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  • DMMike's Avatar
    Sunday, 30th December, 2018, 04:54 AM
    It went a little under-the-radar, but Modos 2 deluxe is available on DriveThruRPG. For the small deluxe fee you get lots more powers, explanatory sidebars, an extra rules module and a lengthy real-play demo. The free edition, of course, remains free.
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  • DMMike's Avatar
    Sunday, 30th December, 2018, 04:48 AM
    It's a great idea, but you're going to need a catchier hook to get players to read 19 extra pages of rules. Just curious: why shouldn't it cost money to make magic items? It costs money to make everything else. Except for grass-whistles. Those can be made without money.
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  • DMMike's Avatar
    Sunday, 30th December, 2018, 04:43 AM
    Haven't tried it, but thanks for bringing it to my attention! I'm going to love it if it's anywhere as much fun as D&D Scourge of Worlds was.
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  • DMMike's Avatar
    Saturday, 22nd December, 2018, 07:50 AM
    I'd like to see a rules-light D&D. Hide some of the (remaining) systems, so that the player's handbook leaves players in the dark a bit, thus creating an actual need for a DMG. Add another core book - the Adventurer's Gear Guide - so that the players can drool over that while the DM drools over the Monster Manual. Keep the sacred cows - six attributes, AC, four (only) classes - but...
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About DMMike

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About DMMike
Writing rules and character concepts.
About Me:
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.

Drop me a line if you're a creator or have a table at which I should be sitting, thanks.
Phoenix, AZ
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I like games with stories. And role-playing.
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Saturday, 5th January, 2019

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Monday, 31st December, 2018

Saturday, 22nd December, 2018

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Saturday, 22nd December, 2018

  • 10:34 AM - Lanefan mentioned DMMike in post If you were able to design your own version of D&D, how would you do it?
    Excluding what DMMike wrote just above, there isn't anything here so far I'd have the least interest in even looking at, never mind playing. Were the next D&D up to me I'd strip it down to the very basics - six attributes, 10-15 classes, 4-6 races - and not put all that much back. And what did get put back would be very modular - use the best system for the job at hand even if it's unique to that purpose, rather than trying to shoehorn everything into a unified mechanic - such that changes to one internal system don't affect much if anything else. (e.g. turn undead would probably work differently than anything else in the game...thus tweaking the turn-undead system would have limited if any effect elsewhere) Abilities would be entirely class-based. Want an ability? Play the class that has it. Want two abilities that aren't shared by a class? Tough - pick one. Play the other one next time. Feats? Gone. Multiclassing? Gone or very close to gone. Skills, other than some basics like swimming or...

Monday, 5th November, 2018

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'.

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Thursday, 10th January, 2019

  • 12:29 PM - Bedrockgames quoted DMMike in post Rules Light Games: Examples and Definitions
    That Roboto is hurting my eyes. But anyway... Just curious: are you trying to decide if you want to market the game as "rules light?" If so, you might compare your game's weight to other games that call themselves such. (Hence the examples request?) I am intending to do so. I thought of this, but because I get such varied responses from individual players, I really wanted to get a sense from the community, rather than from companies putting 'rules light' on the cover, what their thoughts are.

Thursday, 3rd January, 2019

  • 12:55 PM - Li Shenron quoted DMMike in post Solo Campaign: Awkward or Awesome?
    Some of the games I've been wanting to run lately are based on a one-player or solo-protagonist type of story, specifically, Metroid and Skyrim. However, I've never run a solo game/campaign, and the idea just seems awkward to me. Am I being unfair to the solo-campaign? Nah, to me a solo campaign is nearly worthless. The whole point of a RPG for me is cooperative teamplay. No team, no game. CRPG are another matter, in fact I normally don't even consider them RPG in the first place.

Thursday, 13th December, 2018

  • 09:25 PM - CubicsRube quoted DMMike in post Using ideals, bonds, flaws and traits for advantage
    Has D&D not updated Inspiration in an errata yet? I don't see why; advantage is usable in combat... "Once per session" is an improvement over "DM will grant it to you" because it shows that PCs will predictably gain more Inspiration, and also that they will predictably lose the resource if they don't use it. I wouldn't force players to explain why, as it might deter them from using it, but I'd leave the opportunity open. Any reason you left Alignment out of the IBFT family? And from left often do the Critical Role people use their Inspiration? The explanation really I had in mind is just so they have an opportunity to flesh out their character in front of others. But really yes it should be very lenient and granted easily in practice. As for alignment, it doesn't grant inspiration as per phb if I remember rightly, and I don't really use it in my games.

