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drrockso20 posted:Also bit the bullet and bought a copy of Dark Dungeons off of Lulu with that discount code someone posted earlier
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# ? Feb 18, 2015 07:29 |
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# ? Apr 19, 2024 20:32 |
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Babylon Astronaut posted:The paperback version of Dark Dungeons is ridiculous. It's huge and has no author so it looks like some satanic coffee table book. Well wouldn't be the first huge OSR book in paperback that I own(Blood & Treasure takes that honor), nor even the largest book I own in general(that would be my copy of the Taschen collection for Little Nemo In Slumberland, which when you think about it would make for an awesome campaign setting for an OSR game)
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# ? Feb 18, 2015 09:18 |
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gradenko_2000 posted:That's actually Dungeon Crawl Classics. DalaranJ posted:That's Dungeon Crawl Classics. Simian_Prime posted:Dungeon Crawler Classics Bob Quixote posted:You might be thinking of Dungeon Crawl Classics - that game has an escalating fighter bonus die and when you roll a 3+ result on it you pull off a Mighty Deed. I feel so stupid not knowing the answer when it's plastered all over this thread AND actually having the PDF. Thanks guys! The deed die is a seriously nifty thing.
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# ? Feb 18, 2015 13:06 |
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gradenko_2000 posted:Seriously though somebody should try running a PbP of it - we all seem to be fans enough of the game I'd be up for this, but i've never Judged PbP. Is it as long and drawn out as I imagine it is?
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# ? Feb 18, 2015 19:12 |
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Here's a cool DCC character sheet I found on the net: link to the artist's site
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# ? Feb 20, 2015 05:21 |
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It's not D&D but it is old, and the stats on that character sheet reminded me: is the Fallout RPG actually any good or not? I fukken love Fallout NV and the PnP rules seemed decent but I'd be interested to hear from someone who's played it
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# ? Feb 20, 2015 07:26 |
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Pham Nuwen posted:It's not D&D but it is old, and the stats on that character sheet reminded me: is the Fallout RPG actually any good or not? I fukken love Fallout NV and the PnP rules seemed decent but I'd be interested to hear from someone who's played it Is this the Fallout fan RPG that basically just tries to translate the computer games into PnP? I played it once with my friends. Character creation took a while because you had to calculate the starting levels of all your skills with a bunch of different formulas. In play it was just a pretty normal, by the numbers 1d% roll under system, except in combat when poo poo suddenly got super detailed and everything slowed down because the game used the action point economy of the computer games. I can't really recommend it: as me and my friends discovered, trying to translate the system of a computer RPG 1-to-1 is a fool's errand, because you don't have the benefit of a computer doing all the calculations for you. If I could recommend an alternative, there's Retrocalypse. It's a hack of Old School Hack, a simple hack-and-slash RPG based on emulating old-school D&D, adapted to the style of Fallout. It's got the feel of Fallout but without the unnecessary number-crunching.
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# ? Feb 20, 2015 11:45 |
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Ratpick posted:Is this the Fallout fan RPG that basically just tries to translate the computer games into PnP? Wasn't the original Fallout fan RPG made by a creator of the crpg? Also, is there a version of Retrocalypse that has the traits? It looks really, really cool, but the version you linked is incomplete.
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# ? Feb 20, 2015 11:50 |
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Covok posted:Wasn't the original Fallout fan RPG made by a creator of the crpg? Whoops, sorry! Here's the final version! As far as the fan RPG goes, I'm not sure who it was made by. It seemed like a very accurate translation of the CRPGs rules into PnP, but as I noted above, it doesn't work quite as well on tabletop as it does when a computer does all the work for you.
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# ? Feb 20, 2015 11:53 |
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Ratpick posted:Whoops, sorry! Here's the final version! J.E. Sawyer, one of the people who worked on several Fallout projects (including New Vegas) wrote an RPG. I read the PDF somewhere, it seemed neat, googling now shows there's a whole wiki devoted to it now which h probably means it's been hosed up by terrible nerds. Edit: I can't find the loving PDF I was looking at before, drat. Pham Nuwen fucked around with this message at 17:27 on Feb 20, 2015 |
# ? Feb 20, 2015 17:12 |
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There's even a minis wargame bundled on one of the Fallout Tactics CDs, it's not hard to find online.
