View Profile: HorusZA - Morrus' Unofficial Tabletop RPG News
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About HorusZA

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Date of Birth
December 18, 1968 (50)
About HorusZA
Location:
Jo'burg, South Africa
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Male
Age Group:
Over 40
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Details of games currently playing and games being sought.

Town:
Johannesburg
Country:
South Africa

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Origins Up 11%; Maintains #4 Spot Thursday, 27th June, 2019 11:51 AM

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Today 11:46 AM
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Sunday, 3rd May, 2009
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Thursday, 27th June, 2019

  • 04:33 PM - Morrus quoted HorusZA in post Origins Up 11%; Maintains #4 Spot
    I dunno... Essen feels bigger than GenCon. I suspect that there are way more day visitors at Essen so a larger percentage of the turnstile visitors would be unique. I can only base the chart on the figures they provide, and they only provide turnstile, which is less than Gen Con's. It'd be great if they provided uniques, but they don't. Not sure why.

Thursday, 23rd August, 2018

  • 02:59 PM - Cergorach quoted HorusZA in post White Dwarf Revisited — Issue #1 June/July 1977
    One of my most treasured possessions is my White Dwarf #1 to #100 collection, all in their official red binders. I go through them once a year, get all misty-eyed and nostalgic thinking back of a time when things were somehow simpler: we seemed to have more more fun with less and didn't sweat the things that seem so important these days. Good times and memories :) My first WD was #98 and that's one of my most nostalgia rich gaming products I have!

Thursday, 17th May, 2018

  • 02:42 AM - Hawk Diesel quoted HorusZA in post D&D Has the Biggest Playerbase, So Why is it the Hardest for 3rd Party to Market Too?
    I'm willing to bet that most D&D players around the world will either have no idea or only have a vague notion that 3pp content even exists. There is a natural tendency for "super-fans" (such as those frequenting these boards, people going to conventions, etc.) to think that the rest of the hobby is just like them. In my experience, most D&D players are casual players. They get together, play the game, have fun, laugh and drink and when finished go home. They don't sweat the rules, worry about character-balance, optimizations or any of the zillion things that we think are so important. What is so great about 5e that you don't need to do any of that and still have fun. This, I believe, lies at the heart of the apparent success of 5e and which also explains (a) WotC's release schedule/strategy and (b) why third-party publishers are perhaps not getting much reflected glory: they cater to us, the super-fans and not to the vast multitudes that make up the majority of the market. This c...

Tuesday, 1st May, 2018

  • 03:18 PM - smbakeresq quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I've read in multiple different places that one of the core assumptions in D&D 5e is a workday of around 6 encounters (combat or some other obstacles that consume resources) per day. The rate of HP, ability and spell recovery is based around that figure. If, for whatever reason, I'd prefer a less hectic schedule of say 1-2 encounters per day, the encounters would have to be scaled up significantly in order to be sufficiently fun and challenging as the party will often be fully charged and ready to go. That might make the fights last longer than I'd like. Any advice, be it rule tweaks or other ideas on how to handle this? For example: I'm thinking of modifying HP recovery so that you spend Hit Dice on both short and long rests. You roll for short but get maximum on long. HD's only recover after a long rest. The intended result is that the PC's don't start every day on maximum HP's. I have an idea about slower spell recovery as well, maybe you can recover a percentage (33%?) of your total spel...

Thursday, 26th April, 2018

  • 09:50 AM - Li Shenron quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I've read in multiple different places that one of the core assumptions in D&D 5e is a workday of around 6 encounters (combat or some other obstacles that consume resources) per day. The rate of HP, ability and spell recovery is based around that figure. If, for whatever reason, I'd prefer a less hectic schedule of say 1-2 encounters per day, the encounters would have to be scaled up significantly in order to be sufficiently fun and challenging as the party will often be fully charged and ready to go. That might make the fights last longer than I'd like. Any advice, be it rule tweaks or other ideas on how to handle this? If combat duration is your concern, the simplest way to dial on that is to pick the monsters HP instead of rolling or averaging. It's not even a rules change, it's just the DM choosing to let the PC encounter specific monsters with less than average HP.

