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  • DMMike's Avatar
    Tuesday, 16th October, 2018, 06:05 PM
    Don't put them up against BBEGs. Use BBWs instead. Bossy Beautiful Wimp These are your typical lords, ladies, or merchants with lots of influence. Your PCs can fight their way up to them, so you can still use a dungeon or a lair for them to fight through. But all of their damage-dealing skill is for naught, because killing a BBW doesn't accomplish your mission; it just lands you in...
    56 replies | 1419 view(s)
    2 XP
  • DMMike's Avatar
    Saturday, 13th October, 2018, 07:57 PM
    +1 for using the word masturbatory. Using such a word in online intercourse takes balls. Just be careful playing yourself. There's the potential for weirdness when your SO plays. Then, when your SO spends part of the game looking for her lover, there's more potential. Where it gets officially weird is when "you" finally appear in the game, and the other players are stuck watching you two...
    12 replies | 366 view(s)
    0 XP
  • DMMike's Avatar
    Saturday, 13th October, 2018, 07:28 PM
    The banshee wants a keepsake from each of her parents to whom she never said goodbye. The problem is, whenever the PCs ask why she's restless, all they hear is: "YEEEEEARARARAARRRRRRRRRRGHAAAAAAAAAAAA!"
    14 replies | 432 view(s)
    0 XP
  • DMMike's Avatar
    Saturday, 13th October, 2018, 07:23 PM
    That was "algebra or higher," actually. I'd expect them to list statistics or probability skills as a requirement. And Excel helps with a lot more than just math. "Three previous products" are required. Looks like I'm not moving to Washington anytime soon... ;)
    73 replies | 2850 view(s)
    0 XP
  • DMMike's Avatar
    Thursday, 11th October, 2018, 05:38 AM
    How about Victory Ratio, or the frequency with which a character's "build" wins the (exact) desired outcome in a situation? You can use this for exploration: I found/didn't find the location/treasure/etc. Social encounters: I changed his mind/got my way/etc. Going out on a limb here, but I'm going to say that ease-of-observation isn't the only thing at play behind DPR metrics-popularity....
    52 replies | 1767 view(s)
    1 XP
  • DMMike's Avatar
    Tuesday, 9th October, 2018, 05:53 PM
    Am I the only one who has a problem with this? Two approaches then. 1) politely tell the DM, in front of the group, that you think the badger-sequence takes a "little too long." 2) Coordinate with the non-rangers to all get up and take a "smoke break" every time your ranger Summons. By the way, I think this guy captures what the badger swarm looks like and how they behave:
    38 replies | 1263 view(s)
    0 XP
  • DMMike's Avatar
    Tuesday, 9th October, 2018, 04:08 AM
    Within striking distance of Halloween, there's an updated free edition of Modos 2 in the ENWorld downloads and at DriveThruRPG. So if you were hoping to run a nightmare-thriller based on Hellblade: Senua's Sacrifice, but on the tabletop, now you can. Here are house rules to get you started:
    10 replies | 1156 view(s)
    0 XP
  • DMMike's Avatar
    Sunday, 7th October, 2018, 09:04 PM
    Book of Faith This book is filled with 365 daily affirmations, each designed to instill tremendous amounts of guilt upon the reader simply for having unfaithful thoughts. After one full round of reading, the reader gains advantage on one pious check and disadvantage on the following check, whatever it may be.
    11 replies | 439 view(s)
    1 XP
  • DMMike's Avatar
    Saturday, 6th October, 2018, 05:07 PM
    Incorporate some spatial thinking, TV-detective-style. Draw up a chart with all of the nouns - the characters, factions, locations. Each gets a box or a circle. Adjectives and inventories go in the boxes. Relationships and verbs are the lines you'll use to link the boxes. The way you turn it into a "mystery" is by hiding the different elements from the PCs. Just be sure that there's a good...
    11 replies | 330 view(s)
    2 XP
  • DMMike's Avatar
    Friday, 5th October, 2018, 04:56 PM
    Good idea. Sounds like things might already be starting to chug a bit... +1 You might reduce the zombies from being NPCs a step further, and turn each one into a miss-consequence. As in: on a hit, you destroy the zombie. On a miss, a zombie gets to attack you. The zombies don't get turns, just these reactions. Increase the number of reactions as the horde, IF the horde surrounds the...
    32 replies | 1083 view(s)
    2 XP
  • DMMike's Avatar
    Friday, 5th October, 2018, 04:41 PM
    People are still using Facebook too. What's your point? Thread derailment rating: 98.63%
    1269 replies | 32774 view(s)