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# ? Feb 20, 2015 18:15 |
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To my recollection, the Fallout PnP RPG was a pretty traditional stats/skills/perks setup paired with binary task resolution mechanics. I'm sure JE Sawyers' games were fun, but that was probably more because of his ability to GM than the mechanics themselves.
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# ? Feb 20, 2015 20:14 |
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I usually play Dungeon World or FATE or some such, but a friend is running D&D 2e in Forgotten Realms on Roll20. What is the best way for me to have fun playing a bard, potentially with the Gallant kit? Alternatively, what not to do. I really don't like binary pass/fail. Lunatic Pathos fucked around with this message at 21:18 on Feb 20, 2015 |
# ? Feb 20, 2015 21:12 |
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So I might be joining in on a 1e D&D game in a week and a half or so. Don't really know what to expect. My experience with D&D before 3e were the Baldur's Gate PC games, Icewind Dale, Planescape Torment, and once on the forums I got a Firbolg into a 2e Spelljammer game mere posts before it died.
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# ? Feb 21, 2015 01:40 |
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So I found a Black Book 2e (2.5?) PHB, DMG and an original 2e Monstrous Manual at a book sale. If I wanted to run a game using these, what hotfixes would I need to make it a stable run beyond getting a DM screen and not using Method I?
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# ? Feb 21, 2015 22:27 |
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With those three you should actually be fine.
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# ? Feb 21, 2015 22:41 |
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Yeah, 2e's not too bad to play straight out of the books if you just stick to the core, and you don't need the DMG if you have a screen.Ryuujin posted:So I might be joining in on a 1e D&D game in a week and a half or so. Don't really know what to expect. My experience with D&D before 3e were the Baldur's Gate PC games, Icewind Dale, Planescape Torment, and once on the forums I got a Firbolg into a 2e Spelljammer game mere posts before it died. If you mean AD&D 1e like I'm assuming, the type of game you end up with will depend so heavily on which rules the DM's actually using that it's really impossible to say much about what to expect. If you're starting at first level, then RAW your characters will be a lot more fragile than you'd think, and wizards will feel really useless. If you somehow found someone who's running original D&D, then what you should expect is to go into a dungeon and fight some monsters and take their treasure. Your characters will probably die suddenly without a chance to react, but you should also be able to roll and introduce a new character really fast (like, less than 10 minutes really fast). Elector_Nerdlingen fucked around with this message at 23:42 on Feb 21, 2015 |
# ? Feb 21, 2015 23:32 |
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Generally my group does not even run with screens for anything anymore. Laptops and tablets, sure. But that whole huge discussion a couple of weeks ago about fudging rolls? Well, nothing happens behind a screen, so...
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# ? Feb 21, 2015 23:35 |
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OneThousandMonkeys posted:Generally my group does not even run with screens for anything anymore. Laptops and tablets, sure. But that whole huge discussion a couple of weeks ago about fudging rolls? Well, nothing happens behind a screen, so... Yes, the DM should roll dice out in the open. On the other hand, the old school dungeon crawling style of play kind of assumes that you've got a detailed map that the players can't see. I guess if you're not playing that kind of game there's no need to use a screen to hide anything, but if you've got one anyway it still makes a good reference sheet. e: I guess if all your poo poo's on a laptop or tablet, it's not worth it to have another thing on the table to reference.
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# ? Feb 21, 2015 23:47 |
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So, MY GIRLFRIEND just finished the art for a supplement of Mutant Future. Is the game any good? We were considering trying to get a group together and do a one shot of it. Her RPG experience is limited to a few sessions of Pathfinder and Paranoia (she was a huge fan of the setting of the latter), I on the other hand have played 2e, and have some idea of older D&D mechanics. So here are the things I want to know: 1) Is the game fun, or am I going to have to implement house rules? 2) Are there any must have supplements? 3) How complex is it, and how much of the mechanics should I just shoulder as DM?
