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location Melbourne, Australia
age 29
visits member for 2 years, 5 months
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Formerly known as 'user867.'


Nov
23
answered How do I handle a player who plays his character far differently than the character was originally presented?
Nov
22
comment Inventiveness vs. breaking the game; How do I encourage one, without enabling the other?
+1 for simultaneously rewarding players for creativity and limiting the effectiveness of their ideas by making them the basis for stories.
Nov
21
awarded  Nice Answer
Nov
21
answered Inventiveness vs. breaking the game; How do I encourage one, without enabling the other?
Nov
21
comment Inventiveness vs. breaking the game; How do I encourage one, without enabling the other?
This isn't really that relevant, but from memory, the damage from being completely immersed in acid or magma or what-have-you is only ten dice, meaning that there's got to be diminishing returns involved in stuffing more and more vials into a net.
Nov
20
comment How do spell effects stack when determining the DC to disbelieve an illusion?
@mxyzplk I've always ruled that observing that an illusion lacks a sensory component it should have constitutes interacting with it for the purpose of making disbelief rolls, so I'd say that this interpretation of Ghost Sound + Silent Image actually makes it more effective, not less, since the odds of disbelief being rolled for are less. That's dependent on my interpretation of the rules, though.
Nov
20
comment How do spell effects stack when determining the DC to disbelieve an illusion?
Hmm, I have an urge to answer "There's no mechanical benefit, but using additional spells to make the illusion more complete and convincing will reduce the chances of observers suspecting that it's an illusion, and thus reduces the chances of their attempting to interact with the spell specifically in order to attempt to disbelieve it," but I can't be sure if I'm basing that opinion on some reliable source or my own interpretation.
Nov
19
comment How do Native Outsiders respond to Summoning spells?
Good answer! The only thing keeping me from upvoting it is the fact that the Summon Monster spells have fixed monster lists.
Nov
19
comment How do Outsiders respond to their own planes?
I remember reading someone's remark that the "Native" subtype should really be renamed the "Mortal" subtype, since it's the eat-sleep-resurrect bit that's important. I tend to treat it that way in my games.
Nov
19
answered What is a good way to handle a multi-plane adventure?
Nov
19
comment How do Outsiders of the Native subtype react to different planes?
I remember reading a comment on (I think) the Planeswalker forums that said something like "The Outsider(Native)" subtype should really be renamed "Outsider(mortal), as the "Native to the material plane" line is the least important part of the definition. That pretty much sums it up, I think: the important distinction of the subtype isn't that the outsider is on or from the Prime Material, it's that they're dual-natured and mortal, as this answer says.
Nov
13
comment How can I make my adventures more bard-inclusive?
+1 for the first sentence. There's a world of difference between the social role of a bard in pre-Roman Britain and the social role of a bard in the middle ages.
Nov
9
comment What should I consider when creating a time travel adventure?
There's a third role for time travel in narratives, almost as prevalent as the two you have mentioned, though more easily overlooked. Besides being a way to fix mistakes and engage in tourism, time travel can also be a powerful investigative tool: It allows agents to observe both the aftermath of a event and the circumstances that led up to it, thereby gaining a fuller understanding of the event itself. In fiction, this information is usually immediately applied to trying to change the outcome of history, but this need not necessarily be the case in an RPG.
Nov
9
comment What should I consider when creating a time travel adventure?
+1 for the Resilient Traveller Theory. It's surprisingly good for roleplaying games, since it's generally easy for players to get their heads around, allows players to keep their characters when they accidentally erase themselves from the timeline, and enables the particularly fascinating kind of exploration and investigation gameplay that results when once-familiar time periods are changed in small but meaningful ways.
Nov
7
comment Limits and rules for Silent/Minor/Major Image spells
The most persuasive point in favour of this argument that I can think of is that there's no spells that explicitly do allow you to do demon-mist-egg type 'creative' illusions, and I can't imagine an illusionist who wouldn't want to do something like in that at some point. Surely such a common desire would be reflected in the standard spell lists? And if not in the image spells, where else?
Nov
2
comment Dungeons that aren't dungeons
Well, the OP didn't actually specify it in the question, and your answer could be useful to other GMs, so I'd say leave it up. (mxyzplk did add the extra requirement to the question, but only after you posted your answer. As there's precedent for pre-edit answers remaining on substantially edited questions, I think you should be fine.)
Nov
2
comment Dungeons that aren't dungeons
Actually, the OP added a comment on his original post that specified he was looking for dungeons that would work in a no-magic setting, which I imagine is why most of the answers here don't use large quantities of fantastic elements. Also, thanks for reminding me to steal more dungeon concepts from the Legend of Zelda games.
Oct
31
comment What are some mage-related abilities in a Sci-Fi setting?
I was going to downvote this because the fallout setting doesn't usually contain nanotechnology, but then it occurred to me that there's no reason why it shouldn't, provided it fits within the 50's science fiction feel.
Oct
31
comment What are some mage-related abilities in a Sci-Fi setting?
+1 for glorious 1950s Science! It's a key element of the setting, so addressing it is a necessary part of answering this question.
Oct
31
comment What are some mage-related abilities in a Sci-Fi setting?
+1 for asking what aspect of magedom the player wants, instead of assuming it's 'the whole mystic package.'