About Me
- About howandwhy99
- Introduction
- OD&Der searching for same
- Home Location
- Atlanta, GA
- Sex
- Male
- Age Group
- 31-40
- My Game Details
Details of games currently playing and games being sought.
- Gamers Seeking Gamers Status
- In a game but welcome new players
- Game Location (Town)
- Atlanta
- Game Location (State)
- Georgia
- Game Location (Country)
- USA
- GM or player?
- Don't Mind
- Game Details
- We play OD&D(1974) the One True Game. You're welcome to stop in for a session and see if you like it.
- Currently Playing
- OD&D
- Interested in playing
- OD&D, AD&D (1E), AD&D (2E), D&D (3E), D&D (4E), Ars Magica, Call of Cthulhu, Castles & Crusades, Conan, Cyberpunk, Deadlands, Palladium, Shadowrun, Star Wars, Traveller, Warhammer Fantasy Roleplay, Other
- Smoking
- Non-smoker
- Pets
- No
- Days of the week available to game
- All days
- Times available to game
- Afternoon, Early Evening
- More information
- http://www.beermotor.org/odnd/
-
Signature
- Apparently Reagan never played RPGs ...but he liked to watch.Spoiler:
- Apparently Reagan never played RPGs ...but he liked to watch.
My Game Details
- Gamers Seeking Gamers Status
- In a game but welcome new players
- Game Location (Town)
- Atlanta
- Game Location (State)
- Georgia
- Game Location (Country)
- USA
- GM or player?
- Don't Mind
- Game Details
- We play OD&D(1974) the One True Game. You're welcome to stop in for a session and see if you like it.
- Currently Playing
- OD&D
- Interested in playing
- OD&D, AD&D (1E), AD&D (2E), D&D (3E), D&D (4E), Ars Magica, Call of Cthulhu, Castles & Crusades, Conan, Cyberpunk, Deadlands, Palladium, Shadowrun, Star Wars, Traveller, Warhammer Fantasy Roleplay, Other
- Smoking
- Non-smoker
- Pets
- No
- Days of the week available to game
- All days
- Times available to game
- Afternoon, Early Evening
- More information
- http://www.beermotor.org/odnd/
Blog
View howandwhy99's BlogRecent Entries
Latest Blog Entry
Posted in Uncategorized
From an old Poll about how we use Campaign Settings.
I think Points of Light is a move in the right direction and more of an observance of how DMs have been doing things for decades.
I think Points of Light is a move in the right direction and more of an observance of how DMs have been doing things for decades.
Posted in Uncategorized
From "Most Unusual or Outrageous Character or NPC Names"
Mr Ramsey helped to entertain us all:
There are many more in that thread too, but the OP's took the cake.
Mr Ramsey helped to entertain us all:
Quote:
|
Ok. A long time ago, on an Air Force base far, far away, lived a fledgling D&D player named George. I finally talked George into creating a Dwarf character, because I thought he would enjoy it. After he was done creating the character, I said, "Now, George, your character names so far have not been very original. Try to come up with a cool name for this dwarf." So, George thought, and thought, and thought some more, and he spoke the dwarf's name. It was a word that has 4 letters in common with Fire Truck, the dwarf. Yes, that's right, @#$% the Dwarf! And so a legend was born. His first adventuring companion was a wizard. Named Ugly. An NPC asked them their names. Ugly said, "We're @#% and Ugly!" To which the NPC replied, "I know, but what are your names?" Enjoy. |
Posted in
4e
,
3e
One can hardly believe they wrote "Dungeons and Dragons for Dummies" for 3.5 edition, but they did (announced at ENWorld in this thread)
Not only was this book successful it is now coming out for 4E. Apparently 3.5's version brought in a bit of money and now it's coming out early in 4E's cycle to bring a more again.
For newcomers and the curious it was probably pretty helpful to understanding the game as played under d20. I know everyone at my table was "awarded" a gift copy from Diaglo. He was sort of behind this project in spirit, if not authorship. (as you can see in the following post)
Somehow I don't think it was what we all had in mind, but at least it helped somewhat. I think the 4E's DMG is closer in focus if not execution.
And no, as far as I know Diaglo hasn't written one of these either, so we idiots will never by compleat.
Not only was this book successful it is now coming out for 4E. Apparently 3.5's version brought in a bit of money and now it's coming out early in 4E's cycle to bring a more again.
For newcomers and the curious it was probably pretty helpful to understanding the game as played under d20. I know everyone at my table was "awarded" a gift copy from Diaglo. He was sort of behind this project in spirit, if not authorship. (as you can see in the following post)
Quote:
| Quote:
[Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] (of course, this is just what I can find from one year of ENWorld posts) |
And no, as far as I know Diaglo hasn't written one of these either, so we idiots will never by compleat.
Posted in
Od&d
The truth is...
...it used to be practically impossible to find, much less economical to purchase.
The thread on OD&D users trying to overcome the smack.
(Thankfully, now we can buy PDFs)
...it used to be practically impossible to find, much less economical to purchase.
The thread on OD&D users trying to overcome the smack.
(Thankfully, now we can buy PDFs)
Posted in
3e
Over in this thread, "Origins of the d20 system?", I made a comment upon what I thought was the design behind the skill system. Monte helps prove my guesses wrong and enlightens even more.
