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location Bulgaria
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visits member for 2 years, 3 months
seen 14 hours ago

Sep
12
comment Best way to get players to think about their backgrounds within the game?
I actually make those questions a part of the character sheet upon character creation.
Sep
12
comment Does flight warrant Move Silently checks?
... and by the scabbard of your sword, hitting against the chainmail, as one decelerates, as Tridus points out.
Aug
28
comment What would a player character need to better eat live animals raw?
But what about eating the animal as it is alive? Or did I misunderstand the question.
Aug
28
comment What would a player character need to better eat live animals raw?
Actually I think RPG.SE is the most awkward of them all. Mostly here appear titles in the lines of "How to murder a ..." or "What would be an effect of a granade exploding in a residential building?". It's like armed martial arts training camp, and when hikers pass around they think "hey, look, terrorist training base".
Aug
14
comment Can an Immovable Rod be carried in a Bag of Holding?
Excellent question. Reminds me of a quote from Neverwinter Nights: "What happens when an unstoppable force collides with and unmovable object?".
Aug
7
comment What to do when a player character does something suicidal?
+1 this is not a bad answer. Some of my favourite moments have been when my character dies for the cause (for what he believes in).
Jul
8
comment What game is this method of NPC generation using playing cards from?
Relevant answer by Sardathrion.
Jun
19
comment Throwing a knife versus tossing a grenade?
"Ендивал" :). I am not sure that my citation of the rule is quite correct, though.
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.
Dec
15
comment Are there any game mechanics for handling item condition in detail?
So what about armour? Or scrolls?
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
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
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
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
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!".