View Profile: Lanefan - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
Tab Content
  • Lanefan's Avatar
    Today, 02:36 AM
    Agreed that the pigeonholes are a bit too much hole and not enough pigeon. That said, most players are going to kind of default (vaguely) to one stance, use that as a base to drift from, and then return. I guess I see the difference as being while both the author and director have a sense of character in that they've (usually) got a clear idea of what their characters are all about, what...
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Yesterday, 08:34 PM
    Thanks! I have never read Volo's Guide unfortunately.
    4 replies | 139 view(s)
    0 XP
  • Li Shenron's Avatar
    Yesterday, 08:33 PM
    To be honest, they are a bit made up :P I wanted to have an XP increase because the monsters are a little better that their base version. I realized that the first level is worth more, but only if the monster gets a bump in HP, AC or attack damage, and since in my idea those depend on how the monster and the class match each other, I decided for cumulative XP increases that depend directly...
    4 replies | 139 view(s)
    0 XP
  • Lanefan's Avatar
    Yesterday, 08:27 PM
    Fine as far as it goes, but it also applies to situational knowledge disconnects as well as rules, hm? Ignored in all these defninitions (not just picking on yours here :) ) is the type of metagaming where a player knows something about the non-rules-related in-game situation that the character doesn't, and acts on that. Example: party Thief scouts ahead alone and gets ambushed and...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Yesterday, 08:22 PM
    I got your point; but Author and Director stance point away from playing the character as a person and more towards playing it as a pawn...which while fine for playing the game as a game doesn't meet my definition of playing a role. You didn't write the blog, but as you're who quoted it in here who else am I supposed to reply to? Yes; and in my opinion a veggie-burger isn't a real...
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Yesterday, 02:53 PM
    I have just uploaded Light Character Classes for Monsters to the downloads area. Just for fun, I mocked up some rules for "light" versions of PHB classes to be used as templates for monsters. You can find the file here in the downloads section. Please use this thread for comments.
    4 replies | 139 view(s)
    0 XP
  • Lanefan's Avatar
    Yesterday, 10:49 AM
    Or "BOO-letty"?
    20 replies | 822 view(s)
    0 XP
  • Lanefan's Avatar
    Yesterday, 10:48 AM
    Unless the social contract is "play your character as it would act were it a real person" (my preference) and let the chips fall where they may. The two parts of the blog you quoted are a bit contradictory in how they view Actor Stance. In the definition it says this stacne "does not necessarily include identifying with the character and feeling what he or she "feels," nor does it require...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Yesterday, 01:40 AM
    Mummies live in deserts...Bulettes live in deserts...yeah, I see the connection there. :)
    20 replies | 822 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 15th July, 2018, 11:15 PM
    Depends on whether one assumes a combatant is going all-out the whole time. I do assume this, and were someone to tell me their PC was intentionally not going all-out (pacing itself) I'd probably apply some sort of mechanical penalty e.g. -1 or -2 to hit.
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 15th July, 2018, 11:12 PM
    The Harm model is obviously going to be much better at providing (mostly) clear information to the player through the in-character observable effects of being hit. What this means is the player decisions will be based on simple observation...which could even be inaccurate at times: what if the chieftain goes to show off his strength but the rock formation makes its save? :) In that regards...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 15th July, 2018, 11:01 PM
    Because while still functional they've clearly taken enough abuse that one more good wallop from anything is probably going to put them down. If a healer-type is paying attention she also might have seen how said minor wounds were delivered and by what, and how many there's been; and realize there's only so much a person can endure and that it's time to pull that person out of combat and do...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 15th July, 2018, 10:45 PM
    Glad it went well! :)
    11 replies | 389 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 15th July, 2018, 10:03 AM
    Yep, with emphasis on the second syllable. Lan-"and it seems someone else has learned the Raise Thread spell - check the date of the OP!"-efan
    20 replies | 822 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 15th July, 2018, 09:40 AM
    There's all kinds of minor injuries one can sustain without significantly affecting one's ability to do whatever. Scratches, bruises, minor cuts, a tooth knocked out: these are the clues that tell the other PCs (and the party healer, one hopes!) that you're getting kicked around a bit and could use some patching up, even as you keep on fighting. D&D as written certainly does need a lot more...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 15th July, 2018, 09:28 AM
    Both of these take some time and concentration, I think. I haven't looked at 1e RAW for Monks in forever but I think the self-heal in particular takes a bit of time and isn't something done under duress. I'm not a huge fan of this, personally. I'd rather see it that if the Barb takes any damage there's a risk she rages then and there, and if she goes below half h.p. it's automatic rage if...
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Sunday, 15th July, 2018, 09:08 AM
    My personal opinion : An encounter with lots of small monsters can benefit from doing lots of attacks (action economy) BUT it makes a HUGE difference whether they concentrate their attacks on a single PC or spread them around. A single powerful monster usually always focus on a single target (unless you make it change each round). Tactically, it is always convenient to focus fire. But...
    224 replies | 4511 view(s)
    0 XP
  • Li Shenron's Avatar
    Sunday, 15th July, 2018, 08:41 AM
    (I haven't read others' comments) As long as you understand the 2 rules are VERY unrelated. Critical hits occur statistically once every 20 attacks. At mid levels it is not uncommon for monsters to have multiattack. An encounter against 5 monsters with 2 attacks per round or 3 monsters with 3 attacks per round, means about one critical every 2 rounds, thus at least one critical per...
    33 replies | 708 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 14th July, 2018, 10:17 PM
    Best D&D book I own: the 1e DMG. And it's not even close, though there's lots of other very good ones. Worst D&D book I own: well, define 'worst'. Worst as in "I bought this but I'm never going to use it, I only have it to maintain a collection" - probably the 4e DMG1 and PH. Worst as in "this is badly written/edited and the binding falls apart at one touch" - probably "The Seven Sisters"...
    87 replies | 13361 view(s)
    1 XP
  • jonesy's Avatar
    Saturday, 14th July, 2018, 07:21 PM
    Knowledge is knowing that Frankenstein isn't the monster. Wisdom is knowing that Frankenstein is also a monster. Intelligence is knowing that Frankenstein's monster wanted to be called Adam. Trivia is knowing that the monster that Doctor Frankenstein created was never actually given an official name.
    6709 replies | 356069 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 14th July, 2018, 08:53 AM
    That it worked out the same as 1e would do it is sheer luck. :) When it's organic like this was, perhaps. When it's done as part of a 1-20 plan-out as adip to gain some bennies without much if any in-character reason attached, then yeah, it's pretty meta. In 1e as written, you are correct. In the 1e variant I'm used to, he could have done it but it would have taken him a half-year or...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 14th July, 2018, 08:44 AM
    At first glance, that's a very good question. All I can say is that over the long run in my own games (1e-ish, both DMed and played) fighters and other martial types have generally hung in there just fine*. Part of that is due, I think, to sheer durability: warrior types tend to have lots of hit points, wizard types not so many, meaning when the enemy blast effects hit the wizard types fall...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 14th July, 2018, 08:27 AM
    In a game where you bump as you go and don't ever need to train, I'd agree. But in a game like mine that requires training in order to access (nearly all of) the benefits of a new level then for caster-types in particular it would almost be like school: what grade are you here to study? For divine types: what circle are you training for? For Monks, what belt are you aspiring to? For Bards:...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 14th July, 2018, 08:22 AM
    No, it's more key to me the player. Me the DM doesn't care as much, other than I know my players are as frustrated as I would be were I in that situation. True. I just took a bigger hammer to the problem: bye-bye pre-mem. :) And so far it's worked out not too badly - the main thing I need to tweak is how many slots they get at what levels, but nothing major. (for added info: we took all...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 14th July, 2018, 08:15 AM
    Though I'm just one example, that's not at all how it worked for my R-C. My original intent with him was that he'd be a Ranger all the way: I was trying to see if 3e would let me have the heavy tank-style Ranger I so loved in 1e. He was about 7 levels into his career before any thought of religion or Clericism came along, and once he got his 8th some things happened in-game that strongly...
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Friday, 13th July, 2018, 10:41 PM
    Why? Do you think it's broken to give Raise Thread to 1st-level posters? :)
    87 replies | 13361 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 08:15 PM
    When I played/ran games using pre-mem I saw it just about every time casters did their prep while in the field. Players would use info they had as players (e.g. knowing the DM's preferred monsters, seeing the module cover, etc.). But, this is to me a minor issue compared to this: with pre-mem a caster is often stuck with spells she can't use and a party is often stuck because the spell they...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 08:08 PM
    Agreed, but some baked-in meta elements kinda just come with the territory. This is one. Hit points, in many ways, are another. Were it me, they'd already be committed to casting by the time the roll was made (in other words, the roll to succeed would come at the end of the casting process, at resolution, rather than at the start of it when the caster can still potentially bail out). This...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 07:59 PM
    I don't have any issue with the idea of a Ranger-Cleric...in fact the level numbers I've been quoting (R-8/C-2) are from a character I actually played up to that level. He went straight to R-8 as a single-class then due to some in-game developments he flipped to Cleric. I do have an issue - well, a series of issues - with how 3e's mechanics interact with the concept, and with 3e's...
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Friday, 13th July, 2018, 11:55 AM
    Monk with Magic Initiate, high-Dex Cleric in light armor, Divine Soul Sorcerer with good physical stats also work.
    98 replies | 2471 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 10:44 AM
    Vancian pre-memorization isn't really meta in and of itself; one can if one wants quite easily justify it within a setting as being how magic functions - you have to prepare the spells now that you're going to unleash later. But it almost inevitably becomes meta very quickly, as players try to guess what's coming up that day using information their caster character doesn't have. On the flip...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 10:37 AM
    The 'process' I'm referring to is the game-mechanical process of awarding and assigning xp after said monsters have been defeated, or missions accomplished, or diplomacy spoken, or whatever else earns xp in a given game. The character (via its player) has for the time being decided to focus it's activities on, say, thieving and sneaking (Rogue) more than on martial action (Fighter). A...
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Friday, 13th July, 2018, 10:26 AM
    It is a failure of description, both designers' fault and players' fault. If you start seeing the Fighter more like a budoka or dedicated student of the martial arts as a way of life (whatever style, nothing to do with the oriental), it can be on par with all other classes. Instead people insists on thinking of the Fighter as a mere collector of useful techniques, and then blame it because is...
    98 replies | 2471 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 10:12 AM
    I wasn't really trying to say that, but yeah - xp are a necessary-evil form of meta. I'm more trying to argue that it's a higher degree of meta to assign the xp to a specific class after gaining a level (a la 3e) than it is to be assigning them to said class while working toward said level (a la 1e-2e).
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Friday, 13th July, 2018, 10:08 AM
    Though I actually used it in the past for a couple of characters, I dislike multiclassing in all combinations. Each class is both a strong archetype and a flexible canvas for good players. I generally find that roleplay reasons for multiclassing are weak. IMXP the real reasons for most players are most commonly (1) believing they can get an advantage from combining the abilities of different...
    98 replies | 2471 view(s)
    0 XP
  • Li Shenron's Avatar
    Friday, 13th July, 2018, 09:51 AM
    Realizing that she has no chance at communicating with the monsters, and that everyone else is already attacking it, Lorelei casts Hex on the swamp giant (bonus action, range 90ft) followed by Eldritch Blast (action, range 120ft). two beams 1d10 force damage 1d6 necrotic damage push 10ft away Lorelei 2018-07-13 08:46:19 1d20+7; 1d10; 1d6 1D20+7 = +7 = 22 1D10 = = 2 1D6 = = 2
