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saintjon
08-08-2005, 07:40 PM
Castebook = splatbook :D.

Yeah couldn't agree more about the Lunars, what a complete and utter cop-out on the whole illusion thing.

Mephisto
08-08-2005, 09:08 PM
I'd also suggest http://community.dicefreaks.com as well as http://www.wizards.com/dnd

Maybe try out the MB's there though(on wizards that is. The folk both there and at ENWorld can be quite hostile though if you disagree with the status quo)

Winterwolf
08-09-2005, 04:37 PM
Most definently about the illusions. I would like them to forget the whole "Lost Castes" thing myself and give the 5 like every other Exalt. Organize there Primary Attributes like they did in the Alchemicals book. I'd also like there Charms to be upgraded a bit and more streamlined.

saintjon
08-10-2005, 07:02 AM
That and they need to get Terrifying Beastman under control somehow. My buddy started play in one of my games with a city-smashing ridiculously huge war form that he pretty much sold the farm for, had nothing for charms but obscene amounts of stamina and strength.

Winterwolf
08-13-2005, 05:29 PM
That and they need to get Terrifying Beastman under control somehow. My buddy started play in one of my games with a city-smashing ridiculously huge war form that he pretty much sold the farm for, had nothing for charms but obscene amounts of stamina and strength.

Yeah I think simply toneing down Beastform a bit and jacking up there "normal" charms could do a lot to improve them. Plus a second shtick would be nice Since Solars have Solar Sorcery and the whole prefection think and Sidereals get Astrology and Sidereal Martial Arts, Dragon Bloods got elemental mastery and group effects, Lunars just have shapeshifting and thats about it. Even Alchemicals have Modularity and Pattern Weaving.

Spiff
08-14-2005, 03:33 AM
I really wanted to get into Exalted, but apparently my friends would rather pretend to be lame ass goths (political goths at that...) than play the top dogs.

I need to get a new set of friends.

Winterwolf
08-15-2005, 03:03 PM
I really wanted to get into Exalted, but apparently my friends would rather pretend to be lame ass goths (political goths at that...) than play the top dogs.

I need to get a new set of friends.

They could always play as Abyssal Exalts...at least that way you'd get a chance to play :)

saintjon
08-17-2005, 06:28 PM
Yeah I dunno about you, WW, but for my part I'd rather not be the only Solar in an Abyssal game...

Especially the way their Artifact background works.

Winterwolf
08-18-2005, 05:53 PM
If you can pick up a copy of The Cult of the Illuminated, the Solar caracter creation is quit nice, and has a better artifact background. I believe the Cult even has a rouge abyssal in its fold. :)

But I know what you mean generally Solars and Abyssals don't really mix that well :D

Chuckg
08-18-2005, 06:34 PM
Remember that the Solar creation in Cult of the Illuminated pays for that power boost with some honkin' big disads -- specifically, how brainwashed you are by the Cult of the Illuminated, to the point where you actually accumulate Limit Break by disobeying them.

And no, it's not that easy to get rid of. It isn't meant to be.

Winterwolf
08-22-2005, 09:27 PM
Remember that the Solar creation in Cult of the Illuminated pays for that power boost with some honkin' big disads -- specifically, how brainwashed you are by the Cult of the Illuminated, to the point where you actually accumulate Limit Break by disobeying them.

And no, it's not that easy to get rid of. It isn't meant to be.

I agree, but it does bring with it some nice and different characters to play as in contrast to the Solars made from the core book, variety is a good thing IMHO. Oh and yeah the limit break thing does suck, but I guess you can't have all the toys without paying the price. :)

saintjon
08-24-2005, 08:16 PM
Well depending on what your Limit Break is (as in how much you enjoy playing like that anyways from time to time) that might not be such a truly terrible thing...

Inkthinker
09-10-2005, 02:26 AM
I'm trying to figure out how one would an enchant a staff in D20, D&D-appropriate rules that mimics the features of Sun Wu-Kong's (aka Son Goku) magical, size-variant staff.

It's practically the Excalibur of Asian mythology, it's appears alongside any reference to the Monkey King archetype, from Dragonball's Goku (his Power Pole) to the summoned spirit of Naruto's Fourth Hokukage (as seen in later episodes of the Naruto manga and one of the most brilliantly animated episodes of the series), to the Wukong of Read or Die and again the recent Dark Horse release of Katsuya Terada's The Monkey King.

The staff's abilities are fairly consistent and relatively simple, but I'm not sure what the appropriate applications in D20 terms would be.

The staff can change it's length AND girth in just about any way the weilder commands, so long as it remains a cylinder of some sort. There may be a rule that the length cannot be less than the diameter, which would be consistent with all visual representations I've seen (I've never seen anyone flatten it into a disk, for instance). It can extend potentially infinitely (in Read or Die Wukong uses it to take out a spy satellite in orbit, Goku in Dragonball leaves a trio of bad guys on the surface of the moon, though admittedly it was a sort of fairy-tale moon that had air to breath and was populated by rabbits). It can shrink to the size of a pencil and fit behind the ear.

Katsuya Terada uses it rather creatively to bash through a giant's eye, and then once he's buried it entirely, he suddenly commands it to expand so that it bursts the giant's skull in all directions. I think Goku might have commanded it from afar, but I believe for the most part it needs to be in hand to be used. It responds to verbal commands as well as mental, and most importantly it appears to never change in actual weight or mass regardless of it's size (but it never breaks). There may be additionally stated rules to the staff's abilities beyond this, but I haven't had a chance to read the English translations of Journey to the West quite yet. Legendarily, it was a pillar of heaven that the Monkey King won through trickery and mischief, as was his way.

Obviously there ought to be SOME rules to it's abilities in order to maintain some semblance of game mechanical balance. Nonetheless, it would be a powerful magic item, espescially in the hands of a monk. Beyond the size mechanic (which as Terada proves, when applied with imagination can be a powerful tool) the clever player could find a wide range of abuses for this ability. Smashing open doors or walls if you can wriggle the staff between cracks, for instance, or wrecking any wall with a window, any street with a sewer system and a manhole or storm drain. Vaulting to great heights, over wide gaps or slowing great falls, and of course bursting open the body of any monster you can punch the blunt end into. Conversely, the physics of opposing force can lead to some amusing results, for instance attempting to use it as a mere battering ram if the weilder isn't strong enough to stand his ground as the staff extends... the tip would hit the door and the end that the character is holding would go shooting off in the opposite direction... probably with them holding onto it!

I don't believe you ought to be allowed to attach a blade to the end, but even if you did it would probably break or fall off when the staff changes sizes... if the blade was similarly enchanted, then it would cease to be a staff and then be a polearm.

I've got some ideas of my own on how to apply the concept, but if anyone could help me find the right mechanics to apply to the item, I'd be much obliged. I could make them up, but it'd be easier if I could point to existing entries in the game canon.

MatthewC
09-10-2005, 09:09 AM
Interesting problem. Here are my initial thoughts.

For the "pushing people around" function, the obvious D&D application is the bull rush maneuver. I'd say that if the weilder is trying to shove someone from a distance, they must first make a ranged touch attack. Then an opposed strength check with the person they are trying to push as normal. Rather than the distance moved being based on how much the strength check was won by, the staff can expand at a fixed rate of speed per round. (Obviously it's not expanding infinitely fast.) Subtract the initial distance and the person who loses is moved the remaining speed.

Creatures in the air suffer a -4 penalty to their checks, since they don't have the ground to push against.

You can use the staff to break your fall and aid in jump checks, but using it for these sorts of maneuvers should require a Balance check. I'm not going to try to figure out all the DCs now, but it should encourage a hefty investment in the Balance skill... something common with the monk class.

Trying to break an object through expansion should be modeled using the "Break an Object" rules. The DM assigns a break DC based on the object's construction and the postioning of the staff. (How the leverage of its expansion is being applied.) We assign a Strength score to the staff's expansion ability, which varies by how big it has already gotten. Say Strength 30 by way of example.

Then the expanding staff gets to make a Strength check each round to succeed in breaking what it's trying to make. The sample Break DC for an iron door is DC 28, so it would take a Str 30 staff an average of 10 rounds to break down the door.

Note that some objects may be simply too solidly constructed to ever break, leaving the staff straining against them until its ower gives up and commands it to do something else. I think that's acceptable, as long as the staff itself never breaks.

Creatures trapped by the expansion should get some sort of reflex save to avoid and then have to deal with rules similiar to being Swallowed. (Check any number of monster descriptions.) Still, death by expansion is really nasty if you catch a creature in the right environment, so personally I'd really fiddle with the rules to give as much of a chance to avoid it as possible.

Sticking the staff _inside_ a creature and expanding it is what happens when they're down to negative hitpoints and you want to describe it dramatically.

Note that a function you didn't really touch on is using the staff to duplicate a wall spell. Put it horizontally in front of you, command it to expand, and you have a wall between yourself and anyone on the other side. Look to the Wall of Iron and similiar spells for inspiration, though naturally the staff can't be hacked through. (Though on the other hand, the staff must retain its basic shape.)

Maybe also a rule whereby another character can try to "take control" of the staff when you make it easy to touch it by making it so big? Opposing Will saves, with a bonus to the person already attuned? Yet another pointer towards Monk, since they have the good Will saves.

Finally, it should probably be a +something staff with appropriate special qualities if you just want to whack someone over the head with it.

Inkthinker
09-11-2005, 02:44 PM
Very helpful!! Thanks!!!

I actually haven't played a game myself in decades, simply for lack of the right group, and eventually a lack of time. I have the 3E books to assist me in my work for game publishers, but largely I just keep them around for fun... so I'm a little rusty on play mechanics. This is exactly the sort of stuff I needed so that I could fill out some blank areas.

Right now I'm considering restricting the staff's ability to grow it's diameter no wider than the height of the monk who's using it, and the length can never be less than the diameter. The minimum diameter would be about a quarter-inch, or about the size of a pencil (legend specifically describes it as being small enough to place behind the ear for easy carrying).

So while you could use it to block a square or even cylindrical passage, you'd have to then leave it there to keep the passage blocked... and out in the open, it would be somewhat less useful. Furthermore, if I maintain that the weight of the staff does not vary with the size of it, then it's usefulness as a rolling pillar to crush enemies would be reduced as well... it could knock them down, but not flatten them.

Determining the DC and Strength rating is something I still need to work out. I kinda like being able to use it to smash open walls and openings to some degree, but it needs a little check and balance action. I'm thinking for now that giving it a set number of "charges" per day would also be practical so long as it was more than a few. Perhaps linking all of that to the monk's level? Then an appropriately Epic-level 20+ Monk, who's reached celestial status, would be able to use it in the proper "Pillar of Heaven" ways that it's used in the stories... planar transporting, for instance (in that you supposedly could ride it up to the heavens), and crushing the skulls of Colossal creatures with a single swing, while a lower-level adventuring monk would merely be using it as opportunity allows.

