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You are here: Home --> Forum Home --> Recent posts by Eol Fefalas
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Topic: M&M: New Camelot Knights
Subject: This would...


...be my first experience with the 3e rules, myself. I've played around with 2e a bit so I'm not completely unfamiliar but, after having read the 3e core rules, I can see that there's enough of a difference to make me skitter a bit.

Going to tack a whack at putting together a character sheet for Samael today and see if I've got it figured out... If so, I'd be glad to help out with character generation for others.

Also... Core Rules... Thanks, Ayrn!

Posted on 2014-08-01 at 13:20:44.
Edited on 2014-08-01 at 13:22:00 by Eol Fefalas

Topic: M&M: New Camelot Knights
Subject: You know...


... the Noir Camelot idea is an interesting concept.... one that I could be tempted by, even.

Posted on 2014-07-29 at 03:59:46.

Topic: Star Trek Mirror Universe game: Gauging Interest
Subject: O' Captain, my captain...


... I'd be happy to join your crew... or stow away on your ship with the intent of hijacking it and, with the help of the ship's awesome weaponry and your mutinous crew, capture a quadrant of my own and install myself as The Exalted Emperor Eolicus; Grand Poobah and Chief Warmonger of the Wicki-Woo-Woo!!!!!

MUUUUWAHAHAHAHAHAHAHA!!!!!

Or... you know.... I could play an engineer or sump'n....



Posted on 2014-07-29 at 03:53:24.

Topic: Integrating Firearms in D&D
Subject: Yup...


...also seem to recall some rules re: firearms in a "golden age of piracy" setting called Skull and Bones that I played around with at some point.

I'll see if I can't dig that info up for you.

Posted on 2014-07-23 at 19:16:09.

Topic: Review of 5e
Subject: But...


...if you don't railroad your players how is one of them ever gonna get hit by that train?

Posted on 2014-07-23 at 16:39:45.

Topic: Prometheans: Genesis - Q&A
Subject: LOL


Two reasons, I suppose:

First and foremost: I don't have the file with me at work, today.

Secondly and 'B' (I guess): I still have a paragraph or so that I need to write up to tie it up in a nice, evil, little bow.


Aaaaaaad... bonus rationale... I had to give you something for your birthday!

Posted on 2014-05-22 at 20:11:14.

Topic: Prometheans: Genesis - Q&A
Subject: Okay...


...hoping that I'm "out of the woods," here, and will be moving things along by, say, Tuesday of next week.

*fingers crossed*

Posted on 2014-05-22 at 18:34:26.

Topic: The Dragons of Saieliel
Subject: The Dragons of Saieliel


The Dragons of Saieliel and The Dragons Lair


In the heart of the Central Sylvari Kingdom of Londelirinin, south of the ruins of Valilnore, where the River of Floating Towers bends itself to snake around Filitraa Tolemn to the west, rise the scorched and scarred walls of Mar’en’urulokirim (Lair of Dragons). Behind these walls are born the fabled Dragons of Saieliel. These are not dragons in the literal sense, of course, and, on those rare occasions in which they are mentioned or encountered outside of the elven realms, they are most commonly (and accurately) referred to as Sylvari Battlemages. Neither are the Dragons truly born at Mar’en’urulokirim; at least, not in the physical sense. Those sylvari who are selected to train here hail from all over The Three Kingdoms but until they have entered the Lair and emerged successfully from the arduous physical and arcane trials to be undertaken within can they be called one of Saieliel’s Dragons.


