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  1. Edgar Ironpelt

    D&D 3.x Still playing 3e? Share your 3.0 and/or 3.5 house rules

    I'd do the same in another 3.5e game. In the "Brotherhood of Rangers" game I am trying to keep house rules down to a dull roar, so core feats remain unchanged, while I turn non-core feats into homebrew versions that finesse problems with the prerequisite core feats. E.g. Improved Toughness...
  2. Edgar Ironpelt

    D&D 3.x Still playing 3e? Share your 3.0 and/or 3.5 house rules

    It's not really core-only feats, but rather a removal of the "official" certification from the non-core feats. It happens that I like the concept of feats, if not always the implementations, or the official conception of how feats are supposed to work in general. (E.g. Toughness being a flat...
  3. Edgar Ironpelt

    D&D 3.x Still playing 3e? Share your 3.0 and/or 3.5 house rules

    I run a 3.5e game with every PC being a gestalt-ranger character (fighter-ranger, cleric-ranger, wizard-ranger, etc). No prestige classes, the travel spells are combed out to give a more 'rangerly' feel (so no flight, teleport, etc. And no clerical 'Travel' domain), house rules allowing animal...
  4. Edgar Ironpelt

    Hot take: get rid of the "balanced party" paradigm

    I tried to finesse the issue in my Brotherhood of Rangers game (3.5e) by having all the PCs be gestalt-rangers (fighter-ranger gestalt, wizard-ranger gestalt, cleric-ranger gestalt, etc.) None of the PCs were "the party Ranger" because they all were rangers in the wilderness-heavy setting. But...
  5. Edgar Ironpelt

    D&D General Playing to "Win" - The DM's Dilemma

    I try to play the monsters according to their nature. Within that bound, I do try to have them play to win - against opponents who they believe to be much weaker than the PCs actually are. If the monsters had an accurate understanding of how tough the PCs were, their immediate reaction would be...
  6. Edgar Ironpelt

    Posting problem

    Working now.
  7. Edgar Ironpelt

    Worlds of Design: A Pretty High Price

    Part of that is inflation. Per Inflation Calculator | Find US Dollar's Value From 1913-2025 an item costing $20 in 1980 would be expected to cost $76 today. There's also a distinction to be made between good art and fancy, expensive art. Also between good text layout and attempts at getting...
  8. Edgar Ironpelt

    Posting problem

    The "Worlds of design: A pretty high price" thread isn't accepting replies, possibly because of the date of the post being "tomorrow" I get a "We have a server error" message.
  9. Edgar Ironpelt

    How do you define character "weakness?"

    The usual 'fix' to a <70% chance for a 'competent skill' was "In routine circumstances, the character gets a big (>30%) bonus." Except somehow that bonus never got applied in practice. And that's why I glommed onto Take 10 as one of the Genuinely Good Ideas of D&D 3.x It solves this and a...
  10. Edgar Ironpelt

    How important is it to you or your players for characters to feel "overpowered"?

    I'll repost, yet again, an old USENET post - not by me, I just agree with it. ---- Nov 20 2006, 5:48 pm Newsgroups: rec.games.frp.advocacy RPGs and video games differ from most ordinary board games in that there doesn't have to be a loser. I think it's reasonable that they attract mindsets...
  11. Edgar Ironpelt

    D&D General Sandwiches should exist in your fantasy world!

    Yes, maize corn is out of place in settings meant to be strict counterparts to pre-Colombian-Exchange Europe. However, "corn" was, and in some contexts still is, used to refer to wheat and barley (and rye and oats) rather than to maize. Whiskey is a broader term covering American bourbon, Irish...
  12. Edgar Ironpelt

    D&D General Sandwiches should exist in your fantasy world!

    There's an element of how broadly or narrowly one defines "sandwich." Flatbread wraps and food served on top of bread have been around since ancient times. "Trenchers" of bread are a medieval thing that would fit very well into a standard fantasy "knights & castles" game. Sandwiches in the form...
  13. Edgar Ironpelt

    “Monstrous” NPCs

    I was icked out by the concept of "dragonhide" armor in 3.x D&D for a similar reason: Wearing the skin of a talking sapient... So I did a fluff-text change for my D&D games. Same costs and benefits, but a different name, and a source that doesn't rate an [evil] descriptor when one takes...
  14. Edgar Ironpelt

    “Monstrous” NPCs

    Two of my read-only fiction settings, one fantasy & one sci-fi (alt-history with psi abilities) have humans as the only sapient species. It's "standard" to have multiple sapient species in a game, because the earliest games were that way, but it isn't necessary, and I'm not convinced that it's...
  15. Edgar Ironpelt

    “Monstrous” NPCs

    That's ridiculous. Everyone knows that orcs (or at least real orcs) hate vanilla ice cream. Instead they have a passion for pistachio ice cream. "It tastes like elves." :)
  16. Edgar Ironpelt

    “Monstrous” NPCs

    Which ancestries/races/species are "standard" as PCs will vary by setting and campaign, especially in non-D&D games. In my old Etan game, for example, there have been both PC and NPC goblin and lizardman characters, because those two are among the "standard" for Etan. But there won't be any...
  17. Edgar Ironpelt

    Darkvision Ruins Dungeon-Crawling

    As a player, my response would be "Noted. And we'll get back to that. Now, what do I see?" And on getting back to that: "Just what sorts of things would my experience as a competent adventurer tell me that I might miss? Just what are the limitations of Darkvision as you run it?"
  18. Edgar Ironpelt

    Darkvision Ruins Dungeon-Crawling

    The ability to see in the dark is a prime example of the sort of cool wish-fulfillment fantasy that lots of players play the game for. Darkvision, low-light vision, and other see-in-the-dark abilities are practical necessities for the denizens who live in the dark, which is why so many monsters...
  19. Edgar Ironpelt

    Worlds of Design: How Powerful Are Your Gods?

    My world building tends to have two or three Primal Beings, and then a selection of lesser (but still potentially very powerful) gods who are often ascended mortals. Or in one case, the magic sword of one of the Primal Beings. (Starfire: The Ace of Swords, treated as a peer by the major deities...
  20. Edgar Ironpelt

    D&D General Why do good monsters exist, from a game design standpoint?

    The good monsters don't have to be active allies to leaven the game with non-combat, non-hostile encounters. I like a generous mix of combat in my games, but 100% is too much; it's better world-building to avoid "Everything is trying to kill you, therefore you must try to kill[1] everything."...
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