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  • Retreater's Avatar
    Yesterday, 10:42 PM
    I had a conversation with one of my friends lately about how long campaigns actually last in reality (as opposed to the lofty goals of Game Masters, the ideals of players, and the intent of designers). While both of us have had outlier experiences of year-long (or two years long) campaigns, we found that in practice, it's been much shorter for an average campaign. Despite the actual player...
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    Yesterday, 06:40 PM
    I bought into the first hardcover printing and white box when they were released in the early 2000s. I ran a couple games of it, and it was a nice, rules-lite experience with a classic D&D feel. It provided a simpler, more traditional playstyle when compared to 3.5/PF and 4e D&D. However, now I wonder what role it fills against the streamlined D&D 5e. Basically, anything you could do with C&C,...
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    Thursday, 20th June, 2019, 10:33 PM
    Very unusual. It seemed a common feature with nearly every monster from all three games I played with different GMs. Monsters that can just shrug off 2-3 points of damage here or there is pretty substantial when most characters can't regularly do more than 2 points of damage without a critical hit.
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  • Retreater's Avatar
    Wednesday, 19th June, 2019, 06:47 PM
    I think it was 5 or 6, against a 1st level party. But still, having only a 10% chance to accomplish anything is a bad percentage. Sitting around waiting for my turn just to do nothing does not make a compelling game design. In theory, yes. In practice (based on my XP), I'd say it's not. The two con games I played, both designed and run by Monte Cook affiliates, were both basically set up...
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    Wednesday, 19th June, 2019, 02:40 AM
    This is something I've noticed about my DM style with D&D primarily, but I've found it to be true with other system iterations (such as Pathfinder). I've GMed and played a variety of systems lately, including Gamma World, Star Wars, Savage Rifts, Monster of the Week, and Call of Cthulhu. Of those systems, all seemed to handle free-form, episodic structure better than D&D. The party seems free...
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  • Retreater's Avatar
    Wednesday, 19th June, 2019, 12:02 AM
    I recently returned from Origins, where I played several RPGs. Some went as expected (4e D&D), some went better than I was expecting (WHFRPG, Forbidden Lands), and some were amazing fun (Savage Rifts). But the one that struck me as the most disappointing was Numenera. My first encounter with Numenera was several years ago at GenCon, GMed by someone associated with Monte Cook Games. It went...
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  • Retreater's Avatar
    Saturday, 8th June, 2019, 11:09 PM
    I've had some pretty dreadful PFS and AL experiences at conventions. Mostly these were based on the players who show up - rules crunching, min/maxing jerks with binders of characters they are trying to level to MAXIMUM POWER!!! Or they're playing a one-shot and don't care how ridiculous their actions are, because there are no consequences. I hated running and coordinating PFS. So many...
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    Saturday, 8th June, 2019, 05:19 PM
    In the day we called it "THACK - oh" though I've now started pronouncing it "THAY-koh." And even though I was with AD&D 2nd edition since about the start of that edition, the concept of THAC0 was a major stumbling block and not intuitive. I'm glad it's gone, and if I were to run 2e again, I would convert to modern ascending AC and attack bonuses.
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    Wednesday, 5th June, 2019, 01:25 AM
    I've played all editions since AD&D 2nd edition, and numerous systems that aren't D&D. I've recently switched a couple campaigns I run to 4E. It's mechanically balanced, tactically robust, and provides one of the best combat resolution systems of any game I've played. If you are aware of its limitations, you can really curate a great gaming experience. Combats take a long time. So if you're...
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  • Retreater's Avatar
    Wednesday, 29th May, 2019, 10:46 PM
    I ran a one-shot of 2nd edition for my fiancee, whose experience has been mostly limited to 5e (and dipping back into 4e - which she loves). It was also my formative edition of D&D. I hate to say it, it just didn't play as well as I remembered. While I'm not the biggest fan of 5e, I have to admit that 5e does everything 1e and 2e did, only better, IMO. (I do not think the same of 3.x and 4e,...
    176 replies | 8338 view(s)
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About Retreater

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July 12, 1978 (40)
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Looking for players to join Pathfinder Society or Living Forgotten Realms in the Western KY area.
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Wednesday, 26th June, 2019


