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  • 89 votes cast
Jan
23
comment Do I have to worry about individual armor pieces?
@MartinEpsz : Because of the "wait, was that orc wielding a spear or a cutlass?" situation? Which isn't a problem in a computer RPG, but can become tedious in pen&paper?
Jan
22
comment Do I have to worry about individual armor pieces?
Why not use a modifier? Like "+1 against cutting"? It would still have some usefulness, but would be inferior to a standard +1 leather armor.
Nov
26
comment Hobgoblin as a player character
Seeing how deep in the pros and cons of specific abilities and stats many of the answers go, it might be useful to specify how story- or combat-oriented your campaign is. A group who loves to micro-optimize and minmax everything and is excited by lots of numbers and lots of complicated formulas might resent to just re-brand a half-orc as a hobgoblin, but a group who is light on combat and number-crunching, and prefers a story-heavy campaign might accept it much better. The less often dice are rolled for combat, the more probable is that a reflavoring will work.
Oct
7
awarded  Popular Question
Feb
11
comment Why does the Clumsy armor tag impose −1 ongoing for all rolls?
Also, if it gave a penalty only under certain circumstances, it could lead to a lot of arguments whether those circumstances are actually in effect in a certain situation or not.
Dec
11
comment Is there a standard way of calculating XP when the characters are in no immediate danger?
What if it wasn't designed to be an encounter, just a "railroad wall" or a background feature? I guess a "Schrödinger-effect" kicks in: it becomes an encounter, as if it was always meant to be an encounter?
Dec
11
awarded  Scholar
Dec
11
accepted Is there a standard way of calculating XP when the characters are in no immediate danger?
Dec
10
revised Is there a standard way of calculating XP when the characters are in no immediate danger?
added 2 characters in body
Dec
10
comment Is there a standard way of calculating XP when the characters are in no immediate danger?
@Phil : I was curious for a general, version-independent answer as well, but if you need a version for a starting point, then let's take 3.5.
Dec
10
asked Is there a standard way of calculating XP when the characters are in no immediate danger?
Sep
24
awarded  Autobiographer
Jul
9
comment How can a D&D 3.5 fighter defeat CR-appropriate challenges without magic weapons?
What about some house-ruled weapons which are not technically magical, but have comparable power. (really well made? Technological? Use chemistry and gunpowder instead of fireball? The flaming sword is not flaming because of magic, but because of you coating it in Greek fire?). One extreme would be to have similar weapons but with different names (a +2 sword is not enchanted, just expertly made), the other extreme would be a steampunk setting. Surely some compromise could be found between the two?
Jun
7
comment How can I get players to realize that their enemies aren't evil?
Maybe add a few wounded humans to that hut, so the players can wonder why they were not eaten. "What? They even treated your injuries?"
May
16
comment Can a stunned character do anything at all?
If the GM requires roleplaying for some mental actions (for example, thinking about a complicated plan and formulating a complex strategy, or counting things, etc. requires some in-game time), could it count as "doing something"? If the stunned character is conscious, he can indeed spend that time in a useful way by coming up with a plan, and telling it when the stun ends.
Apr
14
awarded  Popular Question
Mar
25
comment How to reintegrate players who had their characters die in AD&D 1e?
An excellent example of how not to do it: youtube.com/watch?v=sIaIdv79Xz4 (a PC died, and the player rolled a new character, practically indistinguishable from the old one)
Mar
12
comment How can I strategise IC with the other players when my PC is stupid?
Your first example describes someone with INT 3, not INT 8 and WIS 13.
Aug
18
comment Do NPCs understand target priority strategy?
Note, that in real battles the casualty rate was rarely above 10-20%, even for the loser's side. In an RPG (or strategy game) setting, the casualty rate is usually 100% for the loser (and anything above 0% for the players means a Pyhrric victory). Even if morale is handled in the game, it only means the last few enemies try to run away if nearly all of their force is killed. In real life, very few armies could keep up fighting after losing so much as 1/5 to 1/4 of their men.
Apr
25
awarded  Yearling