Friday, 7th December, 2018

  • 10:30 PM - doctorbadwolf quoted DMMike in post Ridding D&D of All Races - Multiple Choice Poll
    Counterpoint: we see dumb gnomes because gnomes are, inherently, stupid. I mean, sure, gnomes are vicious little spiteful creatures, like a cross between a badger and your co-workers 5 year old after they've eaten the office candy, but still. Gnomish, drunk and stupid is no way to go through life. Gnome characters got no reason Gnome characters got no reason Gnome characters got no reason To be played They got little hands And little eyes And they walk around Tellin' great big lies They got little noses And tiny little teeth They wear platform shoes On their nasty little feet Well, I don't want no gnome characters Don't want no gnome characters Don't want no gnome characters In D&D. You've confused Gnomes with Dwarves, I fear. Seriously, get rid of dwarfs and harflings and keep gnomes. While things can (and possibly should) vary on a world-by-world basis, I donít think D&D should eliminate any races. That said, killoren/wilden are laaaaame and desperately need to be reimagined and ...
  • 08:50 PM - doctorbadwolf quoted DMMike in post Ridding D&D of All Races - Multiple Choice Poll
    Just don't draw a haphazard line between what you can and can't play: "You can play a warforged, but you can't play a shield guardian. You can play a dragonborn, but you can't play a lizard man. Or a half-dragon. You can play a tiefling, but you can't play a succubus, marilith, glabrezu, balor, dretch..." Dragons, devils, etc, have set alignments,and thus by definition less free will than mortals. You can only play mortals in DnD. It's not haphazard at all. Gnome: the Jar Jar Binks of the D&D Universe Man, I am really sorry that you have such terrible players in your group. That has got to be a trial for you. Anyway, the only race worth removing in DND is humans. If I had to get rid of another race,it would be high elves or halflings, purely because they're redundant with more interesting races. That is, every other type of elf, and gnomes and goblins, respectively.

Wednesday, 5th December, 2018

  • 05:20 PM - Ralif Redhammer quoted DMMike in post What are you reading? Declaratory December 2018 edition
    Indeed, it does not. Considering a re-read of the Unfinished Tales volume, as itís been a long time since Iíve touched that one. As for Fire and Blood, itís about 730 pages, on Kindle. I donít believe it has a secondary author, unlike the prior history book, but of course, they could be uncredited. As far as Iíve seen from GRRM, itís nothing but more of the same on Winds of Winter, albeit with a more self-flagellating tone. Iím only a third of the way through it, but so far Iím enjoying it quite a bit. Iím not sure it needed to be a 700+ page book (in a supposedly two book series), but at least itís keeping my interest. The Lord of the Rings. Never gets old. Ralif: Curious about Fire and Blood, since I need to get it. Does it have a ghostwriter? What's the page count? And has GRRM said anything about WoW, officially?

Wednesday, 28th November, 2018

  • 08:38 PM - Stormbow quoted DMMike in post Please help me name a fungus-wielding caster...
    Circle of Spores Druid? :) That's the one! Mycomancers? I think we got a winner. Sporelord Podcaster Oh. My. God. My player's will love those puns! "DMMikes?" Isn't it a little weird that mushroom-people are the ones teaching others to summon and eat mushrooms? Or are the summoned shrooms just a tool for channeling magic? Well...not so much "eat" as "use the power of".

Tuesday, 27th November, 2018

  • 04:34 PM - clearstream quoted DMMike in post Hiding and Blindness (updated)
    Does the Advantage from firing on a blind defender come from the defender being flat-footed, or from not knowing where the attacker is? If it's being flat-footed, sure, lose advantage. If it's not knowing, I'd see all attacks gaining advantage. If you have arrows (or worse, bullets) coming at you from an unseen location, you're not going to stand around, lean in the direction towards which you think they're coming, and wait for a few more to come by so you can get an accurate location on your opponent. Per RAW, when an attacker is unseen, defender is effectively blind relative to that attacker, so it gets advantage. This should come up more in discussions about stealth etc. The hiding situation is relatively controllable. Simply being unseen due to being in darkness and outside another creatures vision, is far more pernicious. If it's all attacks, then Superior Darkvision and Devil's Sight are helluva good. I still don't understand how D&D 5 creates confusion on this topic...but it's ...

