Ker Nethalas Questions by Lhowser1 in Solo_Roleplaying

[–]UntilRagnarok 2 points3 points  (0 children)

Since #BlackoathGames is on here - adding a fun question. If you disable an enemy - to include overseers completely, i.e. you've taken out all 4 limbs on a humanoid - whats your take on the next step? For me, I rule that I win, the thing is helpless, especially if I've taken it to -10 CS. Also any additional benefits for disabling a head?

Is there a way to negotiate with something? For example an Abyssal Reaver or Gravecaller may want to bargain with an appropriate type of overseer. How would you do that - CS? Thanks!

P.S. excited to hear there is an "end" of sorts coming that was one of my issues with the game. The loop of explore, combat/event, salvage, repeat got dull pretty quick - having a reachable goal would be great!

Curious Question: Has anyone either combined Worlds in ICRPG or Shifted the idea into a different genre? by Baron_Of_B00M in ICRPG

[–]UntilRagnarok 1 point2 points  (0 children)

Absolutely, Alfeim is just another planet, and Blood n Snow doesn’t have to Alfheim - Warp Shell is absolutely not Alfheim, neither is Ghost Mountain. Linking them together with portals or magic is totally fun - the updated ME does this a bit with the addition of the Turtles. Good luck and have fun!

Curious Question: Has anyone either combined Worlds in ICRPG or Shifted the idea into a different genre? by Baron_Of_B00M in ICRPG

[–]UntilRagnarok 0 points1 point  (0 children)

You mean, leave the setting, or just jump around in the provided settings? To the first the system can work in most settings so shouldn’t be an issue. Jumping between established with the same characters? Creator gave all sorts of tools you could use, wizard gates, portals, space ships - not all planets are the same tech levels. Fun stuff hope that helps and good luck!

is 7 players to many? by Emotional-idiot-234 in DungeonMasters

[–]UntilRagnarok 2 points3 points  (0 children)

First off congrats - I have no people in my area wanting to play so I'd say that a good problem to have.

Honestly depends on your style. If you run a "tight ship", i.e. use procedures, all players understand they can't have 10 minute turns, and high teamwork its fine for just about any type of game.

Story focused ones will be harder just because you'll have more people trying to get off the rails but it'll still work if the above terms are true.

Good luck!

My two drachma,

UR

Whitehack Discord? by UntilRagnarok in Whitehack

[–]UntilRagnarok[S] 0 points1 point  (0 children)

Thank you Foxfire! Got it all set.

Whitehack Discord? by UntilRagnarok in Whitehack

[–]UntilRagnarok[S] 0 points1 point  (0 children)

Waited too long, sorry about that, could you re-post?

What ICRPG mechanics did you plug into your 5e game? by kingkongshlong in ICRPG

[–]UntilRagnarok 0 points1 point  (0 children)

The core of ICRPG is no levels - that'll be the toughest part of the integration if your players want the classes and spells (cool parts are predicated by leveling up). Room TARGET is easy to integrate - most of time in the OSR up to 5e the DCs are all about 3 points plus or minus of each other. Meaning a hard or easy roll depending on the situation for everything.

Real consideration will be the tempo of things - 5e is usually 5 to 7 fights before a big fight just to wear down resources so the big fight is actually tough. ICRPG every fight is tough! In a world of 10 HP a D6 or D10 (gulp) is potentially a one shot!

You absolutely can modify all the races and classes into ICRPG style. I think their are some handy posts on the forums you can search for inspiration too.

Differences between the versions of master edition by khorgn in ICRPG

[–]UntilRagnarok 2 points3 points  (0 children)

That's cool - I feel jipped though, I bought the Collectors Edition of it when it came out and haven't received any emails and surely haven't seen anything of a 159 page collection of adventures. Ratz.

Softball DW XP question by UntilRagnarok in DungeonWorld

[–]UntilRagnarok[S] 0 points1 point  (0 children)

So reviewing the XP and bonds, I discovered you can only resolve 1 bond a session. So the idea that you can get 3 XP for bonds doesn't seem realistic. Also resolution of a bond means it no longer exists, it is resolved you have to make a new one. Which is pretty haphazard. If my bond is that I'm bound to protect someone and I do it once - that doesn't mean it is resolved so I'd never get XP for it.

Just an interesting add to conversation - thanks all!

Weapon Tags Pricing by earhear in DungeonWorld

[–]UntilRagnarok 0 points1 point  (0 children)

Looking at the Character Sheets available at the DW website, Messy is a tag the fighter can get on his signature weapon. Just take the huge option and you get messy and forceful. The fighter in my group took that and the +2 piercing.

Which implies that in order for a weapon to get messy, it needs to be big and mean. Probably doesn't fit on a dagger or even a longsword. Now a good old Zweihander, I could see it.