It's funny that I actually have to spend more time thinking of ways to keep it from being too powerful than ways for it to work well... is item creation often a game of "how would a player abuse this"?

:D

Donald Stone
09-12-2005, 04:05 AM
I figure on a site for comic geeks, there have to be a few folks who enjoy HERO, or as its better know to some, Champions, the Superhero Roleplaying Game..

We have any players here?

Perry Holley
09-12-2005, 06:03 AM
Some time back there were two different Champions games being played by various CBRians on AIM; I know I'm forgetting some people, but the players/GMs included Jeffrey Kramer, ChuckG, Metaphysician, and BcAugust, IIRC.

Perry Holley
09-12-2005, 06:09 AM
Champions Chicago (http://forums.comicbookresources.com/showthread.php?t=23728)

JeffreyWKramer
09-17-2005, 04:28 PM
Big, longtime CHAMPIONS fan. I was running a game with some CBR folks for awhile, but it ended with some burnout on my part. I'll eventually be running it again, I'm sure.

I've got an acknowledgement in the GALACTIC CHAMPIONS supplement, reflecting some comments I made on the Hero Games forums which ended up being integrated into that book.

Metaphysician
09-17-2005, 05:08 PM
Big, longtime CHAMPIONS fan. I was running a game with some CBR folks for awhile, but it ended with some burnout on my part. I'll eventually be running it again, I'm sure.

I've got an acknowledgement in the GALACTIC CHAMPIONS supplement, reflecting some comments I made on the Hero Games forums which ended up being integrated into that book.

Much to the dismay of certain factions on the Heroboard. . . :D

The Watcher
09-17-2005, 05:59 PM
I'll eventually be running it again, I'm sure.Huzzah!

Warp: SENTINELS UNITE!!

yeoman
09-17-2005, 06:10 PM
I used to be a big fan of it, years ago. Havn't played it in a good long while.

I've pretty much got 4th Ed. Memorized, though some of the changes for 5th Ed. can through me.

Metaphysician
09-17-2005, 09:12 PM
I used to be a big fan of it, years ago. Havn't played it in a good long while.

I've pretty much got 4th Ed. Memorized, though some of the changes for 5th Ed. can through me.

Such as?? *character limit dance*

JeffreyWKramer
09-17-2005, 10:09 PM
Much to the dismay of certain factions on the Heroboard. . . :D

I should spend more time there these days. What, the guys who whine about characters able to do something more impressive than lift a car?

JeffreyWKramer
09-17-2005, 10:10 PM
Huzzah!

Warp: SENTINELS UNITE!!


I should note that at this point, I'm not sure if the next time I run Champis it will be the Sentinels, or perhaps something else - something self-contained, different power level, etc. Not saying either way at this point, but I think maybe I'm starting to come out of the burnout, and some ideas have been perculating every now and then.

Metaphysician
09-18-2005, 08:49 AM
I should spend more time there these days. What, the guys who whine about characters able to do something more impressive than lift a car?

No, but after Champions Worldwide comes out, they *will* be. :D

Tetsuronin, foremost Japanese superhero and Iron Man analogue, weighs out at 1141 points.

yeoman
09-18-2005, 10:54 AM
Such as?? *character limit dance*

The New powers, new advangates, disadvantges, and the few powers that got their point costs changed.

When I say memorized, I mean that I can create a 4th edition character without the book.

Seriously, when I was running the campaign I did in college I would work up NPC's during the time I had between classes without using the book.The only thing I'd have to look up are some of the options that are rarely used.

Even now, when I've barly looked at the system in two or three years I could probably remember most of it.

twilight
09-18-2005, 11:03 AM
Is this game hard to play/learn?

Sounds interesting.

Metaphysician
09-18-2005, 01:12 PM
Its somewhat hard to learn, as it is *very* detailed. However, once you actually have a character written up, its pretty easy to use them in play.

nHammer
09-18-2005, 02:05 PM
I've been playing Champions on and off for 18 years now. Hero System is the best gaming system availible. :D :cool:

Perry Holley
09-18-2005, 04:04 PM
Most of the individual rules and sub-systems aren't that complex, it's just that there's a lot of them, and the level of detail required in creating a charater can be daunting for some. It depends on how much detail and 'crunch' you want in your game. Combat can be a little slow, but a good GM can speed that up considerably.

I ran Champions for 4 years off-and-on during high school and college, back in the days of 2nd and 3rd edition. Eventually, I burned out on it, moving on to other systems, but it still has a strong fanbase who are very passionate about it.

Donald Stone
09-22-2005, 06:53 PM
Big, longtime CHAMPIONS fan. I was running a game with some CBR folks for awhile, but it ended with some burnout on my part. I'll eventually be running it again, I'm sure.

I've got an acknowledgement in the GALACTIC CHAMPIONS supplement, reflecting some comments I made on the Hero Games forums which ended up being integrated into that book.Thats cool.

It was reading your, meta's, and Chuck's posts about your Sentinel's game that inspired me to bug our GM about starting a high level game of our own.

Sadly it looks like it may fall through.

Joe Rice
09-26-2005, 03:12 PM
I don't have Complete Warrior on me but I was hoping to roll up a Samarai tonight. Anyone know where I could look at/download the stats for it?

Perry Holley
09-26-2005, 03:41 PM
For 2nd or 3rd edition? I've got the Fighter's handbook for 2nd ed.

Joe Rice
09-26-2005, 03:48 PM
For 2nd or 3rd edition? I've got the Fighter's handbook for 2nd ed.

3.5. Damn.

Perry Holley
09-26-2005, 04:08 PM
You may want to PM and/or e-mail Darkblade... I believe she has the Oriental Adventures book for 3rd ed, which should include the stats for samurais.

Joe Rice
09-26-2005, 04:13 PM
You may want to PM and/or e-mail Darkblade... I believe she has the Oriental Adventures book for 3rd ed, which should include the stats for samurais.

We don't use those rules, just the Complete Adventurer 3.5 one. Ah, well.

MatthewC
09-26-2005, 04:53 PM
I don't have Complete Warrior on me but I was hoping to roll up a Samarai tonight. Anyone know where I could look at/download the stats for it?

As always, Order of the Stick has an answer for any D&D-related question.

Order of the Stick (http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=209)

Joe Rice
09-26-2005, 05:04 PM
As always, Order of the Stick has an answer for any D&D-related question.

Order of the Stick (http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=209)

Heh. Still, there IS an actual Samurai class. I'll just wait till I visit Alex tomorrow, I guess.

Or throw my lizardman barbarian at him! Or my noble-lineage rogue/ninja!

JeffreyWKramer
09-26-2005, 05:45 PM
Or throw my lizardman barbarian at him!

While it wouldn't fit in all campaigns, I really like this idea.

Joe Rice
09-26-2005, 05:53 PM
While it wouldn't fit in all campaigns, I really like this idea.

His name is Torg and he is a sailor. He is incredibly stupid.

JeffreyWKramer
09-26-2005, 05:56 PM
His name is Torg and he is a sailor. He is incredibly stupid.

He sounds fun.

I once played a gnome barbarian - he was raised by badgers. He was fun, but had a sadly short life.

Joe Rice
09-26-2005, 06:03 PM
He sounds fun.

I once played a gnome barbarian - he was raised by badgers. He was fun, but had a sadly short life.

I'm hoping he'll be the first barbarian to ever survive.

I'm starting a fun character thread now!

Michael P
09-26-2005, 08:47 PM
I played a Half-Orc Monk in Neverwinter Nights. That was fun.

One guy had me beat, though. He downloaded the skin for trolls and worked up a troll druid who'd been raised by a tree spirit. One of the most beloved characters on the server.

o1pickleboy
10-27-2005, 01:47 AM
ok last test for the nite I promise.

http://www.okcupid.com/tests/take?testid=1532690756472625027

Fighter
51% Combativeness, 36% Sneakiness, 41% Intellect, 41% Spirituality
Good at hitting things and with a definite violent streak; you are a Fighter!
Fighters are the basic martial combatants in D&D. Their abilities and skills vary wildly between individuals, but they all share one thing in common… a definite preference for violence.
You're either really defensive, have an unhealthy fascination with sharp objects… or you just like hurting people. Either way, you should probably try and keep your cool. Being able to hack someone into pieces maybe a useful skill in most RPGs, but in real life it will just get you into trouble.




My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 41% on Combativeness

You scored higher than 48% on Sneakiness

You scored higher than 5% on Intellect

You scored higher than 43% on Spirituality

PatrickG
10-27-2005, 02:10 AM
Wizard
29% Combativeness, 23% Sneakiness, 70% Intellect, 47% Spirituality
Brilliant! You are a Wizard!
Wizards are spells-casters who study powerful arcane magic. While Wizards tend to be pretty fragile, some of those spells can pack quite a punch. Unlike Clerics, Wizards aren’t as good at fixing people as they are at breaking them, so watch where you toss that fireball…
Your most distinctive trait is your intelligence. You're probably well learned and logical, if perhaps a bit fragile.



My test tracked 4 variables How you compared to other people your age and gender:

free online dating free online dating
You scored higher than 7% on Combativeness
free online dating free online dating
You scored higher than 19% on Sneakiness
free online dating free online dating
You scored higher than 48% on Intellect
free online dating free online dating
You scored higher than 53% on Spirituality

Sanagi
10-27-2005, 02:15 AM
Okay, watch me get wizard.

"Wizard
29% Combativeness, 13% Sneakiness, 79% Intellect, 19% Spirituality"

How did I guess... Oh, I know, it's because I always play the wizard.

PatrickG
10-27-2005, 02:18 AM
I'm always Chaotic Evil, occasionally Lawful Evil.

You?

Solaris
10-27-2005, 02:19 AM
Mystic Theurge

40% Combativeness, 40% Sneakiness, 88% Intellect, 77% Spirituality

Brilliant and spiritual! You are a Mystic Theurge!

Score! You have a prestige class. A prestige class can only be taken after you’ve fulfilled certain requirements. This may mean that you’re an exceptionally talented person, but it probably doesn't.

The Mystic Theurge is a combination of a cleric and a mage. They can cast both arcane and divine spells, and are good at both, making them pretty terrifying on the battlefield. They have more raw spellpower than just about any other class.

You're both intelligent and faithful, but not violent or deceitful. I guess that makes you a pretty good person.

My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 33% on Combativeness

You scored higher than 57% on Sneakiness

You scored higher than 79% on Intellect

You scored higher than 98% on Spirituality



Okay, this is REALLY COOL! Yippee! I like this one! :D


Neat pic with it, too:

http://is3.okcupid.com/users/152/386/15238646033989136694/mt1128069619.jpg

Bright-Raven
10-27-2005, 02:44 AM
Smart Paladin


55% Combativeness, 46% Sneakiness, 76% Intellect, 52% Spirituality

Valorous! Noble! Or possibly just a self-righteous jerk (but with the brains to keep you alive!)... You are a Smart Paladin!

