View Profile: MichaelSomething - Morrus' Unofficial Tabletop RPG News
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About MichaelSomething

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Date of Birth
August 31, 1983 (35)
About MichaelSomething
Introduction:
"That's very creative; NEVER DO IT AGAIN!" A DM's opinion on my roleplaying.
Location:
Chester County, Pennsylvania
Sex:
Male
Age Group:
25-30
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Details of games currently playing and games being sought.

Town:
West Chester
State:
Pennsylvania
Country:
USA

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Help balancing solo encounters for a party of six Friday, 2nd November, 2018 08:22 AM

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My Game Details
Town:
West Chester
State:
Pennsylvania
Country:
USA

Friday, 2nd November, 2018


Thursday, 1st November, 2018


Wednesday, 17th October, 2018


Thursday, 7th June, 2018

  • 02:59 AM - AbdulAlhazred mentioned MichaelSomething in post Towards a Story Now 4e
    MichaelSomething Yeah, I have looked at what LostSoul did. We have slightly different approaches, but I guess a similar agenda. I have gone a lot further in terms of 'hacking'. There is also a '4e Clone' that is brewing in the D20 forums of rpg.net. I think it is virtually finished now. Its a bit different in concept (full numerical compatibility with 4e but just providing a sort of 'core platform' which you could use to build fully realized games on). HoML is a game, draws a lot of inspiration from 4e, and is close enough rules-wise to be considered a 'd20 variant' (I would publish it using the OGL for instance as most of the terminology and such is drawn from D&D canon). Anyway: Some additional text. Let me know if these chunks are too big or too small, I can go either way with it. Legendary Heroes: Rules for Character Generation and Advancement Introduction Legendary Heroes provides the core rules used by players in HoML to create player characters and the definitions of their powe...

Sunday, 18th March, 2018

  • 09:47 AM - Shasarak mentioned MichaelSomething in post Pathfinder 2E's New Death & Dying Rules; More on Resonance
    ... you; training rules were in the DMG, but mostly ignored. In AD&D, multi-classing was something you did before the campaign started, and dual-classing was something that humans could do between adventures. Going from fighter to wizard required you to have Intelligence 17, again because you need extraordinary mental aptitude in order to learn a new class so quickly. (You also needed Strength 15, in order to maintain your fighter level while you worked on your wizardry.) The idea that you could just pick up a level of wizard, and it was no big deal, was something born out of laziness in third edition, by players who didn't actually care about how the world was supposed to work. Fourth edition made it worse, with its easy retraining rules, but fourth edition never even pretended to care about how the world worked. In Pathfinder you go up a level as soon as you have enough XP to do so. Actually since 2e really unless you were using the optional training rules. It sounds like MichaelSomething really gets it.

Tuesday, 11th July, 2017

  • 08:52 AM - shoak1 mentioned MichaelSomething in post Resting and the frikkin' Elephant in the Room
    ... than doing it beforehand. . . . [T]he player is a passive receptor, with little control over what happens. . . Gary Gygax has made it clear that D&D is a wargame, though the majority of players do not use it as such. . . The referee [in a skill campaign] must think of himself as a friendly computer with discretion. Referee interference in the game must be reduced as much as possible . . . Effectively, this means that the referee should not make up anything important after an adventure has begun. He should only operate monsters encountered according to logic and, where necessary, dice rolls. . . . Occasionally an adventure will be dull, because players take the wrong turns or check the wrong rooms, while others may be 'milk runs' because the players are lucky. Referees must resist the temptation to manipulate the players by changing the situation. Every time the referee manipulates the game on the basis of his omniscience, he reduces the element of skill. . . lol love that quote @MichaelSomething. It really articulates the difference between myself and so many of the DMs in these forums. While I don't view D and D as a wargame, I do see it as a tactical game - and can remember (fondly :) a time when the escapist roleplayers weren't so dominant as they are now (and so quick to jump all over anyone with a differing view of what D and D is).

Thursday, 8th June, 2017

  • 04:20 PM - LordEntrails mentioned MichaelSomething in post The Comprehensive Game Convention List
    Are these dates for 2018? I didn't put those in, I'm guessing @MichaelSomething or danir did. I was trying to put the weekend (first, third, etc) type in rather than numerics since they change from year to year. I was also planning on putting a link to other lists of Cons at the bottom. At least such would be welcome. For instance, wikipedia has a list of cons, but it appears to have last been updated in 2013...

