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Which of these D&D classes would you take if you had to choose one? Friday, 19th April, 2019 11:44 PM

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Sunday, 23rd September, 2018

  • 11:26 PM - TallIan quoted J.M in post Attempting to make a super light RPG: QUICKD6
    Love it!! The static damage, while simple, means that you can't take down a even a kobold in one hit, and the dragon deals as much damage as anyone else. What if we said that the damage you cause is equal to the number of 6's you rolled, if you win the combat roll? Yes, this means that sometimes no one would take any damage, and sometimes the loser might take a lot. Two solutions spring to mind: 1) You do one damage for every 10 or part thereof that the attack rolls beats the defense roll by. (Attack - defense)/2 round up. A bit of math's, but probably not too hard for mast gamers. I chose 10 because that's the "normal" DC, a more suitable number may come from some proper math's. 2) An attacker can split their dice pool to attack one opponent multiple times or multiple creatures one or more times each. eg. A dragon with 10d6 fighting can make; two attacks of 3d6 each at kolbold 1 and one attack of 4d6 at kobold 2. I'm trying to decide whether to have a list of skills or an open-ende...

Saturday, 22nd September, 2018

  • 07:28 PM - Morrus quoted J.M in post Attempting to make a super light RPG: QUICKD6
    Love it!! The static damage, while simple, means that you can't take down a even a kobold in one hit, and the dragon deals as much damage as anyone else. What if we said that the damage you cause is equal to the number of 6's you rolled, if you win the combat roll? Yes, this means that sometimes no one would take any damage, and sometimes the loser might take a lot. I suspect that would make combat long and tedious as people rolled over and over looking for sixes.

Monday, 5th March, 2018

  • 12:45 PM - Jacob Lewis quoted J.M in post Looking At Genesys From Fantasy Flight Games
    Ratskinner’s hack with the d6 doesn’t really replicate Genesys, but I like it. Sure, it doesn’t give the same range of side-effects and probabilities, but it eliminates the time it takes to figure out what dice to roll, and simplifies the interpretation of the roll, while still bringing more than one dimension. If you gain in playability at the table, that’s a big plus in my book. Figuring out what dice to roll IS the game. Interpretation of the roll is also part of the game. It's a lot more engaging and interesting than figuring out how many +1's and -2's to apply to a d20 every round. That's a math chore. This is a literary exercise in creativity. That's playability. You're just doing homework. Everyone has their preference, of course, but I do not understand how anyone can think a side die is just as good. It's just an excuse for not getting out of what is familiar and comfortable. To each his own, but be informed. Be honest. I choose depth and a little more effort over simplicity an...

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