever A/D&D book that has come out even says this,
'these rules are only meant as a guideline'. That itself says, 'these
are not the end all play by these or don't play our game' rules.
Don't buy it if you don't want to (it's you're choice) - personally I
might look into it and maybe get a few to see how it is.
---
Message 976 of 6029 Reply
Even more on 3rd Edition Lotherio_Giacomo
(27/M/Omaha, NE) 8/24/99 4:51 pm
I can understand some people still being upset at the fact that it was
WotC who bought TSR. I was mad too, but I think, for myself anyways, and
possibly others, that this is based on our hate of MtG. A lot of role
players probably never wish this game was ever in any way ever associated
with being related to D&D/AD&D in any way. Just be thankful they didn't
make the new rules like those stupid Saga rules (cards instead of dice)
or try to make it more like a trading card game. Or even like a story
telling game or diceless role playing game.
I agree, if you think it sounds interesting buy it, if you don't like
it don't buy it. If we wanted TSR to stay itself, just plain TSR, the
time has passed for us to help them. Now WotC has it and, more then likely,
despite who much we protest, lots of people will buy the game and keep
it going.
I also agree, most of us can change what we want with home rules. The
only real big change that didn't make much since is that they have changed
the dice system (using difficulty scores or whatever they called it).
But I can see it was done be similar to other rpgs out there with the
difficulty number system thing. Maybe they're trying to use that to pull
in people from other systems. I know I've heard complaints alot from players
of other rpgs, when asked to play ad&d, they complain about 'all the dice'
used in the game. Umbratikus (did I spell that right?) said it all, if
you buy the book and don't like the rules don't use them. You think that
lifting level limits sucks, just reinstate them in your world. Don't like
the fact that all classes are open to all races, well restrict them again.
Do whatever you want. Ever A/D&D book that has come out even says this,
'these rules are only meant as a guideline'. That itself says, 'these
are not the end all play by these or don't play our game' rules.
Don't buy it if you don't want to (it's you're choice) - personally I
might look into it and maybe get a few to see how it is.
---
Message 977 of 6030 Reply
Re: DM's Guild from Lord Ixius Lord_Ixius
(20/M/Orange Park, FL) 8/24/99 5:23 pm
I would be happy to send you the Guide but i need an address.
This Is a Reply to: Msg 964 by Riacon_exile
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Message 978 of 6030 Reply
Re: DM's Guild from Lord Ixius the_mood_dragon
(28/F/South Florida) 8/26/99 5:37 pm
My dear Lord, what seems to have happened to your psychic abilities???
This Is a Reply to: Msg 977 by Lord_Ixius
---
Message 979 of 6030 Reply
Re: DM's Guild from Lord Ixius Lord_Ixius
(20/M/Orange Park, FL) 8/26/99 6:38 pm
My dear lady, hast thou mocked me? Do not forget, that i am conqueror
of many dragons, and the mood dragon is one i am especially skilled at
defeating.
::smiling::
Good day!
/~^*^~\
Ixius,
Lord of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 978 by the_mood_dragon
---
Message 980 of 6030 Reply
AD&D lwilson243
8/26/99 10:51 pm
Well I have finely finished reading the PH and I am about halfway through
reading the DMG. I have been working for around two weeks on a new adventure
for my friends and I to play. I want to thank all of you for being so
nice in helping me with my DMing troubles.
Well thanks
Lee the hopeful DM
----
Message 981 of 6030 Reply
Re: DM's Guild from Lord Ixius the_mood_dragon
(28/F/South Florida) 8/27/99 2:21 pm
Mocked you!!!! My Lord, I am offended that thou woulst accuse me of such
a thing. I, in fact, was mocking the ignorance of the underling that requested
thy assistance.
Now, what is this "defeat" thou speakest of?
Dragons are not so easily defeated, my Lord. We simply withdraw and plan
our next attack...we develop much patience in our long lives :)
Respectfully...although not humbly,
The Mood Dragon
This Is a Reply to: Msg 979 by Lord_Ixius
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Message 982 of 6030 Reply
good or evil Birdbone
(M/Washington) 8/27/99 7:53 pm
I am wondering your opinions:
Would murdering a murderer be considered an evil act? (i.e. would avenging
his father's death cause a paladin to lose his paladin-ity?)