Wednesday, 10th May, 2017


Wednesday, 15th February, 2017

  • 03:01 AM - Chris633 mentioned MichaelSomething in post Help me build Urban Fantasy NYC
    ...be the predominant were-beasts in NYC. They'll also be the gate keepers for creatures of the night using the underground to travel the city during the day. I also just like the idea of the Queen being a professor at NYU. I like the idea of half-demons running Hell's Kitchen. They would also run many of the vices in the city. I like the idea of NYC sitting on a nexus of magical ley lines and thus drawing creatures of magic to the city. Not all humans can be in the dark. Some know what is going on. I feel like the mayor has to know and I am going to have a secret unit of Secret Service agents who also work to keep knowledge of the supernatural hidden (think Warehouse 13). I love the concept of Sorcerer Corporations down on Wall Street. Magic could soooo easily be used for personal gain and profit. I feel like I can also use fey to fill in lots of random and weird things in the city. Central Park! The possibilities are endless here. Thanks @NMBlockhead for the ideas there. MichaelSomething - That book looks awesome! Even if I don't use it for this, I LOVE detailed city books like that. It is now on my must buy list. Ralif Redhammer - St. Mark's and CBGB's! Brilliant. What is Mother? That's one I'm not familiar with. I'll blame it on being from NY.. lol..

Friday, 30th October, 2015

  • 09:13 PM - El Mahdi mentioned MichaelSomething in post Warlord Name Poll
    ...ekielRaiden; @Fedge123 ; @fendak ; @FireLance ; @Fishing_Minigame ; @Flamestrike ; @FLexor the Mighty! ; @Forged Fury ; @Fragsie ; @Fralex ; @FreeTheSlaves ; @froth ; @Gadget; @Galendril ; @GameOgre ; @Garthanos ; @Ghost Matter ; @Giltonio_Santos ; @Gimul; @GMforPowergamers ; @Gnashtooth ; @Green1 ; @GreenKarl ; @Greg K ; @GreyLord; @Grimmjow ; @Grydan ; @GX.Sigma ; @Halivar ; @HEEGZ ; @Hemlock ; @Henry ; @Herobizkit; @Hussar; @IchneumonWasp ; @I'm A Banana ; @Imaro ; @Iosue ; @Irennan ; @JackOfAllTirades; @jacktannery ; @jadrax ; @Jaelommiss ; @JamesTheLion ; @JamesonCourage ; @JasonZZ; @jayoungr ; @JediGamemaster ; @JeffB ; @Jester Canuck ; @jgsugden ; @jodyjohnson; @Joe Liker ; @JohnLynch ; @Johnny3D3D ; @KarinsDad ; @kerbarian ; @kerleth ; @Kinak; @KingsRule77 ; @Kirfalas ; @Kobold Stew ; @koga305 ; @Lanefan ; @Lanliss ; @Leatherhead; @Libramarian ; @Li Shenron ; @LuisCarlos17f ; @lowkey13 ; @Manbearcat ; @MarkB; @MechaPilot ; @Mecheon ; @mellored ; @Mephista ; @Mercule ; @MG.0 ; @MichaelSomething; @Miladoon ; @Minigiant ; @Mishihari Lord ; @Mistwell ; @MoogleEmpMog ; @Mon @MonkeezOnFire ; @MoonSong(Kaiilurker) ; @MostlyDm ; @Mouseferatu ; @MoutonRustique; @Nemesis Destiny ; @neobolts ; @Neonchameleon ; @Nifft ; @nightspaladin ; @nomotog; @n00bdragon ; @Obryn ; @Ohillion ; @oknazevad ; @Olgar Shiverstone ; @Orlax ; @Otterscrubber ; @Pandamonium87 ; @Paraxis ; @PaulO. ; @Pauln6 ; @Pauper ; @payn; @pemerton ; @peterka99 ;@ Pickles III ; @Pickles JG ; @pkt77242 ; @pming ; @pogre; @PopeYodaI ; @Prickly ; @procproc ; @Psikerlord ; @Psikerlord# ; @(Psi)SeveredHead; @Quickleaf ; @Raith5 ; @raleel ; @Ralif Redhammer ; @Raloc ; @Ranes ; @RangerWickett; @Ratskinner ; @redrick ; @Rejuvenator ; @Remathilis ; @Ristamar ; @RolenArcher; @Roland55 ; @RPG_Tweaker ; @Rune ; @Rygar ; @Sacrosanct ; @Saelorn ; @Saeviomagy; @sailor-Moon ; @SailorNash ; @Saplatt ; @Satyrn ; @Shades of Eternity ; @shadowmane; @sheadunne ; @Shasarak ; @shidaku ; @shintashi ; @Shiroiken ; @SigmaOne ; @sleypy; @sleypy01 ...

