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Showing posts with label GM Support. Show all posts
Showing posts with label GM Support. Show all posts

Friday, 10 October 2014

A new disease

Weeping Visage

Communicability: 5

Severity: 4

Where is the disease found

This seems to be a variant of the common animal disease of mange which can be passed on to humanoids, in animals it presents as mange with inflamed flesh and loss of fur or hair in patches the main difference between it and Mange is that the skin weeps a serous fluid in advanced cases and it is contact with this which causes it to spread.

In Humans Demihumans and Humanoids it causes what looks like very severe weeping eczema particularly on the face throat and chest and the backs of the hands and fore arms. It will like mange cause hair loss in races which are typically bearded such as dwarves and it is viewed as a form of leprosy by them and sufferers are often exiled.
 

Minor effect:

For a period of 1d6p weeks the victim’s appearance is reduced by 1d6 points as they have skin in the effected areas which looks like raw liver and seeps fluid continually and is often crusted with scabs. The disease then reaches a peak after which the victim slowly recovers generally taking about as long as the original course of the disease to clear up and the victim may be pocked especially if the duration roll penetrated

Major effect:

The disease becomes chronic and will not heal without the application of magic or if the victim is lucky medicine and the appearance loss becomes permanent until so healed.  It is also likely that the victim will be treated as a leper by their community even thought the diseases are not at all connected.

Monday, 6 October 2014

Some one elses EVIL GM Idea

What Will They Do With Us?

So the party's been pursued, run down, overcome and captured.  Now what?  This is no time to go soft on them.  What good are the Star Queen's brutal gnoll mercenaries if they go soft on their captives and allow them to reach the Place of Bright Stones?

What Will They Do With Us? (d6)

1. Kill us all
2. Eat us one by one
3. Make slaves of us
4. Mutilate us, take our stuff and let us go
5. Drag us before their leader to answer for our trespasses
6. Parlay to find out what the misunderstanding was

Brutal enemies roll twice, taking the lower result. Merciful enemies roll twice, taking the higher result.

When? (d4)

1. Immediately
2. After they catch their breath
3. After a brief confinement
4. After an eternity of confinement

Rash captors roll twice, taking the lesser result. Contemplative captors roll twice, taking the higher result.

Capricious captors invariably change their minds given enough time. Re-roll on the first table (ignore Brutal and Merciful effects). Maybe they eat three of you and merely rob the rest.

Confinement might mean being tied up near the fire, sat on, impaled through the hand on something tall and sharp, tossed in a hastily dug pit (which they made us dig), or rotting in an actual prison.



I'll See It When I Believe It blog 

I may give it a run out so be very careful folks 

Sunday, 5 October 2014

Some Sage advice

6 Ways to Add Interest to Your Dungeon

By: Jesse C Cohoon

Many times people think of dungeons as these static things that monsters inhabit, but if viewed as an interconnected, alive system that opens up many more possibilities than would ordinarily be possible.
1.      When designing dungeons, remember that enemies move around. But don’t limit their movement to just one area. Keep in mind that sound travels, and a battle in one area, attract enemies coming to the scene from different areas, and in the heat of the battle, PCs may find themselves surrounded by enemies in battle where they can neither move forward nor retreat until the situation changes.
2.      Add varying types of obstacles and ways of conquering them. In the Zelda franchise games, there are lots of puzzles, many of which are solved by blowing up obstacles or fake walls, pushing blocks/ rocks, swimming, activating switches in a specific order, and accessing areas that they need some sort of protection/ alteration to enter. In each of these cases, Link had equipment to help him out: gloves to give him strength, earrings to allow him to withstand heat, special armor that allowed him to swim underwater and the like. In Zelda: Skyward Sword, the hero gets a Batman-esque grappling hook type weapon that allows him to be pulled to walls, stationary helicopter type units, and ivy covered rock facades.    
But just because the players don’t have the proper equipment/ powers doesn’t mean they shouldn’t be allowed to enter such areas, but they may face difficulties in getting around / damage while in such areas. For instance in an area without the proper heat protection equipment, a person may get damage while in extremely hot or cold areas.
3.      Allow different areas to be opened up as the players get more powerful. Just because a party went through an area doesn’t mean that there aren’t more secrets to be discovered. There may be hidden passages, areas blocked by monsters that they didn’t fight (or circumvented), underground areas that they have to have digging claws to get to, or areas that were previously too high for them to reach. When characters get “fly,” “passwall,” and “reduce/enlarge” abilities (either through their equipment or by spells), the dungeon has an entirely different feeling.
4.      Change the dungeon in a significant way. This is a classic in video games. Some changes that you can make are: having the dungeon flood, it on fire or filled with smoke, upside down, or even portable (for instance a dungeon in a giant robot or on a dragon turtle) Other changes that you might not have thought of are: filled with quicksand, time shifted (thank you Zelda: Skyward Sword,) collapsing, overgrown, and vastly changed monsters. Even changing the climate changes the dungeon. For instance, having a previously hot area change to freezing changes the dungeon.
5.      Change up the situation. Instead of seeing a dungeon as a thing where characters enter the dungeon and maim/ kill anything that is threatening, and loot their enemies, the dungeon could be a thing of a peace keeping party where negotiation rules the day, an espionage mission where the characters need to be stealthy so as not to get caught, or a rescue mission where they have to be careful who they kill, otherwise they may end up killing the party that they’re trying to save.
6.      Plan in layers. The best dungeons have multiple layers: from deep underground or underwater reaching up many stories in the sky. Having puzzles that span these levels, clues for the story-behind-the-story, and boss battles the enemies of which are massive (both in terms of scope, but in terms of the number of participants), makes your dungeons truly epic!