    50 replies | 888 view(s)
    0 XP
  • Li Shenron's Avatar
    Friday, 13th July, 2018, 06:20 AM
    That happens when the player sucks, not the character. I've seen players incapable of doing anything but roll. They may stay idle until then, but the build doesn't matter. The vast majority of players are not like that, they contribute all the time with their ideas, leaving the resolution of tasks to the specialized PC does not threaten the fun. The Fighter's player suggesting where a trap...
    252 replies | 24218 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 04:31 AM
    Not Emirikol but this has caught my interest, at least on the surface of it. To answer your last question first, changing to a system like this would immediately up the 'gritty' factor by a whole bunch...maybe even too much; I wouldn't know until I tried it. But on first reading I also have some questions; though fair enough if you don't have the asnwers if this is something you just...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 04:17 AM
    Sigh. Usually not; and nor does a hockey player lose a tooth in every game. Simply used as a real-world example of a minor but painful injury a player can (and often does) play through. If a dragon bit you twice and knocked out 25 of your 65 hit points in total there's all kinds of ways to narrate it: you've a couple of big-time bruises on your hip where the teeth caught you but didn't get...
    407 replies | 8420 view(s)
    2 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 04:01 AM
    Yes, and I just realized one more - see below. I'm not quite sure how you're arriving at this conclusion, but...OK. One other very signficant difference between my system (or normal 1e, for all that) and 3e is this: in my system you're putting xp into a class before you level up in that class - the end result clearly matches the process that got it there in that xp put into class A as I go...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 13th July, 2018, 03:01 AM
    We took nearly all the racial etc. maxima off ages ago as well. Multi-classing works the same for all races, other than some races simply cannot be some classes e.g. there are no Dwarf Magic-Users*. But an Elf and a Human, for example, multi-class just the same as each other in our system. Lan-"we don't allow Gnome Paladins either; and I can think of at least one poster on these boards who...
    407 replies | 8420 view(s)
    1 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 11:26 PM
    We find usually an x/x double-class character is vaguely equal to an x+1 single class, with some variance depending on what the particular classes are. The actual xp numbers mostly agree with this; remember the j-curve on the 1e advancement tables as written is pretty steep. The one double-class combination that throws all these nice generalities off is Ranger-MU* - both slow-advancing...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 11:16 PM
    Which makes sense. At 25 of 65 you're like an athlete in a full-contact sport (being Canadian, obviously ice hockey is my go-to example) 2/3 of the way through the game - you've picked up some bruises and maybe lost a tooth, and are certainly a little fatigued, but you've still got enough left in the tank that you won't be an anchor on your teammates in the third period: you can play as well as...
    407 replies | 8420 view(s)
    0 XP
  • clearstream's Avatar
    Thursday, 12th July, 2018, 04:24 PM
    After playing with Bladesinger for awhile, we agreed not to roll them for our campaigns. They're very strong in melee, and they're still full casters. That was too much for us.
    395 replies | 36328 view(s)
    0 XP
  • jonesy's Avatar
    Thursday, 12th July, 2018, 08:56 AM
    Thanks for the suggestions. So the consensus seems to be that the second game is the bees knees. I notice that Ubisoft is selling an Ezio trilogy with II, Brotherhood and Revelations. Might check that out next. Didn't even know that that existed. Excellent. :D
    9 replies | 223 view(s)
    1 XP
  • Li Shenron's Avatar
    Thursday, 12th July, 2018, 08:37 AM
    Uhm... do you really need to be still young for that? Because that is my reaction pretty much every time a new Sage Advice comes out :blush:
    70 replies | 6076 view(s)
    1 XP
  • Li Shenron's Avatar
    Thursday, 12th July, 2018, 07:45 AM
    My personal preference on how I'd handle those problems: 1) I wouldn't change the ability scores of the monster, since they have other repercussion. If you want more damage, I would just add more damage dice. This is a very simple and self-contained change that directly achieves the wanted outcome (more damage) without other consequences. In our games, what has been scary about monsters with...
    20 replies | 1197 view(s)
    1 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 07:26 AM
    Mechanicall, yes; the bumps end up going like that. But the process feels more organic, if that makes any sense. Don't think Arcane Archer would have worked - dexterity wasn't exactly his strong suit. :) My idea was to make him a tank most of the time, using spells only for out-of-combat stuff like camp defense, detecting and identifying magic items, and so on. All I really ended up doing...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 06:40 AM
    Maybe it's 2e that made this official, or maybe it never was, but we've house-ruled it this way since forever in 1e: your classes advance independent of each other. You determine the ratio of xp you're going to dump into each class - say, a F-MU that's 75% Fighter, 25% MU - and each class just bumps when it bumps. So you start as a 1-1 with 0 xp on each side. During your first few adventures...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 06:28 AM
    That might be a bit more harsh than I'd be looking for, at first glance - I don't mind falls of up to 30 or 40' being survivable most of the time, if painful. But anything more than 50' or so should carry a risk of death or long-term injury, with the death risk sharply increasing as the distance fallen increases. Tons of mitigating factors to consider, though, which is why blanket rules are...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 05:46 AM
    Muck to Rock? :) In a safe situation where the caster has time and a clear view, yeah, that's pretty much an auto-success. But in any situation where the caster is under any sort of duress there's the risk of interruption (a bigger issue in early D&D than in the recent versions) and, at least if I'm the DM, a roll to aim or place the spell where you want it to go; so no guaranteed success at...
    157 replies | 4725 view(s)
    0 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 05:39 AM
    It's fairly easily fixable in 1e as well. And 3e's 'fix' is still very meta - you go a whole level in one class, then a whole level in another while stopping advancement in the first one. It's a flaw with the additive level design in 3e that calls a Ranger-8/Cleric-2 a 10th level character. Far more fluid and somewhat less meta (in that it better reflects what's happening with the...
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Thursday, 12th July, 2018, 05:19 AM
    Well, yeah, were I to do this in 5e I'd fold the Wizard and Sorcerer classes into one, treating the whole bloodline thing as just another background option. The one I'd redesign completely in order to make it different is Bard - ability-based rather than spell-based, sonic effects rather than arcane/divine, etc....either that, or just drop the class as redundant.
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Wednesday, 11th July, 2018, 10:11 PM
    Lorelei's Wisdom(Insight) check: Lorelei 2018-07-11 21:10:39 1d20+1 1D20+1 = +1 = 12 Wisdom(Insight)
    50 replies | 888 view(s)
    0 XP
  • Lanefan's Avatar
    Wednesday, 11th July, 2018, 06:48 PM
    Fine idea, but it doesn't solve the root problem - you're still preparing ahead of time, meaning you still have to guess what's coming. I'd like to do away with ahead-of-time preparation altogether if possible, and have done so (with, I admit, mixed results so far) in my own game.
    407 replies | 8420 view(s)
    0 XP
  • Li Shenron's Avatar
    Wednesday, 11th July, 2018, 10:56 AM
    Compared with the ridiculously complicated jumping rules of 3rd edition, 5th edition went for maximum simplicity (thank God!) and we get more or less realistic values: a human can have maximum Str20 and this means being able to jump 8ft/2.4m high (a bit optimistic, that is basically the same as the world record for high jump, which requires to land prone on a soft surface, and in 5e you even have...
    106 replies | 2699 view(s)
    2 XP
  • Lanefan's Avatar
    Wednesday, 11th July, 2018, 10:40 AM
    Yep, just goes to a buy-this-domain ad. (using the white text on black background skin, if that helps)
    4 replies | 364 view(s)
    0 XP
  • Lanefan's Avatar
    Wednesday, 11th July, 2018, 10:32 AM
    Maybe try putting up a sign in yer FLGS (if you have one) saying you're looking to run an 0e D&D game; and see if anyone bites. Only a very (!) small percentage of RPGers - mostly the hard-core nutballers - check sites like these; and someone not yet in the hobby at all almost certainly won't.
    20 replies | 524 view(s)
    2 XP
  • Lanefan's Avatar
    Wednesday, 11th July, 2018, 10:17 AM
    Neat trick. I ask a question which you answer thus: And then having evaded any kind of real answer, in the next sentence you turn around and ask me the very same question in different words: Hmmm... There's certain aspects of a character - particularly the physical ones - that kinda need to be mechanically represented somehow: raw muscle power, endurance, short-term (sprint) and long-term...
    407 replies | 8420 view(s)
    1 XP
  • Lanefan's Avatar
    Wednesday, 11th July, 2018, 09:28 AM
    As an aside, one simple way to de-meta this a bit yet remain within the D&D framework is to do away with spell pre-memorization and make all casters spontaneous a la the 3e Sorcerer. You've still got a limited number of slots per level, but with each of those slots you can cast any spell of that level you have access to (a cleric/mage multiclass would have two parallel tracks, one for each side)...
    407 replies | 8420 view(s)
    0 XP
  • jonesy's Avatar
    Wednesday, 11th July, 2018, 08:13 AM
    Having never played the Assassin's Creed games before, I recently purchased the Birth of a New World trilogy (with Assassin's Creed III, Black Flag, and Liberation HD). Mostly because I saw the trailer for Black Flag. A game where you play a pirate, I thought, sure why not. ACIII was kinda meh, Liberation was ok, but it was Black Flag that I really liked. However, a friend told me that in his...
    9 replies | 223 view(s)
    0 XP
  • Lanefan's Avatar
    Tuesday, 10th July, 2018, 11:37 PM
    If it's the DM's map then by definition it cannot be wrong; and whatever secret passage is being remembered has long since been collapsed and bricked over. Attributes as in Str-Int-Wis-Dex-Con-Cha? Curious: what would you replace these with? Lan-"one of these days I'm going to name a character Strint Wisdex Concha, just for kicks"-efan
    407 replies | 8420 view(s)
    0 XP
  • Lanefan's Avatar
    Tuesday, 10th July, 2018, 11:27 PM
    At low-mid levels this is good stuff. But once they get access to teleport and other fast long-range travel options you're hooped: the only "slow" travel is the part where they're trying to find the adventure site, after long-ranging to the general area. In a setting designed for it, yes. But most aren't... :) As fate would have it, I'm in exactly this situation right now. We've just...
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Tuesday, 10th July, 2018, 11:20 PM
    I've heard this one before, and it's fine on the surface - but collapses when exposed to any sort of in-setting logic. Without going into great deatil (I've done this elsewhere in other threads), the short form is that unless your PCs are the only active PC-like adventurers in the setting* there's going to be other parties out there occasionally finding magic items...and not always will they...
    93 replies | 2258 view(s)
    0 XP
  • MoonSong's Avatar
    Tuesday, 10th July, 2018, 08:15 PM
    Like I've said before I don't sweat over the details, I don't deal with grandiose ideas and actual big deals in game. So in general I don't put stuff into my games that deals with that stuff unless the players/other players/GM/DM does. I game to game, not to save the world. I just want to be free to portrait a society the way I feel like at the time. Even if I feel like portraying a truly...
    16 replies | 487 view(s)
    0 XP
  • MoonSong's Avatar
    Tuesday, 10th July, 2018, 07:13 PM
    I've seen NexoKnights, I find them not only cartoonish, but too technological looking for my tastes. Maybe I'll give Ninjago another shot, if only there was a good source of princess, fairy and elf parts. And obviously something for spellcasters. Thank you, the link is quite useful, and cool. I only worry the shipping is likely to be pricey, I'll likely wait 'till I can buy in bulk.
    17 replies | 584 view(s)
    0 XP
  • Li Shenron's Avatar
    Tuesday, 10th July, 2018, 09:09 AM
    There may be no Castle/Fantasy sets line currently from Lego, but themes are periodical and usually come in waves every few years, so it's always possible to see something like that again next year. Lego does a lot of licensed sets based on popular movies, so it might actually depend on whether there are fantasy movies coming out. In the last few years unfortunately, superhero movies dominated...
    17 replies | 584 view(s)
    1 XP
  • Li Shenron's Avatar
    Tuesday, 10th July, 2018, 08:12 AM
    Lorelei's inititative is then 9+3=12. (Note: the following may suffer disadvantage or even automatic failure in case someone with a higher initiative decides to attack the swamp giant) Lorelei tries to stay visible and appear non-threatening to the swamp giant, but keeps her distance from it, ideally 70-80ft if possible: she's trying for the moment to stay far enough as to have a chance to...
    50 replies | 888 view(s)
    0 XP
  • Lanefan's Avatar
    Tuesday, 10th July, 2018, 03:10 AM
    How do you explain in-game the lack of a magic item economy of any kind? I ask as I've yet to hear an explanation that makes logical in-game sense. Yeah,here it's each for him/herself for the most part, though characters will sometimes loan each other money or gear.
    93 replies | 2258 view(s)
    0 XP
  • jonesy's Avatar
    Tuesday, 10th July, 2018, 01:42 AM