Friday, 19th December, 2014

  • 07:31 PM - pukunui mentioned MichaelSomething in post Help! I Have An Indecisive Player!
    I'm not suggesting you make her do anything, only give her some obvious options as a template to how to move forward when she gets indecisive.I was responding to MichaelSomething. Fascinating discussion. Glad to hear things are moving forward. Someone else mentioned anxiety, and I agree: your player has anxiety issues. I think your instinct to avoid an overt timer is correct. It's humiliating to have someone loudly count down from 10 to 1, and only exacerbates the problem. Spellcasters are hard. Casting a spell means you're not able to use that slot later. An anxiety-prone person could be overwhelmed by that decision. I'd encourage her to go with a rogue, fighter, or ranger (with Invocations instead of spells).She seems to like spellcasters, though. That being said, it looks like she's going to be making her new PC a rogue.

Monday, 3rd February, 2014

  • 07:07 AM - pemerton mentioned MichaelSomething in post Should game designers remain neutral when designing D&D?
    So it is just a permission thing, then.I don't think that's what was said. As I understood MichaelSomething, the point was that the designers know that some rules are tightly integrated with other parts of the game, and that others are not. And that it is helpful when they share this knowledge with their player base. My view is that WotC are very poor at doing this (and TSR also before them). I would contrast (say) 13th Age, where the book is full of commentary about why certain rules are how they are, and what the logic of those rules is. An example from 4e can illustrate the contrast between rules that are optional and rules that are not, for one tenable meaning of "optional": * If you eliminate from 4e its distinctive rest cycles - short rests and extended rests - you have a significant impact on the way the game's mechanics work, because you elide the distinction between encounter abilities and daily abilities that is built into the player-side resources. That impact may be good, bad or indifferent, but the impact is real. * If you change the time requirements for 4e's rest ...

Sunday, 28th July, 2013


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Friday, 19th October, 2018

  • 12:11 AM - 5ekyu quoted MichaelSomething in post My (Personal) Early Evaluation of the D&D 5thEd System – Wall of Text
    Good use of a chokepoint can nullify a numbers advantage. CR doesn't account for terrain or good tactical ability.Actually this is a key point - terrain is called out in the cr section as favorable circumstances. But a choke point against weaker forces works well.. However, what also works well... Tandem grapples. Intelligent foes like wights with numbers at a choke point against a hig AC target should help-grapple to get one advantaged grapple off and if successful drag the pally inside. It's not an attack roll sp PvE does not help. A key to "tactics" in this game (and other areas) is not powering thru the enemy strong suit but slipping around it. But from a planning perspective, hordes of one thing (or two) are never gonna be as good as a mixed bag. Consider what a grease spell or any small area AoE eould fo yo that choke point pally? Consider how Fog Cloud plus AoE spells would perhaps drive the pcs to step inside.

Tuesday, 16th October, 2018

  • 09:04 PM - Satyrn quoted MichaelSomething in post Mearls On D&D's Design Premises/Goals
    Recursion ahoy! The next person I see that says natural language is better then jargon is gonna get pointed to this thread. Natural language is definitely better than jargon.
  • 12:33 PM - ad_hoc quoted MichaelSomething in post Mearls On D&D's Design Premises/Goals
    The next person I see that says natural language is better then jargon is gonna get pointed to this thread. A few people arguing on the internet doesn't mean it isn't better. They would still be arguing about something. The vast majority of groups are going to prefer the natural language so they don't need to learn a new language just to play a game.

Thursday, 11th October, 2018

  • 02:03 AM - Jay Verkuilen quoted MichaelSomething in post Mearls On D&D's Design Premises/Goals
    I thought people wanted the classes to be different from each other? Giving them unique rest requirements would certainly go a long way in that regard. It does, but IME it tends to make for pointless inter-party friction due to the fact that some classes really benefit from short rests (e.g., Warlocks, Fighters, Monks) and others don't all that much (e.g.,. Sorcerers, Paladins, Clerics), so while that's differentiation it's not differentiation I feel is particularly useful. I guess it's fine if you want to coordinate so that rest needs synergize. Obviously your mileage may vary.

Sunday, 23rd September, 2018


Friday, 7th September, 2018

  • 10:09 AM - cbwjm quoted MichaelSomething in post Ravnica Novels discussion (to familiarize ourselves with the Setting).
    Very good idea! This inspired/reminded me of the articles Mark Rosewater wrote describing the philosophy of the Ravnica guilds. I think they would be a great read if you want to know how they work. Let me post some links to them. https://magic.wizards.com/en/articles/archive/making-magic/group-think-2005-10-03-0 https://magic.wizards.com/en/articles/archive/making-magic/life-and-death-2005-10-24-0 https://magic.wizards.com/en/articles/archive/making-magic/disorderly-conduct-2005-12-05-0 https://magic.wizards.com/en/articles/archive/making-magic/creative-differences-2006-02-27-0 (this has links to a bunch of other guild articles)Oh my god, 2005. I had no idea Ravnica was so old which makes me feel old. Great articles though, I'd have missed them if you hadn't brought them up.