Wednesday, 25th April, 2018

  • 06:16 PM - pming quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    Hiya! Whoever figured that writing "X number of encounters per day" in the game rules should be flogged with a wet noodle. "If, for whatever reason, I'd prefer a less hectic schedule of say 1-2 encounters per day, the encounters would have to be scaled up significantly in order to be sufficiently fun and challenging as the party will often be fully charged and ready to go. That might make the fights last longer than I'd like." You know what is probably making your game boring/unchallenging or otherwise making your players feel like they are "fully charged and ready to go"? It's not the number of encounters per day... it's the fact that you and they know that there even is an assumed number of encounters per day. That's the problem. What is more dangerous to hear from a DM: (1) "You have to survive the Trials of Doom! You enter the dungeon, and, somewhere inside it's labyrinthine corridors lies the Gong of Enlightenment. Reach that goal, ring the gong, and you will all be ch...
  • 04:55 PM - Vymair quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    Thanks to everyone for their suggestions. I think I'll try the "short rest = 8 hours and Long Rest = Suitable Downtime" approach. Our table has come to similar conclusion. We settled on short rest is daily rest, long rest is either 3 days or overnight in a safe place. If you are sleeping in the lord's castle, you can get long rest benefits every night, but deep in a dungeon, it's very difficult to get a long rest.
  • 10:07 AM - Harzel quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I have an idea about slower spell recovery as well, maybe you can recover a percentage (33%?) of your total spell levels per day. A 5th level Wizard with 5/3/2 spells has a total of 17 spell levels and would recover 6 levels worth of spells after a long rest. If you are thinking of this in conjunction with having days that feature 1/3 of the "adventuring day" encounter load, there are a couple of things to consider. 1) If the PCs spend 1/3 of their resources each day and get back 1/3 each night, they still start each day on full and end each day at 2/3. Which means you never get the same effect as you would at the end of a "full adventuring day" when they are supposed to be on/near empty. (I thought of almost exactly the same scheme and did not realize that it would not achieve the intended affect until after I had actually proposed it to my players. :blush:) 2) You will do weird things to class balance if you only pick on HP and spells. Unfortunately many other resources come in such smal...

Tuesday, 24th April, 2018

  • 06:40 PM - BookBarbarian quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I've read in multiple different places that one of the core assumptions in D&D 5e is a workday of around 6 encounters (combat or some other obstacles that consume resources) per day. Only if you equate per day with per long rest, which while the default in 5e is not the only way to run the game. The Gritty Rest Variant is one way to go, but I prefer a simpler method of "You can't get a long rest in a place that's not restful" which would include a measure of comfort, safety from threat and utility. Players can spend resources making a place in the wild satisfy these requirements, but that is functionally the same as an encounter. Or I just use the Gritty Realism Variant :-)
  • 06:26 PM - Oofta quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    Thanks to everyone for their suggestions. I think I'll try the "short rest = 8 hours and Long Rest = Suitable Downtime" approach. That's worked well for me as well. As others have pointed out other tweaks such as increasing encounter difficulty just emphasizes those classes that have limited resources. The only issue I hit was what to do with spells and effects that last for an hour or more. My decision was to have anything that is measured in hours or days is multiplied by 6. So those goodberries last almost a week, mage armor lasts 2 days, etc. Every once in a while the group would get an option to recuperate more quickly either through some special blessing or treatment depending on the story.
  • 11:28 AM - Fanaelialae quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I've read in multiple different places that one of the core assumptions in D&D 5e is a workday of around 6 encounters (combat or some other obstacles that consume resources) per day. The rate of HP, ability and spell recovery is based around that figure. If, for whatever reason, I'd prefer a less hectic schedule of say 1-2 encounters per day, the encounters would have to be scaled up significantly in order to be sufficiently fun and challenging as the party will often be fully charged and ready to go. That might make the fights last longer than I'd like. Any advice, be it rule tweaks or other ideas on how to handle this? For example: I'm thinking of modifying HP recovery so that you spend Hit Dice on both short and long rests. You roll for short but get maximum on long. HD's only recover after a long rest. The intended result is that the PC's don't start every day on maximum HP's. I have an idea about slower spell recovery as well, maybe you can recover a percentage (33%?) of your total...
  • 09:37 AM - CapnZapp quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I've read in multiple different places that one of the core assumptions in D&D 5e is a workday of around 6 encounters (combat or some other obstacles that consume resources) per day. The rate of HP, ability and spell recovery is based around that figure. If, for whatever reason, I'd prefer a less hectic schedule of say 1-2 encounters per day, the encounters would have to be scaled up significantly in order to be sufficiently fun and challenging as the party will often be fully charged and ready to go. That might make the fights last longer than I'd like. Any advice, be it rule tweaks or other ideas on how to handle this? The true solution is to have rest frequencies vary depending on the needs of the scenario. The default 1 hour short and 1 day long rests suit many but not all adventures. You can have an intense dungeon where 5 minute short and 1 hour long rests work better. And any long ocean voyage or desert trek needs 1 day short and 1 week long rests. If even that - you could ban l...
  • 03:39 AM - Blue quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I've read in multiple different places that one of the core assumptions in D&D 5e is a workday of around 6 encounters (combat or some other obstacles that consume resources) per day. The rate of HP, ability and spell recovery is based around that figure. If, for whatever reason, I'd prefer a less hectic schedule of say 1-2 encounters per day, the encounters would have to be scaled up significantly in order to be sufficiently fun and challenging as the party will often be fully charged and ready to go. That might make the fights last longer than I'd like. Unfortunately, that's a commonly spread misconception. The DMG suggest 6-8 encounters with 2 short rests, about 1/3 and 2/3 of the way through the day. (DMG pg 84.) Just having harder encounters doesn't balance because of durations. An easy example is the barbarian - starting at 2 rages a day, they are supposed to be able to rage 1/4 to 1/3 of the encounters. With 1-2 encounters per day they would always be able to rage - you'd need to s...

