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Messages - New Start

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1
Role Playing Public Radio Podcast / "The RPGA does what?"
« on: November 02, 2011, 10:14:46 PM »
So I was perusing the internet last night and saw this:

http://spoonyexperiment.com/2011/11/01/counter-monkey-leaping-wizards/

Now I'm the type of GM that will give my players a brake if the dice are really failing them that night, but to out and out make it so that the players can't lose.... That's a big no no on my game mastering list.

Your thoughts?

2
General Chaos / I need help with some research
« on: April 20, 2011, 11:26:49 PM »
I am currently writing a research paper on collaborative storytelling vs. traditional storytelling, but I am having trouble finding good academic sources for the paper. I was hoping some of you fine folks might be able to point me in the right direction. So far, the articles I have found are a little lacking for what I am aiming for.


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Quote
Self-destructive masochistic tendencies. I'm going to try to upload Episode 2 tonight or tomorrow, it had the smallest group and the biggest scares. - SageNytell

I just listen to your game, and I got to say I am imprest. You did a admirable job as the GM with a group that big, but that one girl playing the Canadian, really took the other players out of the game. Was she the player that doesn’t 'play nicely with others'?

Anyway, I really liked the scene when the players walk into the “frat party”, it was very ’festive’.


4
Role Playing Public Radio Podcast / Re: Group Size and its Effect on Games
« on: February 28, 2011, 07:21:52 PM »
Quote
I think the biggest problem I've had recently calling for my desire for 3 is that my "group" so to speak is 9 people I think (including myself).  The problem is not that there are a lot of people per se, it's that I can't get a regular commitment/attendance from everyone.  Once again not a big issue, but when the number can vary from 3 to 7, it's tough to really prep effectively… - Mckma

That is definitely another problem with large groups, the more people you have, the harder it is to schedule a session that all the players can make it to. And when players start having to keep day planners to remind them there‘s a game, it can really kill the fun of it.

Quote
The first game I uploaded to the Community podcast site is a game of Call of Cthulhu called A Pleasant Night in Emerald Grove, with ten players and one part player / part co-DM over four sessions. The other sessions are still waiting to be edited, the final session basically killed my desire to ever post it (semi related nonsense with a breakup) but will be uploaded at some point in the indeterminate future. Two of the sessions were at full capacity, the first and last, and I think the game shows off that with certain systems, large groups can be done... but control does start to break down and the game may suffer because of it… - SageNytell

Hm, I will half to give that a listen to. It sounds like it will be educational. What made you want to run for ten people?

Quote
World of Darkness games are bad for large groups because it emphasizes individual role-playing (humanity mechanics and so forth). - Clockworkjoe

This gets me a little worried. I’m planning to run a Changeling: the Lost campaign this May, but I have six people that want to play in it. Now I’ve run and played enough WoD games to know that keeping the horror in, can be a challenge. However, I don’t want to disallow anyone from joining.
I have thought about splitting the group in two, and running two different games of the same setting; but I wanted to here your thoughts on how to deal with this dilemma?

5
Role Playing Public Radio Podcast / Re: Group Size and its Effect on Games
« on: February 15, 2011, 02:10:31 PM »
Quote
“On solo-games (one to one): Overall, I find it more difficult to play/master, because it is intense and requires a constant concentration from both the DM and the player. The player is constantly under the spot light and has to come with ideas and decide the next action. And if he cannot, the DM has to "save" the game by guiding the player to the next scene. When there is more players, there is more "brain power" to drive the game and as the DM, you only have to deal with the consequence of the players choices instead of having to find ways to guide them (ideally without making it look too much like "rail roading").” - Ezechiel357

Wow, I didn’t even consider what effect group size would have on the pacing of a game. Idle banter between players does give the GM a mental breath between narration. This is a good tie-in to episode 37.

Quote
“I've played a couple 2-man games.  In MaOCT, 2-man games work out really well because each person can play the other person's monster, thus allowing for everyone to get screen time even if the kids are split up.” - crash2455

Great! Where you the GM or a player? If you were the GM, did you choose ‘two man group’ for any particular reason? Did you have any of the problems that Ezechiel357 had? Did everyone have fun?

