| bio | website | |
|---|---|---|
| location | Melbourne, Australia | |
| age | 32 | |
| visits | member for | 1 year, 10 months |
| seen | 17 hours ago | |
| stats | profile views | 18 |
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May 22 |
awarded | Civic Duty |
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May 22 |
answered | How can I let players make more choices during combat? |
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Apr 16 |
comment |
How would you mechanically model the effect of spraying a CO₂ fire extinguisher in someones face? +1 for suggesting tricks. |
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Apr 15 |
comment |
Resources for Complex Puzzle-Traps You may find inspiration in point-and-click adventure games, and in particular the Myst series of games. These games are full of abstract obstacles with abstract locks. |
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Mar 12 |
answered | Dealing with skill rerolls by several players |
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Mar 7 |
comment |
Aced d4s vs skill development in Savage Worlds How is that? It looks to be the complete opposite to me. My answer says statistically there's little-to-no benefit from staying at d4. My last sentance contradicts that with anecdotal evidence. (And at this point, this really deserves to go to chat.) :-) |
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Mar 7 |
comment |
Aced d4s vs skill development in Savage Worlds There's a lot more than statistics that influences the roll of a die. It could be how they pick it up and roll it. It could be fate! There's a good chance it's just perception. When a die aces once, it's good, but not amazing. When it aces four times in a row, you remember it and it outshines any other roll (except perhaps snake eyes.) |
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Mar 7 |
comment |
Aced d4s vs skill development in Savage Worlds Interesting house rule. I was thinking of a similar one which is "-1 per ace." This makes all subsequent rolls on an exploded d6 be worth from 0 to 5 instead of 1 to 6. That's keeps the larger dice better. |
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Mar 7 |
revised |
Aced d4s vs skill development in Savage Worlds added 184 characters in body |
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Mar 7 |
answered | Aced d4s vs skill development in Savage Worlds |
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Mar 7 |
awarded | Citizen Patrol |
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Feb 12 |
answered | Why is Survival not a class skill for animals? |
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Jan 14 |
accepted | Games with mechanics for dreams |
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Jan 13 |
revised |
When GMing in a high-tech game world how do you handle potentially disruptive tech? Added "Not In These Conditions" |
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Jan 13 |
comment |
Is the information gained from a knowledge check fallible? I get what you're saying. I wouldn't allow that. If the player insisted, I might allow an extremely difficult test to see if the character can deduce part of Lord Evilguy's plan, Sherlock Holmes style. At most, they might learn the next location they could find him or his minions. Intelligence is one of the hardest attributes to separate between the character and the player. An intelligent player playing a dumb-as-bricks barbarian is still intelligent, but I can't deny an acedemic wizard played by a fool from knowing things the fool would never consider. |
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Jan 12 |
comment |
Is the information gained from a knowledge check fallible? In fact, with a lot of questions regarding "Is it reasonable for a character to be able to do X?" my usual response is "He's a hero, so yes." |
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Jan 12 |
answered | Is the information gained from a knowledge check fallible? |
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Jan 10 |
awarded | Nice Answer |
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Jan 10 |
answered | When GMing in a high-tech game world how do you handle potentially disruptive tech? |
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Jan 9 |
comment |
When would PCs choose to walk instead of ride? "[May] be restricted to certain classes of people." => "May I see your horse license please? Sir, this says you're only qualified to ride a donkey. Please step off of the horse." |