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seen Mar 19 '13 at 10:11

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.