Quote
“I find 3 players to be the ideal because it's just enough to allow the players to operate in a enough divisions to have options but doesn't give them enough to really gang up on anybody. Plus if people want to go in as partners there's somebody who's alone. You can split the party but it leaves somebody alone.” - Tadanori Oyama

Do you think this group size curves ‘player logic’ responses to adversities? As in, “I’m going to point my gun in her face, because I think she mite be a cultist.”

Thanks for your input!

6
Role Playing Public Radio Podcast / Group Size and its Effect on Games
« on: February 13, 2011, 01:08:33 PM »
After listening to episode 53, I got to thinking about how group size impacts a game. Sure we all know how, large groups tend to be chaotic and unfocused. But what about the rest of the gambit? How does a group of 4 play differently then a group of 5? How does genre and mechanics influence a games size? Are the reasons why we look for a particular group size, based on habit, practicality, or something else entirely?

For example, the intimate one on one group. It’s an extremely practical group size if you think about it. You can easily find time to run a game when its just two people. The GM can incorporate more elements into the game, now that they only have one player to plan for. The atmosphere would not be as fragile as in larger groups, and the player could really immures them selves in the game. So why don’t we hear about this particular group? Is there something off putting about the idea of sitting alone with another person for 4 or more hours? Have years of gaming habit forced us not to even consider playing in a one on one game? It makes one wonder.

And that’s just one on one groups. What about two and three man groups? How do there numbers effect a game, if at all? This topic is kinda big, but also worth exploring much deeper. Your thoughts?

7
General Chaos / About Damn Time!
« on: September 02, 2010, 12:04:39 AM »

8
General Chaos / Re: Post good webcomics or die
« on: September 01, 2010, 11:44:25 PM »
Okay, here are a few comic's I've read and liked.


A Miracle of Science: http://project-apollo.net/mos/

Drowtales: http://www.drowtales.com/index.php

Erfworld: http://www.erfworld.com/

Errant Story: http://www.errantstory.com/

Gai-Gin: http://www.gai-gin.com/

Last Blood: http://lastblood.keenspot.com/

Three Panel Soul: http://www.threepanelsoul.com/


9
RPGs / Re: New World Monster Manual
« on: May 19, 2010, 11:06:53 PM »
Mind if I lend a hand in the creation process?

I'll take that as a no.

Anyway, since were on the topic of epic monsters. I think it'd be a good time to see what the almighty Pontifex stats mite look like. But I'm not in the mood to go through the advanced calculus that would be Pontifex's stat block. So this entry going to be more of an answer to an all-powerful lich question: "How can I be in two places at once?"

Pontifex Double

Medium Natural Animate (Construct, Undead)
Level 21: Elite Controller
XP: 6,400

Initiative: +13
Senses: Perception +13; darkvision
Life Draining Aura (Necrotic) aura 5; Any living creature that regains hit points in the Doubles aura, only receives half the normal value (rounded down). The Double inturn gains the same amount in temporary hit points.
Hp: 400; Bloodied: 200
AC: 35
Fortitude: 33
Reflex: 30
Will: 33
Immune: disease, poison
Resist: 15 necrotic
Saving Throws: +2
Speed: 6
Action Point: 1

Staff of Pain (standard; at-will) - Weapon
+26 vs. AC; 2d6+5 damage and the target is stunned (save ends).

Scorching Bolts (standard; at-will) - Fire
Ranged 20; the Double makes three attacks on targets of its choice; +23 vs. Reflex; 3d6+8 fire damage per attack.

Soul Rending Gaze (minor; recharge 6) - Gaze
Ranged 10; targets only living creatures; +24 vs. Will; 4d12+7 necrotic damage and the target is weakened (save ends). If the target is reduced to 0 or lower hit points with this attack, the target dies and can not be raised by any effect. But if the Double is destroyed in the same encounter it kills a target with its soul rending gaze, the target comes back to life with its bloodied value in hit points.

Slowed Time (standard; sustain minor; encounter) - Zone
Close burst 5; automatic hit; creatures in the burst other then the Double are slowed until the end of there next turn.

Indestructible Guise
When the Double is reduced to 0 hit points, its body and possessions crumble into dust. Pontifex is then telepathically informed of the Doubles destruction and learns all that it has done in the last 48 hours.

