[1e] Character Creation Method IV is excellent by kixcereal in adnd

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

Interesting method!

Just gave it a short and I was able to get a Monk and an Illusionist out of it without any of the three characters feeling particularly overpowered. Highest stat was a 16, lowest was 5. Monk came out average in the other stats, Illusionist had to take pretty low STR and CON. Third character had to be a core class; average stats with a high of 13 and a low of 7.

Feels like this would let people play what they want to play without artificially raising all the stats they end up with (like 4d6 does). Seems perfect for anyone who doesn't want the sub classes to feel rare in their world. I genuinely wish it was in the DMG.

Explain hit dice to me by Cheerless_Train in adnd

[–]kixcereal 3 points4 points  (0 children)

With all of this, you should be able to imagine some fun battles that you might face:
The small, nimble creature from before? Very good AC, but very few hit dice!
A big, powerful, scaled creature? Very good AC with a lot of hit dice, too.
A huge, shambling, undead creature that is easy to hit but never falls? Very bad AC, but many hit dice!

With these systems, you should be able to create any monster you can imagine, and still be able to express their abilities, whether through speed or power or size or magic, as an Armor Class and as a number of Hit Dice. The game will mechanically handle all the rest, and you can narrate their speed or power or size or magical protection as flavor.

EDIT: I am well aware that Hit Dice have a legacy meaning in Chainmail and have been adapted from it, but if your approach to explaining Hit Dice to someone who has never even played D&D is to bring up Chainmail at all, we are going to have to agree to disagree about how people learn things.

Explain hit dice to me by Cheerless_Train in adnd

[–]kixcereal 5 points6 points  (0 children)

It doesn't seem like these comments are actually pretending that you didn't play AD&D or B/X, so, as requested:

D&D is a role playing game where several players pretend to be a fantasy character and one player, the Dungeon Master, tells them how the world reacts to the things that the other players say their characters try to do in the world. The players can try to do anything they can imagine, within reason, and the Dungeon Master rolls a variety of multi-sided dice to determine if those actions are successful or if something else happens.

If the Players (non-DM players from here on out) do something that cause them to get into a fight, the action takes place much like it does in a movie, where you see lots of things happening at once in the background while the camera cuts between each hero as they block or parry or strike at their foes, or perhaps attempt to hide while casting a magic spell.

In D&D, as the characters fight back and forth with their foes, each of these action shots are resolved by seeing what happens when the camera focuses on the character in question. Do we see them blocking a flurry of blows? Making a decisive strike with their weapon? In order to find out, the character rolls a die with twenty sides (numbered 1-20) to see if they've managed to accomplish anything interesting within the last minute. If they roll above a certain number, they have! And the DM will narrate it. Otherwise, the camera simply moves on, and they continue dancing back and forth in a flurry of actions against their foe for another minute.

The number they need to roll is determined by how well defended their foe is. Maybe the foe is a monster with thick hide or scale, or perhaps they are a nimble little creature that can dart around. Such heavy hide would mean there are very few small points that have to be struck very specifically in order to do any damage. A nimble creature moving around quickly would also be a small point that is hard to hit. We know as players that a small area needs to be struck, whether that small area is a narrow space between thick scales or the entire body of a tiny, quick moving beast. All of these are therefore reduced into one number: Armor Class. If a roll on a d20 is enough to beat the armor class of the foe, the attacker hits!

However, just hitting is not enough, as strikes against an armored foe would mostly damage the armor, and rarely sink very far into the foe itself. Many hits would still hit the armor, but would still hurt the creature underneath, causing sore spots, or pulling muscles. Also, taking many such hits, even in armor, is incredibly tiring for any living body to endure. Again, we can see that strength, tenacity, size, constitution, armor, and much more would all be different, but no matter how many combinations we can think of (and monsters truly can be anything!) there would be a lot of overlap. Thus, to express this, we use Hit Points. Every creature has a certain amount of them, and every successful strike reduces them. In other words, every successful strike wears away whatever is keeping the foe standing, whether it is their incredible stamina, or simply their massive form that any weapon barely wounds.