    0 XP
  • DMMike's Avatar
    Thursday, 4th October, 2018, 05:36 PM
    Actually dropping GMs? One GM had a palpable, if unstated, dislike for my playstyle, which I would describe as character-first-role-playing. I think he was looking for combat-first. Another GM made the game feel like it was being run by a player instead of a GM. "Hey this would be cool" thinking instead of "this is what should happen" thinking. I haven't played Dungeon World, but...
    1269 replies | 32774 view(s)
    1 XP
  • DMMike's Avatar
    Wednesday, 3rd October, 2018, 05:56 PM
    This reminds me of Hulu's current ad campaign: once you go Hulu, you can't go back to regular TV. Or as Joe Manganiello may be implying: once you go Sofia, you can't go back to...non-Columbian actresses. I don't see this as "your players won't let you be a player" though. For me, it's more like "you'll pick apart everything that other GMs do." Because, well, you wouldn't let a player break...
    33 replies | 782 view(s)
    0 XP
  • DMMike's Avatar
    Wednesday, 3rd October, 2018, 05:38 PM
    Well then I'd suggest Fate. Damn it! Hmm. You probably want a game that's not too combat-heavy, and very unlike CLUE, which runs on a map. Curses! What about something very hackable? You know, that would let you tinker as the campaign evolved?
    38 replies | 1050 view(s)
    0 XP
  • DMMike's Avatar
    Sunday, 30th September, 2018, 02:24 PM
    Does this result in a lot of pyramid-like buildings? One thing that helps with simplicity is playing a game that doesn't present (and thus, encourage you to produce) NPCs that have what you might call a "block" of "statistics." That just sounds heavy. And numerical. This goes for die-rollers and character generators too: the simpler the game, the less you want/need flashy digital tools. ...
    14 replies | 654 view(s)
    1 XP
  • DMMike's Avatar
    Saturday, 29th September, 2018, 04:42 PM
    Use whichever is more likely to make the player cry. :.-( Rulings, not rules. (Would that be 5e's rule zero?)
    22 replies | 612 view(s)
    0 XP
  • DMMike's Avatar
    Friday, 28th September, 2018, 03:30 PM
    This site has some serious double standards. I mean, the dwarves on here can be racist, but the humans can't? And don't even get me started on those sexist orcs...;) Music workaround: I post YouTube links in the chat window. Click if you want, maybe you have to hear a commercial, but the music plays. Can't help you with the video chat. I eschew it by choice, not technicality. I don't...
    130 replies | 3936 view(s)
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  • DMMike's Avatar
    Thursday, 27th September, 2018, 05:21 PM
    Fixed it. Roll20 is a great site. I don't much care if Scott is pissed at them: Try Roll20. It runs in your web browser, so it's easy to access, which is also good for your players if you start a game with them and then pull up stakes later.
    130 replies | 3936 view(s)
    0 XP
  • DMMike's Avatar
    Wednesday, 26th September, 2018, 05:33 PM
    Um, hosting a game tonight. If I don't come back and respond here tomorrow, the coast is clear. They're beta-testing their own RPG with the Pro subscribers there. (And yes, I'm proud of myself for using -ther- correctly three times in one sentence; you're not in Reddit anymore). So maybe that's causing a disturbance, either with users who feel left-out or with publishers who are whining...
    130 replies | 3936 view(s)
    2 XP
  • DMMike's Avatar
    Tuesday, 25th September, 2018, 04:45 PM
    Yeah, that's the realm of Build-Your-Own-RPG; fifteen rules is definitely a solid foundation. But I'll take a crack at it anyway... Modos 2 matches up (or conflicts) as follows: 1. Just one table, not crunchy at all. 2. You can plug-in 3d6, since it's a happy medium between the extant Contest (d20) and Take Half (just 10) rules. 3. The math is laid bare: roll higher than your opponent,...
    23 replies | 802 view(s)
    0 XP
  • DMMike's Avatar
    Tuesday, 25th September, 2018, 04:18 PM
    Oh gods. Can you imagine what the suicide rate at WotC would be if their unofficial games took place in FR too? That would be like having your company's CEO as a perma-player in your game. (Takes the red pill.) "We're gonna need a signal soon, Tank!" "He's going into arrest!" (Goes down the rabbit hole.) Welcome, Jack, to the real (RPG) world.
    66 replies | 3224 view(s)
    0 XP
  • DMMike's Avatar
    Saturday, 22nd September, 2018, 07:08 PM
    Don't go with Quick Six; it sounds like a scratch-off lottery. But I guess there is luck involved...
    16 replies | 557 view(s)
    1 XP
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About DMMike

