Ogre

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I'm a large scary ogre. You'll bring me food stuffs and treasure or I'll destroy your village. I also have a fetish for clubs and fear dentists.


While not d100, FATE could fit what you're looking for.


Vivianne Laflamme wrote:
Generic Dungeon Master wrote:
It was a joke.
Yes, a joke at the expense of women. Tabletop RPGs are already male-dominated. Why contribute to an environment that is unwelcoming to women?

I understand your feelings as I've spent hours looking for a picture of an elven archer for my wife that actually had clothes on.

However, being as they are bird people, I think it would be up to the male to be more flashy and concerned with appearance to attract females. Seems to be a common trait among birds.


tribeof1 wrote:
I haven't looked deeply into the playtest ddocument, but the Slayer class seems pretty perfectas an Athasian bard.

There is also an obscure reference in the old Defilers and Preservers of Athas book about the Shadow Mage. Wizards who drew their magic from the Black. To me, if you really wanted to use your imagination, simply make Bards more like Shadow Wizards. In all honesty, the only neat thing Bards received in 2nd Edition was Poison. Other than that, they were just thieves with lower Thief Skills.

The difference between the 3.X Bard and the 2nd Edition Bard is massive. I like the Pathfinder Bard as is and think it can find a place in a Dark Sun campaign.


The Sha'ir's Handbook was a great sourcebook. One of my favorite options was the Spell Tokens. Essentially, a gen could collect tokens that lasted for 3 turns (30 minutes I believe). They wouldn't get more than one token at a time, though. This was out of fear of attracting unwanted attention from the more powerful Genies. The thing about 2nd Edition, nothing was really written in stone. It suggested any method the DM and player could come up with was valid.


Yup. They send their Spirit Guide to collect spells for them.


I loved Al-Qadim (apparently one of the few). I believe the best model for a Sha'ir like spell system would be that of Spirit Shaman in 3.5. I would suggest starting there for basics.


Elf Racial Traits

• +2 Dexterity, +2 Charisma, -2 Constitution (0 RP)

• Medium: Elves are medium creatures and have no special bonuses or penalties due to their size. (0 RP)

• Normal Speed: Elves have a base speed of 30 ft. (0 RP)

• Low-Light Vision (1 RP)

• Desert Runner: Elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (2 RP)

• Fleet-Footed: Elves receive Run as a bonus feat and a +2 racial bonus on Initiative checks. (3 RP)

• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. (2 RP)

• Weapon Familiarity: Elves are proficient with longsword, short sword, longbow (including composite longbow) and short bow (including composite short bow), and treat any weapon with the word “elven” in its name as a martial weapon. (2 RP)

• Languages: Common and Elven. Bonus Languages: Giant, Gith, Saurian, Sign Language, and Kreen. (0 RP)

Total of 10 pts.


What are some things that have to be a "must" in Dark Sun and what can be reflavored?

Must
- Lack of metal and wealth in general
- War Torn desert world
- Evil rules the land, for the most part
- Thieving elves, stubborn and hairless dwarves, feral halflings

Everybody will have a different list. Just wondering what a majority agree on.


I didn't like all the changes in the revised edition. I'm guessing everybody has their own versions. I haven't actually read 4th edition Dark Sun, so I cannot speak to how good or bad it is.


Link!

There is link to another thread in the link above.


Please do. Also, post occasionally. I might take some time and link the other Dark Sun threads here. Dark Sun had a great number contradictions and holes in the theme, but so many people, including me, love the setting.


The Alchemist idea is a good one and could be made to work well. Just curious to what should be given up.


Four months. Hope that isn't too long. Dark Sun 2nd Edition had several odd rules, most which seem to have been forgotten. A lot adapts oddly to Pathfinder, but I enjoy everybody's take on so many different conversion threads.

One thing about bards. All rogues (bards and thieves) in 2nd Edition Dark Sun gained illusion spells at 20th level. Not sure what good Ventriloquism does at 20th level, but sure. Also, in the Defilers and Preservers of Athas book, they had something called Shadow Magic. I think this would be a great route to take the Bard. There was little difference between Bards and Thieves in Dark Sun, and a lot of conversions I’ve seen make them Rogues with music.


Only an hour away. I could be available to play.


I'm close to the area. I could be interested.


Are there really DMs out there who think a one die increase is too powerful for -4 penalty? Hell, I would be nice and make it only a -2.


Sounds like fun. I'd give it a go.


I've been playing Earthdawn for awhile now and Role Playing for many many years. I've talked it over with my players and we've decided to go straight rolls. I've usually fudged in favor of the players or to enhance the plot, so we are trying "Let the dice decide." Being older and wiser, I can adapt the story quicker than I used to, and it's pretty fun. They are alright with making new characters in the event of their untimely demise.


