View Profile: DMMike - Morrus' Unofficial Tabletop RPG News
Tab Content
  • DMMike's Avatar
    Yesterday, 07:51 PM
    I'll take any and all games conforming to these ideas. And for good measure, from Modos RPG:
    16 replies | 648 view(s)
    2 XP
  • DMMike's Avatar
    Saturday, 15th June, 2019, 08:22 PM
    Opposing d20s aren't terribly wild unless you're using degrees of success. Head over to anydice.com and check it out. I don't see a good reason for fighters to have a grappling edge. If anything, the non-fighters have just as much experience trying to escape grapples as fighters have experience starting grapples. Since Inspiration still needs love (as far as I can tell), you should allow...
    13 replies | 395 view(s)
    0 XP
  • DMMike's Avatar
    Saturday, 15th June, 2019, 07:49 PM
    100
    44 replies | 1181 view(s)
    0 XP
  • DMMike's Avatar
    Saturday, 15th June, 2019, 07:18 PM
    That lost SO much of its kick when the image didn't load for me. Now it rocks! Here's hoping everyone is loading up on free RPG goodies today!
    2 replies | 180 view(s)
    0 XP
  • DMMike's Avatar
    Friday, 14th June, 2019, 07:11 PM
    Free RPG Day is tomorrow, and who doesn't love free stuff? I can't make Modos RPG more free than it already is, so I wrote up a couple of Lists to help make your game more... Brütale Link for details: https://modos-rpg.obsidianportal.com/adventure-log/lets-get-br-tale That's right. You can Impale while Unarmed :devil:
    2 replies | 180 view(s)
    0 XP
  • DMMike's Avatar
    Thursday, 13th June, 2019, 04:25 PM
    What about after writing them? I wouldn't be too interested in a Modos RPG game without adding some modules - something for psionics, an encumbrance system, maybe steal some ideas from Tome of Magic. A grid-free miniatures rules-module would be cool. I like some gobs of cookie dough tossed in with my vanilla ice cream :)
    64 replies | 2139 view(s)
    0 XP
  • DMMike's Avatar
    Thursday, 6th June, 2019, 04:48 PM
    Well then. We've just found a justification for this: As far as this goes, This is pretty easy. Since NPCs suffer no handicaps until they reach zero hit points, the tortured balks at all attempts prior to running out of hit points. "'Tis but a fleshwound!" Then, the poor soul conveniently fails every death save.
    68 replies | 2435 view(s)
    1 XP
  • DMMike's Avatar
    Thursday, 6th June, 2019, 04:10 PM
    Just one? Fine. ::groans:: Symbaroum. It's right up my alley: See? Aww. AWWWW! Get ye to a Numenary! I have the same problem. OP should also state that our homework is to go over to Roll20, get some free time (cough cough), and sign up for one of these games we haven't played. And hope that the GM is "awesome with tons of experience."
    20 replies | 632 view(s)
    0 XP
  • DMMike's Avatar
    Thursday, 6th June, 2019, 05:15 AM
    As a non-GURPS player, the idea of making a "300 point build" sounds pretty intimidating. So, Bill Stoddard? Me, I'd love to get into a game of Zweihaender, but the rules overwhelm me. It's like this: to make a check, just roll d100. But it has to be under your score, not over. But every ten points of success is a benefit. But sometimes you switch your dice, and your 47 becomes 74. ...
    54 replies | 1924 view(s)
    0 XP
  • DMMike's Avatar
    Tuesday, 4th June, 2019, 03:13 PM
    Mystic, huh? I'd go with humble, reverent, and very generous in his delivery of boots to the head.
    5 replies | 340 view(s)
    0 XP
  • DMMike's Avatar
    Tuesday, 4th June, 2019, 02:53 PM
    That's good. I notice that D&D has a breakdown of what DCs should be in five-point increments, which is much better than stressing over the difference between a 13 or a 14. Still, I find it odd that DMs have to ask themselves "is there a roll needed here?" or "would a roll for this auto-succeed?" I prefer just to let PCs tell their share of the story, and when it occurs to me that MY version...
    231 replies | 12168 view(s)
    0 XP
  • DMMike's Avatar
    Monday, 3rd June, 2019, 05:21 PM
    Sure, there are exceptions, but if a DM is spending time assigning different DCs to different characters or determining DCs for rolls that don't even need to be made, that DM is spending less time enhancing the narrative for the PC. I really hope that a PC is thinking "hmm, now that my hands are on this 'unclimbable' wall, the rock feels much more slick than I thought it would be. This could be...
    231 replies | 12168 view(s)
    1 XP
  • DMMike's Avatar
    Monday, 3rd June, 2019, 04:36 PM
    So you got 'em to GURPS? Congrats! Just had a thought, when dbm mentioned range penalties: since D&D 5e is a sort of 3.5e-lite, could 5e be a precursor to a 3.5e reboot? Is WotC already trying to get players to GURPS, or in this case, 3.5e when it was at its full, glorious, bloat?
    54 replies | 1924 view(s)
    0 XP
  • DMMike's Avatar
    Friday, 31st May, 2019, 11:47 PM
    May I add some items to this request/list? How much for: A ballista that fires dragon-spears? Mounting said ballista on the bow/stern of a ship? Is there a bulk discount? How much to hire an expert trainer in the use of these (and where did he get his training, anyway)?
    5 replies | 266 view(s)
    0 XP
  • DMMike's Avatar
    Friday, 31st May, 2019, 12:01 AM
    This is, stated in the rules or otherwise, a GM's job. But I think there's a turning point, when managing the rules FOR the players becomes counter-productive. There are also the players (like me) who will want to know and use the rules without GM assistance, because there's the possibility that the GM says he knows the rules, but doesn't. Still, that's another way to get to GURPS: hold the...
    54 replies | 1924 view(s)
    0 XP
  • DMMike's Avatar
    Wednesday, 29th May, 2019, 04:26 PM
    Long-time players (or just friends?) can develop some pretty strong preferences. Were they averse to any new games, or just HERO? Could be any reason. The GM has a preferred game, some players (but not all) want something crunchier, or a new game was released that doesn't look like it would be easy to dive into, but is appealing nonetheless. I think the players, or lack thereof, are...
    54 replies | 1924 view(s)
    0 XP
  • DMMike's Avatar
    Monday, 27th May, 2019, 08:47 PM
    DMMike started a thread How do you get to GURPS?
    Recent ENWorld comments like these beg the question: how do you condition your gaming group for increasingly complex RPGs? I use GURPS as the titular example because it's the first system that comes to mind when I think of the sheer number of pages and books dedicated to rules and tables. The answer, in GURPS's case, is "one book at a time." But what if you have a different end point, or...
    54 replies | 1924 view(s)
    0 XP
  • DMMike's Avatar
    Sunday, 26th May, 2019, 09:06 PM
    My ability scores make excellent bookends. Especially Charisma. How about this: your score is your new critical roll? That gives PCs with low scores something to look forward to.
    58 replies | 1707 view(s)
    0 XP
  • DMMike's Avatar
    Friday, 24th May, 2019, 10:53 PM
    This happened to me when I made the mistake of starting a game of Modos RPG that would be "similar" to D&D... Lesson learned: don't mention D&D if you're not running D&D!
    59 replies | 3688 view(s)
    3 XP
  • DMMike's Avatar
    Friday, 24th May, 2019, 10:02 PM
    Syntax error. Can't say I've ever bought a bundle of anything, but I am keenly interested in blurring the line between rulebook and adventure module. Isn't that sort of what D&D has been doing with 5th ed?
    7 replies | 507 view(s)
    0 XP
  • DMMike's Avatar
    Friday, 24th May, 2019, 04:03 PM
    What if these were full-blown RPGs? That would be new.
    7 replies | 507 view(s)
    0 XP
  • DMMike's Avatar
    Tuesday, 21st May, 2019, 03:46 PM
    Probably not a good idea to force save-or-stupid saves on PCs. Especially if there's nothing at stake. I was thinking that players govern self-control, not saving throws. The issue rightfully comes up with magical compulsion, i.e. resisting a siren's call. You can tell a player that his character drinks too much on a failed check, sure, but at least do it in a situation in which that...
    13 replies | 472 view(s)
    0 XP
  • DMMike's Avatar
    Monday, 20th May, 2019, 06:45 PM
    Good question. I suppose that the answer is that falling is one interpretation of "no progress." I don't think that free-climbing is a very good example though, because who looks at a climb-or-die cliff and says "hmm, the only solution must be to start climbing!" For what it's worth: in the Princess Bride, the Dread Pirate Roberts gets stuck on a climb-or-die cliff face. He doesn't fall,...
    231 replies | 12168 view(s)
    0 XP
  • DMMike's Avatar
    Monday, 20th May, 2019, 06:37 PM
    Are we talking about the same game, here? Part of me likes the idea of putting the GM in a prestige position (and one way to do that is by making GMing a difficult task), but another part says that everything is disposable these days, so why not just dispose of a game if it's hard to find a (good) GM for it? Sorry - that last part was the little marketer on my shoulder telling me that...
    46 replies | 2040 view(s)
    0 XP
  • DMMike's Avatar
    Saturday, 18th May, 2019, 06:30 PM
    My copy of the PHB says that a failure means you make no progress or you make progress with a setback. That's hardly "falling to your death." You are now safe to resume climbing, Saev.
    231 replies | 12168 view(s)
    1 XP
  • DMMike's Avatar
    Saturday, 18th May, 2019, 06:10 PM
    Nope. This is the Internet. There is a good point here, although I'm about as happy with the packaging as Umbran is. Advancement by (conflict resolution) failure means there's no advancement if the GM doesn't ask for conflict rolls. In such a situation, yes, the player has an incentive to try and roll. Which is bass ackwards to me, since it drives me nuts when players roll before they...
    20 replies | 678 view(s)
    0 XP
No More Results
About DMMike