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About DMMike
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Writing rules and character concepts.
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I'm an equal-opportunity role-player: both tabletop AND video. I like to write rules and bend them, so I should probably be playing Dungeon World, but instead I'm writing my own games and trying to get into games that don't have alignment or armor classes.

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Saturday, 6th October, 2018

  • 05:37 PM - Oofta mentioned DMMike in post Help me fill in the blanks, please Next session in 4 days.
    Like DMMike, I try to avoid "when this happens and the players do X" thinking and instead think of setting, personalities, groups and motivations. So we have the brother. He's war-weary, but I'm not sure surviving for several years would qualify him for higher office. Depending on the campaign and society, rising through the ranks may not be possible if you aren't high born. You know he loves his sister, but what does he think of the townsfolk? Does he plead with old friends and neighbors, or are they relatively new to the area (perhaps refuges)? Or have they just always been on the outs because of some other reason? The sister. You've got a little bit of personality there, but why does she live on the island? What happened to her, or has she always been this way? The villagers. Are they just ignorant? Is there a specific accuser or some other outside force influencing them such as the priest? Is there any possibility of changing their minds? The priest. Yeah, you have to fi...

Wednesday, 11th July, 2018


Monday, 16th April, 2018

  • 02:21 PM - Blue mentioned DMMike in post Deleted Posts

Friday, 30th March, 2018

  • 04:12 PM - Kobold Boots mentioned DMMike in post AI Creates New D&D Monsters
    It was a matter of time before the ML crowd was going to start doing stuff like this. On the note about game designers by DMMike, Yes, even now it should be entirely possible to code desired "game balance" and prevent designers from doing broken things. Whatever "game balance" is though needs to have some clearly defined rules and the fewer of them, the better. I'm in favor of this as it would completely eliminate fanboy-ism or nostalgia from builds. In my opinion, the root cause of much of what is considered broken. But again, simulationist and math nerd behind this post. Be well KB

Wednesday, 24th January, 2018

  • 07:47 AM - pemerton mentioned DMMike in post Integrating Skill Challenges With Combat
    DMMike, AbdulAlhazred - to me, asking "what happens if one fails but the other succeeds" is like asking "what happens if we beat these 3 people but the other 2 don't get beaten?" From the point of view of the fiction it's a partial win, partial loss; and from the point of view of mechanics you just adjudicate it as the mechanics requre. Eg if monsters keep spawinging until the portal is shut, then they keep spawning. If the world ends if the portal isn't shut, the world ends. If the portal gets shut but then the party is TPKed, well (as AbdulAlhazred says), that was a heroic sacrifice! In other words, I don't see any real difficulties in respect of this. Where I think it can get tricky is in more prosaic aspects of 4e resolution: integrating action economy into the skill challenge, making sure consequences (especially for individual failures as the thing unfolds) are (i) fair and (ii) engaging (just as one hopes is the case in monster design), etc. This is an area where p 42, and wre...

Saturday, 6th January, 2018

  • 10:29 PM - Manbearcat mentioned DMMike in post What Is an Experience Point Worth?
    ...ard? Rewarding good role-playing makes slightly more sense, but I still dislike the practice because some players _are_ good role-players and don't need (and usually don't care about) the extra xp. They're roleplaying because they consider it fun (i.e. see above). It's the players who struggle with role-playing who'd benefit most from a rule granting them extra xp to encourage them to give their best. But if you want to treat all your players fairly, they'll still always fall behind the players who are already good role-players. In other words: granting xp isn't a good choice if you want to encourage good role-playing. What you really want to achieve is that your 'problem' players realize that role-playing is fun! So, what works better, imho, is to give them more opportunities to be in the spotlight and reward their efforts with mostly immaterial things, like better contacts or allies. I agree with Campbell and (at least in part) with Jhaelen here. The issue I have with DMMike 's position above is that it seems to assume that GM-agnostic systemization of XP gain is either not feasible or undesirable. The GM doesn't need to be in any position to hand out XP. In the Powered By the Apocalypse systems that Campbell is bringing up, XP isn't "awarded" via one person's (likely opaque and cognitive bias-laden) adjudication. Its simply gained via transparent, focused triggers; eg did you fail on a move, did you make Desperate Action Roll, did you overcome a tough obstacle/threat via coercion, did your Vice get you into trouble. The GM's role in these things isn't in the awarding. The GM's role is in following the game's premise and the player cues, in framing the action whereby decision-points related to vice temptation, desperate situations, and dangerous NPCs that can be coerced are the central focus of play (and whatever else might part of the game's PCs' portfolio and xp triggers such as themes of heritage, beliefs, aspirations, relationships). I signif...

