Search results

  1. Lonely Tylenol

    Megahuck

    Can anyone point me to the rules that determine how heavy an object you can throw? I couldn't find anything except the improvised weapon rules, which don't cover weight of thrown objects. How do I find out whether I can I throw this barrel? I can lift it, but is it too heavy to chuck? Bonus...
  2. Lonely Tylenol

    Monster Manual: How Much Cut?

    This is what I want to see: Animals: 2 pages. Table containing HP/attacks/damage/defenses/XP/etc. Table with selectable abilities (rend, trip, hug, etc.) followed by descriptions. Build your own animals in 30 seconds or less. Dire animals no longer exist because they're built using the same...
  3. Lonely Tylenol

    D&D 4E Interesting Article on OGL and 4E

    Did you report them? That sort of behaviour is against board rules.
  4. Lonely Tylenol

    D&D 4E Interesting Article on OGL and 4E

    This makes me think of a question I don't know the answer to. How many people working for WotC were able to have jobs in the RPG industry because of the "sector" of publishers that were producing OGL material and attracting gaming dollars to RPGs under the collective banner of the d20 system...
  5. Lonely Tylenol

    Mike Mearls on Social Encounters

    In what way do you fail if you succeed? The DC to get the guy to give you the ham is 20. You reduce it to 15 by offering him a gold piece. You roll a 17. He gives you the ham. Maybe you didn't know what the DC was when you rolled, but if you hit it, you get what you were asking for. The...
  6. Lonely Tylenol

    Mike Mearls on Social Encounters

    No. PCs are just as immune to Diplomacy as they are in the standard rules. But that's a completely separate issue. You could decide that NPCs can do the same thing to PCs, if you can get your players to agree to it. Yes. If you fail by 5 or less, the NPC will make a counter-offer, giving...
  7. Lonely Tylenol

    Mike Mearls on Social Encounters

    Have you read Rich Burlew's Diplomacy rules? They're a fairly viable task-based social interaction system. The premise is that any conflict between two parties can be boiled down into: One party has something The other party wants it There is a price at which the second party will part with...
  8. Lonely Tylenol

    New Article: Death and Dying

    Yes, I understand this. It's something we've put up with because of the Vancian spell system, but hopefully it's being chucked in favour of a more level-independent healing system.
  9. Lonely Tylenol

    New Article: Death and Dying

    This pretty much sums it up, doesn't it?
  10. Lonely Tylenol

    New Article: Death and Dying

    It's the same wound. If the 2nd level fighter was hit for 40 HP of damage, it means something different than the same number on a 20th level fighter. If the 20th level fighter loses 20% of his HP, it's an identical wound to a 2nd level fighter losing 20% of his HP. He's messed up to exactly...
  11. Lonely Tylenol

    Mike Mearls on Social Encounters

    My terminology. I mean that as a task-based game, D&D considers everything in terms of "I do this. Now, I do this. Now, I do that." It's "at ground level" for the most part. Everything happens in the same kind of sequential order as it would be if you were making an avatar do it in a video...
  12. Lonely Tylenol

    Mike Mearls on Social Encounters

    Stake setting requires the DM and players to remove themselves from the standard PC-as-avatar perspective that D&D assumes in all other situations. So I can see how some players might not like it. It stacks a level of narrative abstraction on what is primarily an engine for task-based heroic...
  13. Lonely Tylenol

    Mike Mearls on Social Encounters

    Stakes agreed to with the GM =/= stakes agreed to with the NPC. That's a different ball of wax. You agree with the GM that your character will suffer some penalty, as a stake against successfully convincing the NPC to accede to your demands. If your roll fails, you might be required to do...
  14. Lonely Tylenol

    Mike Mearls on Social Encounters

    Never played with a good horror GM, then?
  15. Lonely Tylenol

    Mike Mearls on Social Encounters

    Not necessarily. Perhaps by negotiating, they will get what they want. And if they fail to do so, they're not bound to abide by the agreement. It's roguish, but who says that the PCs can't be liars? If the NPC is true to his word, he's at a disadvantage compared to those who negotiate in bad...
  16. Lonely Tylenol

    Mike Mearls on Social Encounters

    Up until this point, the character is legitimately resisting the persuasions of the PC based on either the conviction that he's right or a reduced ability to make wise decisions due to the pressure of being in a life-or-death situation. Totally believable, and often found in action movies where...
  17. Lonely Tylenol

    Will you try the new "Death & Dying" rules now?

    I'm too busy with my own death/dying system. I'm not going to jump ship on that just because some shiny new thing comes along. Not yet, at least. However, I do think that the "Try It Now!" section was The Right Thing to Do™
  18. Lonely Tylenol

    New Article: Death and Dying

    I think it's worth noting that already a lot of people have started writing their own house rules regarding this mechanic. Normally I'm a "just wait and see" sort of guy, but I think that in this case, it's a good thing. This is a mechanic that can be customized. If you don't like the death's...
  19. Lonely Tylenol

    New Article: Death and Dying

    For anyone who never played 1st edition, the above quote summarizes the experience quite handily.
  20. Lonely Tylenol

    New Article: Death and Dying

    Heh. Exactly. This is what I'm hoping.
Top