Search results

  1. Doghead Thirteen

    Limited-Resource Campaign Design

    ... "I had no idea how deep this goes..." sorry, rimshot.
  2. Doghead Thirteen

    Is RAISE DEAD (etc.) too readily available in most D&D campaigns?

    That's a good way of working it.
  3. Doghead Thirteen

    Limited-Resource Campaign Design

    Ye Gods, that's a good way to get a campaign shifting - just don't be surprised if the players decide to make a full-time job of killing grimlocks.
  4. Doghead Thirteen

    Is RAISE DEAD (etc.) too readily available in most D&D campaigns?

    It can lead to some nasty 'believability disconnects', like the time one character survived having 3/4ths of his head blown off with an explosive bullet, but it gives players the gumption to throw their carefully-built, highly-detailed characters into some truly insane stunts. Like the...
  5. Doghead Thirteen

    Is RAISE DEAD (etc.) too readily available in most D&D campaigns?

    Losing a character is just annoying. PC's are more likely to die in some stupid fight in a bar as they are to die defeating some legendary evil. A PC death is usually some stupid niggling little thing leading to a complete anticlimax, especially when they're at the 'legendary hero' point...
  6. Doghead Thirteen

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

    I use a triple-pronged system. Firstly, there's the points-based part. It's functionally similar to that used in Shadowrun, World of Darkness ETC. This gives the players a lot of control over what direction they take their character's abilities, which is always good. It also lets players...
  7. Doghead Thirteen

    Size of character parties

    I find them extremely useful as a GM. Our gaming involves a lot of NPC interaction, and having allied NPC's along for the ride means I've always got someone to point out the glaringly obvious clue that's been holding us up for the last two hours... The number of PC's in our group is extremely...
  8. Doghead Thirteen

    Looting and the State

    Baaaaad idea. Any player I've ever met (me included) would rapidly start plotting to destroy the in-game government, and players have a habit of pulling off that sort of campaign-trashing scheme. Besides, the PC's in a lot of campaigns are functioning outside the law in the first place.
  9. Doghead Thirteen

    Bree Yark!

    Expect anyone who was a D&D player 'back in the day' to go ballistic.
  10. Doghead Thirteen

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

    Rule 3 is probably the most important; to my view, fun is the entire point of roleplaying. The idea behind rule 1 is that if a bunch of somewhat drunk people (several of whom are dyslexic) can coherently understand and adhere to the rules, then the game system is simple enough. Simplicity is...
  11. Doghead Thirteen

    Talking about magic rules.

    Piratecat - Thanks, that link looks like an excellent resource. Yair - We're going for an extremely fast-moving system, so the simpler the better. A couple of our design criteria are; No rule may require more than four dice to be rolled at one go. No action may require more than four...
  12. Doghead Thirteen

    Talking about magic rules.

    Myself, my brother and our gaming group have been, over the last twelve or so years, gradually developing a rule system. Currently, our combat rules are 90% fixed, but have one serious hole; magic. The system for ranged combat runs like a dream, and the melee combat is getting towards a good...
  13. Doghead Thirteen

    Bree Yark!

    Ahhh, sweet memory... our first house rules... oh God am I glad we shifted to a cyberpunk-ish setting.
  14. Doghead Thirteen

    Do Artifacts have a market cost?

    All this is reminding me of the occasion I handed the players an anti-matter bomb and waited to see what happened... all Hell broke loose when the press found out. On subject, there's the technical problems; you're gonna need a wagon train to transport a couple million GP, and that's going to...
  15. Doghead Thirteen

    Dragon riders done right?

    ... shades of McCaffrey, with the dragon suiciding? Hmm. One thing for sure, the dragons would need to advance along with the characters. There's another possibility for a truly symbiotic relationship; the dragon increases in power along with the bonded rider. Therefore, it's in the dragon's...
  16. Doghead Thirteen

    Anthropomorphs as Base Race

    Good for you Herobizkit, guess you're a better roleplayer than my lot! Seriously speaking, the main problem with non-humanoid characters is sustaining the campaign. If you start something really far out, you'd better be committed to it or you'll have big problems sustaining it. I know what my...
  17. Doghead Thirteen

    Size of character parties

    PC's? 3 or 4. Maximum ever was 5. Character's all in? Minimum of twenty. Yup, henchman-heavy gaming.
  18. Doghead Thirteen

    Armor Pieces

    Hmm, different part names I know - Greaves (the trousers / pants) Cuiraisse (the chestplate) Pauldron (shoulder pad) Gauntlet (gloves & lower half of sleeve) Helm (your lid) ... just thought I'd throw that in.
  19. Doghead Thirteen

    Anthropomorphs as Base Race

    Very true, but I don't think it would make for much of a campaign. It might work as a one-episode 'cure the curse' type plot, but knowing players, they're too fixated on hardware to give up their weapons & armour & enchanted whatsits.
  20. Doghead Thirteen

    Craziest combat move by a PC

    Hmm... I guess there's the time I grabbed a burning helicopter to stop it dragging the team's sniper off the roof of a towerblock... ... and got away with it. Or there was the occasion our sniper failed to grok just how close the attacking combat android was, and by the time we managed to get...
Top