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<blockquote data-quote="cloa513" data-source="post: 6658586" data-attributes="member: 6797053"><p>Devastators, Numb-nuts, Dice-rollers </p><p>Prologue.</p><p> </p><p>The game also known as D&D13 and Hackhackmaster. What hackmaster should have been but wasnft. </p><p>Dice- great huh</p><p> </p><p> </p><p>You will soon get sick of the dice-rolling. That will give knock off edge of your mentality so you can be numb-nut with little control of your character until that get too much.</p><p>Then you will be ready to be devastators. </p><p> </p><p>Quality Fluffy text</p><p>Mechanics donft follow from the text and therefore the text is worthless.</p><p> </p><p>DM </p><p>An abbreviation for some guy who plays god and you force this godfs hand to be somewhat sensible so it is fun.</p><p> </p><p>Dice </p><p>Supposedly DM rolls for the environment but players get to roll for actions that are at least partly the environment such as attack rolls which show the chaotic movements of enemies and characters. </p><p> </p><p>Adventurers</p><p>They didnft really exist, at least not in the D&D form, so you donft have to worry about realism. </p><p> </p><p>Alignment</p><p>Good</p><p>You kill nearly everyone- especially people who disagree with you or you just meet. You brand all those whose philosophy is opposed to you or breaks your rules once as evil. </p><p> </p><p>Evil</p><p>You kill very few people- See good. Its label that some species independent of their nature or how their characters play.</p><p> </p><p>Neutral </p><p>You are confused about who to kill- once you decide you kill moderate numbers.</p><p> </p><p>Lawful</p><p>You break nearly every countryfs laws.</p><p>You are obsessed with trying to follow the letter of one country (kingdom/fief)fs laws- not that those laws are obsessed much. </p><p> </p><p>Chaotic </p><p>You are broadly compliant with every areas laws- given they all conflict with other and not followed in big parts of the areas and often are just what the strongman says- that quite a challenge.</p><p> </p><p>Neutral (law)</p><p>You leap onto following one particular law in a country but donft give a #$## about others.</p><p> </p><p>EXP fairy and Level god</p><p>They are gratified that you are praying to them when no other religious people do. The EXP fairy comes around gives you this esoteric quantity every time you do something dangerous or kill somebody. Note that EXP has nothing do with learning or experiencing anything rather it is just bland weightless stuff. </p><p> </p><p> The level god is happy to accept a lot of the EXP for trade for the incredible provision of abilities that you never had before- always strange and powerful abilities. </p><p> </p><p>HP</p><p>Supposedly some combination of natural health and damage reduction but combined in oddball manner- really it is a gift from the level god. Everything is coated anti-HP dust- weapons, hands, magic stuff... to somehow get to the HP. </p><p> </p><p> </p><p> </p><p>Armour proficiency</p><p>Armour is alive so unless you specially trained to get to accept you then it will beat you up. </p><p>Magic and armour</p><p>Armour doesnft like magic- fortunately the gods have beaten the crap out of armour in the past so it lets that sort through but you moving your arms around and using strange words pisses it off so it will beat you up. </p><p> </p><p>Armour class</p><p>Armour being alive has class. It doesnft like being hit. If an enemy hits you, the armour hits you back. </p><p> </p><p>Attributes </p><p>These dull numbers as descriptors of general abilities are converted to a modifier in D&D which changes the dice roll to fit some difficulty setting so what is meaning that the original number itself is meaningless. Instead DND makes you to roll for the environment straight against the attribute value- if it get 20- its succeeds wonderfully so you fail dismally and if it gets 1 you succeed wonderfully. </p><p> </p><p>Wisdom</p><p>A measure of how good a decision-maker is your character- basically everything you as a player direct your character to do. In reality wisdom is dependent on the circumstances and what is most important to you. Played correctly itfs a straitjacket- roll to decide what to do all the time- taking away any player agency. Also somewhere is lumped is knowledge of stuff. </p><p> </p><p> Absurdly placed as the statistic that gives religious people their power not devoutness or being preordained or gathering a following as prophets like Moses, Jesus, and all fictional priests. To a god, which do I give my power the priest, who make good decisions and knows stuff, or the priest, who is follows my teachings and encourages others to follow me. </p><p> </p><p>Intelligence</p><p>A measure of how good your character is at solving problems- so ditching your playerfs ability to solve problems. </p><p> </p><p>A statistic strangely linked to arcane magic- rather boring if you can think it out. </p><p>Fantasy books have magic as part follow the recipe, part manipulate it mentally- seems rather spiritual/emotional so where is intelligence supposed to come into it.