View Profile: Frankie1969 - Morrus' Unofficial Tabletop RPG News
  • Frankie1969's Avatar
    Tuesday, 16th July, 2019, 12:20 AM
    If that explanation works for you and your group, then you're right, D&D is suitable for any genre. If an experienced character has a gun pointed at the middle of their (unarmored) back, but they decide to ignore it and go about their business, the shot can only graze them (at worst). For me and mine, that doesn't work at all. It wouldn't feel like a Western, it would feel like D&D in a...
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  • Frankie1969's Avatar
    Sunday, 14th July, 2019, 03:19 PM
    Because weapons in D&D most definitely CAN'T do that. It's an intentional part of the game. Fantasy heroes can shrug off things that would kill ordinary people (or even trained soldiers) several times over. Any character above 2nd level knows that a mook pointing a weapon at them is no big deal. In Westerns, and most modern-day genres as well, getting the drop on someone is a big deal. The...
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  • Frankie1969's Avatar
    Sunday, 14th July, 2019, 01:17 PM
    Could you explain this further? That sounds like really low damage, no better than any other weapon. Why would characters above 1st or 2nd level bother to take cover against that? Why worry if someone has a gun pointed at you? Are you saying that you don't use D&D hit points as written? I understand that players can choose to roleplay situations that aren't warranted by the game mechanics....
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  • Frankie1969's Avatar
    Saturday, 13th July, 2019, 01:32 PM
    That's a fair point; "metric" is the wrong word. I've updated the title.
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  • Frankie1969's Avatar
    Saturday, 13th July, 2019, 01:07 PM
    I love D&D, but it's absolutely not suited for genres where guns are meant to be seriously feared (i.e. every single hit really matters, and there's no armor that works against both melee and guns). If a few non-magical expert combatants need to grab a fragile item guarded by armed minions behind heavy cover across open ground, in D&D you just plain charge at them, maybe taking a couple...
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  • Frankie1969's Avatar
    Tuesday, 9th July, 2019, 12:23 AM
    Ok, I've reformatted and also added FFG, which is possibly the 2nd best selling RPG system after D&D.
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About Frankie1969

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old school PNPer (1E on up) now enjoying new school games
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Thursday, 9th November, 2017

  • 07:02 PM - Mistwell mentioned Frankie1969 in post The State of D&D: Products, Psionics, Settings, & More
    I can think of a unique genre for Greyhawk that would work - Oldschool Adventuring. That would mean much more difficult natural healing rules, xp for gold, a lot more save or die elements to the game, followers, morale and loyalty rules, stronghold rules, a much wider and less balanced range of wandering monsters, etc.. Much like this thread by Frankie1969. They could even make it a lower magic setting. I think the look and feel of that type of setting and associated rules is as much a "genre" as any of the other genres mentioned by Mike Mearls during the panel.

Sunday, 5th November, 2017


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Tuesday, 16th July, 2019

  • 05:24 PM - Arnwolf666 quoted Frankie1969 in post qualitative comparison of RPG systems
    If that explanation works for you and your group, then you're right, D&D is suitable for any genre. If an experienced character has a gun pointed at the middle of their (unarmored) back, but they decide to ignore it and go about their business, the shot can only graze them (at worst). For me and mine, that doesn't work at all. It wouldn't feel like a Western, it would feel like D&D in a cowboy costume. Boromir and Conan can keep fighting with a dozen projectiles embedded in them, but Billy the Kid and Jesse James can't (same with Malcolm Reynolds and Jayne Cobb). I need the rules of the game to obey the rules of the genre. You can say the same thing about a dagger to the throat or a sword to the back. Many soldier have been grazed several times in battle or shot and kept fighting. Do you play roleplaying games to be killed in one hit? save or die is not popular anymore. Although i like it sometime. I just view hit points as a way of preventing those situations as happening. They can’t ...
  • 05:15 PM - Arnwolf666 quoted Frankie1969 in post qualitative comparison of RPG systems
    If that explanation works for you and your group, then you're right, D&D is suitable for any genre. If an experienced character has a gun pointed at the middle of their (unarmored) back, but they decide to ignore it and go about their business, the shot can only graze them (at worst). For me and mine, that doesn't work at all. It wouldn't feel like a Western, it would feel like D&D in a cowboy costume. Boromir and Conan can keep fighting with a dozen projectiles embedded in them, but Billy the Kid and Jesse James can't (same with Malcolm Reynolds and Jayne Cobb). I need the rules of the game to obey the rules of the genre. You can say the same thing about a dagger to the throat or a sword to the back.

