The easiest Mage plot that came to mind then and now is using coincidental magic to alter election results... as a campaign premise, it's got room for heists (of a sort - get close enough to change the ballots, or the official result forms), mind control plots, and more.
Secondarily, a series...
D&D is a game that can be lost, so... to the victory minded, staying on the non-losing side is a goal of play.
I tend to be a "Use the «bleep»ing rules" player, and I try to stick to them as a GM. i'm more interested in the effects of rules-based play in generating a story than the GM's story...
Got it to table last night.
Basically, the threat system dominates combat. It's way more important than the character's attributes.
Did it feel like T&T? Yes. Far more so than 7 Alt, and on par with Hogscape's "Mythical Sixth", and very close to the Computer Game.
Complete with bombing out key...
I'm a couple decades out, but the major issues are still the same.
I was doing publications on a local level, 500-1000 copy level stuff, for a non-profit. Every other month periodical, annual client resources guide (5k copies), annual state lobbying materials (150 copies)... for a 3 year...
as a POTENTIAL consequence, not an automatic one.
Not really. CharOp and Spotlight Hogging are two different problems, and are not axiomatically always comorbid.
CharOp wants to win as much as possible - but experiences are the only really potent weak spot - and subject to GM approval...
Or potions. And critical success - each doubles is a extra good hit, gain a hope and clear a stress.
There are.
Lv2 Bone Strategic Approach
Lv3 Valor Critical Inspiration
Lv5 Bone Signature Move
Lv6 Valor Rise Up
Lv9 Blade Gore and Glory
Lv9 Valor Lead By Example
Lv10 Bone Swift Step
Not entirely true... once OOP, some things become essentially unobtanium. Some even get taken completely off DTRPG... (EG: MWP's Cortex Classic and Cortex Plus games, several years of BX/BECMI/Cyclo+BBB+Wrath being off the service)... There's a minis wargame that's RPG adjacent; the dead tree...
No, just a few scenarios
It's easy to come up with plots... but dealing with the total mayhem that a party, especially a mixed party, can do is not as easy. Improv was essential.
Kind of... it was easier to run the kinds of game I wanted using Ars Magica (which was also Marc Rein•Hagen)...
And...
I found 3 ½ on KS: 2 bestiaries, a deck of support cards (Class abiliities, 2× 1d12 subdecks. some other cards), and a setting that's for 5E, but they're considering a Daggerheart conversion. 2 of them are not running yet. All non-Darrington, under the CGL.
None on Backerkit.
Nothing relevant...
Well, yeah, one might break it, depending upon which. Some have unlimited summons, some have activation of several at once.
No, that's the Solos. If the party is large, and you want them running scared, use a solo of the next tier. :devilish:
Not when the needed dice are non-standard and out of "print"...
Or when players can't be arsed to learn a d6 conversion table that's used constantly.
Or you have a player whom the group knows they lie about their dice... Especially if the group is big on the game side of RPGs.
I had one FTF...