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

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About Wangalade
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Long time dnd gamer, have played other rpgs. looking for more players.
About Me:
i've played dnd since i was kid, all versions but odnd and 1st ed. i have played many diferent rpg systems and am open to almost anything. i have been developing a homebrew rpg over the last few years and am nearly done, we just need to playtest it some more.
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Northridge
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19-24
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Details of games currently playing and games being sought.

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Northridge
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California
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I recently moved to a new area and am looking for a new group.

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Castles in a D&D/Fantasy setting Wednesday, 4th July, 2018 08:43 PM

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Town:
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I recently moved to a new area and am looking for a new group.
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Monday, 4th May, 2015

  • 08:12 AM - pemerton mentioned Wangalade in post [Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
    ...ding their CHA bonus. That's pretty easy and straightforward, and in fact just the kind of thing that gave rise to skill systems in the first place. OTOH, what if we black boxed, say, 5e's skill system? Even just the social skills. Then the DM needs to keep track of Insight, Persuasion, Deception, Intimidation and Performance, and the mixes of WIS and CHA bonuses and proficiencies for each character. That's a heck of a lot of work on the DM now. Much easier to just forgo the distinct skills and just use CHA bonuses, if any.I agree that the CHA-only approach is simpler, which is important if the GM has sole management of it. It's the idea of player-instigated vs GM-instigated that I'm trying to get a better handle on, though. (Eg you could play 5e without skills, using CHA-only, and then you'd have the simplification but the player-instigated vs GM-instigated would still be something to think about.) I want to put to one side the "I use Bluff" case. As I said in my reply to Wangalade, I think that's something of a degenerate case of a social kill system (in my view it's not really action resolution at all, but when used that way is actually a scene-reframing mechanic disguised as action resolution). The case I'm interested in is the once you put forward this way: "by narrating or role-playing a lie in order to instigate the Bluff resolution mechanic". Can't a player in Moldvay Basic narrate or roleplay a lie in order to get a bonus on a reaction roll - eg "It's OK; Gary sent us." If the GM thinks the lie will in some fashion resonated with the NPC/monster in question, then a bonus can (perhaps should?) be given. It might not involve CHA at all, in Moldvay Basic. The reaction table is a tool, and certainly in my personal games I make heavy use of it for almost all interactions. But Moldvay explicitly calls it out as optional (with the possible exception of Retainer Reactions to initial offers): The DM can always choose the monster's reactions to fit the...

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Thursday, 5th July, 2018

  • 12:24 AM - Derren quoted Wangalade in post Castles in a D&D/Fantasy setting
    When I said it would be easy I didn't mean that it would be physically easy for them to do, but that it's easy to see a solution that based medieval tech that might be somewhat comparable to modern solutions to the problem. As the goal is to stop the flyer from becoming a threat, and not necessarily to kill it; if the ballista can cause a flyer to retreat to a higher altitude where its attacks are no longer efftective then it served its purpose. The ballista doesn't have to be capable of killing the flyer; it just needs an effective range greater than the range of any of the attacks that the flyer can make. It is extremely difficult to hit a specific target by simply dropping an object from a high altitude, and the greater the altitude, the more the object is affected by wind and other variables. A rider on a pegasus might employ these tactics, but I don't see a dragon or any of the other really big flyers dropping rocks. A dragon has its breath weapon and wing buffet and melee attacks, j...

Monday, 2nd July, 2018

  • 08:59 AM - Derren quoted Wangalade in post Castles in a D&D/Fantasy setting
    I finally got around to formalizing my final thoughts on this topic in this blog post. To be honest, while you raise several questions in your blog you don't really answer any of them. And in your article about flying threats I disagree with your notion that creating anti-air guns would be easy. Imo it would actually be impossible without magic. Bow and ballista designs have a very low range which gets even shorter when you fire them upwards. Every flyer out there can fly higher than how high medieval weaponry can shoot. You can of course try to build a bigger ballista which could shoot higher, but it quickly becomes gigantic and thus hard if not impossible to aim and very complicated to construct. And all fliers have to do is to just fly upward a bit and your new ballista is useless again. This problem only goes away with gunpowder weapons as then you do not need to rely on mechanical arms to provide the force of the shot. But it still takes a lot of metallurgic skill to make a gun that i...