Monday, 23rd April, 2018

  • 07:19 PM - Tony Vargas quoted HorusZA in post Advice: A less hectic workday for my D&D characters
    I've read in multiple different places that one of the core assumptions in D&D 5e is a workday of around 6 encounters (combat or some other obstacles that consume resources) per day. The rate of HP, ability and spell recovery is based around that figure. If, for whatever reason, I'd prefer a less hectic schedule of say 1-2 encounters per day, the encounters would have to be scaled up significantly in order to be sufficiently fun and challenging as the party will often be fully charged and ready to go. That might make the fights last longer than I'd like. Any advice, be it rule tweaks or other ideas on how to handle this? One consideration is that the 'problem' with short days is only going to manifest if your party composition is sufficiently varied. If you have all daily casters and the odd barbarian, or all warlocks, monks & BMs, for instance, you'll hardly notice a class-balance problem for a shorter day, and, in the latter case, an encounter (or two with no short rest) shouldn't be exc...

Friday, 6th April, 2018

  • 11:55 PM - BrockBallingdark quoted HorusZA in post News Digest: Dungeon Fantasy New Release, #AprilTTRPGMaker, Warhammer Fantasy Roleplay Release Date, and more!
    We know more about the Moria boxed set for TOR/AiME than we know about one of their flagship games. Come on, give us something... TOR is one of their flagship games. :P
  • 08:32 PM - Abstruse quoted HorusZA in post News Digest: Dungeon Fantasy New Release, #AprilTTRPGMaker, Warhammer Fantasy Roleplay Release Date, and more!
    <sigh> And still nothing from C7 on Woofrup4... other than some cover art we've got nothing. It's quieter than a Halfling's weight-watchers meeting over on their website :'( We know more about the Moria boxed set for TOR/AiME than we know about one of their flagship games. Come on, give us something... Honestly, it's pretty common with a lot of game companies. Game companies are small compared to other media companies. Creating in-depth product pages takes time and/or money. If you make the product pages yourself, that's time spent on that rather than on social media marketing (which is far more effective) or on writing/editing/layout of the products themselves. If you outsource it, you either have to hire someone with experience in the tabletop game industry (which you'd probably want to hire them to write for your product if that's the case) or you hire one of those copywriting firms who may or may not "get" the tabletop gaming market and write everything up like it's a next gen console ga...

Saturday, 6th January, 2018

  • 10:04 PM - redrick quoted HorusZA in post New Agenda Publishing To Promote Diverse Voices In RPG Communities
    How will their games be different from any other publisher’s or, put another way, is this about who writes the games and not what they’re about? It's kind of always about who writes the games. When you put an imprint together, you start with a who, and then you get to a what. If the what isn't interesting, unique or exciting, nobody will buy it, and the world continues. I haven't read or played anything from the three designers behind this company, but some quick googling shows that they are all working on or have worked on relatively unique stuff. Jerry Greyson, for instance, appears to be working on an afro-centric Swords & Sorcery setting called "Bastion." Dope. I could see taking that for a spin on indie rpg day at our comic book store.

Tuesday, 28th April, 2015

  • 12:00 PM - ad_hoc quoted HorusZA in post Rolling Hit Points Tweak
    If you want to have a bell-curve without changing averages, there's a simple technique: Roll 3 dice of the required type and pick the middle result. This doesn't change the possibility that a player could still land up gaining just 1 HP but the chances are much reduced (using a d8, for example, the chance is 4.3% as opposed to 12.5%) The idea is to change the average though. The average result of 6.5 on 1d12 is too low when you can just choose to take 7. For those who are increasing the amount of HP the players are getting, how do you find that? Why not just give max HP at each level at that point?

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