 


Legend holds that, in the time of Arandil Eldros’ battle with Tyrannis, Mar’en’urulokirim was a fortress known as Nost en Tolto Barad (The Eight Tower Keep). The use of the fortress waned and, eventually, was all but abandoned in the millennia that passed between Tyrannis’ exile and the first Khordaldrum-Sylvari War. It was very near the beginning of that conflict that the keep saw it’s resurrection as Mar’en’urulokirim.  In 1797 BER, Saieliel Halarin, then the Archmage of Londelirinin, approached the Kings and Queens of Sylvaria and suggested that she could train certain, magically talented individuals to provide arcane support on the battlefield but, also, function in a more mundane, combat oriented fashion as necessary, thereby freeing up fighters who would otherwise be focused on defending fielded magic-users to more readily engage the enemy. Saieliel outlined a curriculum in which these proposed Battlemages would be trained/drilled only in the casting of those spells most useful for laying down destruction, confusing the enemy, and/or providing cover for allied units, forgoing study of any of the more utilitarian spells found in the repertoires of most standard mages as, in battle, such incantations are of little import. The ruling council of the Sylvari were impressed and intrigued by Saieliel’s proposal and provided her with Nost en Tolto Barad as the location in which to gather and train this new breed of combatants. In 1796 BER the long abandoned fortress was opened to its new occupants – Saieliel Halarin, her six lieutenants, and the first group of young, raw recruits whom she had personally selected from all over Sylvaria ­– and in 1791 BER the first graduates of her Battlemagic Academy (who were presented to the Three Kingdoms as The Dragons of Saieliel) were deployed against the Khords and, in the wake of the Dragons overwhelming initial successes, The Eight Tower Keep forever became known as Mar’en’urulokirim – The Dragons Lair.


 


Background


Those Syls who exhibit the unique combination of martial and magical proficiencies originally sought by Saieliel Halarin are chosen to attend the arcane war academy known as Mar’en’urulokirim where they are immersed in a training regimen that is most definitely not for the weak of spirit. The rigors of mind and body experienced within the academy’s walls bear little resemblance to the apprenticeship undergone by regular wizards or the self-taught fumbling of sorcerers. In fact, the academy is more akin to a boot-camp in nature. Throughout their training, battlemages are forced to wear ponderous garments (meant to familiarize their bodies with the limitations of movement in armor) while drilling constantly with spells, most of which are too high in level to be cast by the student. This vigorous drilling instills the spells in a battlemage’s unconscious mind so that, as he grows in power later in life, those spells become available for his use without his needing a spellbook.


 


After their training, battlemages share a deep feeling of camaraderie with their fellow students and continue to feel a slight affection for any well-run military outfit.


Characteristics


The Dragons of Saieliel access their magic peculiarly, at least compared to the way most other arcane (and even divine) spellcasters do. A battlemage selects her spells from a limited pool of knowledge that rarely changes. Early in their difficult training, battlemages instill deep within themselves the knowledge of all the spells they will ever need. They know fewer spells than most wizards or sorcerers, but the spells they do know are enhanced. They neither specialize in particular schools of magic nor do they need to study spellbooks in order to memorize their spells. They do, however, need to prepare their spells each day by spending time to call up the knowledge from their unconscious minds.


 


In their training, battlemages also learn a few mundane warlike skills; developing proficiency with some weapons and armor and learning to use such items without incurring the risk of arcane spell failure.


 


Races


While the toughness of spirit needed to survive a term at The Dragons Lair can manifest itself in any of Audalis’ races, all of Saieliel’s Dragons have been full blooded Sylvari (primarily because, as a matter of national pride, the Battlemasters of the Lair have never sought to recruit from beyond the bounds of the Three kingdoms) and it seems that is unlikely to change.


 


Other Classes:


The Dragons of Saieliel find they have little in common with sorcerers and wizards who learn their craft without the rigors or discipline of a battlemage’s apprenticeship. In fact, Syl Battlemages are likely to be more comfortable with the regimented classes – those that appreciate military training – such as paladins, monks, and fighters.


 


Role


The Battlemage’s spell selection is predetermined. He is the ranged magical artillery that military troops rely on or the center of a smaller adventuring company’s offensive power. And adventuring company with a Dragon of Saieliel in its ranks should strongly consider including a second spellcaster to complement the Battlemage’s offensive focus with defensive and utilitarian abilities.