Monday, 15th July, 2019

  • 02:36 AM - Arnwolf666 quoted Frankie1969 in post qualitative comparison of RPG systems
    Because weapons in D&D most definitely CAN'T do that. It's an intentional part of the game. Fantasy heroes can shrug off things that would kill ordinary people (or even trained soldiers) several times over. Any character above 2nd level knows that a mook pointing a weapon at them is no big deal. In Westerns, and most modern-day genres as well, getting the drop on someone is a big deal. The target needs to wait and play along until the gun wielder can be distracted or thrown off balance. If a group of enemies spot you at medium range (farther than you can move in one round) and get ready to fire, you need to dive for cover right away. No matter how tough you are, you don't just stand there and trade shots with them. It's a major trope that some RPGs (such as D&D) can't support. The rules actively work against it. That’s because i see hit points as a way of turning a hit into a miss or near miss.

Saturday, 13th July, 2019

  • 06:19 PM - Arnwolf666 quoted Frankie1969 in post qualitative comparison of RPG systems
    I love D&D, but it's absolutely not suited for genres where guns are meant to be seriously feared (i.e. every single hit really matters, and there's no armor that works against both melee and guns). If a few non-magical expert combatants need to grab a fragile item guarded by armed minions behind heavy cover across open ground, in D&D you just plain charge at them, maybe taking a couple survivable hits in the process. That's not how modern-day action adventure works, and it's definitely not how Firefly episodes work (or historical Western genre). I respect your opinion. But I don’t see it that way. I have no problem playing pistols 1d6 and rifles 1d12. I look at hit points very abstractly. So it does boil down to the minds eye for some. I play alot of westerns with d&d Ruleset and have a blast. And I do the same with stream punk and the Cthulhu Mythos. At least there is something out there for everyone this day.

Thursday, 16th May, 2019

  • 09:32 AM - Tormyr quoted Frankie1969 in post 1001 things PCs are totally allowed to do in Zeitgeist campaign
    At Ziggurat of Mavisha, sneak attack the underwater camp, use the air-bubble lanterns to make privateer ship lose buoyancy on one side and capsize. Use Cursed Rod of Negation on Borne 3 times to fill it with magic energy & life blood, then cut off hand, attach it to Borne's head and break rod for retributive strike. During Cantabrilla challenge, stealthily tail Rush & Merton into the mountains, rescue ghoul clan from their attack. Beran party member befriends various faction leaders, has Melissa write flattering article about "the only dragon-slayer in the world", convinces Shantus & ministers to make him heir to the throne. Vecna approves.

Monday, 13th May, 2019

  • 09:12 PM - Tony Vargas quoted Frankie1969 in post On the Origins of Dragon Species
    I hope RGB (additive) is being taught as the primary colors today, but in the 1970s anyone who didn't work in television or printing definitely thought of RYB (mixing) as the primary colors. I thought about mentioning that. If you were a bit nerdy in the A/V sense back in the day, you'd've definitely been familiar with 'additive' primaries (and maybe felt a little smug superiority over it), and/or if you'd paid attention to the popular-science level explanations of color TV back in the 60s (color TV was a big deal for a while). Thanks for bringing up heraldry; surely some of the TSR folks had studied that topic. If the dragons were based on heraldry colors, wouldn't they have included purpure (purple)? https://en.wikipedia.org/wiki/Subtractive_color#RYB IDK, I don't recall hearing of purpure (or tunney or anything else but the above, and 'propper' (natural color of the thing, which'd seem highly debateable in the case of dragons), the times I looked up heraldry (card catalog!) in library bo...
  • 04:20 PM - Elfcrusher quoted Frankie1969 in post On the Origins of Dragon Species
    Giants: Fire, Frost, Stone (Mountain), and Storm: Norse mythology Cloud: Jack & the Beanstalk Hill: not sure about them, maybe just overgrown Ogres? Cyclops, Titan: Greek mythology Ettin: Narnia Golems: Flesh: Frankenstein's Monster Clay: Jewish mythology Stone: various myths of animated statues Iron: Greek mythology (Talos was actually bronze, but close enough. 1E's Iron Golem drawing is plagiarized from Jason & the Argonauts.) Thank you for bringing this up. Nearly all of D&D's early monsters have known obvious precedents in myth & fiction (except for a select batch that were derived from a weird set of plastic toys), but not most of the core dragons (red is European myth, gold is Chinese myth, the rest are ???). That's exactly what bugs many of us. Oh, maybe I'm misunderstanding your goal. I thought you wanted the specific types to have some kind of symmetry and pattern. Because if I look at "Hill", "Stone", "Cloud", "Fire", "Frost", and "Storm" I'm not really seeing any patter...