Paladins are holy warriors. They are valorous defenders of the light. Unfortunately, most of them are so ardent in their defense they tend to meet sticky ends faster than you can say "rampaging red dragon." Many people look up to Paladins, while others just consider them stuck up, overbearing, or self-righteous.

Fortunately for you, unlike most Paladins, you're pretty smart. Which means that you're more likely to fall into the "admired" category, rather than the "obnoxious" or "dead" categories.

Much like the crusades, you manage to combine violence and religion, though unlike the crusades, you add a healthy does of intelligence. You may be a staunch defender of the faith, a valorous champion of the weak, or the stuff that jihads are made of. Which ever one you are, just be happy that you’ve got the smarts to back it up and make it work.

My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 45% on Combativeness

You scored higher than 67% on Sneakiness

You scored higher than 59% on Intellect

You scored higher than 61% on Spirituality

thehod
10-27-2005, 04:13 AM
I got....

Wizard
33% Combativeness, 23% Sneakiness, 76% Intellect, 27% Spirituality

Brilliant! You are a Wizard!
Wizards are spells-casters who study powerful arcane magic. While Wizards tend to be pretty fragile, some of those spells can pack quite a punch. Unlike Clerics, Wizards aren’t as good at fixing people as they are at breaking them, so watch where you toss that fireball…
Your most distinctive trait is your intelligence. You're probably well learned and logical, if perhaps a bit fragile.

My test tracked 4 variables How you compared to other people your age and gender:
You scored higher than 11% on Combativeness
You scored higher than 19% on Sneakiness
You scored higher than 59% on Intellect
You scored higher than 23% on Spirituality

I'm so Smart!! S-M-R-T!!!

Cleric of Hell's Brigade
10-27-2005, 06:06 AM
Smart Paladin
59% Combativeness, 33% Sneakiness, 64% Intellect, 72% Spirituality
Valorous! Noble! Or possibly just a self-righteous jerk (but with the brains to keep you alive!)... You are a Smart Paladin!
Paladins are holy warriors. They are valorous defenders of the light. Unfortunately, most of them are so ardent in their defense they tend to meet sticky ends faster than you can say "rampaging red dragon." Many people look up to Paladins, while others just consider them stuck up, overbearing, or self-righteous.
Fortunately for you, unlike most Paladins, you're pretty smart. Which means that you're more likely to fall into the "admired" category, rather than the "obnoxious" or "dead" categories.
Much like the crusades, you manage to combine violence and religion, though unlike the crusades, you add a healthy does of intelligence. You may be a staunch defender of the faith, a valorous champion of the weak, or the stuff that jihads are made of. Which ever one you are, just be happy that you’ve got the smarts to back it up and make it work.


My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 55% on Combativeness

You scored higher than 27% on Sneakiness

You scored higher than 56% on Intellect

You scored higher than 95% on Spirituality


Hmm, yeah, I guess this is what I'd be.

Dreadstar
10-27-2005, 06:32 AM
Ah! My once favorite class!

Bard
51% Combativeness, 53% Sneakiness, 96% Intellect, 25% Spirituality

Dashing and multi-talented: You are a Bard!

A decent warriors, reasonable spell-caster, and fairly good at tricking people, the Bard is the jack of all trades. These charming fellows live by their wits, though a sharp blade, a few spells, and some lockpicks never hurt.
Smart, sneaky, and aggressive, you're probably good at most things you try. You don’t have much need for spirituality or superstition and are much more likely to live in the here and now... and if you can get some fun and profit out of the here and now, even better.

Dreadstar
10-27-2005, 06:36 AM
And with the change of ONE answer I get:

Spellsword

59% Combativeness, 46% Sneakiness, 94% Intellect, 25% Spirituality

Aggressive, but with the brains to back it up: You are a Spellsword!

Score! You have a prestige class. A prestige class can only be taken after you’ve fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.
Spellswords combine arcane might with combat know-how. They're much tougher than mages, like to wear armor, and can cast spells through their weapons. They're very, very, good at doing lots of damage to a single target very quickly, and while not quite as tough as most fighters, are still pretty hard to kill.

You're both smart and aggressive, which means that you're probably pretty dangerous when pissed off. You also tend to be somewhat straightforward, which is nice, and don’t have much use for spirituality or mysticism.

JeffreyWKramer
10-27-2005, 06:43 AM
I got:

Spellsword
77% Combativeness, 26% Sneakiness, 82% Intellect, 22% Spirituality
Aggressive, but with the brains to back it up: You are a Spellsword!
Score! You have a prestige class. A prestige class can only be taken after you’ve fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.
Spellswords combine arcane might with combat know-how. They're much tougher than mages, like to wear armor, and can cast spells through their weapons. They're very, very, good at doing lots of damage to a single target very quickly, and while not quite as tough as most fighters, are still pretty hard to kill.
You're both smart and aggressive, which means that you're probably pretty dangerous when pissed off. You also tend to be somewhat straightforward, which is nice, and don’t have much use for spirituality or mysticism.

You scored higher than 86% on Combativeness

You scored higher than 34% on Sneakiness

You scored higher than 68% on Intellect

You scored higher than 20% on Spirituality

Hey, I can deal with that.

Callie
10-27-2005, 07:07 AM
Not surprised with this answer. Wizards/Mages are totally my favorite class in games, too.

Wizard
40% Combativeness, 40% Sneakiness, 82% Intellect, 5% Spirituality

You scored higher than 22% on Combativeness
You scored higher than 52% on Sneakiness
You scored higher than 75% on Intellect
You scored higher than 0% on Spirituality

(0% because I'm an atheist.)

Michael P
10-27-2005, 07:14 AM
Wizard, to absolutely no one's shock.

37% Combativeness, 46% Sneakiness, 82% Intellect, 38% Spirituality

TinMan
10-27-2005, 08:33 AM
Smart Paladin
81% Combativeness, 20% Sneakiness, 64% Intellect, 63% Spirituality
Valorous! Noble! Or possibly just a self-righteous jerk (but with the brains to keep you alive!)... You are a Smart Paladin!
Paladins are holy warriors. They are valorous defenders of the light. Unfortunately, most of them are so ardent in their defense they tend to meet sticky ends faster than you can say "rampaging red dragon." Many people look up to Paladins, while others just consider them stuck up, overbearing, or self-righteous.
Fortunately for you, unlike most Paladins, you're pretty smart. Which means that you're more likely to fall into the "admired" category, rather than the "obnoxious" or "dead" categories.
Much like the crusades, you manage to combine violence and religion, though unlike the crusades, you add a healthy does of intelligence. You may be a staunch defender of the faith, a valorous champion of the weak, or the stuff that jihads are made of. Which ever one you are, just be happy that you’ve got the smarts to back it up and make it work.


My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 91% on Combativeness

You scored higher than 13% on Sneakiness

You scored higher than 46% on Intellect

You scored higher than 85% on Spirituality

GremlinClr
10-27-2005, 08:49 AM
Arcane Trickster
40% Combativeness, 73% Sneakiness, 58% Intellect, 22% Spirituality
Brilliant and sneaky: You are an Arcane Trickster!
Score! You have a prestige class. A prestige class can only be taken after you've fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.
Arcane Tricksters combine arcane magic with rogue skills and sensibilities. They use their magic to confuse their opponents or to augment their more mundane, roguish skills. If you thought it was annoying keeping an eye that that rogue, the Arcane Trickster is probably picking your pocket from the other side of the room.
Both smart and sneaky, you're probably the type of person that loves planning practical jokes... either that or knocking over banks.




My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 20% on Combativeness

You scored higher than 95% on Sneakiness

You scored higher than 19% on Intellect

You scored higher than 16% on Spirituality

Doesn't suprise me. I usually play a rogue or a magic user.

Forefinger
10-27-2005, 09:14 AM
Spellsword
77% Combativeness, 36% Sneakiness, 58% Intellect, 50% Spirituality
Aggressive, but with the brains to back it up: You are a Spellsword!
Score! You have a prestige class. A prestige class can only be taken after you’ve fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.
Spellswords combine arcane might with combat know-how. They're much tougher than mages, like to wear armor, and can cast spells through their weapons. They're very, very, good at doing lots of damage to a single target very quickly, and while not quite as tough as most fighters, are still pretty hard to kill.
You're both smart and aggressive, which means that you're probably pretty dangerous when pissed off. You also tend to be somewhat straightforward, which is nice, and don’t have much use for spirituality or mysticism.

http://is2.okcupid.com/users/152/386/15238646033989136694/mt1128069993.jpg



My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 87% on Combativeness

You scored higher than 48% on Sneakiness

You scored higher than 24% on Intellect

You scored higher than 59% on Spirituality


I figured I'd be a fighter...oh well. This doesn't sound so bad.

Slam_Bradley
10-27-2005, 09:21 AM
Ehhh...not terribly surprising.


Wizard
44% Combativeness, 43% Sneakiness, 94% Intellect, 2% Spirituality
Brilliant! You are a Wizard!
Wizards are spells-casters who study powerful arcane magic. While Wizards tend to be pretty fragile, some of those spells can pack quite a punch. Unlike Clerics, Wizards aren’t as good at fixing people as they are at breaking them, so watch where you toss that fireball…
Your most distinctive trait is your intelligence. You're probably well learned and logical, if perhaps a bit fragile.




My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 26% on Combativeness

You scored higher than 73% on Sneakiness

You scored higher than 92% on Intellect

You scored higher than 0% on Spirituality

Erebus
10-27-2005, 01:27 PM
Monk
66% Combativeness, 53% Sneakiness, 58% Intellect, 52% Spirituality
Pretty much good at everything: You are a Monk!
No, not a monk like those bald medieval guys. The Monk in D&D is a martial artist. They're smart, they're capable, they're spiritual, they're sneaky when they want to be, and they're damn dangerous in a fight.
What to say? You scored high on all four categories, which means that you're probably a well rounded and capable person. Either that or you're an overly smart and dangerous psychopath. ;)

Forefinger
10-27-2005, 01:30 PM
Monk
Either that or you're an overly smart and dangerous psychopath. ;)
Dammit, I wish I got a cool one.....

Solaris
10-27-2005, 02:39 PM
Dammit, I wish I got a cool one.....


Dude, you got a prestige class---that IS cool!

Perry Holley
10-27-2005, 02:55 PM
Arcane Trickster

29% Combativeness, 56% Sneakiness, 76% Intellect, 22% Spirituality

Brilliant and sneaky: You are an Arcane Trickster!

Score! You have a prestige class. A prestige class can only be taken after you've fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.

Arcane Tricksters combine arcane magic with rogue skills and sensibilities. They use their magic to confuse their opponents or to augment their more mundane, roguish skills. If you thought it was annoying keeping an eye that that rogue, the Arcane Trickster is probably picking your pocket from the other side of the room.

