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    what rules do you favor?

    Absolutely not. Do not ever reply to anything I post ever again. Final warning.
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    what rules do you favor?

    You just proved Frank's point. Diablo 2 (and indeed, most action roleplaying games), and the arcade game you mentioned, are bad games because they permit degenerate strategies. In a good game, there are no degenerate strategies, and the most optimal ways to play are also the most fun and...
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    Payn's Ponderings; System mastery and the concept of fair fight.

    If the rules written in the book don't match the rules the designers intended to write, then they should not have released the product until it was in working order. It also doesn't matter if there's some error or typo in the rules. As long as everyone is playing by the same rules (no matter...
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    Kobold Press State of Play Issues “No AI Pledge”

    But we can continue to not use AI, of course. Which is all that matters.
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    1001 Words players should know

    60. fomorian 61. formian
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    Kobold Press State of Play Issues “No AI Pledge”

    What do you mean, isn't feasible? What is not feasible about choosing not to use a particular tool?
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    You all start in a....

    Each character is located wherever is appropriate for that character, according to the nature of his hero, alter ego if he has one, and so on. The players tell me where their heroes are, and what they're doing, when the adventure begins.
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    Payn's Ponderings; System mastery and the concept of fair fight.

    If it follows the rules of the game, it is fair by definition.
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    1001 Words players should know

    51. elicit 52. illicit 53. allude 54. elude 55. its 56. it's 57. lightening 58. lightning 59. lighting
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    Conveying Setting Information

    The players are as involved in creating the setting as me, so I don't have any more knowledge about it than they do.
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    What game(s) handles pets and summons the best?

    Prowlers and Paragons Summons are fun and don't break the action economy They don't bog down the game They make the player neither too weak nor too strong
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    Spells: do you prefer Rotes or Dynamic?

    Magic guild that teaches the fundamentals of magic, and every magic user develops her own specific methods that can be used in a variety of ways.
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    Spells: do you prefer Rotes or Dynamic?

    I like systems that have both, but where even the rotes allow for a great deal of creativity in how the power may be used.
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    Social Encounters: Does it Matter What and How PCs Speak to NPCs?

    It's objectively real and quite common. Whether or not someone can walk away is irrelevant to the fact of the matter that people can abuse and be abused.
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    Social Encounters: Does it Matter What and How PCs Speak to NPCs?

    Yes? Interacting with other characters is like the whole game.
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    In Search of Flexible Defense Mechanics

    I'd recommend against reducing a character's defense the more attacks that target them in a turn, as this will make focus fire an even more dominant tactic than it already is, and reduce the amount of interesting choice players have.
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    About the BASE concept

    Now I'm more confused. Is there some reasoning or context to this that I'm missing? It seems like I'm looking at one tenth of a system.
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    About the BASE concept

    I don't get it, what are the four stats? How are they determined? What are the six abilities, and what do they do?
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