Wednesday, March 31, 2010

If your play style were a book

If my play style were a book, I think it would be something like "Three Hearts and Three Lions" or "The Princess Bride."

Started thinking about this because Josh in my group really liked "The Broken Sword" more than 3H&3L, and his play style is sorta similar. Mine is a bit more light-hearted and heroic, I think.



test post

Just a little test



Sunday, March 28, 2010

Saturday, March 27, 2010

LL or S&W supplement idea

I wonder, would people be interested in a supplement for Labyrinth Lord or Swords & Wizardry that was basically just an OGL listing of the monsters and magic items found in the Mentzer Companion and Master sets (and possibly Creature Catalog if I get ambitious)? Maybe a few homebrew creatures and items thrown in for fun?

I know there are a few BX companion pieces in the works or out now, but this would just focus on monster and item write-ups, to get them out there in OGL land.

I'm about to take a break from just about everything next month (new radio show, and trying to get a new, revised, first draft of my screenplay done during the NaNoWriMo Script Frenzy), but when I come back, an open source write-up of those things would be easily doable by me. All I'd need would be some art.

Anyway, if you're interested, drop a comment below!

Friday, March 26, 2010

100% Pure Awesome

Is it just me, or is this guy brilliant?

Monday, March 22, 2010

4E, or not 4E. That is the question.

We started up Pat's 4E campaign on Saturday night. I'd like to say I'm keeping an open mind about it, but I know I'm not 100% there. I'm biased against it, but I'm gonna at least give it a go. We're running through the "Keep on the Shadowfell" module, but I won't bore you all with details (or spoilers for those that might play through it).

Here are my initial impressions:

1. I had fun. Of course, with the guys I play with, system may not matter for that. But nothing about 4E cut into that.

2. On paper, characters look hearty, but not having looked through the Monster Manual, I didn't realize that monsters (at least non-minion ones) are equally hearty. Fighting kobolds was a challenge for our 1st level characters.

There's number inflation, so when you think about it, it would be akin to playing any TSR version with the listed hit points, but with weapons limited to 1-2 points of damage.

3. Crits are just max damage, rather than a multiplier. Simple, and no need for a confirmation roll.

4. We only played through 2 combat encounters and some town talking encounters, but I can see how encounters might be tedious in the future. Old versions suffer the problem of 'roll to hit, roll damage' but 4E looks to have the problem of 'I use my at-will, roll damage.'

5. Character creation was easier than 3E, but managing the character with the official sheet from the back of the book was tedious.

6. Pat let us roll 4d6 drop lowest for stats, and Josh and I got to roll two sets (Alex was fine with his first set), which meant we had ability scores above the norm, but then we only had 3 characters--I played a Dragonborn Cleric, Alex was a Human Wizard, and Josh was a Dwarf Fighter.

7. The battles were a bit tough with only 3 characters instead of the recommended 5, but we won both of them without anyone dropping to negative hit points. So while there is some number inflation off-set, healing surges and what not DO make the game much more survivable. The monsters didn't seem to have any healing powers among them.

8. If we can, we're gonna try and get two more guys to join us next time, otherwise Alex and I might run 2 characters each... That should slow the game down considerably.

9. We spent about an hour BSing and talking about what we'd all play, about an hour making characters, and 3 hours playing. For 5 hours of play, we only had 2 battles, and talked to some folks in town.

10. Healing potions in this edition don't heal you, they let you use one of your own healing surges for the day. WTF?

Friday, March 19, 2010

Why I like d20 Modern

Of the d20 games I've played, I found the system, with all its fiddliness and customization and unified mechanic, worked best in d20 Modern (and d20 Future). I've got a few ideas on why it actually works.

A) It's designed to work without magic, and it does.
B) Having all sorts of skills and abilities mapped out seems to work well for emulating modern to future settings better than a strict class system.
C) The base classes, modeled to fit each ability score, are iconic enough to be classes, but are used more like ability templates. It's really easy to create the sort of character you like.

Strong Hero


Fast Hero


Tough Hero


Smart Hero


Dedicated Hero


Charismatic Hero