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Monday, 24th June, 2019

  • 05:37 PM - lowkey13 mentioned Paul Farquhar in post Why the Druid Metal Restriction is Poorly Implemented
    There are no rules, and there have never been any rules, that say a druid cannot don a suit of metal platemail in order to sneak into a castle. If a DM prevents me from taking that action, he is in fact railroading me by invalidating my decision. So, there's this. And also, this- Actually, the reason for the limit in 1st edition was that druids had access to far more powerful offensive spells than clerics did. Paul Farquhar Let's examine the history a little, first. Druids are probably the most poorly-understood class in terms of history. Let's start with the actual text (Eldritch Wizardry, Supp. 3, OD&D) where the Druid first crossed over from monster to PC. Mistletoe takes a place of importance with them as a holy symbol or item as crosses and other like items do with other types of clerics. Druids have spells which are in general peculiar to them, although some of their spells are similar to those of magic-users or clerics in general. ... Upon reaching the 5th Circle druids then gain the power to shape change (as previously mentioned in GREYHAWK with regard to the Druid-type monster), and when changing from one form to another they lose from 10% to 60% of any damage previously sustained ... Druids are able to employ the following sorts of weapons: Daggers, sickle or crescent-shaped swords, spears, slings, and oil. They may wear armor of leather, and use wooden shields. They may not use metallic ar...

Monday, 13th May, 2019

  • 04:40 PM - Draegn mentioned Paul Farquhar in post Three wizards against two adult dragons
    Paul Farquhar ...creatures in my game do not follow the traditional characteristics that are printed in the various rule books. The dragons in my game are more akin to what has been presented in the Game of Thrones show. As an illustration for how npcs work in my game, if playing a traditional game upon entering a church one might expect all of the priests to be able to pray (cast spells). In my game the priests might only be there because they have some litany and liturgy skills to conduct sermons and artist skills to produce illuminated manuscripts. This picture illustrates how large the two drakes are. http://images5.fanpop.com/image/photos/31600000/Marcia-Gillmore-dragons-31667003-1024-768.jpg They are not fully grown, yet are considered to be "adults" because they are capable of laying eggs. They both breathe fire (hot or cold flame), spit acid and exhale toxic fumes. They both have skill levels that reflect their interests and combative abilities. I still expect both of the boys ...

Wednesday, 8th May, 2019

  • 04:51 PM - OlegRu mentioned Paul Farquhar in post Help me with good RP/Optimization balance for Half-Elf (probably)Valor Bard (archer?)
    Yes! Heck that's a story all by itself! So you *call* yourself a skald, and you even have the entertainer background (BTW, SUPER IMPORTANT: If you are new to 5e, be sure to read the background chapter! It's not just roleplaying fluff, half your skills can come from your background. It's like a mini-class!). You know how to heal, you know how to fight (pact of the blade maybe?), you know how to sing... but you have a secret. You really didn't have that *spark* that distinguishes great bards (ie the one with bardic magic) from others. Until one day, you met that mysterious teacher... Thanks for the replies @Paul Farquhar @Zardnaar and @Ancalagon, and all due respect, but I really want to stick to playing a bard and just interested in having him be an archer so that he can deal some attack damage/and survive combat because he's further from the worst monsters. Things like Paladin, Warlock wouldn't match his backstory or the way I want to RP him.

Thursday, 2nd May, 2019

  • 06:06 PM - Laurefindel mentioned Paul Farquhar in post Cleric shenanigans (metaphysical, no right answers)
    Are there any counter-examples you can find from official published settings or adventures? I think @Paul Farquhar meant that examples given in adventures are not representative of the game world because if they were, the adventure would not happen there. You and @Celebrim are advocating that despite the guidelines restricting character classes to a minority, nothing in the published material seem to support that claim according to the examples we are given. From where I stand, it appears to me that both sides are pointing at some inconsistencies, but are comparing apples to oranges. Both claims are true and coexist simultaneously. To a certain point, I like that the players aren't the only casters around. There needs to be enough of them to make believable adversaries (casters can't be THAT rare if that's the 5th one we battle in the last 5 days...) and to support the described economy of spell material components, spellbook supplies etc that is hinted at in certain settings (mainly Forgotten Realm and Eberron). Due to the wide breath of power level from lvl1 to lvl20 (or even lvl10), D&D stru...

