View Profile: Henrix - Morrus' Unofficial Tabletop RPG News
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November 29, 1967 (50)
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Gothenburg, Sweden
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Investigating Tales From The Loop Sunday, 7th May, 2017 09:45 AM

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Saturday, 17th November, 2018 12:42 AM
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Wednesday, 5th November, 2014

  • 11:35 PM - pemerton mentioned Henrix in post I Am SO Over The "Rootless Vagabond" Archetype
    ...ze Midget is looking for something less Conan-esque and more LotR-ish, but maybe I misread. Not only are the players basically playing ciphers, but, even when ties to the game world are dangled in front of them, with lots of carrot, they still don't bite and go back to being Fytor the Fighter. Getting players to buy into a setting and getting them to actually care about the setting can be very, very difficult. <snip> It just can be so frustrating for the DM who is trying to cement the characters into the setting and they aren't having any of it. It would be frustrating for me also as a DM if none of the PCs bit on any of the setting-rich bait I was laying out, and preferred to remain rootless.Well, part of the issue here is that the GM's setting is often less fascinating to people who aren't the GM! I think the best solution here is to let the players author the relevant parts of the setting, with the GM then incorporating the things the players care about. This is what Henrix was talking about upthread. A little story. <snip nice actual play example? now I am scrambling to retrofit my character with a back story and goals. So, what changed? Why did I create a rootless vagabond at first, and now I'm writing up a back story? Simple: Now, back story matters. <snip> in a sandbox campaign, your character's decisions make a difference. If you want to pursue your nemesis across the earth instead of diving into the dungeon of the week, that's what you do. If you don't have goals, you're going to either sit around doing nothing, or tag boringly after the PCs who do have goals. To get players to invest in back story, you have to give them a reason to. <snip> It's only worth coming up with goals if you have the freedom to pursue them.I don't think a sandbox is the only way to make player/PC goals and backstory matter, but I agree absolutely that they are pointless if the players aren't going to be free to act on them, in a way that actually...

Tuesday, 4th November, 2014


Wednesday, 8th October, 2014

  • 11:06 PM - Selkirk mentioned Henrix in post fifth edition release schedule ... cart before the horse?
    @Henrix why would you pay 30 bucks for hoard? this is a very good question . the decision to go hardcover alone was a bad one (increases the cost and adds little to no value) and also sets a terrible precedent...modules now cost 30 bucks apiece? ouch ^^;... @am181d why not do something unprecedented? i mean this is a reinvention/reinvigoration of the game and playerbase...why roll out content like you would have 30 years ago? and honestly is asking for more than one module just something so 'out there' that it's undoable? now wolfgang and kobold will undoubtedly stress how 'hard' it is to make a module-a lot of this is self serving...justifies the incredibly slow pace and also insulates against criticism. but if this were true...contract out to other studios (have like 5 going) and also frankly even tho it is 'difficult' to make a module-that's sort of what they do for a living! i mean is this really an excuse-my job is tough? everybody has tough jobs :D. and as i've pointed out repeated...

Tuesday, 7th October, 2014

  • 10:31 PM - Selkirk mentioned Henrix in post fifth edition release schedule ... cart before the horse?
    @Henrix and i agree... i mean i think homebrew can work and work very well (and it doesn't have to work in a traditional sense for it too 'work' -if that makes sense :D). but it just isn't my cup of tea (errr...ale :cool:) at this point with 5e. and again on mines (which i have played and really like-and which has gotten better reviews than hoard)...why would i pay 20 bucks for starter set just to get mines?

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Sunday, 7th May, 2017

  • 12:25 PM - Charles Dunwoody quoted Henrix in post Investigating Tales From The Loop
    And don't miss Stålenhag's wondrous art books that started it. Tales from the Loop and Things from the Flood. (Also from Fria Ligan/Free League.) They are very enticing and inspiring, visually naturally, but also the stories. I agree. That art is found throughout the RPG. Having more of his art would add to your campaign.

Wednesday, 25th November, 2015

  • 06:33 AM - ad_hoc quoted Henrix in post The Art of the Secret Door
    One is the tricky, secret, ones that require thought and clues, important for the scenario. Others that are really much simpler - say a hidden panel where some more treasure is hidden. I would do the opposite. The ones important to the story are obvious. They are there mostly to add immersion and something to the story. The tricky ones that the players might miss have some extra treasure.