are here 

Friday, 3 October 2014

Some thoughts on converting Pathfinder creatures to HackMater

Since I am doing this quite a bit a the moment I thought  I would share some of my admittedly rather quick and dirty methods of doing it with you.

These rules apply to the unique stuff rather than to the creatures both systems share an Orc etc is an Orc even if you do need to adjust the numbers as an Orc in HackMaster is a nastier prospect than one in Pathfinder and I might consider swapping it out for say a goblin in low level adventures.

Starting with the Pathfinder stat block


Animated Object (Large) - created with Hero Lab®



The skeleton locked within rattles as this animated cage lurches forward on chain legs in search of new prisoners.


Animated Object (Large)    CR 5

XP 1,600

Male animated object (large) (Pathfinder RPG Bestiary 14)

N Large construct

Init -1; Senses darkvision 60 ft., low-light vision; Perception -5


Defense


AC 14, touch 8, flat-footed 14 (-1 dexterity, +6 natural, -1 size)

hp 52 (4d10+30)

Fort +1, Ref +0, Will -4

Defensive Abilities hardness 5; Immune construct traits


Offense


Speed 30 ft.

Melee slam +9 (1d8+9)

Space 10 ft.; Reach 10 ft.


Statistics


Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1

Base Atk +4; CMB +11; CMD 20


Ecology


Environment Any

Organization Solitary, pair, or group (3-12)

Treasure None


Special Abilities


Darkvision (60 feet) You can see in the dark (black and white vision only).

Hardness 5 Subtract Hardness from damage done.

Immunity to Ability Damage Immunity to ability damage

Immunity to Ability Drain Immunity to ability drain

Immunity to Bleeds You are immune to bleeds.

Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.

Immunity to Disease You are immune to diseases.

Immunity to Energy Drain Immune to energy drain

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Non-lethal Damage You are immune to Non-Lethal Damage

Immunity to Paralysis You are immune to paralysis.

Immunity to Poison You are immune to poison.

Immunity to Sleep You are immune to sleep effects.

Immunity to Stunning You are immune to being stunned.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
The skeleton locked within rattles as this animated cage lurches forward on chain legs in search of new prisoners.
--------------------
Animated Object (Large)      CR 5
XP 1,600
Male animated object (large)  (Pathfinder RPG Bestiary 14)
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception -5
--------------------
Defense
--------------------
AC 14, touch 8, flat-footed 14 (-1 dexterity, +6 natural, -1 size)
hp 52 (4d10+30)
Fort +1, Ref +0, Will -4
Defensive Abilities hardness 5; Immune construct traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +9 (1d8+9)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1
Base Atk +4; CMB +11; CMD 20
--------------------
Ecology
--------------------
Environment Any
Organization Solitary, pair, or group (3-12)
Treasure None
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hardness 5 Subtract Hardness from damage done.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

as you can see the stat block for the animated cage was taken form hero lab

Advancing the Cause


 HackMaster Books incoming


PHB
HoB




In association with Spirit Games  May be making Progress on the Getting HackMaster Core Rule Books back into Europe project. I will keep you updated on this.

