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<blockquote data-quote="xigbar" data-source="post: 5837871" data-attributes="member: 6673175"><p> <ol> <li data-xf-list-type="ol">Ability scores generation method? <strong>Point buy, usually 32. Players generally know what they want to play when they come to the table, and imposing random roll on them may make it hard for them. I leave improv to the actors. My players get typecast.</strong></li> <li data-xf-list-type="ol">How are death and dying handled? <strong>If a character dies, they're out of the game. The player can make a new character who must be of a different class, unless they're mutliclassed enough that's it's essentially different.</strong></li> <li data-xf-list-type="ol">What about raising the dead? <strong>Sure. If the spells are there for them, the spells are there for me as well.</strong></li> <li data-xf-list-type="ol">How are replacement PCs handled? <strong>I will accomodate a new character in to the story, but encourage the new backstory to aid the transition.</strong></li> <li data-xf-list-type="ol">Initiative: individual, group, or something else? <strong>A mix. PCs and boss type enemies get individual initiative. Common groups of thugs and other packs of generic enemies get group initiative. Unexceptional people usually work in hivemind anyway.</strong></li> <li data-xf-list-type="ol">Are there critical hits and fumbles? How do they work? <strong>Yes. Criticals are per the 3.5 PHB. Critical fumble only applies on skill/ability checks, with varying results based on how much they failed.</strong></li> <li data-xf-list-type="ol">Do I get any benefits for wearing a helmet? <strong>The drawing for most armors imply that a helmet</strong> <strong>is already included. So, yes, but, you always do anyway. Magical head gear confers benefits as described.</strong></li> <li data-xf-list-type="ol">Can I hurt my friends if I fire into melee or do something similarly silly? <strong>Of course you can. It may be unlikely at higher levels, but a level 1 aspirining marksman has only the aspirations.</strong></li> <li data-xf-list-type="ol">Will we need to run from some encounters, or will we be able to kill everything? <strong>You'd better run from some encounters. Your directions might not be so explicit in real life, and accidentally wandering in to the dragon's cave is a possibility. The world does not simply level up when you're ready for it to do so.</strong></li> <li data-xf-list-type="ol">Level-draining monsters: yes or no? <strong>Yes. But I and some of my players are optimizers, so it's necessary to keep them on their toes.</strong></li> <li data-xf-list-type="ol">Are there going to be cases where a failed save results in PC death?<strong> If those are the rules.</strong></li> <li data-xf-list-type="ol">How strictly are encumbrance & resources tracked? <strong>As strictly as is realistic if you're stranded and are far from replenishing resources, survival is a very real threat.</strong></li> <li data-xf-list-type="ol">What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? <strong>You level up. You've been training for a while, and then, I sum it up as the "Oh!" moments, where your character realizes how tp piece together all the new things they've been learning, causing a jump in capabilities.</strong></li> <li data-xf-list-type="ol">What do I get experience for? <strong>Killing the right enemies, sneaking past ones you shouldn't try to kill, roleplaying well, completing a dungeon.</strong></li> <li data-xf-list-type="ol">How are traps located? Description, dice rolling, or some combination? <strong>"Located?" Strategically. Enemies will likely be placed so that you'll be in their charging range at the same time you run on to a trap. Players must be paying attention, and check as precaution to prevent this. These are adventurers. I leave it possible for the enemy to charge in to the traps too, Int score pending.</strong></li> <li data-xf-list-type="ol">Are retainers encouraged and how does morale work? <strong>I'm not sure what you mean by retainers. If you mean "retraining," then no. The idea that a character simply "forgets" how to do something in place of something else is silly. The only exception is if the player was inexperienced, and didn't know why their choice would end up useless until after the fact, but I give plenty of opportunities for more devious players, I draw the line somewhere.</strong></li> <li data-xf-list-type="ol">How do I identify magic items? <strong>Usually some combination of things. Appropriate spells like Detect Magic will usually be required to notice if it even has magical qualities. A good Appraise/Spellcraft/Knowledge Arcana check will reveal more specific details of the item's function. I always make it at least possible to full identify the item, with some work.</strong></li> <li data-xf-list-type="ol">Can I buy magic items? Oh, come on: how about just potions? <strong>Up to a certain value. Unique items, no matter their "price" can't be bought. Weapons of up to a certain enhancement bonus, dependent on the game's relative level of power, can be purchased. This rarely goes past +3 abilities, if that, and then only in places with high economic activity, and high quality blacksmiths. </strong></li> </ol><p>19. Can I create magic items? When and how? <strong>Yes. As per the rules. Artificers will be given a watchful and vindictive eyeballing.</strong></p><p> </p><p> 20. What about splitting the party? <strong>Absolutely. I've always though it would be interesting to split game sessions once and a while, if and when PCs have been split by some event, and keep the events of those sessions secret, for a time. It also gives me, as a DM, an excuse to use multiple story ideas, if I can't otherwise get them both out at once.</strong></p></blockquote><p></p>