Thursday, 16th November, 2017

  • 09:24 AM - scottaroberts mentioned DMMike in post Xanathar's, Wizards, and FLGSes Charging For Playspace
    ...posts in one reply is beyond my knowledge with this forum software. I truly appreciate people who support their FLGS via MSRP buying of products in the store. There just aren't enough of them. In fact, I've bought the arguments I hear from those who *don't* pay MSRP while trying to convince people to do so. I find it akin to accepting charity: you know, and I know, that you could get that product 40% cheaper. In essence you're donating money to me. It feels as if I am ripping people off or depending entirely on their goodwill and, well, businesses don't really succeed if they're relying on people to realize they should *not* take the bargain offered elsewhere. shidaku: I don't really expect people who can host at home to pay for space. The frequency of purchase of D&D accessories, and their price points, does not make enough money to keep a space afloat in and of itself (although in a larger store, cross-gaming customers can buy enough regularly to keep up the space). DMMike: The gaming cafe model is an excellent one--but it's also much more expensive to set up, run, etc...and the best use of such a space's appeal is not to draw an RPG crowd at all; if I were to do it, it'd be pretty much all boardgames and directed towards a dating/youth market looking for something different to do. But that's just me. Dire Bare: I love hearing about successful stores, but I'll point a few things out: first, you're in Idaho; rural areas and the midwest (due to a lack of competition for entertainment dollars) tend to do quite a lot better than places in more urban areas from my knowledge. Second, they make their money from CCGs and minis games primarily. Third, you just said they lost your business because the employees screwed up--a problem that Amazon does not have. Lastly, you *have to* "care whether they're freeloaders", though many FLGS don't. With the exception of the minority who strive to buy MSRP, RPGers essentially have a large contingent of folks who do t...

Tuesday, 14th March, 2017

  • 12:15 PM - akr71 mentioned DMMike in post Lingering Wounds Revamped
    In addition to what DMMike said, on page page 292 of the PHB says an unconscious creature "attack rolls against the creature have advantage" and "any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature." Page 197 states that "if you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death." So that big, stinky orc standing over you only needs to hit you twice, with advantage and you are dead. Now your healers only have 1 minute to get over to you safely and cast Revivify.

Tuesday, 28th February, 2017

  • 05:37 AM - Lanefan mentioned DMMike in post Keepiing Current HP from players...
    Sure, you can go shopping for new clothes the whole game if that is more interesting.I think DMMike is trying to remind us there's two other pillars to the game besides combat; neither of which is nearly as subject to a 5-minute workday as combat is. And I agree with him: a DM whose game is all combat all the time with very little (or virtually none at all, I've seen it) exploration or social interaction is doing his players a disservice by only running 1/3 of a game. It maybe gritty and intense but it is not very DnD. Sounds more Rolemastery to me, maybe CoC if you just want players to be more cautious going up against creatures that can insta-kill you given half a chance.Gritty and intense can be very D&D. Just maybe not very this-century-design D&D, more's the pity. Lanefan

Monday, 6th February, 2017

  • 11:18 AM - Quickleaf mentioned DMMike in post First time making a "serious" dungeon! How do you do it?
    DMMike I always forget about OGRE. Thanks for reminding me! And yes, "dungeon" is often D&D's quirky shorthand for "lair." Jhaelen Maybe that was part of my thinking in the past. I saw plenty of examples I felt were sub-par so I kind of avoided it. Only after years of DMing and writing do I finally feel like I have what it takes to design a big dungeon well. One of the first questions posed in 3e Dungeoncraft is What is the function of your dungeon in your campaign setting? Before you set pencil to paper, you need to decide how the dungeon fits into your campaign setting. Take a moment to consider why the dungeon exists, how it interacts with the rest of the world, and what purpose it (and other dungeons) serve in the grand scheme of things. You could just say that dungeons are the ruins of a forgotten civilization, but many other interesting possibilities exist. Death Trap... Near Frontier... Agent of Evil... Legendary Location... The Bizarre... My hunch is Krak al-Mazhar fits ...

Wednesday, 21st December, 2016

  • 07:43 PM - pdzoch mentioned DMMike in post Walock of the Fiend supported by two Enchanters
    DMMike, that's the approach I've decided to take. Typically, I do not want to over plan any encounter, but generally most creatures only have a few actions they can take anyway. Spell casters add numerous more options, and if you include multiple spellcasters, well ... its a lot of action to account for. I've decided that planning the encounter in more detail is not so much planning as it is managing. I recall reading in several published adventures modules guidance to the DM on how to play particular spellcaster enemies. That guidance usually included order of spells to cast and when to cast other spells. For this particular encounter, I have a Warlock of the Fiend and two Enchanters (both from Volo's Guide to Monsters) in an enchanting room performing a ritual the players are supposed to disrupt. The Warlock of the Fiend has the following spells: Alter self, False life, Levitate, Mage armor, Silent image - which he can cast at will as an innate ability. Feeble mind, Finger of...