Saturday, 23rd March, 2019

  • 02:04 AM - Hussar mentioned Paul Farquhar in post Casting Begins Soon For D&D Movie?
    ...erent? You are flatly stating that expensive and good are orthogonal without any actual evidence and in the face of numerous counter examples. And, apparently, your definition of "good" is "movies I like". Well, I'm not you. I reject movies you like as being good because I don't like them. So, your movies are bad because I don't like them. Not exactly the most productive of conversations is it? Not so fast. According Hussar, good is objective, not subjective. No, no, no. Good is objective. And since Rotten Tomatoes gave it a critics score of 79% (aka Fresh) and 86% of people liked it (giving it 3.5 stars or better), Pirates of the Caribbean is a GOOD film. Your opinion is unimportant. The critics and the people have spoken. PotC is objectively a GOOD film. There can be no dissension. Have I learned my lesson? What's wrong with PotC? Why isn't it a good movie? It's well regarded by critics and people who watched it. Who's saying that it's a bad movie? Paul Farquhar is equally wrong by trying to claim that "good" is some sort of nebulous, undefinable concept. If the critics say something is pretty good, and the people who watch it say it's pretty good, who am I to say, "Oh, well, I'm different, I think most movies are bad, so that means that they're bad". Sorry, I lack the arrogance to think that my personal tastes denote anything remotely related to quality.

Thursday, 7th February, 2019

  • 03:49 AM - Hriston mentioned Paul Farquhar in post Archetypes
    Maybe we mean different things by 'adventure'. I think it is fine for an adventure to not have any traps in them. If a campaign didn't have any traps that would be out of the ordinary and something that should be brought up in session 0. Good point. I was using the word adventure the way I’d assumed Paul Farquhar was using it, i.e. to mean the content of the game in which the character is being played. That would include many adventures of the sort you’re describing over the course of many sessions. I don’t see any particular problem with an adventure location devoid of locks or traps. In fact, it could give the character a chance to focus on its skill with locks and traps in a different light, wondering why the inhabitants don’t lock up their goods, and is this what they call security?

Thursday, 30th August, 2018

  • 12:42 PM - lowkey13 mentioned Paul Farquhar in post What makes D&D, D&D?
    h/t Paul Farquhar So a recent comment in a different thread started my thought process, and here it is- "Racial stat boosts are one of the things that makes D&D D&D and not some generic fantasy roleplaying game." So, what does make D&D, D&D? I mean, really? I was thinking in terms of 5e (which is why it is posted here), and how one of the reasons 5e is supposedly appealing is that it manages to rope in some of the nostalgia/OSR/1e crowd (who, hopefully in turn, is teaching it to the young 'uns). This makes 5e very, um, D&D? Like, ur-D&D or something. So, before going any further, it is my general understanding that there have been conversations about past editions of D&D and whether or not they are "D&D enough." DO NOT DO THAT, PLEASE. I am asking people to NOT rehash old grievances, however well-nursed. As we all know, the only proper grievance to express on these forums is the well-known and universally approved dislike of Paladins. So, really, what makes D&D, D&D, such that "messing with it" re...

Thursday, 23rd August, 2018

  • 03:08 PM - lowkey13 mentioned Paul Farquhar in post Survivor Appendix N Authors- LEIBER WINS!
    Anderson, Poul 10 Bellairs, John 19 Brackett, Leigh 18 Brown, Frederic 20 Burroughs, Edgar Rice 23 Carter, Lin 18 de Camp, L. Sprague 17 de Camp & Pratt 20 Dunsany, Lord 19 Farmer, P. J. 20 Gardner, Fox 21 Howard, R.E. 19 Lanier, Sterling 20 Leiber, Fritz 23 Merritt, A. 21 Moorcock, Michael 22 Norton, Andre 21 Offutt, Andrew J. 20 Pratt, Fletcher 20 Saberhagen, Fred 18 St. Clair, Margaret 19 Tolkien, J. R. R. 27 Vance, Jack 6 Weinbaum, Stanley 18 Wellman, Manley Wade 20 Williamson, Jack 18 Zelazny, Roger 22 CORRECTED. Seriously, guys? Charles Dexter Ward is NOT an author. Ha, Ha Paul Farquhar

