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Messages - Dr. Ink'n'stain

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Quote from: SineNomine;1033142
For myself, I think the 128-page 8.5 x 11 format of Basic+Expert D&D is just about ideal for a physical book. Short enough to be easy on bindings and simple to handle, with pages large enough that the layout guy isn't going to hurt himself trying to make clean spreads. The main disadvantage in the present day is that it doesn't play nicely with tablet-read PDFs, however, so I could see going with a 6 x 9 format instead, which would take roughly twice as many pages to produce the same content and be more painful to do layout on.

Or you could make the digital edition separate, with a layout that would fit a tablet etc. better. An alternate layout is not that hard to set up in InDesign, for example. Although I really don't understand why there is no format yet that is as portable as a pdf, but with a responsive layout so that it would scale with whatever screen you're using. The 'pdf as a facsimile of a printed page' is a very clumsy compromise, IMO.

Quote from: zx81;1031826
This is probably true.
Still, pulling off seemingly impossible landings is not uncommon in SF.
At least in my mind, although I cant think of an example right now.
Some system breaks down, but by reversing this and allocating power to that, while pulling really hard on the controls, the hero saves the day.

"I'm a leaf on the wind. Watch how I *"

I've always liked the Baldur's Gate version: Critical hits mean double damage - helmets protect against critical hits.

Revolving Door Afterlife. I like the idea of bringing someone back, but it should be more than a resource drain.

Quote from: Larsdangly;1030572
One thing about WFRP that has always chapped my ass is the way the game handles large, physically powerful creatures. Because it committed to a closed Strength scale, set with humans covering most of the range, a very large, physically powerful creature doesn't have a strength score much higher than a powerful human. And, because of the relationship between damage and strength score, they therefore don't do much more damage per successful blow. So, the game's 'solution' to this puzzle is to give large, physically powerful beings large numbers of attacks, such that their damage is effectively multiplied (sort of; each requires a to-hit roll, so it isn't really a damage multiplier). I find this to be one of the goofier, solution-looking-for-a-problem design elements I've run across in a second edition of a major game. If I were in charge of the 4th edition, I'd keep most of the structure of the game as 2E, but get rid of this nonsense.

Indeed. I think that they should have doubled the Warhammer Battle scale for monsters, at least for bigger creatures. A range of 1-20 would have given a lot more granularity. S5 T4 troll is scary in WFB, but humans can easily exceed those stats in WFRP. S10 T8 troll, however, would give you a run for your money.

Well, I'd say that the first edition has overall better adventures, but second edition improves the system on every level. For me, the game has always worked best as a sort of CoC / Crapsack Fantasy -hybrid, of which Shadows Over Bögenhafen is a brilliant example - and a good introductory adventure. And the best part is, if your players really make a mess of it, you'll have a ruined city with a chaos gate at your disposal!

In addition to my previous list, I'd add Sigmar's Heirs for geography, and Old World Bestiary for more iconic monsters than in the main rulebook. Maybe Tome of Corruption for the Full Chaos Experience.

Since Vermintide most likely deals with Skaven, I was going to suggest to go light and start with the Loathsome Ratmen And All Their Vile Kin, which is an all-fluff background book, but apparently there are no digital editions, and for a softcover published in 2004-5 the prices are crazy... There's a scribd version though.

Therefore, the best start IMHO would be the following trilogy, all 2nd edition:
The Tome of Salvation. THE best setting book for the Empire, it has oodles of atmosphere and ideas.
The Children of the Horned Rat. LRAATVK + stats, everything you need for Skaven antagonists and their motivations can be found here.
WFRP Main Rulebook, 2nd. ed. So that the two books above would make sense.

Quote from: Christopher Brady;1028879
I've always wanted to run a Hawk and Fisher (novel series by Simon R. Green) style game.  Where the players are City Guard or Thief Catchers and it's all based in one town/city.

That's basically my on/off campaign at the moment. Although at times I feel that it would be easier to run if I had one or more groups playing the criminals, and the main group then making the investigations...

Quote from: S'mon;1028876
I have Kobold Press's Streets of Zobeck, it's pretty close to being a 'book of heists'. It often feels more like a Cyberpunk supplement than a D&D one to me.

Thanks for the tip, it seems solid. What would make it better is if it was
1) Not based in any specific setting, and
2) Be more of a toolkit than a bunch of pre-digested adventures.
But I'll take a closer look for sure. As luck would have it, the pdf seems to be on sale at DriveThru at the moment.

Quote from: Krimson;1028526
A Book of Heists, for Thieves and Bandits and assorted scum and villainy. Not every treasure is to be found in a dungeons. Some are in manors, or castles, or houses, or carriages. I'd add ships but then we're getting into pirate territory.

Also something along the lines of a police procedural. You are the town or castle guard, or adventurers hired to investigate some mystery. There may be fewer lethal encounters, and much more talking to NPCs and gathering information or clues. Basically some medieval mittelmarsh that lays somewhere in between Criminal Minds and Scooby Doo. The main thing here is that instead of being in a dungeon, you're in a city, town or rural area. You know, unless your psychotic serial killer is an elf hiding in the woods. Actually this could work for any kind of intelligent marauding foe, including monsters. This also ventures into horror, but often the more mundane kind that doesn't require Cthulhu or Strahd. The main different between this and a dungeon crawl is that you're not venturing into the monster's lair. At least not yet. Instead, the monster or villain is wandering around, mingling with the population and preying on them. Perhaps in plain sight.

Oh yes, this! This would be a 'shut up and take my money' -thing for me, and I'm generally not an impulse buyer.

It's pretty hard to even think what other activity could have engrossed me like RPGs have. A toast to the man, but what substance would be appropriate?

I think the best approach I've seen was in how Bushido handled it (if I recall it correctly). Eg. the character's actions did have impact on the overall resolution, but the main focus was on 'what happens to my character during the battle', rolled from a couple of charts and then played out. It represented the chaos and unpredictability of a battlefield quite nicely. Then again, heroes in Bushido were much more down-to-earth than for example in D&D, so it made sense that they were at the mercy of the battle, rather than outright controlling it.

Oh my... a blast from the past and then some!

Grenadier Dragon Lords -miniatures, re-cast from original masters by Mirliton!

These were the first miniatures that our group ever had, badly painted with Humbrol enamels because no-one imported acrylics yet.

As if I did not have enough naked pewter/lead already...

OK, had to check the KS. The book and contents itself seem OK, the rest screams 'Vanity Project!!!'.

Quote from: Bren;1027201
A treatise on the game mechanics for how to rechannel a watercourse or drain marshland to create new farms?
Well, that would be an improvement. I wonder why it was included in the KS title, as it only comes to effect on the more expensive pledges.. oh well.

What's the 'streaming' part of the title?

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