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Message 983 of 6030 Reply
Re: good or evil the_mood_dragon
(28/F/Krynn) 8/28/99 12:42 am
This would certainly have to depend on who his god is. Palidins tend to
lose there special qualities when they move alignment and act in ways
not in accord with their god.
This Is a Reply to: Msg 982 by Birdbone
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Message 984 of 6030 Reply
Re: good or evil shinto_gaijin
8/28/99 5:43 am
in my humble opinion ..
committing the moral crime of murder (assuming that's the side of the
plate the paladin's diety swings from) would be evil, but (due to the
circumstances, such as a life-long enemy who constantly used deceit and
under-handed tactics, and blasphemed the gods, etc ..) could be attoned
for .. the paladin wold have to do some sort of pennance (applicable to
the diety) do wash himself clean of the sin .. for a two hour lesson on
pennance .. watch "The Mission" ..
paladins (although some would have you think otherwise) are still human
(or demi-human, in the 3rd ed .. that just don't make sense) and make
mistakes (although most paladins do so much more infrequently than your
typical adventurer) .. if the diety is forgiving, allow him to be forgiven,
but not until he has attoned properly for his sin ..
This Is a Reply to: Msg 983 by the_mood_dragon
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Message 985 of 6030 Reply
Re: Even more on 3rd Edition shinto_gaijin
8/28/99 5:57 am
Gaming Companies are going to try to make money .. there's nothing die-hards
(like me) can do about it (other than pull out my 1st ed. AD&D books and
grin .. a few of my friends bought 2nd ed books, and quickly shelved them)
There are some good points ..
* no more "to hit tables" (at least it seems that way)
* There is no "cleric" or "magic user" spell list, but there are restrictions
(for each spell) on when a particular class would be able to memorize
it .. makes things a bit simpler .. maybe
* it retains the classic structure
however ..
Why would anyone want to play a human character now ?? (other than the
challenge)
The class and level restrictions imposed on demi-humans make sense ..
and level the playing field (like the coasters jammed under that leg of
the old kitchen table)
There might be ways to make it fair .. but I would have to have the rules
available .. for now, I'll get back to my orange-spined books (which are
falling apart .. if they want to really make money, release a CD-ROM copy
of the 1st ed rules ..) and try to figure out how to increase my half-elf
cleric/magic-user's intelligence and wisdom so that he can advance another
level
This Is a Reply to: Msg 976 by Lotherio_Giacomo
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Message 986 of 6030 Reply
Re: good or evil Jiriki13
(30/M/Chicago area) 8/28/99 10:02 am
I would have to say that the severity of they way he avenged his father
would also be a big question about how he would be punished. If he just
slays the murderer without fighting him honorably, then I would suggest
severe punishment. Either way though, the paladin would have to atone
for his sins. The way this is done would be decided by who his deity is.
Dave
This Is a Reply to: Msg 982 by Birdbone
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Message 987 of 6030 Reply
Re: good or evil Pictii
(34/M/PA) 8/28/99 12:25 pm
Murdering a murderer, It seems to me that capital punishment, (which I
am in favor of) is really just murder by the state (there is no honor
leading a prisoner surrounded by armed guards and then killing him in
what ever manner is applicable to the locale) Having said this I have
to redirect, the morays of modern society have no place in either an actual
or fantasy medievil setting. Avenging a slain family member (Just/or unjustly
slain is what was common) the concept of police and law other than the
whim of the monarch is very new dating only to the mid to late 1800's.
A murderer would fear more from the murder victims kin than some other
retribution, even the crusaders (blessed bullies) would like as not sought
vengance were their honor besmirched or any actual indescretion perpetuated
against them. Iggle was said to have slain his cousin in a brawl at the
age of 6 or 7 when the village wanted to cast him out his mother made
the case that he was twice the viking of any one and demanded (and recieved)
he be given his own long ship and crew. We in the modern world are appaled
by murderers and their dastardly acts (I feel this is due to the wide
spread acceptance of the slve religion of christianity) but not all that
long ago murderers (justified or otherwise) had less to fear other than
retribution from an angry family/clan member. The fact that primitive
cultures would kill new borns born with deformities, simply out of mercy,
they would not survive any way. We find that to be monstrous behavior
and would certainly not condone such acts today. Our culture is such that
the weak are allowed to thrive, a fact the ancients would have puzzled
over. So really murder and vengance there of are really subjective, I
am certain in some ancient cultures IF you did not seek vengance you would
have been ostracised, possibly even exiled.
