Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
GAHH!! Time to take a break from 3.5
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Steel_Wind" data-source="post: 3748147" data-attributes="member: 20741"><p>As for equipment loss, I think that move in the 3rd edition to protecting equipment from destruction far more vigorously than it had in first and second edition is probably the biggest "<em>make it fun</em>" rule change in the system. I think it's cheesey as hell, actually.</p><p></p><p>I'm not a fan of characters dying either. It's not that I'm out to kill them. It's that I'm out to make the possibility of that seem real, and the consequences permanent. Without it, death is a game state of no consequence in the <em>AoW </em> campaign I ran.</p><p></p><p>With Rolemaster and its extremeley detailed crtical system, the threat level goes up - and it goes up a lot if you've never played it, believe me.</p><p></p><p>But that does not meant I'm out to kill the characters. In fact, I've gone too far in the past to ensure they are not dying, fudging madly behind a screen when the dice dictate death. And sometimes fudging to assist them when they are fighting, too. </p><p></p><p>You see, in the past, I rolled <u>all</u> the criticals in the game behind a screen. For players and monsters alike. This gave me a huge element of control to the story. But in hindsight, I think I took it too far.</p><p></p><p>I tried not to be too obvious about it - but we played one RM campaign I ran for long enough that every player at the table knew I was doing it after a while. And that knowlege takes the edge off the threat in the game. Worse, after a while it takes on a GM vs the Players feel when I DON'T fudge in their favor.</p><p></p><p>So I think I'll do it differently this time. I'm going to let all players roll their own criticals. And I'm going to roll criticals for the bad guys in the open.</p><p></p><p>To counteract the very significant new threat this mode of play presents to the players in a system like Rolemaster, I'm going to modify a Rolemaster house rule of ours a little bit.</p><p></p><p>The main house rule we used for Rolemaster in the past was a house rule called the "tactical cheat". It works like this:</p><p></p><p><span style="color: SandyBrown"><strong>Tactical Cheat</strong></span></p><p></p><p>Two times per gaming session, non-cumulative and non-transferrable, a player can roll the dice, look at the result, declare "cheat" and re-roll. He or she can only do this twice per session. If not used during the session, that Tac cheat is gone.</p><p></p><p>In the past, I have not allowed the player to declare a cheat on my rolls. Only their own personal roll.</p><p></p><p>The reality was that I was cheating myself on my own rolls in the players' favor from time to time. So I'll increase the cheats to the players to three per session - and allow them to also be able to declare a cheat on my rolls if the roll effects them - and only them - directly.</p><p></p><p>That should provide a little bit of a comfort zone to the players in a no-raise dead campaign while still leaving things exciting, gritty and dangerous in battle. After all, it's only a re-roll - it's not like the same result (or worse) can't be rolled again. </p><p></p><p>It also means as the session wears on, that the threat level increases significantly in the game. You might be able to heal up - and rest to recover power points, but you don't ever recover your tac cheats until the next session begins.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3748147, member: 20741"] As for equipment loss, I think that move in the 3rd edition to protecting equipment from destruction far more vigorously than it had in first and second edition is probably the biggest "[I]make it fun[/I]" rule change in the system. I think it's cheesey as hell, actually. I'm not a fan of characters dying either. It's not that I'm out to kill them. It's that I'm out to make the possibility of that seem real, and the consequences permanent. Without it, death is a game state of no consequence in the [I]AoW [/I] campaign I ran. With Rolemaster and its extremeley detailed crtical system, the threat level goes up - and it goes up a lot if you've never played it, believe me. But that does not meant I'm out to kill the characters. In fact, I've gone too far in the past to ensure they are not dying, fudging madly behind a screen when the dice dictate death. And sometimes fudging to assist them when they are fighting, too. You see, in the past, I rolled [U]all[/U] the criticals in the game behind a screen. For players and monsters alike. This gave me a huge element of control to the story. But in hindsight, I think I took it too far. I tried not to be too obvious about it - but we played one RM campaign I ran for long enough that every player at the table knew I was doing it after a while. And that knowlege takes the edge off the threat in the game. Worse, after a while it takes on a GM vs the Players feel when I DON'T fudge in their favor. So I think I'll do it differently this time. I'm going to let all players roll their own criticals. And I'm going to roll criticals for the bad guys in the open. To counteract the very significant new threat this mode of play presents to the players in a system like Rolemaster, I'm going to modify a Rolemaster house rule of ours a little bit. The main house rule we used for Rolemaster in the past was a house rule called the "tactical cheat". It works like this: [COLOR=SandyBrown][B]Tactical Cheat[/B][/COLOR] Two times per gaming session, non-cumulative and non-transferrable, a player can roll the dice, look at the result, declare "cheat" and re-roll. He or she can only do this twice per session. If not used during the session, that Tac cheat is gone. In the past, I have not allowed the player to declare a cheat on my rolls. Only their own personal roll. The reality was that I was cheating myself on my own rolls in the players' favor from time to time. So I'll increase the cheats to the players to three per session - and allow them to also be able to declare a cheat on my rolls if the roll effects them - and only them - directly. That should provide a little bit of a comfort zone to the players in a no-raise dead campaign while still leaving things exciting, gritty and dangerous in battle. After all, it's only a re-roll - it's not like the same result (or worse) can't be rolled again. It also means as the session wears on, that the threat level increases significantly in the game. You might be able to heal up - and rest to recover power points, but you don't ever recover your tac cheats until the next session begins. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GAHH!! Time to take a break from 3.5
Top