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    Let's Read Daggerheart +

    There are quite a few rules in the book for how many weapons you can carry, how many you can wield, and how to swap armor you have. It also does say you can carry 5 of each Consumable items... which is odd when the game kinda also has "no limit on carry stuff" Since its clear on weapons and...
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    Let's Read Daggerheart +

    Under Loot , there is a section on Consumables. And while "food, torch, rope, etc" of base sundry items for adventure is not listed - I think that is where you would use that rule. it seems to fit perfectly with their description of = "Consumables are loot that can only be used once. You can...
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    Let's Read Daggerheart +

    I saw the pages on programming a CPU. It was fun, and whimsical ...but... since I don't watch CR.... um.... why is that there? :)
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    Critical Role to Run Grimdark Daggerheart Miniseries

    I really like all that you said here, is that in the rules as written? or is that just Matt making extra stuff up that actually is not a rule or mechanic (the whole soul eaten, scars less capable, etc) ?
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    Do Shorter Lists Make Players/GMs More Creative?

    This should already work for how I have it listed above. :D need a Cone? Just order the Area 5ft squares in any pattern you wish. Components? easy, just adds 1 extra "mana" you have to work with. Not required. Want your fireball to 'look' like a fire demon? Sure, just add to Saving Throw...
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    Do Shorter Lists Make Players/GMs More Creative?

    Ohhh! Interesting idea! Here, how close does this get for giving that a try? I think with a little creative narration this covers about 70% of all wizard spells? Dynamic Spells D&D You get 1 Mana per level + 1 per INT bonus. Feats can give more, maybe +4 base Mana for a “spellmaster”...
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    Do Shorter Lists Make Players/GMs More Creative?

    NO. The problem has nothing to do with how big the catalogue of powers/feats/goodies is. The problem lies in that people think D&D and Pathfinder are RPGs. They are Wargames with lipstick, and 5e is an example of someone putting even more lipstick on it... Creativity comes from "room to...
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    Best examples of crafting mechanics?

    Fallout RPG has a pretty great crafting rules set = Fallout (link) Basically they give a "Rarity" value to each item to be built. And based on that Rarity you have a mix of Common, Uncommon, and Rare to find 'ingredients'. Instead of listing every ingredient in the world, they list a...
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    How Fantastical Do You Like Your Fantasy World?

    I am at the point where less and less fantasy is interesting ... I still enjoy simulation era (playing as round table knights in fictional england, or samurai in fictional asia) I still enjoy a tight and narrow high fantasy (dragon riders of pern, vampire dark ages, blades in the darks...
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    How do you choose a class?

    For everyone = Do games with more modern group types change the way you pick a character? Such a s Delta Green or Twilight 2000.... You are all soldiers or such, so do you still strive to make your character different, or is overlap good in those games? What about a group of "James Bond"...
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    How do you choose a class?

    What RPG game did anyone have trouble figuring out what to play, or what seemed like it might be fun? (setting aside rules or core systems... just talking at the character creation stage here...)
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    How do you choose a class?

    For games like D&D and Pathfinder (but possibly even PBTA with its Playbooks...) What do you look for when you are selecting a Class? For games like Call of Cthulhu or GURPS or HERO or other such no-class systems = how you do know what will be fun to play as a character if there are no set...
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    Dark Heresy: running a campaign without money

    We have a new mechanic that works in any game and I can't recommend it enough = DEBT In any system where money is not tracked, but once in a while you want money or wealth to matter = make the players make a roll against gaining a Debt. If they Crit = no debt, how generous! if they succeed =...
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    Binary Success vs Multiple Levels of Success

    Ok, so let's develop this idea out. Are you ok with the initial premise of the following chart = Critical Success Success Success with Compilations Fail with opportunity Critical Fail If we go with the above scale... one scenario to test is = Roll to climb the wall possible Stakes are...
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    Binary Success vs Multiple Levels of Success

    Ok that's fair. And in a single attempt, I agree that its reasonable. But its still the worst or least interesting response to a roll. And it becomes very un-fun when you get multiples in a row - the bad nature of pass/fail become tedium and frustration. You have 4 players, and all 4 fail...
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    Binary Success vs Multiple Levels of Success

    I think you bring up a good question that is hinted at in the whole mixed success and fail and both etc etc = What actually is "Fail" ?? To me... Fail means "...it didn't go as I wanted it to." and Fumble/Botch means "....I screwed it all up and made matters worse" However, both of those...
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    Binary Success vs Multiple Levels of Success

    Indeed you are correct. The exact dice or overall system does not matter so long as the result of 'fail' is removed, and 'success with complication' is put in its place. Like the 'roll with advantage' (which in truth makes D&D a dice pool) - using success with complications also improves...
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    How do you use the "Trivia" ability?

    I like all these ! :) Even the idea around "the player gets to add something or a truth to the scene" = thats fun too!
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    How do you use the "Trivia" ability?

    I dunno... good question. as only one example... If you were playing/running a game and it had a thing that was mostly "Trivia: the character can recall interesting facts useful to the situation at hand which are not actually part of the plot or mystery or clues." = how would you use it...
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    Binary Success vs Multiple Levels of Success

    You are right. I am overstating for sure. I am mostly responding to the sheer amount, every day at least 10 videos and a few blog posts of someone having issues with roleplay that clearly stem from obvious bad mechanics that for some reason - when they ask for a fix, and some game system...
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