Pictii
This Is a Reply to: Msg 986 by Jiriki13
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Message 988 of 6030 Reply
Re: good or evil shinto_gaijin
8/29/99 3:36 am
I agree that law of the dark ages was essentially what you could get away
with, but your description doesn't take into account the root nature of
a Paladin .. his diety.
If the vengence was taken in a form acceptable to the diety (typically
honorable self-defense or challenge) then no attonement should be necessary,
otherwise (hiring an assassin, killing him in his sleep, etc.) his diety's
gonna be pissed at him for a while, and until he has cleansed himself
of the sin, will be "out of favor" and possibly lose some of his Paladin-specific
powers, maybe even an experience level.
The retributions and punishment a Paladin might receive in the material
world should be secondary and inconsequential when compared to those of
the spiritual nature.
This Is a Reply to: Msg 987 by Pictii
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Message 989 of 6030 Reply
Re: good or evil Lord_Ixius
(20/M/Orange Park, FL) 8/29/99 2:13 pm
Murdering a murderer is only considered evil if the act opposes the alignment
of the one doing the murdering. Lawful-Good; yes. Chaotic-Evil, no.
In the reference to a paladin, yes a paladin would fall from grace for
murdering because murdering is considered (by his own alignment) to be
an evil act. The preferable solution for a paladin would be to aprehend
the murderer and bring him/her to justice and let the law decide what
the murderers fate is.
The position on "justifiable homicide," or that of taking vengance, is
at best, a chaotic-good act.
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 982 by Birdbone
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Message 990 of 6030 Reply
Re: good or evil shinto_gaijin
8/30/99 6:13 am
Murder is always "evil" just as helping someone without expectation of
reward is "good" .. the alignment of the perpetrator doesn't change the
act .. just because the character is sadistic (a typical evil trait) doesn't
change the fact that the infliction of pain is evil (even though they
derive pleasure from it) .. a good action may cause mental anguish and
guilt, if the act is not consistant with the alignment (which is fun to
role-play).
Justified homicide depends on the situation, it could be Lawful-Neutral,
as well .. especially if the LN character doesn't trust the justice system
(the only way to bring order is to commit the crime) .. a vigilante could
be portrayed as LN or CG (I'm breaking the law for the greater good),
depending on the methods used.
This Is a Reply to: Msg 989 by Lord_Ixius
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Message 991 of 6030 Reply
Re: good or evil Umbratikus
(34/M/Central Ohio) 8/30/99 9:38 am
I think the problem lies in the phrasing of your question. "Murder" is
evil, period. However, if the paladin confronted the murderer, battle
ensued, and the paladin then slew the assassin, then that would be a different
story. That would be akin to "trial by combat." I would tend to be lenient
in that situation. Granted, the philosophy of the paladin's deity would
also be a consideration, but even if the deity thought vengeance and retribution
was okay, that does not necessarily make it a Lawful Good act.
This Is a Reply to: Msg 982 by Birdbone
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Message 992 of 6030 Reply
Re: good or evil Lotherio_Giacomo
(27/M/Omaha, NE) 8/30/99 9:57 am
I agree with what Picti said about this whole thing.
I like to look at the Knights of King Arthur's courts when thinking of
Paladins. Like Picti pointed out, their whole philosophy on life was quite
a bit different then ours. In fact, not avenging his fathers death might
bring shame to him. And even further on this, if the Knights went off
and killed off a bunch of Saxons or Picts, that would probably bring them
some honor. Remember, in the legends, these are the knights chosen by
God.
Like quite a few posts said already, it really depends on the Paladin's
diety - maybe some minor influences by the politics of the lands he is
in as well. This really depends on your campaign as well - in my campaigns
the gods don't tend to come down a whole lot to explain what kind of laws
they want to govern their worshippers. So this leaves such matters up
to interpretation by those in power on earth (perhaps a mix of high clergymen
and the leaders of the land).