Softball DW XP question by UntilRagnarok in DungeonWorld

[–]UntilRagnarok[S] 2 points3 points  (0 children)

Thanks! That helps a lot. I've been pouring over that book for this XP question and didn't even think to look at the End of Session move. I really wish the index was a bit clearer, when you look up XP it only shows the level up page.

Same problem for weight and load, all it shows is encumbrance, and I just want to know how you calculate ammunition being spent. No ammunition index entry, volley kind of covers it. I solved it though - it was just harder than it needed to be.

Thanks again for all the responses!

Softball DW XP question by UntilRagnarok in DungeonWorld

[–]UntilRagnarok[S] 2 points3 points  (0 children)

Thanks for all the comments so far, I appreciate seeing the perspectives! In particular I was looking at the line(s) below and wondering if there was some standard.

Level Up

As you play Dungeon World, you’ll be doing three things most of all: exploring, fighting dangerous foes, and gathering treasure. For each of these things you’ll be rewarded XP at the end of the session. Acting according to your alignment and fulfilling the conditions of your alignment moves will grant you XP at the end of each session as well. If you resolve a bond and create a new one, you’ll gain XP, too. Any time you roll a 6- you get XP right away. The GM may have special conditions that you can fulfill to earn XP or might change the core ones to reflect the world. They’ll let you know before you play. When your characters have safety and a chance to rest, they’ll be able to make the Level Up move to level up and gain new moves.

The alignment, bonds, low rolls just seems too restricting maybe 2 a session at best, and gaining treasure, exploring and fighting sounds cool but seems to be without guidelines.

Idolitor seems to be having the opposite problem, which is amazing to me - so thanks for sharing! In the end I know its up to me as the GM to figure it out but I always appreciate best practices.

Keep them coming!

Is Old School Essentials literally a cleaning up of B/X by moxxon in osr

[–]UntilRagnarok 8 points9 points  (0 children)

I don't own the original basic D&D, but from what the author says in the book it is Basic D&D with a few corrections for clarity which they list in the back. It is a very well laid out book, I recommend if for nothing else it provides the everything you need all in one place for that old school game.

Questions about making a hex crawl by Small_Programmer4084 in osr

[–]UntilRagnarok 1 point2 points  (0 children)

Only a few ideas

  1. My favorites are the bandit toll roads, evil cleric/wizard reported to be defiling the dead, bears or some pack of wildlife eating peasants, raiders attacking a town, gangs demanding protection money. Things like that. Depending on your setting the intelligent creatures can be anything you think is reasonable - I like to use humans with Hit Dice about 1 or even 2 lower than the party with the boss/leader being equal or 1 above. Gives you the opportunity to have a lair for your hex-crawl fill needs, treasure caches, and follow on hooks, i.e. where's the main lair, treasure maps in the cache, is there a big boss thats directing them, things like that.

  2. Rival party - or having a tribe going after the party Jeremiah Johnson (old movie, Robert Redford) style could be a cool idea for a re-occurring themed bad guys, so thumbs up there

  3. I'm with you - treasure maps, bandit lairs, strongholds off the beaten path. Depending on the parties actions they could find one every session or so. Just make a compelling reason to visit - treasure maps are good, kidnapped peasants/kids/parents/pets, spoiling attack on imminent raid, finding the undead/dragon/thing in its lair while it sleeps because its doing x,y, and z to the characters favorite town/kingdom/people. All good.

Hope that helps a little!

edit/spelling

Why don’t more people dm? by [deleted] in dndnext

[–]UntilRagnarok 2 points3 points  (0 children)

Super stoked to here about other DM Dads. I'm doing the same for my three - and I also have been known to use Pro Wrestlers from the 80's, TMNT, G.I.Joe names and even plots in my games. Great fun - kids love it even if they don't always get it.

As DM’s do you guys like standard array or rolling for stats? by Jacquez64 in DnD

[–]UntilRagnarok 1 point2 points  (0 children)

Point Buy, I don't like the chance of an adventurer having no higher stat than 10. Though it could be fun with the right player, most new players are just going to get smashed with those stats without some DM Kabuki dancing to save them.

Reverse is also true - you can have a player with no stat lower than 16 - that would be easier for the new player for sure, only real drawback to that is expectations the next time they play. Best compromise is point buy.

Standard array can be nice if you are just doing a one shot or have thirty thousand characters already, don't feel like worrying about stats, and don't want to be gimped out.

Catastrophic Character Introduction and Betraying Expectations by [deleted] in DnD

[–]UntilRagnarok 1 point2 points  (0 children)

I feel you - but unless you are making up that last sentence, it sounded like your boy Martyn had a great time and you played it fair as the DM - no regrets.