Sunday, 12th May, 2019

  • 05:36 PM - Tony Vargas quoted Frankie1969 in post On the Origins of Dragon Species
    why the founding nerds picked those 5 colors and 6 metals for the core dragons. May not mean anything, but: B&W, RGB. They're primary colors. In heraldry you have: argent, gules, sable, azure, vert, and or. With argent pulling double-duty as both white and silver, that covers the cheomatic dragons, with gold as a bonus.

Friday, 10th May, 2019

  • 07:25 PM - Charlaquin quoted Frankie1969 in post On the Origins of Dragon Species
    Hmm, redoing the core dragons for 7 breaths, 7 colors, 7 metals. Red: Fire Yellow: Lightning Green: Wind (Force) Aqua: Acid (green-blue scales, yellow-orange breath) Blue (indigo): Cold Black: Death (Poison) White: Light (Psychic? Magic? Laser?) If you’re going to do 7 varieties of chromatic dragon, why not ROYGBIV? Alternatively, the traditional Red, Green, Blue, Black White works perfectly as the primary colors of additive color theory (swap Red for Magenta, Green for Yellow, and Blue for Cyan if you prefer subtractive), with other colors being cross breeds. Gold: Fire Silver: Cold Copper: Lightning Quicksilver: Light Iron: Force (maybe magnetism) Lead: Poison Tin: Acid (because that's what's left) I’d definitely give Iron Fire. The symbolic association is too strong to ignore. Flint and steel starts fires, fire is used to refine and mold iron into tools, weapons, and armor, iron is associated with mars, who is in turn associated with fire. Iron dragons definitely need to ...
  • 01:23 PM - jasper quoted Frankie1969 in post On the Origins of Dragon Species
    ... . .....It's clear that although Arneson, Gygax, and friends cared deeply about historically accurate arms & armor, they cared not at all about historically accurate chemistry. Chlorine and Platinum weren't known until the 1700s. In addition to king of the lawful dragons, Bahamut is king of D&D anachronisms. .Lead, however, gets no respect. The 2nd oldest metal known to man, long before the Bronze Age, but it's never gotten an official dragon. Even though every single one of those other dragons were represented using miniatures made out of lead! LOL HA HA HA ....cared deeply about historically accurate arms & armor...... I glad the coffee is not made. HOLY MOLLY US GAMERS ARE RESPONSIBLE FOR THE EXTINTICTION OF A TOTAL SPECIES. Yes we killed off all the lead dragons so we could play Dungeons and dragons. I shall go through myself out the window. crash

Thursday, 2nd May, 2019

  • 05:10 PM - Quartz quoted Frankie1969 in post good rules for PCs vs army units?
    The party is 15th level, and it's time to put them up against a couple hundred soldiers in platoons. What's a good way to make this tactically interesting and take about an hour? Should be fun. If they let the soldiers get to close range, the PCs are toast.
  • 08:52 AM - S'mon quoted Frankie1969 in post good rules for PCs vs army units?
    The party is 15th level, and it's time to put them up against a couple hundred soldiers in platoons. What's a good way to make this tactically interesting and take about an hour? One thought that occurs to me is that the circumstances will be crucial. A 15th level party in a fortified defence with some AoE magic should be easily able to massacre 200 regular enemy soldiers, while in an ambush situation they could be TPK'd with one volley of arrows. I think if I wanted this to be tactically interesting I'd use a large battlemat and be prepared to spend a few hours on it. I'd use card cut-outs for squads of enemy soldiers in formation, eg 10 men in a 4x4 area works ok for skirmishers or troops advancing; a 5x2 area for close formation infantry in line. If this is a group sent to kill the 15th level PCs then they presumably won't be a bunch of 200 11 hp Guards; there should be squads of elite strike units, supporting spell casters and such. Ability to soak AoE damage will be a priority so MM...

