This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
The message boards have been upgraded. Please log in to your existing account by clicking here. It will ask twice, so that it can properly update your password and login information. If it has trouble recognizing your password, click the 'Forgot your password?' link to reset it with a new password sent to your email address on file.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Tod13

Pages: [1]
Other Games / Painting 6mm
« on: March 30, 2017, 09:06:34 pm »
Since I didn't want to clutter up K Peterson's awesome Blood Bowl Orcs thread (go look if you haven't ), here is my thread on painting my 6mm miniatures. Currently, all from Microworld Games.

Following KP's suggestion, I looked for basing materials more in line with 6mm sizes. Woodland Scenics makes "fine turf" in 5-6 different colors more model railroaders. This is more "fluff-like" than "sand-like" in the three version I tried on these models (Green Grass, Yellow Grass, and Earth). It really fits the models better, but works/feels very differently from the larger base material.

I'm also going to look at getting a camera with a better macro lens and maybe better focusing.

This first bunch are two orcs and a "fallen".

This second bunch is a centaur and two more orcs.

I'm still getting use to how the new basing material works. I think I need to do a very thin glue wash after attaching the base material, since the spray seal I use blew up a lot of the turf, redepositing it on the model. (The more sand-like material didn't have as much of a problem with this.)

I'm also working more with the ink washes, trying to find the balance between too thin and too heavy.

Any useful suggestions or feedback welcome! Thanks. :)

Help Desk / The Singularity System Review C&C Issues
« on: March 07, 2017, 10:56:03 am »
Some code or link on this page is attempting a C&C Callback -- the call is from This means one of the servers linked or some code in the post is trying to send a botnet-like command and control signal to people viewing this page. This does not appear to be from which is

So, my players and I tried to create characters using Cepheus Engine. Basically, it was horrible. Unless you know how Traveller Character Generation works, you aren't going to figure it out from the rules as written.

As I recall, and was reminded when I saw a post in the advertising forum, Gypsy Knights Games has Clement Sector: The Rules.

Does Clement Sector: The Rules fix the deficiencies in Cepheus Engine, at least as far as character generation is concerned?
Does it have a similar breadth of careers as the Cepheus Engine?
Does it have "unique" careers for aliens?


You ever have a player do something so unexpected you just break down laughing?

So, my players are going through Basic Fantasy RPG's Tales of the Dancing Dragon Inn, using my homebrew system we're testing.

The characters are at a door, and every single one of them succeeds in rolling to detect the smell of troglodytes on the other side of the door. They discuss what to do, and in the middle of it, my wife has her character just knock on the door. I couldn't stop laughing for 2-3 minutes.

I rolled that the monsters were unreasonably prejudiced against the characters. So one troglodyte answers the door and announces that he hates door-to-door salesmen. The players try to explain they're not salesmen, but have a free soup pot to give away and they're looking for an elf.

One player uses levitate to hold the first troglodyte still while they continue to explain they have nothing to sell, but they're still fixated on giving away a free soup pot (that they found during the first part of the adventure). It continued downhill from there.

I've seen GMs use random tables. Have you ever seen a player use random tables to play? I was play testing a game I'm writing, using my regular players. My wife decided her character's powers all came from the Chaos Goddess Catastrophe.

She then proceeded to decide each time to make decisions about which way to go using random dice rolls. Her sister and our other friend both decided to let her do that. Except once the other friend, who does a really good Russian accent, said "That is silly. We will go in this door" and she opened the door they were in front of. (Picture a lichen katydid carrying a two handed axe and a crossbow, and speaking with a Russian accent.)

My sister-in-law played most of the game in dog form (her character is a werewolf). Fortunately, she has a telepathy spell and the katydid has a speak to animals spell. She was faster than the other characters and would run to a door and check it for traps and whatnot, to try to short circuit the Chaos follower's die rolls.

Things I learned from the playtest:

I accidentally dropped the healing rules from the rules during a rewrite.

I need places on the character sheet to keep track of the number of spells cast.

I forgot to include a default morale table for monsters. (Percent chance to run based on death of companions.)

I forgot rules/guidelines for stuck doors and destroying parts of rooms.

I need more setting specific "choose from this list" for some parts of character creation. My sister-in-law was overwhelmed with a couple of open-ended sections. I want to do a Traveller-style life path and/or maybe a character-concept generator, to give more help.

Pen and Paper Roleplaying Games (RPGs) Discussion / Tephra Reviews?
« on: April 15, 2016, 10:10:27 pm »
Anyone play Tephra and able to comment on it? I like how the preview and art looks, but the reviews online are pretty lacking beyond 1d12 plus attribute and that character creation is flexible and a mix of simple and complicated.

How does the magic/steampunk system, if any, work?


Has anyone else looked at The Ultimate Hero from Paragon Notion? It looks like a reasonably complete "play test edition" from drivethrurpg. But I've only read through it once and couldn't find too many reviews for it.

I read it today (or at least the system parts) and it looks pretty straightforward 2d6 + skill or attribute versus a target number or another similar roll by another person.

The skills and powers look pretty elegant. Powers are linked to one of six attributes (strength, dexterity, stamina, intelligence, will power, and charisma). As the system name and the "power" suggests, you can basically create super hero types for the game, where super hero includes the idea of magic users. They also have a good setup of advantages and disadvantages.

The rules seem pretty complete without a lot of crunch. That is, they cover a lot of conditions, but it doesn't seem like it would take too much in-game time to mess with. Except for one thing...

The one thing I don't really like at first reading, is for damage, having to roll and cross-index your roll and the weapon's damage rating on a table to find damage. This seems like it would really slow things down. I might crunch those numbers and find a direct way to do the same thing.

Weapons, vehicles, and vehicular weapons look complete and interesting, with the exception of no mecha (which seems easy enough to remedy oneself).

In regard to tweaking the damage table and adding mecha, the whole thing is Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) license, which is great for those of us that like to write software or supplements for systems.

I can't say much about the setting, as I totally skipped all those parts. The races given are nice though. They seem to fit into the setting without making the races useless for any other setting. (You know how some classes or races are so integral to a setting that they make no sense out of it? That doesn't happen here. Which is a good thing to me.)

As the title says, is there a rules-lite game out there that has a formula for attackers?

What I'm looking for, in short is Barbarians of Lemuria with something to tell me how many mooks, or sergeants, or saber tooth cats, or villians three beginning PCs (for example) can handle.

Slightly longer: I'm mostly looking for a rules-lite game. And I don't generally like class systems. I love how BoL gives character 4 starting careers and does combat stats separately. I want to be able to run my friends through some existing adventures using such a system, but want something to tell me how much the characters can handle. I'm not looking for advice on the BoL issue exactly--I'm looking for a game that includes rues for building appropriate opponents.

As it is, I'm creating my own system, and getting my wife (who is working on her PhD in cancer genetics) to do a statistical analysis of all combinations of 1-on-1 and 1-on-2 and 1-on-3 attack combinations, to see if she can give me a ranking formula. I'm a software developer and I'm generating the data--the 1-on-1 file is 152,473,105 lines long and takes about 2 days to generate (each case is tested 1000 times).

Pen and Paper Roleplaying Games (RPGs) Discussion / microlite20 index site?
« on: September 22, 2015, 05:06:01 pm »
Is there a site or a list or something that describes microlite20 variants? m20 isn't very newbie friendly in this regard.

I'm looking for details like:

   more-skills/standard m20 skills/no skills
random versus point buy creation
sci-fi, fantasy, modern
type of magic/power system
contains vehicle creation rules

That sort of stuff.


Pages: [1]