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  • Mark CMG's Avatar
    Sunday, 17th March, 2019, 02:05 PM
    J. Michael Straczynski has reported on his Facebook page that Larry Ditillio has passed https://www.facebook.com/officialjmspage/
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  • Mark CMG's Avatar
    Thursday, 14th March, 2019, 01:22 AM
    I don't mind if they squeeze off the occasional fart joke and I prefer dry humor.
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  • Mark CMG's Avatar
    Thursday, 14th March, 2019, 12:22 AM
    According to Stephen Buonocore, who has posted this news to Facebook, Brian "Big Mac" Mccarthy has passed. https://www.facebook.com/brian.mccarthy.73157203
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About R_Chance

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October 24, 1958 (60)

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Monday, 7th January, 2019


Tuesday, 28th August, 2018

  • 05:28 PM - Kobold Boots mentioned R_Chance in post Where Do They Get Their Money? Part Two
    On inflation - Inflation doesn't happen across an entire market unless a significantly high number of the population are suddenly more wealthy than they were and that population is distributed across a wide area. One group of characters with a lot of cash may directly impact their own prices if merchants got a whiff that they were new money and dumb about it; but for it to affect everyone in an area, they'd have to be really stupid, settle down in an area for a period of time and spend all of their money there. On currency manipulation - Before I comment on this I'd want to hear what R_Chance runs in to when he or she does that in his or her game. I know what it did to mine and what I needed to do to balance it. Not a fan, but that doesn't mean I did it well. KB

Sunday, 15th July, 2018

  • 04:36 AM - pemerton mentioned R_Chance in post An Army in the Dungeon
    ...up the rule Cyclopedia (which is my "bible" when it comes to old D&D... I just can't research/master all the old editions, so it will have to do!) "When the DM calculates experience points at the end of an adventure, the total amount of experience points earned by the group is divided among the number of characters. A retainer gets one share of experience just as any player character does." daaaaaaaamn So Job the halfwit in charge of holding the torch and carrying the spare shovel gets full XP?A retainer in B/X or RC = a henchman in AD&D. They get a share of XP (which is then halved when it is added to their total). But hirelings do not get a share of XP, as they are mostly zero-level, and even if not (sages (who generally won't come on adventures in any event), mercenary officers) are unable to gain levels. Having read your later post with the quote from RC, I can only say that it seems confused compared to the clearer distinctions in AD&D and B/X. And having read R_Chance's post, the only thing I think that is wrong there is that there is no half-level limit on henchman/retainers. Gygax's DMG has various rules about henchman level relative to circumstances of recruitment, but no level cap that I could find on a quick scan. The PHB says nothing about it. Basic (p B21) says that a retainer (henchman) can't be higher level than the PC leader. In practice, I think the half XP rule (which is clearly stated in both AD&D and B/X) is going to mean that levels of henchmen/retainers don't exceed those of the PCs who retain them.

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Tuesday, 12th March, 2019


Monday, 11th March, 2019

  • 07:42 AM - Zardnaar quoted R_Chance in post Fallout Tabletop RPG Announced from Modiphius
    Oddly enough I've never had that problem with 3, NV, or 4. I've only played a 12 or so hours of 76. Some issues with that related to server problems I think. I play PC though and that might make a difference. Some problems with Elder Scrolls games although nothing that would effect my enjoyment of them. Luck and high end gaming rigs ftw! :D Fallout 4 on my Xbox crashes Alot. On survival mode it gets annoying.

Sunday, 10th March, 2019

  • 06:54 AM - Henry quoted R_Chance in post WotC Considering NPC Stat Format Change
    I have a shelf full of 5E adventures (all of them except Ravnica -- no interest in that one), and haven't run any of them. I've read them though. As for cars, I saw a 2007 Shelby GT500 for sale at a local dealership 4 years ago (iirc). It had less than 30,000 miles on it. I think they drove it out and listened to the radio on weekends. Occasionally :D Isn't that reminiscent of that old saying about the two happiest days for most boat owners? :-)