Friday, 9th December, 2016

  • 08:11 PM - pdzoch mentioned DMMike in post Rules Transparency - How much do players need to know?
    DMMike, Interesting thread, but I think the discussion is drifting into group dynamics and compatibility over DM game management (which is how I understood your post initially). Group dynamics and compatibility (usually with the concepts of gaming styles of the group) is a challenge affecting every group of people who get together for a game, whether it be card game, board game, or RPG game. Sometimes a group completely falls apart because of the differences within a group. (Someone's play style is just too aggressive, or obnoxious, or too serious or not serious enough for the rest of the group) Some groups might even exclude a member for fear of disrupting group stability. (Poker groups refuse to let a bad poker player join/ Bridge players jealously guard their partners). But many groups know there are differences within the group and they accommodate. (over in the board game circles, many player will play a game they do not prefer or play poorly just to be with the group knowing ...

Tuesday, 6th December, 2016

  • 10:56 PM - pemerton mentioned DMMike in post The importance to "story" of contrivance
    the only way to learn how to create event sequences that lead from A to B to C (where C is a fun/interesting outcome) is by playing the game and seeing what works. What I have learned over the last thirty-plus years at the gaming table is to not rely on a preset sequence of events. This does not mean I don't plot my adventures--of course I do that. <snip> The trick is to keep NPCs/intelligent monsters simple. Sure, write up a long and detailed backstory if you must, but follow the advice in the 5E DMG and boil your NPCs down to a few basic motivations, and then stick to them during play no matter what. Linking this to my reply to DMMike upthread: I don't plot adventures. I come up with a few ideas for possilbe NPCs, and perhaps locations - the latter are more important in D&D than other systems. As far as NPCs are concerned, I'll have a basic idea of the NPC's place in the world, but not detailed motivations - those I work out more-or-less as Paul Czege describes here: I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this.

Wednesday, 27th April, 2016

  • 12:29 PM - Li Shenron mentioned DMMike in post Wound Levels -- an alternative way to deal with HP
    I quite like this Wounds system (I take it that your Healing house rules are separate). I wouldn't go with DMMike suggestion about using "HP thresholds" for wounds because in such case everyone would get wounded all the time. At least for my tastes, I'd like to keep wounds fairly uncommon, so that normally there are 0-2 wounded PCs at any time. So I actually like that Springheel system introduces wounds only when reaching 0hp. This is similar to the idea I have been waiting to use (but haven't need so far) i.e. to replace death with a lingering injury, so in my case I'd even wait until the 3rd failed Death ST. I take your point about the unconsciousness. That isn't realistic, but it's a 5e concession I'm willing to live with. Yeah I was actually thinking about this as I read your system... What if you allow the PC to stay conscious? If I were to develop a similar system, I would probably have a small random table for wounds effects instead of your fixed progression, and "unconsciousness" could be just one of the possible effects in the table. Notice that if the player decides the PC stays ...

Thursday, 23rd July, 2015

  • 11:13 PM - pemerton mentioned DMMike in post Critical Hits - why, and why not?
    If a battle axe hits you right between the eyes and you aren't dead there's something wrong with the damage system. As others have pointed out, in D&D there are no hit location tables. If an attack with a battle axe succeeds, and the target's hit points have not been reduced to zero, and the GM nevertheless narrates the result of the attack as hitting right between the eyes, or decapitation, or whatever, the problem is with the GM, not with the hit point system. (As Gygax wrote in his DMG, I think on p 61, because most hit point damage is bruising, scratches, and wearing down luck/resilience, hit locations are not germane to successful attacks in D&D.) On the issue raised by DMMike, as to whether critical hits are an admission of failure: in D&D they're just a way of imposing a non-linear damage curve. Whether or not that's a desirable thing, it doesn't seem to be an admission of failure.

Saturday, 11th April, 2015


Thursday, 2nd April, 2015

  • 05:00 PM - Herobizkit mentioned DMMike in post What does a Martial Artist do?
    @DMMike It gives you a d4 unarmed attack and proficiency in improvised weapons. Also, you can start a grapple as a bonus action if you hit. Improvised weapons do the same damage as a weapon that could best represent it in-game. A broken glass could be a 'dagger', while a mop could be a 'staff', or a chair could be a 'greatclub'.

Saturday, 14th March, 2015

  • 12:19 AM - Desh-Rae-Halra mentioned DMMike in post Discussion of the Cypher System
    DMMike, The problem with assigning 2, 4, 6, 8, or 10 is that generally you are placing thins in Easy, Moderate or Hard. As someone still playing Numenera, that means the die roll( number needed for success on a d20) would be 6 (easy) 12 (harder than average) 18 (very hard) 24 (really unlikely!) and 30 (You would need to be Tier 6 (the highest, essentially Level 20), spend 6 points of effort, and still only have a less than average chance of success, not considering training, specializaitions, or assets. I think an average difficulty is 3, and you expect that players who have Skill training or Specialization will reduce the difficulty to actually make it easy. Of course this all depends on context: the variables are your skills, assets, and amount of effort you are willing to expend. So a highly skilled party might find a Difficulty 3 swimming task actually daunting, because without skill or effort ( or assets), that makes your chance just better than a coin toss to succeed.

