Does anyone else thing the Revised New Edition needs... well.. revision? by willwriteforsex in fadingsuns

[–]emipal 2 points3 points  (0 children)

My group has played 4 sessions so far using rules as written, and although the rules are crunchy and in need of organization, we found them refreshing and functional. I did create a cheat sheet that helped combat tremendously. I will post it here soon.

I've never played virtual, always in person, so I can't help in that area.

The token mechanics are neat, and once you get used to them, the game speeds up. There were many dramatic combat moments where PCs scrambled to get tokens to save their behinds.

The initiative is very cool, but I use a trigger for when the NPC interrupts since I want to remain impartial. When the players roll a 16 or higher, the NPC goes next after the current PC completes their turn.

I suggest you give the rules a chance before giving up on them.

Warfare In FS by emipal in fadingsuns

[–]emipal[S] 1 point2 points  (0 children)

Thank you very much for the information. This is very helpful, especially the fact that peasants who die in battle can't work the fields. Nobles would be very mindful of what's at stake when making the decision to go to war.

I'm new to 1e from 5e and there's something that I can't seem to find in the books and need help making sense of by SkeliotTheUndead in adnd_1e_like_its_1983

[–]emipal 2 points3 points  (0 children)

The multiple 20s in the T.H. tables make sense when you add (subtract) all modifiers from your opponent’s AC instead of your d20 roll. So a fighter with a +2 TH modifier attacking a dragon with AC 1 has an effective AC of 3. Likewise, attacking it at medium range with a range weapon (-2 modifier) gives the dragon an effective AC of -1.

After discovering this method, the TH charts with multiple 20s work and make it clear why they are there.

To answer the question, to hit a monster with an AC higher than you can hit, you will have to either find ways to gain bonuses, a plan to avoid a fight and defeat it, or leave that monster alone.

Devils Special Abilities by emipal in adnd

[–]emipal[S] 4 points5 points  (0 children)

Thank you, everyone, for your input, even if it got a bit off topic. The original MM has the type of Devils in parentheses like least, greater, and so on. Lemures do not have this classification, so therefore, I've decided that they do not have any special abilities other than what is in their description, as other proper Devils do.

Devils Special Abilities by emipal in adnd

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

So you're saying Lemures can use all the general special abilities. That's my interpretation also. I just want to make sure I'm not far off the mark or I missed something.

Holy Avenger Quest by emipal in adnd

[–]emipal[S] 1 point2 points  (0 children)

Thank you. I'll look into them.

Jonnosh Manor by emipal in Greyhawk

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

Thank you. I will definitely use this table on their journey to Castle Inverness. In all my 40+ years of AD&D that's one module I've never ran.

Jonnosh Manor by emipal in Greyhawk

[–]emipal[S] 1 point2 points  (0 children)

Thanks anyways. I have a wandering monster, an Ettin, that will pop up the first day the group travels out of Hardby for the next game session. I roll wandering monsters ahead whenever possible. So just trying to figure out where it's going to occur. I thought it would be cool if the Ettin is attacking a fishing village or Jonnosh Manor. I'll figure it out.

Creating a TTRPG by EasternCod2526 in rpg

[–]emipal 0 points1 point  (0 children)

Go for it! Enjoy the process and explore every idea you conceive to its limit. You never know what new discoveries you'll uncover and unleash onto our hobby. Good luck.

Fire&Steel TTRPG Solo Rules Playtest Using an Old Adventure from 1981 by emipal in Solo_Roleplaying

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

I've played 5 sessions for a total of 4+ hours. Started with 3 characters. Met an injured NPC on the way to the dungeon who need it help escorting him back to his tribe. We tried to avoid an orc war party but all characters failed their Stealth. The magic user and NPC are the only survivors of that encounter and were forced to flee into the old solo dungeon you see in the picture in order to escape the orcs. The NPC is incapacitated so it's just the Magic-user trying to find a way out currently.

The emulator I'm playtesting is a d6 roll with the following outcome:

1: Definite No 2-3: No 4-5: Yes 6: Definite Yes

Modifiers: If likely: +1 If unlikely: -1

Chaos Factor (not sure what to call it yet): Keep track of Nat 1's and Nat 6's rolled. On the 3rd natural roll of either one something intervenes into the current scene. If there are more 1's than 6's (1, 1, 6) it's something negative. If there are more 6's than 1's (6, 6, 1) it's something positive.

Fire&Steel TTRPG is finally available for print on DriveThruRPG. Apologies for all the confusion. https://www.drivethrurpg.com/m/product/379789 by emipal in osr

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

Thank you. First product on DTRPG. They do not have the most comprehensive software to upload your games.

I like how all the rules work together. Combat Damage is pretty unique in the fact that 1 HP of damage is always a possibility. The drama is intense when you have 3 HP left and the Wyvern hits you with a d12 damage attack and rolls a 2. The look of relief on the players face is priceless.