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Angrymog
Jan 30, 2012

Really Madcats

That's pretty awesome.

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Angrymog
Jan 30, 2012

Really Madcats

I think that B11 + B12 are supposed to be the later introductory modules, and B10 - Night's Dark Terror looks pretty cool from a read through.

Rahashia has added difficulty for the PCs in that you ideally want to take a lot of the opposition alive.

Angrymog
Jan 30, 2012

Really Madcats

I'm playing in a PbP of Horror on the hill on RPGnet atm and it's pretty cool.

Angrymog
Jan 30, 2012

Really Madcats

You use a random table whenever you need the answer to a game related question and either don't have one ready or can't come up with something in 30 seconds.

They're also good for sparking off ideas that you might not have had yourself - helps avoid design ruts.

The only measure of whether a table is good or bad is whether its useful to you or not.

Angrymog
Jan 30, 2012

Really Madcats

The dragon article is a lot more detailed (I have the CDs, go me :) ), but it's along the same lines.

Angrymog
Jan 30, 2012

Really Madcats

Crazyweasel posted:

Haha yea our fighter is quickly on his way to grand mastery with 2h swords, hoping no one catches on to the 'needs to train for 2 years' piece.

I will look into the Blade kit. I was also thinking of something to try and help with the healing(Our cleric is more of a Dwarf battle priest type). I've never played a multiclass before, do they usually end up gimped in the long run due to splitting xp? Looking at it now if I went druid/mage I could have some decent spells on boths sides of the field with ~65k XP in both, but I'm not familiar enough with AD&D to know if the higher level spells quickly outpace what I have.

Nah, you end up on average a level behind the party - it's really noticable at the lower levels, less so at the higher.

Assuming 2nd edition, at 65k XP in bth would make you a 7th level Mage and an 8th level Druid. You would have to be a half-elf for that class combo.

Meanwhile, assuming the rest of the party is around the 125k XP mark, the Fighter is 8, the Ranger 7, the pure wizard would also be 8, nearly 9th. A cleric would only just be 8th, but a pure druid would be 10th. Finally your Rogue or Bard would be 9th.

The real problem is that there's a good chance that your half-elf Druid/Mage is only ever getting to level 9 druid and 12 mage, with maybe a few extra levels on top if your ability scores are good.

You could go human and Dual-Class, which works a bit like 3e multi-classing, except that you can never go back to your old class, and can't use its abilities until your new class is of a higher level than it. Depending on which class you wanted to keep progressing in, you could start as a Mage 7/Duid 8 and keep going Druid till 20, or Druid 7/Mage 8 which has the added benefit of neatly using up all those 125k XP.

Angrymog fucked around with this message at 14:42 on Jun 22, 2014

Angrymog
Jan 30, 2012

Really Madcats

A Strange Aeon posted:

I found these really cool 2nd Edition Random Encounter decks that I didn't even know existed at a game store in Michigan when I was visiting my in-laws over the holidays. They're an official TSR product from the early 90s, and each set has hundreds of these index cards with encounters on them.

I own that somewhere in my box of abandoned stuff. Need to dig it out.

Angrymog
Jan 30, 2012

Really Madcats

lifg posted:

So when I was a kid I played a bit of classic D&D, red box and black box, before moving onto 2e.

Just today my friend's father was cleaning out their old attic, and found the old black box set. Inside were a bunch of our old character sheets, maps, DM notes, and a picture of a pony. I photographed a bunch of it, and some of the "book" that came with it, to share with my 5e group, but I thought that people in this thread might enjoy it too.

So here it is. D&D as played by a group of 8 to 12 year olds.

http://imgur.com/a/ofFRp

That pony looks so happy to be joining you guys on an adventure, also neat way to record what it was carrying.

Angrymog
Jan 30, 2012

Really Madcats

Scarlet Heroes (and in fact all the Sine Nomine stuff I've read) is really cool. If you want the solo system alone rather than the world building get Black Streams: Solo Heroes - that's free and has the system tweaks to make D&D solo-character friendly.

Angrymog
Jan 30, 2012

Really Madcats

The two direct action examples were fine, but I think for Knowledge based checks I'd have a look at how Dungeon World does it; there's a Sprout Lore move - on a clear success, the GM tells you something interesting and how it could be useful. On a partial, the Gm tells you something interesting, but you have to make it useful, and on a Fail the suggestion for the GM response is to use the time the character spent thinking against them rather than feed them bad information, or activate the GM move "Reveal an unwelcome truth" - tell them something that they'd rather wasn't true.

Angrymog
Jan 30, 2012

Really Madcats

One of the OSR folks on RPGnet really panned White Star, but I can't find his post; the gist of it was that the entire product is half-baked and incomplete.

Angrymog
Jan 30, 2012

Really Madcats

Power Player posted:

Has anyone in this thread made a list of what 1e/2e modules are actually good? It's sometimes hard to figure out what I should be looking at, as a lot of "Best Of" lists have a lot of TPK-fests.

I've been recommended Ravenloft, Keep on the Borderlands, The Secret of Bone Hill, The Sinister Secret of Saltmarsh, and The Village of Homlet. Anything else? Any good 2e adventures?

I've heard that B10 - Night's Dark Terror is very good.

Angrymog
Jan 30, 2012

Really Madcats

Only gave it a quick read, but that looks pretty awesome.

Angrymog
Jan 30, 2012

Really Madcats

I've got a whole bunch of my old D&D stuff listed for sale here

http://forums.somethingawful.com/showthread.php?threadid=3768056

Including Tegel Manor and a lot of the GAZ series.

Angrymog
Jan 30, 2012

Really Madcats

dwarf74 posted:

Yeah, the Moathouse in particular is a great little intro. (Though the evil cleric is a killer fight if they don't level up by then...)

Everytime I've played in a game that started that we got murdered by the loving frogs and called it quits.

Angrymog
Jan 30, 2012

Really Madcats

They have both US and UK printing centres. Got Stars without number and it's okay quality wise. Not as nice as a book done on a dedicated run would be, but okay.

Angrymog
Jan 30, 2012

Really Madcats

Talking of Stars without number, one of my players wants to have drones. Anyone done any rules for them? Otherwise I've got a framework almost sorted

Angrymog
Jan 30, 2012

Really Madcats

DalaranJ posted:

I like preternatural over supernatural because it has a stronger connotation of being self sourced, but I'm worried preternatural isn't a commonly known word.


If anyone besides me cares about Into The Odd there's a play test packet for Bastionland up on the blog, it looks like it's the Unearthed Arcana of ITO.

Oh neat. Link?

Angrymog
Jan 30, 2012

Really Madcats

dwarf74 posted:

Heya! FYI, there's a dedicated 4e thread here

You actually can still subscribe to Insider; rumors of its demise have been greatly exaggerated. But if all you want is the character builder, there are other options.

I tried doing that because I wanted access to the old Dragons and Dungeons, but there didn't seem to be a way to do it.

Angrymog
Jan 30, 2012

Really Madcats

gradenko_2000 posted:

Yeah, Mentzer's been outed as a skeevy rear end in a top hat, but that doesn't necessarily take away from one's ability to engage with Mentzer's version* of BD&D.

I just wouldn't patronize his new Kickstarter.

* (and if it does, there's always Moldvay's version)
Hadn't clicked the twit before posting.

Angrymog
Jan 30, 2012

Really Madcats

Does anyone know if the Sigil guidebook has a poster map? I'm rebuilding my planescape collection, and it's one of the ones I'm missing, and now that I have the main four boxes, I'm not super precious about getting the original versions of other things, unless they had maps in them, which I know the POD process mangles by printing them as a bunch of pages.

Angrymog
Jan 30, 2012

Really Madcats

Some NWPs did mildly cool things other than just being a skill check. Will elaborate at home when I can get my phb

Angrymog
Jan 30, 2012

Really Madcats

FRINGE posted:

Healing+Herbalism gave a lot of flexibility.

So let's talk about NWPs.

Firstly, Every class group (Priests, Rogues, Warriors, and Wizards) got interesting stuff, and there was a comprehensive list that was available to all classes. Interestingly, unlike in 3+ Rogues get the least and the slowest progression 3 and 1/4 levels. Wizards and Priests are 4/3 and Warriors are 3/3. You also get bonus ones based on the number of languages your Intelligence score would give you.

Some notable ones are...

Animal Lore - Know about animals, interpret their behavior, find watering holes, specific animals, work out that everyone is running away from a forest fire, set snares, imitate animal noises.

Animal training - Must be specialised to a type of animal. Teach an animal both general tasks (e.g. being ridden, guarding, attacking) and specific tricks (rearing on command, going for the eyes, etc...)

Appraising - Know how much poo poo is worth to the nearest 100 or 1000gp and identify fakes.

Artistic Ability - Select your art type. Also gives a +1 to music or dance checks, and to appraising works of art.

Astrology - Do vaguely accurate horoscopes, good for up to a month. Book advised players to use at the end of the session to give their GM some time to prepare an answer. Also gives +1 navigation if you can see the stars

Blind-fighting - Reduce penalties when fighting and operating in darkness, also makes it easier to fight invisible creatures

Direction Sense - be a living compass

Healing Can do battlefield healling once per character/per day, improves daily healing for someone under your care, can try and cure diseases and poisons too. Having Herbalism too improves and broadens the abilities that healing grants.

Juggling No check needed for standard tricks. Allows the character to try and catch missles thrown at them by making an attack vs. AC 0. If the roll fails, they're automatically hit by the projectile.

Riding - Split into Land and Air proficiencies, pretty much what you expect. Has rules for dropping off your airborne mount to the ground or another beast, and for using your land mount as a shield by hanging off the side.

Set Snares - The setting of traps. Thieves can also set man traps, e.g. crossbows, deadfalls, spiked springboards and so on.

Spellcraft - Identify spells, and spot Golems and other magical constructs.

Tracking - doesn't do anything unexpected, but has really detailed rules

Weapon Smithing - unlike the armor and bow equivalents, actually has prices. Longswords cost 10sp and take 30 days. A Dagger is 2sp and 5 days. Dagger sells for 2gp, Longsword for 15.

Weather sense - Work out what the next six hours of weather are going to be like. You get a cumulative +1 bonus per 6 hours of observation until you do something like go to sleep, or head underground for a significant amount of time.

Angrymog
Jan 30, 2012

Really Madcats

I think the reason between the Rogues having fewer skill points in 2 and being skillmonkeys in 3+ is that in 3+ all the Thief skills are now skills they have to buy, but in 2 and older they were baked into the class.

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Angrymog
Jan 30, 2012

Really Madcats

hectorgrey posted:

That said, what are people's opinions on the idea of a PC learning to use a weapon that their class doesn't normally get access to - either at first level or in play? At first level I'm inclined to be flexible with, say, the Wizard since they only get one weapon proficiency and a -5 penalty on all other weapons - seems letting them learn to use a light crossbow rather than a sling (or thrown daggers - something that seems to me to be far more difficult than learning to shoot with either a short bow or a light crossbow), but less so with the thief since they get a good selection of weapons and a lower penalty. In play, I'm not sure - maybe it would depend on the weapon, the class and the level?
I'd allow it, though not allow anyone except Fighters to take Weapon Groups (from complete Fighters iirc).

re: your smart fighter, that's the sort of thing that you lose when you don't roll stats. Sure, you can make a smart fighter with an array or point buy, but you're being worse at your core function, Fighting, by doing so. One of the balance options between rolled and array I've heard (in one of the threads here) is you get a 16 and a 14, then roll the remaining 4. Assign to suit.

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