Posted on 2014-05-22 at 18:31:51.
Edited on 2018-03-06 at 14:13:29 by Eol Fefalas

Topic: Prometheans: Genesis - Q&A
Subject: Fefasaurus...


I was just thinking about posting up what I've got done and letting you guys run with it just last night, actually. I've technically got the post just about to a point where it's feasible to do that, in fact... hmmmm... I'll see what I can do about making my final tweaks and getting the post tacked up before tonight is out. (No promises, of course... tomorrow being my hatching-day and all, I expect I'll be mobbed by family and such...but I will give it my best shot).

Schnozzle - No we have not, and that's my fault... I've been terribly lax in my duties as the Inn's welcome wagon and resident facelickerizer... soooo... *facelick*... and Welcome to the Asylum! Also, thank you so much for the kind words; I'm glad you enjoyed what's there so far.

As to system, it's really mashup of Mutants and Masterminds (v2) and a "fast and loose" d20 modern, I guess. The superpower basics and stats, I pulled from MnM and sort of "translated" that into a "simplified d20 system" that takes all the "player concern with stats" and kind of buries it behind the scenes (the idea for which I kind of stole from Olan's Zombies in Chicago game). Anyway, that being a roundabout and repetative answer to your question, if you're thinking about setting up a tabletop version, I'd probably go with M&M 2 (or even 3)... Villans and Vigilantes might work, too (if you can find a copy of that one anymore).

Posted on 2014-04-18 at 13:55:28.

Topic: Prometheans: Genesis - Q&A
Subject: *sigh* I know...


...every time I think I can squeeze a few minutes out of my schedule, something else comes along and squeezes itself right in where those minutes are supposed to be.

Sorry guys... holding pattern... again...

Posted on 2014-04-17 at 15:18:23.

Topic: Prometheans: Genesis - Q&A
Subject: I know... Bad Eol! BAD!!!


Completely my fault. I've got the post all but finished... was going to do so this morning but, like a knucklehead, forgot to bring my maps and such (without which, I can't quite finish)... Hoping to rectify this tonight.

Fingers crossed for no honey-dos!

Posted on 2014-04-10 at 17:44:45.

Topic: Savage Warrior class
Subject: Liking it...


...more and more as it evolves!

Good stuff, Padre.

Posted on 2014-04-09 at 15:59:25.

Topic: Prometheans: Genesis - Q&A
Subject: And if the post was done...


...I'd give it to you now!

Unfortunately, I'm still a paragraph or seven away. :/

On the bright side, I'm getting ready to leave work and, once home, will be able to focus a bit more on that.

Posted on 2014-04-08 at 20:29:39.

Topic: Savage Warrior class
Subject: *nods*


I understand the rationale... Common is typically a granted language for all PCs for that very reason, I'm sure (makes it easy to ensure that the players are all able to communicate easily, etc)... in fact, I believe most 'game worlds' make reference to the fact that the "common tongue" is essentially something of a "trade pidgin" made up of bits and pieces of the particular world's most commonly spoken tongues. In that regard, I suppose, it makes sense that even "savages" would have at least a rudimentary grasp of Common.


Buuuuuut... for role-play purposes, I still like the idea of worlds in which the "Common tongue" doesn't exist and the PCs can't always be assured that everyone they'll meet will understand anything or everything they're saying. I'm sure some folks (GMs and Players alike) might find this sort of thing frustrating but, from my point of view, anyway, I think it's much more immersive/entertaining to have a simple "misunderstanding" possibly lead into an epic encounter, you know?

PC1: "What did you say to those orcs?!?!"

PC2: "I thought I asked where the bathroom was...*puffpuffpantpant*... when their shaman got all pinch faced and started snarling at me, though, I started to wonder if that gypsy woman that taught me orcish really taught me orcish..."

PC1: "Still need to know where the bathroom is?"

PC2: "Not after the whole tribe drew their swords and started chasing us, no... now I think I'm gonna need a dry cleaner..."

PC1: "Or an undertaker..."

PC2: "Shut up and keep running!"