Saturday, 18th August, 2018


Saturday, 4th August, 2018

  • 08:27 PM - Satyrn quoted MichaelSomething in post Recommend A Book (or 5) To Buy
    Well at least some of the EnWorld stuff IS in a physical book format. Just so you know, Zard's reviewed some of the stuff from En5ider before. He's already got the stuff you sorta snarkily suggested he get. Anyway, Zard: This DMsGuild pdf is my favourite class . . . though you sorta have to like mixing Pro Wrestling into your D&D (There's a luchador subclass! )
  • 08:03 AM - Zardnaar quoted MichaelSomething in post Recommend A Book (or 5) To Buy
    Did you know that EnWorld, the very forum you're reading right now, also publishes stuff for 5th Edition??? Go check it out! I have a lot of pdfs after dead tree format.

Sunday, 29th July, 2018


Thursday, 26th July, 2018

  • 10:27 PM - Emerikol quoted MichaelSomething in post A discussion of metagame concepts in game design
    How about changing Action Surge to, "At the start of your turn, roll a D20. If you roll a 20 or higher, you gain another action. Add a bonus to these rolls equal to half your fighter level." You may need to adjust the bonus higher or lower depending on taste\balance. It should be less metagamey since the Fighter is always trying to do more but not always succeeding instead of selecting when to do it. Thank you for at least treating my thread question with reasonableness and respect. If you want special manuevers, and I'm flexible on that but they don't bother me and some people might like them, I agree they need some kind of activation. Your die roll approach is closing in on the target we are seeking I think. 1. Do you think there is a way to avoid rolling an extra die? I'm not against an extra die but maybe we can streamline it in some way. 2. If we do roll an extra die, should the die be a d20? What is the frequency we want these to occur? Should it be truly random? I've alway...

Friday, 20th July, 2018

  • 02:02 AM - Tony Vargas quoted MichaelSomething in post Multi classing Objections: Rules vs. Fluff?
    If this thread can multi class into edition waring, can't my paladin multi class into a sorcerer? Edition warring isn't a class... (...though I could probably teach a class on edition warring...) Edition Warrior, OTOH, that's a class! ;P ...OK, maybe sub-class.... What?...sub-race, you say? ... ...of troll- -hey?! .... hm, if we can check my XP c2008, we could figure out how many levels I have in Edition Warrior(4venger)....

Tuesday, 17th July, 2018


Thursday, 12th July, 2018


Wednesday, 11th July, 2018

  • 09:28 PM - lowkey13 quoted MichaelSomething in post How big's the RPG market?
    Wait, I thought people complained hardcore This is the internet. People will complain. "Hey Johnny, what are you complaining about?" "Whaddya got?"
  • 05:46 PM - Tony Vargas quoted MichaelSomething in post How big's the RPG market?
    Wait, I thought people complained hardcore about monthly splat book release? That they didn't want to buy books every month? I thought people don't want RPGs to be a commercial product but instead be some auteur creation? Different thread, different people, different agenda. In some threads, some of us want D&D to be exclusive non-commerical, to prove how elitist/artistic we are as gamers. In other threads, some of us want D&D to be raking in money because it's so popular, to prove how cool and with it we are.
  • 01:22 PM - houser2112 quoted MichaelSomething in post Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
    What do people want magic items to be?? The way they used to be, because it was not a problem that needed fixing (at least with respect to consumables).
  • 06:01 AM - AbdulAlhazred quoted MichaelSomething in post Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
    What do people want magic items to be?? ha! You are asking the unanswerable question. They want them to be (from experience): 1. simple and providing basically static benefits that can be incorporated into basic numbers on your sheet. 2. amazing and unique and not boring math benefits. 3. not something you must have. 4. not too common. 5. interesting items that everyone can get some of. Beginning to see the problem... ? There's absolutely no way to satisfy the D&D playing public with magic items. They need to be both snazzy and cool and amazing, and at the same time available to everyone and with little complexity so you don't have to keep remembering you have them. Really, the best option for someone designing a game is to pick a specific milieu that you want, some specific tone and genre logic you want to follow, and just not worry about anything except creating THAT with your items. You can make them incredibly rare, quirky, and dangerous, or just ubiquitous and unremarkable as a...


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