Alignment: Unaligned
Languages: Common, Elven
Skills: Arcana +23, Bluff +21, History +23
Abilities: Str 20 (+15), Con 24 (+17), Dex 16 (+13), Int 26 (+18), Wis 17 (+13), Cha 23 (+16)

Pontifex Double Tactics
The double at first tries to stay away from melee combat, preferring to use its scorching bolts and soul rending gaze at range. But when the double's allies are no longer able to keep enemies away from it, the double will use its slowed time power and staff of pain to keep enemies from surrounding it.



Comments, criticism and monsters welcome.

10
RPGs / Re: The Summer of Nostalgia, brought to you by 4th Edition
« on: May 13, 2010, 06:16:42 PM »
Not that I am in favor of rampant player killing, but if the Sphere of Annihilation can't kill you outright what can?

Just because the Sphere no longer a insta kills you, does not mean it won't kill you. The Sphere does like an average 30 damage per hit, plus an ongoing 15. And if your dropped to 0 by the Sphere, your dead AND can't be raised. Which at epic level is fucking scary.

So don't take the 'no insta kill' thing as a sign of weakness. Because if you don't take the Sphere seriously, It Will Kill You!  8)

11
RPGs / Re: New World Monster Manual
« on: May 03, 2010, 11:07:40 PM »
well the idea is to have an epic level party fight an entire goblin hulk in one battle. Think of video game boss fights where the boss is so big that its arms are treated as separate creatures.

Oh, okay I see were your going.

Mind if I lend a hand in the creation process?

12
RPGs / Re: The Summer of Nostalgia, brought to you by 4th Edition
« on: May 03, 2010, 10:58:07 PM »
"Tomb of Horrors, for character level 1-30. Because the Sphere of Annihilation doesn't give a fuck what level you are."

Actually, the sphere is no longer a insta kill. It'd probably kill a low level PC, but any trap at that level would probably kill a low level PC.


13
RPGs / Re: New World Monster Manual
« on: May 02, 2010, 03:47:31 PM »
now that I think about statting the goblin hulk out I realize I can't make it a solo monster

it's too big

instead, I would have to create like 5-10 different 'monsters' based on sections of the ship. Killing one section damages the others and so on. It would take a lot of work to stat it out properly for epic.

Instead of going through the trouble of making 'section monsters', couldn't you just have a bunch of elite and solo traps that effect the whole of each section. They wouldn't have to be too dangerous. The PC's would just have to deal with them when ever they have an encounter in that section though.

Just a thought.


14
RPGs / Re: New World Monster Manual
« on: May 02, 2010, 01:15:42 AM »
I just got the DMG 2 a week ago, and so far I'm not realy imprest. The monster customizer is great and the skill challenge chapter is much needed, but for $35.00 I was hoping for a little more.

But enough of that, your here for some new monster entries. And today's entries are adding to everyone's favorite race, the Grippli!



Grippli Charger

Small Natural Humanoid (Aquatic)
Level 1: Brute
XP: 100

Initiative: +2
Senses: Perception +1
Hp: 35; Bloodied: 18
AC: 15
Fortitude: 15
Reflex: 14
Will: 13
Speed: 6, (8 while charging), swim 6

Flint Axe (standard; at-will) - Weapon
+5 vs. AC; 1d10+3 damage or 2d8+3 while charging.

Leaping Charge (standard; encounter) - Weapon
The grippli charger shifts up to it's charging speed and makes a basic melee attack at the end of it's move.

Powerful Leaping (move; at-will)
The grippli charger jumps up to its full move speed either horizontally or vertically, but not both in the same jump. It ignores difficult terrain while jumping. If it jumps horizontally, the height of the jump is equal to one quarter of the horizontal distance it travels. It is still subject to attacks of opportunities from enemies when moving with this ability.

Adhesive Grasp
When climbing, the grippli do not suffer any modifiers to the climbing DC from slippery or unusually smooth surfaces. They gain a +2 modifier to grapple other characters in combat. This bonus does not apply to escaping a grapple.

Alignment: Unaligned
Languages: Common, Elven
Skills: Athletics +10, Endurance +9, Intimidate +0
Abilities: Str 17 (+3), Con 15 (+2), Dex 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Equipment: hide harness, flint axe (battleaxe).

Grippli Charger Tactics
Despite their size and adorable apperance, grippli charger's are actually fearsome warrior's that charge into battle with little regard for their own well being.