Edit: Just remembered that our very own Audalis doesn't utilize a Common Tongue right out of the box.

Posted on 2014-04-08 at 19:42:11.
Edited on 2014-04-08 at 19:43:34 by Eol Fefalas

Topic: Savage Warrior class
Subject: About the common language...


...and this is just a thought where defining "savage" goes, at least in my mind...

Why not drop the "common" language as a given (and, perhaps, give the option of selecting a second language given vicinity of "population" centers to the tribe)? For example, Tribal Language and Gnoll to those "savages" that have (or have had) limited interaction with those beings that might more frequently make use of common?

Just seems to me that "common" wouldn't be all that common to a savage. *shrugs* Just my two coppers, really. Looks good, overall.

Posted on 2014-04-08 at 18:39:25.

Topic: Tales from the Smuggler's Moon: On the Account
Subject: Tales from the Smuggler's Moon: On the Account


Introduction


Me name’s Jericho Hawkes. I cap’n a ship’s known as Th’ Smuggler’s Moon. Been Cap’nin’ ‘er fer a good, long while, now… A lot longer than most other “pirate Cap’ns” can ever’ve claimed th’ so called honor, aye?

Sure, there have been them folks called pirate that’ve had long and storied careers as Cap’n. Not many, mind, but some. Folk like th’ Sea Lords of old… them blokes what founded Freeport and made her what she is at heart, aye? And in foundin’ Freeport, they may’ve proved themselves even more’n th’ pirates th’y was branded ta be early on…

Psh… I’m whooshin’ on like Bedessy th’ Wind…

Me point bein’, all th’ ramblin’ aside, more folk than not’ll have th’ word “pirate” come ta mind if not mouth as th’ name Jericho Hawkes whispers inta their ears.

Me!

A Pirate!

Aye, I cap’n an elvish boat an’ there ain’t th’ hint of a point ta me ears; I fly no colors but me own and, on occasion, th’ Freeport colors; me first mate, Khash, be havin’ more’n a wee bit o’ orc blood in ‘im, and, sure, some o’ th’ courses I’ve charted over these past years’ve been questionable in their legality.. but Pirate?!?! I reckon if ye wanna get particular about th’ definition, though, pirate’s as good a word as any of th’ others… brigand, freebooter, privateer… I don’t reckon I particularly care much what other folk choose ta call me, so long as I know in me own heart that what I truly am is a free man, aye?

Ye call me what ye like when ye tell this tale on down th’ line, lad, but no matter how ye go about th’ retellin’, ye keep ta mind that’s what I be regardless of th’ faery stories ye spin up, aye? A free man!

Heh… apologies, lad… ye dinnae ask about what I think about meself, did ye? Ye wanted ta hear th’ tale of how I come ta be where I be, aye? About how I come ta be master an commander o’ th’ Moon, an’ how I come ta have a half-orc as a first mate, an’ how me navigator’s a witch… with all th’ bucklin’ o’ th’ swash and th’ like? Well, when that wench comes round again, boyo, ye may consider orderin’ th’ bottle, cuz there’s a tale as long in th’ tellin’ as th’ sail ta Hamunaptra.

Ye’d likely not believe it ta look at me, or ta listen, fer that matter, but me Da were a right well-heeled merchant from th’ Ivory Ports. I dinnae remember ‘im at all, though. Jus’ remember cuz me Ma used ta tell me, aye? Dinnae recall much about Ma, these days, either, I reckon… but I remember ‘er tellin me about me Da, an’ that I were born off the Wyvern Isles… all th’ time… like it were important I knowed it … and I remember she were a sadly lovely lass…

Me first memories… me first years... were aboard an orcish pirate ship, ye see? An’ I reckon, comin’ up a human slave on a ship load o’ tuskers, she figgered ta make sure I knew I were different somehow… that I were human, maybe, or that I shouldn’ aspire ta the example them orcs were settin’ in me formative years an’ become a pirate meself if’ I lived old enough ta do so. I s’pose, though, if ye wanted ta pick th’ nits from it an’ fill yer head wit’ th’ hearsay an’ hullabaloo, me an’ Khash failed innat regard ta some d’gree, aye? Still an’ all, given th’ circ’mstances o’ it, we dinnae turn out’s bad as wha’ we could’ve an’ we likes ta think our Ma’d be, a’least, a wee bit proud o’ wha’ her boys become…

Wha’? I dinnae mention tha’ th’ half-orc’s me first mate an’ me brother?