Basic Information

Age
41
About DMMike
Introduction:
Writing rules and character concepts.
About Me:
I'm an equal-opportunity role-player: both tabletop AND video. I like to write rules and bend them, so I should probably be playing Dungeon World, but instead I'm writing my own games and trying to get into games that don't have alignment or armor classes.

Drop me a line if you're a creator or have a table at which I should be sitting, thanks.
Location:
Phoenix, AZ
Disable sharing sidebar?:
Yes
Age Group:
31-40
Social Networking

If you can be contacted on social networks, feel free to mention it here.

Twitter:
michaeltwtr
My Game Details

Details of games currently playing and games being sought.

Town:
Phoenix
Game Details:
I like games with stories. And role-playing.
More information:
http://www.enworld.org/forum/group.php?groupid=446

Signature


Modular, open source, free role-playing rules: Modos RPG
modos-rpg.obsidianportal.com
Tweets: @MichaelTwtr

Statistics


Total Posts
Total Posts
2,264
Posts Per Day
0.82
Last Post
3 Favorite Things About Your Favorite System Yesterday 07:51 PM

Currency

Gold Pieces
93
General Information
Last Activity
Yesterday 07:51 PM
Join Date
Wednesday, 23rd November, 2011
Product Reviews & Ratings
Reviews Written
0

2 Friends

  1. DestinyInTime0208
  2. nijineko nijineko is offline

    Member

    nijineko
Showing Friends 1 to 2 of 2
My Game Details
Town:
Phoenix
Game Details:
I like games with stories. And role-playing.
More information:
http://www.enworld.org/forum/group.php?groupid=446
Page 1 of 2 12 LastLast