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Thursday, 30th May, 2019


Friday, 15th March, 2019

  • 09:54 AM - pemerton mentioned Retreater in post I keep bottle-necking the heroes (advice)
    Retreater - the DMG2 has a good discussion of "circular paths". I've sblocked a post of mine from 2010 where I described some changes I made to H2 maps to increase their circularity: For the Chamber of Eyes I did two things. First, I joined the introductory encounter (with the hobgoblins torturing the prisoner) onto the Chamber of Eyes: (i) run the corridor in the introductory encounter onto the entryway into the foyer of the Chamber of Eyes; (ii) add a secret passage exiting the NE corner of the hobgoblin chamber via a secret door and running diagonally, with staircases, up to the balcony in the Chamber of Eyes foyer; (iii) add a spyhole/arrowslit on the E wall of the hobgoblin chamber (near the barrels) looking onto the Chamber of Eyes foyer; (iv) add a portcullis that the hobgoblins can drop in the entryway to their chamber, making the secret passage the only easy path between their chamber and the Chamber of Eyes. Second, I was prepared to run the introductory encounter, C1, C2 and C4...

Sunday, 17th February, 2019

  • 01:39 AM - AbdulAlhazred mentioned Retreater in post How Did I Become a Grognard?
    I also still have my basic D&D dice from the early 80's, the ones you had to 'colour in' with a white crayon, used them in a game on Saturday in fact! Heck, I still have my Holmes Basic 'wax dice' that came with the very very first boxed set back in 1976. Nobody will let me roll them anymore, they're completely worn out. lol. (the d6 can roll for 30 seconds easily and the most common result is 'DM decides if it is a 4 or a 6') Retreater I don't think you're a grognard man. You have fairly enlightened attitudes towards play from what I've read ;) I'd call someone a 'grognard' who steadfastly sticks to some very early modes of play and denigrates anything not crafted by the hand of Gary Gygax or at least hailing from the mid 70's when he was last a creative force in RPGs. No doubt that also dates me, lol.

Wednesday, 6th February, 2019

  • 09:57 PM - dave2008 mentioned Retreater in post 5e - Just Missing the Mark
    @Retreater Just wanted to let you know there is a conversion of 500 4e martial exploits to 5e on the DMsGuild that you might be interested in - and it is free! https://www.dmsguild.com/product_info.php?products_id=265088&it=1&SRC=Newsletter_FPW_text
  • 04:09 AM - AbdulAlhazred mentioned Retreater in post Skill Challenges in Essentials
    I'm not one of those who holds with Retreater's despair over SCs. They work WELL, and between the DMG, DMG2, and RC the sum total of the updated advice is not bad. Basically you have, as of RC, your success threshold, which skills are considered primary, and then how many free advantages and how many difficult checks the DM is allowed to require, plus the list of secondary skills. It is up to the DM and the players to work these things into the narrative. You need a dynamic narrative, with genuine conflict which engages with the PCs goals and plans. That can be fairly simple and basic for a Complexity 1 SC, but generally it will mean some real plot engagement for most SCs. Frankly I would take the idea that you are authoring the SC in detail up front with a grain of salt. I would prefer to think in terms of Story Now style 'scene framing' type play, where the players choose the general direction and approach, and the GM brings the conflict into a scene somehow, which in this case results in an SC. TBH I don't have a radi...

Tuesday, 5th February, 2019

  • 02:47 PM - Hussar mentioned Retreater in post 5e - Just Missing the Mark
    1 .Did you buy your book? If yes write in. 2. Are you going to become so world famous that people will bid $$$$$ for a post-it of your shopping list? WRITE IN YOUR BOOKS! 3. Do think writing in your books will kill the resell value? Unless you are 2, there are too many copies out in the world so, WRITE IN YOUR BOOKS! 4. Do need the notes in one place? WRITE IN YOUR BOOKS! Homework WRITE IN YOUR BOOKS! 100 times before Friday. NOOOOO!!! Don't go to the dark side. Books should remain as pristine as possible throughout the time you use them. :D Ok, my mom was a librarian. The notion of writing in books was beaten out of me at a young age. :p Out of the criticisms by Retreater, the one I will NEVER understand is the complaint about official adventures. This is 2019. We've had 3pp adventures in the game for twenty years now. Why in the name of little fishes do you need "official" adventures. DM's Guild lists almost 3 THOUSAND 5e adventures. What more do you need?