Thursday, 26th February, 2015

  • 04:15 PM - Jester David mentioned DMMike in post New position advertised by WotC: Associate Game Producer
    I think I saw this advertised on ENWorld a little while back. The fact we're seeing another push either means they're nearing the end of the fixed-date hiring period or they're having trouble finding someone to take the job. As DMMike says, this is pretty much a temporary position. So it might not be a surprise people are reluctant to interview. It's a good job for people who live in the area, but certainly not a good job to move to take. It does look like a very minor office type job that just happens to concern D&D. Manage licences, do paperwork and filing, and generally be the personal assistant to the entire department.


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Wednesday, 17th October, 2018

  • 07:00 AM - biktin quoted DMMike in post DM advice needed - my party one-round BBEG's
    Let the PCs use their worst stats - their social skills - to try and win over the BBW. The challenge will seem immense since they're not rolling their highest numbers for it. My players would hate this. One or two enjoy engaging with NPC's, but generally speaking they are ass kickers. On the other hand, if I was playing, I would enjoy this. But I'm not!

Saturday, 13th October, 2018

  • 10:43 PM - Parmandur quoted DMMike in post WOTC is hiring a new Game Designer for D&D
    That was "algebra or higher," actually. I'd expect them to list statistics or probability skills as a requirement. And Excel helps with a lot more than just math. "Three previous products" are required. Looks like I'm not moving to Washington anytime soon... ;) Last time they did this, Mearls stated that DMsGuild products counted, and they are fairly open minded about product credits in general.
  • 09:06 PM - Inchoroi quoted DMMike in post WOTC is hiring a new Game Designer for D&D
    That was "algebra or higher," actually. I'd expect them to list statistics or probability skills as a requirement. And Excel helps with a lot more than just math. "Three previous products" are required. Looks like I'm not moving to Washington anytime soon... ;) Nor me. I only just started writing stuff for games and having some of it published, and they're not even wholly my projects... A man can dream, though... A man can dream. EDIT: Huh. It says "...three product credits;" I wonder if that means that just having my name in a book of stuff would work? Unfortunately, I have no idea what the Chicago Manual of Style is. I'll have to do some research if that's a requirement in the future.

Thursday, 11th October, 2018

  • 11:50 PM - 5ekyu quoted DMMike in post A Change of Discussion
    How about Victory Ratio, or the frequency with which a character's "build" wins the (exact) desired outcome in a situation? You can use this for exploration: I found/didn't find the location/treasure/etc. Social encounters: I changed his mind/got my way/etc. Going out on a limb here, but I'm going to say that ease-of-observation isn't the only thing at play behind DPR metrics-popularity. You can also calculate DPR without actually playing a game, which is not something VR lends itself to. So, just rebrand DPR as an armchair-gamer's statistic, and maybe the rats will jump ship.I tend to agree... with for you csn assumption out almost all the actual play scenario bits into a white room and crank up excel. Hard to imagine getting that as "cut and dry" (not accurate or representative) with explore, social, sneak etc.
  • 09:23 AM - The White Sorcerer quoted DMMike in post Svilland: A 5E D&D Norse Mythology Setting from Turkey
    And, well, that troll (sami?) looks awesome. Sami are an actual real world people, not a fantasy creature. What you just said sounds, probably inadvertently, super racist.

Friday, 5th October, 2018


Thursday, 4th October, 2018

  • 05:55 PM - pemerton quoted DMMike in post What DM flaw has caused you to actually leave a game?
    I haven't played Dungeon World, but this is disheartening. I was understanding it as a game that steps away from dice instead of one stepping toward them.Well, to borrow from Ron Edwards, there are three basic ways to resolve action declarations in a RPG: * Drama: someone narrates what happens; * Karma: a number/rating determines the outcome; * Fortune: dice, cards etc determine what happens. Drama resolution has its place (eg it's the "yes" in "say 'yes' or roll the dice"), but I don't think a game where it covers the field will be very satisfactory. Going back to the pile of rubble: if the player is allowed to just narrate what his/her PC finds, that seems a bit easy (and potentially quite insipid) unless it's pretty low stakes, in which case it's not the main action in any event; and if the GM just narrates what the PC finds, then we've got strongly GM-driven play, which can be fine in modest doses but certainly isn't the main thing I'm looking for in RPGing. And it's certain...
  • 05:55 PM - iserith quoted DMMike in post What DM flaw has caused you to actually leave a game?
    I haven't played Dungeon World, but this is disheartening. I was understanding it as a game that steps away from dice instead of one stepping toward them. It also makes me appreciate FFG's narrative dice a bit more: if you're going to be looking at dice just to tell the story on a frequent (?) basis, seeing icons instead of numbers may be easier on the right-brain. I'm not sure what you mean by stepping away or towards the dice, but the way Dungeon World works is the players and DM have a conversation about what's going on with the characters in the context of the setting and sometimes that conversation will trigger moves. Those moves are typically resolved with dice. The GM doesn't get a say about whether a move triggers. It triggers when it triggers and the results stand. The GM is bound by the rules. In this example, pemerton's call that this is a Discern Realities move looks correct to me because the trigger is "When you closely study a situation or person...". If successful (10+ ...