    203 replies | 13922 view(s)
    0 XP
  • Lanefan's Avatar
    Monday, 9th July, 2018, 08:58 AM
    An illusionist, a necromancer, and a conjurer walk into a pub...
    38 replies | 1677 view(s)
    0 XP
  • Lanefan's Avatar
    Monday, 9th July, 2018, 12:27 AM
    Illusion. The other guys only think they're doing well... :)
    38 replies | 1677 view(s)
    2 XP
  • Lanefan's Avatar
    Monday, 9th July, 2018, 12:23 AM
    Yeah, the idea of advancement stopping dead when you bump never appealed to us either; so what we did was put in a gradated penalty system such that the farther you got into the new level the slower your xp gain became, until you trained up. It works in thirds: you advance normally until you get 1/3 of the way through the new level, after which you start losing 1/3 of any xp you earn. If you...
    93 replies | 2258 view(s)
    1 XP
  • Li Shenron's Avatar
    Sunday, 8th July, 2018, 11:27 AM
    Feels too artificial to me. It'd be more believable if it was a larger area centered on the Fighter. But then, I am not generally a fan of these concepts anyway.
    9 replies | 559 view(s)
    0 XP
  • Lanefan's Avatar
    Sunday, 8th July, 2018, 08:36 AM
    That's real-world time you're talking about. However, the rest of the discussion has been about game-world time; how to fix that in the game world a character can easily get from 1st to 20th within well under a year...which is kinda ludicrous. With the rest of this, however, I agree. Where I would instead try to tie it to significant things the PCs accomplish within the game world -...
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 7th July, 2018, 06:33 PM
    Open-ended campaigns = great! :) I'm on board up to here, except I'd want to be involved in the "let them handle it" part. But here you've lost mechanical consistency within the game, in that if knocking off the wererats would earn xp if played out long-form it would in theory also earn xp if played out short-form or handwaved...right? Also, where's the risk? Where's the possibility...
    93 replies | 2258 view(s)
    1 XP
  • Lanefan's Avatar
    Saturday, 7th July, 2018, 06:17 PM
    But...er...you still have to resolve the outcomes somehow, don't you, of what the PCs (try to) do? And the options for this are: - play it out long-form (which I don't think any of us want to do) - mini-dungeon it (which is what I do) - handwave it but still give xp etc. for it - ignore it and-or say it doesn't count (which blows up both mechanical consistency and internal game-world...
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 7th July, 2018, 06:43 AM
    That makes much more sense. I'd never want it to be so formulaic, though - just seems contrived, somehow. But, if anyone bumped you could have thier training take a couple of weeks to find and complete, which would achieve the same goal and fit with the narrative as well....
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Saturday, 7th July, 2018, 06:39 AM
    "From a game mechanic perspective, things that happen between games don't count" is pretty clearly stating that what you do in your downtime doesn't matter to your progression as a character - progression that is mechanically measured and counted by a) xp and b) wealth. It shoudn't just "happen". While I don't want to play this out long-form any more than you do, I'd certainly sit down with...
    93 replies | 2258 view(s)
    1 XP
  • Li Shenron's Avatar
    Friday, 6th July, 2018, 11:21 PM
    Lorelei doesn't immediately recognises the nature of the sound signal, but seeing her companions' reaction, she instinctively casts Resistance on herself and quickly follows the others into the woods.
    50 replies | 888 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 10:43 PM
    Similarly, we also give partial benefits (partial new h.p., stat increments) immediately on bumping, but for most of it - including improving your saves and - you have to train up. First off, it sounds like the OP isn't using xp and further, has players who are on board with lots of downtime. But since you're talking about stuff much closer to my own situation, I'll carry on here... :) ...
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 10:25 PM
    Which merely points at a flaw in 3e design, as far as I'm concerned: the default rate of levelling up is far too fast. I think it forces an interesting and sometimes difficult choice on to the players/PCs. Also, not every adventure has to have a time crunch built in. Forge of Fury, for example, can still work very well even if the party leave it for a few weeks to go back to town and train...
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 10:16 PM
    That runs hard aground in the narrative when your session ends with the party in mid-adventure about to open a door...or worse, in mid-combat because the battle's taking too long and people have to work tomorrow. They don't time-stop for a week of game time in these instances. :) Now if they're doing it weekend-warrior style and end each session back in town (which for some reason seems to...
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 10:08 PM
    Ignoring the hard E6 limit, this is almost exactly what we've been doing for 35+ years. Worked OK so far...
    93 replies | 2258 view(s)
    1 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 10:05 PM
    If it was just level imbalance it wouldn't be as big a thing, as you say. But it's also wealth imbalance: a character who's been in 12 adventures (and thus got a share of 12 treasuries) is going to be much wealthier than each of another player's three characters cycled through those same 12 adventures (so, 4 each). Pile this on to the level imbalance and yeah, it's a headache. :)
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 05:05 AM
    Never looked at rpg. net, but now I'm curious. Heading on over... EDIT TO ADD ...and after a quick look, yeah - there's some in-yer-face politics there. But I agree with their stance, so it's all good. :)
    3 replies | 229 view(s)
    2 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 04:52 AM
    By comparison, my current campaign's been going for about 4-and-a-half years in game-world time and the active PCs are averaging about 8th level, with the highest at 10th. Getting your players to cycle through characters (or even have more than one active party where you switch back and forth from one to the other every so often) is an excellent way to slow down the overall advance rate. ...
    93 replies | 2258 view(s)
    0 XP
  • MoonSong's Avatar
    Friday, 6th July, 2018, 04:49 AM
    Celestial Patron, besides you can be a paladin that channels the plane of good itself, without ties to any capricious deity. (To me paladin means "Paragon of good and justice" which doesn't exactly scream servant of the gods, specially if they are the FR gods)
    86 replies | 3341 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 04:47 AM
    You might want to take a long look at this, however, as it can in a small way help solve your problem. Instead of having everything heal on an overnight rest, make it take longer. Much longer, if needs must. This alone can take what would have been a three-day dungeon-crawl adventure and spin it out over a few months: they keep having to wait to recover, and-or go all the way back to town...
    93 replies | 2258 view(s)
    0 XP
  • Lanefan's Avatar
    Friday, 6th July, 2018, 04:39 AM
    First off, I'll just say that I'm 100% in agreement with your assessment of the problem, and it's not just limited to 5e: 1e-2e were fast even though there were training rules etc., and 3e-4e were super-fast much like 5e. That said, I'm not quite 100% on board with your solutions, though you've hit some good ideas. Notes and thoughts below... From this and other parts of your post I gather...
    93 replies | 2258 view(s)
    1 XP
More Activity
About Lanefan