</p><p> </p><p>Charisma is a reasonable statistic- canft show your physical self- and sort of get it as helping bards but surely music ability is most important. </p><p> </p><p> </p><p>Warrior</p><p>How did this highly trained character leave the employ of the leaderc who provided his training? That leader sounds like an idiot to allow that. Samurai were nearly never allowed to leave their masters with their heads attached to their bodies. </p><p> </p><p>Ranger </p><p>Ditto for warrior working in the forests. </p><p> </p><p>Priest</p><p>You are bound to an order why are they letting out- you have a cushy job in church or other religious building so why you need more and why would they let you go with all the training invested in you. </p><p> </p><p>Rogue</p><p>Wrong side of law, why would you mix with people who could turn you in or just be police?</p><p> </p><p> </p><p>Money was all over the place with many many currencies and lot was simple trading goods. Silver was most common.</p><p> </p><p>Combat rounds- another load of nonsense as either it has the other characters transfixed as someone acts for 6 seconds or the characters act at different times are actually not in place to be affected by the action that the first character to act. Shadow-fighting is awesome. </p><p> </p><p>Perception</p><p>Super-generic skill of working what you see is a certain thing or not. Absurdly an adventurer can interpret everything equally well whether it is a brief view of unknown creature or a human.</p><p> </p><p>Spells</p><p>Destruction</p><p> </p><p>Kill</p><p> </p><p>Hide</p><p> </p><p>Unhide</p><p> </p><p>Move</p><p> </p><p>Stop</p><p> </p><p> </p><p>The system</p><p>Attributes: Strength, Dexterity, Charisma, Will, General Knowledge, Perception, Stealth</p><p>For each of the attributes that your player chooses to use- only strength, dexterity, charisma and will are compulsory and if you donft use intelligence then use memory instead- roll a 20 sided dice and point blindfolded to the attribute that goes with the result. No rerolls. </p><p> </p><p>Players need to roll 3 or 4 dice per 5 metres or 15 feet of walking- one for general knowledge to realize something useful; one for Stealth so if enemies spot you- a target rich environment; one for Perception to spot enemies- you are too good; one for Perception to spot dangers (optional). </p><p>Once they get sick of that, they can let the GM roll for them when needed. </p><p> </p><p> </p><p> </p><p> </p><p>DM Guide</p><p> </p><p>Monsters come in three type: big, small or medium. Big ignore adventurers pinprick attacks and flatten if they get annoying. Small are difficult to spot but flattened if found. Medium is slightly interesting but move every second and dodge the clumsy combat round attacks.</p></blockquote><p></p>
[QUOTE="cloa513, post: 6658586, member: 6797053"] Devastators, Numb-nuts, Dice-rollers Prologue. The game also known as D&D13 and Hackhackmaster. What hackmaster should have been but wasnft. Dice- great huh You will soon get sick of the dice-rolling. That will give knock off edge of your mentality so you can be numb-nut with little control of your character until that get too much. Then you will be ready to be devastators. Quality Fluffy text Mechanics donft follow from the text and therefore the text is worthless. DM An abbreviation for some guy who plays god and you force this godfs hand to be somewhat sensible so it is fun. Dice Supposedly DM rolls for the environment but players get to roll for actions that are at least partly the environment such as attack rolls which show the chaotic movements of enemies and characters. Adventurers They didnft really exist, at least not in the D&D form, so you donft have to worry about realism. Alignment Good You kill nearly everyone- especially people who disagree with you or you just meet. You brand all those whose philosophy is opposed to you or breaks your rules once as evil. Evil You kill very few people- See good. Its label that some species independent of their nature or how their characters play. Neutral You are confused about who to kill- once you decide you kill moderate numbers. Lawful You break nearly every countryfs laws. You are obsessed with trying to follow the letter of one country (kingdom/fief)fs laws- not that those laws are obsessed much. Chaotic You are broadly compliant with every areas laws- given they all conflict with other and not followed in big parts of the areas and often are just what the strongman says- that quite a challenge. Neutral (law) You leap onto following one particular law in a country but donft give a #$## about others. EXP fairy and Level god They are gratified that you are praying to them when no other religious people do. The EXP fairy comes around gives you this esoteric quantity every time you do something dangerous