...
This is why I don't like this kind of thing in RPGs, to be honest.
It's turtles all the way down.
Search found 905 matches
- Tue Sep 20, 2016 9:29 pm
- Forum: For Game Masters
- Topic: Sticky combat vs Mounted combat
- Replies: 22
- Views: 15790
- Tue Sep 20, 2016 7:42 pm
- Forum: For Game Masters
- Topic: Sticky combat vs Mounted combat
- Replies: 22
- Views: 15790
Re: Sticky combat vs Mounted combat
My quick-and-dirty ruling would be that 'sticky' combat doesn't apply to mounted characters moving through an area controlled by unmounted characters; the speed and/or mass of the mounted character is too great for the unmounted character to do anything about. A mounted character could hinder an unm...
- Wed Sep 14, 2016 9:10 am
- Forum: Product Discussion
- Topic: Earthdawn Quick-Start Preview
- Replies: 8
- Views: 7094
Re: Earthdawn Quick-Start Preview
Beguiler's stat block was a late addition... the original draft had the info on how long it would take for the ritual to complete and the Horror to come through, but nothing on the Horror itself or what would happen if it did, other than "the PCs become prey" or some such. I whipped up the...
- Tue Sep 13, 2016 8:15 pm
- Forum: Product Discussion
- Topic: Earthdawn Quick-Start Preview
- Replies: 8
- Views: 7094
Re: Earthdawn Quick-Start Preview
I appreciate the feedback. Some things to think on (and potentially add).
- Sun Sep 11, 2016 1:49 pm
- Forum: Product Discussion
- Topic: Earthdawn Quick-Start Preview
- Replies: 8
- Views: 7094
Earthdawn Quick-Start Preview
After far too long (I've been chipping away at this for a while) the main text is done for the Earthdawn Quick-Start. This is a basic overview of the rules and includes five sample characters and an intro adventure (which serves as prologue to the Legends of Barsaive campaign we launched at GenCon)....
- Fri Sep 09, 2016 11:15 pm
- Forum: For Game Masters
- Topic: Thread Items
- Replies: 17
- Views: 14846
Re: Thread Items
Oh, and don't be afraid to talk to your players about the sort of bonuses they want to see in their thread items. Honestly, it's a good idea in general to keep in touch with your players and talk about the game, what they like, what they want, that sort of thing. It can help them be more engaged. .....
- Fri Sep 09, 2016 11:12 pm
- Forum: For Game Masters
- Topic: Thread Items
- Replies: 17
- Views: 14846
Re: Thread Items
One of the things I've done in the past as part of my campaign design is to create a couple (or a few) "linked" items that share a history, usually by being items that belonged to the previous group that had them, with items that are thematically appropriate for the members of the group. F...
- Fri Sep 09, 2016 8:22 am
- Forum: For Game Masters
- Topic: Medieval Barsaive?
- Replies: 13
- Views: 9735
Re: Medieval Barsaive?
Yeah, there are plenty of examples to be found if you look. They just aren't dressed up with the "tagged" language people expect. I suspect that was a deliberate choice on the part of the original development team (and I'm happy to continue it). Another example, by the way, is in the Blood...
- Wed Sep 07, 2016 9:43 pm
- Forum: Product Discussion
- Topic: Travar Previews
- Replies: 14
- Views: 15047
Re: Travar Previews
I got the revisions back from the writer on the final Travar chapter, and now Morgan and I are going back and forth on the mechanics. I've started dropping sections into the Companion. I have 10 (of 12) chapter drafts back for the Questors book in-character pieces, so that book is taking shape. Noth...
- Wed Sep 07, 2016 9:34 pm
- Forum: Product Discussion
- Topic: Improving in Multiple Disciplines?
- Replies: 4
- Views: 4765
Re: Improving in Multiple Disciplines?
Etherial covered most of it, but I don't know if it helped.
So I guess my initial questions are "What part of it doesn't make sense to you? Could you be a bit more specific? Where do you start to get lost?"
So I guess my initial questions are "What part of it doesn't make sense to you? Could you be a bit more specific? Where do you start to get lost?"