Quote:
|
Originally Posted by howandwhy99 I no longer have access to the 2E materials, but I seem to recall the Nonweapon Proficiencies being a mirror of the 3.0 skill lists. You had to add the Rogues special abilities too, but all of the General, Priest, Rogue, Warrior, Wizard tables were consolidated into that 3.0 skill list. Most of the less useful skills, like seamanship for instance, fell under Profession, Craft or even Perform. But the oddballs like "read lips" and "sense direction" were straight from that original 2E list. (which is probably from some esoteric 1E list )The only skills not from 2E were charisma-based ones like Diplomacy, Sense Motive, etc. But numbering crunching roleplay abilities is very much a 3E addition. |
Quote:
|
Originally Posted by Monte I can give you what the conscious inspirations were, assuming I won't just forget something (it was a lot of years ago now). There were things that the initial design specifically and intentionally took from Gamma World, as someone has already mentioned, as well as the Player's Options (mostly from Combat and Tactics, like Attacks of Opportunity and some of the combat manuevers). Obviously, 1st Edition AD&D gave us the kernels for the assassin, the half-orc, the barbarian, etc., although it was more the concepts in that case than the mechanics. The biggest influence on 3E was simply D&D and AD&D. Skills were obviously the children of NonWeapon Proficiencies. Feats actually came out of them as well. What we did was originally create three skill lists rather than one. We sat down and divided all the NWP and our new skill ideas into three categories by theme. There were "background" skills, like cooking, sailing, weaponsmithing, etc., and then there were "adventuring" skills like climb, hide, use rope, etc. Then there was the third category of skills (whose name I can't remember), but they were distinguished by the fact that you didn't make a skill check with them. They just gave you something new to do. Originally, each level a class got to pick a couple ranks from background, a couple from adventuring, and every third level got to pick a new one from the third category. Well, obviously the third category became feats (originally called "Heroic Feats"), and the first two got melded back together and class skill lists were created. (I must admit, there's a part of me that still thinks the menu option was kind of cool, though.) As for Rolemaster, Runequest, GURPS, and so on, I always get a kick out of hearing what people think we based the game on (usually, it's their favorite game, so I'll take it as a compliment). Jonathan loved Runequest, and that influenced Ars Magica as well as his own D&D house rules. He likes to give credit where it's due to RQ, which is fair, but really that influence comes as much from his D&D house rules (which were influenced by RQ) than anything else. And as Jonathan has been quoted saying here, a lot of the things he wanted to introduce from that material when he joined the team we were already doing anyway. In fact, I remember having discussions of changes where we went the other way and said "we could do that, but that's TOO much like Ars Magica." It was important to us for this to stay D&D. Truthfully, though, other than Jonathan talking about Runequest and Ars Magica, I don't remember a single specific reference to another individual game system, as in "let's do this the way GURPS does it." Instead, what we'd usually say is "lots of games handle this issue in this way." Because as someone else said in this thread, the game industry is very incestuous. The mere fact that you can look at 3E and one person can say it's just like Rolemaster and another can say it's just like GURPS suggests that game design (particularly by the time we started design in 1997) had experienced a lot of cross-pollenization. So, knowing that 3E was going to be more skill focused than previous editions led us into discussions of "well, some skill based games handle this situation like this, while others do this." The three of us, particularly Jonathan and I, had a wide familiarity with a lot of games, including a lot of fairly obscure ones. What we saw were general conceptual paths that a lot of designers took on a lot of games. In some cases, we followed, and in some cases we tried to develop a new path. As for Alternity, there were discussions about using some of the Alternity ideas in the game, but for the most part they were rejected. Many of them ended up in Star Wars, though. Dragon Fist was really kind of the first d20 product, well before the concept of that was born. It took a lot of the ideas we'd been developing for 3E and ran with them in cool and interesting ways. Those ways were very specific for its genre, but it started the idea that the game system we were developing could be shaped for different genres and different purposes even back then. There are also direct influences that are pretty much invisible, because they come from our own games. All three of us played a lot of D&D, and had developed either house rules or simply areas of the game that needed more development. The changes to halflings, for example, came out of the game I was running at the time, where they were far less like hobbits. Prestige classes were, more than anything, a response to kits from 2E. When I started working on the DMG, lots of people asked, "so will there be kits in this book?" I didn't like kits, but I recognized their value to the game (in customizing your character) and so I focused on why I didn't like them. Primarily, it was because it required you to customize your character from the get-go before you got a chance to do any development and you could never go back. I had this idea then, to offer a way to "add on" customization later if you followed a certain path and I remember very vividly the conversation Jonathan and I had where we realized the new multiclassing rules would be the way to go. It's interesting for me to see the replacement level idea that WotC is putting in some of their recent products, because that's a bit closer to the original idea, actually. (Not that I regret anything about the Prestige Class mechanic--although I do remember wondering if the idea would catch on, and whether the five I created for the DMG would be the only five that ever existed. Irony.) All that said, the basis of d20 sort of designed itself. Once we'd developed the "core mechanic" of rolling a d20 and adding some modifier to get at a target number (which is like a lot of games, admittedly), most of the rules just came as a natural development with us making each situation work as it applied to that core mechanic. Our goal was never innovation. It was in many ways the opposite. To take an already existing game and make it more fun and more playable but without changing its feel. We never said "lets create a whole new subsystem for this aspect of the game that will be something no one's ever seen before." We said, "how can we make this situation play well with it still being D&D." __________________ Monte Cook montecook.com |
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