948 reputation
313
bio website rootdirectory.de
location Verl, Germany
age 41
visits member for 2 years, 2 months
seen Jul 28 at 13:06

Computer addict since the C64, Software Engineer since 2000.


Jul
4
comment What are the “rules of hidden club” for D&D 5th edition?
It is surprisingly easy to hide simply by not standing out. Think clothing that blends in with the background, and not moving while in the opponent's field of vision. Think being just another face in a group of people. I don't know about the D&D ruleset, but that first list seems... silly. I've successfully "hidden", and not just once, by leaning against a tree and averting my face, while half a dozen people were actively searching for me no more than ten steps away. In LARP as well as in army field training. (Doesn't work all the time, so that's where skill vs. perception comes into it)
Jul
2
answered Is summoning undead evil? Why?
May
24
awarded  Yearling
May
22
comment How to handle player weapon modification
(ctd.) The power of even a 80-100 lbs bow will not carry a real rope further than a few yards. And you will break the arrow, rip the tip off, or rip the tip out of the target long before you can pull a (resisting) person towards you. And no, the ripping will not do more damage; at least not more than what you lost by making the arrow travel slower by trailing the rope / string in the first place.
May
22
comment How to handle player weapon modification
Seconding this. I am a medieveal reenactor and archer, so I've got some first-hand experience here. The "shooting rope" trick doesn't work at all. What you can do is to attach a string to an arrow, shoot that over an obstacle, and use the string to pull up a piece of rope. The rest is Holywood. -- As for "dipping in oil", the release of the bow will snuff the flame (tried it, personally). It takes purpose-build arrows with special tips, e.g. pitch-dipped cloth, to carry flame to the target.
May
13
comment How to Fix a Terrible Lapse in Judgement
I'd like to second Tridus: "don't beat yourself up too much". You made the judgement that this event would be OK with all involved, and later realized that it was not. That's the important part: You didn't say "but I told you", but immediately acknowledged her problems. You are not a bad person for attempting to play it this way. We are playing out poverty, death and gore every session, and what you played there could have made a really strong scene -- and has, in other groups I've been part of. It didn't work out for you; that's bad, so fix it like the "same page" failure it is.
May
10
comment How to Format a DM's Notebook for an Open World Game
I usually combine this with character scetches on the back of an NSC's index card. This seriously helps the players to remember the NSC in question, much more so than "Brian, the peddler from Greenvillage".
May
10
comment How to Format a DM's Notebook for an Open World Game
So you'd actually log in if you need to check some detail? Right there at the gaming table?
May
5
awarded  Good Answer
Apr
19
comment When should a GM roll behind the GM Screen?
Anecdote: I always roll behind the screen, for various reasons mostly mentioned below. Once, I rolled a very serious critical against an already heavily injured PC, and decided to fudge the result in his favor to avoid a use- and needless PC death. One of the players peeked behind the screen and blurted out: "00... that's a crit, isn't it?" -- I basically had the choice to cheat openly or let the PC die in what was nothing more than a chance encounter gone wrong. This made it on to the Canonical List of Famous Last Words, but I am sure the player would have preferred to keep his character.
Apr
1
comment How can player characters restore a mostly-burned note?
And why on earth would you ask nicely? ... ... Sorry, my dark side showing through.
May
24
awarded  Yearling
Jul
27
awarded  Nice Answer
Jul
16
comment How do you administer combat without an Initiative system?
@Hand-E-Food: Rolemaster offered such a second-by-second combat tracking system, and believe me, it only works with computers... ;)
Jul
12
comment Physics of Tengu and Blowguns
@TimLymington: I still can't picture it. Then again, I don't have a beak, so who am I to talk? ;-)
Jul
12
comment Physics of Tengu and Blowguns
@SevenSidedDie: Either lips, or nare-fitted. I cannot picture any other way to make a blowgun work (and I've used them myself, though not with poisoned darts on live targets of course).
Jul
12
comment Physics of Tengu and Blowguns
Congrats, you have sealed the blowgun. Now how do you make the air from your lungs go through the blowgun? ;-)
Jul
10
comment Preparing for Very Long Game Sessions
As for longer campaigns... as the characters get familiar with the world, chances are diminishing that they would either a) troup somewhere unexploited on a whim (as they have important things to do in the known part), or b) do something truly destructive (as they formed bonds with various NSCs and the game world overall), which makes "winging it wildly" less and less necessary. At least, with the kind of players I prefer in my groups. ;-)
Jul
10
comment Preparing for Very Long Game Sessions
No I cannot. That would be railroading, wouldn't it? So I put the battles on a shelf and take some other building blocks to satisfy whatever they are looking for. But they did make a mess of everything, didn't they? After some leisurely dungeon crawling, they find a sudden influx of refugees from the country they just left, press gangs rounding up everyone between 15 and 50 because war is imminent. And everyone is damning the names of the guys who caused all this and then left things to stew until they got much worse... ;-)
Jul
10
comment Preparing for Very Long Game Sessions
More generally speaking: Instead of "preparing" a complete game world (and have the characters wander off in the one direction I have not mapped yet), I only flesh out their starting point as "home base". Beyond that, I have "scenes" or "situations" in mind I'd like them to encounter, but instead of putting them somewhere fixed on the map and wait for the PCs to go there, I use those scenes as building blocks on the go, while the PCs explore. They will encounter that savage shaman one day, or that necromancer, or that tomb. I never run out of map, only out of ideas. THAT hasn't happened yet.