1,425 reputation
1621
bio website twitter.com/ioanwigmore
location Edinburgh, United Kingdom
age 28
visits member for 2 years, 7 months
seen Oct 26 at 11:41

Player of RuneQuest, D&D, Deathwatch, Qin.

Dabbler in others.

DM for D&D (4E).


Sep
18
answered Death odds in Deathwatch
Sep
18
comment Death odds in Deathwatch
Basically an example of your player being damaged would be great for us to see if you're reading the rules correctly, or if you're just using very hard-hitting enemies.
Sep
18
comment Death odds in Deathwatch
Can you tell us what kind of enemies/hits your players were fighting? Also you were using (armour + 2 x Toughness) for damage reduction right, which is usually around 16-18? This would mean your players get hit for 30-40 damage in one hit, or that there's a lot of armour penetration?
Sep
7
revised How do I reduce the number of encounters in D&D 4E without reducing the difficulty?
More highlighting for emphasis, additional sentence to explain Skill Challenges not wanted
Sep
7
suggested suggested edit on How do I reduce the number of encounters in D&D 4E without reducing the difficulty?
Sep
7
answered How do I reduce the number of encounters in D&D 4E without reducing the difficulty?
Sep
7
comment How do I reduce the number of encounters in D&D 4E without reducing the difficulty?
Sadly my experience only covers running the Heroic tier for 3 PCs, where there's a lot of particulars you need to take care of to ensure no TPKs. I'd suggest playing around at that level though, and see what works best against your party.
Sep
7
comment How do I reduce the number of encounters in D&D 4E without reducing the difficulty?
My experience is that setting your encounters somewhere around L+3 forces the party to use most of their powers to stay alive, at least at the Heroic tier. The DMG suggests L+3/4 only once per level (~10 encounters) as it's basically the upper limit of what the party can handle, so this would be presumably the toughest encounter you can set without guaranteeing TPKs.
Sep
6
comment Should I do something about slow pace in my inexperienced group?
90 minutes to roll up characters might not be that long if everyone's new to the game, but it will also depend on the RPG you're playing. Was it fun to do?
Aug
31
comment Casting Feather Fall on an ballista bolt
Feather fall says it falls 60ft in 6 seconds, the horizontal distance does not affect that at all. Faster/slower arrows will travel further/shorter in 6 seconds, but still only fall 60ft because of the spell.
Aug
31
comment Casting Feather Fall on an ballista bolt
Note on Bonus 1: Changing the size and mass of the arrow shouldn't affect the overall momentum, which is the only thing that matters for causing damage to e.g. walls. So your arrow will expand, but slow down incredibly, and the damage will be the same as if you just fired a normal ballista bolt.
Aug
31
answered Casting Feather Fall on an ballista bolt
Aug
30
comment Techniques for Different Length Game Sessions
Yeah, if your group likes to have a lot of combat, then the combat mechanics of the system you're playing determines how best to structure your game. E.g. if your D&D 4E games tend to have 1hr combat encounters, then a short (1-3hr) game should only have one combat encounter, with the rest of the time filled by skill/social/story bits. This is only an example for a specific playstyle for 4E though, so you can imagine how the advice varies with system and style. Hence needing more specifity.
Aug
3
awarded  Quorum
Jul
24
awarded  Nice Answer
Jul
24
answered Dungeons that aren't dungeons
Jun
29
comment How to keep track of statuses and conditions?
Aren't poker chips often too large for 1-inch square grids? You'd have trouble as soon as figures become adjacent.
Jun
19
comment In an even fight, how many rounds does a typical monster need to drop a PC?
But if you compare the Next mace with the 4e skirmisher, so that both situations are melee attacks, then all the PCs become more durable in Next than they are in 4e.
Jun
17
revised Grenade throwing: when even a miss is usually still a hit
extra tag
Jun
17
comment Grenade throwing: when even a miss is usually still a hit
It's Warhammer 40k yes, where a lot of combat takes place at medium to short range, meaning that the 90m grenade is almost always usable, as opposed to the more realistic 'close range grenade' which requires a lot of effort to make usable.