Like was pointed out, don't use any type of democratic view on this, most
of our political philosophies are not medieval in nature.
Here's a couple examples:
The Paladin worships a god of justice, the law of the land is pretty much
an eye for an eye - if this Paladin doesn't go out and avenge his fathers
death by killing the man, he's stands to fall out of favor of his god.
The Paladin worships a god of wisdom, who teaches people to learn from
the what they have done - the law of the land who encompasses this god
might might only have such felons atone for their sins (imprisoned to
see that they atone). If this paladin where to go out and murder this
guy, he stands to fall out of favor of his god, and probably his society
as well, perhaps being imprisoned and asked to atone.
Like was said, it really depends on the dieties/hierarchy of the paladins
faith. Murder doesn't not out right = evil.
Just my two cents
Lotherio
This Is a Reply to: Msg 982 by Birdbone
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Message 993 of 6030 Reply
Re: good or evil Lord_Ixius
(20/M/Orange Park, FL) 8/30/99 11:10 am
Justified homicide is never a Lawful-Neutral act. The act of murder/homicide
goes against the Law itself (generally, can vary from place to place i
suppse) and therefore is not lawful-neutral. It being a Chaotic-Neutral
or Chaotic-Good act, i can agree with, but not Lawful-Neutral. The only
way a Lawful-Neutral could do something considered as "justifiable homicide,"
was if he/she were order by a superior officer or official, and then it
wouldn't be justifiable homicide, it would be "following orders," which
is what LN are superb at doing. LN do mainly what they are told to do
rather than doing things of their own conscience.
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 990 by shinto_gaijin
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Message 994 of 6030 Reply
Re: good or evil-Lotherio Umbratikus
(34/M/Central Ohio) 8/30/99 1:50 pm
Perhaps, but the bottom line comes down to how the paladin deals with
his vengeance. Does he slip poison in his ale, or does he boldly confront
him. The former scenario would seem cowardly, while in the latter, using
your Knights of King Arther analogy, "No knight that is false can win
against a knight that is true." (From John Boorman's Excalibur).
This Is a Reply to: Msg 992 by Lotherio_Giacomo
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Message 995 of 6030 Reply
Re: I am working on new world mharelick
8/30/99 3:51 pm
I like some of your ideas.
Notably the idea of elemental lycanthropes. I think that much of what
you are discussing is too scientific for a fantasy game. In fact while
you are spending alot of effort on these wierd ways of dealing with days
/ months, the players are not going to appreciate it.
There is also a basic problem with moons being the "elemental centers",
if they are in the same space. Whats to stop the moons from reacting with
each other. For instance the gravity from the planet could cause the fire
and oxygen moons to come close together, causing the oxygen moon to explode
into a ball of flame.
What causes water to evaporate to only the water moon? This effect (if
you can justify it) would cause clouds to exist in only one portion of
the world ... That part that is in a direct path between the planet based
water source, and the vapor trail back to the moon.
If the Earth Moon provides the "earth" to the planet, then what is the
planet?
The only way I can imagine a planet within the universe you are describing
is if the planet itself contains a sphere of annihilation or some other
vortex in the center that draws these elements to the center. However
I think that a planet constructed under these conditions will not be stable
enough to maintain a history of human / magical development.
This Is a Reply to: Msg 966 by granddruid_1999
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Message 996 of 6030 Reply
Re: good or evil-Lotherio Lotherio_Giacomo
(27/M/Omaha, NE) 8/30/99 5:22 pm
Yes, by whatever method he goes about his vengence would make a big difference.
Actually, there has been a bit of contraversy over this whole thing. I
think whatever method he goes about doing this would actually make the
difference between avenging his father or unlawfully murdering someone
(myself included, I think I was confusing the context). Reading the original
message, it only hinted at murdering a murder - avenging his father's
death. Would avenging his fathers death really be murder? Or would it
be the lawful thing to do (that's pretty much righting a wrong)? Like
Umbratikus also mentioned, yes, if he slipped poison to the man, that's
pretty much an evil act regardles of who he did it too.
Just some thoughts,
Lotherio
This Is a Reply to: Msg 994 by Umbratikus
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Message 997 of 6030 Reply
Lawful Neutral shinto_gaijin
8/30/99 11:43 pm
I disagree that LN characters, when acting according to their alignment
"only do what they're told" .. that is assuming that the character accepts
the "law of the land" as the best thing for order.
