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MichaelSomething Hobgoblin Soldier (Lvl 3)

MichaelSomething MichaelSomething is offline

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  1. joethelawyer
    30th April 2009 12:58 AM - permalink
    joethelawyer
    thx for the xp man. glad you liked it.

About Me

  • About MichaelSomething
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    Coatesville, PA
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    Occupation
    I stack boxes...
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    Age Group
    25-30
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    Details of games currently playing and games being sought.
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    "At best and at worst, it is a waste of time." A Mormon bishop on Dungeons and Dragons

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  • Join Date: 2nd April 2007
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My Game Details

Gamers Seeking Gamers Status
Not looking
Game Location (State)
Pennsylvania
Game Location (Country)
USA
GM or player?
Don't Mind
Currently Playing
D&D (4E)
Smoking
Non-smoker
Pets
Yes

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Latest Blog Entry

Posted 31st October 2009 at 01:58 AM by MichaelSomething Comments 1
Posted in Dungeons, Dragons, and stuff... , Homebrew D&D stuff
A Battle of Wits

Set-Up
Skill Challenge Level: Variable
Complexity:3
Number of Successes:9
Number of Failures:3
Primary Skills: Bluff, Diplomacy, Insight
Important NPCs: Your foe, a mysterious man dressed only in black; the hostage(s)

Let’s suppose you and your opponent were unable to act against each other due one or the other having a hostage. You are unable to reach an arrangement, and therefore, are at an impasse. To break this impasse, your foe challenges you to a battle of wits; for the hostage(s); and to the death. He pours two glasses of wine and then pulls out a small vial before saying the following. “This is Iocane powder. It is odorless, tasteless, and dissolves instantly in liquid, and is among the more deadly poisons known to man.” He then takes both glasses and turns his back towards you. A moment later he returns both glasses to a nearby table. “All right; where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right, and who is dead.”

Skill Challenge

Bluff (DC Hard): A well placed lie is always useful when playing mind games. However, this masked man is no fool and will not be easily tricked.

Diplomacy (DC Hard or Normal): Talking is always an option when dealing with people. If the PC(s) use diplomacy in order to discern clues about which cup is poisoned use the hard DCs and limit them to two successes with this skill. The masked man is not willing to give away much if any information. If the PC(s) persue a peaceful compromise to end the impasse use the normal DCs. If four successes are achieved this way, the skill challenge immediately ends due to the PC(s) and the masked man reaching an agreement of some type.

Insight (DC Normal): By observing the masked man, you can learn his dispostion and motives. Up to three successes can be achieved this way. After each success, give the PCs one of the followin tibits...

1. The masked man is still willing to persue a peacful solution to the situation. The PC(s) learn that Diplomacy can still be used to achieve a compromise.

2. The masked man is both smart and wise. The PC(s) learn that Bluff is set at the Hard DC.

3. The masked man is quite calm and relaxed for a life or death situation; perhaps too relaxed?

Nature (Normal DC): Knowledge about the poison may be helpful. The PC(s) can learn where the posion comes from as well as other trivia related to it. The DM generally should customize the information to suit his/her campaign world. A successful check does not count as a success (or failure) but does add a +2 bonus to the next Insight check made.

Streetwise (Normal DC): PC(s) can use their knowledge of local culture (or any knowledge skill, depending on how the PCs justsify it) to figure out the masked man's mindset. A successful check does not count as a success (or failure) but does add a +2 bonus to the next check made.

Of course, the DM can allow other skills to be used if PC(s) can jusify their reasoning for using it well enough and/or roleplay it out in an entertaining manner.

Ending the Challenge

Success: The PC(s) successfully aquire nine successes trying to figure out which cup is poisioned, they instead figured out that battle of wits is a shell game. In that event, the PC(s) and the masked man are back at square one. If the PC(s) aquire four diplomacy checks trying to reach a peaceful settlement, then they do so. The terms of the agreement is left up to the PC(s) and DM to decide.

Failure: If the PC(s) have drank from any of the glasses; they gussed wrong. Both cups of wine were poisioned. The masked man has developed an immunity to the posion. By drinking from any wine cup, they fell for the trap. The posion takes its full effect on the PC(s).

Experience Points

If successful, the PC(s) earn expereince points equal to defeating three monster at the level of the Skill Challenge.

Customizing the Skill Challenge

Based upon a Dungeon Master's needs, the DM may need to alter the Skill Challenge. He/she may remove the option to come to a compromise via diplomacy. The DM should also consider what to do if the PCs complete the skill challenge and return to the previous impasse. Lastly, the DM may wish to alter the effect of the poision. The Skill Challenge assume the poision is strictly instant death but it can easily be changed to do other things like drain healing surges, curse a PC, or be a very slow acting poison requiring a rare herb to cure (and requiring adventuring to find).