Wednesday, 1st May, 2019

  • 12:11 AM - Quickleaf quoted Frankie1969 in post good rules for PCs vs army units?
    The party is 15th level, and it's time to put them up against a couple hundred soldiers in platoons. What's a good way to make this tactically interesting and take about an hour? Tactical complexity is at odds with brevity. You can sacrifice one for the other, but you can't have both. The more tactical choices presented to players/DMs, the longer rounds take. That's why you have very abstracted mass combat rules in BD&D – the emphasis there was not on tactics but on troop composition, the objective being arriving at a resolution reasonably quickly. We had a previous battle using standard 5E combat with dozens of individual tokens and it was a tedious slog. I've read that the UA Mass Combat system works best for army vs army with PC support, but not for lopsided PCs vs army. I ran a roughly 3-hour long fight with the PCs (and aarakocra allies) facing off against 21 gargoyles. The PCs had very limited access to magic weapons. It could easily have been a slog. However, despite the len...

Tuesday, 30th April, 2019

  • 05:24 AM - dave2008 quoted Frankie1969 in post good rules for PCs vs army units?
    The party is 15th level, and it's time to put them up against a couple hundred soldiers in platoons. What's a good way to make this tactically interesting and take about an hour? We had a previous battle using standard 5E combat with dozens of individual tokens and it was a tedious slog. I've read that the UA Mass Combat system works best for army vs army with PC support, but not for lopsided PCs vs army. I would suggest using swarms. The enemy units are swarms. Something like what I did for a Vargouille Swarm: Vargouille Swarm 106144 I think this works well. You can design different units based on monsters or NPC stat blocks.

Tuesday, 11th September, 2018

  • 06:50 PM - hirou quoted Frankie1969 in post Any issues with rearranging these ZG chapters?
    That's a good point. I'm rearranging things so Borne isn't physically present, which also eliminates the problem of a partially magical construct (witchoil power) in the dead zone. It was my understanding that Borne is specifically partially powered by witch oil and not by usual golem means to be able to operate in the apex of the ritual, where all magic is going haywire, but a sturdly built machine will continue to function. Also I think Borne only properly enters the city (the true dead magic zone) when Arc of Reida starts to partially restore it to its former glory, i.e. to the time of magic functioning properly, but this may be head canon.

Thursday, 16th November, 2017

  • 08:41 AM - FlyingChihuahua quoted Frankie1969 in post High Level Zealot Barbarians Immortal?
    Aw yes, now I know for sure, my next character will be a Half-Elf Zealot. Party face barbarian and manic street preacher. "Hail and well met, new friends! Let us drink ale together and revel in the name of Ishtar. Oh, you haven't heard the good word of Our Lady of Love and War? That's no problem at all, here's some literature about her majestic strength and beauty. No? What did you just say? Oh, dear, that's too bad. If your ears aren't willing to receive Ishtar's blessing, then instead they'll get MY WAR AXE!!!" Consider that idea officially stolen. Thank you very much.

Monday, 13th November, 2017

  • 10:46 PM - BookBarbarian quoted Frankie1969 in post High Level Zealot Barbarians Immortal?
    Aw yes, now I know for sure, my next character will be a Half-Elf Zealot. Before they changed Elven accuracy to not work with Strength, this was my plan. Though his power was going to come from being cursed by a god(s), so he wasn't one to go about proselytizing.
  • 10:46 PM - Yardiff quoted Frankie1969 in post A Proper Ability Score Generation Preference Poll
    You're completely neglecting that stats worked differently in AD&D compared to 3E & later. An old-school 15 stat gave you a +1 modifier, which is what you get from a 12 in this millennium. A character with all 14s for stats would be terrible in AD&D, but in 5E that would be entirely playable, actually well above average after a couple ASIs in the primary stat. The shift in bonuses doesn't make that much of difference, earlier editions had lower overall numbers. HD max's were lower 9-11 HD, while now a days 20 is the usual max for HD. 20 dice of falling damage threatened most character with heavy damage or close to deadly damage, while now 20 dice is just hp tax. etc.. You believe an all 14 stat character is a good while I believe its barely fair and will require several ASI to only become a good character. As I've always said this is my opinion only.
  • 05:30 PM - Mephista quoted Frankie1969 in post High Level Zealot Barbarians Immortal?
    Except that HPs are not the only, or even most common, arbiter of death. Death saves are. So if you hit three failed death saves you're still dead. Immediately. Regardless if you were conscious or not at that time. The ability in question specifically says "However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points." You can't die until your Rages are used up, or you're knocked unconscious by other means. Wait, wait! This thread is all based on a misunderstanding. Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. Emphasis added. The original 1 minute time limit on Rage still applies. Persistent only removes the "if you don't attack or take damage" part. And this is also true. You have, at most, 10 rounds before you die without healing magic. Strong, yes. Unbeatable? Not usually. The enemy has to t...

Wednesday, 8th November, 2017



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