Sunday, 27th January, 2019

  • 04:02 PM - Jacob Lewis mentioned Retreater in post In Defense of 4E - a New Campaign Perspective
    Anyway! Getting back to the original point of this thread, I wanted to share my personal experiences for @Retreater since we seem to share similar (but unique) paths. My DM origins began further back with the Basic (Red) and Expert (Blue) sets, and then progressing through AD&D (1st/2nd) until it became D&D again (3rd/4th) and ended abruptly with the NEXT (5th) re-iteration. Finding a consistent gaming group was never easy for me until 4th edition came around, but I wasn't an immediate fan when it came out. To me, the game felt incomplete as it lacked many of the traditional player classes and races. But once the PHB2 came out, I took a more serious look. That's more like it! 4e wasn't without its flaws and shortcomings, but what edition of D&D isn't? But what I saw that really shined outweighed all of it. Classes designed to be equally balanced and useful no matter what you played. Cooperative play and design became more important (i.e. players were more often building characters as a group rather than a single entity hoping for a group to support whatever they wanted to do). Encounters were easie...

Tuesday, 22nd January, 2019

  • 08:49 PM - dragoner mentioned Retreater in post Would you invite this player?
    ...t better because some DM took a chance on us and we learned from the experience. Since there is some flexibility with the group size due to absences, he's a generally known quantity, and he's enthusiastic - I'd recommend taking him on but laying down some ground rules about your group's style (particularly on the teamwork/stealing from the party thing). Sooner or later he's going to have to learn that his own personal style preference will have to be compromised with the style preferences of other people at the table, and an experienced DM coming from a generally friendly direction can help with that. Yes, I stunk as a player and GM, still do, and I have been doing it since '79. I'm always keeping an eye towards being better at both. Though with this being the seventh player, I'd be leery of adding someone that could take up over their one seventh of allotted table space. It is a hard call, and you are totally right in that we all had to start somewhere, and the final arbitrator is Retreater and if they think the cost-benefit analysis means that taking them on is a positive thing. I also agree that setting forth the parameters of the game beforehand is really crucial.

Monday, 26th November, 2018

  • 06:06 PM - hawkeyefan mentioned Retreater in post Underpowered Group Found BBEG
    Even after the dragon....however that’s handled....ifthe PCs defeat it or of they run from it, won’t the rest of the dungeon likely be aware? Based on te more recent comments by Retreater, it seems like it’s more a flaw in how the dungeon’s presented. I think that based on that, it’s a bad idea to punish the PCs for poor design. Have a group of villains come along and the PCs can get dragged into combat which then alerts the rest of the denizens. Or have them hide and overhear about the magic gear that was taken from the last group of adventurers that came through. There are several ways you can take things. I’m not familiar enough with Forge of Fury to know the whole scenario, but there are plenty of general solutions.
  • 12:57 AM - hawkeyefan mentioned Retreater in post Underpowered Group Found BBEG
    Retreater I think that if you allow a total party kill or similarly harsh outcome, what you’re essentially doing is punishing them for being efficient. Only in a game would it be “smarter” to fight every opponent in a dungeon rather than sneak past most of them and then face only the boss. Probably not a great message to send to them, especially if they’ve already expressed frustration with character death. I think you have a few options. First would be to let them face the dragon, and see what happens. You can have the dragon be overconfident and have this show by playing him in a tactically careless manner. Maybe that will help swing things in the party’s favor. You can also have the dragon be surprised that the mere humanoids were able to hurt it, and have him flee to fight another day. No dragon wants to die, and a recurring foe is a great thing to have in a D&D game. If things go the dragon’s way, you can again have him be overconfident and not finish the party off. Have him let t...

