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The Call of Cthulhu d20 RPG is now out of print. I think the license between WOTC and Chaosium Inc. expired. You can still sometimes find copies of it on e-bay or Amazon.com, but you'll probably pay a bit more than the original cover price.


Just got my issue today.


You might want to consider getting the Dungeons & Dragons Animated Series Boxed Set. There's an adventure inside that acts as a prelude to one of the episodes. Your kids might get a kick out of playing the adventure then watching the episode that it proceeds. Just a thought. Game On!


Something else that tends to help extend battles . . . Fumble Rules. My players have a love/hate relationship with the fumble option I use. It's funny to watch a battle that appears to be on the verge of certain victory suddenly shift because the tank of the party accidentally flings his magic sword behind the villain. Moans and laughter ensue. Also, consider Action Points from Unearthed Arcana. These options really work well for me in extending villain life. If the players have Action Points, so should the major villains. Game on!


Thanks for the responses, I'll look into the page reference. Maybe that's the "in writing" proof he needs for the standard rule.


Hello fellow gamers. I'm posting this to get a lil help from all the collective gaming experience and knowledge out there. This is sort of a silly little question, but here goes. Can a cleric in an extra-dimensional space pray for and get more spells at his normal proscribed time? Personally, I feel he can, but our current DM is still undecided. He requested that we (the players) provide some empirical proof that being on another plane/dimension doesn't "sever" a cleric's connection to his deity (or divine power for a cleric who doesn't have a deity).

Here's the situation that has come up: We're in an extra-dimensional space. We got there by some trap that apparently plane shifted us there. Nobody currently has a plane shift spell. Fortunately, we fought and defeated the insane dragon that was occupying this lil space. Seeing that there's nothing around, we figure we can simply rest and let our cleric pray for a plane shift spell the next day. Our DM feels that this may not be possible and he challenged us to show him something in writing that says a cleric can pray for spells when he's on any other plane besides the prime material plane. Well, I was tired, but I tried to find something that related to the situation. Unfortunately, all I've found thus far is under the cleric's section in the PHB about praying for spells and it really doesn't go into detail about other planes. Of course, I know the DM has final say about how things work in a given game world. But, at the same time, some things are standardized in the PHB unless changed by the DM. I was just wondering if anyone had any references that might be helpful. Thanks for any help you all can provide.

Hexmaven


Just curious if any of you have tried Nocturnum. It's an modern-day Call of Cthulhu campaign published by Fantasy Flight Games. I've ordered it and am awaiting its delivery. I'm hoping it will be a decent campaign. Lemme know if any of you have played/run this campaign and how it was.


The cool thing about the experience system is that it's based on 1,000 point increments. So, the point spread of any given level is equal to 1,000 times that current level. For example, to go from 2nd level to 3rd level, the expanse is 2,000xp. It depends on how hard you want it to be for a character to overcome this hurdle. To simulate the loss of a level you could just say the debt is equal to 1,000xp times character level. But, as one of the previous posts pointed out, a character that had lost a level would actually be gaining a little more xp per encounter due to the Character Level vs. CR ratio. So, maybe the hurdle shouldn't be quite 1,000xp per character level. Perhaps 750xp times character level would be a compromise. Try crunching the numbers a little and see what you think. Happy Gaming!