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  1. nnms

    Does this fairly eliminate Attacks of Opportunity?

    So I had a pathfinder one off in which we tested this system and it worked fine. We didn't have any of the feats or special abilities that might be appropriate for giving a character extra actions or anything. Just basic 1st level characters from the core rulebook, the APG and the ultimate...
  2. nnms

    Is it a bug, or a feature?

    I think that what Random Bystander is getting at is that a power gamer is going to have ample opportunity for an enjoyment in a fair system without needing to also have obvious best choices and trap choices. And I think Johnny3D3D is right about the choices needing to be meaningful.
  3. nnms

    A simple attack & damage system

    Thanks. I don't lick gimmicks myself, so I'm glad to hear this doesn't come across like one. I do like the idea of knowledge checks being mechanically defined like that as well. It's a bit more work, but perhaps I will work up a list of keywords, strengths and weaknesses for various monsters...
  4. nnms

    A simple attack & damage system

    We're still in the design phase in that we haven't started any testing yet. I do see what you mean about rolling a different die size being something that might be easier to remember. The main issue I have with a dice change for modifiers is that the dice will possibly change both the hit and...
  5. nnms

    Is it a bug, or a feature?

    At this point, I couldn't cite it. And now I'm second guessing myself and thinking I might have heard him talk about it on a podcast or something. Sorry! :blush:
  6. nnms

    Is it a bug, or a feature?

    It was definitely in a Monte Cook interview I read here on Enworld. There are definitely intentional differences in power levels in 3.x feat choices, for example.
  7. nnms

    Making the adventure describer and the rules referee different people

    So neither what you describe nor handling the rules is sufficiently interesting for you on their own? I suppose you're in a catch 22 then, because rule handling time means you're not truly freed up to describe your heart out to the point that it becomes worth doing on it's own.
  8. nnms

    A simple attack & damage system

    After looking at the math a bit, I'm not sure changing dice sizes really does anything that modifiers can't accomplish. Yeah, the standard deviation shifts slightly, but the results are already consistent enough that I'm not sure I'd want the tightening of the damage results that occurs when...
  9. nnms

    Is it a bug, or a feature?

    The main issue with the approach is that you'll end up with some trap choices as well. While those who enjoy the mini-game of character optimization do there thing, it can be easy for someone going by what sounds cool to pick something that won't pan out for them in play.
  10. nnms

    Making the adventure describer and the rules referee different people

    Having a collective referee is definitely a good way to go and lots of people play that way without really realizing it. For example, the last few editions of D&D as well as Pathfinder have rules that are clear enough that it's pretty much easy for every player to know them and expect they'll...
  11. nnms

    Does this fairly eliminate Attacks of Opportunity?

    So that's attacks going on during the orc's turns, but what about movement? Or waiting in ambush until someone walking hits a certain point and then shooting them with a crossbow or pulling a lever to trigger a trap, or a hundred other things you might want to do in response to a certain...
  12. nnms

    Does this fairly eliminate Attacks of Opportunity?

    Thanks for the explanation. I had another design meeting with the players of the campaign and they really like your ideas and approach and what we ended up hammering out was very much a sequence that looks like this (using your terms): Someone declares an attack the target chooses to defend or...
  13. nnms

    Does this fairly eliminate Attacks of Opportunity?

    This could be a departure point in terms of what we're each looking for. If someone were to jam swords and try to force their blade forward in an actual sword fight, the other person simply levers their sword on that point and drives their blade into the enemy. And with the larger cross pieces...
  14. nnms

    Making the adventure describer and the rules referee different people

    It's also primarily an exercise. Doing this will teach people things about gaming. So pointing out an issue like DMPC can be a useful tool for a future DM to learn. Imagine you have someone at the table who's expressed interest in GMing, but they're not ready to dive in. So you make them a...
  15. nnms

    A simple attack & damage system

    Now that is a great idea. I'm going to look at plots and curves of different dice size combinations and see their effect and figure out exactly how big of a modifier that is compared to just doing +1 or -1 or something.
  16. nnms

    Does this fairly eliminate Attacks of Opportunity?

    When someone approaches you to attack, there's a list of common things to do. Block and counter attack, step forward off the line and attack. Back up off the line of attack. The answer is pretty much never "I take it and attack back". What actually works will be a matter of timing, skill and...
  17. nnms

    Making the adventure describer and the rules referee different people

    As long as the person who introduces a challenge isn't the one who solves it, it's still interesting. So as long as the rules-ref is actually interested in accurately representing what another person describes, then it's no different than a GM accurately representing what another person...
  18. nnms

    Making the adventure describer and the rules referee different people

    Sorry, the ref can't add content like that. That'd be the describers job to talk about whether or not the water impacted the mechanism. If the ref can't be fair, then that's no different than a traditional GM who can't be fair. Neither will work.
  19. nnms

    Does this fairly eliminate Attacks of Opportunity?

    If you don't mind, I'm thinking I'm going to go with a similar approach :angel: I'm working on a miniature game/RPG hybrid and having an action point system where you can act in different ways and even react during the enemy turn is a good way to go. It worked for the original two X-Com games...
  20. nnms

    A simple attack & damage system

    I have to be very careful when adding and subtracting dice. If you get 4 dice, your average attack value will go up, but your damage roll will actually, on average, go down. Similarly if you get two dice, your damage average will actually go up. An extra die dropping the lowest (bonus) or...
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