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    [RCFG] The Eyes of Mellythese (Playtest)

    As you suspected, there are handholds carved into the wall at one point. They are not immediately obvious, but they are there, and they offer a sure way to climb the wall.
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    [RCFG] The Eyes of Mellythese (Playtest)

    Sorry, that should have been more clear....you are at the bottom of the sinkhole, with the top some 25 feet above you. All you need now do is get 25 feet up the rock in order to be on the island proper.....if that is what you should wish to do.
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    [RCFG] The Eyes of Mellythese (Playtest)

    The passage twists and turns for a long way, at least 500 feet, slowly winding its way upward and eastward. The shadows of your torches dance eerily as you go. There are occasional old signs that others have passed this way – a scrape from a boot heel, smudges from a torch’s soot, a dropped...
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    [RCFG] Playtest

    Yeah......I'm apparently a dummy today. You are, of course, correct.
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    Mearls: The core of D&D

    So, you were just agreeing with me, then. Funny, I didn't get that from your earlier post. (Shrug) All good then, I guess.
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    [RCFG] Playtest

    The human bonus to earned XP rounds down for squandered gold. RC
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    Mearls: The core of D&D

    Making a move you know to be unwise, because you "decide [the] character is driven by anger, or fear" is still making a move you know to be unwise. This is true. I worded it somewhat differently, but the difference in words doesn't make a difference in intent. Agreed. But, I would not...
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    [RCFG] Playtest

    I actually rolled in this case. I've been running the game both ways in playtests, seeing if max hp at first level are actually necessary. If you are uncomfortable with that, you may certainly have 9 hp. You certainly can! Sharing XP Costs The XP cost of any spell with an XP cost can be...
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    Mearls: The core of D&D

    And, even in The Incredibles, it wasn't Syndrome who said it first -- it was Dash. And, by the end of the film, it is okay to be Incredible again. RC
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    [RCFG] The Eyes of Mellythese (Playtest)

    Whatever might have been in the immediate vicinity has been washed away by time and tide. As Angbran and Greyson haul the boat above the high tide line, the sound of keel on stone all but masks what sounds like a spash, far back down the tunnel. You halt, wait for some other noise, but nothing...
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    How do you get your players to creatively describe their combat actions?

    In the most recent (Cubicle 7) Doctor Who game, they use a mechanic that says, effectively, "If you do the same thing you've already done, the opponent gets a bonus to resist." For people who are concerned with fights breaking out over description, simply use a static bonus for description, a...
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    [RCFG] The Eyes of Mellythese (Playtest)

    The left passage twists and turns for about 100 feet, and then rises out of the water into a rocky tunnel that slowly winds its way upward. It is clear that a boat could be pulled out of the water here, and there are signs on the walls that you would have to pull the boat at least 25 feet into...
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    Mearls: The core of D&D

    Sorry, Umbran, but that last line seems pretty wonky to me.....unless you assume that the players are making this choice because doing so is smart. I.e., there is some factor in the scenario design that makes them believe that it is better to tackle the scenario without the resource than to...
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    How do you get your players to creatively describe their combat actions?

    A taser? What kind of a soft, Candyland game are you running there? I take my queue from Reservoir Dogs..... Well I don't know why I came here tonight, I got the feeling that something ain't right, I'm so scared in case I fall off my chair, And I'm wondering how I'll get down the stairs...
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    How do you get your players to creatively describe their combat actions?

    Give bonuses for descriptions. Players make choices on the basis of context and consequence. Make descriptions earn bennies, and they will describe.
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    [RCFG] The Eyes of Mellythese (Playtest)

    Looking downward is difficult. The sun hasn't hit the zenith yet, and so is not shining down the tunnel in the ceiling. Still, Palamon can make out anemones, a few bright flashes of some smallish fish, piles of rock, and even a hand-sized octopus that quickly glides away from the torchlight...
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    [RCFG] The Eyes of Mellythese (Playtest)

    RULES STUFF: Palamon has a Perception AS bonus of +3. By spending a little longer than normal, he can gain a bonus to this save. The usual rule is a +4 bonus from moving to a Free Reaction to a Reaction, and a +4 bonus for moving from a Reaction to an Action. Similarly, by spending time...
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    [RCFG] The Eyes of Mellythese (Playtest)

    Spells Redbadge: Some info for Palamon: We didn't determine what kind of horror you could summon, so by using a random method (rolled 1d8, reroll 8), I got "Camazhee" -- a creature appearing somewhat between a man and a bat, which can easily disappear into shadows, but dislikes light. It is...
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