Basic Information

Date of Birth
June 18, 1961 (57)
About Lanefan
Location:
Victoria BC

Statistics


Total Posts
Total Posts
9,150
Posts Per Day
1.87
Last Post
A discussion of metagame concepts in game design Today 02:36 AM

Currency

Gold Pieces
9
General Information
Last Activity
Today 05:07 AM
Join Date
Wednesday, 2nd March, 2005
Product Reviews & Ratings
Reviews Written
0

10 Friends

  1. clearstream clearstream is offline

    Member

    clearstream
  2. Hierax Hierax is offline

    Member

    Hierax
  3. jonesy jonesy is offline

    Member

    jonesy
  4. Li Shenron Li Shenron is offline

    Member

    Li Shenron
  5. Lynda Lawless Lynda Lawless is offline

    Member

    Lynda Lawless
  6. Mary_Crowell Mary_Crowell is offline

    Member

    Mary_Crowell
  7. MoonSong MoonSong is offline

    Member

    MoonSong
  8. Orius Orius is offline

    Member

    Orius
  9. Tovec Tovec is offline

    Member

    Tovec
  10. VictorC VictorC is offline

    Member

    VictorC
Showing Friends 1 to 10 of 10
Page 1 of 7 1234567 LastLast

Monday, 16th July, 2018


Sunday, 15th July, 2018


Saturday, 14th July, 2018


Friday, 13th July, 2018


Thursday, 12th July, 2018


Wednesday, 11th July, 2018


Tuesday, 10th July, 2018



Page 1 of 7 1234567 LastLast
Page 1 of 20 1234567891011 ... LastLast

Sunday, 15th July, 2018

  • 12:23 PM - Manbearcat mentioned Lanefan in post A discussion of metagame concepts in game design
    I'm not sure but at low levels probably not a lot but at higher levels it would keep you more cautious. I'm guessing. Assuming various powers that attack Harm 3 or Harm 4 come into play more at high levels, and the boxes don't change, then of course the threat of death would be high at any level. Perhaps unmanageably high but again I'd have to see an entire system to know for sure. I am happy enough with a moderately unrealistic system like hit points for a high fantasy super heroic game. I might also enjoy a less super heroic game. In such cases maybe WOIN or GURPS or even RQ would work. This is a totally different axis from metagame. I wouldn't want a metagame mechanic in any of those games if I had a choice. I think I could enjoy any of those games otherwise but I'd still favor the high fantasy game of D&D style the most. Emerikol (and Lanefan and perhaps Saelorn ), you (and Lanefan) answered my question with a response about the implications on the gameplay paradigm; eg “it would make it more lethal.” This thread is about “metagame mechanics” and players making decisions based exclusively on (what you perceive as) observable phenomenon (biological, physical) from the character’s perspective. I’m looking for your response in relation to that. So let me go a bit further and perhaps you can comment on this. A 10th level Fighter is challenging a trio of Stone Giants on the edge of their plateau which sits 70 feet above the ground. Situation 1: a) He has 100 HPs and the only chance the fall has to kill him is if he’s been significantly worn down in combat by interaction with the Stone Giants and their clubs (that are as big and weighty as him) and thrown boulders. b) As he waded in he sees a show of strength by the Stone Giant Cheieftan; the impact of one of these clubs and/or thrown boulders utterly ruins a ...

Sunday, 8th July, 2018

  • 08:55 PM - pming mentioned Lanefan in post Level Advancement and In-Campaign Time
    Hiya! Lanefan ahhh...got it. I didn't read the whole thread, obviously. (dusts off "Dunce" hat and places it on head for the rest of the day) In game-time, if I was so inclined, perhaps bringing in the 'training rules' for when a PC has enough XP to gain a level could be used? I'm thinking of the 1e/Hackmaster4 method wherein once a PC has enough XP to gain a level they stop gaining XP until they "go train and contemplate" what they have learned...by spending GP's and time. I never really used them because, well, my Players PC's don't gain levels very quickly and it's never bothered us. But in the 1e/HM4 rules, the DM assigns an overall rating (1 to 4; 1 as Excellent, 6 as Poor), taking into account pretty much everything the Player has done at the table. Roleplaying, problem solving, tactics, pretty much everything. That number, times the characters new level, is the number of weeks it takes to 'level up'. It also costs, iirc, some ridiculous amount of GP's to pay for everything during that time...

