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    D&D General Weapons should break left and right

    So if I move away from being in melee with the hill giant and get into melee with the orc instead, I'm fine. I can then retreat from the orc, taking an attack from them rather than from the hill giant. That sure sounds like a reasonable interpretation. I think some people are comparing to 1e...
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    D&D General Weapons should break left and right

    I don't know if that's "a thing fighter players like" or just a consequence of specialization being how a fighter makes number go up. At low levels in 2e (and presumably 1e), weapon specialization basically doubles the fighter's damage output (I haven't done the math at higher levels, but...
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    D&D General Weapons should break left and right

    Dexterity does not affect initiative in 2e. Reaction adjustment affects surprise, but not initiative. What does affect individual initiative (if you're using that) are magic weapons: every plus reduces the speed factor by 1. So as wizards become slower at high levels due to casting higher-level...
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    D&D General Weapons should break left and right

    I remember people absolutely loving* that back in 3.5e, and how people fondly remember the days of having golfbags full of weapons for different situations. * This may not be completely accurate.
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    D&D General Weapons should break left and right

    I've often expressed a desire for martials to have more resource management. But to me, having a weapon break and then switching to another one is bad resource management. It doesn't really add any interesting decision points. It's just a thing that happens, and then you switch from "I hit it...
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    D&D General Weapons should break left and right

    I can appreciate the thought, but I'd rather see the fighter have inherent abilities beyond "I hit him with my sword" to mix things up. For example, look at Draw Steel where characters mostly have two Signature abilities they can use at will, two Heroic abilities costing different amounts of a...
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    Sell me on Savage Worlds

    There might be more of that in later years as they encounter more directly supernatural stuff, but so far most villains have been regular mortals meddling in things better left alone. Let me think:
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    Spoilers Star Trek: Deep Space Nine

    I don't think 2345 is fully canon. As far as I can tell, it comes from a novel, not the TV show (at least according to Memories Alpha and Beta – Alpha only lists the date of his discovery as "mid-24th century", while Beta says 2345 and references a novel). As for Odo's appearance, it is based...
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    D&D General Weapons should break left and right

    A big difference is that shield damage in Pathfinder 2 is opt-in. You can go your whole adventuring career with the same heavy wooden shield you started the game with if you like, and unless someone specifically targets it it'll never take a single hp of damage unless you decide it does. In...
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    Sell me on Savage Worlds

    I agree with this but I haven't been able to put it into action yet – likely because I'm running an East Texas University campaign, which generally doesn't have the kind of fights that work best in SWADE. SWADE wants fights with one or two wildcards on the opposing side plus a bunch of minions...
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    Spoilers Star Trek: Deep Space Nine

    According to Memory Alpha, changelings are capable of mimicking small electronics such as combadges. As for accuracy, Odo is basically a baby changeling. He's only been self-aware for something like 30-40 years (it's not stated on-screen when he was discovered, but the scientist who...
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    D&D General Weapons should break left and right

    The one place I saw weapon breakage during routine usage in old editions was when using the rules for inferior weapon materials – primarily in Dark Sun, but I think they were nabbed from the Complete Fighter's Handbook. Basically, weapons made out of bone, stone, or wood would have a 1-in-20...
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    Post Apocalypse Settings

    Mutant Year Zero is post-apocalypse, though with a rather focused and sparse setting. The core experience presumes it's set in the ruins of a single town/city, with the mutant PCs knowing very little about it and having to explore the surroundings for resources both for immediate survival and to...
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    What gets me playing Draw Steel and not Pathfinder 2e?

    I could start discussing it but I'll just let James(?) speak for himself:
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    What gets me playing Draw Steel and not Pathfinder 2e?

    In Draw Steel, banes and edges cap at double bane/edge, and cancel each other out after capping. So one of each cancel out, as does a double of each. If you have a double of one type and one of the other, you roll with one of the type you have a double of.
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    What gets me playing Draw Steel and not Pathfinder 2e?

    Not familiar with SotDL despite having the PDFs since forever, but a single Bane in Draw Steel is a -2 to a roll. That's a pretty hefty penalty, as you are normally rolling 2d10+ a stat (that at best can start at 2), with maybe a +2 for skill if it's not an ability roll, and seeing which of the...
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    Which "Tactical" TTRPG Would Work Best As An X-Com Like?

    As I've mentioned in other threads, I'm not a huge fan of GURPS but this is actually a place where I think it would fit – at least "run-time" GURPS. It's heavily tactical, with lots of fiddly bits and stuff that could provide meaningful differences between a regular rifle and a laser rifle. It...
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