However when the books come back into stock I will be going into Demo Frenzy and more or less any one who wants a go at HackMaster will get the chance.

I am also after a PHB & HOB as an additional copy of the books always comes in handy and a GMG when the book is published

Thursday, 2 October 2014

Some Maths for HackMaster

None of this is my work but I think its well worth making as widely available as possible so this reposting is by way of helping it along

Dice Statistics

Why Statistics matter


‘Dice: Deception, Fate & Rotten Luck’ by Ricky Jay
Most roleplaying games are played with dice, which job is to generate a random number; these random numbers represent chance, which – without initiating a philosophical discussion – is that part of life we can’t do anything about. These numbers are further modified by our skills in the different tasks are most honoured and revered Dungeon Master / Hackmaster / Game Master – the names of this esteemed individual are many, and all rightfully said with the utmost respect when uttering this magnificent individual’s title and name – sees fit to give us, the players. Now, any Dungeon Master worth his salt would cast the evil eye upon any player trying to make decisions on, say, which weapon to choose, based on the arithmetical data provided in the books, rather than making this decision based on the colourful, vivid description given by his or her highly respectable person. This is where I, a Dungeon Master and Hackmaster, provide you with the exact knowledge you – the player – need to figure out everything you need to know to make just such choices (all the more to your Dungeon Master’s distress).
Why would you do such a thing?, you’d might ask. Well, the more you know, the better you can play; the more you understand the mechanics of the game, the better you can have informed discussions with your game’s esteemed leader, when you want to contribute and make the game even better for everyone. And, of course, all such discussions are done during breaks or between sessions. Metagaming is disrespectful to players and Dungeon Master alike, who are trying to create a mood and feel for the story everyone are participating in, and should be avoided at all costs.
For your convenience, at the end of this article, I will provide you with a link to a pdf document showing the formulae and numbers for some normal die pools. The document may be shared freely, as long as it is done so in it’s entirety. Should you quote me, feel free to let me know.

Nomenclature and the mechanics of different die rolls

Let’s get things straight right away. The correct way to name these polyhedra we love to hate, is one die, many dice. If you are interested in learning everything you need and do not need to know about dice, take a look at this excellent document by Kenzer and Company, called On Dice. It discusses nomenclature, dice etiquette, the nature of dice (they are inherently evil, you know), how to choose which dice to purchase, what to do when good dice go bad, how to roll dice, and so on. Take a look at it; it’s a good read.
Shorthand for writing what kind of dice a player should roll, is quite simple: m dice, d, of n sides each, for example 2d6, means that a player should roll two six-sided dice and add the numbers. In many games, however, exploding dice are used. This means you get to keep rerolling the die as long as you get the maximum number, adding all together. In this article, i will denote this dice as mdnx, for example 3d6x. Using the above example, rolling 3, 6 and 5 on these three dice, and getting the series 6, 6, 6, 6, 4 on the mid die (= 28 – you get the full sum) would yield a total of 36. Now that is painful.
In Hackmaster, most die rolls are so-called penetrating dice. These are a special case of exploding dice, and are denoted by adding a p at the end, which means that a player should keep rolling as long as the player gets the die’s maximum, but deduct one for every roll past the first. An example notation would be 3d6p; if the player rolls these three six-sided dice, and got the same numbers as above (3, 6 and 5) on these three dice, and got the same series of numbers with the mid die as above (6, 6, 6, 6, 4), he would get the following result:
  • Die 1: 3. Total: 3
  • Die 2: 6 → penetrating roll, the whole series of rolls being 6, 6, 6, 6, 4) → resulting sum of this die is 6 + (6 − 1) + (6 − 1) + (6 − 1) + (4 − 1) = 6 + 5 + 5 + 5 + 3 = 24.
  • Die 3: 5
  • Result: 32.
It is perhaps not as painful as with the regular exploding die, but three six-sided dice yielding 32 damage still hurts like hell.
Blood Dice

