Search found 112 matches
- Fri Aug 12, 2011 1:59 am
- Forum: DCC RPG General
- Topic: Disconnect between Birth Augur and Luck Score
- Replies: 8
- Views: 9996
Re: Disconnect between Birth Augur and Luck Score
Another point to clarify: it might well be that once you get a Birth Augur bonus (or penalty) it stays frozen at the initial Luck score. It would make sense, and I would probably go this route.
- Thu Aug 11, 2011 4:02 am
- Forum: DCC RPG General
- Topic: Disconnect between Birth Augur and Luck Score
- Replies: 8
- Views: 9996
Re: Disconnect between Birth Augur and Luck Score
I agree there are many workarounds, but I was interested in the "official" position (i.e. will it be fixed in the game?)
- Wed Aug 10, 2011 12:18 am
- Forum: DCC RPG General
- Topic: Disconnect between Birth Augur and Luck Score
- Replies: 8
- Views: 9996
Disconnect between Birth Augur and Luck Score
It seems lots of the descriptions of the Birth Augur table would match only a bonus due to Luck score. Unless I am missing something (i.e. only bonuses apply, not penalties) e.g. "Speed of the Cobra" seems to imply a positive effect, not a negative one.
- Sat Jul 30, 2011 6:46 am
- Forum: DCC RPG General
- Topic: High PC Mortality in S&S?
- Replies: 15
- Views: 17203
Re: High PC Mortality in S&S?
There was a rule at some point in D&D that if you took one blow equal to more than half your hp you had to roll system shock to avoid instant death. If you are speaking about AD&D2e, the rule was that you could die if 50 hps where inflicted. 3e had the same rule, which optionally scaled wit...
- Fri Jul 29, 2011 5:01 am
- Forum: DCC RPG General
- Topic: High PC Mortality in S&S?
- Replies: 15
- Views: 17203
Re: High PC Mortality in S&S?
Well, I think that the aim should not be to reproduce the dynamics of the literary medium; it's obvious that the main characters cannot die otherwise the writer wouldn't have much to write about. Rather, the game should emulate what happens *around* the heroes, and the way the characters must go to ...
- Fri Jul 29, 2011 2:58 am
- Forum: DCC RPG General
- Topic: Gamestation Dice came today and I am sad
- Replies: 45
- Views: 56158
Re: Gamestation Dice came today and I am sad
hi everyone. I bought at theDiceShopOnline.com some of the dice i needed : i won't bother with the perfect randomness of gamestation dice. I bought a d3 (d6 numbered 123 twice), a d5 (d10 numbered 12345 twice), a d16 (looks pretty as hell, my favourite die!) which i use also as d14, d24 and d30. Th...
- Fri Jul 29, 2011 2:06 am
- Forum: DCC RPG General
- Topic: Gamestation Dice came today and I am sad
- Replies: 45
- Views: 56158
Re: Gamestation Dice came today and I am sad
Ok, I am a statistician by profession, and what Zocchi says seems to have very little to do with statistical issues. The only requirement for a die to be balanced, is that the mass is uniformly distributed over all its faces; this is the physical equivalent of the mathematical concept of distributio...
- Mon Jun 20, 2011 2:21 am
- Forum: DCC RPG General
- Topic: Level Cap
- Replies: 47
- Views: 51504
Re: Level Cap
Just for fun, here is a quickly thrown-together "Lord of the Rings" cast on my scale: :D 1 = Merry, Pippin 2 = Sam 3 = Frodo 4 = Legolas, Gimli, Boromir, Arwen (movie version) 6 = Aragorn, Elrond, Galadriel 8 = Gandalf the Grey, Saruman 10 = Gandalf the White 12 = Sauron Anyway, this is k...
- Fri Jun 17, 2011 6:45 am
- Forum: DCC RPG General
- Topic: Level Cap
- Replies: 47
- Views: 51504
Re: Level Cap
Just for fun, here is a quickly thrown-together "Lord of the Rings" cast on my scale: :D 1 = Merry, Pippin 2 = Sam 3 = Frodo 4 = Legolas, Gimli, Boromir, Arwen (movie version) 6 = Aragorn, Elrond, Galadriel 8 = Gandalf the Grey, Saruman 10 = Gandalf the White 12 = Sauron Anyway, this is k...
- Fri Jun 17, 2011 2:18 am
- Forum: Playtest Feedback: Characters
- Topic: Beta Testing Questions from my group.
- Replies: 11
- Views: 17286
Re: Beta Testing Questions from my group.
I can partly answer for 1- usually you don't know the DC, so even looking at the dice outcome is not completely helpful. You are right though, in the fact that regardless of the DC, if one can have a look at the outcome it's always better to look at the dice, so deciding before the roll is practical...
- Fri Jun 17, 2011 2:09 am
- Forum: DCC RPG General
- Topic: Mighty Deeds of Arms
- Replies: 29
- Views: 36445
Re: Mighty Deeds of Arms
Another slight derail... The MDoA section in the Judge's section is presented as "guidelines" for using them. As I recall the magic items costs in 3.x were presented as guidelines as well. I think the CR rules were presented that way also. Both those mechanics wrecked up a lot of good game...
- Thu Jun 16, 2011 1:21 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 314162
Re: Percentage Thief Skills
That's a good idea.Roman wrote: Just wondering ...
Would it be appropriate to add the Thief's Intelligence modifier to Find Trap and Read Languages, and perhaps his Personality modifier to Disguise Self?
