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  1. practicalm

    How to Make the Fey Less Twee

    Some other sources of good Fey stories Fairy Tale by Raymond E. Feist https://en.wikipedia.org/wiki/Faerie_Tale The Fey steal children and in general they don't come back Fairy Tales were often rules about how to avoid offending the Fey and survive them Tithe: A Modern Faerie Tale...
  2. practicalm

    Easy Encounters Discussion

    As long as the enemies are thinking about why and what they are there for. Goblins might not attack a party that looks like it is full of powerful adventurers but can they tell if the party is powerful? Might it turn into a negotiation instead of an attack? Can they lure travelers into an...
  3. practicalm

    Anybody using paper minis and the Litko counter stands?

    I've been using the Arcknight plastic miniatures for the NPCs/enemies. Players usually buy their own resin figures. http://arcknight.squarespace.com
  4. practicalm

    Making a Formal Party Charter

    As a DM, adventuring parties in my world need to be connected to the power structure of the lands they are in. Kingdoms or city states require groups of powerful adventurers (level 5+) to be chartered (with a written agreement) and are required to give aid or service to the nobility at guild...
  5. practicalm

    D&D 5E (2014) Create or Destroy Water spell ruling

    What if you had a water elemental in a human suit? A human who had been skinned so the water elemental was hiding inside and infiltrating human society?
  6. practicalm

    Tomb of Annihilation

    I hope you've seen this. http://www.enworld.org/forum/showthread.php?594662-Tomb-of-Annihilation-Meta-Thread
  7. practicalm

    What Game Did You Leave D&D For?

    I prefer to play GURPS or HERO, but I will play any system that looks interesting. This is one reason I like conventions because I can try out a lot of other systems.
  8. practicalm

    Would you invite this player?

    I don't see how there is enough information for us to judge how to solve your issue. 1. It's going to depend on your session 0. 2. Does everyone show up all the time or will the numbers equalize as other people have obligations on some game nights? 3. What type of game are you going to run...
  9. practicalm

    question to all: games for 8-10 players?

    I've run RPG games with 8-10, but if that isn't working for you then I can recommend. Tortuga 1667 works well with 9 players; Deadwood 1876 also is good with 9. Mafia de Cuba works with up to 12 The Extraordinary Adventures of Baron Munchausen is a great story RPG game for up to 20. I've...
  10. practicalm

    Rules Light Games: Examples and Definitions

    Two early rules light games, Tunnels and Trolls and The Fantasy Trip (SJ Games is bring it back). These are both combat focused which make it easier to keep light. Adding other pillars adds more complexity. Traveller started out pretty rules light and then supplements came.
  11. practicalm

    Worlds of Design: How "Precise" Should RPG Rules Be?

    It really isn't hard in point buy systems to have characters that are more naturally talented but have few skills and then characters with more points in skills. People's preferences for this sort of thing matter. I do notice that characters bought to a certain point value in GURPS or HERO...
  12. practicalm

    Roleplaying Game Table Sizes

    I have a big group so we use 3 folding tables. (2 parallel and 1 perpendicular for the GM) We can get 10 or more people around it.
  13. practicalm

    Worlds of Design: How "Precise" Should RPG Rules Be?

    RPG rules also have to mesh with their settings. First edition Paranoia was overly complex and didn't mesh with the expected style of play. Toon has very good rules for the setting because it's designed to be comfortable with imprecise rules. One helpful part of the d20 rules set is the GM can...
  14. practicalm

    D&D 5E (2014) SKT - Need Ideas for Introducing Harshnag

    In general, having the players steal the giant relics from the barbarian mounds is close to the worse part of this adventure. Harshnag should really only be used to introduce the players to the villain and then let them escape as he dies. Otherwise, he's just an overpowered NPC running with the...
  15. practicalm

    Critical Hit Decks/Charts - I don't like 'em

    Really it was ChartMaster. Prove me wrong!
  16. practicalm

    Critical Hit Decks/Charts - I don't like 'em

    They were and are a lot of fun in Rollmaster though. So much fun.
  17. practicalm

    Unearthed Arcana Psion Unearthed Arcana in play

    The player who created a mystic with the second playtest version, felt it was too powerful and we changed his character to wizard. There are just too many ways to be the character with the solution all the time without too many disadvantages. Can you make a balanced character that won't...
  18. practicalm

    Give Me Your Dragon Heist Tips

    The Waterdeep Code of Laws has my players appropriately terrified to the point they were not keen on going into the villa at the end of chapter 3. And there are other reasons not to go in besides.
  19. practicalm

    Give Me Your Dragon Heist Tips

    There is a lot of DM must put it together differently to make it more fun in this adventure, but I find this to be true with all the adventures so far. (Except I haven't really looked at ToA because I want to play it.) Heist has almost all the parts to make it good but it requires retooling to...
  20. practicalm

    Give Me Your Dragon Heist Tips

    I also agree there are major issues with the adventure. 1. The players are not really introduced to the McGuffin until chapter 3. Until then it's a city campaign with a possible focus on starting a tavern. I ran a lot of other small adventures in chapter 2 and then tied them into the...
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