Saturday, 20th October, 2018

  • 09:52 PM - Ovinomancer mentioned Retreater in post 5E's "Missed Opportunities?"
    ...ightly less than a +1. If you need a 2 you have a 95% to succeed normally, and 95% + 5% * 95% = 99.75%, agains slightly less than +1. This is the minimum. If you need an 11, you have a 50% normally, and a 50% + 50% * 50% = 75% with advantage. That's the equivalent of +5. This is the maximum. Your +/-6 to +/-7 is outside the range of what is possible. That mean it is likely not the average. You may want to double check you math. One common mistake I've seen is working out to roll 2d20 and subtract the higher fromt he lower. That's really comparing advantage (best for 2d20) with disadvantage (worst of 2d20). It's clear if you work it out as percentages what it can be for every target. Man, these arguments hurt me because there's this weird thing where everyone tries to map a normal distribution onto a flat distribution via +/-. It's wrong in a technical way. But, I'm an engineer, so that's probably just my bag. That said, the above is the right wrong way to do it Retreater, billd91. The "bonus" that advantage applies differs depending on what the target number on the d20 is for success. It's greatest in the middle, where it increases the chance of success by 25%, and weaker on the ends where it's bit less than a 5% bump. If you need to roll a 20, advantage helps by almost doubling your chances from 1/20 to 19/400, but if you need an 11, advantage increases your chances from 10/20 to 15/20. If you need a 2, advantage bumps you from a 19/20 to 399/400.

Friday, 12th October, 2018

  • 09:52 PM - TallIan mentioned Retreater in post Doh! Killed my party with a skill challenge
    So...just something to keep in mind: At level 6, the max skill bonus a non-rogue or bard will likely have is +7. If the DC is consistently 15, then the chance of failing is 35%. Which means that MORE THAN HALF THE TIME, with maximum skills, your party will get the 3 fails before they succeed 10 times. In practice, several PCs are likely to make attempts even WITHOUT optimal skills...meaning that the chance of success falls even more. If the price of failure is TPK, I might suggest you improve the odds a bit in the PCs' favor...or provide them with options (e.g. aiding each other for advantage or something) for improving their luck. Pretty much this. I've watched many of Matt Colleville's videos and I did like the skill challenge one. Retreater has essentially set the party up for failure here and since failure was a TPK that's pretty harsh. I don't say this to be a dick, but you need to consider the chance of success and allow for other options. Did they HAVE to go that way though the dungeon? If they had another option was it clear that there was another option and that one choice was deadly (and maybe quicker) and the other choice was safer (but maybe slower). As long as the player have a choice that has good odds of success all is fine, when they have no choice but to gamble on good dice rolls you're not creating a good playing environment. If you are using a skill challenge, it's more important that it seems exciting because of how you describe the action, rather than the players feeling stressed because of mounting failed rolls. You can also pressure the players by demanding quick responses, and keep the narrative going from your end if they dither, or forcing checks that they might not like because they too...

Tuesday, 21st August, 2018

  • 12:23 AM - Chaosmancer mentioned Retreater in post Revised Ranger update
    I am curious why you think it's haughty? I can't speak for Retreater , but for me there were a few lines in his tweet that jumped out to me. "There is one ranger: the one in the Player's Handbook" "Frankly, the revised ranger helped feed an internet-fueled view of the class... I wasn't sorry to end it." Both of those... the tone I picture them said in is almost derogatory. And, while I missed whatever it was he said in 2017 about never doing an alternative class, as someone posted earlier in this thread, two years ago near the end of 2016 (09/12/2016) they were saying very different things about the state of the Ranger. Just in the first paragraph of that PDF we have "the class’s high levels of player dissatisfaction and its ranking as D&D’s weakest class by a significant margin" quoted as the reason for the revisions. And they talk about doing research and finding the class lacking back then, it's abilities rated as some of the worst in the game and people generally being unhappy with it. And you know... that is weird to me. I ge...

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Tuesday, 25th June, 2019

  • 11:55 PM - Umbran quoted Retreater in post How Many Actual Sessions Do Your Campaigns Last?
    Despite the actual player composition, most of our games meet biweekly (with the occasional skipped session due to real world situations). We've found that most games last between 8-12 sessions (or in real-world time, between 4-6 months.) My group uses a similar biweekly format (twice a month). My first campaign with them was Deadlands, and ran... 5 years and one month. We took a bit of a palate cleanser with (what for us is) a short arc that lasted 6 months with Atomic Robo. The following campaign has been Ashen Stars, and has been running for... just about 3.5 years now? It is heading into some plotlines that the group may consider to be a good close to the character's stories.