Sunday, 16th June, 2019


Saturday, 15th June, 2019


Friday, 14th June, 2019


Thursday, 13th June, 2019


Wednesday, 12th June, 2019


Thursday, 6th June, 2019


Tuesday, 4th June, 2019


Monday, 3rd June, 2019


Sunday, 2nd June, 2019


Saturday, 1st June, 2019


Friday, 31st May, 2019


Thursday, 30th May, 2019



Page 1 of 2 12 LastLast
Page 1 of 2 12 LastLast

Saturday, 1st June, 2019

  • 10:22 AM - dbm mentioned DMMike in post How do you get to GURPS?
    As it happens, I am doing this right now. We are about 10 hours into a GURPS campaign, and my group predominantly plays D&D 5e. The real question here is ‘how do you get people to pick up a new, crunchy system’ but I will stick with the specific example DMMike picked. First, GURPS is the proverbial elephant that you don’t eat all in one go. I am sure this is also the case with other complex systems, but for a generic system this is even more so as there are rules you will never need in the campaign you are running. So, as the GM, step one is to pare back the rules to what you will actually need. For GURPS specifically there are series aimed at this: Dungeon Fantasy, Monster Hunters, Action!, After the End and Steam Punk. You can go a bit further with GURPS, too, in that there are a couple of completely stand-alone games ‘Powered by GURPS’. We are using the Dungeon Fantasy box set which both pares down the rules and builds up templates and specific options. So, in the DFRPG box set there are advantages you can buy for your character and you just get the total cost. Traditionally, a GURPS product would give you a breakdown of the components and modifiers the make up the cost. So: initial set up is to decide on the rules and options i...

Friday, 31st May, 2019

  • 04:55 PM - uzirath mentioned DMMike in post GM's Knowing the Rules
    In the How do you get to GURPS? thread, DMMike brought up an issue that intrigues me, but strays enough from the topic to deserve its own thread: There are also the players (like me) who will want to know and use the rules without GM assistance, because there's the possibility that the GM says he knows the rules, but doesn't. As a player, how important is it to you that the GM gets all the rules right? For the purposes of this thread, I'm setting aside edge case horror stories of awful GMs who play favorites, break rules willy nilly for self-serving reasons, apply wildly different rules to their pet NPCs, etc. In my experience, when I play with a beginning GM, mistakes and errors don't usually bother me. I rarely interrupt play to make corrections—typically only if the GM is asking for help. After the game, I'll sometimes point things out, but usually more to let them know that there may be unexpected implications if they keep running things one way. Other than that, I just figure what the GM says goes. If she handle...

Saturday, 22nd December, 2018

  • 10:34 AM - Lanefan mentioned DMMike in post If you were able to design your own version of D&D, how would you do it?
    Excluding what DMMike wrote just above, there isn't anything here so far I'd have the least interest in even looking at, never mind playing. Were the next D&D up to me I'd strip it down to the very basics - six attributes, 10-15 classes, 4-6 races - and not put all that much back. And what did get put back would be very modular - use the best system for the job at hand even if it's unique to that purpose, rather than trying to shoehorn everything into a unified mechanic - such that changes to one internal system don't affect much if anything else. (e.g. turn undead would probably work differently than anything else in the game...thus tweaking the turn-undead system would have limited if any effect elsewhere) Abilities would be entirely class-based. Want an ability? Play the class that has it. Want two abilities that aren't shared by a class? Tough - pick one. Play the other one next time. Feats? Gone. Multiclassing? Gone or very close to gone. Skills, other than some basics like swimming or...

Monday, 5th November, 2018


Saturday, 6th October, 2018

  • 05:37 PM - Oofta mentioned DMMike in post Help me fill in the blanks, please Next session in 4 days.
    Like DMMike, I try to avoid "when this happens and the players do X" thinking and instead think of setting, personalities, groups and motivations. So we have the brother. He's war-weary, but I'm not sure surviving for several years would qualify him for higher office. Depending on the campaign and society, rising through the ranks may not be possible if you aren't high born. You know he loves his sister, but what does he think of the townsfolk? Does he plead with old friends and neighbors, or are they relatively new to the area (perhaps refuges)? Or have they just always been on the outs because of some other reason? The sister. You've got a little bit of personality there, but why does she live on the island? What happened to her, or has she always been this way? The villagers. Are they just ignorant? Is there a specific accuser or some other outside force influencing them such as the priest? Is there any possibility of changing their minds? The priest. Yeah, you have to fi...

Wednesday, 11th July, 2018


Monday, 16th April, 2018

  • 02:21 PM - Blue mentioned DMMike in post Deleted Posts

Friday, 30th March, 2018

  • 04:12 PM - Kobold Boots mentioned DMMike in post AI Creates New D&D Monsters
    It was a matter of time before the ML crowd was going to start doing stuff like this. On the note about game designers by DMMike, Yes, even now it should be entirely possible to code desired "game balance" and prevent designers from doing broken things. Whatever "game balance" is though needs to have some clearly defined rules and the fewer of them, the better. I'm in favor of this as it would completely eliminate fanboy-ism or nostalgia from builds. In my opinion, the root cause of much of what is considered broken. But again, simulationist and math nerd behind this post. Be well KB

Wednesday, 24th January, 2018

  • 07:47 AM - pemerton mentioned DMMike in post Integrating Skill Challenges With Combat
    DMMike, AbdulAlhazred - to me, asking "what happens if one fails but the other succeeds" is like asking "what happens if we beat these 3 people but the other 2 don't get beaten?" From the point of view of the fiction it's a partial win, partial loss; and from the point of view of mechanics you just adjudicate it as the mechanics requre. Eg if monsters keep spawinging until the portal is shut, then they keep spawning. If the world ends if the portal isn't shut, the world ends. If the portal gets shut but then the party is TPKed, well (as AbdulAlhazred says), that was a heroic sacrifice! In other words, I don't see any real difficulties in respect of this. Where I think it can get tricky is in more prosaic aspects of 4e resolution: integrating action economy into the skill challenge, making sure consequences (especially for individual failures as the thing unfolds) are (i) fair and (ii) engaging (just as one hopes is the case in monster design), etc. This is an area where p 42, and wre...