Saturday, 24th November, 2018

  • 05:46 AM - bigjdunham quoted DMMike in post Seeking input for card-driven post apocalyptic supernatural rpg project
    Maybe post one of those here and see what the wolves leave behind? And hereís my initial thoughts on the world and itís playable heritages (aka races or species): The world for this game is going to be based off an RPG setting (Alpha Omega) I found really intriguing. The company that produced it has fallen off the face of the earth so there is no new material being produced for it. And ultimately I thought the system was too crunchy. Maybe they wanted the world to feel imposing because that's how the system honestly made me feel. But the world building was fantastic. So I'm gonna do a bit of "borrowing" for this first attempt at making a game. So here are some of the highlights of the setting:
 Sci-fi setting
 Post apocalyptic Earth
 After the apocalypse, nature revolted and "reclaimed" the world
 Humanity lives in pockets of civilization fighting to not be taken by nature
 Magic has (re?)entered the world
 Humanity is being "warped" by nature...
  • 05:33 AM - bigjdunham quoted DMMike in post Seeking input for card-driven post apocalyptic supernatural rpg project
    Maybe post one of those here and see what the wolves leave behind? Okay yep, hereís something based on my post on the base game mechanics: - Use a standard deck of cards w/ jokers 🃏, Aces are considered a 1 and royal cards have no numerical value. Numerical cards are otherwise as is, i.e. a 2 is a 2, a 7 is a 7, and so on... Performing an action: - ďDrawĒ cards equal to the Characterís Aspect (sub-attribute) that best pertains to the action. An Aspect of 3 means draw 3 cards. - ďRe-drawĒ - Then draw cards equal to the Characterís Attribute connected to the used Aspect. These cards will replace cards drawn in the actionís initial draw. But the card to be replaced must be chosen before the ď Re-Draw.. Attribute 1 means draw & replace 1, Attribute 2 means 2, Attribute 3 means 3, etcÖ - One Success is one card hitting the Target Number or higher. The default Target Number is 10. - The Difficulty of the action is the number of Successes you need to achieve the action you ...
  • 01:20 AM - Eltab quoted DMMike in post Gave a player a cursed item has not notice its cursed want to hint at it
    I recommend Eltab's approach. The character got a cursed ring, not a Ring of Numbers Announcing. Unlike Eltab, I'd keep the bad luck real small and personal, like shoes come untied, or something green is always between his teeth. Thank you ! The OP said he wanted the PC to notice there was a problem, so I was thinking about things that 'look innocent' and he would eventually notice.

Saturday, 17th November, 2018

  • 10:53 PM - Lanefan quoted DMMike in post Solo Campaign: Awkward or Awesome?
    This alone should be a deciding factor for many GMs. Granted, party argument is sometimes a valued chance to collect your thoughts, but I think it's often when the GM thinks "ugh, I could be playing WoW right now." From the player side, I find solo gaming leads to more decision paralysis as I've nobody to bounce ideas off of other than the DM. That said, I also don't have anyone telling me what to do or how to do it.... From the DM side, I find myself constantly wanting to provide ideas and help. Doesn't work well. :) For a one-off - say, when someone's got separated from the party, or when we're working out a PC's back history - I'm fine with it. But for an entire campaign? It'd probably end up being a much more co-operative venture between the DM and player - in some ways almost a co-DM situation - than the usual DM-players dynamic at a typical table. In-party arguments are just fine with me as DM - that's what beer is for. :) And I'm still being entertained.
  • 08:32 AM - Dannyalcatraz quoted DMMike in post Deleted Posts
  • 03:14 AM - Blue quoted DMMike in post Deleted Posts

Sunday, 4th November, 2018

  • 05:22 PM - pemerton quoted DMMike in post Playing Prince Valiant RPG
    Is "episode" PV's term for "adventure," or is there something more sinister behind it?I would say "scenario" rather than adventure. It's generally a situation that will activate knightly intervention - attacks by bandits, rescues from bandits, helping out innocent women/villagers/ghosts/etc figure prominently. Ron Edwards gives some nice descriptions of how Prince Valiant scenarios work: . . . the character's judgmental and active presence is established and already in action as play begins, that beginning point is usually the crisis-point for the story in general. . . . [There is] a slight danger of "over before they begin," but they are also the most reliable for immediate Premise-consensus. . . . Low risk play . . . for lack of a better word, "lighter" or perhaps more whimsical - they do raise issues and may include extreme content, but play-decisions tend to be less self-revealing. . . . My OP has at least a couple of really clear illustrations, I think: the PCs encounter the...

