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Messages - dragonshaos

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46
General Chaos / Re: Good anime series?
« on: May 19, 2009, 01:55:44 AM »
Both are good anime.  Also check out something no one probably knows of, 'Gon'  http://tinyurl.com/q24an7

47
Is this a free system or will the purchase of something be required?

48
RPGs / Re: Red Flags of Gaming
« on: May 18, 2009, 12:26:22 PM »
The players are having to crack open their books to recheck information more than once or twice a round. Goes hand-in-hand with players (and the DM) not knowing the rules.

I think an exception to that is when both players and DM are trying a new system/game.

49
RPGs / Re: What do you want the RPPR crew to try out?
« on: May 18, 2009, 03:19:25 AM »
BURNING WHEEL!

I hear so many people talk about this game (podcasts) but have yet to hear any actual plays.

50
RPGs / Re: Dealing with Absent Players
« on: May 16, 2009, 04:15:49 AM »
Hmm...I've considered that but I've felt I should try and stick with the xp system.  Then again, when we played Rifts we just said 'Fuck that xp whatchamacallit'.  Depending on how things go I may do that myself...

51
RPGs / Dealing with Absent Players
« on: May 15, 2009, 06:09:05 PM »
How do you deal with players who are absent for 1, 2, maybe 3 sessions?

In my DnD campaign I run weekly, one player has missed 2 sessions in a row and both sessions other players learned alot of information.  I keep this information learned on a wiki for easy access for players who are absent.  However, players who can make it every week have a serious advantage XP wise.  Whereas these regulars are near leveling, this player is just nearing the 1/2 way point.

Now this player still wants to play.  They still have the interest in playing their character, it just happened that these weekends plans were made.  How should I deal with his XP so he dosen't fall behind w/o just giving him XP so other players won't complain.

And what does everyone else do when players are absent due to real life things but still want to play?

52
RPGs / Re: rifts muthafuckas!
« on: May 14, 2009, 01:28:37 AM »
My friend attempted to 'fix' the rules so they fit more towards another system so that it wouldn't take us an hour or two to make a character.  Also fix combat and just try to tweak everything he could.

After a few hours he called my crying saying there was blood everywhere and he couldn't remember the last hour.

53
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 13, 2009, 02:05:04 PM »
Oh i just remembered something funny.  It had to do when we did the first session and they were fighting some guys.  They didn't know what they had to get tot hit them AC wise.  So when the Paladin finally figures it out, this is how it went in character (cause he tried to RP it)

Paladin- Hey guys, I believe the enemy has an AC of 16!

Wizard- What the hell are you talking about AC?

Paladin- It's what we have to roll to hit them!

Wizard - Roll what!?  I'm trying to kill guys and your over there rolling in something speaking gibberish!

Paladin- ...I feel dumb.

54
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 12, 2009, 03:12:45 PM »
Yes I'm thankful for that.  I'm considering bringing in another player, a friend from High School who was trying to write a book (fantasy novel with kickass fight scenes actually).  Since I have a session nearly every week and it seems like only 3/5 of players can make it, having 4/6 (or 2/3 woot math skillz) should be more worth it and easier for players with encounters.  He's pretty into the fantasy genre and i know for a fact that he'd give it a try.

55
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 12, 2009, 12:48:36 PM »
Yaaa...right now the magic items they have aren't anything super useful, just kind of in there to show them how they work.  We have one kinda good weapon that dropped of the Slave master, a Chain Whip with Resounding Enchant which none of the players can use w/o a penalty (it's there more for the roleplaying aspect if anything.  There's the 'Magic Wand +1', A staff of fiery might +1 (which belonged to the evil Bob or whatever bad guy which I believe the players have figured out it's him finally) and a Shield of Bashing +1 they got by going back into the dungeon and killing off a bunch of undead guys.

