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My game has been so laid back the last few years that we probably wouldn't be able to play with most other folks. Most of the time the LONG TIME veteran players still wait until they cast the spell to look up summoned creatures or even wait until it's their turn to look up the spell they want to cast or the power they want to use. Yeah, it's frustrating, but in our case it's not worth the trouble to point out. Now when I'm actually being a player in someone else's game (which almost never happens because I'm always the GM) I do my best to be ready when it's my turn. And I print off several different summoned creatures to keep with my character sheet just in case I need to refer to something.
Continuing with near-death scrapes of Swedish kings: After the Battle of Narva, when king Karl XII went to change into something presumably less blood and gunpowder smelling, it was discovered that a bullet had hit him during the battle, but had been stopped by his cravatte.
So that's why Fred from the Scooby Doo cartoons wears one...
LOL I could've done that, and nearly did. But they clearly out-witted me and I wasn't going to take it away from them. Besides, we were more in the mood for food at the time, I think.. lol
Usual Suspect wrote:
183. Put on a belt that somebody has told them is magical, then immediately check their bust size to make sure nothing changed.
When I first began playing D&D back in the 1e days, my 18 CHA Antipaladin put on a belt that changed him to a woman. My DM, who was a classic male chauvinist pig, thought this would make me angry. I laughed and said, "Cool. Hot evil women always get their way." He was disappointed and changed me back.
Freehold DM wrote:
I LOVE liver and onions. Always have!
I'm not able to work so I have all the time in the world to do that. After all these years of playing (nearly 30) world building just isn't as much fun as it used to be. Now I only build what is necessary for the immediate story arcs.
EDIT: I suppose that's not entirely true. I enjoy it sometimes. I think about the setting and world all the time, but it's the sitting down and physically writing my notes and things that I no longer enjoy. That's not as easy for me to do as it once was. Fortunately the homebrew world has been around for 25 years and most of it has been created. However, very little of it is written down. I just draw on things from memory.
This version of the Witch class seems to be more like the traditional Witch in folklore and literature. Has anyone played a Hedge Witch in their game? How did it play out? Was it weak, overpowered, or somewhere in between? I want to add it to my list of 3PP options for my players but would like some info first. Thanks in advance.
I liked Incarnum, but it never made it into any of my games. My players had no interest in it, and to be honest it seemed kind of clunky and a problem to use. The Akashic Mysteries take on it really appeal to me, and that's why I asked the question I did. I definitely plan to include the new material in my games.
Mark Hoover wrote:
Y'know what I never understood? Treasure. It's one of the prime reasons for being a murderhobo, but why does ANY monster ever have it? Where do kobolds, bugbears, and fire giants spend all of their treasure? For that matter, when they're not spending it why is it sitting around in chests in their living room?
I'm about to dial back the amount of treasure, both monetary and magic, in my games. They've got tons of gold already and have come to expect magic weapons or stat boosting items every game. I realize I'm largely to blame for this, but they don't appreciate anything else I add to a hoard. They can start using the gold they have to have things made (you can't just buy magic items in "ye old shoppe" in my campaigns). I may actually lose a long time player over this, but if I'm not having any fun it's time to change things.
One of my pet peeves concerns two of my players. They are the absolute kings of over thinking things. Fortunately, we run a pretty laid back game with players who've been together 2 decades or more, but one adventure where it took over an hour to decide on a plan of action to see what was on the other side of the door prompted me to have it opened by NPC they were planning on surprising. He got the drop on them because they weren't ready and darn near wiped the floor with them. They still haven't learned.
My love for Edgar Rice Burroughs' "Pellucidar" series of pulp sci-fi from the early 20th century has had me wanting to run a hollow world game for years; decades, even. I could just never get the right ideas to gel. I don't want to use dinosaurs (imo they've been over used) so it finally hit me that this would be the perfect place to drop mutated creatures, aberrations, and magical beasts instead. So one night while just sitting and listening to music it all seemed to fall in place. And for over 20 years I've been monkeying with the place of origin for a race of psionic humans who once conquered most of my homebrew setting. I love it when an plan comes together. I'm not too worried about the science or the magic that makes the hollow world possible. It just "is".
Ok, so let's say you're standing at sea level and looking at the horizon. It begins about 3 miles away as the Earth's curve becomes noticeable.
So, inside a hollow version of earth, let's say with an interior diameter of approximately 7,000 miles (assuming a 500 mile thick crust on either side), at what distance would the upward curve of the "horizon" begin? Let me just say for the record I'm no damned good with math beyond simple adding and subtraction. I could be bloody well wrong but I imagine the ground looking relatively flat for many, many miles before the upward curve noticeably begins.
The reason I ask is I'm going to be running some adventures in my homebrew that take place in its hollow interior. Think Burroughs' Pellucidar, but with magical beasts and aberrations instead of dinosaurs.
Thanks in advance.
I'm the GM 90% of the time and therefore almost never get to build a PC for myself. But when I do I do much the same as you.