Saturday, 3rd November, 2018

  • 04:33 AM - Ratskinner quoted DMMike in post Worlds of Design: Fantasy vs. Sci-Fi Part 1
    Sci-fi: unreal stuff that has explanations. Sci-fa: unreal stuff that has one explanation, "it's magic." In a none-too-recent discussion of the topic at hand, a friend of mine described fantasy as "the religious version of Sci-Fi" for just this reason. For me, the difference (at least for what I consider "good" versions of either) comes down to how the non-mundane "tech" of the world impacts the heroes. Whatever the ostensible source, good fantasy tends to handwave how things work and obvious impacts on society because its more focused on fuzzy wish-y adventure-y things, while good sci-fi examines those impacts possibly through adventure. So, we can take the topic to be genetic engineering: a good sci-fi premise might be the squabbling between different sects on the moral uses of such a tech and the "unforeseen" consequences it has on the personal lives of the characters while a good fantasy premise might be our hero saves the world from horrible tiger-man soldiers. I think its also part...

Friday, 2nd November, 2018

  • 01:54 AM - Laurefindel quoted DMMike in post Orun: The Anti-Post-Apocalyptic RPG
    +1 for making WAR an attribute (hooah). +1 for a slender skill list, too. +1 for having a skill for "knowledge from experience" separate from "knowledge from education". The skill list is actually pretty good; broad, concise, precise enough to be summarized in few words, vague enough to be flexible. I like that.

Tuesday, 30th October, 2018

  • 05:17 PM - GHench quoted DMMike in post Random "table" with an inbuilt memory ... (sort of)
    I might use the Hex Flower. I wouldn't apply it to all table needs though. For example, I couldn't quite see how, on the rot grub table, the grub was in the bladder one minute and in the brain the next (unless the victim was a man). The Rot Grub Hex Flower is just a bit of fun. But, the idea is that the result is the final destination I'd be interested to see what you cook up on the random dungeon front.

Sunday, 28th October, 2018

  • 04:12 AM - ClaytonCross quoted DMMike in post Advantage on Damage Rolls
    Um, true? Yes. Which is why in HEMA those weapons aren't generally allowed because you can "cut" or "stab" be with a blunt sword all day and I am fine but hitting with with mace even in armor is dangerous. If stabbing and cutting weapons maintained the same force they would be an equal threat. They don't so they aren't. My great sword however is not allowed ether because while it is blunt has max and bludgeoning power of a two handed mace and in the first day I used it I accidentally hurt two people without using full effort and when I loaned it to a friend who wanted to try it out I ended up with bruises on my right arm through my armor and a dent in my helmet. Having fought almost every weekend for a year vs blunted metal long swords, rapiers, and shortswords... I can promise you that you that even with thick armor that a long sword can't just cut through a heavy maul or other force impact weapon will indeed be more effective. Without armor or in thinner armor I would take the handle bal...

Friday, 26th October, 2018

  • 12:30 AM - ClaytonCross quoted DMMike in post Advantage on Damage Rolls
    How is having the right weapon a trivial thing? First, you must actually possess the weapon (this requires foresight or luck). Next, it has to be accessible - on your person somewhere (which requires using the right storage methods). If you've passed those hurdles, you still need to commit up to two actions - stowing a weapon and drawing another - to getting your major-buff-weapon into play. What's your opponent doing during those two actions? Go ahead and just drop a weapon to save an action - and see who kicks it into a gutter, or which goblin runs up and steals it. Also, if a player wants to just carry around a different weapon for each vulnerability, the damage advantage he gains should be offset by the attack disadvantage that comes from having a bunch of weapons hanging off his body. 1) I'll forgive the pun. 2) The DM can grant advantage (legally) anytime she wants. So there's no reason why using a bow against a monstrous pincushion or a warhammer against a glass golem ...

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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...
70 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: (http://modos-rpg.obsi...
356 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:
43 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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