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Topics - Joey2k

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I quit paying attention to D&D sometime around the time I realized 3.5 was way too heavy for me, and saw no reason to look at 4E with it's extreme emphasis on the tactical. However, I've heard that 5E was a step back in the right direction for me, and with the Essentials set on sale on Amazon for $12, I pulled the trigger and ordered it today.  What should I expect?  What are the big differences from earlier editions?

One of the difficulties of space combat is information, or rather the delay in getting it. At the distances involved, with conventional detection methods like radar, what you are "seeing" can be minutes, hours, even days old. Tactics and ship movements would have to take that into account.

How much of an advantage would it be if one side had a means of acquiring information in real time while the other side had to make do with conventional means of detection? Could the disadvantaged side overcome that disadvantage with enough skill, or would they be screwed?

Other Games / Legacy of Dragonholt?
« on: August 07, 2018, 11:07:54 am »
Can someone explain this one to me? More specifically, why it costs $50.  From what I understand it's just a big choose your own adventure book.  And not even a gamebook with a combat and/or skill system where you roll dice to determine the outcome.  Just a "Choice A go to section 123, Choice B go to section 456" deal.

So why is it worth almost $50 when other such books are around $10.  I'm asking seriously.  Is it a matter of length? Awesome artwork?

Haven't seen much new for this game in a while. Any new playbooks, official or manmade? I'd especially be interested in a set of character playbook that gave more of a sword and sorcery feel.

How do you prefer to deal with it when one or more of your players has a problem with another?  Do you hash it out as a group?  Do you want them to discuss it privately and handle it between themselves if possible? Or do you prefer that everything go through you, as GM, and you act as mediator in any disputes, even if they could have conceivably handled it themselves?

I could have sworn I posted a similar thread (not sure if here or elsewhere), but I can't find it, so here it is again. What are the best supplements for White Star (and why)?

That's Advanced Fighting Fantasy in space for those not familiar.

Just noticed it's up for sale on RPGNow. Not sure how long it's been out.

Anyone have it yet and want to share any thoughts or comments?

BTW, there's also a supplement out for it, some kind of starship book.

Assume you are playing a game where there is some mechanic (skill, thief ability, etc) for detecting traps. What do you think actually constitutes a trap? How far does that mechanical ability stretch.

For an example: There is a bell hung on the inside of the lid of a treasure chest. Opening the chest will cause the bell to ring, which will cause a monster (who has been trained to come when it hears the bell) to come and attack whoever is opening the chest.

Is the bell a trap for the purpose of detecting traps?  Would your players be pissed if they used their thief skill to examine the chest for traps, you told them they found nothing, and they then opened the chest and got attacked by the monster?

I have both Points of Light books from Goodman Games.  I remember GG used to have electronic unmarked (or partially marked) versions of the maps on their website to give to players, but I can't find them now.  I thought I had downloaded them, but I must not have.  Does anyone know where I could get them, or anyone have them who'd be willing to send them to me?


EDIT-Never mind, actually found the links in an old post of Rob's here.

Amazon lowers free shipping threshold back to $35 (from $49).

Not directly/specifically gaming related, but I know a lot of us buy game books through Amazon, so thought it would be useful info and didn't see a thread already.

Of course, you still get free shipping with $25 worth of eligible books, which already covered a lot of games, but may not cover box sets, board games, and other things of gaming interest (dice, minis, etc).

World of Dungeons is a really lite (just 2 or 3 pages of rules) version of Dungeon World (for those who didn't know).  I've seen a few versions floating around modifying these abbreviated rules for other genres, but haven't seen one for straight sci-fi/space opera.  Does anyone know of one out there?

More specifically, games where magic-users can employ healing magic and you don't have to be religious to be a healer.

I can't believe that, in 2016, with as many people who have complained about and/or tried to fix/houserule it over the years, pretty much all games based on D&D still cling to the arcane/divine split and insist that only religious warrior-priests can use healing magic.  Not to bash people who want to play that way, but why are there not more rulesets for those of us who don't?

The only ones I can think of off the top of my head is Beyond the Wall and Crypts and Things.  Both of these are great games, but are also aimed at very particular types of games (Young Adult fantasy and classical Sword and Sorcery, respectively).  Is there anything more generic, something with the feel of B/X but without the magic split?

One other I can think of is 3D6 In Order, which still has clerics but also has a Healer arcane sub-class.  And I guess Castles and Crusades kind of counts in newer iterations (Illusionists), although I don't care for the rationale behind that.

What else is out there?

With the recent announcement about Nocturnal's acquisition of D6, what should they do with it? What setting or license would make a good new D6 game?  Preferably something that both fits the system and would sell books?

News and Adverts / Beyond the Wall - Heroes Young and Old
« on: March 23, 2016, 06:50:37 pm »
A new supplement is out for Beyond the Wall.  

(If anyone isn't familiar, it's an OSR/clone-y type game with a couple of neat innovations/features, discussed here)

Beyond the Wall - Heroes Young and Old compiles all of the free material from four addons for Beyond the Wall and Other Adventures, and gives more besides. This book helps players and gamemasters create their own Character Playbooks, tell stories with new spells, rituals, and magic items, and populate their villages and worlds with interesting NPCs and monsters. Also included are rules for the gnome, a new fantastic creature.

• Collected material from The Village, The Nobility, Dwarves, Elves, and Halflings, and The Elders, including old favorites, like the Nobleman’s Wild Daughter, the Assistant Beast Keeper, and the Dwarven Mentor.
• Six new Character Playbooks, including the Knightless Squire, the Recluse Wizard, and the Gnomish Godparent.
• New spells, rituals, magic items, rare herbs, traits, and bestiary entries.
• Guidelines for making your own Character Playbooks.

Available now as pay what you want download, POD version coming soon.

(I am not affiliated, I'm just a fan).

Anyone familiar with both the Mongoose version (not the D20 version, the later game based on the actual gamebooks) and the Cubicle 7 version?  From what I've seen, they aren't that different.  It looks to me like Cubicle 7's version is pretty similar to Mongoose's, just in a prettier package.

How does the C7 game differ from Mongoose's?

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