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Dec
15
comment Are there any game mechanics for handling item condition in detail?
So what about armour? Or scrolls?
Dec
15
revised Are there any game mechanics for handling item condition in detail?
added 290 characters in body
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".
Dec
15
asked Are there any game mechanics for handling item condition in detail?
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
Dec
7
comment 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!
Dec
5
comment 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.
Dec
5
comment Character turn mechanic that is both detailed and handles long actions
@Jadasc, thanks!
Dec
5
revised Character turn mechanic that is both detailed and handles long actions
edited title
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?
Dec
5
revised Character turn mechanic that is both detailed and handles long actions
edited title
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"
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!
Dec
5
asked Character turn mechanic that is both detailed and handles long actions
Dec
4
comment How do I not cheapen death, while also respecting my players' time?
I think players find it a little shocking their character to die, so they need some time to emotionally overcome the loss. And in the meantime, why not play a session or two with a major NPC. Firstly, the NPC is in the most part already constructed, leaving only the flavour to be constructed by the player. And secondly, NPC deaths are much cheaper. So the player can play recklessly if they desire so, in the process gaining ideas for the new character. Why does this remind me of romantic relationships - oh, never mind :D
Nov
29
comment How do you deal with a drunk player who refuses to participate?
This sounds to me like "I don't like the GM's decision, so I'll cry/wine/protest and the decision will change. MUHAHAHA!".
Nov
29
comment How to handle knowing more than your character does
As others have said, managing to "not figure it out", even though you, as a player, have the information, is an essential skill - the one that creates the separation between the real world and the crafted one, and thus - immersion.
Nov
11
revised Finding online RPG players for a play-by-chat RPG Campaign?
IMHO "online players" is a litttle bit confusing, as the comments indicate
Nov
11
suggested suggested edit on Finding online RPG players for a play-by-chat RPG Campaign?
Nov
9
comment What should I consider when creating a time travel adventure?
Just a picture