Posted 9th October 2009 at 11:57 PM by MichaelSomething Comments 0
Posted in Dungeons, Dragons, and stuff... , Editorial
If there’s one thing I find strange, it’s 3.5 (as in the 3.5 Edition of Dungeons and Dragons) players who don‘t like 4E as well as the 3.5 Bard class(I imagine it's a small group if it exists at all but just go with me for a moment). As a person who played a 3.5 Bard from levels one to nine; I feel that it is my duty to defend this classic class. The Bard may seem like it doesn’t fit in 3.5 but I must disagree with them. In fact, the Bard is the embodiment of the 3.5 philosophy! To reject the Bard is to reject 3.5 itself! The reasons for this are varied and many; and listed below…


1. The Bard defies the rigidness of the “role.” While all 4E classes are designed to fit snuggly into one of the pre-defined roles; the Bard rejects them wholesale. Who’s to say what the Bard can and cannot do! The Bard is capable of doing fighting, healing, arcane support, or skill use during a single session, nay, a single hour even! The Bard is also free to pursue any specialty s/he pleases! Thanks to the endless supply of 3.5 Prestige Classes, it is possible for a Bard to transform themselves into whatever they desire! When you are a Bard, there is no limit to what you can do!

2. Bards have freedom of character! While every 4E class is a cappable action hero, the Bard is capable of rejecting that premise for an entirely different one! For Gygax's sake, you walk into dungeons and SING at people. Who can take that seriously?

3. The Bard's power level is completely customizable! While 4E classes are generally designed to all be within the same level of effectiveness, the Bard can become as powerful or as weak as the player desires! The Bard may appear weak to some players but this can easily be addressed! WOTC has released over a dozen splat books over the life of 3.5. Almost every book contains an option that can increase the Bard's power level! You simple take more options until you reach the level of power that you desire. It's perfect for rewarding players who enjoy examining the system or those who have large RPG book collections.

4. The Bard class caters to different play styles. While every 4th Edition class is designed to be usable by every player in nearly every campaign, the Bard is a totally different play experience for those who seek soemething new and refreshing. While some people may never feel the need to play a Bard, it is there for those who wish to experience a more artistic character.


It should be clear that the Bard is a vital part of 3.5! I say one cannot truely understand 3.5 until they played a Bard for themselves. The Bard is the embodiment of freedom in character creation. It will always be a part of Dungeons and Dragons. After all, someone has to provide the soundtrack...

Posted 3rd October 2009 at 01:04 AM by MichaelSomething Comments 0
Posted in Dungeons, Dragons, and stuff...
There I was, playing the Song of Ice and Fire RPG at an older friend's house. It was a standard warm-up session. Characters were rolled up and we when through a combat and some social action to get used to the system. I was very tire so I couldn't really get into it, but it was fun and I was looking forward to future sessions. The Song of Ice and Fire is a good change in pace for those who tire of D&D but still enjoy fantasy roleplaying.

Afterwords, we hung out and talked about stuff to pass the time before we parted ways. Inevitably we talked about RPGs, including D&D. Since we were all talking about it, the older friend decided to pull something out of his gaming closet to show us. What he showed us was the White Box. THE. WHITE. BOX.. Also known as OD&D; the first and original Dungeons and Dragons product. I never thought I would actually see it. I felt like I was staring as some lost ancient treasure. This thing was in mint condition too. It wasn't worn down to torn as all. It looked like it opened for the very first time. It was shocking and incredible at the same time.

The first thing I said was, "Wow, you should sell that thing! You would make a killing!" The older friend responded by saying, "yeah, relatively speaking." He knew he could get a nice hunk of change by selling it online. He said he got that during his college days. If he wanted to sell it, he would have done so earlier. However, as a collector's items, it could very well be considered priceless.

The White box consists of a white cardboard box with several small booklets in it. Each booklet covered a different part of the rules. One of the booklets that caught my eye was the one for BlackMoor, the original setting. I grabbed a random book and began to read and look through it. I was only able to read a part of the first intro page. If given enough time, I might have read all of it. It must really be an enjoyable read.

My younger friend (and the Game master for the game) was also awe-stuck by The White Box. I can clearly remember him saying that it was awesome. I feel the same way. To be in the presence of the White Box is to stare at a piece of history. It goes far beyond cool. In fact, calling it cool would severally understate how amazing it is. Diaglo is right; all others pale in comparison to OD&D.

