| bio | website | twitter.com/ioanwigmore |
|---|---|---|
| location | Edinburgh, United Kingdom | |
| age | 27 | |
| visits | member for | 1 year |
| seen | 12 hours ago | |
| stats | profile views | 4 |
Player of RuneQuest, D&D, Deathwatch, Qin.
Dabbler in others.
DM for D&D (4E).
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Apr 30 |
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What do you do when a player intimidates your campaign boss to surrender? +1 for alternative solution also, but agree that while the GM is always right, directly opposing a PC's plan as well as the RAW is often a quick way to ruin the fun despite your intentions. |
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Apr 26 |
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How To Divide Up Loot? Short-sighted, selfish characters are perfectly fine in campaigns, how else would you describe the group's rogue? |
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Nov 7 |
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How does one become a god? Not having watched any Doctor Who, that TvTropes link doesn't seem to explain any kind of godhood; could you give a better example? |
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Sep 24 |
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How does Blind, Dominate and Stun affect a Mount Ok, I was only asking because of the second paragraph in the Q. |
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Sep 24 |
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How does Blind, Dominate and Stun affect a Mount So no references then? |
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Sep 21 |
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What are the essential design features of a combat system that make it scalable from single combat to mass warfare? I have to say I'm a little confused by your claim too, @gomad. Is the Deathwatch example given by Skeith (which models combat between 2-100s of people) not a direct disproof of your theory? Unless you are arguing that large-scale conflict requires abstractions (e.g. Hordes) which are not present in small-scale conflicts, which prevents unification. |
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Sep 21 |
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How far will Eagle Eye let me see on the open ocean? I'd suggest merging this with MadMAxJr's answer, or adding to your own to include distance. |
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Sep 18 |
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Death odds in Deathwatch Well, thanks to the ability to 'burn Fate points' to escape certain death, not that often. But our 4-Marine team did complete a 4-game scenario featuring quite a few Genestealers with about 4 Fate points remaining in the entire group, and a new bionic hand and bionic eye. |
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Sep 18 |
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Death odds in Deathwatch @Skeith and if you still want to scare your players: Genestealers have armour penetration on their claws plus the immense WS to make any fight in close quarters terrifying. |
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Sep 18 |
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Death odds in Deathwatch @Skeith done! I think before finding those pages we just figured that this way made more sense, as otherwise a Space Marine can be killed by a paperclip if he was hit by enough of them, as they'd eventually overload the armour+toughness value. |
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Sep 18 |
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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. |
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Sep 18 |
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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? |
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Sep 11 |
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Does your initiative change if your dex changes? Ok, this is a better argument. I'd suggest you put those examples (unconsciousness, rope) in the answer to show that init is unaffected by default. |
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Sep 11 |
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Does your initiative change if your dex changes? Well, the should is covered by the fact that the initiative roll is based on dexterity. Is your argument ultimately that because everyone gets one turn per round, it doesn't matter about ordering and therefore changes to initiative aren't necessary? Because there are many situations when initiative ordering is absolutely important, for determining when to heal and who to heal, when to defend and when to attack. I don't think you've made a good argument in favour of keeping initiative fixed here. |
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Sep 7 |
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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. |
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Sep 7 |
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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. |
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Sep 6 |
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Did I do a bad job as a GM? 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? |
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Aug 31 |
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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. |
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Aug 31 |
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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. |
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Aug 30 |
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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. |