Saturday, 6th January, 2018

  • 10:29 PM - Manbearcat mentioned DMMike in post What Is an Experience Point Worth?
    ...ard? Rewarding good role-playing makes slightly more sense, but I still dislike the practice because some players _are_ good role-players and don't need (and usually don't care about) the extra xp. They're roleplaying because they consider it fun (i.e. see above). It's the players who struggle with role-playing who'd benefit most from a rule granting them extra xp to encourage them to give their best. But if you want to treat all your players fairly, they'll still always fall behind the players who are already good role-players. In other words: granting xp isn't a good choice if you want to encourage good role-playing. What you really want to achieve is that your 'problem' players realize that role-playing is fun! So, what works better, imho, is to give them more opportunities to be in the spotlight and reward their efforts with mostly immaterial things, like better contacts or allies. I agree with Campbell and (at least in part) with Jhaelen here. The issue I have with DMMike 's position above is that it seems to assume that GM-agnostic systemization of XP gain is either not feasible or undesirable. The GM doesn't need to be in any position to hand out XP. In the Powered By the Apocalypse systems that Campbell is bringing up, XP isn't "awarded" via one person's (likely opaque and cognitive bias-laden) adjudication. Its simply gained via transparent, focused triggers; eg did you fail on a move, did you make Desperate Action Roll, did you overcome a tough obstacle/threat via coercion, did your Vice get you into trouble. The GM's role in these things isn't in the awarding. The GM's role is in following the game's premise and the player cues, in framing the action whereby decision-points related to vice temptation, desperate situations, and dangerous NPCs that can be coerced are the central focus of play (and whatever else might part of the game's PCs' portfolio and xp triggers such as themes of heritage, beliefs, aspirations, relationships). I signif...

Thursday, 16th November, 2017

  • 09:24 AM - scottaroberts mentioned DMMike in post Xanathar's, Wizards, and FLGSes Charging For Playspace
    ...posts in one reply is beyond my knowledge with this forum software. I truly appreciate people who support their FLGS via MSRP buying of products in the store. There just aren't enough of them. In fact, I've bought the arguments I hear from those who *don't* pay MSRP while trying to convince people to do so. I find it akin to accepting charity: you know, and I know, that you could get that product 40% cheaper. In essence you're donating money to me. It feels as if I am ripping people off or depending entirely on their goodwill and, well, businesses don't really succeed if they're relying on people to realize they should *not* take the bargain offered elsewhere. shidaku: I don't really expect people who can host at home to pay for space. The frequency of purchase of D&D accessories, and their price points, does not make enough money to keep a space afloat in and of itself (although in a larger store, cross-gaming customers can buy enough regularly to keep up the space). DMMike: The gaming cafe model is an excellent one--but it's also much more expensive to set up, run, etc...and the best use of such a space's appeal is not to draw an RPG crowd at all; if I were to do it, it'd be pretty much all boardgames and directed towards a dating/youth market looking for something different to do. But that's just me. Dire Bare: I love hearing about successful stores, but I'll point a few things out: first, you're in Idaho; rural areas and the midwest (due to a lack of competition for entertainment dollars) tend to do quite a lot better than places in more urban areas from my knowledge. Second, they make their money from CCGs and minis games primarily. Third, you just said they lost your business because the employees screwed up--a problem that Amazon does not have. Lastly, you *have to* "care whether they're freeloaders", though many FLGS don't. With the exception of the minority who strive to buy MSRP, RPGers essentially have a large contingent of folks who do t...

Tuesday, 14th March, 2017

  • 12:15 PM - akr71 mentioned DMMike in post Lingering Wounds Revamped
    In addition to what DMMike said, on page page 292 of the PHB says an unconscious creature "attack rolls against the creature have advantage" and "any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature." Page 197 states that "if you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death." So that big, stinky orc standing over you only needs to hit you twice, with advantage and you are dead. Now your healers only have 1 minute to get over to you safely and cast Revivify.

Tuesday, 28th February, 2017

  • 05:37 AM - Lanefan mentioned DMMike in post Keepiing Current HP from players...
    Sure, you can go shopping for new clothes the whole game if that is more interesting.I think DMMike is trying to remind us there's two other pillars to the game besides combat; neither of which is nearly as subject to a 5-minute workday as combat is. And I agree with him: a DM whose game is all combat all the time with very little (or virtually none at all, I've seen it) exploration or social interaction is doing his players a disservice by only running 1/3 of a game. It maybe gritty and intense but it is not very DnD. Sounds more Rolemastery to me, maybe CoC if you just want players to be more cautious going up against creatures that can insta-kill you given half a chance.Gritty and intense can be very D&D. Just maybe not very this-century-design D&D, more's the pity. Lanefan

Monday, 6th February, 2017

  • 11:18 AM - Quickleaf mentioned DMMike in post First time making a "serious" dungeon! How do you do it?
    DMMike I always forget about OGRE. Thanks for reminding me! And yes, "dungeon" is often D&D's quirky shorthand for "lair." Jhaelen Maybe that was part of my thinking in the past. I saw plenty of examples I felt were sub-par so I kind of avoided it. Only after years of DMing and writing do I finally feel like I have what it takes to design a big dungeon well. One of the first questions posed in 3e Dungeoncraft is What is the function of your dungeon in your campaign setting? Before you set pencil to paper, you need to decide how the dungeon fits into your campaign setting. Take a moment to consider why the dungeon exists, how it interacts with the rest of the world, and what purpose it (and other dungeons) serve in the grand scheme of things. You could just say that dungeons are the ruins of a forgotten civilization, but many other interesting possibilities exist. Death Trap... Near Frontier... Agent of Evil... Legendary Location... The Bizarre... My hunch is Krak al-Mazhar fits ...