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# ? Feb 25, 2015 02:34 |
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Mutant Future is fun as poo poo. It's less a Gamma World clone and more like a literal post-apoc B/X D&D. It's also 100% compatible with Labyrinth Lord (and therefore B/X), and since it's a kitchen sink PA setting, you can run anything from a light, goofy Adventure Time game, to a slightly more sinister but kinda goofy Fallout game, to a grimdark 'cannibalism and radiation sickness' kinda game.
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# ? Feb 26, 2015 01:55 |
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my copy of Dark Dungeons arrived in the mail today woo!!!!
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# ? Feb 26, 2015 08:12 |
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Silhouette posted:Mutant Future is fun as poo poo. It's less a Gamma World clone and more like a literal post-apoc B/X D&D. It's also 100% compatible with Labyrinth Lord (and therefore B/X), and since it's a kitchen sink PA setting, you can run anything from a light, goofy Adventure Time game, to a slightly more sinister but kinda goofy Fallout game, to a grimdark 'cannibalism and radiation sickness' kinda game. Yeah, Mutant Future is fun and being based on Labyrinth Lord it's a very simple game with a clear structure. The GM is still assumed to shoulder most of the mechanics, but once you get the procedures down it practically runs itself. There's one mechanical problem with Mutant Future though: since PCs in the game start with more hit dice, monsters are also given more hit dice so that they'd not be one-hit wonders. However, because the game uses the Labyrinth Lord attack charts, this means that especially at low levels when armor is scarce and expensive characters will be hit by their enemies a lot more often than they have a chance to hit their enemies (because to-hit values for PCs are based on character level, not hit dice). I've never written up a complete set of house-rules to fix this, but one idea I had was to somehow extrapolate the psychic attack charts for melee and ranged combat so that combat rolls become entirely disentangled from hit dice. You'd still need a way to determine attack and defense abilities for enemies, but I think you can use the guidelines for determining enemy Willpower as a starting point. But yeah, it's fun and there are no must-have supplements that I know of: it's a very complete game with a lot of material, so you won't immediately need to supplement it.
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# ? Feb 26, 2015 09:03 |
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drrockso20 posted:my copy of Dark Dungeons arrived in the mail today woo!!!!
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# ? Feb 27, 2015 04:47 |
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I didn't think I'd like Dark Dungeons when I first read it. It seemed like a bunch of fiddly bullshit and unintuitive rolls with weird dice, but in play it is really, really good. Once I realized the whole surprise, distance, reaction, initiative, is just rolling 2d6 four times it clicked for me. It doesn't play like it reads, you have to go through to motions to understand it in my opinion.
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# ? Feb 27, 2015 08:06 |
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Totally waiting on my print copy of Into the Odd to arrive. That printing mishap that (I think) I mentioned earlier ended up turning into an additional copy for those who pre-ordered and those who order for a limited time. It's being called "Friendship Edition," so you can give a copy to a friend. Pretty hyped about getting this book. I got the email that it was being packaged/sent and then the publisher told me I was getting a special customization or something. Wonder what it could be...
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# ? Feb 27, 2015 09:39 |
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Babylon Astronaut posted:I didn't think I'd like Dark Dungeons when I first read it. It seemed like a bunch of fiddly bullshit and unintuitive rolls with weird dice, but in play it is really, really good. Once I realized the whole surprise, distance, reaction, initiative, is just rolling 2d6 four times it clicked for me. It doesn't play like it reads, you have to go through to motions to understand it in my opinion. Are you guys talking about the Rules Cyclopedia retroclone?