Both smart and sneaky, you're probably the type of person that loves planning practical jokes... either that or knocking over banks.

Cool...

Calybos
10-27-2005, 03:34 PM
Wizard here too.

14% Combativeness, 26% Sneakiness, 94% Intellect, 8% Spirituality

LordKaos
10-27-2005, 05:25 PM
Magic Class. Yes!

Wizard
33% Combativeness, 26% Sneakiness, 82% Intellect, 41% Spirituality
Brilliant! You are a Wizard!
Wizards are spells-casters who study powerful arcane magic. While Wizards tend to be pretty fragile, some of those spells can pack quite a punch. Unlike Clerics, Wizards aren’t as good at fixing people as they are at breaking them, so watch where you toss that fireball…
Your most distinctive trait is your intelligence. You're probably well learned and logical, if perhaps a bit fragile.




My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 13% on Combativeness

You scored higher than 17% on Sneakiness

You scored higher than 88% on Intellect

You scored higher than 41% on Spirituality

Grazzt
10-27-2005, 05:52 PM
Arcane Trickster
37% Combativeness, 53% Sneakiness, 91% Intellect, 38% Spirituality
Brilliant and sneaky: You are an Arcane Trickster!
Score! You have a prestige class. A prestige class can only be taken after you've fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.
Arcane Tricksters combine arcane magic with rogue skills and sensibilities. They use their magic to confuse their opponents or to augment their more mundane, roguish skills. If you thought it was annoying keeping an eye that that rogue, the Arcane Trickster is probably picking your pocket from the other side of the room.
Both smart and sneaky, you're probably the type of person that loves planning practical jokes... either that or knocking over banks.

http://is2.okcupid.com/users/152/386/15238646033989136694/mt1128069751.jpg

You scored higher than 18% on Combativeness

You scored higher than 72% on Sneakiness

You scored higher than 95% on Intellect

You scored higher than 43% on Spirituality

Not too shabby. Particularly the Intellect. Although it doesn't compare to a lot of the people around here.

K'Nort
10-27-2005, 05:53 PM
Smart Paladin. Weird. Usually I'm chaotic good cleric so that wouldn't quite fly, but close.

http://is3.okcupid.com/users/152/386/15238646033989136694/mt1128069151.jpg

You scored higher than 87% on Combativeness
You scored higher than 41% on Sneakiness
You scored higher than 59% on Intellect
You scored higher than 61% on Spirituality

Solaris
10-27-2005, 06:44 PM
Arcane Trickster

29% Combativeness, 56% Sneakiness, 76% Intellect, 22% Spirituality

Brilliant and sneaky: You are an Arcane Trickster!

Score! You have a prestige class. A prestige class can only be taken after you've fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.

Arcane Tricksters combine arcane magic with rogue skills and sensibilities. They use their magic to confuse their opponents or to augment their more mundane, roguish skills. If you thought it was annoying keeping an eye that that rogue, the Arcane Trickster is probably picking your pocket from the other side of the room.

Both smart and sneaky, you're probably the type of person that loves planning practical jokes... either that or knocking over banks.

Cool...


WHY does this not surprise me in the least?

:D

GozertheGozarian
10-27-2005, 08:00 PM
Wizard
33% Combativeness, 46% Sneakiness, 82% Intellect, 2% Spirituality
Brilliant! You are a Wizard!
Wizards are spells-casters who study powerful arcane magic. While Wizards tend to be pretty fragile, some of those spells can pack quite a punch. Unlike Clerics, Wizards aren’t as good at fixing people as they are at breaking them, so watch where you toss that fireball…
Your most distinctive trait is your intelligence. You're probably well learned and logical, if perhaps a bit fragile.




My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 11% on Combativeness

You scored higher than 67% on Sneakiness

You scored higher than 75% on Intellect

You scored higher than 0% on Spirituality

Erebus
10-27-2005, 08:00 PM
Dammit, I wish I got a cool one.....

Yeah, but the picture looks really stupid.

http://is2.okcupid.com/users/152/386/15238646033989136694/mt1128069140.jpg

Puma
10-27-2005, 08:33 PM
Spellsword
74% Combativeness, 40% Sneakiness, 64% Intellect, 38% Spirituality
Aggressive, but with the brains to back it up: You are a Spellsword!
Score! You have a prestige class. A prestige class can only be taken after you’ve fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.
Spellswords combine arcane might with combat know-how. They're much tougher than mages, like to wear armor, and can cast spells through their weapons. They're very, very, good at doing lots of damage to a single target very quickly, and while not quite as tough as most fighters, are still pretty hard to kill.
You're both smart and aggressive, which means that you're probably pretty dangerous when pissed off. You also tend to be somewhat straightforward, which is nice, and don’t have much use for spirituality or mysticism.

BubbaJoWants
10-27-2005, 11:37 PM
Smart Paladin
62% Combativeness, 46% Sneakiness, 70% Intellect, 61% Spirituality
Valorous! Noble! Or possibly just a self-righteous jerk (but with the brains to keep you alive!)... You are a Smart Paladin!
Paladins are holy warriors. They are valorous defenders of the light. Unfortunately, most of them are so ardent in their defense they tend to meet sticky ends faster than you can say "rampaging red dragon." Many people look up to Paladins, while others just consider them stuck up, overbearing, or self-righteous.
Fortunately for you, unlike most Paladins, you're pretty smart. Which means that you're more likely to fall into the "admired" category, rather than the "obnoxious" or "dead" categories.
Much like the crusades, you manage to combine violence and religion, though unlike the crusades, you add a healthy does of intelligence. You may be a staunch defender of the faith, a valorous champion of the weak, or the stuff that jihads are made of. Which ever one you are, just be happy that you’ve got the smarts to back it up and make it work.

http://is3.okcupid.com/users/152/386/15238646033989136694/mt1128069151.jpg

tangentman
10-27-2005, 11:57 PM
Mystic Theurge


44% Combativeness, 46% Sneakiness, 94% Intellect, 58% Spirituality
Brilliant and spiritual! You are a Mystic Theurge!
Score! You have a prestige class. A prestige class can only be taken after you’ve fulfilled certain requirements. This may mean that you’re an exceptionally talented person, but it probably doesn't.
The Mystic Theurge is a combination of a cleric and a mage. They can cast both arcane and divine spells, and are good at both, making them pretty terrifying on the battlefield. They have more raw spellpower than just about any other class.
You're both intelligent and faithful, but not violent or deceitful. I guess that makes you a pretty good person.


You scored higher than 25% on Combativeness

You scored higher than 67% on Sneakiness

You scored higher than 93% on Intellect

You scored higher than 72% on Spirituality

thik_3rd
10-28-2005, 02:17 AM
Spellsword
62% Combativeness, 46% Sneakiness, 55% Intellect, 19% Spirituality
Aggressive, but with the brains to back it up: You are a Spellsword!
Score! You have a prestige class. A prestige class can only be taken after you�ve fulfilled certain requirements. This may mean that you're an exceptionally talented person, but it probably doesn't.
Spellswords combine arcane might with combat know-how. They're much tougher than mages, like to wear armor, and can cast spells through their weapons. They're very, very, good at doing lots of damage to a single target very quickly, and while not quite as tough as most fighters, are still pretty hard to kill.
You're both smart and aggressive, which means that you're probably pretty dangerous when pissed off. You also tend to be somewhat straightforward, which is nice, and don�t have much use for spirituality or mysticism.



My test tracked 4 variables How you compared to other people your age and gender:


You scored higher than 65% on Combativeness
You scored higher than 65% on Sneakiness
You scored higher than 20% on Intellect
You scored higher than 15% on Spirituality

Perry Holley
10-28-2005, 03:55 AM
WHY does this not surprise me in the least?

:DWell, you've known me for how long? ;)

Forefinger
10-28-2005, 09:58 AM
Dude, you got a prestige class---that IS cool!
Sorry. I guess I equate different things as being cool. I like psychos and stuff like that. The description of mine sounds pretty cool, but the picture is kind of effiminate. Oh well. I guess some bad ass warrior looking guy wouldn't take the time to learn any magic eh?

Ryan K
10-28-2005, 10:06 AM
Bard
62% Combativeness, 53% Sneakiness, 70% Intellect, 27% Spirituality
Dashing and multi-talented: You are a Bard!
A decent warriors, reasonable spell-caster, and fairly good at tricking people, the Bard is the jack of all trades. These charming fellows live by their wits, though a sharp blade, a few spells, and some lockpicks never hurt.
Smart, sneaky, and aggressive, you're probably good at most things you try. You don’t have much need for spirituality or superstition and are much more likely to live in the here and now... and if you can get some fun and profit out of the here and now, even better.

You scored higher than 65% on Combativeness

You scored higher than 76% on Sneakiness

You scored higher than 47% on Intellect

You scored higher than 27% on Spirituality

Cool.

Solaris
10-28-2005, 12:18 PM
Sorry. I guess I equate different things as being cool. I like psychos and stuff like that. The description of mine sounds pretty cool, but the picture is kind of effiminate. Oh well. I guess some bad ass warrior looking guy wouldn't take the time to learn any magic eh?


Not only that, but with your brilliance, magic, and sneakiness, you can persuade the fighter not only to go in alone against the dragon, but that doing so was his idea in the first place! Then you get to pick up the remaining baubles that roll back down the tunnel from his crunched and fried carcass, go home and call it a day. :D Heehee!

Forefinger
10-28-2005, 04:00 PM
Not only that, but with your brilliance, magic, and sneakiness, you can persuade the fighter not only to go in alone against the dragon, but that doing so was his idea in the first place! Then you get to pick up the remaining baubles that roll back down the tunnel from his crunched and fried carcass, go home and call it a day. :D Heehee!
Sounds pretty cool. I guess I'm too ignorant of the RPG world to see the advantages. Thanks. I feel better now.

Anthony Johanson
10-28-2005, 04:07 PM
Mystic Theurge
37% Combativeness, 43% Sneakiness, 100% Intellect, 72% Spirituality
Brilliant and spiritual! You are a Mystic Theurge!
Score! You have a prestige class. A prestige class can only be taken after you’ve fulfilled certain requirements. This may mean that you’re an exceptionally talented person, but it probably doesn't.
The Mystic Theurge is a combination of a cleric and a mage. They can cast both arcane and divine spells, and are good at both, making them pretty terrifying on the battlefield. They have more raw spellpower than just about any other class.
You're both intelligent and faithful, but not violent or deceitful. I guess that makes you a pretty good person.




My test tracked 4 variables How you compared to other people your age and gender:

You scored higher than 17% on Combativeness

You scored higher than 59% on Sneakiness

You scored higher than 99% on Intellect

You scored higher than 96% on Spirituality

I figured.