Monday, 14th May, 2018

  • 05:12 AM - Celebrim quoted Wangalade in post Castles in a D&D/Fantasy setting
    Let's take an example of what I am looking at: Giants. Most versions of giants describe that they can throw large boulders and gives rules for how much damage that can do, etc. Taking those rules at face value you might equate giants to catapults or other siege engines, which weren't commonly used to knock down walls. Well, first, by the late middle ages torsion and gravity based siege weapon technology had advanced to the point that in point of fact if you had enough money you could knock down the walls of pretty much anything with a trebuchet. It was just a matter of time. But for the most part, this was nothing really knew. The whole point of a castle was to delay a large force with a small force until you could muster forces to relieve it. Still by the late middle ages, the presence of powerful siege engines like trebuchets forced castle designers to begin building castles with counter-batteries of siege weapons of their own to destroy attacking trebuchets and latter cannons. Ea...

Saturday, 13th February, 2016

  • 10:33 PM - Psikerlord# quoted Wangalade in post How much damage should OSR monsters do?
    The damage is different because the weapon is different. The giants are using weapons both sized and designed for them. Damage of human weapons shows the same phenomenon. A two handed sword may look very similar to a one handed sword, but do different damage because it is a different weapon. Giant swords are not just large versions of human swords, they are different weapons. Dragon claws are different weapons than canine claws. There is a reason we have something called "natural weapons," even though the object used for attack is part of the monster's body, does not mean it is not a weapon. This is not to say that larger weapons, whether natural or artificial, deal the same damage as smaller weapons. Only that monsters deal damage according to what means of attack are available to them and not according to their HD. I have also toyed with the notion of using only d6 damage from OD&D, but that requires a different foundation for combat than is normally used for D&D today. Yes I agree, I wil...
  • 01:02 AM - Psikerlord# quoted Wangalade in post How much damage should OSR monsters do?
    Damage isn't necessarily assigned by HD or even Dungeon lvl, but by common sense or practicality. Damage is assign by attack/weapon type. This is most apparent among the low levels humanoids. The concept of damage by weapon doesn't change among the higher lvl monsters, the weapons simply change. Generally higher lvl Monster have more weapons to attack with amd thus more attacks and more overall damage. The 12 HD hydra doesn't cause 12d10 damage, it get 12 attacks which each do d10. If a creature has claws they generally get 2 claw attacks, monsters with carnivorous snouts get a bite attack, Dragons and others have breath weapons. Claws generally do d4 or d6 damage each, bites deal one die higher than the claw, and other attacks are dealt with on a case by case basis, sometimes with affects besides just damage. For example when hit by the breath of a white dragon, a character who doesn't save not only suffers full damage but should also be encased in ice or otherwise immobilized. Damage isn't arb...

Wednesday, 23rd September, 2015

  • 10:48 PM - aramis erak quoted Wangalade in post Rolling Dice
    I was rereading moldvay basic and came across an interesting line on page B4 under How to Use the Dice, "the best way to 'throw' or roll a 4-sided die is to spin it and toss it straight up." I have never done this, I just roll a d4 like any other die. Does anyone here roll d4s in this manner? I'm interested to hear if others roll different Dice in different ways. I have. It does increase the random a bit. I much prefer a dice cup.