Wednesday, 21st December, 2016

  • 07:43 PM - pdzoch mentioned DMMike in post Walock of the Fiend supported by two Enchanters
    DMMike, that's the approach I've decided to take. Typically, I do not want to over plan any encounter, but generally most creatures only have a few actions they can take anyway. Spell casters add numerous more options, and if you include multiple spellcasters, well ... its a lot of action to account for. I've decided that planning the encounter in more detail is not so much planning as it is managing. I recall reading in several published adventures modules guidance to the DM on how to play particular spellcaster enemies. That guidance usually included order of spells to cast and when to cast other spells. For this particular encounter, I have a Warlock of the Fiend and two Enchanters (both from Volo's Guide to Monsters) in an enchanting room performing a ritual the players are supposed to disrupt. The Warlock of the Fiend has the following spells: Alter self, False life, Levitate, Mage armor, Silent image - which he can cast at will as an innate ability. Feeble mind, Finger of...

Friday, 9th December, 2016

  • 08:11 PM - pdzoch mentioned DMMike in post Rules Transparency - How much do players need to know?
    DMMike, Interesting thread, but I think the discussion is drifting into group dynamics and compatibility over DM game management (which is how I understood your post initially). Group dynamics and compatibility (usually with the concepts of gaming styles of the group) is a challenge affecting every group of people who get together for a game, whether it be card game, board game, or RPG game. Sometimes a group completely falls apart because of the differences within a group. (Someone's play style is just too aggressive, or obnoxious, or too serious or not serious enough for the rest of the group) Some groups might even exclude a member for fear of disrupting group stability. (Poker groups refuse to let a bad poker player join/ Bridge players jealously guard their partners). But many groups know there are differences within the group and they accommodate. (over in the board game circles, many player will play a game they do not prefer or play poorly just to be with the group knowing ...

Tuesday, 6th December, 2016

  • 10:56 PM - pemerton mentioned DMMike in post The importance to "story" of contrivance
    the only way to learn how to create event sequences that lead from A to B to C (where C is a fun/interesting outcome) is by playing the game and seeing what works. What I have learned over the last thirty-plus years at the gaming table is to not rely on a preset sequence of events. This does not mean I don't plot my adventures--of course I do that. <snip> The trick is to keep NPCs/intelligent monsters simple. Sure, write up a long and detailed backstory if you must, but follow the advice in the 5E DMG and boil your NPCs down to a few basic motivations, and then stick to them during play no matter what. Linking this to my reply to DMMike upthread: I don't plot adventures. I come up with a few ideas for possilbe NPCs, and perhaps locations - the latter are more important in D&D than other systems. As far as NPCs are concerned, I'll have a basic idea of the NPC's place in the world, but not detailed motivations - those I work out more-or-less as Paul Czege describes here: I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this.

Wednesday, 27th April, 2016

  • 12:29 PM - Li Shenron mentioned DMMike in post Wound Levels -- an alternative way to deal with HP
    I quite like this Wounds system (I take it that your Healing house rules are separate). I wouldn't go with DMMike suggestion about using "HP thresholds" for wounds because in such case everyone would get wounded all the time. At least for my tastes, I'd like to keep wounds fairly uncommon, so that normally there are 0-2 wounded PCs at any time. So I actually like that Springheel system introduces wounds only when reaching 0hp. This is similar to the idea I have been waiting to use (but haven't need so far) i.e. to replace death with a lingering injury, so in my case I'd even wait until the 3rd failed Death ST. I take your point about the unconsciousness. That isn't realistic, but it's a 5e concession I'm willing to live with. Yeah I was actually thinking about this as I read your system... What if you allow the PC to stay conscious? If I were to develop a similar system, I would probably have a small random table for wounds effects instead of your fixed progression, and "unconsciousness" could be just one of the possible effects in the table. Notice that if the player decides the PC stays ...

Thursday, 23rd July, 2015

  • 11:13 PM - pemerton mentioned DMMike in post Critical Hits - why, and why not?
    If a battle axe hits you right between the eyes and you aren't dead there's something wrong with the damage system. As others have pointed out, in D&D there are no hit location tables. If an attack with a battle axe succeeds, and the target's hit points have not been reduced to zero, and the GM nevertheless narrates the result of the attack as hitting right between the eyes, or decapitation, or whatever, the problem is with the GM, not with the hit point system. (As Gygax wrote in his DMG, I think on p 61, because most hit point damage is bruising, scratches, and wearing down luck/resilience, hit locations are not germane to successful attacks in D&D.) On the issue raised by DMMike, as to whether critical hits are an admission of failure: in D&D they're just a way of imposing a non-linear damage curve. Whether or not that's a desirable thing, it doesn't seem to be an admission of failure.


Page 1 of 2 12 LastLast
No results to display...
Page 1 of 61 123456789101151 ... LastLast

Friday, 14th June, 2019

  • 08:14 PM - lowkey13 quoted DMMike in post Free RPG Day, Modos RPG, and You
    That's right. You can Impale while Unarmed :devil: https://vignette.wikia.nocookie.net/villains/images/9/97/Blackknight.png Oh, oh I see. Running away, eh?! You yellow bastards! Come back here and take what's coming to you! I'll impale you!!

Saturday, 8th June, 2019

  • 11:25 PM - uzirath quoted DMMike in post How do you get to GURPS?
    As a non-GURPS player, the idea of making a "300 point build" sounds pretty intimidating. Yeah, if the GM gives a player a stack of GURPS books with a zillion options, creating a character from scratch is daunting. The template system, however, makes this much easier. A template provides a list of options for a given archetype. A first-timer, as with most RPGs, will need to look up (or ask about) the details of features (advantages, disadvantages, skills, and spells) in order to understand the mechanics, but they don't have to try and digest the entire system at once, and they don't have to worry about all the options for other genres. Once they've played a few sessions, they'll be able to create new characters from a template in a few minutes. GURPS Supers includes templates in the 500-1000+ point range. GURPS Monster Hunters runs at 400 points. GURPS Action and GURPS Dungeon Fantasy (or the boxed all-in-on Dungeon Fantasy Roleplaying Game) templates are worth 250 points. GURPS Banesto...