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# ? Feb 27, 2015 09:50 |
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gradenko_2000 posted:Are you guys talking about the Rules Cyclopedia retroclone? yes(it's notable for being approximately the third Retroclone/OSR game I ever got into, after Mazes & Minotaurs[which I wish we'd talk about more often here, because it's a brilliant game, although a little on the shallow end compared to more recent OSR games], and OSRIC)
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# ? Feb 27, 2015 10:31 |
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drrockso20 posted:yes(it's notable for being approximately the third Retroclone/OSR game I ever got into, after Mazes & Minotaurs[which I wish we'd talk about more often here, because it's a brilliant game, although a little on the shallow end compared to more recent OSR games], and OSRIC) Mazes & Minotaurs is amazing. Rules-wise it might not be anything special, but the ongoing commentary featuring snippets of letters from an entirely fictional M&M fanzine is pure genius. I also love how unapologetic the game is about being set in the not-Greece of Hollywood cinema and popular culture depictions of Greek mythology and how the aforementioned commentary makes it even clearer (the Gygaz analogue of M&M mostly answers letters to the effect of the game being unrealistic and mythically inaccurate with some snarky variation of "it's just a game!"). And then they went and did it again with Vikings & Valkyries, applying the same level of pastiche to Norse mythology instead (horned helmets and all). The entirety of the M&M is like some weird meta-commentary on old-school RPG design all the way down to the fact that one of the supplements introduced more detailed combat systems as an answer to all the calls for a more realistic combat system. I mean, hell, Vikings & Valkyries is the really awkward translation of a game based on Greek myth for Norse myth, exactly what was done with D&D a million times in spite of the fact that the system is a really awkward fit for most settings.
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# ? Feb 27, 2015 10:43 |
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Not a game, but of interest to the thread regardless: this week's Humble Book Bundle includes the Jack Vance Treasury in the $1 tier:quote:Preface, Jack Vance Obviously there's not just the one book in the bundle; other authors include Joe Lansdale, Thomas Ligotti, Harlan Ellison, and the omnibus collection of Barry Hughart's Master Li and Number Ten Ox stories.
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# ? Feb 28, 2015 02:16 |
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It's worth it just for Vance and Hughart.
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# ? Feb 28, 2015 02:37 |
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Humbug Scoolbus posted:It's worth it just for Vance and Hughart.
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# ? Mar 1, 2015 04:13 |
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And Bridge of Birds is loving awesome.
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# ? Mar 1, 2015 04:44 |
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So a while back, Sine Nomine released The Smoking Pillar of Lan Yu, which was on the surface an adventure module for Scarlet Heroes, but was also a case study in replicating the design of the original OSR adventure modules such as Keep on the Borderlands or Palace of the Silver Princess. Now, they've released Exemplars and Eidolons, which is on the surface a 48-page, fully playable OSR game that resembles a stripped down version of Scarlet Heroes, but is also a case study of replicating the design of the original Three Brown Books of D&D. And they're both completely free.
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# ? Mar 1, 2015 20:31 |
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gradenko_2000 posted:So a while back, Sine Nomine released The Smoking Pillar of Lan Yu, which was on the surface an adventure module for Scarlet Heroes, but was also a case study in replicating the design of the original OSR adventure modules such as Keep on the Borderlands or Palace of the Silver Princess. The G+ post about E&E that introduced it also had some talk about whether you could use it to run an Exalted game with a different system, and the creator agreed that it might fit with a Dragon-Blooded game without too much work, but doing something bigger might take a bit. He admitted that it hadn't been playtested. Also, a difference between E&E and SH is that, as far as I can tell, SH is intended for one player (and can support a second) but if you want a regular group size you're encouraged to use a different system because you'd have to fiddle with things too much. In E&E, it seems we are given a similar situation but basically encouraged to use the chassis for full group play. A side note on any game that uses the Fray die, also. It seems like a good technology to implement for a number of things that would fall under other techniques, such as feats. Need to eliminate enemies around your primary target? The Fray die can handle that. Want to give wizards an at-will attack that can hurt anything? The Fray Die can handle it. Want to do some wuxia or swashbucklery combat moves? The Fray die can handle it, because it lets you do extra stuff beyond what gets covered in your basic attack roll. It's a great technology, to my mind. Not too difficulty to hack a monk out of a rogue, warrior, or multi-class with the SH chassis. And you don't need to stop moving to get multiple attacks.