Trystenn
10-28-2005, 04:20 PM
Smart Paladin
92% Combativeness, 33% Sneakiness, 52% Intellect, 58% Spirituality
Valorous! Noble! Or possibly just a self-righteous jerk (but with the brains to keep you alive!)... You are a Smart Paladin!
Paladins are holy warriors. They are valorous defenders of the light. Unfortunately, most of them are so ardent in their defense they tend to meet sticky ends faster than you can say "rampaging red dragon." Many people look up to Paladins, while others just consider them stuck up, overbearing, or self-righteous.
Fortunately for you, unlike most Paladins, you're pretty smart. Which means that you're more likely to fall into the "admired" category, rather than the "obnoxious" or "dead" categories.
Much like the crusades, you manage to combine violence and religion, though unlike the crusades, you add a healthy does of intelligence. You may be a staunch defender of the faith, a valorous champion of the weak, or the stuff that jihads are made of. Which ever one you are, just be happy that you’ve got the smarts to back it up and make it work.

Corsair
10-28-2005, 04:21 PM
Holy geez, I hit rock bottom on spirituality.

Spellsword
70% Combativeness, 33% Sneakiness, 64% Intellect, 0% Spirituality

...

You scored higher than 73% on Combativeness
You scored higher than 41% on Sneakiness
You scored higher than 29% on Intellect
You scored higher than 0% on Spirituality

Perry Holley
10-30-2005, 09:24 AM
Keith Parkinson, one of the best artists in the RPG world, passed away on the 26th from leukemia. He did covers and art for several RPG companies, including TSR, Palladium, and Sword & Sorcery studios. He also did the covers for several fantasy and SF novels.

Biography (http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=482)

Art (http://fantasygallery.net/parkinson/)

cactusmaac
10-30-2005, 10:09 AM
You might want to change the thread title.

Perry Holley
10-30-2005, 10:11 AM
You might want to change the thread title.Oops! Thanks.

tangentman
11-18-2005, 12:39 AM
Rockay, you can find many superhero play-by-posts at http://www.rpol.net

bparanial
11-23-2005, 05:45 PM
Can anyone, anywhere think of a Tabletop RPG with a combat System more lethal than Legend of the Five Rings

Perry Holley
11-24-2005, 07:49 AM
Out of curiousity, why is L5R so deadly?

For myself, Living Steel has the distinction of being both extremely lethal and hideously complex. As a friend of mine used to joke, ""Half an hour to figure out whether you hit someone, and another hour to figure out how much damage you did... which really doesn't matter, 'cause they're dead anyways."

On a simpler scale, the old Runequest rules could be pretty darned deadly. Critical hits ignored armor, your hit points didn't go up as you improved (they were based on your CON score, modified by your SIZE score), and your HP were segmented across your different body parts. One good hit could kill anyone, no matter how skilled they were (the upside to this is that players are much more wary of entering fights in RQ than they are in many other games).

BcAugust
11-24-2005, 08:12 AM
New WOD. I had a character with fairly decent(for a human) stats taken out by a dog in one hit. I've also had way, way too many characters die in old WOD from bad dice rolls.

*chuckles* In fact, I'm doing a conversion from WOD to L5R system, in part to get a less lethal game.

nHammer
11-24-2005, 06:14 PM
Cyberpunk is pretty deadly.

Chuckg
11-26-2005, 07:16 AM
1st edition AD&D. Name another system where a beginning fighter can potentially die falling 10 feet off a roof, sticking their hand in a fireplace, or being clawed to death by a feral cat. :D

Chuckg
11-26-2005, 07:25 AM
More seriously, GURPS. The combat system is designed to reflect reality...

... which is why a single bullet hit to an unarmored torso will at /minimum/ take the starch out of you, and quite likely kill you. One hit to the head, and it takes a miracle for you /not/ to be incapped or dead. And since GURPS doesn't use a class/level system, this applies just as much for highly experienced chars as it does for newbies.

Then again, the system is trying to reflect reality -- the first good solid hit on an unarmored man is gonna take him straight from 'unhurt' to 'badly wounded', unless you luck out and the guy rolls "pinky toe" as a hit location.

Takashi_Kurita
11-26-2005, 01:54 PM
More seriously, GURPS. The combat system is designed to reflect reality...

... which is why a single bullet hit to an unarmored torso will at /minimum/ take the starch out of you, and quite likely kill you. One hit to the head, and it takes a miracle for you /not/ to be incapped or dead. And since GURPS doesn't use a class/level system, this applies just as much for highly experienced chars as it does for newbies.

Then again, the system is trying to reflect reality -- the first good solid hit on an unarmored man is gonna take him straight from 'unhurt' to 'badly wounded', unless you luck out and the guy rolls "pinky toe" as a hit location.


Or he gets hit with a .22LR, in which case he goes from "unhurt" to "slightly miffed".

The Watcher
11-26-2005, 02:00 PM
Rolemaster. Anyone who's seen its fabled crit tables would agree.

Shellhead
11-28-2005, 08:30 PM
KABAL (published in 1982). The name stands for "Knights and Berserkers and Legerdemain." Picture a crappy version of Tunnels and Trolls, except that normal melee weapons inflict a couple hundred hit points of damage with every strike. Starting characters get 8d20 in hit points. Do the math, and you get a system where a single average blow kills your character.

L5R isn't anywhere near that lethal, it doesn't even come close to the lethality of Call of Cthulhu for that matter. Which is good, L5R and CofC are both excellent rpgs, while KABAL richly deserves to fade into complete obscurity.

SAMAS
11-29-2005, 06:51 AM
Rifts, if everyone forgets their body armor. :D

BlairH
11-29-2005, 07:02 AM
Or he gets hit with a .22LR, in which case he goes from "unhurt" to "slightly miffed".
.22LR is actually quite the caliber over here in the UK. It can and will kill (indeed, 22LR bullets have killed more people in the world than any other bullet).

I have an Ar15 semiautomatic "assault weapon" in this caliber, and I'm fairly confident, that with the proper ammo loads it will be more leathal than the GRUPS incarnation.

Scorpion13
11-29-2005, 02:58 PM
The combat in OGL Conan is rather brutal.

I especially like the part of the book where it lists all the possible bonuses a group of foes gets from attacking one guy.

macul
11-29-2005, 09:20 PM
I don't know what the deadliest is. I've played RPGs for a while, but not a great many deal of them. The deadliest I've ran across would probably have to be between GURPS and Warhammer Fantasy Roleplay (though the Fate Points thing kind of cancels this out a bit).

JeffreyWKramer
11-29-2005, 09:30 PM
Rolemaster. Anyone who's seen its fabled crit tables would agree.


The deadliness of Rolemaster is partially negated by the ridiculous magical system, a good bit of which was apparently designed to negate the lethal and bizarre nature of the crit hit system. Most Rolemaster fights end up with numerous characters sporting severed limbs and smashed organs, then being patched up by clerics weilding spells like "reattach severed limb" and "unsquoosh organ". The overall effect is about as comical as the Black Knight's fight in HOLY GRAIL.

yeoman
11-29-2005, 10:54 PM
Rolemaster. Anyone who's seen its fabled crit tables would agree.

I've seen the abbrievated version in MERP. And, yeah. THe upper crit tables are mostly "Something truely awful happens to you, you are dead."

Tridge
11-30-2005, 01:27 AM
Rifts, if everyone forgets their body armor. :D

I assume you mean MDC and not SDC.

Shellhead
11-30-2005, 10:00 AM
I don't know what the deadliest is. I've played RPGs for a while, but not a great many deal of them. The deadliest I've ran across would probably have to be between GURPS and Warhammer Fantasy Roleplay (though the Fate Points thing kind of cancels this out a bit).

I ran a weekly GURPS Fantasy campaign for a year, using their Yrth setting, with at least 10 players in attendance every week. Despite the average of one player character death per session, it was a popular campaign. I finally got burned out by the complexity of the system and a couple of high-maintenance players and shut that campaign down, but it was fun while it lasted. We generally only had time for about two big fights each week, so I felt that my style was becoming formulaic.

macul
11-30-2005, 02:30 PM
That was my big problem with GURPS: if you had a sizable combat, it would take all night. Ugh. No thanks. I hear the newer version is better, though. My friend is a GURPS fanatic, so I'm sure we'll be checking it out at some point.

Shellhead
11-30-2005, 04:54 PM
That was my big problem with GURPS: if you had a sizable combat, it would take all night. Ugh. No thanks. I hear the newer version is better, though. My friend is a GURPS fanatic, so I'm sure we'll be checking it out at some point.

I was at the peak of GM skills back then. I had a cheat sheet with all the player initiatives in order, plus I made players write down their actions on those flip pad thingies where you write with a plastic stylus and erase by flipping the page up. If play slowed a little, I used a one-minute timer, telling them that I was being generous giving them 60 seconds to declare a 1-second action. I memorized chunks of the GURPS combat rules, and used another cheat for some detailed stuff, plus note cards for combat spells that were frequently used. The NPCs tended to be somewhat weaker than the PCs, which also speeded up combat a little and reduced the lethality.

Tarkonny
12-02-2005, 02:34 PM
The Game was released in 1987 with a Comglomeration of TSR (the creators of AD&D) and Marvel Comics. I hav ethe Player's Hand Book, The Ultimate Powers Guide, and the Guide to Magics.

Anthony
12-02-2005, 03:12 PM
The Game was released in 1987 with a Comglomeration of TSR (the creators of AD&D) and Marvel Comics. I hav ethe Player's Hand Book, The Ultimate Powers Guide, and the Guide to Magics.
Are you asking if anybody remembers it? Play it? Or for more resources on it?

If it's the former, I do remember it.
If it's the second, I may be willing to play depending on schedule and set up.
If it's the latter, then you can go to this website Classic Marvel (http://www.classicmarvel.com)

If it's something else entirely, I'm sure someone can help out.

GodSmackingReptile
12-12-2005, 12:21 PM
Are you asking if anybody remembers it? Play it? Or for more resources on it?

If it's the former, I do remember it.
If it's the second, I may be willing to play depending on schedule and set up.
If it's the latter, then you can go to this website Classic Marvel (http://www.classicmarvel.com)

If it's something else entirely, I'm sure someone can help out.

I THINK THAT THIS GAME WOULD HAVE BEEN FUN BUT I REALLY NEVER HAD HEARD OF IT (caps lock was on) so maybe you can refresh my memory or something

DOOM2099
12-12-2005, 06:41 PM
Must... Kill... Rusty....

macul
12-18-2005, 06:23 PM
I began to re-read War of the Worlds last week and thought it might be fun to run a campaign around it. I think I'm keeping the year (1902), but I'm changing the location and will not have the Martians succumb to bacteria (or maybe I'll have it so their feeding of human blood gives them relief).