Monday, 4th May, 2015

  • 08:27 AM - pemerton quoted Wangalade in post [Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
    From the DM perspective, as Iosue demonstrated, the cha bonus doesn't have a major affect. The DM gets to see the big picture, while the players see the immediate situation. The players want the +1, the DM realizes it is insignificant.I think the +2 does make a big difference. The +1 not so much, I agree. You're right, there isn't a big contrast between the two methods. The contrast is in the mindset.See my reply to Iosue above this one. The last paragraph in parantheses says a bit more about where I'm coming from, mindset-wise. Vincent Baker made this good comment, a while ago now, about having to make moves in the fiction as part of action declaration and resolution: Here's a quick resolution mechanism. 1. We each say what our characters are trying to accomplish. For instance: "My character's trying to get away." "My character's trying to shoot yours." 2. We roll dice or draw cards against one another to see which character or characters accomplish what they're trying to accom...
  • 07:30 AM - pemerton quoted Wangalade in post [Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
    They have to pursue options in the fiction/gameworld that will solve their problem; not resorting to an out of character "what are my skills? Or what is the best way to solve this mechanically/through the game rules?"The contrast you are drawing is not one that I feel as sharply as you seem to. For instance, I don't feel that the contrast between "Let the high-CHA guy do the talking" and "Let the high-Diplomacy guy do the talking" is all that great. Nor do I feel that the contrast between "This is probably the trader we've heard is after ferret skins; let's offer him some to try and improve his reaction" and "This is probably the trader we've heard is after ferret skins; let's offer him some to get a bonus on the Diplomacy check" is all that great. If what you mean by "solving mechanically/through the game rules" is "I roll Diplomacy - look, a 20 - is he friendly now?" then I agree that there is a contrast. But in my view that's an issue with the particular skill system in question, whi...
  • 05:28 AM - pemerton quoted Wangalade in post [Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
    The things they do to gain bonuses are, as already stated, things that make sense "in the fiction."That doesn't really mark a distinction from a skill-based system, either, or at least a good one. In a good social-skill system, you can only make a skill check by declaring some action that makes sense in the fiction. A player may try to convince an NPC to buy a pie, but if the NPC doesn't like pies, then no matter how good of a salesperson the player is, the DM may never give a bonus because it just doesn't apply to that NPC in that situation.I'm not really sure I entirely follow the example. In Moldvay Basic, as in real life, it has to be possible to persuade someone to buy something they don't like. In a system like 4e, the Bluff skill might be relevant. In Moldvay Basic, it's raw CHA (no social skills). If the NPC really doesn't like pies, that would impose a penalty. If the GM is roleplaying the NPC well, then the players might work out the NPC doesn't like pies and have their sales...

Saturday, 14th March, 2015


Friday, 24th October, 2014

  • 04:56 PM - DMMike quoted Wangalade in post What in the world is an experience point?
    It's a relic from the oldest of RPGs that needs to be discarded, like alignment. Okay, maybe that's a little extreme and unhelpful... XPs were a nicely metagame feature until 3rd D&D, when they became a sort of currency. Since then, they are a discrete measurement of a very ethereal matter: progress toward godliness. . . that can sometimes be exchanged for magic items and spells. In making my own game I attempted to use a method that increased skill level based in game usage. That proved to be extremely complicated, so I still use xp. How many uses would you like to require for a skill increase? How about something like: - If your check is a critical success or failure, you've learned something. - Roll another die after a crit. If you get the highest result, you earn skill. Use larger dice for slower progression.

Wednesday, 13th August, 2014


Sunday, 22nd June, 2014

  • 04:48 AM - FitzTheRuke quoted Wangalade in post Starter Set: Phandalin Map
    it is not what the village actually looks like, it is an artist's rendering, else why are there colorful rooftops, why is it so easy to differentiate the road and non road, why is the grass so green/of a uniform color? if you want something that looks like the village from the perspective of the pcs, do a profile view with a perspective from one of the streets looking into the village. even granting that it lets the players know what it looks like, my point still stands that it is just a pretty picture. You're a wee fussy, aincha? :p I meant: Its to show US (the players of the game) what the village looks like (so we can have an idea. One that might make the DM able to describe stuff to the players, while the players mosey around in it. You know, for the game?
  • 01:10 AM - Hussar quoted Wangalade in post Starter Set: Phandalin Map
    I agree, but then there is the debate of is that actually a map? which definition of map are you using? could that simply be a painting of san francisco from a viewpoint across the bay? I believe I mentioned earlier that a profile view of the village would be just as effective at seeing the layout and provide more of a sense of actually being there. Yes, that is actually a map. Again, the modern map is not the only kind of map there is. There are all sorts of maps. A profile view of the town actually wouldn't work because so many of the houses would be overlaid upon each other. And a "street view" level image only shows a few buildings, not the entire town, which is the point of any map. That's a great map image, and certainly conveys the look of the place very well. Even the modern map is informative in terms of more than just geography, though. You've got the contrast between the central zone's winding, haphazard street design and the grid layout of the surrounding areas, indica...
  • 12:06 AM - Hussar quoted Wangalade in post Starter Set: Phandalin Map
    I wasn't trying to claim they did, only that they were used for navigation primarily(excluding weird pseudo religious world maps). Really? I'm a huge map geek. I love maps. I love looking at them and antique maps are something of a hobby of mine. You posted two modern maps of San Francisco. Allow me to rebut for a moment: http://www.wall-maps.com/antique/Cities/SanFran/SanFran_HUPSANFRAN1878.gif That's a map of San Francisco circa 1878. Now, of the three maps of SF we have here, which one gives the best "sense of place"? For me, it's the third one. I look at that map and I can tell all sorts of things about SF from it. The modern maps are just abstract representations of the geospacial locations of various points. The antique map tells me a lot more about what SF looks like and what I can expect to see if I travel there. The D&D map of Phandalin works like the above SF map. I know that the houses look a certain way - I'd expect pretty anachronistic images of 15th to 17th c...

