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In The Beginning Was The d20. Daniel is a long-time computing geek who spends his days spreading this good word. Interests include painting, medieval swordsmanship, and every conceivable form of game design.


May
10
comment Neverwhere game with Dresden rules
That Misfits episode is a good basis. For a Neverwhere style approach, consider the Marquis de Carabas. At least half his livelihood is trading in items that grant magical powers, at a substantial cost to the buyer.
May
10
comment Should armor have invulnerability to some objects in Vampire: the Masquerade?
+1 for an excellent summary of principles of armour. Just awesome. Thanks, particularly for points 3 and 4 - these are common misconceptions for people used to gun-based eras, and I'd like to back them up. (I know half a dozen longsword moves intended to disable someone with a head hit; I can't even imagine any supposed to break through the helmet.)
May
10
comment Should armor have invulnerability to some objects in Vampire: the Masquerade?
@goofdad: You're completely correct, but that assumes that the players can heal between fights. That's true if you increase the damage output without increasing lethality, but not if you increase the chance of outright character-slaying injuries. (Since we're talking about Vampire, death isn't much of a handicap anyway... but loss of heads is.)
May
10
comment Should armor have invulnerability to some objects in Vampire: the Masquerade?
Fur Gnarl existed in 2nd and revised edition. Difficulty 7, reduces armor by 1 for every 2 damage done. Damaging attack is at +2 difficulty, because it has to hit the 'bare' spot to get the advantage. (Guess how much Werewolf I've run...)
May
10
comment Should armor have invulnerability to some objects in Vampire: the Masquerade?
@psr is correct here. Also, increased lethality favours the PCs in any one fight, but it's bad for them in the long run, in proportion to how often they expect to fight. (Increased lethality is terrible for PCs in strongly combat-oriented games, because eventually the odds will catch up and kill you. Winning all the other fights faster and then dying still leaves the PC dead...)
May
3
comment How do I deal with PCs who use kidnap and torture as an investigative technique?
This is exactly the right approach. The reason competent real-world intelligence agencies discourage torture is that is produces really bad intel. Also, in a conspiracy game, having an innocent (or even guilty) friend or relative abducted and tortured by strangers... leads to someone becoming an obsessive conspiracy seeker out to expose the whole organisation responsible. Who are likely to throw the PCs to the cops/wolves/Mulder rather than risk exposure.
Apr
24
comment What are the benefits of playing an alignment other than True Neutral?
+1 because Wow. As usual, Brian for taking 'in-depth' to new levels.
Apr
20
comment Where can I buy original edition and out-of-print roleplaying books and accessories?
What @Runeslinger said. Expensive, but reliable.
Apr
12
comment Has anybody actually already played Dungeons The Dragoning 40000 7th Edition?
Info from experience is always good. Welcome to the site, Ampris.
Mar
23
comment Is there a method for sliding seamlessly from one system into another during a campaign?
It's probably worth looking at one-system multiple-setting games for inspiration. Torg leaps to mind here.
Mar
12
comment What steps should I go about to balance a character class?
My last sorcerer did his battlefield control with Wall of Fire... but that's not quite what you meant.
Feb
11
comment How can I pimp my Jedi?
Additional note for flavour: Some use of deflection is supposed to be part of the Jedi's high Defence. It should often be applied in the description for near-misses. Block/reflect are supposed to represent being very good at it. (I used the same reasoning GMing back in 3.5, when the deflect bonus was as low as +1 but Jedi had very high AC without it.)
Feb
11
comment How can I pimp my Jedi?
Not pointless, but definitely a secondary option.
Feb
7
comment What are the differences between Star Wars Revised Edition and Star Wars Saga Edition mechanically?
D&D players, note that some of these changes (particularly the skill system and more mobile combat) were precursors of D&D 4 design.
Feb
3
comment What RPGs treat magic as being common?
@aramis: Oops, good point, Runequest was a first-gen RPG, way earlier than Torg. Can't think of much else before the 90s, though.
Jan
17
comment What effects could combine the spheres of Mind and Forces?
Once you have Forces 2/Mind 2 or Forces 2/Mind 3, take a moment to google electroshock therapy and the like. Knowing what you can do to the brain with electricity might make a few ideas jump out.
Jan
15
comment Simplifying/introducing marking for 2e/3e players?
@mxyzplk: In the vast majority of cases in our game, marking has an extremely legitimate in-character explanation. What do you find to be inexplicable? (Or is that another question?)
Jan
9
comment How can I add underworld intrigue to my Dresden Files game?
This is the key; settings change but people don't. Any plotline with a thieves' guild and a rich merchant in trouble works just as well with a corporate raider and a struggling local business. Then you can add Dresden's just-enough supernatural; the key is to keep it integrated. The necromancer doesn't live in a tower outside of town; he lives in a suburban mansion. That just makes him more dangerous and harder to spot. (How do the White Court vampires get - and hide - their money? They must own stock in dozens of local companies everywhere they go.)
Jan
9
comment How can I add underworld intrigue to my Dresden Files game?
The books seem to pretty clearly establish that the smaller the fae, the more likely it is to leave the NeverNever - the high court big guns only enter the real world for a specific purpose, but sprites and minor wildfae hang around here for fun all the time. Consider Toot-toot and his friends, or the cobbler faeries, or the brownies who clean Harry's house.
Jan
8
comment When is a shield wall a viable tactic?
+1 for understanding of shield tactics. I have seen shield walls work in LARP, but this answer's analysis holds... I've only seen it used effectively to hold an extremely narrow space that can't be flanked, with extra party members behind to cover. (Ideally including archers who can fire past the front line.)