The different die rolls

Regular die rolls, dn,
rolls with a regular die, where n is the number of sides of the die
Everyone probably already know the basic formula for calculating the expected result of a standard die roll. If your die has n, numbered 1 through n, your expected result will be (n + 1) ÷ 2. For a six-sided die (from now on: d6), this yields the following:
(n + 1) ÷ 2 =
(6 + 1) ÷ 2 =
7 ÷ 2 = 3½
But, wait a minute? Half of 6 is 3, isn’t it? Yes, of course, but half of a d6 is not the same. Just take a look at the numbers a d6 can yield: 1, 2, 3 [halfpoint] 4, 5, 6 As you can see, there are three numbers to the left of half-point, and three numbers to the right. What’s midway between 3 and 4? The number 3½ of course. To find the average for any regular n-sided die, add 1 to n and divide the sum by two.
Exploding die rolls, dnx,
where you get to keep rolling and add the numbers, for as long as you roll the maximum
Eric T. Dobbs wrote a great article about these dice a couple of years ago, in which he shows how he came to a formula correctly giving the expected result for an n-sided exploding die. Here’s his conclusion:
For any N-sided die numbered 1 to N with all sides equally likely, the exploding modifier will increase the die’s expected value by a factor of N ÷ (N − 1).
In other words, you get the following formula: ((n + 1) ÷ 2) × (n ÷ (n − 1))
(Eric Dobb’s)
which may be shortened to
(n² + n) ÷ (2n − 2)
(by me (any mistakes are mine))
Penetrating die rolls, dnp,
where you get to keep rolling and add the numbers, for as long as you roll the maximum, but deduct 1 on every roll after the first
Surprisingly, the formula for figuring out the expected value for a penetrating die roll, is incredibly simple. Now, Mr Dobbs didn’t have the time to do it mathematically, so he did some number crunching instead, and ended up with this:
½n + 1
It’s quite beautiful in it’s simplicity, isn’t it? With this simple formula, anyone can do the math in their heads.
The special case of the thief’s backstab ability in Hackmaster
In the game Hackmaster, a thief may make a backstab if using a knife or dagger. This allows him to make damage amounting to 2d4p, but his or her dice penetrate on the maximum and second highest number. This surprisingly makes the backstab attack preferable to wielding larger weapons. A thief’s backstab is in fact better than weapons that do d12p damage, and matches weapons that do 2d6p or 2d12p+1 damage. The formula for calculating a thief’s special backstab damage, is as follows, again with courtesy of Mr Dobbs:
(n² + n − 4) ÷ (2n − 4)
Expected damage with the puny dagger is in fact 8 full points of damage; that’ just average damage…

How to abu… use this power

Finally you can figure out how to do the most damage, as effectively as possible and with mathematical precision! Are you better off going for the 1d12 og 2d6 damage weapon? Should the Hackmaster thief opt for the simple dagger, or put his wagers on something more stalwart, such as a sword? I hope the formulae provided will be benefitial in your search for the best weapons and tactics. I did the calculations, so any errors are mine. I also did the shortening of ((n + 1) ÷ 2) × ( n ÷ (n − 1)) to (n² + n) ÷ (2n − 2); if anything was wrong in how that was done, the error is mine. And here is the document i promised: Terningstatistikk – Dice Statistics

This article simultanously posted on Canned Blog.
Mr. K.

Now even I get it ;) and I hope now I have changed the colour of the text in the blocks every one can read it

Monday, 29 September 2014

GMG Update

Have to announce that  a GMG Beta update has been released the new version is  GMG Beta 2.4


 the change Log is on the Kenzer co development Blog

Saturday, 27 September 2014

GMG Update

Have to announce that  a GMG Beta update has been released the new version is  GMG Beta 2.3

the change log is on the Kenzer Co Development blog

Friday, 26 September 2014

Some more northen wilds encounter maps




A rural map from the north. a bit more of a civilized locale featuring a ford across a fast flowing seasonal melt water stream and one of the small banked fields typical of the area as well as some of the topography which is cool when you get it right so I am practising away at it. This to be honest is one of the reasons I have done so many of these maps when I am not I think going to need them right away.

