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Formerly known as 'user867.'


Apr
10
comment What inspired the Rakshasa other than its namesake?
I've no idea whether it was actually part of the formulation of Rakshasa, but I've read western descriptions of demons that included back-to-front hands. I guess that might have been an inspiration?
Apr
8
comment How does resurrecting destroyed undead affect their level progression?
Related: rpg.stackexchange.com/questions/21302/… and arguably rpg.stackexchange.com/questions/13081/….
Apr
8
comment Are there any rules for a Cleric to change his faith?
I've seen this happening a campaign, and the GM houseruled the outcome based purely on the agenda of the cleric's new god and that god's relationship with the ones the cleric used to follow. It was pretty circumstantial and campaign-specific - Which is my point: It might be best to handle this on a case-by-case basis.
Apr
8
comment Which rpg system supports freeform magic and is intended for Fantasy games?
Adding to what mxyzplk said, a good few settings without magic are also fantasy.
Apr
5
reviewed Reviewed Reducing a monster below CR 1
Apr
5
comment Reducing a monster below CR 1
Welcome to RPG.SE. I'll be interested to see the answers people give to this question, as I imagine the idiosyncrasies of 3.5's CR system and monster-numbers-per-encounter rules are likely to break in interesting ways when converted to Pathfinder.
Apr
5
comment Returning enchantment on a creature
How on Oerth have you become proficient at throwing monsters?
Apr
3
comment Can a lich redeem itself?
In my games, I rule that in order to achieve redemption, a character must understand that what they did was wrong. For a Lich, this would include realising that A) Becoming undead wasn't worth the cost, and B) Even if it had been worth it, they shouldn't have paid. This is important, because it means that a character can't honestly become a Lich with the intention of redeeming themselves later.
Mar
28
comment What are some mechanics where players determine the difficulty of performing actions?
@user21425 It sounds like the feature you're describing is that the burden of knowing the rules falls on the players, rather than the GM. Usually I'd say that that's down to the culture of your gaming group, and nothing to do with game mechanics... How does your spell design mechanic differ?
Mar
28
comment What are some mechanics where players determine the difficulty of performing actions?
@user21425 You've just described... Well, almost every role-playing game that uses a task-resolution model. For instance, In D&D 3.5, the player characters will have an encounter. The encounter may consist of monsters, who will have particular stats, and the environment in which those monsters are found. By taking together the stats of the player characters, circumstantial modifiers from the environment,and the stats of the monsters, the difficulty of tasks is determined. How does what you're looking for differ from this?
Mar
28
comment What are some mechanics where players determine the difficulty of performing actions?
I'm not really clear on what you're asking. Are you saying that your players determine the difficulty involved in casting a spell when they design it, and that you'd like to know about other games that have a similar mechanism for allowing players to design actions they can then perform in-game?
Mar
28
comment Bad/Rash character actions and consequences that don't kill my game
This isn't quite enough for a full answer, but make the consequences of the character's actions interesting challenges instead of things they find painful. For example, if there's a murderous barbarian hero on the loose, it's in the best efforts of pretty much everyone to make sure he's brought to justice - so declare him an outlaw, let him escape, and make being on the lam be the theme in the next adventure arc.
Mar
28
comment Can we add trains in 3.5 without breaking Economy/World
+1 for pointing out that technological innovations doesn't occur in a vacuum, because in a vacuum there aren't any benefits from technological innovations.
Mar
27
comment How can I use a frame story and keep a sense of danger and mystery?
+1 for pointing out that not all tension requires life-or-death struggle. There's a whole lot of tense stories where the main character's lives aren't at stake - there's no reason why that can't apply to camapigns, too.
Mar
27
comment How can I use a frame story and keep a sense of danger and mystery?
I was thinking more like "And that's what happened to that band of adventurers that was impersonating us, the poor sods..."
Mar
27
comment How can I use a frame story and keep a sense of danger and mystery?
Of course, that could make TPKs particularly strange.
Mar
27
comment How can I use a frame story and keep a sense of danger and mystery?
This reminds me of the assassin's creed games, where most of what you experience is a 'retelling' of something that already happened. The games' equivalent of 'hit points,' rather than being a measure of physical health, is a measure of how accurately the events you experience match what really took place. In effect, "dying" becomes "a mistake while storytelling" rather than a time paradox. Perhaps you could frame death in a similar way in your campaign: Make 'death' be "Wait, Sir Steve wasn't even in that fight! We left him back in town because he had a cold, remember?"
Mar
27
comment Can we add trains in 3.5 without breaking Economy/World
@Ben-Jamin Oh, well - In that case, chances are the biggest change will be that a whole lot of merchants will be competing to use trains to become very rich, and those with sufficient foresight and resources may seek to set up train lines of their own.
Mar
27
comment Can we add trains in 3.5 without breaking Economy/World
Ah, I see - Sorry for not "getting it" earlier. In that case, you might want to the possibility of address hijackings.
Mar
26
answered How can I introduce twists to the setting without asking the players