Thursday, 19th July, 2018

  • 11:53 AM - Coroc mentioned Paul Farquhar in post Curse of Strahd: What is Straud von Zarovich's Title? [SPOILERS ALERT]
    Paul Farquhar well i cannot find the exact source and maybe i am wrong, maybe i only read somewhere where to put Barovia in FR, but there is one weak and one very strong indicator that Barovia is connected to FR and maybe had ist prime material roots there (which come into Play in roots of evil it is not exactly drawn into the mists but there exists a prime material Barovia parallel), see the cite from FR Wiki below for the indicators i found in a rush: Cite Form FR Wiki: The Svalich Woods of Barovia also briefly merged with the Quivering Forest and Twilight Marsh near Phlan in the late 15th century DR.[10] The Vistani nomads of Barovia were known to frequent parts of Faerûn and shared similarities with some Gur, suggesting that the two peoples may be related. Before it became part of the Demiplane of Dread, one of the two gods worshiped in Barovia was Lathander, though he no longer had any power there after the rise of Strahd, and didn't answer the prayers of his few remaining follo...

Sunday, 24th June, 2018

  • 05:50 PM - Satyrn mentioned Paul Farquhar in post "Run away! Run away!" ... what if they don't?
    It should also be an "escapable" monster - if the monster has great speed and great perception... not great. I find this is the one place place I'm happy as a DM to invoke that Plot Armor Paul Farquhar mentioned. When the players choose to flee, I'll most often find some reason, any reason, the monster chooses not to give chase. It works great when I can applh some cost to the reason. Like, maybe it snags tbe players' lackey and settles down for a meal.

Wednesday, 13th June, 2018


Wednesday, 6th June, 2018

  • 12:27 PM - Coroc mentioned Paul Farquhar in post Two New Settings For D&D This Year
    Paul Farquhar "...Arthas (I know, it's a retcon to canon),... " I hope not. Although if i imagine some Drizzt entering Athas by crashing his spelljammer within the cannibal halfling jungle .....

Tuesday, 22nd May, 2018


Wednesday, 16th May, 2018


Thursday, 12th April, 2018

  • 02:17 PM - Coroc mentioned Paul Farquhar in post Mechanics of Revived Settings; your thoughts?
    Paul Farquhar #130 your take on Athas is Genius, the halfgiants maybe resolved. I would have gone with reskinning ho for mul, but theres a different way as you Point out: halforc -> halfgiants mountain dwarf -> mul hill dwarf -> athasian dwarf But now i think of it, it would even be better to reskin halforc for mul still and take mountain dwarf with ist +2 str and +2 con for halfgiant! That is neat, you can even leave heavy armor prof as is and the stat increase fits better. for the rest go stout -> athasian halfling Wood elf but with int raised instead of wisdom -> athasian elf human (nonvariant) -> athasian human halfelf tbd thrikreen -> reskin dragonborn breath attack for poisonous bite, put 4 claw attack Routine into one attack 1d4 natural wepons give +2 dex +1 wis

Tuesday, 10th April, 2018

  • 06:36 PM - lowkey13 mentioned Paul Farquhar in post Mechanics of Revived Settings; your thoughts?
    But... please? Was already familiar with it, but there's a huge difference between something available "from our back catalog" and something enjoying the barest level of official support. And I will say that... aside from D&D Spelljammer, nothing in WotC's back catalog gets my motor running better than Star*Drive, which is one half of one of my White Whales that I've almost given up all hope of ever executing successfully. I hear ya. I would love to see Space5e! I think that Paul Farquhar would as well. Sometimes, it is good to run the old stuff (I still do with 1e, Paranoia, and WFRPG). But ... some of the old stuff makes for tough reading. Star Frontiers (to use that example) is pretty badly outdated, both in terms of fluff and rules.
  • 12:22 PM - Coroc mentioned Paul Farquhar in post Mechanics of Revived Settings; your thoughts?
    Paul Farquhar I think Remathilis does not differ between fluff aka examples of commonly used or rarely used ingredients for D&D: (tiefling race, sci fi laserweapon) and real mechanics: attributes rolls etc. Also in the Core books there is several material stated explicitely as being optional, even Gnome race for PCs. Also there is a heavy recommendation to change every rule that you and/or your Players do not like in your homebrew. Apart from organized play there is no need at all for any fluff rule (liek playable race) to apply in a given setting, only if you make mechanical differences in your homebrew then it becomes important to communicate These and be aware of how they might afflict game Balance. There are numerous other examples where These Basics apply even if you stay true to the core rules. e.g. -druid summoning (any animal? No, the DM has the last word), -Magic items (not needed for Balance, would Paul Farquhar insist at least 1 of each Magic item exists in any given game worl...

