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  1. Doghead Thirteen

    Primitive vs Advanced Magic

    I'd love to see this done without hand-waving.
  2. Doghead Thirteen

    looks like Chimps Have weapon proficency Spear

    I read a newspaper article (cant remember in what paper) a while back in which a science-type guy was talking about reclassifying chimps as homids (sp?) as in a part of the homo genus. Cool or what?
  3. Doghead Thirteen

    Mixing Races....and why DM's shouldn't allow it

    In my opinion, some sort of hybridisation system is a must-have if you're going for multiple playable races, for two reasons. First off, it helps the players create seriously unique characters. And secondly, it neatly parallels the real world; there's nothing stopping a guy with brown skin...
  4. Doghead Thirteen

    Player Handouts

    Handouts are a double-edged sword, like a lot of GMing techniques. I've seen them become a vital part of a campaign; I've seen them be completely disregarded because they were the most boring piece of reading material on Earth. If done right, they're a good thing. If not...
  5. Doghead Thirteen

    Talking about magic rules.

    That's the whole idea. We've got a lot of stacking modifiers; the direct skill - percentage is usually adjusted in one direction or the other. The reasoning behind usage of a single d10 to resolve most rolls is A) it keeps the number of dice down and B) it keeps at-a-glance percentages. We're...
  6. Doghead Thirteen

    Talking about magic rules.

    None taken. Been working on this sucker since '95, and for every rule that's made it we've ditched ten. Stat system is: Stat Lines 1 – Creatures. There are two kinds of creature stat line. The first is the character stat line, which looks something like this: ACT TOU AGI STR BRA PUNCH DODGE KT...
  7. Doghead Thirteen

    New Design Paradigms - What are they and are they good or bad?

    That's the feeling I'm after. I seem to have managed it in something that moves real fast; when we cut loose, the pyrotechnics are stunning. Yah, that's the idea. How's this sound... "Magic: The art of blowing things up while trying to avoid frying your brain in the process. Fairy dust optional."
  8. Doghead Thirteen

    D&D, Miniatures, and you.

    I've got a shedload of old Games Workshite (including the 3 first WH40K figures) Grenadier, Ral Partha, and others, mostly sci-fi / cyberpunk gear. I far prefer my minatures in lead. Plastic? Only if it's costing me £5 per box of 30 multi-part kits. No way would I buy plastic one-piece figures...
  9. Doghead Thirteen

    Talking about magic rules.

    Man, it's that 'movie scene' feeling I'm trying for. The rest of the system has it. OK, let's have a close study... For starters, we'll miss physical adepts out of this. My system's super martial arts / gun-fu rules are fine as they stand. So we're left with shamans and hermetics. The two of...
  10. Doghead Thirteen

    Talking about magic rules.

    The only version of Shadowrun I've read is 4th. That said, the problem is the magic rules don't do anything special. You could copy and paste the available effects into any other game system that used a fatigue/damage magic set, and they'd fit in seamlessly. For a non-conventional (as in, not...
  11. Doghead Thirteen

    Anthropomorphs as Base Race

    Was correcting Nyaricus. If done right, it works beautifully; if done wrong, you're in Stereotype Central, see World of Darkness Insufficient Lighting. Subtlety is the key here.
  12. Doghead Thirteen

    New Design Paradigms - What are they and are they good or bad?

    Dude, if you can get a combat system that does that without getting dull on the repeat, I'll worship you as the Patron God of Combat Rules. That's one of the ideas I'm contemplating. A level X mage should be able to use his level (X-5) spells as easily as snapping his fingers. Similarily, a...
  13. Doghead Thirteen

    Talking about magic rules.

    Thanks, will have a read. What I'm aiming for is high-impact. I want using the rules to feel like you're straining to control a near-infinite force. To throw it into contrast, in one of our campaigns the PC's got hold of a bunch of old 9mm handguns and associated ammunition. They started...
  14. Doghead Thirteen

    New Design Paradigms - What are they and are they good or bad?

    Problem with that is the speed our sessions take place at. We generally cram at least 20 encounters into a single in-game day. One of our campaigns ran for six months, and less than a week and a half of game time passed.
  15. Doghead Thirteen

    Bree Yark!

    You're not the only one, man. We all got fed that line of mouthwash. At least I had the sense to be suspicious...
  16. Doghead Thirteen

    Adventurers and Society

    In my setting, the government's too fractured to control much of anything. Between immortal supernatural power blocks, megacorporations that buy and sell star systems, and intergalactic superpowers, it's easy for adventurer-types (such as the PC's) to slip under the radar - until they get really...
  17. Doghead Thirteen

    Talking about magic rules.

    OK, done a bit of writing to start getting a feel for what I want the magic system to be like... Magic is… like the most powerful drug in the universe. Once you’ve cast your first spell, once you’ve felt that rush, you’ll never be able to give it up. Elsewhere in the galaxy, it’s a precise...
  18. Doghead Thirteen

    Drinking and gaming?

    I put always. We all have a few during play, and in fact it's part of the design methodology for the game system we're working on - if any rule mechanic gets ditched once we're all a touch drunk, it's too complex and will slow down play. We don't usually get smashed; two or three beers apiece...
  19. Doghead Thirteen

    Limited-Resource Campaign Design

    My joke wasn't intended as a criticism; I tend to make light of things I like. The way this is shaping up is starting to remind me of the most successful campaign I ever ran - layers within layer, each level of bad guy manipulating the next, until it all leads back to one...
  20. Doghead Thirteen

    Anthropomorphs as Base Race

    Actually, it's not original. See virtually every worth-bothering-with children's book featuring talking animals. In the good ones, the animal's personalities and social behaviour is (at least loosely) based on the behaviour of the actual animals. See CS Lewis's Narnia series for a case in...
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