Saturday, 7th July, 2018

  • 12:55 AM - Sunseeker mentioned Lanefan in post Level Advancement and In-Campaign Time
    ...ended downtime and career change could lead to a second Background. Okay, the question was mostly aimed at "Can the time be mechanically productive as well as story productive?" What I was hoping not to hear was Oofta's answer that "no matter what you do you can't fundamentally gain anything other than story." Because, lets me honest: I don't need a TTRPG group to come up with a creative story for what my PC does on their own. That's like, my other other hobby. I think you're picturing a much more adversarial relationship between me and the players. I just say "Okay guys, you won. The bad guy is defeated and the town is safe. No obvious threats around right now. What are you doing to do with your new free time?" and the players understand this is an opportunity to pursue their individual character development. Then I basically just say "Six months pass .. and you see the bat signal." No, that's fine. I was mostly curious on the level of detail you were willing to get into. See Lanefan who will basically run a side-adventure for a secondary group of characters during the downtime if that's where people want to go. I think I was pretty clear in the OP that this is exactly what I'm doing. You don't give out any form of advancement when it doesn't involve killing stuff? I'm a little unclear on your answer. Both are fine. It really doesn't effect anything. Downtime is an opportunity to have a different kind of fun, not homework. If it doesn't affect anything, why do it? On the contrary, the PCs are all split up during downtime, off pursuing their solo stuff. The wizard is off to the Tower of High Sorcery to take his Test; the barbarian is following a prophecy into the desert; the cleric is rehabilitating the shrine they just finished clearing of monsters; and the bard is returning a sword they found to its rightful owner. What if they don't? What if they stick together, as a group, doing a group thing? I guess if you think my running the campaign this way is a ...

Thursday, 28th June, 2018

  • 11:24 PM - pemerton mentioned Lanefan in post Flipping the Table: Did Removing Miniatures Save D&D?
    That doesn't sound 'ignored' to me. If something were burning through me I wouldn't feel ignored, at all, I'd feel quite put-upon. I'd likely get steamed about it. is the "ignores armor" clause there to indicate the fire bypasses any damage reduction due to armour worn (which makes sense) or to indicate the fire cannot damage or affect armour at all (which doesn't make sense)?I asssume Tony Vargas's contribution is meant to be comic. But Lanefan's seems literal, as if he really doesn't know how to choose between those two readings!

Wednesday, 27th June, 2018

  • 06:31 PM - Sadras mentioned Lanefan in post Flipping the Table: Did Removing Miniatures Save D&D?
    If the wizard (or anyone else) fails to save then anything carried also then has to save, as per the 1e DMG. And yes, this has caused loss of all kinds of things, spellbooks and scrolls among 'em. @Lanefan it is impressive to have found a group of players that enjoy that much admin. I'm imagining several copies of spell books and their locations along with the specific number of spells included for each spell book. Is that about right?

Wednesday, 20th June, 2018

  • 03:42 AM - AbdulAlhazred mentioned Lanefan in post What is *worldbuilding* for?
    So you are claiming that at a high level and in a general sense D&D 5e Bonds/Flaws/Ideals and Inspiration can't serve the same purpose as Aspects... Yeah we are just going to have to agree to disagree. While it is up to the group to push those mechanics to the forefront in D&D it is also up to the group in a FATE game to engage with aspects and the FATE economy as opposed to skills, stunts, etc. So no I've seen no valid push back on this only when it comes to details and whether they can perfectly mimic the FATE mechanics as opposed to the general purpose... which again I'll state I never claimed. I also fail to see where the push back against the looser rules for idelas/bonds/etc. being an advantage in D&D (for a group of players with more diverse tastes) has been countered or pushed back on... Well, arguing about 'tastes' is a fruitless endeavor. I have never mentioned 'taste' at all... I think, as I just told Lanefan, we need to be explicit and concrete and talk details. I don't know what 'at a high level' means. I know specific situations at tables and categories of similar situations at tables as their generalization. So, I would say, in general, when a player wants to do something like have his character's 'aspect' (generally a qualitative thing) be reflected concretely in the game situation, that is to have some real mechanical and procedural heft, then FATE is more likely to be able to meet that need. This is kind of general though. We cannot say that there is NEVER a case where 5e's Inspiration/Bonds system will deliver this. It could, but since Inspiration isn't actually tied explicitly to PIBFs, which have no defined mechanical impact AFAIK. There's a vague "the GM might give you inspiration if you play in a way that reflects your traits" but it doesn't even say if it is positively or negatively! (IE you would GAIN inspiration for taking actions beneficial to your character if they happen t...

Tuesday, 19th June, 2018

  • 10:22 AM - pemerton mentioned Lanefan in post What is *worldbuilding* for?
    ...h the two fireteams - the PCs got surprise, in part because of the boost from those skills, and so dominated the situation) and assaulting the base. I didn't make much of the close range and hand-to-hand combat which was an element of the session. This didn't feel remotely like D&D, as the Traveller rules produce a large amount of "dropped to zero but not dead", which is pretty much the opposite of D&D, and results in short anti-climactic combats rather than dramatic ones. (This may or may not be a good thing, but it's clearly different.) Well, if you want 4e, forcing bloodied enemies to surrender via intimidation.Which completely bypasses the general combat resolution system. It doesn't play at all like emotional or mental stress, or similar complications, in Cortex+ Heroic. As I opined, up-thread, 40 years of pounding the baroque D&D peg into holes of every description, with however large a hammer it might take, can leave one convinced of its maleability.As far as I know Lanefan has not played any RPGs but D&D, and has not read many others either. So I'm not just going to take his word as to how flexible D&D is, and how much it can emulate other systems!
  • 03:06 AM - Ovinomancer mentioned Lanefan in post What is *worldbuilding* for?
    Its not a snark! It may be an amusing analogy, but nothing about it is snarky. I didn't label it 'kitbashing', the statement was made that you could just kitbash 5e and it would whatever you wanted, so why are you complaining? Then you came back with this statement you're now claiming was the original point, but that wasn't how I interpreted the discussion at all! The genesis of this was the question about why people weren't just using 5e. We answered it. Um, no. We have a very different interpretation of the post that stated this side discussion. Lanefan brought up kitbashing, but neither AImaro or myself have, like, at all. You're smearing different lines of argument from different posters together to discredit everything. So lets reset and answer the question AGAIN! We aren't using 5e because your milquetoast 5e version of compelling aspects is not even close to providing the kind of experience that you would get with FATE. Its that simple. I don't know how else to put it. The mechanics of 5e do not support what the mechanics of FATE support. Yes, 5e has some minor bolt-on that can do 10% of what FATE's core mechanics are. That may be fine for some people. It is close, for a bit, but, yes, then it's gone because the 5e system doesn't cater to it as well or as often as Fate does. Was I not clear about that? I thought I was clear about that. I did say that FATE does it better, right -- yes, yes, I think I did say that, more than once in more than one response to you. Instead, you seem to have replaced what I actually said wi...

Monday, 18th June, 2018

  • 03:01 AM - pemerton mentioned Lanefan in post Flipping the Table: Did Removing Miniatures Save D&D?
    Lanefan, billd91 - Tony Vargas's reply makes the point that needs to be made aboout "realism" in a hit point paradigm. As far as narration of hp loss and zero hp is concerned - if you're narrating hp loss, and dropping to zero hp, in surgical detail, and then having your suspension of disbelief disrupted by the recovery that the game rules provide for, well, I would suggest changing your narration! As I posted upthread, as a former RM player/GM, and someone who was pretty familiar with the drfit from AD&D to RM, RQ etc in the 80s/early 90s, it remains very strange to see posters arguing for AC-&-hp combat on "realism" grounds, and to be distinguishing AD&D or 3E from 4e on that basis. Also, someone upthread (maybe Sadras) mentioned tinkering - the most trivial tinkering possible to a RPG is to change the short and extended rest durations in 4e or 5e. (I don't know how common it is with 5e; based on dicsussions on teese boards it was extremely common with 4e.)

Friday, 15th June, 2018

  • 01:22 PM - Imaro mentioned Lanefan in post What is *worldbuilding* for?
    ...m it... but has the "what" and whether D&D can produce it been satisfactorily established? We could even play with this idea within the context of D&D's own editions. Why should I try to make 5E D&D into 1E D&D to recreate a type of consistent fun I had with 1E when I could just play 1E D&D? I would think that 1E could support certain styles of "D&D gameplay" better than either 3e, 4e, or 5e could. And if system did not matter for the sort of "fun" you could have or that the system supported, then why should h4ters get upset with 4e? Because it was a more narrow design than what they had before? The reaction could happen if in fact 4e lost some/much of the flexibility of accommodating play styles that it's previous edition had (and let's be real with the OGL and the numerous products based on 3.x it was a very flexible game... especially if one was open to exploring variants). But again this is jumping the gun we haven't established the what or the how and now we're discussing @Lanefan 's #4 question. How you phrase or go about it? And how exactly is that? I haven't insulted anyone, I haven't ascribed anything to a poster... I've stated my thoughts and suggested a way to go about discussing it. This seems more based in the fact that you don't agreee with my thoughts then any actual "way" I've phrased or went about posting. But please if I have done any of these things show me an example... Then that you would be your reading of my character whereas I was talking about my reading of your post, particularly the subtext. Nope not reading your character asking about a pattern in your posting. I don't know you well enough to read your character but I know we've run into the issue of you mis-reading my "subtext" before and here we are again... at a certain point rather than write a long parargraph about what you thing I'm trying to say it might be better for you top take my posts at face value or actually ask me before posting what you think the "hidden" mean...