Monday, 24th June, 2019

  • 09:00 PM - Tony Vargas quoted Retreater in post D&D, Epic Fantasy, and the Long-Term Campaign Paradigm
    This is something I've noticed about my DM style with D&D primarily, but I've found it to be true with other system iterations (such as Pathfinder). I've GMed and played a variety of systems lately, including Gamma World Gotta ask: which Gamma World? Like, what's the copyright date? , Star Wars, Savage Rifts, Monster of the Week, and Call of Cthulhu. Of those systems, all seemed to handle free-form, episodic structure better than D&D. The party seems free to go "off the rails" and explore the world. The stories seemed faster paced. I was talking to my fiancee about this. She mentioned that it's because D&D tends to epic storylines. Maybe there is a built-in assumption that a group should strive for a 1-20 campaign. Level progression is slow. Story progression is slow. What are your thoughts? IDK about "epic" (that implies all sorts of things to me that are not synonymous with dungeoncrawling), but the long arc implied by zero-to-hero leveling and the "need" to have stories paced t...

Thursday, 20th June, 2019

  • 10:37 PM - Xaelvaen quoted Retreater in post Numenera: Third Time Wasn't the Charm
    Very unusual. It seemed a common feature with nearly every monster from all three games I played with different GMs. Monsters that can just shrug off 2-3 points of damage here or there is pretty substantial when most characters can't regularly do more than 2 points of damage without a critical hit. Ouch - I can definitely see armor (damage resistance) easily abused in that way. Sorry your experience was so terrible. It could also be I'm behind the time a bit in regards to its current iteration. I only have the original kickstarter books for the game, so only one monster portfolio, a couple of free adventures, and the players information and world-building. As of -that- time, monsters were meant to rarely have armor, because it even talks about the limitations of damage against armor causing some issues.
  • 08:15 PM - Xaelvaen quoted Retreater in post Numenera: Third Time Wasn't the Charm
    1) Too much Damage Reduction - not enough ways around it. I couldn't damage the enemies, even on a critical hit. Half the party members had no way of significantly contributing to a battle. How very bizarre - in the Numenera core rulebook, damage resistance is a very -rare- thing. It's not even supposed to be on a third of the monsters, thus why the design in damage being 2, 3, and 5. Sounds like bad monster creation (only referring to your third play example, obviously). Otherwise, we had fun with the game (playtesting and after the release). To be fair, however, we still incorporated many of the playtesting rules, because they were just more intuitive.
  • 12:59 PM - Aldarc quoted Retreater in post Numenera: Third Time Wasn't the Charm
    I think it was 5 or 6, against a 1st level party. But still, having only a 10% chance to accomplish anything is a bad percentage. Sitting around waiting for my turn just to do nothing does not make a compelling game design.That's a helluva a lot of damage reduction, especially against a Tier 1 party. I don't think that's a game design issue, but, rather, a GM encounter design one. In theory, yes. In practice (based on my XP), I'd say it's not. The two con games I played, both designed and run by Monte Cook affiliates, were both basically set up like D&D adventures. Ambushes in the first adventure that couldn't be avoided. In the second, competing in a battle tournament in a gladiator arena.Both of which seem like an adventure design issues. In no game did I get a cypher during the course of play. It was as a reward at the end of the adventure, when it was too late to come into play.Which is naturally a problem. Characters should also start play with cyphers. These house rules you ...

