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About Banesfinger
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GMing 4e conversion of Pathfinder adventure: Kingmaker. Small, mature group.
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Winnipeg, MB, Canada
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Rather not say
Age Group:
31-40

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Sea of Dread: More Sea Adventures for D&D Yesterday 01:00 PM

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Wednesday, 22nd May, 2019


Tuesday, 21st May, 2019


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Sunday, 21st April, 2019

  • 11:51 PM - Staffan quoted Banesfinger in post Greek-inspired Odyssey of the Dragonlords From ex-Bioware designers On Kickstarter
    So much Mythic Greek goodness. I've also backed Arkadia (another 5e mythic Greek Kickstarter). I'm eager to see how these two products compare. A big difference appears to be that Arkadia is designed as a setting where you do your own stuff, whereas Odyssey of the Dragonlords is built as a campaign with a setting around it. This is rather novel when it comes to TRPG settings, but fairly common with computer games - particularly Bioware's. For example, look at Dragon Age: Origins. The point of Ferelden is to tell the story of the Warden and the Darkspawn incursion. It's a rather well-done setting, but the things in it are there because they need to be there for the story. Dragonlords seems to be the same in this regard, whereas Arkadia is more like a regular D&D setting.

Thursday, 18th April, 2019


Monday, 11th March, 2019


Thursday, 21st February, 2019

  • 03:43 PM - lowkey13 quoted Banesfinger in post Interview with Zweihander's Daniel D. Fox: Bounded Accuracy Meets WFRPG
    Zweihänder has been compared to Warhammer Fantasy Roleplaying, with its main strength being that it is not tied to a specific world like Warhammer. What are the other major differences of Zweihänder, compared to Warhammer 4th ed. ? Yeah, I'd like some comments on this. I'm considering getting WFRPG 4e as a gift to a young gamer who'd like to try something new. I loved WFRPG (1e), but haven't kept up with it since ... oh, 1990? Anyone know what Zweihander is like?

Thursday, 31st January, 2019

  • 07:08 AM - Superchunk77 quoted Banesfinger in post Bad Guys Have Adventures Too
    Apart from the 'Way of the Wicked' (from the now defunct Fire Mountain Games), are there any other Evil campaigns out there (not just one-shot adventures)? Yes, there's a Paizo Pathfinder Adventure Path called Hell's Vengeance that's supposed to be for evil characters.

Wednesday, 30th January, 2019

  • 07:41 PM - Jay Verkuilen quoted Banesfinger in post Bad Guys Have Adventures Too
    Apart from the 'Way of the Wicked' (from the now defunct Fire Mountain Games), are there any other Evil campaigns out there (not just one-shot adventures)? I've played in a few over the years, although they were generally custom ones devised or adapted by the GM. The posted idea is pretty cool. Obviously, games like Vampire: the Masquerade could be argued to be "evil" campaigns all the way through. They're hard to sustain, though, especially given how D&D is really premised on and structured around the PCs being generally cooperative and working as a team, and there are times that the PCs feel very "dirty" to the players, which can be Not Fun(tm). One way to make this work might be to have the evil characters be defenders of a status quo that's clearly bad versus something disruptive that may well be worse. If you take a look through Roger Zelazny's A Night in the Lonesome October, the protagonist is Jack the Ripper's dog. Jack is working assiduously to avoid the summoning of the Elder Gods! H...
  • 03:16 PM - Mike Myler quoted Banesfinger in post Bad Guys Have Adventures Too
    Apart from the 'Way of the Wicked' (from the now defunct Fire Mountain Games), are there any other Evil campaigns out there (not just one-shot adventures)? Maaaaaaaaaaaaaaybe https://www.drivethrurpg.com/product/234892/Book-of-Exalted-Darkness-5E https://mikemylerdotcom1.files.wordpress.com/2018/03/book-of-exalted-darkness-cover-snapshot.jpg?w=723

Monday, 21st January, 2019

  • 05:45 PM - The White Sorcerer quoted Banesfinger in post A New D&D Book in 2019: Acquisitions Incorporated Dungeon Manual!
    Acquisitions Incorporated has already made the jump into other D&D products: it is the main theme of the newest release (mod 15) of Neverwinter (a MMO online game). The humor is great (poking a little fun at the game itself: calling adventurers "murderers", some dead interns of the company coming back as ghosts and forming a union, etc). Yet it still manages to stay true to the world; using an airship to travel to various locations around Neverwinter (northern Sword Coast). Omin Dran being a Masked Lord of Waterdeep has also been canonized, and he has appeared in an Ed Greenwood novel.

