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  1. M

    Analyze this combat system element: the action framework

    DMMike Yes, to nova is similar to an all out attack but its more over the top. Its where a party or PC expends all or most of their resources, usually the renewable stuff, in order to obliterate an obstacle. It is prevalent in all editions of DnD but mainly ties to casters and their spells, in...
  2. M

    Favorite D&D Retroclone?

    I'll toss in my hat for Searchers of the Unknown. Its a rules ultra light game that captures the feel of OSR gaming with out all the baggage. I ran some dungeons with it and it worked great. http://www.retroroleplaying.com/content/searchers-unknown-rpg-collection Also will take a second to...
  3. M

    Making my own system; how protective should certain armors be?

    Well if damage output increases over levels but the DR of armor doesn't then armor is a poor investment as the game progresses. Characters who spend the game primarily fighting will take armor that is effective but with the least draw backs possible and they will probably increase what ever...
  4. M

    Analyze this combat system element: the action framework

    I wouldn't worry too much about this, this seems to be more in line with tactical decision making and makes the game interesting. My worry would be situations like the PCs facing down a single powerful boss type creature and then spend the first few rounds of combat novaing, sure the take a few...
  5. M

    EAB - Everyone's A Badass: An RPG Playtest for Novices and Veterans

    It's not bad and aligns with your intention of making a game where you can make many different characters. I would say however that it's not very simple or rules light. You might be better served by writing up some guidelines on how to create a quirk or profession or what not instead of lists...
  6. M

    Making my own system; how protective should certain armors be?

    Does damage output increase with level? What about armor? What are the drawbacks to armor?
  7. M

    Analyze this combat system element: the action framework

    It works fine. A major concern might be combat with more than two parties, say 3PCs and 5 goblins. Trying to remember and keep straight who goes when and who has how many actions and if they used there one action on another's turn or not could get bogged down fast.
  8. M

    Art PACT: Paying freelancers in exposure

    I am an artistic person, if not an artist. These days when time allows it I draw stuff for people for free. Usually rpg character sketches. I have also done free work in the past that has been published. I am not sure if the "Art Pact" is a good thing or not but I feel that getting paid for...
  9. M

    D&D 5E (2014) The Slaughter House: How dropping attributes will improve DnD

    For me at least it spoilt because it was tried to make explicit what was once only implicit.
  10. M

    D&D 5E (2014) The Slaughter House: How dropping attributes will improve DnD

    MJS I'm really trying to advocate specificity in the game rules. In dnd power is tied to level. Higher level more power. Then problem is stats modifiers basically toss a monkey wrench into this. What's more powerful a level 1 goblin or a level 1 orc? Despite both being of supposedly equal...
  11. M

    D&D 5E (2014) The Slaughter House: How dropping attributes will improve DnD

    GreyLord and Shemeska All too true. As much as I feel the way stats are set up isn't helping I really couldn't see WoTC doing anything so drastic. But with a new edition around the corner, especially one supposedly set up around modularization a guy can dream. shidaku I wasn't really thinking...
  12. M

    D&D 5E (2014) The Slaughter House: How dropping attributes will improve DnD

    I was unaware, but unsurprised, that this has been brought up before. With balance being such a big deal to a lot of people why not get rid of something so obviously unbalancing? I still think its important to keep the attributes, as it will help maintain the feel of DnD. What exactly those...
  13. M

    D&D 5E (2014) The Slaughter House: How dropping attributes will improve DnD

    This may ruffle some feathers across all spectrums of play, but I have had an epiphany of late. I believe that adherence to attributes as they are now and by association their modifiers is a chain that is shackling the game of DnD. And I feel it contributes to problems like min/maxing, numbers...
  14. M

    Modos Rulebook: the real-time editing thread

    @ DMMike Cool. I got photoshop I should see what I can whip up for my game. I've never done pixel art before so who knows how that would be. I have been known to put pen to paper a time or two. http://meatboy.deviantart.com/
  15. M

    Modos Rulebook: the real-time editing thread

    That's a nice character sheet. How did you make it?
  16. M

    Realms of Adventure: A rules light d20 game

    Yes the PCs can effect the attitude of creatures through their actions. These tables just give a starting point for an encounter, they are random so as DM I don't need to fuss over how every creature is going to act. Plus it gives me a bit of a surprise as well. The situation could effect the...
  17. M

    Realms of Adventure: A rules light d20 game

    Ha! you fell for my trap. Its not a d20 game per se. The subtitle labels it as "Another way to play minimalist DnD." The game mine is based on actually uses a few more d20 rolls for saves and stunts (Heroic Feats in RoA). I just found the added math for what basically amounts to a pass/fail...
  18. M

    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    Jadebrain If that's the case then I'd do one of two things. 1. Allow highly skilled (100+) individuals re-rolls. Not the best answer but a quick fix. This could either be based on the talent being higher than 100 or if the character has a talent at 100 AND is of a certain level. Maybe 1...
  19. M

    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    Jadebrain I do understand the basic concept of percent. I was unclear of the mechanic for raising the minimum value of the percentile. Why do that though? You then limit yourself to a maximum value of 100. This problem would disappear if instead difficulties or defenses merely subtracted from a...
  20. M

    Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)

    Well if enemies defenses keep increasing, thereby reducing your chance to hit, why not just allow skills to progress beyond 100%? They do this Fallout where you can increase your skills beyond 100 but you have diminishing returns. I think around 90+ you need to invest 2 points to get 1 point in...
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