Tuesday, 3rd April, 2018

  • 02:56 PM - Coroc mentioned Paul Farquhar in post Mechanics of Revived Settings; your thoughts?
    Paul Farquhar #34: On your questions 1. It is different, the PCs are really kings and can draw on the resources of their Domains (countries). There were many official splats, each detailing a Domain which would be Player Background. It is not limiting at all, the PC can go on a dungeon crawl with a Party or a war campaign with his whole army. There were Domain spells i cannot remember if These were connected t othe bloodlines i would have to read it up, they basically were useful in mass combat, e.g. maipulate the Terrain difficulty. 2. There were half a dozen human subraces each with their own Attribute boons and malus and some other characteristic. If i remember correctly rulers were all humans, you could be dwarf or elf as a minor pc eventually, i might be incorrect here. 3. It is unique in a way that here is e.g. 1 Dragon, 1 Medusa, 1 Werewolf or whatever in the setting (Imade the types up atm) but thats it. These Unique Mobs are like rulers with their own armies, or Major bosses. They ...
  • 11:29 AM - Coroc mentioned Paul Farquhar in post Mechanics of Revived Settings; your thoughts?
    Paul Farquhar #31 In Birthright the Players are either Kings, some from Magic bloodlines (independant of race) which gives them Special minor powers, or a Party consists of a ruler and his staff. Anyway, each ruler has his own land with resources and resource Management, it is compatible to 2nd ed battlesystem with rules for mass combat if you are into such stuff. Another Thing notable is th planar configuration if i can remember right, there is only a normal material plane and the shadow plane, on the later halflings have got some powers. There are different human races, and a Party will most likely consist of These if i remember correctly. With Monsters it is the usual ones but some are uniqe like e.g. there is not a medusa Population but "The Medusa " with stronger powers than a Standard Version. I think These "named" Mobs had bloodline powers also, and if i remember correctly you could inherit their bloodline (or those of other rulers) in a bit of a "Highlander" Fashion.
  • 11:10 AM - Coroc mentioned Paul Farquhar in post Greataxe, greatsword, and a little math
    Paul Farquhar #98 It is entirely logic that a blunt weapon of a certain weight and length does as much damage as a slightly heavier weapon with a bit shorter length so like greatclub and mace doing 1d8. It is not logic at all that adding a spear tip to a quarterstaff will not add anything to it's damage and make it less usefull (no Polearm master anymore) It is also not logic a 1 handed Club does 1d4 but an unwieldy (if used 1 handed) quarterstaff should do 1d6 and allow the use of a effective use shield still. That is utter BS sorry i have to use strong words, because almost every one discusses the marginal differences between great axe and greatsword and does not see the elephant (quarterstaff) in the room.

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Tuesday, 16th July, 2019

  • 06:33 PM - Matthia05718273 quoted Paul Farquhar in post Does Your Fantasy Race Really Matter In Game? (The Gnome Problem)
    If you look at gnome portrayal in media, especially CRPGs, they are usually interpreted as the whacky/insane race. See Jan Jansen (Baldur's Gate 2), Grobnar Gnomehands (NWN2). This is even lampshaded in Pathfinder: Kingmaker. (Paraphrase) "How could I have known he was a spy? Sure he was a sorcerer, sure he was a gnome..." I largely agree with this take, especially when compared to halflings (or hobbits). Halflings are usually considered to be living in the countryside, happy and content, and not too interested in adventure (you know, hobbits). The adventurer hobbit is the odd-one-out who is tired of that and goes out on an adventure to see the world; he's the exception, not the rule. The gnome is similar in appearance, and sometimes in their environment (countryside and quaint homes), but that's it. The gnome is erratic, hyperactive, energetic. They are curious, inventive, and unfocused. Either they're tinkering away on a new invention, or devising a theater production that is dazzling in both ...

