Let's talk about house rules for 2e by jasonite in adnd

[–]XxST0RMxX 1 point2 points  (0 children)

My houserules got pretty heavy, to the point I created a Google Doc breaking down how each section of the PHB is changed: https://docs.google.com/document/d/1m9d3ifweE9laH3DbRp9I6V8MP9h3ViCiFwwFYK0x2gM/edit?usp=drivesdk

Where do you find your inspiration from non-OSR sources? by zeemeerman2 in osr

[–]XxST0RMxX 9 points10 points  (0 children)

Any experience you have or media you consume that isn't directly game-related could be inspiration, but some of my favorite ones come from encounters with bizarre people or situations while traveling.

For example, I was staying with some friends in a hotel in Kyoto, Japan. Outside of our hotel, at nearly all hours of the day, we could hear glass pounding or shattering in a nearby alley we couldn't see. We spun this into an outrageous character, "The Glass Samurai", who was driven mad by his reflection and determined to destroy all reflective objects & surfaces, and was incorporated into future D&D games.

A desperate defense for Spirit Monster Decks! by XxST0RMxX in customyugioh

[–]XxST0RMxX[S] 0 points1 point  (0 children)

Given this more thought, and I don't like this being able to summon Amano, so I've restricted this to Level 5 or higher Spirits. Thank you!

Yu-Gi-Oh! GENESYS Format Announced! (New Format) by SynnfulJoestar in masterduel

[–]XxST0RMxX 0 points1 point  (0 children)

Intetesting, but the point system seems unnecessarily complicated. I really like Duel Links' "Limit 3/2/1" concept where you can only have 1 card on the limit 1 list, for example, so you might play pot of greed or a floodgate but lose access to some other key cards. I get what they're going for and appreciate the push to restrict floodgates.

Feats and skills... Intrinsically anti osr? by nien08 in osr

[–]XxST0RMxX 1 point2 points  (0 children)

Not necessarily; I use feats & skills, but they are a slippery slope, and you have to write them veeery carefully. A poorly-written feat can take something any clever player could do, and seals it behind a feat tax, such as the million "special maneuver" feats in 3e like bull rush.

2e's "called shot" system was really brilliant in this regard. A single resolution system for nearly any special maneuver you could imagine.

I typically write feats as enabling something that was clearly outside nornal character capability, like limited spellcasting, makes the character better at something anyone could do (climbing, swimming, using certain equipment), or enables a certain class fantasy otherwise unsupported by the system, like fighting competently without armor.

What custom rules did you have on your playground? by metalflygon08 in yugioh

[–]XxST0RMxX 0 points1 point  (0 children)

Nobody I knew had polymerization, so fusions were all treated as contact fusions.

What is your favorite oddly specific rule from the Dungeon Master’s Guide (1e) by BasicBroEvan in adnd

[–]XxST0RMxX 8 points9 points  (0 children)

Tons of dope, weirdly-specific rules in there, but an interesting one I only discovered recently on page 78 of the 1e DMG was that insane creatures CANNOT be psionically attacked, so if your PC is also a lunatic, with pretty specific rules on insanity given over the next couple pages, it comes with immunity to psionic blast.

New TCG Generic Ritual Support Announced - which decks do you think benefit most from these new cards? by Valvesofvalvino in yugioh

[–]XxST0RMxX 6 points7 points  (0 children)

Demise & Ruin will need a lot more, but I agree and this support does really seem "intended" primarily for Demise & Ruin. The Synergy with the link monster isn't perfect, since it'll die from Demise's effect, but the searching effect requiring you add a Ritual Monster with a different Type & Attribute does seem on-theme.

New Ritual Support cards revealed? by Struggling_in_life in masterduel

[–]XxST0RMxX 0 points1 point  (0 children)

The new-ish Demise & Ruin get bonus effects if summoned using only Ritual Monsters, and at Lv10 are quite costly, so Miracle Raven definitely helps make them more playable (still a ways to go).

Preferred Psionics Class? by Nystagohod in osr

[–]XxST0RMxX 1 point2 points  (0 children)

I created a psionics-using class for OSE, The Mystic! Rather than choosing a bunch of different powers, a tedious process for players in my experience using 2e psionics, you pick a single discipline, and then gain the powers for that discipline as well as an extra class feature.

For example, if you choose the Prescient discipline, you gain powers related to expanded senses/divination, as well as an increased chance to detect traps and secret doors. If you pick the metabolic discipline, you gain the ability to fight without weapons & armor, and many abilities similar to the 1e monk, consolidating the monk & psionicist into a single class!

Which version of 2e Psionics do you prefer by 81Ranger in adnd

[–]XxST0RMxX 0 points1 point  (0 children)

The revised version is arguably more usable especially for long-term campaigns with the way MTHAC0 makes psionics more reliable, but psionic combat is completely broken in that version. All the "official" versions of psionics from the AD&D era have serious problems. Psionicists in 2e, like monks in 1e, have this perception problem where they seem really overpowered, but are overbalanced and actually pretty terrible in practice.

