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4

No tool like this exists for Rogue Trader... I spent about half an hour searching around on google, forums, and the official Rogue Trader site to see if there was anything approaching what you described and there is not. In fact the only tool of any kind I could find was for star system generation (and everything within) However, you shouldn't be the one ...


0

So albeit coming a little bit late, I do believe that there are a few things to add in here. Start with (sound)tracks that you like The most important thing, before all others, is that you'll love what you put in the background. If you don't like the music in the background, you'll start to wonder to bad places, with all of your thoughts concerning "when ...


0

this is a bit too long to be a comment. So I will post it as a answer Consider not using background music. Using background must sound so great. After all it works wonderful in movies. But there are few key issues: Music is added to music after. During the editing. In a game, to have the right music for a scene, means someone has to find it, and put it ...


1

Dragon Magazine published two articles on soundtracks, giving specific suggestions as well as how to use the music during the game. A resourceful person can probably find copies of Dragon #275 and #355 for the two articles: "The Definitive D&D Soundtrack" and "iDragon: Modern Music in D&D".


0

Personally I'd remove the advancement every 4 levels and automatically give them 20 points each level to assign to one stat of their choice. You can give them those 20 points retroactively so they won't feel cheated, in fact they will see an immediate gain so feel like you are being generous. I suggest 20 points (rather than 25) since you said you don't ...


3

If the players like the rule, there are two things which occur to me in this specific case: Allow players to roll 2d10, six times, then allocate them to preferred stats. That will lead to faster progression on stats that each player wants first, whilst keeping most elements of the rule. There is one minor mechanical problem - PCs with 18/xx strength will ...


9

Ring of the Ram Spell resistance is defined as affecting spells and spell-like abilities. Some items (wands, command-word items) replicate spells, and are affected by it, but other items are their own magical effect, not replicating a spell, and thus ignore it. Ring of the ram does not replicate any given spell, and therefore ignores SR. As for it being ...


2

Have you considered re-designing that rule so that it does what you intended? If you wanted them to gain a point of everything every 10 levels on average, you could play with the random number generator so that that's what they get (10+2d10, for example), or reduce the randomness of the amount they get to add. (10+1d10) If you just think it was a bad ...


8

Give them something better. If you're removing the rule because it's not worth it, why not just replace it with something that is worth it? That way they won't feel cheated. Like, every two levels, pick an ability score. Roll 3d6, and if it's higher than your current score, it goes up by one. Lets you improve your crappy scores, but prevents you from ...


37

How do I tell the players "This house rule sucks and we shouldn't do it anymore?" That's exactly how you do it! Say, "This house rule sucks and I think we shouldn't do it anymore." If they object, well... then they don't mind the paperwork. If they agree, then you don't have a problem. Either way they don't feel cheated, because they're part of ...


0

I'm in a gaming group where we have been playing in the same campaign for close to 20 years now (D&D 2ed to 3e, 3.5e and now Pathfinder). There are several of us in the group that have run as DM on a more or less rotating basis as we have gone. Each DM essentially runs a module , which may or may not involve existing characters, new characters, or a ...


2

In my experience (I've co-GM'd a few games in my short time with RPGs), having multiple GMs can be a problem if one of those GMs' wanting to be a player is a priority for them compared to GM'ing itself (which it sounds like it is). As you are the most familiar with D&D, be prepared to stay in the GM role for awhile even if you prefer being a player ...


1

I always played in groups where (virtually) everyone was a DM, the biggest issue that happened was not deciding exactly who would be the DM for a particular meeting. Usually the problem goes like this: "I thought Bob was the DM" said Alice, "I thought Alice was the DM" said Bob. On the flip side, because we knew the structure wasn't rigid more often than ...


0

The most biggest issues I see are mostly related to continuity and prominence of magic. Personally I tend to DM low treasure/magic item adventures to keep less magical vocations relevant where another DM I know sometimes lets us choose which magic items we "randomly" find if he likes our RP enough. I've also been in worlds where a +2 sword is as good as a ...


3

I think it really depends on the players. I tried something similar with two different groups, and it worked like a charm with one and made everything messy with another. The biggest problem you could encounter (IMHO) is the fact that every GM have a personal style for managing his campaign: storytelling, rules management, XP allocation, combat/non-combat ...



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