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Feb
26
comment Rulesets to make magic more unpredictable and dangerous?
I've edited it so that it might be a little more clear.
Feb
26
comment Rulesets to make magic more unpredictable and dangerous?
I think it's reasonably plainly stated: how to house-rule a mechanical element to the idea that magic is dangerous/unpredictable. I offered a few of my own ideas, to see what others think of them, but I am interested in other suggestions as well.
Feb
25
comment Rulesets to make magic more unpredictable and dangerous?
Hmm, I like the E6 idea. In my experience it's really around that point where the flexibility and power of casters begins to increase exponentially.
Feb
21
comment 3D Rules for a 2D Game
+1 for "dragon flight simulator"
Feb
21
comment Ending combat: should I “kill” monsters prematurely?
Great idea - I hadn't thought much of the mechanical implications of ending combat early. I ran the trade idea past my group and they are game to give it a shot.
Feb
10
comment How to encourage a player's creativity without breaking the game?
Ah, probably for the best for your sanity - the pixie a headache under the best of circumstances :)
Jan
7
comment Did piracy problems bring down White Wolf?
I can't speak to WW specifically, but many Indie game developers have a interesting sort of mutualistic relationship with piracy - it cuts into sales certainly, but it vastly increases the exposure and potential interest in a system. I think this is honestly a more rational approach for developers - the value of a new player becoming invested in your system is worth more than the core rulebook he/she downloaded. After all this is a potential customer, and is all the more likely to actually purchase new content.
Jan
2
comment How to factor the xp cost of poison/magic weapons into an encounter
Ahh, thanks! It sounds like consumables are just something you have to play-test a bit to get a feel for...
Jan
1
comment How to factor the xp cost of poison/magic weapons into an encounter
Ahh, that makes sense for the items! I'm still a little confused on the use of poison (or other consumable/alchemical items) though... The Magic Threshold penalty doesn't seem to directly apply to most poisons, which typically give conditions (immobilized save ends, etc.), rather than a bonus to damage.
Dec
24
comment Are 4e monsters compatible/level equivalent without adjustment in Gamma World?
I'm interested in both.
Dec
24
comment Are 4e monsters compatible/level equivalent without adjustment in Gamma World?
Essentially in Gamma World each PC has one Second Wind available as a minor action which returns 1/2 max HP. However, aside from some Origin abilities and mutation cards (both of which are randomized), this is the only way to restore HP in combat. Outside encounters, a short rest returns all HP and powers (there are no daily powers), and an extended rest is only really needed to level up.
Dec
23
comment Are 4e monsters compatible/level equivalent without adjustment in Gamma World?
I'm not sure the book ever uses the term healing surge, but in effect you only have one surge (triggered through your second wind). I'll edit it for clarity.