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  • EvilDwarf's Avatar
    Sunday, 13th May, 2018, 10:24 PM
    I really like this turn of phrase. It's much better than roll playing vs. role playing. Thanks for the post!
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  • EvilDwarf's Avatar
    Sunday, 13th May, 2018, 08:50 PM
    EvilDwarf started a thread Making Race Matter
    So, I've come to a friendly environment to raise a question that's been bugging me for a while, and now that I'm working up a new adventure to DM for our group, the question is at the fore of my mind. Mainly, just what the subject line says: how do I make racial choices matter for my players and in the game? First a bit about my group's tendency: we choose our character race based on stat...
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About EvilDwarf

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November 24, 1957 (60)
About EvilDwarf
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Huntington, WV

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Wednesday, 1st March, 2017

  • 07:33 PM - Rich Baker mentioned EvilDwarf in post Take Your First Look At The Upcoming ALTERNITY RPG!
    EvilDwarf -- No worries. I'm happy to see folks engaged. Part of being a designer is learning that you won't please everybody all of the time. I *think* the mechanic's a little more fun and spontaneous than the DCs of the 3e-era games, but as they say, YMMV. I appreciate folks willing to take a look and make an informed decision! Interesting thing about our mechanic: Essentially it's d20 with a DC of 20 for everything you do and the ability to score excellent or stellar success by hitting DC 25 or DC 30 on a check.

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Monday, 14th May, 2018

  • 12:12 PM - Li Shenron quoted EvilDwarf in post Making Race Matter
    First a bit about my group's tendency: we choose our character race based on stat boosts and whatever ability the race might grant. After that, race hardly matters at all. And, I'm trying to think of ways to make it matter. I am not sure about whether your group tendency is because they like playing that way, or because they think they have to. I am going to assume that you and your group are together with the idea of making race matters more. But if they like exploiting racial benefits, then you're going to have to offer more of them, while if they don't necessarily like it, you can make races matter more only in terms of story and narrative. Classes seem to get all the love, but what mechanics aside from a few racial feats that don't really "distinguish" characters IMO does race get in the game? Classes get more love because a class defines the functional role of the character within the adventuring group. Then, both a class and a race (and a background) can deliver the narrative...

Wednesday, 27th September, 2017

  • 10:15 AM - pemerton quoted EvilDwarf in post Power Creep
    I've said for years--well, at least to my gaming group--that level increases are an illusion. My AC increases, Monster BAB increases. My BAB increases, Monster AC increases. My skill levels increase, DCs increase. It's all a wash. In literature or shows, power creep refers to the fact that our protagonists keep getting stronger and stronger until they reach levels of fantastidiculous while their enemies miraculously keep up at their pace.Are we talking about changing the power level in the fiction, or about changing the way the game plays at the table, in the real world? The first seems to be mostly a matter of taste - 4e, for instance, is expressly predicated on a Hero/Paragon/Epic tier approach to the fiction, so that PCs begin the game fighting goblins and kobolds, and finish it fighting demon princes, Tiamat, etc. You can do this without even changing the mechanics, just by changing the story elements from time to time. The second is a matter of design. In 4e, for instance, PCs incre...

Tuesday, 26th September, 2017

  • 04:57 PM - Ilbranteloth quoted EvilDwarf in post Power Creep
    I've said for years--well, at least to my gaming group--that level increases are an illusion. My AC increases, Monster BAB increases. My BAB increases, Monster AC increases. My skill levels increase, DCs increase. It's all a wash. I've also wondered for years what a game would be like in which you entered a game world as a more or less static character, but the game world contained low "level" and high "level" Monsters. Say, maybe you'd enter the world at the equivalent of 5th level D&D, so there would be orcs and goblins, but also liches and ancient dragons. Then the action would shift. Need to kill that high "level" ancient dragon that's awakened? Search for some lore, and/or search the sky-high Towers of the Dragon Riders for the weapon you need. I think it would be interesting to see how such a shift might encourage planning and strategy and adventuring to survive in such a world. Progress would be measured in something other than Levels. It might be measured in an Arrow of Dragon Slaying,...
  • 10:50 AM - Lylandra quoted EvilDwarf in post Power Creep
    Well, I'm not a WoW player, but iirc, you're wrong about WoW having 'false leveling'. The game's divided into 'zones' meant for different level ranges. But there's nothing preventing you from visiting zones that aren't appropriate for your level. If your character is level 50 and you enter a zone intended for level 10, all monsters will appear 'grey' to you, indicating you won't get any xp for killing them. If you enter a level 80 zone, all monsters will appear 'purple' to you, indicating the monsters are extremely likely to kill you without taking a sweat. This isn't much different from your typical D&D (sandbox) game: The areas around the PCs home base will usually be populated by low-level threats, and the farther you travel into the wild, the tougher they get. For 'epic' level threats you journey into the outer planes. I can give you a bit insight on this. You are basically right. This is how zoning works and it feels usually like progress. Sometimes you could even see a dragon from a nearb...
  • 09:29 AM - Saelorn quoted EvilDwarf in post Power Creep
    I've said for years--well, at least to my gaming group--that level increases are an illusion. My AC increases, Monster BAB increases. My BAB increases, Monster AC increases. My skill levels increase, DCs increase. It's all a wash.That doesn't sound right. The stats on a goblin, ogre, or dragon aren't supposed to change as the PCs get stronger. If an ogre presents a tough challenge when you're level three, it doesn't stay a tough challenge when you're level five; it gets way easier, because your numbers go up while their numbers stay the same. Or what, do you just stop fighting level 4 green ogres and start fighting level 6 red ogres?