[QUOTE="xigbar, post: 5837871, member: 6673175"] [LIST=1] [*]Ability scores generation method? [B]Point buy, usually 32. Players generally know what they want to play when they come to the table, and imposing random roll on them may make it hard for them. I leave improv to the actors. My players get typecast.[/B] [*]How are death and dying handled? [B]If a character dies, they're out of the game. The player can make a new character who must be of a different class, unless they're mutliclassed enough that's it's essentially different.[/B] [*]What about raising the dead? [B]Sure. If the spells are there for them, the spells are there for me as well.[/B] [*]How are replacement PCs handled? [B]I will accomodate a new character in to the story, but encourage the new backstory to aid the transition.[/B] [*]Initiative: individual, group, or something else? [B]A mix. PCs and boss type enemies get individual initiative. Common groups of thugs and other packs of generic enemies get group initiative. Unexceptional people usually work in hivemind anyway.[/B] [*]Are there critical hits and fumbles? How do they work? [B]Yes. Criticals are per the 3.5 PHB. Critical fumble only applies on skill/ability checks, with varying results based on how much they failed.[/B] [*]Do I get any benefits for wearing a helmet? [B]The drawing for most armors imply that a helmet[/B] [B]is already included. So, yes, but, you always do anyway. Magical head gear confers benefits as described.[/B] [*]Can I hurt my friends if I fire into melee or do something similarly silly? [B]Of course you can. It may be unlikely at higher levels, but a level 1 aspirining marksman has only the aspirations.[/B] [*]Will we need to run from some encounters, or will we be able to kill everything? [B]You'd better run from some encounters. Your directions might not be so explicit in real life, and accidentally wandering in to the dragon's cave is a possibility. The world does not simply level up when you're ready for it to do so.[/B] [*]Level-draining monsters: yes or no? [B]Yes. But I and some of my players are optimizers, so it's necessary to keep them on their toes.[/B] [*]Are there going to be cases where a failed save results in PC death?[B] If those are the rules.[/B] [*]How strictly are encumbrance & resources tracked? [B]As strictly as is realistic if you're stranded and are far from replenishing resources, survival is a very real threat.[/B] [*]What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? [B]You level up. You've been training for a while, and then, I sum it up as the "Oh!" moments, where your character realizes how tp piece together all the new things they've been learning, causing a jump in capabilities.[/B] [*]What do I get experience for? [B]Killing the right enemies, sneaking past ones you shouldn't try to kill, roleplaying well, completing a dungeon.[/B] [*]How are traps located? Description, dice rolling, or some combination? [B]"Located?" Strategically. Enemies will likely be placed so that you'll be in their charging range at the same time you run on to a trap. Players must be paying attention, and check as precaution to prevent this. These are adventurers. I leave it possible for the enemy to charge in to the traps too, Int score pending.[/B] [*]Are retainers encouraged and how does morale work? [B]I'm not sure what you mean by retainers. If you mean "retraining," then no. The idea that a character simply "forgets" how to do something in place of something else is silly. The only exception is if the player was inexperienced, and didn't know why their choice would end up useless until after the fact, but I give plenty of opportunities for more devious players, I draw the line somewhere.[/B] [*]How do I identify magic items? [B]Usually some combination of things. Appropriate spells like Detect Magic will usually be required to notice if it even has magical qualities. A good Appraise/Spellcraft/Knowledge Arcana check will reveal more specific details of the item's function. I always make it at least possible to full identify the item, with some work.[/B] [*]Can I buy magic items? Oh, come on: how about just potions? [B]Up to a certain value. Unique items, no matter their "price" can't be bought. Weapons of up to a certain enhancement bonus, dependent on the game's relative level of power, can be purchased. This rarely goes past +3 abilities, if that, and then only in places with high economic activity, and high quality blacksmiths. [/B] [/LIST] 19. Can I create magic items? When and how? [B]Yes. As per the rules. Artificers will be given a watchful and vindictive eyeballing.[/B] 20. What about splitting the party? [B]Absolutely. I've always though it would be interesting to split game sessions once and a while, if and when PCs have been split by some event, and keep the events of those sessions secret, for a time. It also gives me, as a DM, an excuse to use multiple story ideas, if I can't otherwise get them both out at once.[/B] [/QUOTE]
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