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Formerly known as 'user867.'


Apr
2
comment What real world skills can RPGs improve?
+1 for timeliness alone. Coming late is a silly thing to do if it could have easily been avoided.
Mar
30
comment How can I attain eternal youth through alchemy?
@Rob Thanks for pointing that out. I'm actually planning to take the "Oh, youth potions were part of the setting the whole time. You didn't notice?" route, so I'm less concerned about the changes the items will make to the setting than the changes the items should have made to the setting retroactively.
Mar
30
comment How can I attain eternal youth through alchemy?
Interesting... While this doesn't specifically refer to the potions, it kinda-sorta-definitely implies that such potions should only be created by relatively powerful magic-users. Come to think of it, in second edition, potions could only be made by characters of ninth level and higher. That kind of requirement could definitely help keep the in-setting rarity high.
Mar
30
comment Pitfalls in using Feats as a Reward System
Note that bonuses from traits are typically 'trait' bonuses, meaning that they don't stack with other trait bonuses. This can help prevent them from getting out of control.
Mar
29
comment Where can I get a copy of Monsters of Myth?
Why was this voted down? It answers the question in a useful way.
Mar
29
asked How can I attain eternal youth through alchemy?
Mar
29
revised Rules for creating new spells?
added 250 characters in body
Mar
29
answered Rules for creating new spells?
Mar
29
comment As an unreliable player, how can I lessen the burden on my group?
In one memorable comedic science fiction campaign, one of the player characters had Narcolepsy. This proved to be problematic on an occasion when he was the only one able to reach the airlock controls, and all the other characters were outside...
Mar
29
answered What systems or special mechanics enforce equal stage-time between players most effectively?
Mar
27
comment As an unreliable player, how can I lessen the burden on my group?
+1 for bribing the GM. More seriously, +1 for suggesting players make sure they know what they missed out on.
Mar
27
comment What role-playing games have good gamemaster advice sections?
@aramis The question doesn't explicitly call for the content to be accessible to beginners, though would, of course, be a bonus.
Mar
27
comment Running games for a constantly unreliable group
Does this add anything that wasn't in the quoted answer? This would be better as a comment, I think. -1.
Mar
27
comment Superhero cinematic gaming — looking for a system
+1. M&M's victory point mechanic is really designed to support superhero-style fights, where one side has an advantage until the other side comes up with a clever trick that turns things around: In essence, you can spend a victory point to cause a power to have an unusual, non-standard effect. This has the fortunate side effect of encouraging PCs to explain unusual actions and plans as they perform them, as so many comic characters seem to do.
Mar
26
comment What game elements are essential for a playtest?
Setting, theme and tone should be added to the above list. While the game-like aspects of a roleplaying game are obviously important, without some kind of setting or content, it's unlikely playtesters will understand the intent of your mechanics, or how to achieve "fun" in your game.
Mar
23
comment What alternatives are there to replace orcs, kobolds, and hobgoblins in low-level encounters?
@BrianBallsun-Stanton No, I suspect that Thanuir's intended meaning was that the problem with using the same old monsters can be addressed largely through emphasising different parts of the existing flavour rather than using different monsters. It makes sense, if you think about it: Why are goblins boring? Because we have a well-established idea of what goblins are from a hundred past adventures. If a GM suddenly starts emphasising the quasi-supernatural soup-stealing trickster aspects of the goblin myth rather than just making 'em short humanoids, suddenly they're interesting again.
Mar
22
comment Does an intelligent undead have a soul?
By the way, it's not an "official" answer, since I have nothing to base it on but my own speculation, but the explanation I've been using in my own campaigns is that intelligent undead do have souls and memories, but that they are, emotionally speaking, eternally caught at the moment of death, which typically involves such agony and fear that most types are only able to remember the most emotional moments of their living existence.
Mar
21
comment Rules for player inventions
@KyleWilley Ah, that makes more sense, now. I was thinking the default damage of the spell would be based on, say, touching somone's chainmail armour with the staff, transferring almost 100% of the force to the body within. I guess this kind of confusion is inevitable if we aren't familiar with the game in question.
Mar
21
comment What can I learn from playtesters?
Whoops. I just re-read my comment and realised I should have written "I agree with Allen Gould" instead of "I agree with Graham." Testing both questions (but not at the same time) is desirable.
Mar
21
comment How could I have a sidekick/squire in DnD3.5?
@AceCalhoon A leadership cohort also expects to be paid. The experience point thing is handy, though.