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  • DMMike's Avatar
    Yesterday, 05:03 PM
    The anti-magic ray isn't an anti-magic aura. All it does is force the wizard to run around a little more, or to cast Mirror Image and keep the beholder guessing. But if you still want a new ray, try this one:
    15 replies | 429 view(s)
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    Wednesday, 14th November, 2018, 06:58 PM
    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? Is it an acceptable RPG experience, or does it resemble, well, this:
    5 replies | 188 view(s)
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  • DMMike's Avatar
    Wednesday, 7th November, 2018, 06:17 PM
    Good point. I'd go like this: Epic boon: unlock edition number. Wish: summon Ari Marmell. Wish: summon Rich Burlew. Wish: summon Mike Mearls. Release the summons once they create 6th ed. . . and include a wisdom-boosting item.
    11 replies | 513 view(s)
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    Monday, 5th November, 2018, 04:56 PM
    Just keep clicking on stuff until it looks good. B-)
    9 replies | 304 view(s)
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    Sunday, 4th November, 2018, 04:31 PM
    +1 for effort, and grammar. That Episode Book looks pretty cool. Is "episode" PV's term for "adventure," or is there something more sinister behind it?
    4 replies | 377 view(s)
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    Saturday, 3rd November, 2018, 05:48 PM
    15 10 30
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    Friday, 2nd November, 2018, 03:49 PM
    For what it's worth, I banned warlocks way back in 3.5. The ban remains. But that's not a bad idea: take away EB and just give them unlimited use of Heresy (Vicious Mockery).
    118 replies | 3895 view(s)
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  • DMMike's Avatar
    Tuesday, 30th October, 2018, 05:00 PM
    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). I see it as having two nice features: it combines 19 tables into one diagram, and in so doing, makes it easy to modify 19 tables in one fell swoop. First...
    29 replies | 749 view(s)
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  • DMMike's Avatar
    Monday, 29th October, 2018, 07:17 PM
    No train. Just a bad example, I guess. An enchanter trying to imbue different elemental power types into one weapon would have similar problems. My foggy memory says that weapons of the gods were most likely to have multiple enchantments on them, which is fine by me.
    40 replies | 1339 view(s)
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  • DMMike's Avatar
    Saturday, 27th October, 2018, 05:38 PM
    I'll just set a nice baseline, so succeeding respondents can get more fantastic from here: What do the characters see? A dungeon room. A torture device is a good start...the Rack is set up near the wall, with a thick pile of straw laid out beneath it. Its operator sits nearby, and PCs can't help but notice a shiny bell resting at his foot. How can the players find out more? Talk...
    3 replies | 291 view(s)
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  • DMMike's Avatar
    Saturday, 27th October, 2018, 05:19 PM
    Um, true? Which makes the disarm or weapon breakage event so much more delicious! Skill level of the smith, yes. I pity the priest, though, whose patron asks him to bless the pointy end as a good weapon and the blunt end as an evil weapon. I pity the PC who finds out at an inopportune time that a good/evil weapon is effectively cursed! As an aside, you know D&D is a combat-focused...
    40 replies | 1339 view(s)
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  • DMMike's Avatar
    Friday, 26th October, 2018, 05:04 PM
    Step into the Age of Men, ruled by the benevolent King Aragorn and darkened by the scattered armies of Sauron. We're using text only on Roll20, so it doesn't matter if your Middle Earth accent is terrible. The game is Modos 2, so the story takes center stage over the metagame. Swing by, take a look: https://app.roll20.net/lfg/listing/119586/raiding-orthanc
    0 replies | 118 view(s)
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  • DMMike's Avatar
    Friday, 26th October, 2018, 04:43 PM
    I'm on board with the defensive part, since my dual wielding rule is near identical: "If you bear a second weapon or a dual weapon in hand, you can use either weapon to add +2 to your (AC)." "Advanced D&D 5e" makes a lot of sense as the next series of books, but then all pretense of not being 3rd Edition Revised sort of falls away.
    85 replies | 3380 view(s)
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  • DMMike's Avatar
    Thursday, 25th October, 2018, 03:01 AM
    All of this defense of D&D, as it has traditionally been played, is fine and dandy. The OP, you'll notice, is asking for something non-traditional. So you might have to step outside the box for a minute or two with this one. I have not, for the record, allowed a PC to walk around with a silver weapon, a +1 weapon, a cold steel weapon, a powerpuff weapon, and a good-aligned weapon. Nor will...
    40 replies | 1339 view(s)
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  • DMMike's Avatar
    Wednesday, 24th October, 2018, 05:10 PM
    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. ...
    40 replies | 1339 view(s)
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  • DMMike's Avatar
    Monday, 22nd October, 2018, 03:29 AM
    One a week should do it. If you read full articles in the economy/finance section, backstories will seem downright gripping. :|
    45 replies | 1505 view(s)
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  • DMMike's Avatar
    Friday, 19th October, 2018, 04:43 PM
    That's the Twitter/Internet effect. It's a sign that you should buy more newspapers.
    45 replies | 1505 view(s)
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About DMMike

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40
About DMMike
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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.
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Wednesday, 14th November, 2018


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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'.

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.


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Saturday, 17th November, 2018


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 ...

Thursday, 25th October, 2018

  • 02:42 PM - Blue quoted DMMike in post Advantage on Damage Rolls
    All of this defense of D&D, as it has traditionally been played, is fine and dandy. The OP, you'll notice, is asking for something non-traditional. So you might have to step outside the box for a minute or two with this one. I'm not "defending D&D" - I was against what was happening. I'm talking about the reality of what has happened regularly in the past with this type of setup. I have not, for the record, allowed a PC to walk around with a silver weapon, a +1 weapon, a cold steel weapon, a powerpuff weapon, and a good-aligned weapon. Nor will I, unless that PC has a mule with several weapons mounted on it for easy access. I'm glad that you didn't but that's not actually the case with what the OP is presenting, because all of the weapons are commonly available. Do your shopkeepers cut characters off from buying a third weapon? Would you would disallow a high STR tank from carrying a longsword (slashing, 3 lbs), a flail (bludgeoning, 2 lbs) and a rapier (piercing, 2 lbs). Mind yo...

Wednesday, 24th October, 2018

  • 07:01 PM - Blue 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? I know of no DM that regularly stops purchased from the PHB. Having the weapon is trivial. Costs are also not a big deal past 1st level. If the game rewards having weapons of various types, weapon wielders will very quickly learn about it and take care to have a selection. The weight of most weapons is not a big deal in terms of encumbrance, no penalties for carrying them. Heavy weapons require STR, so the weight isn't a big deal. Most finesse weapons don't weigh much. A character gets free item swap every action. Just don't draw until yo...

Sunday, 21st October, 2018

  • 08:25 PM - Morrus quoted DMMike in post Adventures with extensive backstory
    That's the Twitter/Internet effect. It's a sign that you should buy more newspapers. More? How many newspapers should I buy? Iím glad that will solve my dislike of adventure backstories. Canít wait!

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



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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...
68 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...
350 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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