Wednesday, 19th June, 2019

  • 03:10 PM - Aldarc quoted Retreater in post Numenera: Third Time Wasn't the Charm
    Here are the continual themes of problems I've noticed with Numenera. 1) Too much Damage Reduction - not enough ways around it. I couldn't damage the enemies, even on a critical hit. Half the party members had no way of significantly contributing to a battle.I have variously encountered this issue as well, depending on party composition. One potential quick work around is to remove static damage and replace it with variable die damage. So Light weapons do d4; Medium weapons do d6; and Heavy weapons do d8. Or knock them up a die. See what works best for your group. This gives a bit more chance that some weapons can exceed typical damage reduction. The other option is to reduce the damage reduction. I am curious about how much damage reduction your opponent had. If you were using a light weapon (+2 dmg) a minimum and got a crit on 17-20 (+1-4 dmg), then that is +3-6 damage. This is not including any other bonuses to damage that your abilities from your type or focus might confer. I'm not f...

Saturday, 15th June, 2019

  • 04:08 PM - Bobble quoted Retreater in post In Defense of 4E - a New Campaign Perspective
    But is there anything in the mechanics that prevents roleplaying? Yes, the internal world logic is broken badly. See minions, powers, getting them back, et al. In a video game that doesn't matter because you are NOT RPing but you are straight jacketed into something limited by the S/W. One cannot RP while playing Gauntlet 4E was an attempt to make a P&P version of Gauntlet, as told to me by one of the 4E after release.

Wednesday, 12th June, 2019

  • 02:20 PM - Bagpuss quoted Retreater in post Systems You Left after One Bad Experience
    Star Wars: Imperial Assault We were excited to play the "new Descent" with Star Wars flavor. I bought the expensive starter set, learned the rules, and called up my group to play. We started the first mission, which was a slaughter in the favor of the Imperial player. The group, realizing how poorly designed the opening mission was refused to play the game again. I reboxed it while it was still fresh, and luckily got a good price at resale for it. It really depends on when you open that door. Make sure it is the first player action of the round and that mission is suddenly a lot easier, but yeah it is designed so the imperial player can win occasionally. We played it right through and found it really tended to favour the rebels (IMHO) but it was close and the Imperials would win on occasions.

Tuesday, 11th June, 2019

  • 10:36 AM - Aldarc quoted Retreater in post "My Pathfinder Spoiler" Glimpses At Pathfinder 2
    I get that. But here are my thoughts. 1) These problem points should have been worked out before the beta. 2) Heavy-stress tests should have been done in-house, instead of an early access version that will be your fans' first exposure to your game. 3) The turnaround from the completion of the playtest to the final layout and print seemed too quick to make significant changes to the game. 4) If nothing else, feedback from the first major playtest should have been re-tested in a second playtest. (I guess I'm suggesting Alpha and Beta playtests like Pathfinder 1 had.)Sure, and it definitely sounds like they could have handled things differently or with greater transparency. From what I gather from various statements, their thinking was that it's easier to stress-test with thousands of players rather than in-house and that it provided out-of-house feedback on some of these things. I really hope they abandon the presentation where each class just little more than a soup of feats. You c...

Monday, 10th June, 2019

  • 12:15 AM - Aldarc quoted Retreater in post "My Pathfinder Spoiler" Glimpses At Pathfinder 2
    I will need to see more before I pay for it again. I'm talking like getting a free PDF of Quick Start Rules and a sample adventure to try. Our group was not impressed with the Beta, and a lot would have to change before we would invest in the system.The beta was a heavy-stress test. On a YoutTube video about the playtest from PaizoCon, they kinda outlined that the playtest was partially meant to show the potential problem points in the game.