Saturday, 18th April, 2015


Friday, 17th April, 2015

  • 12:19 PM - aramis erak quoted Henrix in post Darksun Bow alternative materia
    Good luck with that. I challenge you to go out into a random desert and make yourself enough large bits of high quality glass to make weapons. And what do you use as fuel? Can I take some kerosene? Actually, all I really need is to make (1) charcoal, (2) a forced draught furnace, and (3) a crucible. Crucible steel needs about 1510°C, and can be done with medieval tech. Uses charcoal and a billows, in a clay furnace. Silica melts at about 1600°C. Given some wood (available on Dark Sun), and a damp spot (hard to find but still doable), I can make charcoal. Charcoal can be burned to generate up to 2700°C. So, yeah, the raw materials are present. Doping it for effect is harder, but doable. And that's without magic. With magic, just summon an elemental for the fire.

Thursday, 16th April, 2015

  • 06:40 PM - ehren37 quoted Henrix in post Darksun Bow alternative materia
    And what do you use as fuel? Dung. http://en.wikipedia.org/wiki/Dry_animal_dung_fuel
  • 06:19 PM - Tony Vargas quoted Henrix in post Darksun Bow alternative materia
    Good luck with that. I challenge you to go out into a random desert Already lived in California... and make yourself enough large bits of high quality glass to make weapons. And what do you use as fuel? In Dark Sun, presumably, psionics. Or that bizarre 'air lens' spell. But, yeah, if you start thinking about Dark Sun too hard it does seem like nothing should be able to live there. Why would obsidian have a penaly obsidian is crazy sharp Obsidian is also very brittle. In the D&D paradigm, a comparatively soft or brittle weapon would have a harder time 'hitting' due to armor - where a steel dagger might punch through armor, an obsidian dagger might shatter, for instance. No reason it shouldn't do full damage, when it does 'hit,' though. And, of course, shattering is worse than just a 'missing.'

Saturday, 11th April, 2015


Monday, 23rd March, 2015

  • 01:38 PM - Morrus quoted Henrix in post I defended the walls
    But I missed the boat for my badge :( Posting here as per the latest update! So did I. Me too! Great! I'l hang on till we've got a bunch of folks, then do you all in one fell swoop! A *fell* swoop, mind. Me too! :) With my staunch comrades in arms I helped to hold the walls. Which is a long winded way to say 'me too'. And me! Me too, it was a really busy time. Badge me please! Ben Just adding my name to the list. I missed the window as well. Also defended the walls. Me too! I missed the deadline as well!! Joining the list! (I thought I had done the process to get the badge, but I guess memory is betraying me.) Cheers! I missed the Badge aswell Everybody in this thread should now be able to find the badge in their Inventory. http://www.enworld.org/forum/vbshop.php?do=inventory You'll need to check the box to have it display on your profile!

Friday, 13th February, 2015

  • 01:04 PM - nerfherder quoted Henrix in post First Ever GAMES WORKSHOP Store Is Being Demolished
    I thought they left it sometime in the mid 80's (when they changed the address in White Dwarf), or I would have been there at least a few more times. IIRC, they had a place somewhere else in London first, then moved to 1 Dalling Road in Hammersmith (which is the shop in the article). I worked in Hammersmith till 1990 or '91, and I could have sworn that it was still there when I left London.

Friday, 6th February, 2015


Wednesday, 14th January, 2015

  • 12:51 AM - aramis erak quoted Henrix in post Rethinking Attributes
    Why six scores? It sort of seems to be a good compromise - many games have reached about the same conclusion*. And it has a long tradition - just like other bits and pieces that are often considered silly, but work well in the game, like HP, AC and levels. * I don't think there are many games with more than six stats in print today. Hero System have a lot, but most of them are just derived from the basic stats. GURPS has four. FATE none. In the 80's many games had a slew of stats. Actually, Hero has 8 primary - bought directly, no figuring - in editions 1-5. In 6th ed, all 14 are bought directly; there are no figured atts in Hero 6th. A lot of games go to 8 stats. Of the most major: Star Frontiers, Hero. 9's a bit unusual, but used in several major lines: everything by White Wolf (Vampire, etc), the 40K line by Fantasy Flight And 10 is Rolemaster. Many more "modern" designs are running 3-4 attributes, not 6. Firefly, One Ring, GURPS, TriStat.

Tuesday, 13th January, 2015

  • 08:58 PM - chriton227 quoted Henrix in post Rethinking Attributes
    * I don't think there are many games with more than six stats in print today. Hero System have a lot, but most of them are just derived from the basic stats. GURPS has four. FATE none. In the 80's many games had a slew of stats. This is a complete tangent, but in Hero System 6e (the latest version), they converted the derived characteristics to regular purchased characteristics, so now your Con has no bearing on your Stun and your Dex has no bearing on your OCV or DCV. So as a result characters have a truckload of effectively basic characteristics (22 listed in the characteristics portion of the character sheet). Personally I preferred the derived characteristics, but with the option of purchasing improvements (or penalties) to those derived values where it makes sense for the character.