What if the character doesn't trust the government to maintain order ??
.. "Lawful" doesn't necessarily apply to written laws or mortal authority
figures (or any authority figure, for that matter, although one would
help to define order).
A LN character could easily be a vigilante, fighting outside of the local
government for "law and order" because of the lack of capacity or willingness
for the local authorities to act .. "my actions, although criminal, are
restoring order to the universe".
To make LN characters simply "yes men" for whatever establishment is in
place leaves much to be desired .. it also takes away their ability to
make decisions on their own .. LN is a challenging alignment to interpret
and especially role-play .. placing restrictions on it based on authority
figures (especially mortal ones) is unrealistic, in my opinion.
This Is a Reply to: Msg 993 by Lord_Ixius
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Message 998 of 6030 Reply
Re: Lawful Neutral Lord_Ixius
(20/M/Orange Park, FL) 8/31/99 9:01 am
Yes indeed a LN character accepts the "law of the land" as the best order
of things. The "neutral" part of LN enables a character to so and the
"lawful" part of LN states the he/she accepts the order and law as opposed
to chaos and anarachy. If a character doesn't trust the government, that's
fine. LN characters believe the **Law** is supreme, not necessarily the
ruling body of government
Of course Lawful applies to written laws. That's the whole point of it.
Otherwise, it wouldn't be Lawful, it would be chaotic or neutral.
A LN **could** be a vigilante if played correctly and under the right
set of circumstances. Most vigilanties tend to be Chaotic as they use
whatever means necessary to establish their casue, whether a good or evil
one. LN will not break the law, it is the nature of the alignment.
"Maintaining order of the universe" is part of Neutrality, but using criminal
actions is against the law, and therefore not Lawful, and furthermore,
not Lawful-Neutral. If a player wants a character to be able to break
laws, don't play a Lawful character.
Every alignment has its own challenges and quirks, and though they are
open to light interpretation, LN are, for the most part, "yes men." Placing
restrictions on LN characters based on authority figures is not unrealitic.
Again, this is the way LN is designed. LN is not very fun to roleplay,
but that doesn't mean it should be subject to complete reform and interpretation
based entirely on opinion.
Lawful- one who follows and upholds the law.
Neutral- one who takes no official side of good or evil, rather they stay
between the two, helping to maintain balance.
Like it or not, LN characters are the best "yes men" and aren't great
for a whole lot of other "i wanna do to it this way" things.
/~^*^~\
Lord Ixius
of Canston Manor
and
Keeper of the Silver Rose
This Is a Reply to: Msg 997 by shinto_gaijin
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Message 999 of 6030 Reply
Re: I am working on new world Umbratikus
(34/M/Central Ohio) 8/31/99 9:14 am
<>
I disagree here. Whereas the players may not directly say "Gee, I like
all the month and day stuff you are doing," they will appreciate it. Not
right away, of course, but it is details like these that bring the whole
campaign together. This background information creates a cohesiveness
to the setting that the players will look back on and say "You know, that
campaign was really cool!"
This Is a Reply to: Msg 995 by mharelick
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Message 1000 of 6030 Reply
Re: Lawful Neutral Lotherio_Giacomo
(27/M/Omaha, NE) 8/31/99 9:42 am
You can't base a player characters alignment (the listed alignments) around
how a single government acts - they are all different. Let's say s/he
starts in a land ruled by a Lawful Good leader, sure, s/he will follow
most of the laws here, though they may disagree on some. Then s/he
moves to a land ruled by a Chaotic Evil Leader - by your definintion (lawful
alignments always follow the law) he has to willfully agree to abide by
whatever rules this land has made. What if they made a law saying anyone
from the pc's homeland has to be a slave to the Evil lands native residents.
Oh well, your Lawful Neutral player is screwed by your definition, he
has to follow that 'law', willfully.
Lawful does not mean they have to 'uphold the law', governments are as
varied as the people who run the governments. Lawful is not a prime requisite
to be a politician, nor to rule any land.
Lotherio
This Is a Reply to: Msg 998 by Lord_Ixius
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