The wizard carry's anything the rest of the party doesn't want immediately for whatever reason.  He's only made it to 2 sessions and one of them he effectively took himself out of because he wanted to get his Daily powers back while everyone else was adventuring .  The Paladin is a weapons and armor whore and is willing to fight other players for something that increases his AC by 1 (We had a debate as to whether the Paladin gets more armor and if the Warlord gets Any at all...).  He's a bit of my problematic meta/munchkin gamer but he realizes what he's doing and is trying to stop, and he has to some degree which is nice.  The Warlock is entirely new to roleplaying and effectively won't try to get anything new unless it's given to her.  I've talked to her about this and we've come up with a 'plan' to get her to be more vocal.  The Warlord himself is ObSeSsEd with the fact he's a 'Tactical' Warlord and has his entire back story and personality revolve around this.  He tends to take whatever the Paladin doesn't want/need.  And then there's the Avenger.  The insane/angry roleplaying avenger who is the 'star' of my campaign.  He has more experience at roleplaying than the rest.  He likes the spotlight on him and he uses his turn to maximize productivity of his character.  I tend to cut his turn short (press the pause button) after a few minutes and let the others go for a turn or two just so he doesn't have the light on him so much which is working out well.  And I think that sums up my party...

56
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 12, 2009, 03:33:30 AM »
Well...back to the warlock...luckily in the first game they found a 'Magic Wand' I threw in there for fun, and no one wanted it.  So of course they just gave it to the Wizard (the warlock character is really really shy...) who is the acting pack mule, and since his implement is Staff I can say that he was simply unable to tell what it is.  So since he hasn't been here for a session or 2 (I forget), the current party has decided that the staff will go to him and he will give the wand to the Warlock (hopefully) in which case I will reveal it's a 'Wand of ---" and everyone is happy.

57
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 11, 2009, 01:30:32 PM »
Ooo talked with my friend and he has most of the books in PDF format he torrented.  I think i'll have everyone bring a flash dive and give them all a copy of that.

58
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 11, 2009, 03:33:14 AM »
All but one of my players are new to D&D, practically role play in general.  Aside from a few feeble attempts at Rifts and new WoD games in high school, we have little experience, and that's only counting 3/5 of us.

Only one guy has read the rules more so than the others but he's more experienced at the trpgs in general.  My GF has the least amount of experience, but she's honestly trying which I'm happy for.  Sometime before our next session we are getting her some dice because she's committed to having fun in this game.

In future characters yeah i'll use the point buy system.  The only real problem I'm having is that the players don't really have the time to look over the rules and learn more about the game.  We all have busy schedules and some of us work (including me).  We only have 1 PHB which is mine that they pass around during the game.

I understand our methods for gaming is most likely bad and we can improve, but no on has the money to get more books or the time to really read them.  The fact that I can get them together during the week is surprising but we manage.

But the real question was how I can improve the warlocks attack/damage in combat w/o the help of items.

59
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 10, 2009, 06:27:13 PM »
I don't think the players are cheating.  When they made characters the first time I did it on a one on one basis and helped each of them learn how to do it.  So those first stats were just lucky or unlucky, which is why everyone is using the standard array I have them using.  They understood and all of them agreed to use it.

60
RPGs / Re: A tad bit of help with my Campaign please.
« on: May 10, 2009, 05:50:35 PM »
Since these were most of my players first time playing d&d and mine too, I asked if they were ok using a standard build set or whatever (16, 14, 13, 12, 11, 10) and they agreed.  I did this because their first characters were either way too powerful (Wizard had 3 18's and his lowest stat was 14) or too low (Warlord's highest stat was 13...).  This way everyone just kind of started out similar and balanced.  Just for these characters however, if they wanted a new character after a few sessions they could roll the stats.

But looking over her stats as an Eladrin Warlock using the Infernal Pact, she gets a +2 bonus to Dex and Int, neither of which are really useful to a warlock at first level whose spells rely on Con and Cha.  Her stats are Str 10, Con 16, Dex 13, Int 16, Wis 12, Cha 13 and she uses Con as her major stat (As a quick note she is obsessed with WoW and plays a warlock on it, who needs alot of Stam/Con and is in a sense basing this character off that).  For whatever her reasons she took Jack of all Trades as her feat too.  She managed to find a staff of fiery might +1 which lets her reroll a fire damage dice, however since its a staff she can't use it as an implement.  Now that I think back the Wizard could sue the staff and she could use his wand he found...

So what i'm getting is she need an implement for sure to help, I know that I need some new dice because the 'extra' dice I have feel really light and everyone agrees that they roll low, which is the dice she has been using. 

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