Friday, 28th September, 2018


Thursday, 27th September, 2018

  • 10:03 PM - MNblockhead quoted DMMike in post Roll20 users; are my impressions right or wrong on this
    Try Roll20. It runs in your web browser, so it's easy to access, which is also good for your players if you start a game with them and then pull up stakes later. I have an account. I need to see how easy it is to size to 1"=5' scale for use as a digital battlemap for in-person games.
  • 06:04 PM - ERoy quoted DMMike in post Roll20 users; are my impressions right or wrong on this
    Fixed it. Roll20 is a great site. I don't much care if Scott is pissed at them: https://www.youtube.com/watch?v=QDydKwmrHFo Try Roll20. It runs in your web browser, so it's easy to access, which is also good for your players if you start a game with them and then pull up stakes later. I personally won't use Roll20 again. This recent incident (which NolanT never had the guts to actually apologize for) to his treatment of the Rolling20/Save Or Die guys (they went to Roll20 for sponsorship since Rolling20 had done a bunch of tutorials for them), only for NolanT to directly tell them "We don't want 5 more white guys" as the reason they won't sponsor them. Not "no thank you", but overly sexist and racist. Nope. They'll get no more from me. It is not a great site.

Sunday, 23rd September, 2018

  • 03:55 AM - Jay Verkuilen quoted DMMike in post Breaking Morale
    Early morale rules came from a desire for the game to be simulationist. Now, players want the game to be theatrical. The early RPGs were outgrows of wargaming, where morale rules were common. Wargames were extremely simulationist, though. Odd, because panic/terror aren't exactly voluntary emotions. Being forced to run due to terror is the same as being forced to take damage from dragon jaws. Maybe players confuse that with just being cowardly? Could be. I also think that on this point designers just really feel that PC agency is more important. I'm not entirely sure I agree and think that things like fear effects aren't bad, though it depends on how they're handled. Rallying feared allies would actually be a pretty cool thing for leader type characters to do and I could see ways of making that interesting in the game. Of course, you could also view hit points as being ablative morale, too.

Thursday, 20th September, 2018

  • 01:42 PM - belphanor quoted DMMike in post Burning Questions: What's the Worst Thing a DM Can Do?
    gonna have to put a trigger warning here, some kinda mature stuff. sorry in advance. I can't imagine letting the same DM say both. Very shortly after saying either, he wouldn't be my DM. well, the rest of the group read him the riot act and said they wouldn't play with him as GM if he did the first bit again. The other, well... Arrrrr... Can we please pool our resources and make sure belphanor gets a good GM next time? ok, so to be honest these are 3 separate events spread out over like 5 years, and only with one GM. Many of the other GMs I've had were much better as GMs. I was just going with what the worst things a GM has done AS A GM, not as a person. The guy who said all those things? Verbally abusive to everyone in the group, both in and out of the game. Physically abusive towards me. When he was threatened to be kicked from the group he said that we were his only friends and without us he would kill himself, so you can add emotional blackmail as well. 2 different GMs (who ...

Wednesday, 19th September, 2018

  • 05:46 PM - Caliban quoted DMMike in post Burning Questions: What's the Worst Thing a DM Can Do?
    Oh, were you thinking fantasy noble? Your DM must have been thinking real noble. Pretty much. And it wasn't like my character was being asked to do blatantly evil things. In the context of the game world he would have bitten his tongue and done what needed to be done. I just realized that it was bothering me much more than my character, and finally there was a situation that crossed a line (a line I didn't realized mattered to me until it happened), and I just wasn't enjoying the game at all anymore. So I withdrew.
  • 04:38 PM - Jay Verkuilen quoted DMMike in post Burning Questions: What's the Worst Thing a DM Can Do?
    Sorry to wade into your conversation, mateys, but shouldn't this statement be, "what do you do?" Yeah, that is arrrr-guably better, though sometimes I just ask for the most likely action with the assumption that the players could suggest something else. Folks I play with are fairly used to that and often say "can I use XYX instead?" or "I'm going to use PQR instead" if they intend to do something else and most of the time I'll just say sure, go ahead. I'm not bothered by it as a player, either, as long as a meaningful choice is provided, even if it's not explicitly asked for. Also, in case you haven't been keel-hauled off the thread yet, to those of you who think a GM should use only the rules or officially-sanctioned rulings, have you ever tried GMing? How did it go? IMO that's a very good question, especially when one tries to run a home game. With the hardcore "official or nothing" logic one would not be using any third party material, either, presumably. I know someone who's like th...

