Bullgrit said:Oh my god!
Bullgrit
Hexidecimal numbering has single "digits" 0-F. To write 16 (base 10) in hex (base 16) you would write 10. Things rarely, if ever, went above 15, so it wasn't generally worrysome.Henry said:It's not that bad. (Was there a 16, by the way? I thought it only went from 1 to 15. How'd they write the 16?) Just remember that A=10, B=11, C=12, and so forth. Admittedly, I've done some elementary programming in the past, so remembering these is second nature, but it's not that hard.
Umm, to be honest, psionics were so rare in our games that I cannot remember what we did. I think in offical material when psionics showed up they just tacked on an extra line or so of information. It wasn't that big of a deal, really.Henry said:Now, people can wax nostalgic about Classic Traveller characters, but what did they do when characters had psionics? How was that written? Same thing in D&D - a character with magic ability has a lot more stat info than a straight fighter.
dcollins said:The problem is how a very long stat block breaks up the flow of the text, to the point where I forget what was happening in the adventure to that point.
Adventure writing is rooted in the game system conceits.Bullgrit said:Is it the game system or the adventure writing style?
Henry said:I started playing with Spycraft's NPC system last night, and found that it looks complex, but is basically, the SAME THING I've been doing unofficially for a long time now! Once you've pegged the threat level (easy because that never changes in the middle of a session), then it's a matter of deciding how tough you want your NPC to be, on a scale of I through X (roman numerals). You go down the colum, and pick generic numbers. You can add special qualities to them if you wish, but it's dirt-simple otherwise, and damage saves instead of hit points feel SSOOOOO GOOOOD to run in a game.