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  1. arwink

    Do only DMs like rules lite systems?

    I can think of at least two players in my DnD group who prefer a rules-lite approach, and another three who aren't too concerned with what they're playing as long as they're playing. Mostly, we play DnD because I like it :)
  2. arwink

    M&M2e Alternate Powers

    It's also worth noting that AP's look more powerful than they actually are. I've noticed that player character will often have a small coterie of AP's at the beginning of the campaign (averaging around 3-4 per character), but they quickly spend a lot of time buying up the alternates as proper...
  3. arwink

    A monster. A class. A template.

    I once ran a campaign that made some pretty wonky uses of the half-dragon templtate when 3e came out. The winners, in terms of freaking out the players: Half-dragon beholder (death-kiss beholder) barbarian. Half-dragon carrion crawler rogue/assassins. half-dragon illithid sorcerer
  4. arwink

    Core Religion Survivor - Round Six

    Little Jas.
  5. arwink

    Love and gaming

    We met gaming, first at a Con then at a friend's regular game. It took us a long while to get started because of that, because I spent months wrestling with my desire to not be another guy hitting on her at a convention.
  6. arwink

    d20 in a hall of mirrors

    I'd just use the opposed Hide/Spot check mechanic there as well. Move out of LoS, make a successful Hide check, and your opponents lose your current possition in a sea of images (a kind of reverse invisibility. You get all the advantages of being hidden until they make a Spot check to line up...
  7. arwink

    d20 in a hall of mirrors

    A couple of random ideas using the mirror image spell as the basis: Every time a character stops moving, there will be 1d6 additional images reflected in mirrors around the hall (while not necessarily accurate if there are lots of mirrors, assume that some are blatently not-the-character...
  8. arwink

    Sagiro's Story Hour Returns (new thread started on 5/18/08)

    I have to say, the thing that impressed me most about the last update was the ooze. I normally don't use oozes and other gunk monsters, primarily because they've never seemed frightening above and beyond their stats and place in DnD history. After reading the encounter above, I may have to...
  9. arwink

    Old School Style Artist

    I'd buy it :)
  10. arwink

    How closely do you track daily expenses for your players?

    I tried, once, long ago. The best response the players gave me: "You know all those copper and silver peices we can never be bothered recording? That's what's paying for our dinner."
  11. arwink

    My PCs have land! Now what?

    These days I tend to use the affiliation rules from PHII to manage any kind of land ownership, which gives the PC's the option of putting it to the forefront or letting it exist in the background as they wish.
  12. arwink

    The Ruins of Undermountain - your experiences?

    I got it, read it, then put it aside in the pile of gaming stuff that's classified as too much effort to run. Not necessarily because of the blank spaces, but because I couldn't see myself holding the player's interests with one big dungeon for longer than two or three sessions.
  13. arwink

    Modules and bigger parties...

    My usual response involves either adding flunkies or adding defensive options if its essential for the bad guy to remain solitary. My default assumption, for a group of 6-7 players, is to up their hit points by 50%, their saves by 1 and their AC by 2.
  14. arwink

    Core Religion Survivor, Round Two

    Wee Jas. No goddes of death should be lumbered with a name that forces people to ask "Do you have a son named Hugh."
  15. arwink

    Core Religion Survivor, round one

    Wee Jas. How we can taunt Garl for his name and set aside hers is beyond me. At least my players don't feel the need to mock Glittergold.
  16. arwink

    Catalog of discussions on the "younger classics" adventures.

    I find the return to modules fascinating, largely because of the difference in approach to the original material. For instance, I'll always take the 1e Keep over the Return to, for instance, because the added story elements don't really expand on the adventure in any significant or meaningful...
  17. arwink

    How Many Groups Do You Play In?

    Your poll has insufficient options to express my answer. There's a fairly large circle of close-knit gamers in my area, so there's usually about six or seven games running with various combinations of people.
  18. arwink

    Shooting arrows into the water - rules?

    According to page 93 of the DMG: Characters simming on the surface of the water have improved cover from attackers on land (+8 AC, +4 to Reflex saves). Completely submerged characters have total cover.
  19. arwink

    Help me reward a powergamer!

    If he's optimized for hand to hand rather than ranged combat, try a Minor circlet of blasting. It gives him an interesting trick to play in those times when archery is the only option.
  20. arwink

    Dungeon #114 - Mad God's Key (spoilers likely)

    Overall I enjoyed the adventure, but the first half was far stronger than the second. After a sessions of racing accross the bay and fighting halfling rogues in sheet-filled rooms, the crypt at the end was something of a let down.
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