Thursday, 6th June, 2019

  • 09:35 PM - kenmarable quoted DMMike in post Jonathan Tweet: Prologue to Third Edition
    Oh, gods! Not THAC0! That was horrible! SUBTRACTION? Argh!! ;) THAC0 on it's own wasn't so bad (other than from the start looking a lot like a sensible system that was flipped upside down for no reason*). Part of the problem that, I think 3e did an incredible job in solving in an obvious way, was that the AD&D math was all over the place. To hit you wanted to roll high on a d20, saving throws you wanted to roll low on a d20, skill checks (thieves only) were d100 and (I think) you wanted to roll low? But ability checks were back to d20s and rolling low, unless it was bend bars & lift gates, which was based on your strength but rolling d100 (and don't forget that if your strength - and only your strength - was 18, you also had a percentage with it)... A powerful character had high ability scores, low THAC0, high saving throws, negative AC, etc... Whenever we introduced a new player to AD&D, we literally had to draw up and down arrows next to everything to help them learn which you...
  • 04:53 PM - billd91 quoted DMMike in post Jonathan Tweet: Prologue to Third Edition
    Oh, gods! Not THAC0! That was horrible! SUBTRACTION? Argh!! ;) It does have serious usabilty problems but, don't forget, it freed us up from using a look-up table to determine if an AC was hit or not. It was definitely an advancement, but the stronger usability enhancement was turning AC around altogether.
  • 09:23 AM - Michele quoted DMMike in post How do you get to GURPS?
    As a non-GURPS player, the idea of making a "300 point build" sounds pretty intimidating. First, the GM would help you. Second, there's 300 and 300. If you want an extremely versatile wise man who also dabbles with magic and can keep one swordsman at bay with mundane combat, then you'll have a large number of Advantages and a very large number of Skills and Spells. That's feasible with GURPS, but probably not entirely recommendable for a beginner. OTOH, if you want a super who is extremely strong and who has one remarkable superpower, you probably sink 200-250 of your 300 points in just those two items. That simplifies things.
  • 05:50 AM - Elfcrusher quoted DMMike in post How do you get to GURPS?
    Recent ENWorld comments like these beg the question: how do you condition your gaming group for increasingly complex RPGs? I use GURPS as the titular example because it's the first system that comes to mind when I think of the sheer number of pages and books dedicated to rules and tables. The answer, in GURPS's case, is "one book at a time." But what if you have a different end point, or starting point? Do you soften up a game group with a light game, with the hopes of conditioning them to play a more difficult/complex game? There seems to be an assumption underlying this post...forgive me if I'm wrong...that somehow complex/crunchy games require a more sophisticated palette to be appreciated, and that players can be "trained" to be sophisticated enough to appreciate them. If so, I don't really think that's the case. In my gaming group are people who, like myself, have been playing various RPGs for decades, and we've gone down the road of complex, crunch-heavy games, and conclu...

Wednesday, 5th June, 2019

  • 04:44 PM - innerdude quoted DMMike in post How do you get to GURPS?
    But what if you have a different end point, or starting point? Do you soften up a game group with a light game, with the hopes of conditioning them to play a more difficult/complex game? In short, no. To "get to" GURPS from any starting point, you have to convince the group that the end result in play is worth it. I don't care for GURPS in the least, but if I were trying to get someone to "go there," I'd emphasize things like: It's ultra realistic. If you're tired of the "non-realism" of hit points/healing surges, falling of cliffs and not dying, etc., then this will be a step in the right direction. You'll have the flexibility to play in any genre without having to completely re-learn the game. You'll have extensive combat options if you want them. You'll get to emphasize the roleplaying and non-combat portions of the game more, because combat is so deadly (and takes so long to resolve) that you'll actively avoid combat unless you have overwhelming advantage. ("Combat as war" pl...

Tuesday, 4th June, 2019

  • 05:13 PM - Tony Vargas quoted DMMike in post Unsatisfied with the D&D 5e skill system
    I believe Saeviomagy is saying that someone can be empowered purely through the genetic lottery, or can work fantastically hard and be totally powerless (e.g. slave labor). Broader meaning of 'empowerment' sounds like. There's having power, and there's being delegated the 'power' to take initiative & self-manage in order to meet more ambitious expectations (a cynical spin on the management-buzzword version of empowerment, because y'know, it's me). And, TBH, DM Empowerment does not sound like the social activism meaning of Empowerment. Players fit the model of a disenfranchised majority, not DMs, who, if anything, are the 1%ers (OK, 17%ers 5:1 being a pretty common player:DM ratio). Also, that kind of empowerment doesn't flow from an authority by fiat. If there were a grassroots player movement standing up to tyrannical DMs, they might be after that kinda empowerment. Your return on the investment of customizing DCs is that you have a custom-tailored DC waiting for a PC who might...
  • 05:02 PM - 5ekyu quoted DMMike in post Unsatisfied with the D&D 5e skill system
    That's good. I notice that D&D has a breakdown of what DCs should be in five-point increments, which is much better than stressing over the difference between a 13 or a 14. Still, I find it odd that DMs have to ask themselves "is there a roll needed here?" or "would a roll for this auto-succeed?" I prefer just to let PCs tell their share of the story, and when it occurs to me that MY version of the story (as GM) would be different from what I'm hearing, that's when I ask for a roll. It's a subtle difference, but a difference nonetheless. There's an interesting aspect of D&D difficulty classes: they're the exact same thing, mathematically, as penalties to a PC's roll. In a sense, EVERY DC is 10, and when things get more difficult, the PC's roll just takes a penalty against that 10. So I don't see PCs as having different DCs to accomplish the same task. Your return on the investment of customizing DCs is that you have a custom-tailored DC waiting for a PC who might not even end up roll...

