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    Prose, Terminology, Fluff, & Presentation: Spreadsheets or Haiku?

    4e powers were quite simply put, boring and repetitious. It was too easy to miss a keyword here or there or a to hit bonus, or an indention and realize you had a power that worked completely different than the way you thought it did, or forget which class a power belonged too. 4E did some good...
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    On 5E Skills (aka How Game System Affects Immersion)

    I think it is WotC intent, and to be honest it sounds a lot like the proficiency system of 2e with passive rolls ie take ten being the default and active rolls ie roll d20 being used only occasionally. It just seems like a backwards step. What is wrong with a character being exceptional at...
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    What RPG Products Have You Gotten Recently?

    Mutants & Masterminds 3E and GM Guide (Using them to run my fantasy game) Streets, Sewers, and Building of Malifeaux really, really cool modular terrain the WotC Swampy Dungeon tiles, forgot the actual name Might pick up Bestiary III from Paizo to do some conversions. Before that last RPG...
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    Rules, Rules, Rules (Legends & Lore)

    The point is the player's have a chance to use the skills they are good at, they still have to justify to the DM why they think a particular skill can be applicable. One system is everyone roll a climb check, where everyone even the trained individual is within 5 points (roughly) of one...
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    Rules, Rules, Rules (Legends & Lore)

    I don't really like any of the options, he presented. I really don't like how watered down skills became in 4E where everyone can succeed at everything. I like a systems where characters can have things they excel at. Instead of making everyone average at everything, make the skills more...
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    Superhero Systems Needed

    Mutants and Masterminds is a very good system. Power Creation can be daunting at first but once you get the hang of it the system really starts to shine. Game play has been as simple or as complicated as the players choose, but always quick, like a 6 round combat with 6 players and in less...
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    Finally reading the trilogy...

    Ah the good old days, I remember reading all those as they were being released. Spellfire first, before I ever even thought of playing, then Dragons of an Autumn twilight, then Darkwalker on Moonshae, then the Crystal Shard. Weasel's Luck, and Stormblade from Dragonlance were fun reads, too...
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    Pathfinder 1E Why I play pathfinder

    Hmm, I think your taking this way too seriously, one they were books that he owned, if he wants to burn them that's his prerogative, its not like he went into the streets with a bull horn trying to incite others to do the same, or forcibly taking other peoples books to burn. They were his to do...
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    Class Acts: Hierophant Druids and a surprise

    They are Paragon level summons and polymorphs and dual primal, so eh.
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    How are you filling the Yawning Void that is the WotC publishing schedule?

    Currently looking at Mutants and Masterminds, with the intent of using it to run all my fantasy games (D&D, Shadowrun, L5R, and the odd game of Marvel). I'll still get the tiles and would have continued to have bought the minis if they hadn't spiraled into oblivion by simultaneously raising the...
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    Death of D&D Miniatures

    Yeah, but towards the end all they were offering were 1 (good selection, and not all that useful when randomized). At 8.99 they were cheap, then they went up to 9.99 ok, then up and up, then fewer and fewer minis, just looked at where they ended up 21.99 for 6 minis in the huge pack, more then...
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    Death of D&D Miniatures

    I used to buy several cases of them, until they raised prices for third time, decreased the number of minis per box and the case sizes too. It was the last time I bought them, three cases I wound up buying and wound up tripling up most of my rares, and they weren't even the good ones. The...
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    Edition Fatigue

    You know, I used to think the same thing, but I know people who do just this. Every week my aunt (a literal soccer mom) and uncle play settlers with their friends, with just the seafarers expansion (and fishes, not sure if that is part of seafarers are separate). They play every Saturday...
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    What is arcane magic?

    For my campaign, I tie each of the various magic power sources to different planes. Shadow magic would tie to the Shadowfell, plane of shadows Divine to the Astral sea and the Gods who make their home there Primal to spirits of the World, or prime material plane. Elemental to the elemental...
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    Good rule of thumb

    I find this concept bizarre it's equivalent to saying who ever talks the most is right, what if some one posts over 2000 times about their homebrew based off my little pony, or people who play by posts they also have an inflated post counts also often when someone is wrong in an argument they...
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    Assassin Feedback

    I like the poison use as daily, and death attack, and assassin's strike is fine as well. Attack finesse seems pretty powerful when compared to non-essential strikers, so curious to see what happens there what with the changes to sneak attack. But some of the at-wills just seem really really...
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    Castle Ravenloft Board Game

    Got it, the rules compendium, and the Heroes of the Fallen Lands (always forget which is which) for $110 at the FLGS. Castle Ravenloft is by far and away a much better starter set or point of entry then the starter set I bought the week before. The starter set might be fine for someone by...
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    How will you incorporate Essentials?

    Right now, I'm leaning towards using essential classes counting as being from new power sources and easing up on feat class restrictions a bit to allow crossover feats that should work for both versions. For instance the knight and slayer would be the defender and striker of one of the new...
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    Players Handbook 3

    The Kiel and Rasa? article mentioned an Alchemist class as a possible leader choice.
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    Divine Challenge at the end of your turn

    You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your...
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