Sunday, 9th June, 2019


Saturday, 8th June, 2019

  • 11:45 PM - Green Onceler quoted Retreater in post "My Pathfinder Spoiler" Glimpses At Pathfinder 2
    I can appreciate that, though I would love a streamlined and easy-to-access starting point for new players and GMs. I seem to recall, on one of the Paizocon streams, a developer mentioning that the ruleset had been designed specifically with a beginner's box release in mind.
  • 08:35 PM - Mercador quoted Retreater in post Baldur's Gate III Announced; Powered by D&D 5E
    I come from a background of almost exclusively console RPGs - Final Fantasy, Dragon Quest, Phantasy Star, etc. As a kid, I didn't have access to a PC powerful enough to run a game like Baldur's Gate.So I downloaded Divinity: Original Sin after reading glowing reviews. I literally could not find my way out of the first town. Everywhere I turned was a dead end, and I needed to find online walkthroughs to lead me through the confusing steps (that I would've never guessed on my own). [To be fair, I had similar issues with Torment: Tides of Numenera and Pillars of Eternity. Though I did okay with Shadowrun.]I guess I'm just not good at reading the minds of game programmers who can't be as flexible as real life Dungeon Masters. I really wish I could get into these games, though. CRPG are more difficult than a JRPG (generally). I had some difficulties with the difficult start of D:OS1 myself (I was trying to min/maxing too much) but the second is way better start if you want to try it. Also, maybe tho...
  • 08:08 PM - Lanefan quoted Retreater in post GMing At A Convention
    I had one bad experience with Generic Tickets (not being able to find anything to do with them the first year I bought them), that I just never considered buying them again. Maybe it's worth looking into?If Sunday afternoon rolls around and you've still got some generics you can refund them at Will-Call for system credit (or at least you could the last time I was there) which works kind of like a down payment on next year's badge. :)
  • 08:01 PM - Lanefan quoted Retreater in post GMing At A Convention
    I'm contemplating running at next year's GenCon just so I know I can get into an event, unless I'm finally willing to say goodbye to GenCon. (Every one of the events we wanted to play sold out in literal seconds, and we had to sign up for events we had no interest in just to find something/anything to do.)Yeah, I long ago learned that having a mittful of generic tickets and flying standby can be the answer there, as so many people snap up event tickets during registration and then no-show on the day.
  • 04:44 PM - Kurviak quoted Retreater in post "My Pathfinder Spoiler" Glimpses At Pathfinder 2
    I will need to see more before I pay for it again. I'm talking like getting a free PDF of Quick Start Rules and a sample adventure to try. Our group was not impressed with the Beta, and a lot would have to change before we would invest in the system. The new rules pdf will be around $9, that’s less than a lunch, and ou’ll also have all the rules published for free online in the pdr websites,but they don’t have anything like a start rules free pdf.

Wednesday, 5th June, 2019

  • 01:39 AM - Tony Vargas quoted Retreater in post Should I play 4e?
    skill challenge rules. If you're curious what I do, let me know and I'll post 'em.] I'm curious. I've seen a lot of additions to and alterations of SCs with varying degrees of success.

Tuesday, 4th June, 2019

  • 11:40 AM - thanson02 quoted Retreater in post In Defense of 4E - a New Campaign Perspective
    And since I am now certainly in this conversation, might as well add my part to the mix: Complaints about 4E Combats Take Forever This is a hard point to argue. For example, I was recently re-running "Keep on the Shadowfell" with a group to test the waters. A simple combat with goblins took our low level group over an hour to play. We had cards printed out from Character Builder, relatively straight forward characters, and were more or less focused on the game. It could've been the options in combat. It could've been inflated hit points. It could've been triggered reactions. It could have been a variety of issues, but I think I've found a solution. In the later days of D&D Encounters, we tried changing the math of the game: decreasing the HP of monsters and increasing the damage. This lead to some overly deadly fights, and while it succeeded in making them shorter, it didn't keep the spirit of the game's design intact. It should be noted that no officially published adventure I've yet see...

Friday, 31st May, 2019


Thursday, 30th May, 2019

  • 09:03 PM - Sir Brennen quoted Retreater in post RPG Crowdfunding News: Good Society, Four Perilous Journeys, ORPHEUS, UltraModern5, and more
    Am I wrong for not getting "The Fantasy Trip?" I purchased the big boxed set, and I've had it for over a month. The rules are confusing, scattered across multiple small books. That box was indeed very big with alot of stuff, and I'd imagine overwhelming if you didn't have any idea of how all the TFT parts work. Hopefully this will help clarify: It's not that the rules are scattered across the books - it's that the books are separate games that build on one another, but can be played independently. I'd recommend checking out the approach outlined in the "read me's". Start with Melee as a game unto itself (which it is) to understand combat. By itself, it's more like a complex board game or simple war game than an RPG. Then play Wizard to add magic to combat. The Wizard rule book also includes all the necessary combat rules, so you don't need to reference the Melee book. (Optional) Combine Melee and Wizard for some fun gladiator vs. spell caster arena duels. The larger In the Labyr...


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