| bio | website | |
|---|---|---|
| location | Bulgaria | |
| age | ||
| visits | member for | 1 year |
| seen | May 10 at 15:18 | |
| stats | profile views | 21 |
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May 2 |
awarded | Yearling |
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Apr 1 |
comment |
How do you help players not focus on the rules? +1 "the book is wrong today."! |
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Feb 6 |
comment |
How can I add story to every encounter so that they don't seem like I'm just piling monsters on the characters for xp? @Jonn_Underwood, have a look on the answers to the question As a GM, what aids could I use to create adventure scenes on the spot?. In other words, I recommend rolling on the table, then taking 30 seconds to think of a hook. |
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Jan 22 |
accepted | Are there any game mechanics for handling item condition in detail? |
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Jan 22 |
accepted | Character turn mechanic that is both detailed and handles long actions |
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Dec 15 |
comment |
Are there any game mechanics for handling item condition in detail? So what about armour? Or scrolls? |
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Dec 15 |
revised |
Are there any game mechanics for handling item condition in detail? added 290 characters in body |
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Dec 15 |
comment |
Are there any game mechanics for handling item condition in detail? Ha-ha, indeed writing reaction equations would be no fun. The "predantically" in the heading was added to get some elaborate systems (and answers, containing them), which, in tern, are meant to inspire me to pick the best of it. But I am getting more and more annoyed of travellers, falling in lakes, and then travelling 10 days off the "dried meat and bread in my backpack". |
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Dec 15 |
asked | Are there any game mechanics for handling item condition in detail? |
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Dec 12 |
comment |
What should a DM do if a player wants to do something impossible? Two anecdota. First. During a game, a dwarf decides to bash a locked door with its sturdy head. Becomes wounded and unconscious. Second. IRL I used to strike the walls of my apartment, when very much angered. We installed drywall. And now my corridor wall has two fist-sized holes in it. Needless to say, I no longer do that :D |
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Dec 7 |
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What happens to a returning weapon if someone else grabs and throws it? Why the downvote? This answer introduces new information to the discussion - the command word that everyone else forgot to mention! |
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Dec 5 |
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Character turn mechanic that is both detailed and handles long actions @ Sardathrion, you provide some very valid points and insights (specially the first comment). However, IMO, you fail to address my first point as of now. Provided that you explain how "long terms" could incorporate detailed description of the life-or-death moments, that I seek, it would be an excellent answer. |
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Dec 5 |
comment |
Character turn mechanic that is both detailed and handles long actions @Jadasc, thanks! |
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Dec 5 |
revised |
Character turn mechanic that is both detailed and handles long actions edited title |
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Dec 5 |
comment |
Character turn mechanic that is both detailed and handles long actions @Sardathrion, do I understand you correctly in your proposition to define different types of "turns" e.g. close combat turn == 1s, ranged combat turn (crosbows, rifles; primarely sneaking) 1 minute etc. ? If so, maybe a useful simplification is that longer type of turn in infinitely longer than the shorter one, that is all action of the shorter turn type should complete before someone gets a longer turn type. Or am I completely off? |
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Dec 5 |
revised |
Character turn mechanic that is both detailed and handles long actions edited title |
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Dec 5 |
comment |
How do you plan a character's actions when the player is absent? Same here. My players(the ones that came) frown upon the "absent from combat" thing, but I thing that they do not realize the alternative: you come next session to play, the GM: "sorry bro, your character died while you were not here" |
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Dec 5 |
comment |
Character turn mechanic that is both detailed and handles long actions What's up with the tags?? I remember the tag "system-design" existing here. I definitely do! |
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Dec 5 |
asked | Character turn mechanic that is both detailed and handles long actions |
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Dec 4 |
comment |
How do I not cheapen death, while also respecting my players' time? I don't see why this answer was downvoted. IMO this is purely narrativist view, contrasted with the purely gamist "the ogre rolls a crit, you roll a new character". As preached by 7SidedDie |