Friday, 8th June, 2018

  • 04:12 PM - Jay Verkuilen mentioned Lanefan in post Flipping the Table: Did Removing Miniatures Save D&D?
    ... There is a bit about the Nentir Vale, which is supposed to be in the far north of Nerath, essentially a border march of some sort. Sadly, there's no information about what's to the south except vague implications. Do they provde a map of where those empires used to be, or notes/info on what they did or were known for? No, they didn't. They mentioned three empires: Arkhosia, Bael Turath, and Nerath. They tell you Arkhosia and Bael Turath were in a war and had fell to bits, leaving dragonborn and tieflings, respectively. Nerath had more recently fallen to a horde of gnolls after their last king did something really stupid. So the Nentir Vale is implied as being a northern march of what was once Nerath but is now abandoned. Nothing about what's to the north of it, south of it, etc., and its walled off by mountains. Who do they trade with? No clue. As I recall at the time the argument was that they wanted to leave room for the DM to make their own Nerath unique, but I'm totally with Lanefan that sketching out the world is why I pay a game designer; I can then fill in the details. And that's why I said "self-serving laziness" upthread. It's like when someone says "he adds a nice synergy to the company" but really means "I hired my nephew because he's my sister's son." But of course, this also is just a matter of different priorities. Fallen empires is pretty far from unique, too: That's pretty much World of Greyhawk to a T. On that point with @pemerton, I agree, what was unique about 4E was the more cosmological stuff.

Saturday, 2nd June, 2018

  • 09:46 PM - Lylandra mentioned Lanefan in post Comfort withcross gender characters based on your gender
    You've never seen a Conan or Bond like character? Yikes, Conan as turn-on? No, I've never seen anyone who played their barbarian like a sexy walking stick. Usually, these characters are played as power/competence fantasies by male players. What I did see were women portraying gay male characters as their wish fulfilment and/or - see Lanefan s comment - way to explore their sexuality. They were rarely sticks, most of them did have a personality, but I guess they'd carry many toxic stereotypes about gay men that would make them feel uncomfortable. (google Yaoi if you'd like to inquire further.) Not getting this whole "imaginary sexy doll" idea. Since the player doesn't get to have sex with his own character, even imaginary sex. At worst he'll be having sex with imaginary NPCs while imagining himself in the body of a female character. I'm trying to understand how playing a female character as a male would ever work as a sexy doll idea? There is this third-person narrative kind of play ("She does XYZ") besides the fully immersive first-person play ("I do XYZ") where players play their characters, but not *as* their characters. It is far more common than you'd think. Also, there is not much of a difference - besides having full "remote control" of the character - between a character in an RPG and a character...

Tuesday, 15th May, 2018

  • 12:57 PM - pemerton mentioned Lanefan in post What is *worldbuilding* for?
    Lanefan, my concern about class balance of mechanical effectiveness isn't so much about the sort of idiosyncratic tactical scenarios you describe, but systemic effects. Eg if one PC has a whole suite of spells that s/he can bring to bear on the situation, while the other PC has only his/her wits, then (everything else being equal) the first PC seems to have a mechanical advantage. The typical solution to this in D&D (and the prescribed solution in 5e) is to set things up so that the second PC has to string those spells out over X encounters. Which is the whole "fixing of the future" thing I mentioned in my post. (I would add: this issue is not unique to D&D. Eg it comes up in Rolemaster too.)

Saturday, 12th May, 2018

  • 03:06 PM - Maxperson mentioned Lanefan in post Why Worldbuilding is Bad
    So I take it you think Lanefan is wrong to have said there is a reason in favour of worldbuilding, namely, that otherwise there is a serious risk of a hodge-podge world. I assume you are going to take him to task for confusing "bad GMing" with some objective risk. Or, alternatively, this whole pseuo-moralising attack on Hussar is nonsense. Yes, I think that's it. You are assuming that a hodge-podge world is inherently bad, rather than Lanefan simply not liking a hodge-podge world. All of these things are just likes and dislikes of individuals. Many people don't care if some things don't line up exactly in a world. Lanefan does.
  • 11:28 AM - pemerton mentioned Lanefan in post Why Worldbuilding is Bad
    Or else it's because it has no inherent property of good or bad, so calling it bad is wrong. You can dislike it, but it can't be bad. I can like it, but it can't be good.So I take it you think Lanefan is wrong to have said there is a reason in favour of worldbuilding, namely, that otherwise there is a serious risk of a hodge-podge world. I assume you are going to take him to task for confusing "bad GMing" with some objective risk. Or, alternatively, this whole pseuo-moralising attack on Hussar is nonsense. Yes, I think that's it.
  • 11:25 AM - pemerton mentioned Lanefan in post Why Worldbuilding is Bad
    ...dbuilding is bad. So what's the objection to Hussar that doesn't apply to hawkeyefan? That he's hurting feelings? EDIT: Another reason in favour of up-front world-building, or at least an aspect of current game design that will tend to force some world-building by default, just occurred to me: the increasing importance of and emphasis on character backgrounds. <snip> one of the first questions to arise in any sort of character history or background is going to be "where am I from?"; and the second is likely to be a variant on "how did I get to <where the campaign starts>?"; and answering these questions - likely for a variety of races and classes within your starting party - is by default going to force a surprising amount of world-building. <snip> So, unless a DM wants to end up with something of a hodge-podge game world it would probably make sense to know ahead of time - at least in vague terms - what lives where and in relative proximity to what else.Here we have Lanefan saying that a reason in favour of worldbuilding is to avoid something of a hodge-podge game world. Are all the posters who are outraged by Hussar expressing a strong opinion about the problems with worldbuilding now going to attack Lanefan for putting forward this reason (which clearly is nothing more than a preference grounded in his experience) as objective in some fashion? Or is it only those who dislike worldbuilding who get held to that standard?

Friday, 11th May, 2018

  • 04:10 AM - Imaro mentioned Lanefan in post Why Worldbuilding is Bad
    Well you’re assuming I write it down at all! If it’ important enough, someone will remember it. If not....well then problem solved. Yeah my experiences with this type of situation have been more in line with Lanefan. IME.. all it does is look bad when something like this is only vaguely remembered by the PC's or remembered differently by various players and they look to the DM to settle the matter and realize he/she cant because it was made up on the fly and not written down.

Wednesday, 9th May, 2018

  • 09:22 AM - Hussar mentioned Lanefan in post Why Worldbuilding is Bad
    Of course Lanefan. But, again, I've always said that you need setting. That's fine. What wouldn't be needed is the last five hundred years of history of the city they were in. Or the last five thousand. Which is where world building kicks in. But, again, my point is that world building is distinct from plot and character. And, frankly, it's distinct from setting as well. It's when setting building becomes an end in its own.

Thursday, 3rd May, 2018

  • 04:06 AM - AbdulAlhazred mentioned Lanefan in post What is *worldbuilding* for?
    Why does it matter if it's covered by the agency that we are using? His agency doesn't cover things that our agency covers, and that doesn't matter, either. We are playing different games, so why try to compare apples and oranges? You can't get any higher than 100%, so it's not possible for his to be greater than mine. It's just different. Except that it doesn't describe RPGs in general, since RPGs can be played in a manner that reduces or eliminates the standard definition of agency that I am using. Suffice it to say we will have to agree to disagree. I think your choice of terminology was made for rhetorical purposes, and that this is just not the case. I'll even grant Lanefan an edge case kind of concession about his 'case 2' (there's a shade of difference between a character who's in doubt about pretend 'reality', and a player who's in doubt about a die coming up 12+). I think its a pretty razor thin sort of territory to stand on, but that's really it. Beyond that you don't get Less from Story Now, in ANY respect. Not unless you have some sort of bad thing going at your table.

Wednesday, 2nd May, 2018

  • 11:32 PM - pemerton mentioned Lanefan in post Game Mechanics And Player Agency
    ...erminative of proper and legitimate RPGing, that I find a bit frustrating. there are two major constituencies (and a handful more minor ones), and the workable varies between them: 1) groups who are largely strangers or casual acquaintances, usually playing in public venues. 2) groups who are long term friends, usually playing at someone's home. They react differently. The tools in BW work great with group 1. They're not needed much in group 2.The play examples I referred to involved an instance of group 2 (my friends and I playing in someone's home). I get the impression that Luke Crane's own experiences with BW probably involve a lot of play with friends also. (I don't know the guy or anything, but that's how his examples and advice seem to read.) But I find even friends, when they are inhabiting their PCs, can get into disagreements about what to do next that are hard to resolve. That said, I agree with you that different tables will want to do things differently. Lanefan prefers to let the debate continue as long as it takes to resolve without mechanical mediation; I don't (and it sounds like you don't either). In the context of this thread, what I was trying to do with my post was show how social mechanics can work in practice, in a way that is consistent with player agency (just like casting lots would be), reinforces the connection between the PCs as they are in the fiction and the outcome of the debate at the table (which is something Hussar especially has emphasised as important to him), and serves two practically useful purposes - (1) keeping play moving while (2) allowing the PCs to be less of a hive-mind rather than more of one. I always establish rule zero - staying together is **their job**.In systems that favour party play (D&D and Traveller are both A-grade examples of this), the players in my games understand that they have to make compromises etc to stay together. But that doesn't stop them having PCs with different and sometimes e...


