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  1. The Cardinal

    Best RPG books any system, any publisher

    Delta Green - CoC at its best Unknown Armies 2e - the only game fiction I've ever liked GURPS Cabal - the WoD done right (and the magic system is a beauty) GURPS Horror 3e - the ultimate guide to horror roleplaying Suppressed Transmission 1&2 - every weirdness you'll ever need (incl. a great...
  2. The Cardinal

    So what do you envision for 4.0E D&D?

    (just dreaming...) 1. Core classes: Barbarian, Fighter, Cleric, Druid, Ranger, Rogue, Wizard, Sorcerer, Noble, Scholar, Monk 2. New PrCs: Bard, Paladin 3. *One* table for spellcasting advancement for all classes 3.1. a "base magic bonus" that works similar to BAB (e.g. wizards, clerics, druids...
  3. The Cardinal

    Help: I need advice on a new RPG to try.

    Transhuman Space http://www.sjgames.com/transhuman/ Traveller http://www.sjgames.com/gurps/traveller/ Blue Planet http://www.fantasyflightgames.com/bpprod.html http://www.sjgames.com/gurps/books/blueplanet/
  4. The Cardinal

    Halloween game night ideas?

    Last year was my first attempt at a Halloween game - and it worked great! It was a Unknown Armies oneshot set in our local area, and - though this was our first game of UA2e - everyone loved it. This year I'll probably give my players the choice between several games: 1. Snarkhunters...
  5. The Cardinal

    GURPS Horror 3e - how broadly useful?

    Horror 3e was written by Kenneth Hite himself - and is IMHO the best book on "how to roleplay/GM horror" on the market. While it does contain some GURPS stats for various character types and monsters, most of it (about 70%) is chockfull of great gaming ideas - even the monsters should be easily...
  6. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    it looks like my work here is done ;) ...but I forgot to mention that GURPS Horror 3e (which includes material written by me...) includes another very nice pirates/voodoo crossover setting... :D
  7. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    I'm glad you like it, but since I'm not convinced that this requires a whole new thread: Rains of Mana It's 1702. 20 years ago a great comet appeared (Halley will not publish his theory on this one until 1705) in the skies - and the world changed: Maybe some ritual worked better than...
  8. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    I've just decided to include a version of this concept into my new "Rains of Mana" GURPS fantasy pirates campaign (it's 1702, but with magic, fantasy races, and no icecaps [or London, the Netherlands, or Florida...] since this pesky comet came around in 1682...): The "mega dungeon" with...
  9. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    ...another idea for "why isn't this thing already empty?" and "where are all those monsters coming from?": In the dawn of time some ancient race/civilization/cult/whatever of immense power (most settings have one of these) found/created what would ultimately become the reason for its...
  10. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    on the isssue of "real" dungeon monsters (i.e. not members of your rival parties): - a *large* dungeon could easily have the area of a city, with dozens of miles of tunnels, thus taking many months to explore even *without* monsters, traps, etc. - it might be a good idea to make this dungeon...
  11. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    ...another nice example for this type of gameplay is the old Wizardry 7 CRPG where several different groups of competing NPCs (who often form or break alliances) are questing for the same legendary map parts that the player's party is looking for: so it could happen that you'd find a large and...
  12. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    ...actually multiple adventuring parties in such a mega dungeon are a good rationale for lots of *active* traps in a dungeon: they're not remnants of a lost age, but the creations of your competitors! In this setting rules for inventing and setting up traps - rather than just disarming them -...
  13. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    If you want to keep a high "monster density" you should use several large humanoid adventuring parties, maybe even one or two small tribes, who arrived some time ago and set up camp in parts of the dungeon. Then let the PCs hear (from some other adventuring groups) that some crucial items are in...
  14. The Cardinal

    Mega-Dungeons and Multiple Adventuring Groups

    I might steal this idea... How "mega" is this dungeon? How many levels? 5, 10, 20, more? If you wanted to fit each level within a square, how long would its sides need to be? 300 feet, 1000 feet, a mile? When did those dozens of adventuring parties began looting the place? Days, weeks, months...
  15. The Cardinal

    What is YOUR pirate setting?

    So, with all this "talk like a pirate day" stuff going on, what are YOUR takes on a pirate setting? Realistic and historical? Fantasy pirates without cannons and flintlocks? Space pirate? Or what? Here's my take (for a mini-campaign) Rains of Mana It's 1702. 20 years ago a great comet appeared...
  16. The Cardinal

    help me build a future Mystic Theurge

    I second Scion's post - or you could persuade your GM to use the formula for multiclassed spellcasters I've posted in the house rules forum... :D
  17. The Cardinal

    A solution for multiclass spellcasters? (without PrCs)

    of course they worked for it - they earned the XP to level up, didn't they? The problem which I try to adress here is the fact that 3.0 and 3.5 inherently assume that every single non-magic class gets at least at bit bet better at what it does by advancing in other (even magical) classes: more...
  18. The Cardinal

    A solution for multiclass spellcasters? (without PrCs)

    the problem with such a combination under the existing rules is the simple fact, that at level 20 any spellcaster is expected to have access to level 7-9 spells. A Clr10/Wiz10 has no access to his armor and melee abilities (unless he sacrifices his Wiz levels) and as a pure spellcaster his lack...
  19. The Cardinal

    A solution for multiclass spellcasters? (without PrCs)

    a simplified (and slightly modified) formula: In the case of multiclass characters with more than one spellcasting class, add the following number (if positive) to the effective spellcaster level of each single spellcasting class: (always round down) C= Sd/4 + (Si-1)/Nc –1 Sd=sum...
  20. The Cardinal

    Idea: How to sell adventures...

    apparently not... - back to the drawing board... :)
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