or kill somebody. Note that EXP has nothing do with learning or experiencing anything rather it is just bland weightless stuff. The level god is happy to accept a lot of the EXP for trade for the incredible provision of abilities that you never had before- always strange and powerful abilities. HP Supposedly some combination of natural health and damage reduction but combined in oddball manner- really it is a gift from the level god. Everything is coated anti-HP dust- weapons, hands, magic stuff... to somehow get to the HP. Armour proficiency Armour is alive so unless you specially trained to get to accept you then it will beat you up. Magic and armour Armour doesnft like magic- fortunately the gods have beaten the crap out of armour in the past so it lets that sort through but you moving your arms around and using strange words pisses it off so it will beat you up. Armour class Armour being alive has class. It doesnft like being hit. If an enemy hits you, the armour hits you back. Attributes These dull numbers as descriptors of general abilities are converted to a modifier in D&D which changes the dice roll to fit some difficulty setting so what is meaning that the original number itself is meaningless. Instead DND makes you to roll for the environment straight against the attribute value- if it get 20- its succeeds wonderfully so you fail dismally and if it gets 1 you succeed wonderfully. Wisdom A measure of how good a decision-maker is your character- basically everything you as a player direct your character to do. In reality wisdom is dependent on the circumstances and what is most important to you. Played correctly itfs a straitjacket- roll to decide what to do all the time- taking away any player agency. Also somewhere is lumped is knowledge of stuff. Absurdly placed as the statistic that gives religious people their power not devoutness or being preordained or gathering a following as prophets like Moses, Jesus, and all fictional priests. To a god, which do I give my power the priest, who make good decisions and knows stuff, or the priest, who is follows my teachings and encourages others to follow me. Intelligence A measure of how good your character is at solving problems- so ditching your playerfs ability to solve problems. A statistic strangely linked to arcane magic- rather boring if you can think it out. Fantasy books have magic as part follow the recipe, part manipulate it mentally- seems rather spiritual/emotional so where is intelligence supposed to come into it. Charisma is a reasonable statistic- canft show your physical self- and sort of get it as helping bards but surely music ability is most important. Warrior How did this highly trained character leave the employ of the leaderc who provided his training? That leader sounds like an idiot to allow that. Samurai were nearly never allowed to leave their masters with their heads attached to their bodies. Ranger Ditto for warrior working in the forests. Priest You are bound to an order why are they letting out- you have a cushy job in church or other religious building so why you need more and why would they let you go with all the training invested in you. Rogue Wrong side of law, why would you mix with people who could turn you in or just be police? Money was all over the place with many many currencies and lot was simple trading goods. Silver was most common. Combat rounds- another load of nonsense as either it has the other characters transfixed as someone acts for 6 seconds or the characters act at different times are actually not in place to be affected by the action that the first character to act. Shadow-fighting is awesome. Perception Super-generic skill of working what you see is a certain thing or not. Absurdly an adventurer can interpret everything equally well whether it is a brief view of unknown creature or a human. Spells Destruction Kill Hide Unhide Move Stop The system Attributes: Strength, Dexterity, Charisma, Will, General Knowledge, Perception, Stealth For each of the attributes that your player chooses to use- only strength, dexterity, charisma and will are compulsory and if you donft use intelligence then use memory instead- roll a 20 sided dice and point blindfolded to the attribute that goes with the result. No rerolls. Players need to roll 3 or 4 dice per 5 metres or 15 feet of walking- one for general knowledge to realize something useful; one for Stealth so if enemies spot you- a target rich environment; one for Perception to spot enemies- you are too good; one for Perception to spot dangers (optional). Once they get sick of that, they can let the GM roll for them when needed. DM Guide Monsters come in three type: big, small or medium. Big ignore adventurers pinprick attacks and flatten if they get annoying. Small are difficult to spot but flattened if found. Medium is slightly interesting but move every second and dodge the clumsy combat round attacks. [/QUOTE]
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