My rough idea for kicking the campaign off is for the PCs to begin in Atlanta, GA. Atlanta was one of the major cities targetted for invasion/occupation. I'm giving them a brief and vague description of the events and then basically saying, "OK, so you didn't make it out of the city before the assault began. You are held up in a cellar. What do you do?" From there they will probably flee the city, meet up with a small group of survivors including a military captain who will ask them to do a couple of things, such as capture a crippled Martian tripod.

Anyway, anyone ever ran a game around this? It's your basic alien invasion thing, but I figured I'd do it around the book that started it all. Thoughts? Ideas?

Perry Holley
12-18-2005, 07:26 PM
What system would you be using?

It's not period, but if you haven't already, you might want to look at the old Killraven comics (aka War Of The Worlds part 2). I believe it was collected together recently in the Essentials format. In terms of novels, Niven and Pournelle's Footfall might also give you some ideas.

A good starting off point might instead of directly fighting the aliens, instead coming into conflict with the humans sucking up to the aliens, acting as their ground thugs (forget what they were referred to in the novel).

If the aliens are occupying earth in the long term, just how many are there, and how complete is their control? Is there relative safety in more rural areas, for example?

Are they actually Martians, or just aliens using Mars as a local base?

macul
12-18-2005, 08:03 PM
I might go with d20 Modern, though I'm not set on that. I kind of like the combat system from V for Victory, so that's a possibility too.

At the onset of the campaign I don't think there will be too many invaders, so they won't have complete control. What I'm thinking of is that they landed targetting major cities. Once taking control of that city they would set about fortifying so others could arrive safely. For the most part there will be large areas untouched by the invasion (at least initially).

Currently I'm planning on the invaders being Martians, though that isn't set in stone either.

Perry Holley
12-26-2005, 10:47 AM
Okay, found a few things that might prove useful to you:

WOTW RPG site (http://www.geocities.com/TimesSquare/Galaxy/3773/waroftheworlds/)

Forgotten Futures RPG (http://www.forgottenfutures.com/game/index.htm) (doesn't specifically have any WOTW stuff, but is designed to handle that sort of setting)

If you're familiar with the HERO rules, stats for Martians (http://surbrook.devermore.net/adaptionsbook/hgwells/WOTWmartian.html), Martian fighting-machines (http://surbrook.devermore.net/adaptionsbook/hgwells/WOTWwarmachine.html), and theMartian handling machines (http://surbrook.devermore.net/adaptionsbook/hgwells/WOTWhandlingmachine.html).

lade
01-07-2006, 09:41 PM
Which system is the more powerful?
- While I favor AD&D rules because while less versatile they allow for higher end feats and creation of more powerful effects?

_d20 I credit with being more versatile with more feats but while powerful builds are possible are not on the level of those conceivable under AD&D

This is my opinion anyone Care to dispute or vouch for this

Adam Safran
01-07-2006, 09:44 PM
I dunno about AD&D. What 3d ed does is it allows you much more room for character combining - you can work your way up to uber levels in one character class, and multiclassing is much easier, plus Prestige Classes.

Crinos
01-07-2006, 09:54 PM
3rd edition.

In 2nd edition only humans could gain unlimited levels in any class. Other races were restricted in their classes and could only gain a set number of levels in any given class. Plus Multiclassing was a paperwork nightmare.

Also monster stats were alot more primitive back then. The only ability score monsters had was a intelligence score and a strength score if it was relevant. They had no room for advancement and they couldnt gain class levels. Plus all monsters used a clerics hit die and save progressions.

3rd edition kicks 2nd editions ass and steals its lunch money.

Albert
01-07-2006, 10:17 PM
I've run a 2nd edition game (which had begun as a first ed game) since about 1983 to present. While I'm intrigued by 3rd ed, I don't know how easily it'd be to convert everything over. I'd hate to scrap 23 years of oral history in a wholly original setting. Do the rulebooks give any suggestions in that regard? Has anyone converted their game from one edition to the next?

Rachel Grey
01-07-2006, 10:32 PM
IIRC there was a .pdf on WotC's site about converting over...

Crinos
01-08-2006, 12:21 AM
I've run a 2nd edition game (which had begun as a first ed game) since about 1983 to present. While I'm intrigued by 3rd ed, I don't know how easily it'd be to convert everything over. I'd hate to scrap 23 years of oral history in a wholly original setting. Do the rulebooks give any suggestions in that regard? Has anyone converted their game from one edition to the next?

*Shrugs* You can keep the campaign backstory, just the crunchy stuff that needs changing.

Have you ever played Gamma World? 3.0/3.5 is basically the same system with some tweaking. If you can Play gamma world you'll pick up 3e in no time.

Shellhead
01-08-2006, 09:26 AM
*Shrugs* You can keep the campaign backstory, just the crunchy stuff that needs changing.

Have you ever played Gamma World? 3.0/3.5 is basically the same system with some tweaking. If you can Play gamma world you'll pick up 3e in no time.

Which edition of Gamma World? I played the first three editions of Gamma World, and none of them even remotely resemble D&D 3.0/3.5.

The best thing about AD&D was some outstanding adventure modules published for that edition, like The Tomb of Horrors, Expedition to the Barrier Peaks, that Tamoachan one, Ravenloft, and Temple of Elemental Evil. Some of the Dragonlance stuff was good, too. But the rules were a large mass of poorly assembled house rules strapped onto the original D&D game.

The best thing about D&D 3.0/3.5 is that the whole system really works in a logical manner, and the combat is much more tactical. Sadly, this came at the price of additional complexity. I can't play D&D anymore (except in PC games), because the complexity and the excessive amount of rules-speak has destroyed the entertainment value of the game for me. In a PC game at least, the system seamlessly handles most of the complexity and provides decent visuals, allowing the player to stay immersed in the fantasy.

Perry Holley
01-08-2006, 10:45 AM
Which edition of Gamma World? I played the first three editions of Gamma World, and none of them even remotely resemble D&D 3.0/3.5.4th ed GW (the best of them, IMO) reads a bit like a test run for 3.0.

Crinos
01-08-2006, 01:08 PM
Which edition of Gamma World? I played the first three editions of Gamma World, and none of them even remotely resemble D&D 3.0/3.5.

The best thing about AD&D was some outstanding adventure modules published for that edition, like The Tomb of Horrors, Expedition to the Barrier Peaks, that Tamoachan one, Ravenloft, and Temple of Elemental Evil. Some of the Dragonlance stuff was good, too. But the rules were a large mass of poorly assembled house rules strapped onto the original D&D game.

The best thing about D&D 3.0/3.5 is that the whole system really works in a logical manner, and the combat is much more tactical. Sadly, this came at the price of additional complexity. I can't play D&D anymore (except in PC games), because the complexity and the excessive amount of rules-speak has destroyed the entertainment value of the game for me. In a PC game at least, the system seamlessly handles most of the complexity and provides decent visuals, allowing the player to stay immersed in the fantasy.

Rule complexity has always been one of the flaws of the system. Hell after my brother gave me my first 2nd edition books it took me nearly a year to figure out how the magic system works.

At least 3e is simplistic enough so that you can get some guys who have never played before, give them some premade chars and have a quick dungeon run without too much of a headache.

Shellhead
01-08-2006, 01:55 PM
Rule complexity has always been one of the flaws of the system. Hell after my brother gave me my first 2nd edition books it took me nearly a year to figure out how the magic system works.

At least 3e is simplistic enough so that you can get some guys who have never played before, give them some premade chars and have a quick dungeon run without too much of a headache.

Most importantly, don't let your players touch the rulebooks during play. The last group I was in was constantly bogging down because our two most indecisive players were spellcasters. It got to the point where combat involving a half dozen players was taking 45 minutes per round of combat.

Metaphysician
01-08-2006, 07:13 PM
4th ed GW (the best of them, IMO) reads a bit like a test run for 3.0.

Wasn't 4th the Alternity version??

Perry Holley
01-09-2006, 05:27 AM
Wasn't 4th the Alternity version??The Alternity version was the 5th edition. The 4th edition was a single rulebook (as opposed to the boxed sets that made up 1st-3rd edition). I'll see if I can drag out my copy so I can find the publishing date on it.

Albert
01-09-2006, 10:33 PM
*Shrugs* You can keep the campaign backstory, just the crunchy stuff that needs changing.

Have you ever played Gamma World? 3.0/3.5 is basically the same system with some tweaking. If you can Play gamma world you'll pick up 3e in no time.

Oh yes, had no intention of ditching the backstory. Its just that translating every NPC, magic item, spell book etc. sounds time-consuming.

I've played Gamma World, but only way way back in the first edition days. I'll probably buy the books and test-drive a scenario before starting to convert-- just to get a feel for the combat and magic system before doing any real conversion. I've been impressed with everything I've seen about the D&D 3E.

Albert
01-09-2006, 10:53 PM
Which edition of Gamma World? I played the first three editions of Gamma World, and none of them even remotely resemble D&D 3.0/3.5.

The best thing about D&D 3.0/3.5 is that the whole system really works in a logical manner, and the combat is much more tactical. Sadly, this came at the price of additional complexity. I can't play D&D anymore (except in PC games), because the complexity and the excessive amount of rules-speak has destroyed the entertainment value of the game for me. In a PC game at least, the system seamlessly handles most of the complexity and provides decent visuals, allowing the player to stay immersed in the fantasy.

Which is exactly (well close enough) what some of my players have reported.. though they aren't in vehement opposition to such a change. I'd like to gain the broader scope without sacrifing the fluidity of play, which in turn hinders plot development and character interaction.

IIRC there was a .pdf on WotC's site about converting over...

Thanks, I'll take a look. I've been to that site and checked out some of the links before... some very good resources there.

Joe Grendel
01-16-2006, 09:29 AM
I started playing AD&D in 1979. When 3E came out, me and the other oldsters I gamed with, including Dreadstar, looked through the new rules and just said "wow, this is how it should have been ALL ALONG."

And with the Epic Handbook, 3E games can easily get more high-powered than 2E.

Typo Lad
01-18-2006, 11:52 AM
An RPG game that I worked on (using the Mutants and Mastermind System) is due out soon and I'm trying to help with PR. Where do you guys go to get gaming news?

BcAugust
01-18-2006, 12:21 PM
Heya. Given that I do play a lot of rpgs... M&M, right? Is it superheros?(given some of the stuff I've seen, I have to ask)

Personally, I go to three places for M&M news. ENWorld, rpgnet(Though have someone review it to put up there.), and Hero Boards. Yes, Heroboards, in the General RPG section. Anything that has mostly flavor or easily converted stats will attract interest.

Does that help? Oh, and depending how stat heavy it is... you might want to try to see if Pyramid would let you advertise.

Typo Lad
01-18-2006, 12:29 PM
Heya. Given that I do play a lot of rpgs...

See, and I'm a total RPG virgin. I was writing, and then editing, the potential accompanying line of comics when they asked if I could help with this stuff.