Sunday, 14th October, 2018

  • 05:27 PM - Charles Dunwoody quoted Banesfinger in post Free League: RPGs in English from a Swedish Publisher Part 2 of 2
    Are the rules/mechanics for Forbidden Lands, similar to MYZ or Coriolis? Yes. Coming soon to the Open Game License is the d6 pool roleplaying system called Year Zero. I talk about the system here: http://www.enworld.org/forum/content.php?5611-Free-League-Explore-Many-Worlds-with-One-Game-System-Part-1-of-2 Forbidden Lands kickstarter also talks about the system and the OGL on stretch goal 17 https://www.kickstarter.com/projects/1192053011/forbidden-lands-retro-open-world-survival-fantasy We will create an Open Game License document for the Year Zero game rules engine used in the Forbidden Lands as well as in Mutant: Year Zero, Coriolis - The Third Horizon and Tales from the Loop RPG. Using this, creators and fans will be able to produce their own content, fully compatible with Forbidden Lands. The OGL document will be in PDF format and available for all backers.

Sunday, 19th August, 2018

  • 10:38 AM - AnimeSniper quoted Banesfinger in post Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs
    I think traditional Hit Points (TTB) tends to break-down at high level due to player's suspension of disbelief: "I have over 100 HPs so I can easily walk off that 300-foot cliff." "I have over 100 HPs so I can have 20+ arrows sticking out of me like a pin-cushion from that line of archers" Both systems (TTB and Death spiral) need to make 'exceptions' to their own rules for "mooks" (bad guys who can be taken out by one hit). Or as in Modern and Future games of the player with 128+ HP and can survive a 1 Megaton Nuclear Warhead detonating at ground zero.... to the face!

Tuesday, 17th July, 2018

  • 04:44 PM - mellored quoted Banesfinger in post Pathfinder 2 Character Sheet #5: Merisiel, Elf Rogue
    With a 3-4 Hit Point difference between the Rogue and Paladin/Fighter's HPs at 1st-level, that seems pretty negligible considering most of the classes' damage outputs are 1d8+4 (average of 8.5 dmg). So 'on paper' the AC, HPs and damage output looks negligible between classes. Hopefully they all "play" differently. (Hopefully the Playtesters will give us some feedback on this). The difference should be pretty small at first level. Especially if they do typical multi-classing. And as you gain more level+feats, the difference between classes, and characters of the same class, will spread out. More in what you can do, rather than a big difference in numbers.
  • 02:38 PM - ohokwy quoted Banesfinger in post Pathfinder 2 Character Sheet #5: Merisiel, Elf Rogue
    I guess rogues are no longer a "squishy" class: HP: 16 (only 3 less than the paladin) AC: 17/19 with nimble dodge (equal to the Fighter's AC with shield raised) Elves are a 6hp race, as well. Humans are an 8hp race, so if she were human she'd only have 1 less HP than Seelah. Though to be fair she has more CON than Seelah. That said, the HP different between Rogue and Paladin (and other full martials like Fighter, etc.) has doubled from a difference of 1/level (4.5 vs. 5.5 per level) to a difference of 2/level (8 vs. 10 per level) so at higher levels Seelah is going to end up with significantly more HP than Merisiel, regardless of the slightly lower CON.

