| bio | website | |
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| location | Houston, TX | |
| age | 30 | |
| visits | member for | 2 years, 1 month |
| seen | Apr 16 at 15:05 | |
| stats | profile views | 14 |
Joined the Navy in 2000, got out in 2004, tried engineering until 2007, which is when I found programming. Never looked back.
Got my degree in CS at Rice University in 2010, worked for a short time in the gaming industry, and have now moved on to better paying work with better hours. The problems are just as interesting, even if what we do with the results is not.
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Dec 16 |
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Is there any mapping software that can print large battlemaps? +1 for Photoshop / Gimp. It's a good skill to have regardless. |
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Dec 15 |
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Why use a pistol instead of a rifle? I have yet to see a game system that actually represents this well, but pistols are also good close quarters weapons, as they are more maneuverable and easier to aim in tight spaces. |
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Nov 22 |
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Damage focused Imperial Guardsman character build @Chad : Dark Heresy is a roleplaying game set in the Warhammer 40k universe, so I would think it is suitable for here. |
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Aug 25 |
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How do you compensate your game master? GMs for hire? Surely the business idea that just entered my head is not possible... |
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Apr 19 |
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What are the advantages and disadvantages of oldschool D&D combat initiative? +1. What we do: Pick a character who seems to be the group 'commander'. That character rolls initiative, and any 'tactics' skills (or the like) come into play on this roll. The rest of the group uses that initiative. If you wish to break off from group initiative (e.g., left the immediate area, acting on your own), roll your own initiative before the round starts and use it. Seems to work well for us. |
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Apr 12 |
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Repeating The Same Half Action and other Combat Enhancers To me, space marines, commanders, and storm troopers get the cinematic action, as they can take the heat. I play a guard army in 40k, and cover is life. Different strokes, I suppose. |
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Apr 11 |
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Repeating The Same Half Action and other Combat Enhancers @MadMAxJr - Hmm, had forgotten about that. Either way, we did not seem to have an issue with our psykers, but that could be because we limited it to a single power per round unless otherwise specified, or because they were too afraid of perils to manifest that often. :) |
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Apr 11 |
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Repeating The Same Half Action and other Combat Enhancers Of particular interest is your last statement regarding Rank. While we have tested these rules up to rank 4, I have yet to see the effect at higher rank than that. Will probably need to get in some more playtime and testing before I can reach a definitive conclusion as to the full nature of the effects. |
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Apr 11 |
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Repeating The Same Half Action and other Combat Enhancers All good points. You are right in that psykers were pretty brutal - but they already were, as they were effectively the only class that could do two ranged attacks in a round (single shot, psyker half-action). Nullifying some of the defensive options didn't seem to bother us. And instead of negating tactics and rewarding firepower, it seemed to reward firepower and really reward tactics - cover shooting and tactical movement became the default behavior by the players really quickly. Guess we need to play some more and see what else crops up. |
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Apr 6 |
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Repeating The Same Half Action and other Combat Enhancers Edited question. |
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Apr 6 |
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Repeating The Same Half Action and other Combat Enhancers @C. Ross - Just gave it my best shot. Hope it worked. |
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Apr 6 |
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Repeating The Same Half Action and other Combat Enhancers Flagged this for a moderator to close - the question is incomplete. |
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Apr 5 |
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Repeating The Same Half Action and other Combat Enhancers I agree. I had forgotten about that rule change because we made that rule change on day one and never looked back. It does change things quite a bit. I liked the effect, personally, as did the group. The semi-auto as half-action was what we were iffy on, as it made already deadly ranged combat even deadlier. |
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Apr 5 |
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Repeating The Same Half Action and other Combat Enhancers Ah. I may have been forgetting something. I think we also enabled players to repeat (non-movement) half actions, enabling quite a few attacks to happen in a round - two single shots, two semi-auto bursts, two melee attacks... Come to think of it, our rounds were pretty brutal. This may change the question a bit. |
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Apr 5 |
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Repeating The Same Half Action and other Combat Enhancers I tried to keep this post meta.rpg.stackexchange.com/questions/942/… regarding house rules in mind when phrasing this question to make it a useful question. Hopefully it worked. |