Sure dad! Just throw me right in the deep end!

Kidding, I love 'em. Great punch of guys.

M&M, right?

Ja.

Is it superheros?(given some of the stuff I've seen, I have to ask)

It's got superheroes in the setting, yeah. The first... sourcebook? Is real people (cops, etcl) vs criminals with abilities beyond that of mortal men.

Personally, I go to three places for M&M news. ENWorld, rpgnet(Though have someone review it to put up there.)

Wazzat an offer?

, and Hero Boards. Yes, Heroboards, in the General RPG section. Anything that has mostly flavor or easily converted stats will attract interest.

Thanks!

Does that help? Oh, and depending how stat heavy it is... you might want to try to see if Pyramid would let you advertise.

What's Pyramid? I don't know about the stats. My main contribution was helping with the timeline and the backgrounds of certain characters. And the legal aspects. THAT was fun.

BcAugust
01-18-2006, 01:28 PM
Hey, if you want an honest review(or send a review copy) sure, though you're likely better off with WashuWorshiper, he's done several reviews for them before, mainly for HERO products.

The concept sounds interesting, and fairly distinctive. That will be a plus, especially if there is well thought out legal concepts. Pyramid is Steve Jackson Games mag, the company best known for GURPS, a very popular generic system(Or Munchkin, if you're a card gamer). I don't know their review policy, but it never hurts to try, especially if its something that is more ideas then system. Also, have you talked to Dragon/Wizards of the Coast? That's more a print mag, but they do have a lot of the d20 players which might pick this up.

Frankly, sounds good to me as a source of npcs, and that will help. But I'd need to see more. Do you have permission to post cover art/a character sheet/play example to advertise?

Perry Holley
01-18-2006, 02:59 PM
RPG.net (http://www.rpg.net/)
ICv2 (http://www.icv2.com/index.html)
Gaming Report (http://www.gamingreport.com/modules.php?op=modload&name=NPNews&file=index)

Kid Omega
01-25-2006, 07:15 AM
The "Fantasy Stereotypes" thread got me thinking about how those very same stereotypes can be great fun in a D&D game (or your system of choice).

(Here at Casa de Kamandi, we play D&D almost exclusively, although we've had breaks with PARANOIA, some CYBERPUNK, an old west game or two, and a steampunk system of my own devising.)

So here's a thread for the gamers to talk about their favorite character, and how about your most annoying character as a chaser.

I'll be back later with mine...

-a

Joe Rice
01-25-2006, 08:00 AM
Blarv Sota is still one of my favorites. I've only played him once, but he was a lot of fun. The deadly fighter with points in bluff and buffoonery who was always "accidentally" throwing axes at people. He was a lot of fun. I need to find an excuse to play him again.

Willsuminous Melpin, the elven Paladin is probably my highest-level and longest-running character. He rides a tiger named Jack Jack. He's pretty much awesome, and very different from my usual character types.

Daniel Rathman, the effeminite museum curator/rogue is fun from a roleplaying perspective, even if he doesn't get involved in much action.

My most annoying "character" is my ongoing obsession with making a D&D private detective and always getting him stuck in a wildnerness campaign. It's annoying that I keep trying and they keep dying.

dougputhoff
01-25-2006, 08:07 AM
Shouldn't this thread be in the Games forum?

Michael P
01-25-2006, 08:09 AM
Back in my Neverwinter Nights days, I created a few memorable ones:

The half-orc monk with the triple-digit vocabulary
The Paladin who talked like Jimmy Swaggart
The archer character who was a blatant excuse to use the item-creation engine to duplicate Hawkeye and Green Arrow's trick arrows

Pól Rua
01-25-2006, 08:29 AM
I have a character who I've played across a wide variety of games, under a number of names. Essentially, a cross between a boisterous Irish Drunk and Bruce Campbell's Ash.
In Cyberpunk, he was Finn Mac Violence. In SLA Industries, he was MacDeath. In D&D, he's usually Fergus Mac Roth, or variations on the theme.
In some versions, he's fairly mellow and easy-going, in others, he's a homicidal dickhead. I usually end up smashing stuff up with a hammer, though.

I also played Beatnik Gorilla in a superhero game set in the 1950's, which was fun as hell.

And I've recently played a Mexican masked wrestler with a terrible secret in an incredibly fun Feng Shui game.

Huh?
01-25-2006, 08:30 AM
When I used to play AD&D 2nd Ed., I was always partial to half-elf rangers. How's that for not being able to decide on certain traits/abilities?

Kid Omega
01-25-2006, 08:32 AM
I also played Beatnik Gorilla in a superhero game set in the 1950's, which was fun as hell.


HAHAHA- That sounds awesome!

He's my new favorite superhero.

-a

Kid Omega
01-25-2006, 08:36 AM
Daniel Rathman, the effeminite museum curator/rogue is fun from a roleplaying perspective, even if he doesn't get involved in much action.


What? Hiding in a closet and vomiting for a game isn't being part of the action? You're crazy!

Haha- that whole party is bizarre...

A Librarian (archivist)
A Museum curator (rogue)
A Dentist (warlock(?))
and a Mongrelman Gardener (mage/cleric whose treasured rake is one of his few posessions)

all in The Temple of Elemental Evil.

We're all going to die.

-a
So very

heretic
01-25-2006, 08:39 AM
First he had us pick out a character class.Barbarian
Next, he had us roll d10+8 six time and had us plug them in as stats in that order STR:10
DEX:13
CON:10
INT:15
WIS:18
CHA:15
Could be worse, one guy stomed out after being stuck with a Cleric with a Wisdom of 9. Still, this would take some work to be convincing.

HTG

Kid Omega
01-25-2006, 09:54 AM
First he had us pick out a character class.Barbarian
Next, he had us roll d10+8 six time and had us plug them in as stats in that order STR:10
DEX:13
CON:10
INT:15
WIS:18
CHA:15
Could be worse, one guy stomed out after being stuck with a Cleric with a Wisdom of 9. Still, this would take some work to be convincing.

HTG

ugh... that sounds dull as hell. If I wanted to be mediocre, I would just walk around all day being me. When I play RPGs, I want a mage who can memorize entire books or fighters than can bust down steel doors.

Or something.

Anyway, my favorite character is an Elf Ranger named Ruprecht Redwine... I started him when I was fifteen with 1st Edition rules, then adapted him to 2nd Edition and played him through the Giants modules, and now he's been converted to 3.5E.

At one point he was a totally unstoppable archer, but with the more balanced rules of the newer editions, he's not quite as ridiculous. Not to mention that he lost a level or so in in the conversion.

But I have a lot of nostalgai for that guy. Off and on over fifteen years is a long time with a character. Joe has seen the sheets... it's like eighteen pages of notes.

Currently, I'm playing a Gnome Archivist (new class in HEROES OF HORROR), and I really like him. A very different character than any I've ever played, and certainly different from my 11th level Fighter/Exotic Weapon Master in another campaign.

My most annoying character was probably Bufo McBufo the halfling thief (of Course.) He was vexing, and when he was asassinated, no one shed a tear.

Although his successor Akbar Dogwoodbloom is pretty vexing as well. Less annoying, but equally vicious. Let's hear it for Mage/Thief combos!


-a

Pól Rua
01-25-2006, 09:55 AM
HAHAHA- That sounds awesome!

He's my new favorite superhero.

-a

I shall have to find the sketch I did of him.

Joe Rice
01-25-2006, 10:00 AM
What? Hiding in a closet and vomiting for a game isn't being part of the action? You're crazy!

Haha- that whole party is bizarre...

A Librarian (archivist)
A Museum curator (rogue)
A Dentist (warlock(?))
and a Mongrelman Gardener (mage/cleric whose treasured rake is one of his few posessions)

all in The Temple of Elemental Evil.

We're all going to die.


I can't believe we haven't yet. In a way, I hope we don't. (Uh, of course.) What a story for these four weirdos and craven cowards to do this.

I almost forgot Digger! Kazua "Digger" Itto, the con-man swordsman and business partner to Akbar. He's fun because he's an Asian Han Solo in D&D.

Kid Omega
01-25-2006, 10:10 AM
I can't believe we haven't yet. In a way, I hope we don't. (Uh, of course.) What a story for these four weirdos and craven cowards to do this.

The fact that our defacto leader is the Mongrelman Gardener cracks me up...

I mean, he wears a burlap sack over his head, and is swarmed by flies. But we protect him at all costs, and defer decisions to him. I love it.

-a

Joe Rice
01-25-2006, 10:25 AM
The fact that our defacto leader is the Mongrelman Gardener cracks me up...

I mean, he wears a burlap sack over his head, and is swarmed by flies. But we protect him at all costs, and defer decisions to him. I love it.

-a

"Urt sleeps the sleep of the just."

Kid Omega
01-25-2006, 10:33 AM
"Urt sleeps the sleep of the just."

"Daniel did not seem fully appreciative of Urt's good work"

These are quotes from my character's (painfully detailed) journal about our experiences in the Temple of Elemental Evil.

Sorry for the in-jokies...

-a

Pól Rua
01-25-2006, 10:37 AM
The fact that our defacto leader is the Mongrelman Gardener cracks me up...

I mean, he wears a burlap sack over his head, and is swarmed by flies. But we protect him at all costs, and defer decisions to him. I love it.

-a


Reminds me of an NPC Goblin called 'Monkey' in a game a friend of mine was running.
Basically, the party spares this pitiful goblin and takes him on as a general dogsbody. The GM rolls randomly for Monkey's stats and while he was no great shakes physically, he scored an 18 Intelligence, smarter than everyone else in the party.
As such, he loved hanging with the group. A weedy little pillock with a whole bunch of tooled-up maniacs willing to stand between him and the pointy parts of the world. What a deal! He also played us like fiddles.

BcAugust
01-25-2006, 11:47 AM
Favorites? Well, Cyrande(who used to be on the site before thread trimming) and Nox, plus Ruth.

Heh, Cyrande was in a JLA level game... basic personality, spoiled princess, but a lot of fun because she just had to pretend to be.

Most annoying?

Hmm, can't recall any off the top of my head. Then again, I don't get a chance to play much.

Dreadstar
01-25-2006, 12:00 PM
I always used to like to play the mage. I was pretty good at that. Hated the cleric. Ocassionally got into the bard. Of course, the D&D original version of the bard was THE original "tank mage." Just before version 2 AD&D came out, I'd played 2 years of an Oriental flavored milieu. One of our guys qualified for a samurai. Back then that was like all 15s, 16s, 17s and 18s. By the time he hit lvl 10, he could take a nap in a room full of hostile kobolds without losing a HP (YES that WAS hyperbole. Now STFU).

Now that I'm playing only RPGs like CoH and WOW and the ocassional solo Neverwinter, I've come to the conclusion: I'm a tank. I have a tank's mentality. I have a tank's sensibilities. I have a tank's need for direct simplicity.

