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Messages - professorgear

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181
Gaming Advice / Re: How can I control players?
« on: April 04, 2013, 04:10:51 AM »
Thanks Concerned Ninja Citizen,
That pretty much answers my question. I'll just lay out my expectations to the players before hand. And if they agree to an urban campaign, I can create feasible restrictions in-game for the characters.

Thanks for the help!

182
Gaming Advice / How can I control players?
« on: April 03, 2013, 11:10:08 PM »
Hello fellow minmaxers,

The question is actually a bit more specific than the subject, but I'm open to general tips as well. I'm trying to think of ways to restrict my players to adventuring only within a city. I'm about to run a campaign with new players, so without knowing their play style I'm looking for a strategy that works for average players.

My original idea was to have the city besieged or surrounded by the equivalent of a nuclear winter. Is this a good idea though? Will the player's think that this is an adventure hook, a problem they're supposed to solve? Will they feel boxed-in?

Perhaps I shouldn't restrict their movements at all, and only provide adventure hooks that keep them in the city. I wouldn't mind occasional venturing outside the city, especially at higher levels. But I do want the focus at early levels in the city.

Players: do you have any experiences with DM strategies that frustrated you?
DMs: do you have any experience with strategies that did work?

Thanks for the help guys!

183
Gaming Advice / Re: Spring Attack
« on: March 25, 2013, 07:38:22 PM »
Thanks for the help guys, maybe I misremembered something. The AAEG tip was great. Concerning which weapon focus for the Weapon Master, I'm thinking the DMG kusarigama. I definitely want to have reach, I may or may not want to try TWF. I will be using the braid blade weapon from Dungeon Magazine (which attaches to braided hair) and on one weapon the Extending magic enhancement from Dragon Magazine (which increases reach +5 ft).

Thanks for the effort kitep, but issue 256 is Second Ed.

@Ithamar: I need spring attack as a prereq for Weapon Master.

184
Gaming Advice / Spring Attack
« on: March 25, 2013, 04:33:36 AM »
Hello,
a) This is a bit of a long shot, as my memory tells me the answer to my question comes from a Dragon or Dungeon Magazine issue. But I seem to remember there being an item that granted the dodge or spring attack feats. I know about the mobility armor enhancement, that's not what I'm talking about.

b) Also, is there a way to get armor enhancements for someone who doesn't wear armor (like a monk). Are there some bracers that can be enhanced this way?

c) These questions are for a Water Ninja 10(Dragon 354)/ Weapon Master 10. I honestly can't stand the spring attack feat tree, so any suggestions on how to make it more attractive/powerful would be appreciated.

185
Game Design / Re: On the use of dice mechanics without vanishing failure
« on: November 15, 2011, 12:58:37 AM »
Bard, I actually would be interested in your idea of the ideal system, you should post it somewhere.

186
I've been working on a cap-less game (has no epic levels or similar because it keeps going). One way I've thought of regulating this problem is having a system where you roll any given dice but the number rolled is not exactly what you add to the result. Rather, the lower half of the dice is negative and the upper half is positive. In other words, if I rolled a 7 on a d20 I actually rolled a -3 or if I rolled a 16 I actually rolled a +6. You may not start with a d20, but may a d10. As characters progress, you make it a higher dice or add more die, the middle result always being zero. Thus, if you're at super high levels, you continue to involve chance or "fate" into your game by having your character roll 3 d20s, a 30 is a 0, and values are calculated from that middle point.

Any comments, suggestions?

187
Game Design / Re: What's your favourite "dice based resolution mechanic"?
« on: November 15, 2011, 12:26:48 AM »
I've never played D20 epic. Has anyone noticed a problem with how rolling complicates/weakens at higher levels?

188
Game Design / Re: What's your favourite "dice based resolution mechanic"?
« on: November 15, 2011, 12:24:39 AM »
I'm really surprised at how many people support the Fate/Fudge die system as seen in DFRPG (Dresden Files RPG). In my group of eight or so people, none of us like the die system, and we're familiar with most of the systems out there. It adds more complexity to a single dice system, and for what benefit? With aspects and fate points, you can almost always "pay" to have a higher result than you roll. Additionally, you can roll into the negatives, effectively undoing the skills of you character. Finally, the average of the die roll is a 0, so as a rule your die roll has no effect. And this is when you're attempting against defenses that are relatively high and so on.

That being said, I came on this board hoping someone could resurrect the otherwise very fun DFRPG by changing out its die system. The Fate system with aspects as someone put it makes role-playing a mechanic of the game and is very effective and fun.

189
Other RPGs / Re: Thoughts on The One Ring (New Lord of the Rings RPG)
« on: November 15, 2011, 12:07:42 AM »
I just hope magic is harder to acquire. I know RPGers naturally prefer lots of magic, but Tolkien pretty clearly created a low-magic world.

190
Creations & Ephemera / Re: Neoclassical Geek Revival
« on: November 15, 2011, 12:04:50 AM »
So tell me, do the laws of hospitality figure pretty heavily into social interaction in this game?

191
My DM is running a zombie survival game based off of the lovecraft system, which apparently runs pretty well. But it looks like you've already got a pretty good system. There's something really fun he does, but it only works if you've got really good friends/people whose feelings aren't easily hurt. If you do, then what my DM does is have a particular player leave the room and then his fellow players stat him out to what he's realistically like. Repeat with everybody. Then, you don't play a character for zombie survival, but yourself!

192
Play By Post / Re: Ravenloft - BloodMoon Legacy - Head Count
« on: November 14, 2011, 02:41:32 PM »
Ok, so here's where we are.

193
Q1: Was Smokey over the line?

194
Introduce Yourself / Re: dna1 signing in!
« on: November 14, 2011, 02:07:53 PM »
This is Josh, this will be my new face everyone.

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