Friday, 8th March, 2019

  • 12:57 PM - Reynard quoted R_Chance in post Fallout Tabletop RPG Announced from Modiphius
    You pretty much hit on why I won't be playing it; the investment of time I don't (currently) have. I Out of curiosity is there a system that had it used that as a base you would have been all in? I totally get the time thing. I just finished an engineering degree and while I was in school I passed on learning new game systems. I ended up running a very successful d6 Star Wars mini campaign but I would have rather done it in the new game.
  • 05:10 AM - Reynard quoted R_Chance in post Fallout Tabletop RPG Announced from Modiphius
    I also don't have tons of time to learn the intricacies of new systems and decide whether or not I'm right / wrong either. But if it was any system besides 2d20 you still would have had to learn it. I mean, unless you are imagining it might just happen to accidentally end up one of the systems you like and are familiar with.

Thursday, 7th March, 2019


Wednesday, 6th March, 2019


Sunday, 3rd March, 2019

  • 05:39 AM - Remathilis quoted R_Chance in post Artificer UA has been released!
    Well, no. Not every class or race or spell (or anything else) *has* to exist in every setting. They could be added to a pre-existing setting, or not. A setting could be revived for 5E and not use every option in 5E. As well as one being revived and adding options vanilla 5E doesn't have. Either or both are options for older settings. And if you want a specific class (etc.), pick a setting that has that option in it or talk to your DM about it. Eh, while not every option need be viable for every setting, the fact X wasn't in the original book shouldn't disqualify it automatically. Lots of revised books were able to add some form expanded option to established setting; 3e era versions of Greyhawk and Realms added sorcerers, Ravenloft added half-orcs (in the form of calibans), Dragonlance added monks, and the 4e version of Dark Sun added tieflings, dragonborn (dray) and warlocks while Eberron added eladrin and dragonborn, yet none of those settings broke. Settings are far more resilient than pe...
  • 04:35 AM - Hussar quoted R_Chance in post Artificer UA has been released!
    Well, no. Not every class or race or spell (or anything else) *has* to exist in every setting. They could be added to a pre-existing setting, or not. A setting could be revived for 5E and not use every option in 5E. As well as one being revived and adding options vanilla 5E doesn't have. Either or both are options for older settings. And if you want a specific class (etc.), pick a setting that has that option in it or talk to your DM about it. There is a pretty wide gulf between "every class or race or spell (or anything else) has to exist in every setting" and "setting never change from its first printing". Sure, you don't have to add everything, but the default answer shouldn't be, "Well, it wasn't there thirty years ago, so not now" either. If adding to the something makes sense and is in keeping with the setting, then, IMO, it should be added. Alchemists and mad scientists in Greyhawk? Yuppers. Fits right in. This setting always played fast and loose with genre lines. Like I s...

Monday, 4th February, 2019

  • 06:01 PM - Tyler Do'Urden quoted R_Chance in post Worlds of Design: The Four Stages of Magic - Part 2
    And then there is a cycle. From Infancy on Adolescence to Maturity to Senility and back around again. A repeating cycle does a lot to explain the relatively large quantity of magic in "dungeons" / ruins and, at the same time, the significant number of low level adventuring magic users. My homebrew setting has been through the cycle once and is back at "Adolescence". Yes, this is the case in many popular settings - Forgotten Realms, Greyhawk and Wheel of Time for instance all appear to have gone through this and arrived back at Adolescence. Dragonlance and Dark Sun could be categorized as in the "Senility" stage, or in the case of Dragonlance perhaps coming back around and going through a new Infancy.

Friday, 1st February, 2019


Monday, 21st January, 2019

  • 11:47 PM - Elfcrusher quoted R_Chance in post Robert Schwalb releases his version of Warlord
    I'll probably "sold" it. But a 1st level "tactical genius" just makes me smile :) Right? I mean, the same thing could be said of the class name itself. "Warlord"? At first level? One of my many (many) issues with the Warlord concept is the idea that this 1st level mr-smarty-pants is going to tell the 16th level Fighter "I do say, old chap, may I suggest you probe your keen blade into the vile dragon's nether regions about now...no, not there, a bit higher. And give the blade a twist while you're at it. That's a good fellow!" and suddenly the 16th level Fighter is better at, well, fighting. Maybe the reason there are no Warlords (left) in 5e is that every single one of them has been one-shot backhanded by fighters and barbarians who got tired of listening to this. "No, no, wait! You're supposed to be drawn to my Natural Leadership! It says it right there in class description! When I give the command you...GAAKKK!!!"