Monday, 25th September, 2017

  • 11:24 PM - Razjah quoted EvilDwarf in post Power Creep
    I've said for years--well, at least to my gaming group--that level increases are an illusion. My AC increases, Monster BAB increases. My BAB increases, Monster AC increases. My skill levels increase, DCs increase. It's all a wash. I've also wondered for years what a game would be like in which you entered a game world as a more or less static character, but the game world contained low "level" and high "level" Monsters. Say, maybe you'd enter the world at the equivalent of 5th level D&D, so there would be orcs and goblins, but also liches and ancient dragons. Then the action would shift. Need to kill that high "level" ancient dragon that's awakened? Search for some lore, and/or search the sky-high Towers of the Dragon Riders for the weapon you need. I think it would be interesting to see how such a shift might encourage planning and strategy and adventuring to survive in such a world. Progress would be measured in something other than Levels. It might be measured in an Arrow of Dragon Slayin...

Saturday, 2nd September, 2017


Saturday, 11th March, 2017

  • 07:16 PM - satbunny quoted EvilDwarf in post Take Your First Look At The Upcoming ALTERNITY RPG!
    You're right in that I've never actually read a designer say they took inspiration from the Alternity mechanic, but it's obvious that it's one of if not THE first to take into account the difficulty of the task, and adjust the "target" accordingly. Accept, it adjusts the target through the dice steps instead of adjusting the "AC" (DC) of the task. You can see the 2E holdover in the "roll low," but the mechanic that introduces the idea of difficulty seems definitely a basis for the idea of Difficulty Class, only cleaned up. After we finally saw the 3E mechanic, about a year later I happened across Alternity, and smacked my head at both how obvious the connection, how simple the next step was, but also seeing the genius in the D20 simplicity--something that the arguably clunky Step Dice System didn't include. Although, like I said, that was pretty genius at the time, too. Megatraveller, DGP Posted by C4-D4RS on the MetroLiberal HoloNet

Wednesday, 1st March, 2017

  • 07:29 PM - Morrus quoted EvilDwarf in post Take Your First Look At The Upcoming ALTERNITY RPG!
    but the mechanic that introduces the idea of difficulty seems definitely a basis for the idea of Difficulty Class, only cleaned up. I'd have thought Armor Class was the basis of the idea for Difficulty Class.
  • 06:12 PM - Reynard quoted EvilDwarf in post Take Your First Look At The Upcoming ALTERNITY RPG!
    Well, I was VERY excited when I heard about Alternity's return, but I have to say my heart sank when I read "Security -d4" and "-2 steps on attack rolls." Alternity's original system was genius -at that time- and an obvious precursor to the d20/Difficulty Class system we have now. But, it was a precursor system that was, like I said, a brilliant flash of insight at the time, but has now been refined into a lean and mean resolution system. I'm disappointed that this precursor mechanic is coming back. So, if the legacy mechanic is intact, what's so new? Will it be "roll high is good?" Is that the revision to the new game mechanic? Inverting Alternity's original tables? I have never understood the assertion that Alternity was the bones on which the d20 system was built. There really isn't a lot of evidence for that. For more influence came from various Skills and Options 2E stuff, I think.

Monday, 31st October, 2016


Sunday, 18th August, 2013

  • 08:26 AM - Evil_Scoff quoted EvilDwarf in post Questions around Icons
    I'm prepping to DM our first session of 13th Age, and we're loving creating the characters, the rules we're reading, etc. But the Icons are giving me fits, lol. . I'm in the same boat struggling to get my head round them, i'm really hoping for a eureka moment! from what i understand the method of delivery can vary dramatically, the book suggests things like flashbacks, premonitions, magical sending spells and even magical spirits. What i'm trying to do is not make every interaction so obvious, i think it will get over used (and confusing) if every session some dream happens or spirit turns up (especially if they are in the middle of a dungeon), I don't want it to detract from everything else going off, and its this integration I'm struggling with

Friday, 3rd May, 2013

  • 09:30 PM - VinylTap quoted EvilDwarf in post ,Q&A: New Skill system, Skill dice, and profiencies (May 2)
    We already have skills bonuses--they're called ability modifiers. And if in the basic game you choose to increase ability scores instead of gaining feats, your skill bonuses are going up, too. With balancing the ability option with feats, as well as some people just preferring a separation between the two pillars (exploration and combat), its not a completely surprising direction.

Monday, 22nd April, 2013

  • 06:09 PM - Szatany quoted EvilDwarf in post L&L: Mike Lays It All Out
    So, I'm unsure how the +1 Ability Score substitute for Feats will work within the concept of Bound Accuracy. Will there be an upward limit on how high I can push my Ability Scores? Will the bonuses start to slow down, something like 18-19 +4, 20-23 +5, 24-29 +6? Or will there be a limit on Scores, like, No Score may be increased above 23--add your +1 to another Score? There's a limit on ability scores, there has been since the first (or second) playtest. No ability score can go above 20.

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