Grippli Marksmen

Small Natural Humanoid (Aquatic)
Level 2: Elite Artillery
XP: 250

Initiative: +5
Senses: Perception +4
Hp: 72; Bloodied: 36
AC: 17
Fortitude: 15
Reflex: 16
Will: 14
Saving Throws: +2
Speed: 6, swim 6
Action Point: 1

Short Bow (standard; at-will) - Weapon
Ranged 15/30; +9 vs. AC; 1d10+5 damage.

Deadly Aim (standard; recharge 6) - Weapon
Ranged 20/40; +7 vs. Reflex; 3d8+5 damage and ongoing 5 damge (save ends).

Rain of Arrows (standard; encounter) - Weapon
Area burst 2 within 15; +5 vs. Reflex; 2d10+5 damage. Miss: Half damage.

Powerful Leaping (move; at-will)
The grippli marksmen jumps up to its full move speed either horizontally or vertically, but not both in the same jump. It ignores difficult terrain while jumping. If it jumps horizontally, the height of the jump is equal to one quarter of the horizontal distance it travels. It is still subject to attacks of opportunities from enemies when moving with this ability.

Color-Shifting
Grippli can change the color of their skin to a minor degree. For example, a green grippli could change his skin from a bright green to a dark olive green but could not become blue or red. This ability gives them a +4 to Stealth checks made in an environment matching their natural coloration.

Adhesive Grasp
When climbing, the grippli do not suffer any modifiers to the climbing DC from slippery or unusually smooth surfaces. They gain a +2 modifier to grapple other characters in combat. This bonus does not apply to escaping a grapple.

Alignment: Unaligned
Languages: Common, Elven
Skills: Athletics +10, Acrobatics +12, Stealth +10
Abilities: Str 14 (+3), Con 12 (+2), Dex 18 (+5), Int 11 (+1), Wis 16 (+4), Cha 12 (+2)
Equipment: leather harness, short bow, 30 arrows.

Grippli Marksmen Tactics
Grippli marksmen try to stay behind their allies, were they use their deadly aim and rain of arrows powers to their best effect.



Albino Grippli Priest

Medium Natural Humanoid (Aquatic)
Level 7: Solo Artillery (Leader)
XP: 1,500

Initiative: (see also unnatural reflexes)
Senses: Perception +5; darkvision
Conduit of the Dark Entity: aura 2; enemies that start there turn in the albino grippli's aura gains a necrotic and psychic vulnerability of 5 until the start of there next turn.
Hp: 264; Bloodied: 132
AC: 21
Fortitude: 19
Reflex: 18
Will: 19
Saving Throws: +5
Speed: 6, swim 6
Action Point: 2

Dark Entity Pack Blade (standard; at-will) - Weapon
+11 vs. AC; 1d8+4 necrotic damage (crit 3d6+12) and ongoing 5 necrotic damage (save ends).

Corruptive Blast (standard; at-will) - Implement, Necrotic
Ranged 10; +14 vs. Reflex; 2d6+5 necrotic damage (crit 3d6+17) and the target takes a -2 to AC until the end of it's next turn.

Driving Word (minor 1/round; at-will)
Close burst 5; An allie of the albino grippli gains a +2 attack roll until the end of it's next turn or makes a saving throw.

Words of the Dark Entity! (standard; recharge 5, 6) - Implement, Psychic
Close burst 5; enemies in the burst; +12 vs. Will; 3d8+5 psychic damage (crit 3d6+29) and the target takes a -2 penalty to Will defense (save ends). Allies in the burst, gain a +2 to their Will defense and get +5 temporary hit points.

His Master's Will (free; when first bloodied; encounter) - Psychic
The albino grippli's Words of the Dark Entity! recharges, and the albino grippli uses it immediately.

Powerful Leaping (move; at-will)
The albino grippli jumps up to its full move speed either horzontally or vertically, but not both in the same jump. It ignores difficult terrain while jumping. If it jumps horizontally, the height of the jump is equal to one quarter of the horizontal distance it travels. It is still subject to opportunity attacks from enemies when moving with this ability.

Unnatural Reflexes
The albino grippli does not roll initiative. It has two turns per round, on initiative counts 25 and 15.