Friday, 11th January, 2019

  • 08:19 AM - Hussar quoted R_Chance in post Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
    I agree, there is a lack of generally accepted definitions. I would argue that just about any system simulates a world / setting. The mechanic for combat could be flipping a coin or it could be an insanely detailed set of combat mechanics. Either "simulates" the results of combat. The question is where on the sliding scale / spectrum from "mostly abstract" to "close simulation" it sits. Some systems are more (or even mostly) abstract while others are on the other side with detailed mechanics. And many games treat different aspects of the game world with different levels of abstraction vs. detail. In short, we don't have definitions in common. I suspect we would mostly agree if we did. But, flipping a coin isn't a simulation at all. A simulation actually has to tell you something about what happened. It has to answer basic questions and flipping a coin answers nothing. Just because you get a result does not make something a simulation. Otherwise everything is a simulation and the term is ...
  • 03:44 AM - Hussar quoted R_Chance in post Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
    It's all there, I didn't delete anything. Looking back at it I didn't like the tone of my comment. I never feel right about deleting something once it's posted. I figure an apology (or explanation) is more honest than a deletion. Different levels of detail and a different take on what is important (or not) is what I call that. Everything happens in a game world / setting, no matter how much or little it, or any specific aspect of it, is detailed. That's my opinion of course. I think we are operating with different definitions of "simulation". Your definition is specific and mine is broad. By that point though, I'd argue that "simulation" as a term is so broad as to lose a lot of meaning. Like I said, a simulation has to actually simulate something or it's not a simulation. That's the point of a simulation. My crumpled up piece of paper is not a simulation of a hurricane, no matter how many times I argued with my science teacher. :D For a system to be simulationist, it actually ha...

Thursday, 10th January, 2019

  • 09:23 AM - Hussar quoted R_Chance in post Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
    All games (at least RPGs and war games anyway) simulate a game world or environment. With different levels of detail in different areas. And, some of those worlds are like our own and others are different. What might be "realistic" in one world might be impossible in another. The differences between "simulationist" and "abstract / gamist" are on a sliding scale. And if you think any fantasy RPG is "realistic"... better to talk "suspension of disbelief". If you want to "narrate" every detail of something like combat in D&D you could bolt on a system that would detail the results of a hit or miss based on the "to hit" and "damage" rolls you make in D&D. It would be a pain, and burn large amounts of time (and numerous die rolls) but you could. The results would dovetail with those standard D&D rolls. Or you can leave it to the imagination and some short descriptions. Personally I can go with "imagination" and short descriptions. Ymmv. *edit* Thought I'd drop back in and apologize for being a...

Monday, 7th January, 2019


Saturday, 5th January, 2019

  • 01:38 AM - Lanefan quoted R_Chance in post Worlds of Design: When There's Too Many Magic Items
    I don't recall 1E being that... over run with magic items or swords. And most swords were +1. Maybe that's your point about "shared campaigns"?The published modules of the day did tend to give out quite a bit of magic - in part, perhaps, because the authors were expecting it to be split out among a party of maybe a dozen PCs. Also, in 1e items weren't as permanent as they seem to be now: if you failed a save vs. fireball, for instance, everything you carried also had to save (by far my preferred way of doing it - easy come, easy go).

Friday, 4th January, 2019

  • 10:51 PM - jasper quoted R_Chance in post Worlds of Design: When There's Too Many Magic Items
    I don't recall 1E being that... over run with magic items or swords. And most swords were +1. Maybe that's your point about "shared campaigns"? ....But what about joint campaigns, where several people GM in the same world? ... Joint or Shared campaigns I have seen both use to mean the same thing. So if you want to limit magic items. DON'T do Joint a campaign. Read some 1e Modules. They are magic heavy. If you have more than 1 DM in the group by the time the group runs through them twice, people will have multiple magic items. Under the Storm Giant's castle there are 9 new magic items.


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