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In Ad&D there was the wand of force (from 1st edition Unearthed Arcana), one function of which literally functioned like a lightsaber, giving you in effect a +5 bastard sword with no proficiency requirement... I had a magic user that was particularly fond of using it in combination with a (Tenser's) Transformation spell...
Goes and digs out his copy of 1e Unearthed Arcana...
My homebrew is in a setting roughly based on Constantinople right around the beginning of the Renaissance in Europe. There is no strictly "Eastern setting" such as found in many fantasy game worlds. The closest in my setting are the Six Kingdoms ruled by Hobgoblins (my homebrew version of them that I've used since 1e). In the 1e Monster Manual they are illustrated as wearing far eastern style armor, so they're the closest I come to have a setting like that, but only certain weapons, such as the tetsubo, make the cut for my setting.
June Cleaver wrote:
That lizard is still in therapy, by the way. And it never quite got over its addiction to cheap gin.
Just a Mort wrote:
I play more then I GM. I like it that way. GMing is a lot of work!
It really is, but after 30+ years I've learned how to get by on a handful of notes and player reactions. Of course I have encounters for combat and NPC interactions planned out, and treasure as well, but for the most party I let them run things and they think I planned it all.
Can someone explain to me like I'm the slow kid in math class what makes this system so good? I'm not going to use it in my current campaign, because it's been going to long to change to another system, but I might use it when I start another, if I like what I hear. Also, does it support Psionics? Because I have a player who loves playing Psionic characters.
Thanks in advance!
Kirth Gersen wrote:
This makes perfect sense to me. I do it, too. But I live alone and don't have a dishwasher, so it's largely out of laziness.
Absolutely. Like Klorox said, if you buy the Adventure Paths you have to do some modifying to them to get them to work for a smaller party but it's not hard to do. Or just create your own world with encounters tailored exclusively for small parties. My usual party is 4, but depending on who can attend can fall to 3 or rise to 8. I learned a long time ago how to adjust the encounters, the treasure, and the amount of time needed to complete a game. It just takes practice.
Farael the Fallen wrote:
I would immediately order that Paizo stop using the D&D 3.75 edition that they have been using and make them create their own unique rpg.
And lose a huge chunk of their fans and customer base, including me. I'd not buy into even a PF 2e. After over 30 years of gaming I've spent all the money I plan to spend on new editions. I'll keep supporting the current edition, but if it changes we'll just keep going with what we have.
My "primary" party consists of a Rogue, A Bard with the Investigator Archetype, a Psion Telepath, and a Pugilist/Justicar (both 3rd party classes). My occasional players who make really long drives about once a month to play with us have a Halfling Rogue (why does everyone play Halflings like they're empty headed children?), a Cleric/Rogue, a Barbarian, and a Fighter.
captain yesterday wrote:
I'm a huge fan of Occult Adventures.
OA is growing on me. I found the classes a bit too complicated at first (I don't have the ability to process information like I used to, but that's a whole different thing) so reading through I had a hard time with some of it. The Kineticist still baffles me, though I've rolled up a Psychic NPC and really like the way it turned out.
I never liked the CRB, I might buy the horror adventures since it seems more useful for DMs.
The Horror Adventures book is more geared toward GMs in my opinion. There are no new classes, though there are plenty of feats and spells for players. But the monsters, haunts, sanity, and fear rules should be GM exclusive.
I know of the Dungeon Crawl Classics, and all I know about them is from what I've read from people who've played them or reviewed them. They seem fun, but as I run a complete homebrew and absolutely stink at running modules I've never had the opportunity to use one in an adventure.
My favorite PF book is the Core Rulebook. I don't know what iteration I have, and that's not really important to me, anyway. My second favorite is the new Horror Adventures. I can't wait to unleash some of the new things in it on my group.
I used to have a "baby dice" (tiny d20) that bounced like crazy and - almost regardless of what I would do - usually rolled off the table and seemed to very often landed on a 20 while on the floor - and if not a 20, then consistently high (though it was more often with social rolls than non-social rolls). None of them could get similar results (except the bouncing wildly and dropping off the table), and I freely volunteered to let others look for me, if they wanted...
I had a set of "steampunk" themed dice from Q-Workshop dice that looked great but rolled like crap for me. I couldn't hit the broad side of a barn with bass fiddle using those dice. They just seem cursed. I gave them to my son and he uses them almost exclusively because they roll great for him.
Heck I'm just 2 1/2 hours out and I am still too far.
I have some friends who play semi-regularly who drive from Memphis, and that's nearly 3 hours. Another is going to start driving from Dumas, about the same time frame as you, once she gets settled into her new house. She won't be a regular player, either, as her job doesn't permit her many weekends. I feel pretty honored that these folks make the long trips over once a month or so.
- least memorable characters you have played- least memorable characters you have seen when GMing
The Least Memorable was a Half Succubus Half Human assassin my DM rolled up as the daughter of my Anti-Paladin in 1e. I never liked the character and only played her when it was necessary to advance the story arc he was developing.
The least memorable I've seen played.. hmmm...This guy played once game with my group after being invited by another player. He was very evasive as to what class he was playing, nothing on his sheet gave much indication, either. It might have been a fighter. What I remember most about him was he had a deep metal canister lid (like the kind popcorn comes in around Christmas) and he rolled his dice in in. Every roll he'd shout, "Critical Success!". I finally called the game off and told my friend who'd brought him to take him home.
The most memorable was my first character I rolled up on my own, an Anti-Paladin in all evil campaign. So many fun times over the years with that character.
Another memorable character I played was also in DC Heroes. His name was Diehard and his whole schtick was he couldn't be harmed by anything. No superstrength, heat vision, nothing. He had a plasma rifle as his only offensive option. He once took a punch from Superman and had to take a cab back to the fight from where he landed, but he was unharmed.
The most memorable I've seen played... hmm.. that's a tough one. I guess it would have to be a character in the DC Heroes Superhero game named Mystique. She was a sorceress and I played a sorcerer based on Elric of Melnibone'. They ended up falling in love (in real life we were both married but not to each other) and we even roleplayed out a wedding and reception (a big bbq with all the team members in Justice League Canada...that was our organization). That was a lot of fun.
Another memorable one I saw played was this guy a friend brought over who bragged that his character was unkillable. This was in a 2e game when traps meant something and he died a horrible, rat filled death. He stormed out screaming incoherently and I never saw him again.
William Hunsley wrote:
Sadly, even after election day there'll be just as much political hate and stupidity. It's never going away. So use that time machine to do something good, like proving Edison stole Tesla's ideas and fix the grievous crime committed against him. As far as pbp games go, there are several going on at anytime; just go to the PbP section and see if there are any openings.