Monday, 3rd June, 2019

  • 10:29 PM - Tony Vargas quoted DMMike in post Unsatisfied with the D&D 5e skill system
    Expectation of extra duties doesn't correlate to empowerment. Sure it does. Usually to no change in job title nor increase in pay, too. Sure, there are exceptions, but if a DM is spending time assigning different DCs to different characters or determining DCs for rolls that don't even need to be made, that DM is spending less time enhancing the narrative for the PC. I agree a more with the latter than the former. It's not much time, for at least some return, taking into account /who/ is making an attempt. It may not much more time to figure every DC whether the task is a foregone conclusion or not, but what's the potential return? It's a GM failure if the PCs aren't having fun. It's a system failure if the Rules As Written don't convey the Rules As Intended. What if the Rules Are Intended to be ambiguous, so the DM has plenty of room to interpret them as desired? ;)
  • 05:54 PM - DM Dave1 quoted DMMike in post Unsatisfied with the D&D 5e skill system
    I will say that sometimes its good to let players roll those low DC rolls, because it reminds them that they don't have to have +10 in something to be competent. Its easy to fall in that trap, if the players only see DC 20s thrown around they begin to assume that if they aren't making 20's than there is no point to trying. Another thing that lets PCs know they're competent: letting them do what they say their characters do, without asking for rolls. The key word in Stalker0 quote is 'sometimes': a word which here means less than 'occasionally' but more than 'never'. With my apologies to Lemony Snicket. I agree that most of the time, given a good goal and approach, just let the PC succeed and move on to the more challenging stuff. Especially true when there is no meaningful consequence of failure.
  • 05:50 PM - 5ekyu quoted DMMike in post Unsatisfied with the D&D 5e skill system
    Sure, there are exceptions, but if a DM is spending time assigning different DCs to different characters or determining DCs for rolls that don't even need to be made, that DM is spending less time enhancing the narrative for the PC. I really hope that a PC is thinking "hmm, now that my hands are on this 'unclimbable' wall, the rock feels much more slick than I thought it would be. This could be a bad sign," instead of "the DC is 22, so I don't get an auto-success for my 18 dexterity. I'd better start counting my bonuses..." It's a GM failure if the PCs aren't having fun. It's a system failure if the Rules As Written don't convey the Rules As Intended. Another thing that lets PCs know they're competent: letting them do what they say their characters do, without asking for rolls.I don't know if any PC has ever thought "thecDC isx22...etc" in my games, cuz they dont hear that. The PC is more likely considering the descriptive etc. The player may well be considering DC etc because, knowing...

Sunday, 2nd June, 2019

  • 03:37 PM - Man in the Funny Hat quoted DMMike in post GM's Knowing the Rules
    In the How do you get to GURPS? thread, @DMMike brought up an issue that intrigues me, but strays enough from the topic to deserve its own thread: There are also the players (like me) who will want to know and use the rules without GM assistance, because there's the possibility that the GM says he knows the rules, but doesn't. As a player, how important is it to you that the GM gets all the rules right?As important as it is to the GM that ANY player get all the rules right. Nobody gets a pass on learning the rules. As a player, even if your character is not a spellcaster you should be learning ALL the rules a player should know regarding spellcasting. As a player you don't have to know the GM's side of the game well enough to be the GM, but you damm skippy better be knowing it well enough to appreciate what the GM's job IS, how difficult it can be, and thus be ABLE to appreciate the effort DM's put into it. The point of knowing the rules isn't that the GM must stick to the rules (whether you believe that the GM must indeed s...

Saturday, 1st June, 2019

  • 12:42 AM - practicalm quoted DMMike in post How do you get to GURPS?
    This is, stated in the rules or otherwise, a GM's job. But I think there's a turning point, when managing the rules FOR the players becomes counter-productive. There are also the players (like me) who will want to know and use the rules without GM assistance, because there's the possibility that the GM says he knows the rules, but doesn't. Still, that's another way to get to GURPS: hold the players' hands until they can make it on their own. Yes, it's a style choice. Maybe one game clamps down on damaging moves while another allows easy whirlwind attacks. But I wouldn't say GURPS is just as simple as the next game. I mean, this is from the Basic Rules FAQ: Wait, what? The answer for a simple game would be "a 3 or 4 is always a Critical Success." Or better yet, "a 3 or 4 is always a Success." Personally, you'd have to twist my arm to get me to play D&D 5 right now, but I'd do it because my dusty knowledge of 3rd edition rules would probably fill in the gaps. If a GM said,...
  • 12:02 AM - Radaceus quoted DMMike in post How much does a ballista cost? A mangonel?
    I couldn't find anything official, so here's some spitballing: A ballista, being described as a massive crossbow, does 3d10 damage. A heavy crossbow does 1d10 damage and costs 50gp. At the low end, I'd say a ballista costs 3x a heavy crossbow, or 150gp. Likewise, I'd say the ballista bolts cost at least three times a normal bolt, or 15 cp each. That seems low, so maybe they should be more like the costs of a spear or 1gp. Don't know if that's helpful, but maybe it's a good starting point... This is exactly what we did in our campaign, we also cross referenced from 2E source books and came up with reasonable costs for the other stuff. We dont use any gunpowder ( yet!) so not a worry on that scope. (and where did he get his training, anyway)? He got his training from a 0 level commoner NPC, because NPCs have no levels of experience... ;)