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Thomas Long 175 wrote:
Kick open the door. Charge in. Reflex saves. The trap was 2 steps into the room not on the door, so we couldn't look for it without starting the boss battle at the same time. 3 Caster level 10 empowered fireball traps :P 45d6 Reflex save of 19 for a level 5 party.

That is great. The placement of the trap, that is. The damage is a bit much.


DrDeth wrote:
Mogre wrote:

When I'm playing the rogue and I roll low, I assume there's not a trap and proceed. My players do the same thing.

So, you're on the 9th door in a dungeon. #'s 1-8 have all been trapped. #9 appears similar. Why wouldn't a PC go- hmm, let me look extra careful on this door? OK, I suppose if the rogue is playing really low INT &WIS PC, then sure.

Never played where that many doors have been trapped in a row and never failed that many times in a row. Sounds good to say, just fails in practice.


thejeff wrote:
Mogre wrote:
I wouldn't have an issue playing by those rules. I would even play a rogue. I go by the same rule when I GM and it has never caused an issue.

How does it work? Do you ban retrying any skill? If not, can't you just roll 20 times?

I can see banning Take 10. I don't agree or like it, but I can see how it works. I can't see banning Take 20.

When I'm playing the rogue and I roll low, I assume there's not a trap and proceed. My players do the same thing.


I wouldn't have an issue playing by those rules. I would even play a rogue. I go by the same rule when I GM and it has never caused an issue.


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Roberta Yang wrote:
Your players objected to having their characters permanently crippled in a way that was so horrible even in first edition's version (which was easier to recover from via XP) that the rules were changed between editions specifically to prevent that sort of problem? They are obviously immature entitled babbies who should leave your table and go play Chutes and Ladders until they learn to grow up.

When I play Chutes and Ladders, I ignore the chutes. Makes the game too hard, having to go through all those squares again.


Only had one day but had a blast. Played some great games and met some interesting people. All hail Tom!


New to the whole Con thing. Let me understand this. Could I show up Friday, pay $30 (one day) and check things out? Do the seminars cost extra or anything?


How heavily based off? I live in California, and it's an odd mix of massive urban centers and vast agricultural "nothingness." For some reason, I would see this as being a place with an above average elven population.

I've been to Hawaii a few times and there is another amazing culture. The people there seem to struggle with holding on to their Culture while dealing with the modern world. Just an opinion / thought.


I was worried more about which caliber does what damage. Recoil makes perfect sense. I figured the purpose of an automatic weapon was to throw out a bunch of firepower, decreasing the need for accuracy. I'm not a weapon's expert though.


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I'm sure passions and opinions are everywhere when you get into how powerful weapons are, but I've always thought the point of games is to deal with something in the abstract. I've seen many of good ideas get tossed aside because too much time was spent searching for "realism."


Do you plan on sharing a final product?


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Kelsey MacAilbert wrote:
They do fit in, it's just that, with Clerics getting their power in a Shamanistic way and Druids being limited in ranged combat, it made sense to me to fold the Druid into a Cleric archetype.

Another Idea I'll toss out there for you, from the old Al-Qadim setting. This could be used to separate Druids and Clerics, if you want. You could have Clerics, who worship or gain their power from some nature aspect, believe that their aspect is superior. Druids, on the other hand, believe that all nature works in unison.

Just a thought if you haven't got everything hashed out yet. Kind of out there, but I thought it was pretty clever when I saw it.


I can actually see druid or nature magic fitting in. A throw back to the days of shamans and witch doctors. Clerics could be done easier after you've done up the Planes (forgive me if I missed a post on that). They could just make bargains with powerful planar beings instead of Gods? Maybe put it off until you have more developed?


Kelsey MacAilbert wrote:
I am of the opinion that each gamer has a couple of things that they happen to loath as a matter of personal taste. In my case, this would be ressurrection, alignment, the magic item economy, and teleportation. This will factor into my worldbuilding.

I have to agree with you on these, especially alignment.Teleportation may not have to be completely removed, but perhaps a bump in level. You could always make magic too unstable to be bound to items, allowing for more advanced tech. Maybe keep the minor items such as potions (which I think would be cool as modern day "patches") and scrolls.


Why have magic be fantastic? In Shadowrun UCLA teaches magic and a variety of magic courses. However,Shadowrun doesn't have a Wish spell either. I can see some powerful circle of wizards that monitor magic use, similar to Dragonlance.

You mentioned magic before,I think the hurdles would be:

1: How magic affects travel? Why fly if you can Teleport?
2: How magic affects medicine? Flesh eating virus? No problem!
3: How magic affects warfare? Do you want a Magic Missle to the groin maggot?!

Also, there were optional rules for armor reducing damage taken, similar to Earthdawn. This might make more sense with guns. But this would change the whole "Touch AC" system.