Thursday, 11th July, 2019

  • 04:26 PM - Jer quoted Paul Farquhar in post Fighting With Style, Fighting Styles as Level 1 subclass choices
    I think the "farm boy drawn into an adventure" is an important archetype. So I think it's important for a "generic" class to exist that doesn't aquire special features until they have gained some experience. But that isn't a fighter archetype - that's a protagonist archetype. That kind of character could become the Dread Pirate (rogue) Roberts or discover their inborn sorcerous abilities or be forced to make a pact with an archfey to save their life. Or meet an old retired mystic from a lost order of psionics users who gives them a laser sword and teaches them how to harness their inborn psionic abilities to fight blind and manipulate weak minds. All of that is to say that for 5e D&D those are things that are background elements for the other classes before you start playing them. Why should the fighter class work differently?
  • 11:46 AM - Imaculata quoted Paul Farquhar in post Camping outside the BBEG's door: yea or nay?
    The players are doing absolutely everything they can to make sure they are as prepared as possible to face the villain. Rushing in recklessly is the opposite of how they play. But the problem still remains that the villain is very intelligent, very powerful, never leaves a very well defended lair, and time is of the essence. And the longer players spend preparing the stronger the villain gets and the closer to world domination. That is why I think you should escalate the threat the longer the players delay.

Wednesday, 10th July, 2019

  • 09:14 PM - doctorbadwolf quoted Paul Farquhar in post Fighting With Style, Fighting Styles as Level 1 subclass choices
    I think the "farm boy drawn into an adventure" is an important archetype. So I think it's important for a "generic" class to exist that doesn't aquire special features until they have gained some experience. Okay. That has little to do with provide options for fighting styles that exemplify the archetype one plans on taking. Nothing about this proposal interferes with those who want to play that. Also, that already doesn't exist in the game. Fighters get a fighting style and a very unique self heal at level 1. They're better than nearly anyone else at fighting within a specific style, and at staying upright in a fight, at level 1. That isn't a simple farmboy. Not all of the archetypes feel like they are tied to a fighting style though, nor do I think they need to be. I don't think that Champion or Battlemaster needs to be tied to a style choice at 1st level. Battlemaster especially I like with a range of weapon options available. I must be much worse than I thought at making things clear t...
  • 03:34 PM - oreofox quoted Paul Farquhar in post POLL: What edition of D&D did you most recently play/run?
    In what way? I frequently convert early modules, and I don't find them much different to what I would do anyway. And Rahasia is by Hickman, so is emerging from the first phase of module design. Mostly due to how different various things were back then. One of the first creatures the party came up against was that gargoyle. Rahasia is for characters level 1-3, but the gargoyle has AC 5, 4 attacks, and can only be hit by magical weapons. Oh, and 16 hp. Open up the 5e MM, and you have a creature with AC 15 (about the same), 2 attacks, 52 hp, and it only has resistance to BPS from nonmagical nonadamantine weapons. So that is hugely different, and makes the fight much easier. Also, the playstyle nowadays is rather different from the days of Basic D&D. The adventure suggests the players toss some meat to the hungry gargoyle to keep it from following them. That may have been something easily thought of back then, but now? We'll just brute force through it. It might effectively have 104 hp (due to half da...
  • 08:46 AM - Torquar quoted Paul Farquhar in post Why don't everything scale by proficiency bonus?
    Really this should only be considered for saving throws, and that's only because it gets much easier for monsters and NPCs to hit a PC in one of their off-saves to take them out of the fight entirely as CRs go up, and that's just not fun. Perhaps downtime training could be applied to saving throws? In HP: The Order of the Phoenix the protagonist is supposed to be being trained to resist the mind-influencing spells of the villain. The effectiveness of said training was doubtful though. There are Feats for this. But people don't like taking them because it interferes with "my build...".

Tuesday, 9th July, 2019

  • 09:27 AM - Zardnaar quoted Paul Farquhar in post Celestial Warlocks?
    I'm surprised no one has meantioned the usual book pact comb for Magic-Whacking-Stick (MWS) + GFB. Plus the bonus fire(+radiant) damage at level 6. Mean damage at Level 6 (Cha 18): Agonising Blast 19hp: MWS+GFB+RS vs two adjacent targets 25.5hp Mean Damage at level 17 (20 Cha): Agonising Blast 42hp: MWS+GFB+RS vs two adjacent targets 46.5hp I haven't included Hex in the calculations, since it is the same for both. Went for utility and there's plenty of melee in the party. Also I missed it/ hadn't planned on level 6. Only now thinking about level 4.