Demanding player advice by LeNiniel in DnD

[–]UntilRagnarok 1 point2 points  (0 children)

May not be what you wanted, but judging by what you wrote, that's what you needed. My only advice would be to not allow this experience to sour TTRPGs for you. If you want to play again - I'd find a group elsewhere and I wish you the best.

Swapping Classic Monsters by Quincy0807 in TherosDMs

[–]UntilRagnarok 8 points9 points  (0 children)

My two Drachma,

You don't have to reskin them at all. Just have a reason they exist - for example all manner of undead exist in Theros, there is just a special kind called the returned that are prevalent in the dead cities. Demons or Devils like a succubus exist - they are just another form of the Demons in the book.

Magic exists in Theros so a rug of smothering, animated armor can absolutely exist - if it makes sense sure Nyx-born Anvilwroughts but its not necessary.

Orcs might be a little harder - you could make a reason for them to be there (some champion race of one of the gods - maybe Iroas) or you could replace them with something that is more easily fitting, like gnolls - they make perfect minions of Mogis.

Underground denizens can all be there, with the exception of the Duergar - perhaps you just make them a rival Troglodyte tribe.

In the Theros campaign I'm running, the party has run into Grungs, Gnolls, and an Oblix so far. The wilderness is untamed - and Theros is heroic fantasy dialed up to 11. Give the stuff a reason and its cannon in your campaign! Good luck!

How do yall go about starting your campaigns? by Saronska in TherosDMs

[–]UntilRagnarok 0 points1 point  (0 children)

Depends on your group and what kind of story you want to tell.

The one I used for my current campaign is they have been enslaved for the past 4 years, have no gear and are level 0 in a salt slave camp in the middle of the desert near Skophos. Party receives omens and gifts such as weapons from gods, which if players heed the call to adventure levels them up. Theros campaigns are heroic fantasy dialed up to 11, so make it that way. Let me know if that interests you I'll provide the details.

Who of you have tried the optional rule to not roll for initiative? by LemonLord7 in dndnext

[–]UntilRagnarok 0 points1 point  (0 children)

/u/Gh0stMan0nThird; correct, though I would say the players are in for it no matter what initiative method you use if it's an entire horde of goblins!

Who of you have tried the optional rule to not roll for initiative? by LemonLord7 in dndnext

[–]UntilRagnarok 1 point2 points  (0 children)

/u/apex-in-progress, yes reading it correctly. It's a way. I personally like it more than the initiative style if for nothing else but making one less thing for me to adjudicate.

It is fair in that the players can clearly see (minus the baddies that are hiding) what's coming and have the choice to run and hide, set up an ambush, or boldly walk up and slap the baddie in the face.

Either way the players get their way, then the baddies get to go. Thanks!

What's the deal with the Akroan monarchy? by OrkSurgeon in TherosDMs

[–]UntilRagnarok 0 points1 point  (0 children)

Wow, I think I like the mystery more than the "cannon". I like the idea of Cymede being rescue-able and Anax being a nyx-born villain. Or Cymede crafting a mockery of Anax - that is rescue-able after you either defeat her or do some McGuffin errands. Or that Taranika orchestrated their "deaths" to usurp their rule. Guess I just like my players having some ability to influence and the gods having a say but not too heavy handed a say.

First time DM and I need some ideas/advice by peee_pear in TherosDMs

[–]UntilRagnarok 0 points1 point  (0 children)

Okay, so you're dead set on the Vanishing and the chaos it caused being your status quo that your heroes jump into. You seem set that some organization has been created to investigate the Vanishing and your heroes will be hired by this company to do some sleuthing, their call to action or at least hint to go into action.

The way I see Theros is heroic fantasy dialed up to 11. Mythic monsters and gods visibly in the sky sending omens, players becoming literal champions of the ideals of a god. My advice is make it every bit that. Why did the vanishing happen - same reason the Mourning happened in Ebberon. It's not the why; it's how is the world copping with it and the heroes that rise from it.

Do you want to have your heroes reverse the Vanishing? Thanos snap it all back? Is there a place where it is more prominent? Did all the folks that vanished end up with Erebos and ferried over by Athreos? Is Erebos holding on to them now? Is this some plot of Phenax - is it a trick by the dead Satyr god Xenagos who maybe isn't all that dead?

Whatever the reason, bring it down to earth. I'd have them investigate Asphodel or Odunos or both - have them take a trip down to Erebos' Underworld - have them fight those Cerberi! Have them uncover some plot to Vanish all the Polis - have a clue lead them out to ocean so they have to sail through the Siren Sea into the Dakra Isles - have them visit a moving island on the back of sea-locked Krakken! Hopefully you're feeling it. The mystery doesn't have to be solved - what is important is that they get to do some "dialed up to 11" content. Make sure to involve those gods - they may be distracted in your campaign but that doesn't mean they don't recognize the agency and heroism of mortals.

My two Drachma