| bio | website | |
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| location | ||
| age | ||
| visits | member for | 1 year, 11 months |
| seen | May 31 at 23:37 | |
| stats | profile views | 10 |
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Dec 19 |
awarded | Scholar |
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Dec 19 |
accepted | Do human wizards and clerics have to choose a level 1 spell for their bonus spells? |
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Dec 18 |
awarded | Student |
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Dec 18 |
asked | Do human wizards and clerics have to choose a level 1 spell for their bonus spells? |
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Dec 6 |
comment |
How can I avoid players spending too much time planning? If you're playing a heist game without at least one planning character, I'd say you are looking for some punishment. Or a straightforward action game, in which case the plan is "go in, shoot guys, grab widget, leave." Not necessarily in that order. |
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Dec 5 |
awarded | Nice Answer |
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Jul 20 |
awarded | Excavator |
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Jul 20 |
revised |
What are some dangerous non-fantasy creatures? Fix spelling of "Mammals", add flash floods |
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Jul 20 |
suggested | suggested edit on What are some dangerous non-fantasy creatures? |
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Jul 11 |
awarded | Yearling |
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Jun 26 |
awarded | Analytical |
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Jun 16 |
answered | How do I make a physical challenge for Dawn-caste Solar Exalted? |
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May 22 |
comment |
Mutants & Masterminds 3rd Edition Spreadsheet @goofdad A little bit, but most of that is to enable arrays in something like a sane fashion. Glad to help! |
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May 21 |
answered | Mutants & Masterminds 3rd Edition Spreadsheet |
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May 3 |
comment |
How do I deal with PCs who use kidnap and torture as an investigative technique? @D43m0n You don't have to in this case! Since you know your players will be getting our the thumb-screws as a matter of habit, you can invent some bad intel ahead of time. This gives you a couple advantages. First, it won't sound made-up-on-the-spot so your players are more likely to take it and run. Second, you can use the bad intel to more interesting effect than a dead-end lead. Make it part of the adventure! |
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May 3 |
answered | How do I deal with PCs who use kidnap and torture as an investigative technique? |
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May 3 |
answered | How can I avoid players spending too much time planning? |
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Mar 23 |
answered | What game elements are essential for a playtest? |
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Mar 20 |
answered | Exalted - Sidereal Dice Cap |
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Mar 20 |
comment |
Running games for a constantly unreliable group One adventure per session is definitely the way to go. I recently ran a old-school punch-the-Klingons Star Trek game this way, and it was great. Squeezing the whole thing into one session is tricky, though. Perhaps ironically, I think my job was made easier by having novice role-players at the table. They didn't overthink things like veterans sometimes can. |