Monday, 12th January, 2015


Sunday, 11th January, 2015

  • 07:21 AM - Celtavian quoted Henrix in post Blindsight Discussion: What Crawford tweeted
    You are assuming that blindsight is a single thing. A shark, a bat, and a grell use different senses as their blindsight. Smell, echolocation and sensitivity to electrical fields have different subtle advantages and drawbacks - blocking one does not necessarily block the others. They would all need their own separate rules, leading to immense rules bloat - or good judgement. I find that much more realistic. Blindsight is a single thing. Nothing in the description of the individual creatures changes what Blindsight is or does. That is not to say you as a DM can't add your own rules if you feel you understand how the Blindsight works from a comparative creature standpoint, but the ability itself offers no further explanation as to how it functions than the base rule. That is to say by the rules it is "a single thing."

Saturday, 10th January, 2015

  • 05:25 PM - Minigiant quoted Henrix in post Blindsight Discussion: What Crawford tweeted
    You are assuming that blindsight is a single thing. A shark, a bat, and a grell use different senses as their blindsight. Smell, echolocation and sensitivity to electrical fields have different subtle advantages and drawbacks - blocking one does not necessarily block the others. They would all need their own separate rules, leading to immense rules bloat - or good judgement. I find that much more realistic. Exactly. "Normal "Cover in D&D is visual To hide within a bat's blindsight, you need auditory cover. To hide within a grimlock's blindsight, you need auditory cover and olfactory cover. To hide from a dragon or a high level ranger, you need auditory cover, olfactory cover, and visual cover.
  • 03:37 PM - catenwolde quoted Henrix in post I believe the Greyhawk Campaign setting was a missed opportunity for Wizards of the Coast.
    Kids and their newfangled Greyhawk - everybody knows that Mystara is where the real action is! ;) Newfangled? You jest, certainly? Okay, sure, Greyhawk is technically older than anything else, being Gygax's world ... but in MY world of D&D, Greyhawk remained something rather remote that was used as official background for spells and magic items, while Mystara was introduced in 1980 (my freshman year of high school) with The Isle of Dread. I never even knew about the original 1980 Greyhawk portfolio until much later, and the 1984 Greyhawk boxed set was something that my brother bought when I went off to university. Perhaps because Mystara was left less defined (until the GAZ's) during those crucial years in the 80's, or perhaps because it became so associated with Basic D&D, I've always thought that Mystara felt older than the later, more polished presentation of Greyhawk. <shrug>

Thursday, 1st January, 2015

  • 12:51 AM - FormerlyHemlock quoted Henrix in post Most common saving throws?
    Yeah, getting proficiency in Cha or Int saves for your class basically means you only get one good save. :/ I'm not so sure about that. Cha protects you against curses and Magic Jar, Int protects you against Intellect Devourers, illusions, and Mind Flayer mind blasts. Either one is arguably as good as Str saves, which mostly protect you against getting knocked prone. Con/Wis are obviously the top-tier saves, though.

Tuesday, 30th December, 2014

  • 08:08 PM - Sacrosanct quoted Henrix in post Magic Initiate feat spell + Warlock spell slot?
    I can't see how a spellcaster learning another level one spell at the cost of a feat could be too powerful. . It's because you're almost getting the benefit of a multiclass level dip without having to do so. If you are a warlock, you can get a cure wounds spell for example, and cast it at your current level in the higher slot without needing to actually spend the level dip to do so. I can see where that might cause problems.
  • 04:51 AM - Stormonu quoted Henrix in post Which of these would you like to see in 2015 from WotC?
    I have to disagree there. Many of the issues at the end were excellent, with lots of world material. It was mostly greyhawk stuff, but usable for anyone. The Demonomicon of Igglw, the writeups about the different gods and their worship, geographical backdrops (mainly for the APs). Good stuff. Are we talking the last year of print or digital? I'd had a subscription since #105, but let it slide just before they went out of print (I think my last was maybe #336?), I know I missed at least some of the last year because it'd just gotten so banal. I remember #356's cover, but I think my subscription had lapsed by then. Just curious if I'd missed a "revival" of the magazine. Dungeon, on the other hand, I kept up with until the end - and even collected some of the PDF only versions. Also, by the by, isn't Kobold Quarterly now out of print as well?

Wednesday, 10th December, 2014

  • 11:35 PM - TheMadGent quoted Henrix in post What to do with ball bearings?
    (Still does not answer who manufactures all those ball bearings, and why, and how at such an incredibly low cost.) Ball bearings proper don't really appear until the industrial age, I don't know how much technology would be necessary to make them. Stone and glass marbles go back well into antiquity, though. I also imagine that you could easily make metal balls out of cast lead, but I don't know how smooth you could get them.


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