Wednesday, 13th June, 2018

  • 02:18 PM - Mercule quoted Banesfinger in post Orr Group's Quarterly Report: D&D Up 3%, Pathfinder Down 2%, Cthulhu Is Rising!
    Looking at your charts Jester David, would it be correct to say that since 2015, 5e had *doubled* its Total Number of Games *each* year? Looks pretty close, to me. A bit more than that, most years. Keep in mind, though, that this is about VTT games, which is, itself, growing. Don't project the Roll 20 growth onto the hobby, as a whole. Which is not to imply that the hobby isn't doing well, just that the physical tabletops probably aren't doubling every year. What I find interesting is that Fate is outperforming Savage Worlds. These are the two "smaller" systems that I've started paying some attention to. I was under the impression that Roll 20 was something of a major outpost of SW players.
  • 02:03 PM - philreed quoted Banesfinger in post Talking With Steve Jackson About The Fantasy Trip
    Is this going to be a "relaunch" of the original game, or will it be updated to a new version? Steve is making very few changes to the game. I won't say there are zero changes, but he's approaching everything as if "this worked then" and aiming for a final game that's very close to the original. All new artwork; he didn't recover the rights to the art.
  • 01:56 PM - Jester David quoted Banesfinger in post Orr Group's Quarterly Report: D&D Up 3%, Pathfinder Down 2%, Cthulhu Is Rising!
    Looking at your charts Jester David, would it be correct to say that since 2015, 5e had *doubled* its Total Number of Games *each* year? Checking the numbers, yes, that has happened. (And after just one quarter, it's already halfway to doubling its 2017 number...)

Wednesday, 6th June, 2018

  • 12:58 AM - Shasarak quoted Banesfinger in post Pathfinder 2 Preview: Downtime
    "Time" should not be considered a "limited resource" for rpgs. I believe that having time be a limited resource is the secret spice that can really drive an ongoing RPG campaign. It certainly fixes a lot of problems that I see mentioned like the 5 minute workday for example. You can certainly see the problem of having no time in Computer RPGs where the quest is always going to be waiting for you no matter how long you take.

Monday, 4th June, 2018

  • 08:19 PM - Charlaquin quoted Banesfinger in post Pathfinder 2 Preview: Downtime
    While you are probably correct with the math revolving around encounter pacing Charlaquin, I think the true problem with the/any system is the "15-minute working day". In my experience, players will always use this "loophole" to their advantage. If the game allows you to be fully refreshed after each encounter, for only the price of 1 day's iron rations, why not? Time-sensitive pressures. Yeah, if you design your adventures such that your players have the luxury of taking as much time as they please to accomplish their goals, of course they're going to take advantage of that and take the time - however much it may be - to fully refresh after each encounter. So don't design adventures that way. Use ticking clocks. Have wandering monsters refill dungeon rooms that had previously been cleared. Have the adventure take place far enough from civilization that running out of rations is a serious concern. The 5-minute work day is only a problem if you allow it to be. I believe this will also be a prob...

Tuesday, 24th April, 2018

  • 06:41 PM - Shiroiken quoted Banesfinger in post Killing In The Name Of Advancement
    If I recall correctly, original D&D (including Basic) mainly gave XP for gold. Experience for defeating monsters was minimal, so adventurers often came up with ways to bi-pass monsters and just grab their treasure.This is correct. In OD&D, Basic, and 1E, you gained far more experience for treasure than for killing monsters. 2E replaced this with methods of gaining xp for non-combat exploits (except fighter types), but it moved the game much more into killing for xp. IME 3E and 4E were almost entirely about killing for advancement, with maybe some quest or role-playing xp thrown in for variety. 5E has done a good job by having several options available, allowing people to use whatever works for them. I've reduced monster xp by half in my game, and have added in xp for various social and exploration challenges, as well as quest xp. This encourages the players to find non-combat options when possible, since the risk/reward ratio is higher.

Thursday, 12th April, 2018

  • 03:01 PM - CapnZapp quoted Banesfinger in post Valindra Shadowmantle
    So according to the adventure, Valindra will clearly be looking for the soulmonger in Omu (no doubt with a strong presence of the Red Wizards as well). So how are a group of 7 - 9th level PCs supposed to compete with a 21CR lich??? Should I just conclude that she's done her job now and returned to Thay, but left her Red Wizard lackey's to explore the city? At no time does the adventure say anything about Valindra a) really trying to kill the PCs or b) joining her Red Wizards in Omu. So yes, if you're concerned you're about to set up a fight the heroes cannot win... then don't. Per the adventure, she's content sitting in the Heart of Ubtao until Zagmira & Co report success. On the other hand, if the party bungles their fight with the Red Wizards, by all means have a surviving RW radio in Valindra as reinforcements :devil: As you might imagine, she's much more deadly when in the presence of some quality minions. Just keep in mind you made the decision to "activate" Valindra, so don't com...


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