 

Thursday, 25 September 2014

Northern Wastes Battle Mats

I am building up a collection of these for Against the Robots 


This one  was done in an effort to show a a bit more of the typical features of the more fertile parts of the wastes in summer the fast flowing seasonal stream in the top corner  and the sink hole where the permafrost had melted differentially leaving a small deep pond. I also had a go at adding three dimensions to an other wise flat map with the small hill topped by an erratic ( stray bolder) jutting out of the otherwise fairly flat flower covered plain


Another variation on the same theme showing a bit more topography and a game trail. The nice thing about these is that they can me customised further once uploaded to Roll20 by adding map tokens and even drawing additional elements on them even thought the drawing tools in Roll20 are not as sophisticated as GIMP they are easy to use for that last minute tweak

Shields a consideration

Introduction 

Some thoughts on how shields work in the real world and haw to model that in a way that works for HackMaster 5e. I wont claim to be able to cover every thing but I do hope to give the reader something to think about and add verisimilitude of not realism to their games


Basic types of shield
Shields have been made in all shapes and sizes and of a large number of differing materials historically but the base line shield in HackMaster and indeed most similar FRPG's is  wooden, often a composite resembling modern plywood,  and edged with raw hide to protect the edge from blades. On better shields they may be faced with cloth or thin leather and some times even thin sheet metal and the rawhide replaced by a metal edging strip. However regardless of construction or size there are only two ways of holding a shield.

Centre grip
Forearm Grip 


















Both methods have their advantages and disadvantages and the prevalence of either varied considerably over history but form experience the centre grip is better for mobility of the shield thought it it the heaviest as all the shields not inconsiderable weight is supported by the off hand. its also easier to equip and de equip, but its also possible to drop the shield . The fore arm grip is less mobile but you can use heavier shields, indeed the only practical all metal shields I have seen other than truly tiny bucklers have been this type. It is also impossible to drop as even if you let go of the hand grip it hangs of the fore arm.

You find that using a centre grip shield  you will actively use it to intercept or deflect an incoming blow or as a weapon to strike aside you foes weapon, with a forearm grip you find you tend to present it to your foe and keep it fairly static whilst you move around behind it. From the front centre grip shields have a raised metal boss which covers the hole in the middle where the grip is and fore arm grip shields tend to be smooth.

How to hold a shield 
Shields of either type are held with a bent off arm as far in front of the torso as possible. For a fore arm grip shield this is a bit more than the length of your upper arm and for a centre grip shield this is about three quarters of the length of the whole arm in action shields are never held against the body as the space between the shield and you is your defence against nasty stuff like axes which can punch holes in shields easily. flexing the arm is also a way of absorbing the energy of the weapons impact spreading it ad so reducing damage, the arm acts in some ways like a spring. 

Considerations of shape
The basic shield is flat but more elaborate versions are curved or dished either of which make it harder to land a solid blow and more likely that any hit will be glancing this reduces damage to the shield and increases the time it will survive in a battle particularly important when you are not wearing any armour or only a helmet.

Considerations of Materials and Construction
Shields can be made out of a wide range of materials and have been and even the basic wooden one can be varied to improve its performance and survivability .

Fabric facing gluing stretched cloth across the front of a wooden shield will make the surface of the wood less likely to splinter or to have layers seared away by impacts it also provides a nice base for painting identification or heraldry on and it does not noticeably add to the shields weight.
Leather  or rawhide  facing very much the same as the point made for cloth facing but it will add rather more weight to the shield makes the shield much tougher such that the thickness of the wood can be reduced sand the shield still be more robust than a thicker shield without it. it can also provide a flat surface to decorate on in the case of the particoloured animal hides with the fur left on provide a decoration in itself.
Metal facing this again

Friday, 19 September 2014

A Reply to An interesting Article from one of the Blogs I read

An Reply posted to an interesting Blog Article first posted on the feed form this Blog to the Big Bang Burger bar

 Posted By Forum User Snakes in the Tiki lounge


Interesting article.
On the other hand, a counter point of sorts;
Quote from: Tempest Stormwind
I still stand by the argument that this is a fundamental difference between old school (basic D&D: 1 race/class, AD&D: very limted multi-classing) vrs new school (I buy a book and there is a class in their and I want it gimmie gimmie). The trend I see is old school = roleplayers, new school = optomizers.

Note to New school people: Don't listen to what you hear, you aren't a dork if you roleplay. It is ok to indulge in what D&D is all about, roleplay. If you try it and have a good DM, I guarantee you'll have a blast and won't care so much about optomizing.
Okay, that's it.

I'm hereby proposing a new logical fallacy. It's not a new idea, but maybe with a catchy name (like the Oberoni Fallacy) it will catch on.

The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy
Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.

Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game.

Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa.
Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.