I might be up for some assistance, just let me know and I'll see what I can do.


I blame the water.


I hope I didn't come off as pushy. I actually debated with myself for awhile when is a good time to should say something. I am very busy with what I do for living, and I fully understand that I'm not your only customer.

In short, thanks. I'll read it over and leave a review within the next few days.


I haven't recieved mine either. Should I wait until Monday?


Been playing Earthdawn 3rd Edition. Redbrick is no more a FASA seems to have gotten the game back. It's a good system. Hope they don't change everything too much.


LazarX wrote:
Drejk wrote:

If you want to keep to the original:

There are no spontaneous casters before War Of The Souls with the exception of Irda (who are hidden anyway). Even dragons seem to be using books

The spellbooks of dragonlance dragons are essentially partitioned off areas of their own minds. They use spellbooks, but don't rely on having physical ones.

Using existing fluff, think Witch. A dragon can just burn the scroll in a ritual that adds the spell to his "Partition."


I loved the unique way that Spirit Shamans got their spells. That being said, I think that the reason they had so few spells was to balance out that they could actually change their Spells Known. You could do something like a bonus Domain Spell to have an extra spell. Just give them access to a Druid's Domain.


The thing I'm learning with Conversions is that you aren't going to get it perfect. The AD&D system is vastly different and heavily relied on the story. Pathfinder did a good job at bringing back that old feel, leaving some stuff up to the GM,but it's still heavily based on its mechanics (I blame MMOs but won't get into that). I guess the easiest way to get past this is to accept nothing as canon. Some things are just going to have to change for simplicity's sake.

I guess it's too late, but I figured it would have been best to treat the Wizard Orders as School Specializations. It's limiting a bit, but when I played a wizard in Dragonlance, I felt that it was supposed to be like that.


Abandoned Arts wrote:

Hi, folks.

Abandoned Arts wants to know what sorts of products you'd like to see published. Archetypes? Class options? Bestiary products? Pregenerated NPCs? Pregenerated encounters? Magic items? Cursed items? Artifacts? Feats? Spells? Races? Adventure paths? Campaign worlds?

A different type of World/Campaign. Complete with Class Archtypes to match the theme and an intro Adventure. It would be cool if these things were unique to the World. Hope that's not too vague.

Guess I'll take Rogue.


I still have friends who use the term "Magic-User."


For the swamp idea, you could do something like the polar ice caps melting. This would make Mountain Ranges the only real sturdy land, making easy sense of the gun / iron thing. Might make dwarves a good second when it comes to racial population. This could lead to some animosity and good role play between dwarves and humans.

Also, why no mention of Lizard Folk? When I think swamp, I think Lizard Folk.


Now I want to play a halfling witch with a gypsy theme.


Witch. Healing really wouldn't be an issue for that party. If the cleric is a nature cleric of some sort, would work really great. Witches can be fun, regardless.


I actually like this method. Reminds me of AD&D 2nd Edition. Some GMs are alright with a character being slightly more powerful. Some are not. Either is good. It is kind of bothersome for those who really like balance.

This is the first book I've read of their's that had me asking so many questions. The Powers That Be aren't talkative as of yet and I take no answer as GM gets to figure it out.


Fredrik wrote:
2: No error. Large quadrupeds (such as lions and centaurs) typically have a 5' reach. For 1 RP, 10' reach is available separately as an advanced offense trait on pg. 235 (Large size prereq).

Lions and Centaurs are Large (Long). They don't have the 10' Reach. According to the Core Rule Book on page 195, table 8-4, Large (Tall) creatures have a natural 10' reach. On Page 218 of the Advance Race Guide it says they have a 5' reach.

After looking at the Ogre example, it could be understood that either to play a Large (Tall) creature, it would cost an extra RP point or, the rules for player races are slightly different. I'm inclined to believe that the latter. I hope so at least, makes a Half-Giant for Dark Sun a lot easier.


Dragonamedrake wrote:

Fast (1 RP): Prerequisite: Normal speed; Benefit:

Members of this race gain a +10 foot bonus to their base
speed. Special: This trait can be taken more than once, but
each time it is, the cost increases by 1 RP. Its effects stack.

I assume you could take that over and over.

The way it is explained is that option is only available to "monster" races. It explains breifly what that means, a point value, but it doesn't really make a lot of sense.


I'm not sure if these are errors.

1: Elves can swap Elven Magic (3 pts) for Desert Runner (2 pts). Is that correct or is one of those wrong?

2: Large creatures have a reach of 5, the same as medium creatures. I'm good with this, however I thought that by the normal rules, Large (Tall) creaures had a reach of 10.

I've look for a bit and didn't see anything on these. If it's a double post, It wasn't due to lack of trying.