Saturday, 21st June, 2014

  • 11:52 PM - Hussar quoted Wangalade in post Starter Set: Phandalin Map
    the point that buildings were labeled, but roads were not was to illustrate the inefficacy of the map. you are right in that it is easy to locate the buildings without a road map, which brings us to the question of what is the purpose of this map? is it to analyze a specific feature or how they interact? no, there are not thematic elements and no real geospatial information besides locations. so is it a general use map? general use maps are primarily used for navigation, whether they are city street maps or topographic maps or even ancient maps, their main purpose is navigation. the fact that no roads are named and only landmarks relevant to the storyline(this is an assumption) are marked leads me to the conclusion that this map would serve very poorly as a navigational tool. how would you direct someone to Harbin Wester's Home? having each building and road with a sign was just an example of use. as you put it, it would be easy for the pcs to locate all the labeled buildings without a map,...
  • 11:30 PM - MarkB quoted Wangalade in post Starter Set: Phandalin Map
    ok, what specifically? Is it just that it is shown as a village more than a town, is it the place names, is it the shrine of luck, is it the ruined manor? The images of the buildings and artwork certainly can't help because the buildings can't all be of repeating colors and shapes. For that matter the buildings probably all have the same description- dirty and poorly constructed, and not the plethora of colors, seeing as it is a small semi-medieval village. so how does the map convey an idea of what the place is actually like that can't be done with a list of notable places and descriptions(I'm assuming there will be descriptions for each place anyway)? It's a small place, with most of the major places of interest found on its central hub town square. Its ruined wall speaks of defensive measures once required here that are no longer maintained, the ruined manor suggests a place once well-funded by a wealthy land-owner, maybe now facing hard times in their absence, it seems clear that the v...
  • 10:56 PM - MarkB quoted Wangalade in post Starter Set: Phandalin Map
    ok, this does seem to be true, but after looking up what sense of place signifies on several sites, I don't see any map contributing to sense of place. Sense of place seems more to result from a person's specific knowledge of history, geography, legends, combined with the feelings about each aspect of the place. one acquires a sense of place from experience and living in/near that place. Okay, what I mean by "sense of place" is "some idea of what the place is actually like". I get that from this map.
  • 10:27 PM - MarkB quoted Wangalade in post Starter Set: Phandalin Map
    Which map gives more of a sense of the place of san francisco among the world and which is only useful for navigation? The second map shows me something of where the city is. The first one gives me some sense of what kind of city it is. Both are useful for more than just navigation. Thaumaturge is right, I think, in that you're using a different definition of "sense of place" than I am.
  • 09:45 PM - MarkB quoted Wangalade in post Starter Set: Phandalin Map
    If I am in a city, say San Francisco, and I want a "sense" of the place, meaning where it is and where I am, I don't look at a street map, because that is clearly a navigational map and doesn't provide any sense of place. I would look at a local map to see where San Francisco is and what other communities are nearby, etc. I would see the city is on the tip of a peninsula at the edge of a bay, and see there are several other large communities surrounding the bay. Looking at a street map(or city map, since any city map of SF will be a street map) informs me of how to get from A to B, and not any idea about the place. So, looking at a map which shows San Francisco as a dot tells you more about what kind of place it is than looking at a map which shows it as a city? Yeah, I don't think either of us are going to be bridging this conceptual gap.


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Wangalade's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
BECMI Sheets
Character Sheets for BECMI. There is one for a each class and a generic sheet.
1122 +1 9 Saturday, 10th February, 2018, 10:29 PM Saturday, 10th February, 2018, 10:33 PM
Old School 5e Character
Fifth Edition character sheet styled after the old character sheets in the basic set

-uploaded pdf version
6595 +7 2 Saturday, 22nd November, 2014, 07:35 AM Saturday, 22nd November, 2014, 07:35 AM
Old School 3e Character
Third Edition character sheet styled after the old character sheets in the basic set.

-uploaded pdf version with a few placement changes
-fixed title at the top from 5e to 3.5
1358 +2 1 Saturday, 22nd November, 2014, 07:33 AM Saturday, 22nd November, 2014, 07:33 AM

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