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# ? Mar 2, 2015 02:52 |
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So, I'm thinking about some weird design questions right now. If you were going to alter the number of ability scores in D&D to any number between 1 and 8 how would you change them? Maybe like: 1 - Level 2 - Physical and Mental, Attack and Save, or possibly Power and Finesse? 3- Fortitude, Reflex and Will probably. Unless you want to dump all the mental stats and have Strength, Dexterity and Constitution 4- Body, Agility, Mind and Charm 5- I've always been of the opinion that you could probably (i.e. as long as there isn't any multiclassing) come right out and combine Intelligence and Wisdom. If I was feeling really brazen I'd call them 'magic'. 7- Split Charisma into 'looking good' and 'feeling good', I mean comeliness and presence. Actually I'd probably split Dexterity into sneaking and dodging. 8- What are the abilities in Paranoia? That. Obviously the follow up question is "How many ability scores do you think is best?" DalaranJ fucked around with this message at 04:58 on Mar 3, 2015 |
# ? Mar 3, 2015 04:54 |
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I would probably do something like: * Reduce stats to just STR, DEX and INT, perhaps add PER(sonality) if the campaign really warrants a mechanical representation of a face/charismatic character * Three true words/phrases/statements about your character * Combat revolves entirely around the attack roll vs AC dynamic, even for a Magic-User. A Fighter would fish for attack roll bonuses or mechanical effects through brute strength. A Rogue would do so via sneakiness and subterfuge. A Magic-User would do so by applying/targeting magical weaknesses, such as elemental opposites. I would however rule that the stat that contributes an attack bonus isn't locked in to the class. If the Fighter says he's a Fighter that adds his INT to his d20 instead of his STR, he can. * Skill checks would still just be d20 vs a DC, with bonuses based on the applicable stat and an applicable true statement (and perhaps the class counts as a statement by itself?). The DM can also use the "opposite implication" of a true statement to justify a high DC/roll penalty * Saving throws would be similar to skill checks: "a boulder is coming at you, what do you do?" and the player comes up with an active solution (I dodge out of the way, I blow it out of the way) or a passive solution (the boulder will smash on the sheer toughness of my chest) Gasperkun posted:A side note on any game that uses the Fray die, also. It seems like a good technology to implement for a number of things that would fall under other techniques, such as feats. Need to eliminate enemies around your primary target? The Fray die can handle that. Want to give wizards an at-will attack that can hurt anything? The Fray Die can handle it. Want to do some wuxia or swashbucklery combat moves? The Fray die can handle it, because it lets you do extra stuff beyond what gets covered in your basic attack roll. It's a great technology, to my mind. It occurs to me that the Fray Die is precisely the sort of "D&D combat without attack rolls that can miss" kind of thing that people were talking about in the Next thread. Or rather, technically a 1 result on the Fray Die (or on SH/E&E's damage rolls) is a miss that does nothing, but it's a single roll rather than two.
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# ? Mar 3, 2015 05:14 |
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gradenko_2000 posted:Now, they've released Exemplars and Eidolons, which is on the surface a 48-page, fully playable OSR game that resembles a stripped down version of Scarlet Heroes, but is also a case study of replicating the design of the original Three Brown Books of D&D. Wait, why did I download this and not read it until now? This is awesome.
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# ? Mar 3, 2015 07:18 |
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DalaranJ posted:Wait, why did I download this and not read it until now? This is awesome. I've just started reading this and awesome is definitely the way I'd describe it.
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# ? Mar 3, 2015 11:25 |
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# ? Apr 19, 2024 20:32 |
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3rding the Exemplars and Eidolons is a cool read sentiment. I especially like the Effort rules as a way to manage player time in the spotlight. I really like Dungeon Crawl Classics' take on magic and mighty deeds, specifically that it mostly boils down to make something up and roll some dice and here are some decent guidelines for what different rolls should be able to do. Everything else is good too except I don't care for the three-stooges-but-everything-is-covered-in-razor-blades level of random lethality for the players. I'm I better off porting the magic and mighty deeds stuff into something else, or can a few house rules take care of it? Something like:
Thoughts?
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# ? Mar 3, 2015 22:30 |