(I admit that there are some diehards on both sides -- the RP fanatics who refuse to optimize as if strong characters were the mark of the Devil and the min/max munchkins who couldn't RP their way out of a paper bag without setting it on fire -- though I see these as extreme examples. The vast majority of people are in between, and thus the generalizations hold. The key word is 'automatically')

Proof: These two elements rely on different aspects of a player's gameplay. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Roleplaying deals with how well a player can act in character and behave as if he was someone else.
A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other.

Claiming that an optimizer cannot roleplay (or is participating in a playstyle that isn't supportive of roleplaying) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.

How does this impact "builds"? Simple.

In one extreme (say, Pun-Pun), they are thought experiments. Optimization tests that are not intended to see actual gameplay. Because they do not see gameplay, they do not commit the fallacy.

In the other extreme, you get the drama queens. They could care less about the rules, and are, essentially, playing free-form RP. Because the game is not necessary to this particular character, it doesn't fall into the fallacy.

By playing D&D, you opt in to an agreement of sorts -- the rules describe the world you live in, including yourself. To get the most out of those rules, in the same way you would get the most out of yourself, you must optimize in some respect (and don't look at me funny; you do it already, you just don't like to admit it. You don't need multiclassing or splatbooks to optimize). However, because it is a role-playing game, you also agree to play a role. This is dependent completely on you, and is independent of the rules.

And no, this isn't dependent on edition, or even what roleplaying game you're doing. If you are playing a roleplaying game with any form of rules or regulation, this fallacy can apply. The only difference is the nature of the optimization (based on the rules of that game; Tri-Stat optimizes differently than d20) or the flavor of the roleplay (based on the setting; Exalted feels different from Cthulu).

Conclusion: D&D, like it or not, has elements of both optimization AND roleplay in it. Any game that involves rules has optimization, and any role-playing game has roleplay. These are inherent to the game.

They go hand-in-hand in this sort of game. Deal with it. And in the name of all that is good and holy, stop committing the Stormwind Fallacy in the meantime.

Note, unless I'm very much misunderstanding one or both of the above, I don't think the two points actually contradict each other, and there's a lot in the former article there I'd agree with quite strongly.Smiley   

Cheers old chap

Thursday, 18 September 2014

An interesting Article from one of the Blogs I read

as a Gamer of similar antiquity I am afraid I have to agree whole heartedly with the following

Wading In: "Builds"


What was memorable about this guy? 
Point-Buy games have had "builds" for a long time - Hero, Gurps, etc. With 3rd Edition D&D all of a sudden D&D had "builds" and one of the plagues of the modern age of gaming fully flowered and has yet to really die down.

I'd say for most players, one of the attractions of RPGs is the opportunity to play a character that does things you do not do in your normal life - sticking swords into monsters, throwing magic, or flying a spaceship. D&D 3E (and later) and Pathfinder are very good at letting us do that with tons of options and per-level multiclassing and point buy attributes - compared to the old "roll up your stats and figure out what to play" days it's a paradise for those who like to craft their character to match their specific vision. That's nothing but a positive. Well, almost...

The coal-filled stocking in this approach is that there are a lot of people who, once exposed to your vision of Abercrombie the Barbarian Prince will quickly point out all of the places it could be improved mechanically and all of the less-than-optimal choices you have made in creating him. "Why does he need a 16 Charisma - dump that to 8!" is among the kinder things you may hear. Communal min/maxing is just as annoying as individual min/maxing  when it overwhelms the original concept. Much like MMO players, groups of players around the internet will quickly determine optimal approaches to specific classes and combinations whenever new rules or options come out and are often regarded as "experts".

If you're playing some kind of arena combat game against other players this may be useful.

If you're playing any other kind of game, it's of limited usefulness at best.

Sure, push your DPS way up there, that's really impressive. Hey, now we need an assist on this diplomacy check - oh, you have a negative? Ok, never mind. How about Stealth? Knowledge? Religion? Most optimized "builds' I have seen sacrifice a lot for increased efficiency in one particular area and that's not always the best answer to the things that go on in a campaign and they can get to be on the boring side when you're not slamming through one combat after another because that's a lot of what they focus on. Also it can warp the rest of the party. If we assume the tornado of steel barbarian can solo any monster in the game, the rest of the party may de-emphasize combat capability to try and shine in other phases of the game. Then the barbarian's player misses a session and suddenly combat goes horribly wrong .