Page 1 of 20 1234567891011 ... LastLast
No results to display...

Tuesday, 17th July, 2018

  • 03:02 AM - Ovinomancer quoted Lanefan in post A discussion of metagame concepts in game design
    And here's where I disagree with both of you: player-speak can give some excellent game play but in the end that's all it is - a player playing a game. The player isn't even trying* to inhabit the character, think what it thinks, speak the character's words, etc. LARPs have it right - you become the character whose role you're playing. A tabletop game ideally is the same sort of thing, only without the costumes and active movement. * - at least, not to an observer. Internally to herself the player might be quite actively doing all of these things, but if it's not reflected in her actual play then what's the point? Lan-"speaking from an idealist point of view here, well knowing reality always blunts ideals"-efan Ah, you've mistaken one kind of role-playing (acting/inhabitation) with the general case of roleplaying. If I always refer to my character in the third person, that's still roleplaying -- I'm playing the role of the character in the game. Acting isn't required, although y...
  • 12:41 AM - Aldarc quoted Lanefan in post A discussion of metagame concepts in game design
    I got your point; but Author and Director stance point away from playing the character as a person and more towards playing it as a pawn...which while fine for playing the game as a game doesn't meet my definition of playing a role.(1) Pawn is a separate stance that the blog author details. (2) Playing a role when acting often does involve role switching as the actor is an interlocutor of the character. The director has a sense of character. The author has a sense of character. The actor has a sense of character. Neither director, author, nor actor inherently has a sense of character as pawn. This is why I find such arbitrary categories unhelpful. As the blog writer says, we often switch as players between these stances seamlessly and unconsciously. Saying that we should stay in Actor stance does not seem like a useful ethic for roleplay. It seems instead like an enforcement of "onetruefun." Roleplay of a character "as a real person" involves far more depth than merely what the Actor role ...

Monday, 16th July, 2018

  • 11:18 PM - Ovinomancer quoted Lanefan in post A discussion of metagame concepts in game design
    ...rent voice or accent or whatever, I'm referring to simply saying the actual words that your character would say rather than using player-speak. I'm playing Jocinda in a combat situation, Falstaffe is one of my fellow party members. The DM has just informed me that I've noticed an enemy sneaking up on unaware Falstaffe... 1. "Falstaffe, look out on your left!" 2. "I warn Falstaffe that he's got an enemy sneaking up on him." 3. "Jocinda warns Falstaffe that he's got an enemy sneaking up on him." See the difference? The first puts me in the action - I'm playing the role of Jocinda and saying what she would say. The other two leave me remote from Jocinda the character, the third a bit more so than the second, and in some situations (probably not this specific example) both might even bog things down if the DM or another player for whatever reason needs to know exactly what words I'm using. The first is role-playing. The third is game-playing. The second is somewhere in between. Lanefan p.s. Another aspect to this: at times in the past a hard-line enforcement of "if you say it, your character says it" has been the only way to shut down all the disruptive side-chatter and table talk.All three are roleplaying.
  • 05:46 PM - MNblockhead quoted Lanefan in post How do you pronounce "bulette"
    Or "BOO-letty"? This reminds me of Jonathan Teatime in Terry Pratchett's Hogfather, who insists on everyone pronouncing his surname as Teh-ah-tim-eh. I have a simple sense of humor and it always gives me the giggles. I'm always walking in and around pronunciation landmines at work given the very international environment I work in. I try my best to pronounce names correctly (i.e., the preferred pronunciation of the person so-named), but when I fail and run aground against someone who takes themselves too seriously, I can't help but needle them a bit. Especially since so many who take issue with how you pronounce their name make little effort to learn the pronunciation of names in languages they are unfamiliar with.
  • 02:51 PM - Aldarc quoted Lanefan in post A discussion of metagame concepts in game design
    Unless the social contract is "play your character as it would act were it a real person" (my preference) and let the chips fall where they may.Which you could also do from an Authorial or Directorial stance. These are not necessarily contradictory stances, as it were, when it comes to the expectation of "acting like a real person." But my point was that the social contract of expected play (e.g., "please go along with the GM's adventure that they put work into," or "my character is being too disruptive to the enjoyment of other players") may also guide how one performs the character. The two parts of the blog you quoted are a bit contradictory in how they view Actor Stance.I'm not sure why you are replying as if I was the person who supplied the blog post in question. In the definition it says this stacne "does not necessarily include identifying with the character and feeling what he or she "feels," nor does it require in-character dialogue" yet in the example it indicates Actor St...
  • 01:20 AM - heretic888 quoted Lanefan in post A discussion of metagame concepts in game design
    And it also appears that they don't do it on purpose. It just happens. ;) Depends on whether one assumes a combatant is going all-out the whole time. I do assume this, and were someone to tell me their PC was intentionally not going all-out (pacing itself) I'd probably apply some sort of mechanical penalty e.g. -1 or -2 to hit. While I can't claim to be any kind of expert, I do have several years' experience training in wrestling, martial arts, and weightlifting. What I can claim, however, is that I categorically disagree with both of these statements and they do not mirror my real-life experiences in any way, shape, or form. I can also claim that other gamers I have spoken to who have similar background in martial arts or other athletic disciplines tend to share my perspective on the matter. In weightlifting in particular, being able to fire yourself up and draw upon deep reserves of stamina and willpower is very, very, very important and pretty much critical to success. In martia...

Sunday, 15th July, 2018

  • 11:26 PM - Ath-kethin quoted Lanefan in post How do you pronounce "bulette"
    Lan-"and it seems someone else has learned the Raise Thread spell - check the date of the OP!"-efan You know what I think is insane? Apparently nobody responded to the OP's question for over 15 freaking years. This is some "unearth the Mummy" type stuff, and we are all doomed.
  • 09:57 AM - pemerton quoted Lanefan in post A discussion of metagame concepts in game design
    If HP loss has no implications for the character's physical performance...then it can't be having physical effects that the character can notice, can it? The "injuries" exist solely on the meta-level of that "doom-meter". So, effectively, for me, everyone in a D&D world is wallking around with a little bar floating over their heads, which gets shorter the more you attack them. Its why HP are "metagame" mechanic. There's all kinds of minor injuries one can sustain without significantly affecting one's ability to do whatever. Scratches, bruises, minor cuts, a tooth knocked out: these are the clues that tell the other PCs (and the party healer, one hopes!) that you're getting kicked around a bit and could use some patching up, even as you keep on fighting.But why do you need "patching up", if they're not being impeded in their performance? In my experience, the actual play of hit points and healing is all about making sure no one drops below zero; but how do the PCs know that any given PC i...
  • 12:55 AM - Ratskinner quoted Lanefan in post An Army in the Dungeon
    And part of that came from the top: Dragon magazine authors were constantly floating trial balloons and suggesting new or different ways to do things, each of which would be adopted by some groups and not others until yes, almost everyone's game was different. True that. That's why I take it with a grain of salt when some old-timer talks about their gritty, Combat-as-war, "We rolled 3d6 straight down and we liked it!", "You modern kids are spoiled", "We were totally immersed-not like now when its all focused on the stats", "I know the one true way that Hit Points are supposed to work.", and "Get off my lawn!" game as if it was the only way that the game could be played back then. Pretty much, if you start a sentence with "AD&D was always played..." its guaranteed to be wrong for somebody. Heck, I'm not even sure anyone can play AD&D RAW anymore.