Alignment: Chaotic Evil
Languages: Common, Elven, Deep Speech
Skills: Athletics +10, Bluff +12, Endurance +13, Insight +10, Religion +11
Abilities: Str 12 (+4), Con 18 (+7), Dex 15 (+5), Int 16 (+6), Wis 14 (+5), Cha 19 (+7)
Equipment: cloak, hide harness, pact blade

Albino Grippli Priest Tactics
Albino grippli priests try to keep their distance from their foes, letting more expendable allies fight them in melee. If the enemy manages to brake through the priests allies, it uses it's conduit of the dark entity aura to devastating effect.



I need to stat out a goblin hulk as a solo epic monster

Will it be a brute or a controller?  :D


As always, any comments or your own 4thE monsters are welcomed.

15
RPGs / Re: New World Monster Manual
« on: April 20, 2010, 09:51:45 PM »
Okay, I got some more additions for ya.

The first one is for all you Goblin Hulk fans that want to put your PC's into a cluster fuck, but don't want to deal with running a combat with over 25 enemies.


Goblin Mob

Huge Natural Humanoid (Swarm)
Level 9: Soldier
XP: 400

Initiative: +11
Senses: Perception +5; low-light vision
Mob Attack: aura 1; the goblin mob makes a basic attack as a free action against each enemy that begins its turn in the aura.
Hp: 97; Bloodied: 48
AC: 25
Fortitude: 19
Reflex: 21
Will: 17
Resist: half damage from melee and ranged attacks
Vulnerable: 10 against close and area attacks
Speed: 6 (see also goblin mob tactics)

Flurry of Blades (standard; at-will) - Weapon
+16 vs. AC; 2d6+5 damage and the target is marked.

Mass of Bodies
Allies of the goblin mob, may enter and move in their space as though it were difficalt terrain. If the ally is a goblin, they can ignore the difficalt terrain and gain a +2 to their AC and Reflex. Enemies may do the same, but they provoke a opportunity attack per square moved along with taking the same penalties as allies. Being in the same space as the goblin mob also means your in it's aura.

Goblin Mob Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin mob and any allies within it, may shift 1 square. The goblin mob can enter an enemies space this way.

Alignment: Evil
Languages: Common, Goblin
Skills: Intimidate +9, Stealth +11, Thievery +16
Abilities: Str 14 (+6), Con 17 (+7), Dex 20 (+9), Int 8 (+3), Wis 13 (+5), Cha 11 (+4)



The second one is when your PC's are paragon level and are exploring some deep dark lemurian ruins without a care in the world. Just drop this four armed monstrosity on them.

Ruin Crab Man

Huge Natural Beast
Level 14: Solo Brute
XP: 5,000

Initiative: +8
Senses: Perception +10; darkvision, tremorsense 5
Hp: 695; Bloodied: 347
AC: 28
Fortitude: 26
Reflex: 20
Will: 20
Saving Throws: +5
Speed: 6, burrow 6
Action Point: 2

Pincer (standard; at-will)
Reach 3; +15 vs. AC; 3d6+6 damage.

Quadruple Pinscr Attack (standard; at-will)
The ruin crab man makes four pincer attacks (two if it has grabbed a target). If two pincer attacks hit the same target, the target is grabbed. A grabbed target takes ongoing 10 damage from the ruin crab man's pincers until it escapes. The ruin crab man can only grab up to two creature's in this way and cannot make any more pincer attacks.

Bludgeon (standard; only useable when the ruin crab man has a grabbed target; at-will)
Reach 3; +15 vs. AC; 2d8+6 damage and the grabbed target takes damage equal to the attacked target. If the ruin crab man has a second target grabbed, it makes an attack with a second grabbed target as well.

Fling (standard; only useable when the ruin crab man has a grabbed target; recharge 6)
Ranged 10; +13 vs. Reflex; 3d10+6 damage and the target is knocked prone. The grabbed target takes half damage, is knocked prone and is no longer grabbed. Miss: The grabbed target takes half damage, is knocked prone and is no longer grabbed.

Alignment: Unaligned
Languages: -
Skills: Athletics +18, Dungeoneering +16
Abilities: Str 23 (+13), Con 19 (+11), Dex 13 (+8), Int 6 (+5), Wis 16 (+10), Cha 9 (+6)



As always, any comments or your own 4thE monsters are welcomed.

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