Monday, 17th September, 2018

  • 03:30 AM - jgsugden quoted DMMike in post How do you play a character who is much smarter than you are?
    ...Tell a player "no?" Tell a player who thinks he's smart "no?" Playing with fire, here. I hope it works out for ya.Well I've only been playtesting the approach for 30 to 40 years, but I have to say the results look promising. If Gretta is playing Bob the 8 Intelligence Barbarian when the party encounters a logic puzzle, I expect her to offer some fun for the encounter, but not contribute to the solution because her CHARACTER is not smart enough to do so. If she sees the solution herself, she is expected not to share it. If she does, we reduce the encounter to a dice roll to see if the PCs (as opposed to the players) solve it. On the flip side, if my friend's younger kid has joined us for a game and is playing an 18 Intelligence PC when the challenge is encountered, I will ask him to make a roll to see if he can figure out the puzzle. With the right roll, I explain it to him quietly and let him share the solution with the group. This works when people remember they're play...

Sunday, 16th September, 2018

  • 01:25 AM - SkidAce quoted DMMike in post New Survey
    ...I don't need to contribute to the success of the Starbucks of RPGs.... Wow, I mean I respect your opinion. But I just don't see that analogy. (no need to clarify) Just my gut reaction...happy gaming!

Saturday, 15th September, 2018

  • 10:12 AM - dave2008 quoted DMMike in post New Survey
    Just curious, were there any survey questions about pricing? Like, "on a scale of 1 to 10, how likely are you to pay $70.00 for a hardcover D&D book? $30.00 for a .pdf?" No.
  • 07:52 AM - Henry quoted DMMike in post New Survey
    The execs took one look at the success (?) of Paizo just selling a playtest and said, "yup, it's time for a new edition." At least now they can come full circle, back to their demonic roots, and call it version 6.66. Just curious, were there any survey questions about pricing? Like, "on a scale of 1 to 10, how likely are you to pay $70.00 for a hardcover D&D book? $30.00 for a .pdf?" Why donít you take the survey yourself and find out? Sounds like you have some pretty strong opinions about the managementís motivations and their current M.O., so why not go through and tell Ďem what you think?

Friday, 14th September, 2018

  • 07:59 PM - Lanefan quoted DMMike in post New Survey
    Just curious, were there any survey questions about pricing? Like, "on a scale of 1 to 10, how likely are you to pay $70.00 for a hardcover D&D book? $30.00 for a .pdf?"I don't recall any, though there was a question or two on how much you had spent on the game in the past x amount of time. Further, I don't recall "price" being listed as a possible objection or consideration when asked what would encourage or prevent me from buying [whatever product].


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DMMike's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
Dragonborn Light
Dragonborn Light is a rules module for Modos RPG. Plug it in to start adventuring in Skyrim, the icy northern province of Tamriel.

The new rules convert the base rules to add features like: larger pools for Health, Stamina, and Magicka, scalable ge...
67 0 1 Saturday, 17th February, 2018, 07:10 PM Saturday, 17th February, 2018, 07:10 PM
Modos 2 - free demo
Free, easy, ready-to-mod RPG - includes fast-play-rules appendix.

This is the demo edition. The deluxe edition will include more art, powers, helpful sidebars, and appendices.

Unofficial website: modos-rpg.obsidianportal.com (http://modos-rpg.obsi...
345 0 1 Tuesday, 7th November, 2017, 05:36 AM Friday, 12th October, 2018, 05:44 PM
Modular Exoskeleton Trans-Responsive Outfit, In Detail
EDIT: file removed for overdue overhaul. Your thoughts are welcome in the comments.

"The last creature is in captivity. The galaxy is at peace."

Those words were supposed to mean a new era. But here you are, landing on yet another planetoid, sea...
76 0 0 Friday, 23rd September, 2016, 02:00 AM Saturday, 28th April, 2018, 07:37 PM
Return to Volskygge
Update 11/14/17: this adventure module to receive an update after the release of Skyrim Module for Modos.

It has been years since the Dragonborn destroyed the dragon priest Volsung, yet the residents of Haafingar whisper in dark corners:
"So...
42 0 1 Saturday, 14th February, 2015, 06:47 AM Tuesday, 14th November, 2017, 04:10 PM
Modos RPG: First Playtest
Note: the second playtest is now available. Feedback and questions on the first playtest are very welcome!


Modos Roleplaying Game
- First Playtest -


This is a rules-light, multi-genre, open-source roleplaying game. Abstract features (abilities...
79 0 1 Saturday, 2nd August, 2014, 03:50 PM Saturday, 2nd August, 2014, 03:50 PM

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