"Hey guys, I'm going to wade into that group over there. Don't worry, they can't hurt me. I'll just keep their attention and you guys pick off the edges when you can. No big hurry, no big deal, I'll still be here when you finish up. Oh, a couple heals here and there wouldn't hurt..."

Of course, that doesn't work the same in pen and paper. I've become more of the rogue type in AD&D proper. Give me an 18 Dex and a rapier. Pokey-pokey!

yeoman
01-25-2006, 12:32 PM
Now that I'm playing only RPGs like CoH and WOW and the ocassional solo Neverwinter, I've come to the conclusion: I'm a tank. I have a tank's mentality. I have a tank's sensibilities. I have a tank's need for direct simplicity.

"Hey guys, I'm going to wade into that group over there. Don't worry, they can't hurt me. I'll just keep their attention and you guys pick off the edges when you can. No big hurry, no big deal, I'll still be here when you finish up. Oh, a couple heals here and there wouldn't hurt..."


I tend to play the same way. While I like the occasional finesse character, by and large I'm direct and to the point. One of the things I enjoy about WoW is that even the warrior has a few buffs and debuffs, allowing me to feel like I'm doing a little more for the party.

Sanagi
01-25-2006, 05:45 PM
In Earthdawn I played a wizard of the stone-skinned Obsidiman race. His favorite spells allowed him to multiply his size and weight by 1.5, and leap high into the air. Basically his tactic was to land on people like a ton of bricks.

I also had a character inspired by Wednesday Addams who was great for doing and saying weird, unpredictable things.

Xero Kaiser
01-25-2006, 06:16 PM
My friends tried to get my into D&D a long time ago. I had to get rid of all that pen & paper stuff and create our own game. My character was Hyrou. He's kinda based off old-school RPG games where the main character was just called "hero" and never talked. So Hyrou can talk, you just never actually catch him doing it. He's a dragon but he can't really use his powers so he relied more on martial arts/swordfighting. Pretty straightfoward other than his regen and "Flash attack", where he'd attack someone with his sword and reduce them to dust in an instant. I really should draw another picture of him (haven't done so in a long ass time), I still keep these characters around and create stories around them and all that. My friend's characters were:

-A Vampire martial artist
-Werewolf Paladin
-A giant humanoid tiger with wings
-.....and someone else...a mage or something

Man, you guys got me thinking about that game now :p. Since I was usually the GM the game was pretty video-game inspired. Combos, team attacks, special attacks, finishing moves. I kinda miss it now that I think about it :(

On the plus side....I feel like drawing now

shin_gouki
01-25-2006, 08:34 PM
I had a charactor for Tmnt (teenage mutant ninja turtles) 1st edition. We had to roll for animal types, skill level, mental "hang-ups", and sexuality (yes 1st edition had a sex table)

I ended up with:

Cow
hand-to-hand combat expert/gun mastery
super-syndrome drunk/hated large crowds
nypho

My character was the most "normal" out of the group of four.

Rachel Grey
01-25-2006, 11:48 PM
Taelyn Crimsonblade
Fighter/Bard

She was cool, I had a enchanted Dwarven Mandolin (which thanks to the enchantment "just happened" to sound like an electric guitar :p) and a "Clockwork Chariot" that was basically a motorbike.

I loved playing a elven headbanger. :D

Zeta
01-27-2006, 09:56 PM
My local scifi club has games everynight, and they'd like me to join - but I need to make a character. I'm totally clueless on how to go about it, I don't have any of the books. I asked my friend for help but they all said that character creation is long and annoying and they don't have the patience to explain it to me, and none of the manuals explain it thoroughly either. So what I'm asking is, can anyone tell me what to do? Or at least give me an idea so I don't have to fend on my own. Please?

Sanagi
01-27-2006, 11:48 PM
If they won't help you get started, they don't deserve your contribution to the game.

But anyways, have you tried looking at the official site? ( http://www.wizards.com/dnd/ ) Or failing that, Google? Just make sure you're using the same edition of the rules that your friends play with.

The Mirrorball Man
01-28-2006, 01:26 AM
If you really have to create a character from scratch, it can't really be totally improvised. The easiest way is to buy the D&D "Player's Handbook" which tells you exactly how to do it.

Since the D&D rules "engine" is more or less open content, it's pretty easy to find it for free on the web, though. Wizards of the Coast has it on its site here (http://www.wizards.com/default.asp?x=d20/article/srd35) and there are better versions here (http://www.theothergamecompany.com/stuff-handout.htm), here (http://www.andargor.com/), and here (http://www.systemreferencedocuments.org/35/sovelior_sage/home.html). Be aware that none of these versions are as user-friendly as the Player's Handbook, especially for a beginner. But hey, it's not exactly rocket science either.

Perry Holley
01-28-2006, 10:16 AM
I agree that these guys don't sound overly friendly, and if you can find another group, do so. That said, you could try to hunt down this book (http://www.amazon.com/gp/product/0764584596/102-9942638-7779350?v=glance&n=283155), which will show you all the basics. Mind you, even if you do this, the group in question may be at a point in their campaign where beginning characters (as opposed to beginning players) aren't really appropriate. Also, they may be using various optional rules, so character generation really would be best if you can get some time with the Dungeon Master to oversee char-gen (and to be honest, to find out if he or she wants another player in their group right now).

BcAugust
01-28-2006, 10:26 AM
... your friends are being jerks about this. That said... D&D characters aren't that hard to make, though the person you should talk to is the GM. Not only for the reasons Perry said, but to find out if you even like his world/style. D&D is a lot of fun(I'm starting on my tenth year of gaming.), but it's something you should do because it sounds neat, not because someone's pushing you. And don't be afraid to ask for another character if the first doesn't work out.

Perry Holley
01-28-2006, 10:39 AM
Oh, if you do wind up playing, I have two words of advice: 'human fighter'. Keep your first character as simple as possible. The other players will have more fancy/complex characters, but that's okay. You'll have alot of info to keep track of with your character as you're getting used to the rules, don't make it any more difficult for yourself than necessary. Besides, it's a rare group that can't always use another fighter.

Valmore
01-28-2006, 11:01 AM
Unless it's 2nd edition, then go Human Thief, because you get much more experience points that way. :D

Perry Holley
01-28-2006, 11:06 AM
My favorite character to play was probably Pack-Rat, from a TORG campaign. He was so named not for what possessions he owned (although he did pick up some odd gadgets and geegaws over time, but for the most part he preferred to travel light), but rather all the odd and diverse bits of information he had picked up stored in his head over the years. He was a master computer programmer/hacker who went nuts when the Possibilty Wars started; the ways that reality changed and shifted violated his idea of The Way Things Work. He decided his old life was a lie, and in short order, he had erased pretty much all records of who he was (over time, he couldn't even remember his old name). He began adventuring in the different Realms, living off a variety of aliases.

In his first adventure, the group encounted a bunch of gospog (kinda-sorta zombies that served the High Lords of the different Realms). He fired his .38 at one of them... only to see the bullet bounce off, doing only minimum damage. This led to what would eventually be his battle-cry during the campaign: "I need a bigger gun!" Over time he picked up several different firearms; even though he had access to some pretty high-tech stuff, his favorite became the tommy-gun he acquired while in the Nile Empire.

One of my early 'hooks' on how I wanted to play this character came from lifting some traits from Moonglum from the Elric books. Pack-Rat was a (for the most part) normal guy, surrounded by all sorts of weird people with odd and fantastic abilites. I decided to play him as the sidekick, the 'hero's companion', the one who did all the mundane stuff that these Heroes-with-a-capital-H couldn't be bothered to do (like make hotel reservations, convert currencies between the Realms, etc.). Figuring that such a character (in fiction) usually gets bumped off while the Hero survives, I played him with a certain grim fatalism; he knew he was going to die sooner rather than later, which gave him the freedom to do certain things that the other characters were afraid to do. Ironically, he was one of only two characters that survived throughout the entirety of the campaign.

Silver Knight
01-28-2006, 11:23 AM
Their was a little quiz someone posted here while back, that told ya what would be the best class for you. I cant for the life of me figure out the site name. Oh well anyway, i suggest picking up a rules sheet, and a book of charecters, that way you'll know just what warrior u would like to portray.

nHammer
01-28-2006, 12:23 PM
My local scifi club has games everynight, and they'd like me to join - but I need to make a character. I'm totally clueless on how to go about it, I don't have any of the books. I asked my friend for help but they all said that character creation is long and annoying and they don't have the patience to explain it to me, and none of the manuals explain it thoroughly either. So what I'm asking is, can anyone tell me what to do? Or at least give me an idea so I don't have to fend on my own. Please?

If the group wants you to play, and know you don't know what's going on, and won't help you to make a character, then they are ignorant and you shouldn't play with them. :mad:

Find a group that will embrace a new player. And making a D&D character isn't hard. If them folks think it is long and annoying then they can't be very bright. :rolleyes:


Oh, if you do wind up playing, I have two words of advice: 'human fighter'. Keep your first character as simple as possible. The other players will have more fancy/complex characters, but that's okay. You'll have alot of info to keep track of with your character as you're getting used to the rules, don't make it any more difficult for yourself than necessary. Besides, it's a rare group that can't always use another fighter.

Great advice. I've played D&D, on and off, for around 20 years now, thru every edition, and the Human Fighter is the easiest.

Zeta
01-28-2006, 03:19 PM
The most annoying part of this is that the DM refuses to play with anything after ver 2, because "Hasbro is an evil and souless coporation" -_-;; And it's hard to find anything but 3.0 or 3.5 stuff online. Grr.

Perry Holley
01-28-2006, 03:23 PM
You can probably find lots of 2nd ed stuff on eBay for fairly cheap.

Kid Omega
01-28-2006, 03:54 PM
3.5 Human Fighter is a great suggestion.

You can adapt just about any weapon/fighting style to that, and that extra feat at first level is delicious.

a

Sanagi
01-28-2006, 05:02 PM
The most annoying part of this is that the DM refuses to play with anything after ver 2, because "Hasbro is an evil and souless coporation" -_-;; And it's hard to find anything but 3.0 or 3.5 stuff online. Grr.
Just echoing at this point, but these don't sound like the friendliest bunch of guys to game with. Expecting a newbie to figure out the rules for a game that isn't in print anymore is simply unreasonable.

nHammer
01-28-2006, 07:29 PM
The most annoying part of this is that the DM refuses to play with anything after ver 2, because "Hasbro is an evil and souless coporation" -_-;; And it's hard to find anything but 3.0 or 3.5 stuff online. Grr.

Ask the DM what kind of sneakers he wears, or where he buys them. Ask him where does he get his food, and what kind does he eat.

Point is, if he isn't getting something because of a "evil and souless corporation" then he's in a world of trouble. I don't suppose he buys much of anything. :rolleyes:

Scorpion13
01-28-2006, 08: