Posts Tagged ‘games’
Tuesday, March 4th, 2008
Today Gary Gygax passed away. He was the co-creator of the game we all enjoy so much: Dungeons & Dragons. A lot of us honed our vocabulary, our critical thinking, and creativity due to Gary Gygax’s work. It created communities where we found new friends and were able to keep them through on-going games.
Today is a day to think about how D&D has affected our lives: not just the game itself, but also the multitude of other RPGs that were inspired by the creation of the game. And we should also take a moment to remember the Father of Roleplaying, Gary Gygax.
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Tags: dragons, dungeons, game, games, roleplaying, rpg
Posted in Miscellaneous | 2 Comments »
Monday, December 31st, 2007
With 4th edition just around the corner, I thought I’d give my impression of 3rd Edition and the d20 system.
Good Ideas
The d20 system has several good ideas that make it easier to understand and more easy to play.
- Positive AC. A larger AC is better than a smaller one makes more sense.
- Magic. I like the idea of the effectiveness of saving throws being based on spell level. This makes more powerful magic inherently harder to avoid than less powerful magic, and it makes a lot of sense. I never liked the way a sixth level spell like Death could be simply shrugged off by a Save vs Death Ray, the easiest saving throw to make.
- Saving Throws. Having saving throws based on “reflex” or other descriptions of how a character may actually avoid a situation is clearer.
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Tags: character, Character Classes, dm, dragons, dungeons, game, games, magic, player, rules, table, wizard
Posted in Rules Hints & Tips | 9 Comments »
Thursday, May 3rd, 2001
The purpose of this document is to provide the DM with a system for handling poisons that can be as complicated or as simple as desired. Different ways of handling poisons range from instant death (as found in the Dungeons and Dragons game) and the simple 1 point of damage per round (as found in video games like the Ultima series). These are both very simple, but not realistic ways of handling ALL poisons. Some games have cumbersome charts that still have their limitations. And even with a chart, poisons shouldn’t be completely random. So hopefully this document will help the DM come up with a satisfactory method of handling poisons. This is by no means a scientific analysis of poison or any attempt for reality. This is merely for game play. (more…)
Tags: character, chart, dm, dragons, dungeons, game, games, mage, player, poison, random, spells
Posted in Rules Hints & Tips | 2 Comments »
Saturday, February 17th, 2001
Originally published by February 2001, the Wizard’s Codex contains a collection of custom spells created by authors at Heroes Only. All of these spells have been used and tested within the gaming environment, but of course you should consider their effects on your own campaign before adopting them.
This list of spells is updated from time to time, with the “last modified” timestamp appearing at the end of the article. (more…)
Tags: character, dm, game, games, mage, magic, Monsters, random, rpg, shield, spells, table, trap, wizard
Posted in Celestial & Arcane | No Comments »
Monday, September 6th, 1999
Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.
Attributes
Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. (more…)
Tags: armor, assassin, character, Character Classes, chart, dice, dm, dragons, encounter, Equipment, fighter, game, games, mage, magic, Monsters, player, poison, random, rules, shield, spells, table, thief, treasure, weapons, wizard
Posted in Rules Hints & Tips | 1 Comment »