Saturday, 14th July, 2018

  • 10:29 PM - Emerikol quoted Lanefan in post A discussion of metagame concepts in game design
    When I played/ran games using pre-mem I saw it just about every time casters did their prep while in the field. Players would use info they had as players (e.g. knowing the DM's preferred monsters, seeing the module cover, etc.). But, this is to me a minor issue compared to this: with pre-mem a caster is often stuck with spells she can't use and a party is often stuck because the spell they need to continue wasn't memorized. It's these things that eventually led me to drop pre-mem entirely. Oh that would be very bad news in my campaign. As a DM, not being predictable comes with the territory. As a DM, not divulging any information that is not character information also comes with the territory. So perhaps this is an issue for some groups and not other groups. Mine doesn't have this problem.
  • 01:39 PM - Manbearcat quoted Lanefan in post A discussion of metagame concepts in game design
    ...ource of the damage? For example, is a harm save vs. a dagger blow easier than a harm save vs. a greatsword blow or a hit from a giant's club? If yes to the above, do the saving throws get progressively more difficult with each success unitl one fails, then get reset? (this to allow for a 'death by a thousand cuts' narrative) Where is 'unconscious' as a condition? Could it be a modifier to the save against harm 4 - if you roll within +/-3 of the DC or cutoff point you're unconscious instead of dead, maybe; and if left untended you'll later (maybe minutes, maybe hours, whenever) get another save, where you either wake up (and live), remain unconscious (and repeat this process later), or die? How does magical healing or curing work with any of this? Panic-ridden, Confused, and Demoralized are all conditions that can be inflicted by spell (in 1e D&D: Cause Fear, Confusion, and Emotion respectively) - what's the interaction here? Do these spells now just tick a harm box? Lanefan I don’t want to dig down too deeply into the rest of the hacking required, because I was trying to solicit solely the visceral reaction from Emerikol . I’m inthe same camp as Ratskinner ; the reaction to one type of mechanics or information organization versus another is primarily because of familiarity or the internalization of a set of stuff into a mental framework that you’ve settled into permanently. So what is the visceral reaction to a set of mechanics which are low mental overhead, much more internally consistent than HPs when modeling biological interactions...yet unfamiliar. But just a brief foray into your question: 1) No, these are not my own ideas (we can discuss the source later). 2) All you would have to do is: a) sub out current HP and condition mechanics and interactions for Harm levels (eg give Mooks no Harm box- everything is Harm 4, make a level one spell that inflicts x condition do y Harm). This would include deriving present system maths:Harm and...
  • 09:05 AM - Shasarak quoted Lanefan in post A discussion of metagame concepts in game design
    When it's organic like this was, perhaps. When it's done as part of a 1-20 plan-out as adip to gain some bennies without much if any in-character reason attached, then yeah, it's pretty meta. That is pretty much the Stormwind Fallacy though. What you think is meta I could explain with a perfectly logical in-game reasoning. It would be even better if you could work with the DM to explain what was happening and on the other hand you can not rely on the DM supporting your 20 level character plan so sometimes it is just better to just do it without a big fanfare. In 1e as written, you are correct. In the 1e variant I'm used to, he could have done it but it would have taken him a half-year or more of training to boot up the Cleric side, as it wasn't something he'd planned right from day 1. Lan-"Bjarnni has never had this much media coverage before"-efan I used to follow that train of thought but came to the conclusion that a) if you enforced a half year training montage then ef...
  • 08:45 AM - Shasarak quoted Lanefan in post A discussion of metagame concepts in game design
    Though I'm just one example, that's not at all how it worked for my R-C. That example is how a mulitclass Cleric/Ranger works in ADnD. You get a fixed planned progression with no choices on which class you level up in. My original intent with him was that he'd be a Ranger all the way: I was trying to see if 3e would let me have the heavy tank-style Ranger I so loved in 1e. He was about 7 levels into his career before any thought of religion or Clericism came along, and once he got his 8th some things happened in-game that strongly pointed toward his becoming a Cleric. (and to a deity of oceans at that; for some reason random chance just over and over again kept pushing him toward marine stuff - wasn't my idea) :) But it was a fine example of organic growth of a character in a direction initially unforeseen by its player. I didn't do, and quite dislike the concept of, the 1-20 plan-out before starting out with him or any of my other 3e PCs. Lanefan Your example is exactly why I believe that multiclassing in 3e is less metagamy then in ADnD. Your Ranger could never do that in ADnD unless he happened to be Human with exceptional Wisdom and even then you would have finished as a Cleric that had no Ranger abilities.
  • 08:37 AM - 5ekyu quoted Lanefan in post A discussion of metagame concepts in game design
    No, it's more key to me the player. Me the DM doesn't care as much, other than I know my players are as frustrated as I would be were I in that situation. True. I just took a bigger hammer to the problem: bye-bye pre-mem. :) And so far it's worked out not too badly - the main thing I need to tweak is how many slots they get at what levels, but nothing major. (for added info: we took all Clerics off pre-mem 30+ years ago; the new development for us is taking it off all Mages as well) Of course, sometimes they don't have the required spell available at all (a chasm to cross and the wizard never learned Fly); and then they do have to get creative...or skip that bit of the adventure.I dont see the issues here... But thats ok they dont have to. I see "we need to cross or..." as an opportunity for preppie caster to be able to shine with "if we wait til,morning, i can use fly and we get across" if he doesnt have rhe spell prepped but has a large array of spells. That greatly contrasts their ...
  • 04:40 AM - 5ekyu quoted Lanefan in post A discussion of metagame concepts in game design
    When I played/ran games using pre-mem I saw it just about every time casters did their prep while in the field. Players would use info they had as players (e.g. knowing the DM's preferred monsters, seeing the module cover, etc.). But, this is to me a minor issue compared to this: with pre-mem a caster is often stuck with spells she can't use and a party is often stuck because the spell they need to continue wasn't memorized. It's these things that eventually led me to drop pre-mem entirely.I have not seen as i recall players in games i played in or gmed every saying anything like "this gm likes abc so...". They sure might say "these show signs of..." Or "we keep encountering" or "the travelkers we passed said they heard..." etc etc etc. As for both that and the wrong spells ready, if its key to you the gm that they move quickly past whatever is blocking their progress, the most obvious ways to deal with that are them getting info along the way that lets them know (we came thru there yester...

Friday, 13th July, 2018

  • 11:19 PM - Shasarak quoted Lanefan in post A discussion of metagame concepts in game design
    I wasn't really trying to say that, but yeah - xp are a necessary-evil form of meta. I'm more trying to argue that it's a higher degree of meta to assign the xp to a specific class after gaining a level (a la 3e) than it is to be assigning them to said class while working toward said level (a la 1e-2e). I dont see it as any more or less meta. Infact I had a discussion with Kobold Boots regarding planning out 20 levels of your character progression in advance, is that not what a multiclass Cleric/Ranger has done? It effectively does not matter what they do to earn their XP because you know that you are going to level up in Cleric first irregardless of how much Rangering that you have done. And then you have an adventure where you are Clericing your heart out and get enough XP to level up in Ranger.
  • 09:32 PM - Maxperson quoted Lanefan in post A discussion of metagame concepts in game design
    Agreed, but some baked-in meta elements kinda just come with the territory. This is one. Hit points, in many ways, are another. As are experience points and levels. A few things you kinda just have to accept. I don't agree about vancian casting itself, though. It's entirely in character.
  • 07:22 PM - 5ekyu quoted Lanefan in post A discussion of metagame concepts in game design
    Vancian pre-memorization isn't really meta in and of itself; one can if one wants quite easily justify it within a setting as being how magic functions - you have to prepare the spells now that you're going to unleash later. But it almost inevitably becomes meta very quickly, as players try to guess what's coming up that day using information their caster character doesn't have. On the flip side, there's the inevitable annoyance (both in-character and meta) when you get to a spot that needs a particular spell to continue and nobody memorized it, so the party grinds to a halt for the day. I don't mind Vancian slots - way better than spell points, and I've used both - but I've come to detest Vancian pre-memorization in any form.Inevitable use of info the character doesnt have to prepare spells? Please provide examples? I certainly have not seen this occur at all often enough to classify itcas inevitable. What info the character doesnt have are they using to pick/guess?
  • 07:09 PM - Aldarc quoted Lanefan in post A discussion of metagame concepts in game design
    Vancian pre-memorization isn't really meta in and of itself; one can if one wants quite easily justify it within a setting as being how magic functions - you have to prepare the spells now that you're going to unleash later.Part of the issue is that the entire vancian magic system works in the meta economy of spell slots and levels where you can cast X number of times per day. I don't mind Vancian slots - way better than spell points, and I've used both - but I've come to detest Vancian pre-memorization in any form.I usually prefer magic as "skill" rolls/checks (e.g., Blue Rose, True20). Keep casting until you fatigue yourself. This would also be fantastic for a fail-forward or success-with-a-cost subsystem. So the caster could "fail" the ability check for the casting roll, but then force themselves to cast it no matter the cost to themselves because of its necessity to the mission. How is it metagame for the PC wizard to say to his companions, "We are about to set foot into the Moun...
  • 01:51 PM - Maxperson quoted Lanefan in post A discussion of metagame concepts in game design
    But it almost inevitably becomes meta very quickly, as players try to guess what's coming up that day using information their caster character doesn't have. Right. It would be metagaming if the player in my example above had said, "The DM likes to hit us with invisible creatures in the mountains. I'm also going to memorize see invisibility." Vancian casting itself is not metagaming, but how you use it can be." On the flip side, there's the inevitable annoyance (both in-character and meta) when you get to a spot that needs a particular spell to continue and nobody memorized it, so the party grinds to a halt for the day.Been there! More times than I can count.


0 Badges

Lanefan's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites