| bio | website | |
|---|---|---|
| location | Bulgaria | |
| age | ||
| visits | member for | 1 year |
| seen | 21 hours ago | |
| stats | profile views | 21 |
|
Sep 18 |
comment |
Survivalist NPC build? Aren't there at high levels spells to hold/teleport/turn to stone/kill/imprison a guy, without hitting him tediously all afternoon? Or just grapple and pin him. I am genuinely asking, my knowledge is rusty at best. |
|
Sep 17 |
comment |
Survivalist NPC build? @Jonathan Hobbs, sounds quite logical. What puzzles me is that this ethics is the direct opposite of that of a ship's captain - first man in, last man out. |
|
Sep 17 |
answered | Survivalist NPC build? |
|
Sep 14 |
awarded | Teacher |
|
Sep 14 |
comment |
How can I speed up combat with a large number of enemies? +1 Sounds real nice. |
|
Sep 14 |
answered | How can I make my PCs flee? |
|
Sep 12 |
comment |
When planning a campaign, should I know what the ending is before we start? @SevenSidedDie, your words on RPG.SE always inspire me to play and be creative! |
|
Sep 12 |
comment |
Did I do a bad job as a GM? lol, "spontaneous dragons" |
|
Aug 24 |
comment |
Preventing saturation in a horror campaign +1000 An inspiring answer. |
|
Aug 23 |
comment |
What items do players start with? Very close to what I do in most of my campaigns. Items are rated exquisite(castle), expensive(house), medium(sword, plate armor), cheap(knife, shield, leather armor), very cheep(food, ropes, clothes). Entry-level characters start with 1 medium item, 4 cheap and as many as they wish very cheap(they should be able to carry this). |
|
Aug 3 |
awarded | Quorum |
|
Aug 3 |
comment |
How to have a realistic set of languages without making adventuring prohibitively difficult? You could have posted only the last sentence and I would have still accepted it. |
|
Aug 3 |
accepted | How to have a realistic set of languages without making adventuring prohibitively difficult? |
|
Aug 3 |
comment |
How to have a realistic set of languages without making adventuring prohibitively difficult? Good points. For simplicity, I am going to make languages ordinary skills (they are wielded on a scale 0-7). I am going to give 5 in the mother language (I guess only linguists know their own language perfectly!). From then on, I will let the players handle this (points are shared among all skills) and see where does this get us. Thanks for the great answer!, Oblivious Sage. |
|
Aug 2 |
revised |
How to have a realistic set of languages without making adventuring prohibitively difficult? all those edits, though very nice, drifted further than my original point |
|
Aug 1 |
awarded | Nice Question |
|
Aug 1 |
comment |
What to do when you end up duplicating another players character? I see optimizing the stats in DnD as not having a large variation. If you want to be a good fighter/wizard/whatever you must use one of a very limited set of optimized stats. However, having equal background story? It is hard for me to believe those match often. |
|
Aug 1 |
comment |
How to have a realistic set of languages without making adventuring prohibitively difficult? +1 for the very first sentence! |
|
Aug 1 |
comment |
How to have a realistic set of languages without making adventuring prohibitively difficult? I like the historical reference. This is beginning to sway me to make a list of languages by location, then blur them on the borders. Oh yeah! |
|
Aug 1 |
awarded | Nice Question |