Friday, 31st May, 2019

  • 04:55 PM - uzirath quoted DMMike in post GM's Knowing the Rules
    In the How do you get to GURPS? thread, DMMike brought up an issue that intrigues me, but strays enough from the topic to deserve its own thread: There are also the players (like me) who will want to know and use the rules without GM assistance, because there's the possibility that the GM says he knows the rules, but doesn't. As a player, how important is it to you that the GM gets all the rules right? For the purposes of this thread, I'm setting aside edge case horror stories of awful GMs who play favorites, break rules willy nilly for self-serving reasons, apply wildly different rules to their pet NPCs, etc. In my experience, when I play with a beginning GM, mistakes and errors don't usually bother me. I rarely interrupt play to make corrections—typically only if the GM is asking for help. After the game, I'll sometimes point things out, but usually more to let them know that there may be unexpected implications if they keep running things one way. Other than that, I just figure what the GM says goes. If she handle...
  • 02:52 PM - uzirath quoted DMMike in post How do you get to GURPS?
    This is, stated in the rules or otherwise, a GM's job. But I think there's a turning point, when managing the rules FOR the players becomes counter-productive. Definitely. I find that I don't care about players knowing the rules as long as they are playing ball: immersing themselves in the fiction, ready with an action declaration on their turn (even if it's sub-optimal), paying attention, making an effort to get the basics down, etc. If I have a newbie who won't even go that far, then it isn't going to work (might be the wrong hobby, wrong game system, wrong people chemistry, etc.). There are also the players (like me) who will want to know and use the rules without GM assistance, because there's the possibility that the GM says he knows the rules, but doesn't. I'm curious about this, but it seems like it can lead pretty far off topic. I might turn it into a new thread when I have more time to think. Still, that's another way to get to GURPS: hold the players' hands until the...
  • 09:10 AM - Michele quoted DMMike in post How do you get to GURPS?
    Wait, what? The answer for a simple game would be "a 3 or 4 is always a Critical Success." Or better yet, "a 3 or 4 is always a Success." This is an extreme case that will only come up if a player wants to attempt something that has the same likelihood of succeeding as winning a record jackpot in a national lottery. The rule clarification above is provided with the intent to allow a GM to cut a player a generous break, if the player really really really wants to attempt the impossible. It may very well never happen that the situation arises if the players don't want that, and it still might not be required if the GM relies on the overriding rule concerning impossible tasks: -10 – Impossible. No sane person would attempt such a task. The GM may wish to forbid such attempts altogether. (P. B346) I would also recommend taking into consideration the box titled "Damn the Rules, Full Speed Ahead!" and the paragraph titled "Arbitrary Fiat". They are both in the chapter about ...

Wednesday, 29th May, 2019

  • 07:10 PM - uzirath quoted DMMike in post How do you get to GURPS?
    Say your coworkers have picked up on your dirty little secret (GMing), and want to give it a try. Do you run GURPS and hold their hands when they need it, or do you start them off with a game of Microlite20? I would start off with GURPS because it's the system I know best. (I have done this exact thing many times over the years with different groups of coworkers.) If I'm going to be managing the rules behind the scenes, then I need a system that I know well. Most RPGs, GURPS included, have a very simple core mechanic of trying to roll higher or lower than a target number. With GURPS, you roll three dice and aim low. I usually use a marker to highlight key numbers on the character sheets of new players. I also have digital copies of all the characters on my laptop so I can look up anything I need to during play. I've never had a new player complain about complexity. Every once in a while, I've had a group who wanted more complexity than they could actually digest. This usually relates ...
  • 06:32 PM - Umbran quoted DMMike in post How do you get to GURPS?
    Could be any reason. The GM has a preferred game, some players (but not all) want something crunchier, or a new game was released that doesn't look like it would be easy to dive into, but is appealing nonetheless. The point was that there isn't a "one size fits all" answer. How you go about getting folks to play a more complicated game depends on why you want to play a more complicated game. In terms of positioning, approach, and setting expectations, we need to know why the move is to be made before we can suggest fitting plans to make it.


Page 1 of 61 123456789101151 ... LastLast

DMMike's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
Dragonborn Light
Dragonborn Light is a rules module for Modos RPG. Plug it in to start adventuring in Skyrim, the icy northern province of Tamriel.

The new rules convert the base rules to add features like: larger pools for Health, Stamina, and Magicka, scalable ge...
80 0 1 Saturday, 17th February, 2018, 07:10 PM Saturday, 17th February, 2018, 07:10 PM
Modos 2 - free demo
Free, easy, ready-to-mod RPG - includes fast-play-rules appendix.

This is the demo edition. The deluxe edition will include more art, powers, helpful sidebars, and appendices.

Unofficial website: modos-rpg.obsidianportal.com (http://modos-rpg.obsi...
368 0 1 Tuesday, 7th November, 2017, 05:36 AM Friday, 12th October, 2018, 05:44 PM
Modular Exoskeleton Trans-Responsive Outfit, In Detail
EDIT: file removed for overdue overhaul. Your thoughts are welcome in the comments.

"The last creature is in captivity. The galaxy is at peace."

Those words were supposed to mean a new era. But here you are, landing on yet another planetoid, sea...
76 0 0 Friday, 23rd September, 2016, 02:00 AM Saturday, 28th April, 2018, 07:37 PM
Return to Volskygge
Update 11/14/17: this adventure module to receive an update after the release of Skyrim Module for Modos.

It has been years since the Dragonborn destroyed the dragon priest Volsung, yet the residents of Haafingar whisper in dark corners:
"So...
47 0 1 Saturday, 14th February, 2015, 06:47 AM Tuesday, 14th November, 2017, 04:10 PM
Modos RPG: First Playtest
Note: the second playtest is now available. Feedback and questions on the first playtest are very welcome!


Modos Roleplaying Game
- First Playtest -


This is a rules-light, multi-genre, open-source roleplaying game. Abstract features (abilities...
79 0 1 Saturday, 2nd August, 2014, 03:50 PM Saturday, 2nd August, 2014, 03:50 PM

Most Recent Favorite Generators/Tables

View All Favorites