Saturday, 6th July, 2019

  • 01:16 PM - JonnyP71 quoted Paul Farquhar in post Gamer Stats From White Dwarf in the 80s
    We weren't inclusive. We weren't exclusive. We just played with the people we knew and didn't play with people we never encountered. That's not being toxic. That's being a child in a small community (ethnic mix in Devon = 95% white British - that's today, I suspect it was higher in the 80s). This here is a key point. We all have different experiences, and it seems that some of those looking back have entirely unrealistic ideas of each contributor's own personal situation, and their capability to have any influence over that! When I was doing most of my gaming it was 1983-1988 - I was 12-17 years old. I couldn't choose where I lived, I didn't have a choice regarding the school I attended, and I had very little control over my own social circles. My suburb of Birmingham was 100% white, very middle class. The school I attended was 100% male, about 90% white, and with a high proportion of pupils from *very* wealthy backgrounds - another reason why I was a bit of an outsider, as my family was poo...

Thursday, 4th July, 2019

  • 01:37 PM - Hussar quoted Paul Farquhar in post Gamer Stats From White Dwarf in the 80s
    I care. I am responsible for my actions. I am not responsible for things I have no influence over. I am not "the hobby". There is no such thing as "the hobby" - only individuals. There is nothing I could have done differently in the 1980s that would have changed the situation. There are things I can do now, but even if I had known the future I could not have done anything differently when I was a child at a single sex boarding school. So no, I was not responsible for how things where In the 1980s. I am only responsible for trying to make things better NOW. If we go round throwing blame then WE are being toxic. It make us part of the problem, not part of the solution. So, you absolve yourself of all blame? Fair enough I suppose. Me, I realize that even though I don't think I ever harassed anyone in the hobby, nor do I think that I chased anyone away from the hobby, I am also obliquely responsible since I didn't become more active about inclusivity. I didn't insist that RPG products in...
  • 12:25 PM - Hussar quoted Paul Farquhar in post Gamer Stats From White Dwarf in the 80s
    What do you suggest WE could have done differently? Who cares? Why would I want to dwell on the past? We screwed up. We, as the hobby, did virtually nothing to make it accessible to anyone who was different than us. We built a great big wall around ourselves and then patted ourselves on the back about how inclusive we were being by making a safe place for geekdom. Who cares? I care about what we do NOW. What we do going forward. That we recognize the need for inclusive art in products and praise publishers who do so and condemn publishers that do not. That we don't simply brush off the actions of geek stars such as getting drunk at conventions, stalking women in hotels and then assaulting staff. No, we look at those people and show them the door. They are not welcome in the hobby, regardless of what games they wrote. We don't spend endless discussions on how we can be 100% perfectly fair whenever allegations are brought up and how we cannot do anything unless there's the issue...
  • 10:58 AM - Hussar quoted Paul Farquhar in post Gamer Stats From White Dwarf in the 80s
    Perhaps to address the toxicity you need to understand how the hobby came to be male dominated in the first place. We know that early on toxicity was not the issue. How do we know? Not because it didn't exist, but because in order to encounter toxicity a female would have to actually try and join (no internet in the 80s). And those of us males who where there have the same experience: no females ever tried to join in the first place. And there is little evidence for the spontaneous formation of all female groups. The barriers to entry occur much earlier. Toxicity is more a consequence of those initial barriers, not the cause. As a Physics teacher, I am concerned about gender balance in Physics and Engineering, and it is very closely related. Whilst I have plenty of anecdotal evidence of toxicity in those subjects it's generally encountered by people who have already overcome those initial barriers. You cannot possibly be serious. See, this is why I get so bloody frustrated in these conve...