Now you do get the opposite problem sometimes where someone takes a bard or a rogue type character and turns them into the jack of all trades and master of all trades too. That's not great for the rest of the party and rather than one player getting bored you have all but one player bored.

A lot of these overpowered builds rely on stitching together very specific abilities from across different classes and supplement books so one way to keep a lid on it is to limit options. Pathfinder has probably the biggest active universe for this kind of thing right now. Sure, the Technology Guide is awesome for the Iron Gods Adventure Path, but if I'm running Rise of the Runelords I probably don't need android PC's with chainsaws and laser pistols running around so the answer there at character creation is "no".


I've played and run a lot of games over the years but I have to say I've rarely seen the need for maxed out PC's. Right now the published adventures I am reading, mainly Pathfinder APs and the new D&D 5E adventures certainly do not demand apex character designs. So it's not pressure from adventure writers that drives optimized character designs.

I have found that campaigns are more enjoyable when people are playing a character they really like and that is often tied to designing it themselves. "Interesting" and "memorable" do not necessarily equal "efficient". Even when looking for power combos, if you find some combination of abilities that is particularly effective how much more satisfying is that than finding it out from some guy on the internet before the game ever starts? For Delve Night at the FLGS an internet-optimized hurricane of evocation may be fine but in an ongoing campaign it's different. Can you live with that character for a year? How about two?

Seeing it discussed online almost constantly I feel the occasional need to push back against the pressure to optimize everything.  Ideally players find a balance between "fun/interesting to play" and "mechanically effective" that works for them and for the rest of the people in their group. Hopefully they take a little time and consider the non-mechanical aspects of the character to round things out.

Original article and Splendid blog Here

Thursday, 24 July 2014

Some Other Sorts of Encounter

posted by CEBrown based on an original post by Jtolman which is here

I would suggest categorizing this into sections:


  • Distractions (no true threat or challenge intended (yeah, PCs can always "force an escalation" ) - just odd occurances like a flock of birds suddenly taking flight for no apparent reason, odd rustling in the brush which proves to just be a rabbit or maybe just the wind)
  • Inconveniences (run out of some non-essential (e.g. clean bandages, luxury items, cooking utensils) supplies, raided by raccoons, fire keeps dying out or threatening to go out of control), which would probably be the most common results.
  • Threats (poisonous animals slipping into camp - like the spider or scorpion examples, or PCs find they built their camp near where a hunter set up some traps, run out of essential supplies like food or clean water) - about as common as "distractions"; together slightly more common than "Inconveniences".
  • Encounters (shift to regular random encounter stuff).
    Reposted form the Kenzer Forums and something that I will be taking into consideration when I am finishing off my encounter building Article

Wednesday, 23 July 2014

Heromachine - building tokens

This is something for the morning now but I have been playing with both versions of heromachine to generate custom tokens & am begging to get the hang of them watch this space for examples

I will be using Hero Machine 3 for button tokens and Hero machine 2.5 for the full figure ones


as its back up here is a start

hero machine 2.5 full body female magic user with spear base image


hero machine 3

 Barbarian warrior with axe and shield - the axe needs fixing so its in his hand and the background needs to be cleaned up more

Tuesday, 22 July 2014

Areas of swamp for Adventures Elsewhere on roll d20

get in the most out of one map


Basic map 



One pattern of tracks

And a different pattern 


and a third patten


& I have several others which rotate or alter small details on the map to give a different environment to fight over with minimal gm effort which I will post latter but I hope you get the idea 

Building encounters & Random Encounters

some thoughts opinions and suggestions 

Random encounters 
first of I am not a fan of random encounters in the traditional sense as I feel that all encounters must serve as a part of the story you and your players are jointly creating so even of they have a random chance of happening, such as a hostile patrol being in the area,  they had better have some thought put into them and be a bit more than some extra experience to pick up on the way to the main event.

 

more to follow in a similar vein to the dungeon article

Monday, 21 July 2014

An overview of Salvery in Telene Part II

An overview of Slavery in Telene Part II

A consideration of slave trading

Gap to fill

Regional analysis 


Pel Brolenon

Is as might be expected rather a law unto itself. 

The Wild lands 

Ars Medicae - a treatise on dealing with battlefield injury's


and how to apply it to HackMaster 

Had this sitting around in my head for a while must get it done