Heh… tol’ ya tha’ ye’d be wantin’ th’ whole o’ th’ bottle, din’t I?

I reckon, too, tha’ now ye know how I come ta have a tusker fer a first mate, aye?

Whaddya mean, how’d I come ta have a half-orc brother? Same way’s I come ta have meself, mate! Y’see, a’times, people have sex an’…

Hahahaha! Aye! I’ll spare ye th’ gory p’rticulars… Th’ short of it’s this; me an’ Khash share a Ma but’s got diff’rnt Da’s, savvy? I were born on me Da’s ship an’, not too long a spell thereaft’r, Khash’s Da an’ ‘is crew set on me Da’s ship… Khash’s Da kilt all them aboard ‘cept fer them’s he kept fer slaves… me Ma amongst ‘em… Thar’s how I come ta spend me first years onnat Orc vessel, aye?... Now, th’ particl’r kinda slavery Orcs toss human women inta ain’t right pleasant an’, skippin’ th’ gorries agin, tha’s how Khash come ‘long.

Fate bein’ the ironic bitch she is, ‘tweren’t long aft’r Khash were born tha’ his Da’s ship got set on by some human Priv’teers outta Freeport an’ wha’ happened ta mine happened ta his, savvy? Skirmish took our Ma, then, too. So, it were jus’ me an’ Khash, then, an’ them Priv’teers, not havin’ time nor trouble fer a pair o’ wild eyed tusker brats, dumped us in th’ lap o’ the Sisters at Star O’ th’ Sea. Despite th’ sisters’ efforts, though, Khash an’ me pretty much raised ourselves… first on Freeport’s streets… then on th’ decks o’ whate’er scows we could get on as hands…

We was tendin’ sail on one such boat when a storm took ‘er down an’, a day or so later, Khash an’ me found ourselves onna beach a’ Eortis… an’ thar, mate, is where th’ tale begins fer true…

((OOC: Not sure where I’m going with this… well… I mean, I know where I’m going, I’m just not 100% sure exactly how I’m gonna get there. …er… ))

Posted on 2014-04-08 at 16:47:58.

Topic: Prometheans: Genesis - Q&A
Subject: Sometime in the next 24 hours...


...I'll have the post ready to go and we can get super-crazy!

Posted on 2014-04-08 at 16:44:50.

Topic: Question 2ed to 3.5
Subject: As far as 'base classes' go...


...I'd say that your 'out of the box' barbarian would be the closest thing to a savage/primitive class. That's not to say that all barbarian PCs (or NPCs) are necessarily from savage/primitive races/tribes/clans/whathaveyou but, at its core, it's definitely conducive to a little tweaking that could help get you to where you want to be.

Posted on 2014-04-07 at 19:33:19.

Topic: Subscription to threads
Subject: Yep...


...the Butterfly is correct. Subscription to threads isn't automatic for the exact rationale she provided... you don't really want to be updated everytime someone updates one of the Posting Games threads that you only participate in 'every now and again,' do you? You do likely want to know everytime someone has updated a rules based game that you're participating in regularly, though... and, if you happen to stop playing in said game (because your character died or RL kidnapped you or whatever) you can unsubscribe if you don't feel you'll be keeping up with it any longer.

We like to give you some choices.

Posted on 2014-04-07 at 19:27:57.

Topic: Prometheans: Genesis - Q&A
Subject: Fantastic! Or... should I say "super"?