Posted 26th September 2009 at 12:31 AM by MichaelSomething Comments 0
Posted in Dungeons, Dragons, and stuff... , Editorial
Being an online community, one of the favorite pasttimes is to argue about all sorts of issues. If you look back, you can find threads where people discuss everything including Magic Items, the failures of an RPG company, historicial resources, and even why Flumphs are the best monsters ever. However, there is a vital issue that has always been ignored. In all my time here at Enworld, I never saw a single thread discussing this issue that needs to be talked about. Since no one else will ask this question, I will. In the name of the D20 I ask... What is tax deductible?

In the US, business expenses are generally tax deducitible. Can a person working in the RPG industry deduct the cost of RPG purchases from their taxes? If so, which purchases are deductible and which are not? What does it take to qualify yourself for getting these deductions? Do you require a full time position at an RPG company or can a freelance writer make these claims? Can getting a single article published be enough to get in on this action? Is it possible to write off an Enworld Community Supporter Account as a business expense? How can a person make it so that the gaming stuff they buy is also a tax write off?

I guess only an accountant can truely answer those questions. I'm sure we have some accountants here on Enworld who can provide some insights. If we have lawyers here, we surely must have at least one accountant who enjoys being an elf once in a while. I know I'm not an accountant. If I was, I would know the answers to the questions I'm asking.

Posted 19th September 2009 at 07:22 AM by MichaelSomething Comments 0
Posted in Dungeons, Dragons, and stuff...
Avast! Today be International Talk like a Pirate Day! The day were you well, talk like a pirate! This is the day where we all can be swashbucklers and make scurry dogs walk the plank! The day where booty grabbin' is perfectly acceptable and "r" become the most used letter of the alphabet.

Normally, September 19th is the only day where one can talk like a pirate with built in justificiation. However, I get to talk like a pirate on a semi-regular basis! How do I accomplish such a feat, you may ask? It because I roleplay a pirate in one of the D&D campaigns I playin! Since I've been doing it for months I like to think I got a good grasp of the concept. To celebrate International Talk like a Pirate day, I'll be giving you some advice on how to roleplay a pirate!

1. Talk like a pirate! You can't be a pirate without the proper lingo! The International Talk like a Pirate day website (click the link above to access) is a great place to start learning how. It be full of all sorts of Pirate knowledge that will transform even the biggest landlubber into a fearsome terror of the seas!

2. Dress up like a pirate! Sounding like a pirate is great and all, but there's so much more you can do. By wearing pirate clothes, people will look at you and think, "that be a pirate, ARRRRR!" Why, even a humble eyepatch will do wonders for getting that pirate mode established! If ye be wantin' more, ye have plenty of options so why not go all out? Handhooks, stuffed shoulder parrots, a pirate hat, and a badanna are just a few of the options aviaible to you! Consider going to a costume shop and buy a premade pirate costume if ye need one quickly. Roleplaying a pirate will be much easier once you look like a pirate!

3. For those of you who which to mechiancally represent your pirateness, that be an easy task. No matter the edition, you be wantin' to play some combination of Fighter and Rogue. It be the perfect combination of fightin' and style required for being a pirate. Once you be gettin' into the higher levels, ye should consider takin' the "Dread Pirate" Prestige Class from the Complete Adventurer if 3rd Edition be your game. 4th Edition players would be wise as the seas to check out the "Sword Coast Corsiar" from the Forgotten Realms Player's Guide.

If you follow this advice, you'll be a Man (or Women) of the Sea in no time flat!
Recent Comments
Very clever. Thanks...
Posted 31st October 2009 at 03:40 AM by Derulbaskul Derulbaskul is offline
I been doing some more...
Posted 11th June 2009 at 07:41 AM by MichaelSomething MichaelSomething is offline
Thanks for checking...
Posted 20th February 2009 at 10:09 AM by MichaelSomething MichaelSomething is offline
(P.S. My Spanish is...
Posted 20th February 2009 at 12:30 AM by Qenymin Qenymin is offline
I think I prefer neutral...
Posted 20th February 2009 at 12:25 AM by Qenymin Qenymin is offline

33 point(s) total     Latest Experience Points Received
  Thread Date Comment
I have DMGII and... 11th September 2009 05:15 PM It's an old joke, but it made me smile today.
Removing homogenity... 4th September 2009 01:34 AM + Truth!
This is my 4,000th post... 14th July 2009 06:26 PM How can I not give XP for that?
How Important is Magic... 29th April 2009 02:03 PM You Win the Thread
How Important is Magic... 29th April 2009 10:53 AM good one
How Important is Magic... 29th April 2009 08:22 AM Canny observation
How Important is Magic... 29th April 2009 06:55 AM Yep.
Forked: GTS - A need... 21st April 2009 05:28 PM class, very funny! the 4e lady's man ftw
What can we expect from... 3rd April 2009 12:13 PM Very helpful hint shared!
The 3.5 renaissance! 11th March 2009 02:57 PM From the fan's cold dead hands, I suppose.


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