Wednesday, 3rd July, 2019

  • 10:16 PM - Celebrim quoted Paul Farquhar in post Camping outside the BBEG's door: yea or nay?
    DMs shouldn't put the players into situations where they have no chance of success either... I agree that DM's shouldn't, but if the players put themselves into a situation where they have no chance of success despite my every attempt to stop them, then ultimately I have to respect their freedom to make their own choices and give them what they want. If I'm going to be an overprotective helicopter parent that stops the player every time they are going to get themselves killed or overrules the party when they are making choices that are incredibly stupid, then we might as well not play because I will be the only person at the table with any agency.
  • 08:58 PM - Uller quoted Paul Farquhar in post Gamer Stats From White Dwarf in the 80s
    Alien is a horror so Ripley doesn't circumvent the trope. Ummm...so spaceships, interstellar travel and aliens is not sci-fi? mmkay.... Rotten tomatoes says otherwise. Alien and Aliens both crop up in the top 20 of their list of top 110 sci-fi movies. You'll forgive me for disagreeing, I hope. Art can transcend multiple genres. Art is talented like that.
  • 07:43 PM - Sacrosanct quoted Paul Farquhar in post Gamer Stats From White Dwarf in the 80s
    My point is the absence of people of one gender from a hobby does not prove hostility from the other gender. It doesn't prove the absence of hostility either. But it is human nature to try to look for simple explanations (especially when it means they can blame someone) when reality is always far more complex. I understand what you're getting at, I just don't think it matters in this context. Why? Well, sure absence of a gender doesn't mean it's due to hostility from the other gender, but in our hobby, which is what we're talking about, we have ample proof there is. So I couldn't really care less about what happens in knitting circles, or model train enthusiasts, or coin collector groups. I'm part of this hobby, so I very much want to address the toxic culture this hobby has.
  • 06:48 PM - Morrus quoted Paul Farquhar in post Gamer Stats From White Dwarf in the 80s
    Why don't more boys do knitting? I've never seen any hostility exibited by female knitters towards males, and yet there are no males in my wife's knitting group. You are fundamentally misunderstanding the point.
  • 06:08 PM - iserith quoted Paul Farquhar in post Camping outside the BBEG's door: yea or nay?
    They have a choice, they can confront the villain or the world ends. They have been putting it off, trying to become more powerful, gather allies and weapons, but in the end they can confront evil head on or they can die. Or both. Yes, that's technically a choice.
  • 04:54 PM - iserith quoted Paul Farquhar in post Camping outside the BBEG's door: yea or nay?
    DMs shouldn't put the players into situations where they have no chance of success either - there is always a tension between freedom, story and realism. The trick is to find the right balance (which may be different for different groups). I think what gets left off in the last few assertions that are floating about is that, in a game where the DM isn't concerned with any particular conclusion so long as it's fun, exciting, and memorable (even if it's bad for the characters), then said DM isn't also putting them into situations where they have no chance of success. In such games, the players choose to get themselves into those situations given an informed choice and typically have many ways of dealing with it rather than head on. In such a game, the DM telegraphs the level of the threat and leaves it up to the players to engage or not and how. So it's not really a binary as it is often presented.
  • 03:28 PM - TheWayofPie quoted Paul Farquhar in post Baldur's Gate III Announced; Powered by D&D 5E
    If the fights are "Divinity style" the could allow a short rest after every battle. Yeah, I imagine it would be like that. Similar to 4e or Pillars of Eternity (for a video game equivalent) where they just had most martial abilities as per encounter powers. Long Rests would still require the 8 hours/tent/whatever though, I'm sure.
  • 03:24 PM - Ralif Redhammer quoted Paul Farquhar in post Camping outside the BBEG's door: yea or nay?
    Agreed. It’s one thing for them to have just fought a pair of kobolds and want to take their second long rest of the session, and another to actively design an adventure that will leave them depleted, with no chance of recovery, before facing that red dragon. DMs shouldn't put the players into situations where they have no chance of success either - there is always a tension between freedom, story and realism. The trick is to find the right balance (which may be different for different groups).
  • 02:49 PM - gyor quoted Paul Farquhar in post Baldur's Gate III Announced; Powered by D&D 5E
    In the DoS games everyone starts with around 3 abilities, choosing which one to use forms a big part of the combat system. If they went for real-time-with-pause like BG1, autoattack (i.e. lack of choices on a character's turn) wouldn't be a problem, but it sounds like they are going for something closer to fully turn based DoS2, so they need to present more than one option when a character's turn comes around. Your right, this is another hint that it will be turn based combat.


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