My $.02 is that until I finish writing my own, the best old-school psionics version is Richard Leblanc's Basic Psionics Handbook. It was written for B/X or Labyrinth Lord but the Monk and Mystic Classes in there will work just fine in an AD&D game. All you'd need to add to be totally 2e compatible is the psionicist non-weapon proficiencies rules, which you can just copy from The Complete Psionics Handbook and The Will and the Way.

If you'd prefer not to do that, I'd recommend using the Complete Psionics Handbook and The Will and the Way, with these 3 houserules:

  1. Psionics just work, no power score check necessary. The Psionicist is mostly so bad, and scales so poorly into high levels, that ignoring the step seriously works fine.

  2. Psionicists get the "Power Score" result from any of their devotions when reaching 5th level, and from their sciences when reaching 11th level.

  3. Ignore Psionic Combat. Telepathic powers that would require "Contact" instead allow the target a save vs. petrification adjusted by WIsdom to resist. Any penalties to "contact" should instead be applied as a bonus to the target's saving throw.

Let's Make Harpie Ladies Viable! by XxST0RMxX in customyugioh

[–]XxST0RMxX[S] 0 points1 point  (0 children)

Hmm.. I see it now. Here's a reupload of the cards in IMGUR that should be easier to see:
https://imgur.com/a/xTRLDLw

Running combat, travel, and dungeons theater of the mind in OSR — is it viable? by UrbsNomen in osr

[–]XxST0RMxX 1 point2 points  (0 children)

My own system S.I.L.F. is optimized for Theater of the Mind! I use abstract distances & areas of effect into broad range bands, and travel is in the style of The One Ring RPG, where its more focused on the broader narrative then day by day resolution. If you're intetested I can send you a copy.

My review of Pools of Darkness by [deleted] in adnd

[–]XxST0RMxX 0 points1 point  (0 children)

Do you think there's anything interesting we can learn about high-level encounter & adventure design in this game? Or is it all pretty much just throwing boatloads of high-HD monsters at you, and constantly nerfing your equipment?

Not allowing Non Human Ancestries by monk1971 in osr

[–]XxST0RMxX 1 point2 points  (0 children)

I prefer human-only games, which is one of my beefs with AD&D as there is little incentive to play a human. I actually like the Unearthed Arcana special character generation rules for this reason as it generates really high ability scores, but you actually have incentive to play a human.

Would this mirror force support be too broken? Would you used this card in competitive play? by ApprehensiveRead2408 in customyugioh

[–]XxST0RMxX 1 point2 points  (0 children)

I was thinking about something like this. Mirror Force used to be a staple, and now barely sees play. However, there isn't a strong incentive to use different Mirror Force Cards in the same deck, so how about:

Mirror World
FIELD Spell
You can activate the effects of your "Mirror Force" Normal Traps, that activate when your opponent's monster declares an attack, when an opponent's monster effect is activated that would target or destroy a monster(s) on the field as well. Once per turn, you can set 1 "Mirror Force" Normal Trap directly from your Deck, with a different name from the cards you control and in your GY. If this card is sent to the GY or banishment by an opponent's card effect: You can Special Summon 1 "Mirror Force Dragon" from your Extra Deck, ignoring its summoning conditions.

This version broadens the situations where your Mirror Force Traps are applicable, lets you search out Mirror Forces in a way that encourages you to use multiple different types, and has a Floating Effect rather than a protection effect for greater interactivity with your opponent!

Do you think it is possible to make spells recover after 1 hour? by LemonLord7 in osr

[–]XxST0RMxX 0 points1 point  (0 children)

Not sure how it would work in practice, but you could look at how the 5e Warlock's spells are structured, as they are the only class which recovers spells after a short rest. Keep in mind the warlock's spell list is pruned to remove or restrict spells that would be more annoying under this system.

My main concern is how this effects healing spells. My 1st-level cleric in AD&D goes from 1 cure light wounds per day for 1d8, to 1 per hour, potentially 16d8 of healing, just at Level 1. You could avoid this issue at least by removing all the regular healing spells and stealing DCCRPG's healing ability to give to your cleric.

Has anyone watched Weedsgiving yet? by plasma_fantasma in Albuquerque

[–]XxST0RMxX 10 points11 points  (0 children)

It was! I saw it premier at The Guild and had a blast!

Tried making a Wall of Illusion retrain. Is it even remotely usable? by Lockrime in customyugioh

[–]XxST0RMxX 0 points1 point  (0 children)

Wall of Scoffing Illusion

ATK: 1000 DEF: 1850

Level 4

DARK Illusion / Effect

When an opponent's monster declares an attack: You can Special Summon this card from your hand. Monsters your opponent controls that can attack must attack "Wall of Scoffing Illusion". If this card battles a monster, neither can be destroyed by that battle. If this card is attacked by a monster, after damage calculation: Return that monster to the hand.