- Thu Jun 16, 2011 1:19 am
- Forum: DCC RPG General
- Topic: Dice: generating "Zocchi results" using "normal" polyhedrons
- Replies: 78
- Views: 460772
Re: Dice: generating "Zocchi results" using "normal" polyhed
Traveller over on the Acaeum offered up these formulas: d3 = 1d6/2. round up d5 = 1d20/4, round up or 1d10/2, round up (thanks to Sardan for the d10 version) d7 = 2d4-1 d14 = (1d8+2d4)-2 or (2d6+1d4)-2 d16 = 3d6-2 d24 = (1d10+2d8)-2 or (2d10+1d6)-2 d30 = (1d20+2d6)-2, (1d12+2d10)-2, or (2d12+1d8)-2...
- Wed Jun 15, 2011 1:13 am
- Forum: DCC RPG General
- Topic: Dice...
- Replies: 100
- Views: 139192
Re: Dice...
My major complaint about the funky dice is that I want convenience most of all (particularly when dropping $20 on a dice set). To me that means: Opaque dice Pre-Inked in a contrasting color (easily visible) No sanding or 'fixing' required to use A complete set of the non-standard shapes in one box ...
- Mon Jun 13, 2011 7:37 am
- Forum: Playtest Feedback: Characters
- Topic: Get rid of infravision!
- Replies: 24
- Views: 29731
Re: Get rid of infravision!
No Tolkien elves nor dwarves can see in the dark.
- Mon Jun 13, 2011 1:32 am
- Forum: Playtest Feedback: Characters
- Topic: Weapon Training (Page 16)
- Replies: 26
- Views: 30528
Re: Weapon Training (Page 16)
Reducing the damage is an excellent idea. The old D&D Master Set had unskilled weapon users inflict half damage with a given weapon (and additionally missile weapons got a -1 penalty to hit.) If we don't want to cut in half the damage, then a fixed penalty might apply (e.g. -2 to damage) or a re...
- Mon Jun 13, 2011 1:26 am
- Forum: DCC RPG General
- Topic: Designer's Blog #2: Pre-D&D Swords & Sorcery
- Replies: 36
- Views: 104803
Re: Designer's Blog #2: Pre-D&D Swords & Sorcery
I know he's not Appendix N, but I hope you have read a lot of Clark Ashton Smith too! A popular suggestion and I have to keep going back to re-read the Appendix N list because I can't believe that he's not on it. :shock: CAS and Robert E Howard and HP Lovecraft all seem to fit together in a similar...
- Sat Jun 11, 2011 12:23 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 314162
Re: Percentage Thief Skills
Perhaps.... *rolls d% for "Disguise Self"* :mrgreen: I recall you from both the C&C, Dragonsfoot and, I believe, Yog-Sothoth forums. I'm not too active at any of them and tend to just read, but I've always found your posts well-thought-out, fair and devoid of some of the outlandish ed...
- Sat Jun 11, 2011 12:19 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 314162
Re: Percentage Thief Skills
I'm also not thrilled about the way saving throws are in DCC for the same reason. I have the extra step of having to figure out a DC. I'll probably just end up using a DC of 15 for all saving throws. In d20 games the saving throws are never arbitrary; the level and ability modifiers of the source o...
- Fri Jun 10, 2011 9:22 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 314162
Re: Percentage Thief Skills
The salient mechanical elements of DCC rpg are two: 1) use of a unified difficulty-based mechanics, 2) use of funky dice within the context of the above. All classes make use of the above, except the Thief. As it stands, it's just confusing, and it really doesn't add anything. It only makes the cla...
- Fri Jun 10, 2011 5:13 am
- Forum: Playtest Feedback: Characters
- Topic: Percentage Thief Skills
- Replies: 150
- Views: 314162
Re: Percentage Thief Skills
The salient mechanical elements of DCC rpg are two: 1) use of a unified difficulty-based mechanics, 2) use of funky dice within the context of the above. All classes make use of the above, except the Thief. As it stands, it's just confusing, and it really doesn't add anything. It only makes the clas...
- Thu Jun 09, 2011 2:54 am
- Forum: Playtest Feedback: Characters
- Topic: Personality Skills
- Replies: 13
- Views: 16781
Re: Personality Skills
When does it end? Disguise, fast-talk, persuade, orate, intimidate, acting, singing, diplomacy, et cetera, Gary devised the Suborning skill in the Lejendary Adventures rpg. It could be a good "class skill" for a bard-type (or for thieves.) Drat. I don't have a dictionary handy. What is &q...
- Thu Jun 09, 2011 2:30 am
- Forum: Playtest Feedback: Characters
- Topic: Personality Skills
- Replies: 13
- Views: 16781
Re: Personality Skills
Gary devised the Suborning skill in the Lejendary Adventures rpg. It could be a good "class skill" for a bard-type (or for thieves.)finarvyn wrote:When does it end? Disguise, fast-talk, persuade, orate, intimidate, acting, singing, diplomacy, et cetera,
- Thu Jun 09, 2011 1:53 am
- Forum: Playtest Feedback: Characters
- Topic: Demi-human classes...
- Replies: 64
- Views: 132321
Re: Demi-human classes...
On page 19 there are separate XP tables for demihuman classes. Unless you are suggesting to multiclass, I don't see how you can combine a Dwarf and Thief, for example. I'm still not sure what you're getting at. But I'm guessing you're saying that I'm saying that a player can pick any class, even if...
- Thu Jun 09, 2011 1:25 am
- Forum: Playtest Feedback: Other
- Topic: Scrap the XP table. One table to rule them all
- Replies: 11
- Views: 29477
Re: Scrap the XP table. One table to rule them all
I suppose the tables are different because the classes are not balanced with each other (whatever people may think about using the word "balance" in this game.) You pay more if you get more. There are some around here who say that balance in this game is a moot point, so you may well be ri...