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Bree-Land Region Guide: A Review Friday, 15th March, 2019 07:17 AM

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Friday, 15th March, 2019


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Friday, 15th March, 2019

  • 03:22 PM - Jer quoted oriaxx77 in post Bree-Land Region Guide: A Review
    Lotr is an apocalyptic, low magic setting where you play in a darkening world where a dark god will eventually enslave you. You fight to have moments in the light and you know that you cannot win. You cannot play it like any other kind of D&D (Ravenloft included) because you do not have that kind of high magic. You need to deal with people and make connections in the game. It is one of the darkest setting I ever played in. Almost every race suspicious to each other, you cannot trust strangers, demons of the past will take you soul etc... You cannot play it like Forgotten Realms where you have magic and orc waiters etc.. And one more thing, the characters know very little about middle earth. This will give the DM a lot of freedom. E.g. you can play the Kingdom of Ghouls Lotr style etc... There end up being a number of problems with this, though: * If you want to play in the actual history of Middle Earth, your characters can never do anything about the dark god that wants to enslave yo...
  • 02:54 PM - mykesfree quoted oriaxx77 in post Bree-Land Region Guide: A Review
    Lotr is an apocalyptic, low magic setting where you play in a darkening world where a dark god will eventually enslave you. You fight to have moments in the light and you know that you cannot win. You cannot play it like any other kind of D&D (Ravenloft included) because you do not have that kind of high magic. You need to deal with people and make connections in the game. It is one of the darkest setting I ever played in. Almost every race suspicious to each other, you cannot trust strangers, demons of the past will take you soul etc... You cannot play it like Forgotten Realms where you have magic and orc waiters etc.. And one more thing, the characters know very little about middle earth. This will give the DM a lot of freedom. E.g. you can play the Kingdom of Ghouls Lotr style etc... 100% agree with this up above. This is a horror game that D&D can be. Plus it makes use of the inspiration system much better than D&D. Also when you play the game, you see how much of euqalizer a Fireball s...

Wednesday, 18th July, 2018

  • 05:08 PM - JacktheRabbit quoted oriaxx77 in post Crit and death saves mean automatic ability score damage - Too gritty?
    Ability score decrease seems too harsh. We play like this: Short Rest Characters can only take one short rest per day. To get the benefit of a short rest, they need to find a shelter where they can relax mentally and physically for 8 hours without any distubances. During a short rest a character heals 1 hp. Long Rest Characters can only take one long rest per week. To get the benefit of a long rest, they need to find shelter, where they can relax mentally and physically for 3 days without any interruptions. During a long rest a character heals 1 + Con modifier hp (min 1) every day. It works for us. A bit like odnd. Doesnt this nerf the heck out of every class that is a primary spellcaster?

Sunday, 1st July, 2018

  • 11:03 AM - Li Shenron quoted oriaxx77 in post Gritty Campaigns. How you play one?
    I am interested in how you play your gritty campaign, what optional rules you have, what options or rules worked, what didn't. I am not running one, but if I did, I'd mainly do these: - keep track of food and water supplies as well as ammunition - use encumbrance rules and monitor equipment weight carefully - limit magic items to the minimum (at least no magic shops, for magic items in treasure it depends on the setting) - narrate travel and its effects more accurately, try to feature many environmental nuisances and hazards - use exhaustion rules (the 5e ones might need some tweaking) - modify some monsters by adding long-term debilitating effects I would personally like to play in a game where also exact spells components are tracked, but this may be too much for most players. I'd do it only if all spellcaster players are fine with it. In general I wouldn't want to house rule healing, but I would rather lengthen the time required to have rests. However this will have conseque...

Friday, 29th June, 2018

  • 06:31 PM - Laurefindel quoted oriaxx77 in post Gritty Campaigns. How you play one?
    I am interested in how you play your gritty campaign, what optional rules you have, what options or rules worked, what didn't. Oriaxx One thing I learned while surfing the messageboards is that "gritty" doesn't not necessarily means the same for everyone. For some, it's simply about the state of the world, for others, it's about low-resource management, for others, it's about the high probability of death, or dismemberment, or lasting consequences of injuries, or emphasizing on "mundane" factors such as weather, exhaustion, disease etc. so assuming you mean a bit of everything... A gritty campaign is principally in the way the DM runs it, and describes it. Still, it works best when the rules support the theme, or at the very least, don't go against it. Your blog already mention a few. IMO, a less generous rest mechanics is required. The DMG proposes the "gritty realism" variant, which is a good start. One needs to be careful however, that variant does not make anything "grittier" or more "re...
  • 05:21 PM - DMMike quoted oriaxx77 in post Gritty Campaigns. How you play one?
    p.s.: sorry for my english, I am still learning this lang. Don't worry. You're killin' it, O. Since I felt a bit left out, here's our working definition of "gritty" from Oriaxx's blog: For me, a gritty D&D campaign is a campaign where the characters are not superhero murderhobos, but normal humans (elves, dwarves) who - while more powerful than the average - still susceptible to normal problems. They still need to deal with the nuances of their daily life. As they progress and gain level they will have more power, some tasks will become easier, even mundane, but they will not be some kind of godlings who can do whatever they want without any consequences because of they power. A gritty campaign has lots of medieval elements when lots of things are different than as of now. I'm glad you brought up "medieval elements" because that's what I'd like to see in a gritty campaign: famine, disease, and war. Oppression, theocracy, no iPhones...gritty. When you mentioned "daily life" nuances, I thou...

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