So, that's everyone accounted for save for Hammer, Mort, and Jenethia (whom, I am assuming, has yet to see the updates and will jump in once she does)... I kind of think Mort has vanished and believe I read somewhere that Hammer is "iffy" at the moment, so that leaves me with Disturbance and Pinball to NPC or whatever...

Busy day at work but I'll try and get an update posted in the next day or so and get us moving, again.

Posted on 2014-04-07 at 12:44:23.

Topic: Prometheans: Genesis - Q&A
Subject: Delays are okay...


...I don't expect 'fast and furious' from anyone, anyway. I'm still kind of busy with RL concerns, myself, but am hoping to start wheedling out a little time here and there to 'play'.



Posted on 2014-04-04 at 17:25:01.

Topic: Prometheans: Genesis - Q&A
Subject: Hey! Guess what?


I think I may be up to getting this rolling again!

How many of my originals are still interested/available? Let me know, gang, and if we've got enough to call a quorum I'll jump us in with both feet... if not, I may recruit a replacement or two (or NPC those that won't be back until I can kill them off in some horrible... *ahem*... heroic fasion.

Posted on 2014-04-04 at 16:22:52.

Topic: In defense of Roll Play
Subject: LOL


No apologies necessary. I understand completely where you're coming from. I was just kind of going 'stream of consciousness' with my response, there, and veered rather close to devil's advocate.

It kind of sounds like what you need, my friend, is to get in with a group that might be willing to sit down and define some house rules (whether that means creating new ones or modifying or completely ditching old ones) that both the GM and characters can agree would make the experience more enjoyable for all parties concerned. You don't want the GM nerfing your character 'out of hand' and the GM doesn't want you munchkining so there you have to make room for negotiation lest no one truly enjoys themselves and the game(s) and character(s) played therein become just as disposable as the paper their written on... where's the fun in that, right?

Soooo... why not pull your group together and have a 'brainstorming session' to piece together something that works for all of you... "Okay, I'll allow the Shadowdancer if you cut this perk/ability or take a hit die drop".... "Fine, I can do that, but, if I do, I'd really like to see rule X go out the window because of Y and Z"... It'll involve some haggling, for sure, but if you've got a good group it'll all come out in the wash and make things more enjoyable all around.

Aaaaand there I go runnin' off at the mouth again without really saying much of anything.

Posted on 2014-04-04 at 15:46:14.

Topic: In defense of Roll Play
Subject: I know where you're coming from...I think....


I've run into similar situations in a number of table-top and PbP games, myself... In my case, though, I was flummoxed by wanting to play assassins and having the GMs throw the "no evil alignments" or "I just don't like assassins" or some other rationale at me (which is not to say that I took them as "excuses," mind you; most often (but not always) the rationale behind the character rejection was sound where the game/campaign was concerned). So, rejected and dejected, I'd go off and whip up another character/class that I could get as close to the character I had in mind but also fell in line with what the GM was looking/hoping for. Honestly, this is probably one of the reasons that I drifted away from rules-based gaming after a while and started to prefer the free-form arena or, above even that, just writing (alone or in collaborative story telling mode with one or two other people).

That said, I'm not entirely sure that this issue really boils down to roll play vs. role play, either. Role play and roll play can, and often do, coexist in the same game, it's just not that easy for some GMs and/or players to effectively balance the two. I think that, in a lot of cases, the games/campaigns that GMs have in mind are initially conceived with lower level characters in mind and, as such, there would just be no way to work in a character of sufficient level to have attained those "prestige classes" without having to rework encounters and, possibly, sizeable chunks of the game in order to accommodate said characters... Frustrating from both sides, I think, really.

You bring up some really good points, here, Chess, and the heres and theres of it could likely be discussed for hours and days on end. At the end of it, though, I kind of think what it all comes down to is the need for more "mid to high level" games along with the GMs and players alike who could handle such a thing in all of its complex glory!

Posted on 2014-04-04 at 14:37:47.

Topic: Happy New Year to all
Subject: Happiest...


...wishes for the New Year to you and yours from me and mine!

Posted on 2014-01-01 at 18:29:28.

 
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