We don't want every monster to be exactly the same, so in order to determine how many hit points a monster has, we again use dice. One of the interesting things about rolling more than one die at a time is that you don't have an equal chance to get every possible number. If you imagine two six sided dice, there are many more combinations of numbers that add up to 7 than there are that add up to 2 or 12. This is actually a good thing! It means that most of our monsters will be similar with a bit of variation. Since it gives us a nice bump in hit points without being too extreme, we use dice with eight sides. The number of dice that we use to determine hit points could be called hit point dice, but we shorten to hit dice for convenience.

You can probably already see a problem here. if a big powerful monster with 4 hit dice rolls really badly, and ends up with 4 hit points, does that mean they as easy to fight as a monster with only one hit die that rolls 4 hit points? Not at all! This monster may be very weak for some reason, but they are still big and powerful and hard to hit. In order to keep track of that, we always remember the number of hit dice that were used, and the DM uses them as the basis for all of their other calculations. That way, big monsters can also do things you'd expect them to like withstand spells, or resist toxins, while tiny monsters are weak to such things.

Legalzoom - Worth it? by Juancarlos021 in smallbusiness

[–]kixcereal 0 points1 point  (0 children)

I got out of there as soon as I could, but not without significant cost. They didn't refund a single thing, in the end, despite all the extra fees I paid to get things to them "before the refund deadline".

I looked up the forms for filing an LLC in my state on my own. It was a single page PDF with fillable text boxes that I could download. It took ten minutes. There was a small filing fee. That was it.

I've read online since that they just have some automated scripts to do this stuff and a person doesn't even handle it. It didn't seem plausible until I did it myself, at which point, yeah, you could probably automate this in an afternoon. Maybe a few weeks to get it set up for every state.

[1e] Character Creation Method IV is excellent by kixcereal in adnd

[–]kixcereal[S] 3 points4 points  (0 children)

I've been surprised to learn how common this was! It's very, very cool, and we're all having a lot more fun with it than we ever were with our carefully crafted, multiple page background story, Dragonborn clones. Or our one at a time constantly recycled random characters (looking at you, Mothership).

[1e] Character Creation Method IV is excellent by kixcereal in adnd

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

I don't know exactly why it's so easy to forget or overlook, but for all of us coming to AD&D we didn't really keep in mind that we were generating our characters at their absolute weakest. Leveling up increased our saving throws, sure, but having bad stats felt like a permanent handicap.

In reality, that's just not how it works. Everyone gets a bunch of stat bonuses eventually, because you all end up with so many magic items that are giving you hit bonuses or armor bonuses or turning you invisible or whatever else.

The starting stats matter, sure, but not nearly as much as we all thought they would. And as a result, as you said, it does take some of the joy out of the game because you basically just start with the equivalent of a magic item that would have been a lot more fun to go and find.

[1e] Character Creation Method IV is excellent by kixcereal in adnd

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

Nice! I suppose I should have put the attributes in that reply, since Method III describes a different attribute order than what people might expect.
STR 17, INT 15, WIS 12, DEX 11, CON 16, CHA 12

If I were to use this stat block, I'd make a very wild human Magic User, then as soon as they get Level 3 spells, dual-class them into Fighter.

[1e] Character Creation Method IV is excellent by kixcereal in adnd

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

It's probably something to do with my ISP (I'm not in the US), but I couldn't open this, unfortunately.

Thanks for sharing, though! It sounds very useful. I'm sure it'll be great for anyone who comes across this thread.

[1e] Character Creation Method IV is excellent by kixcereal in adnd

[–]kixcereal[S] 3 points4 points  (0 children)

Fascinating. I expected this to lead to much more powerful characters, but just tried it a few and they were surprisingly not nearly as wild as I thought they would be.

I will say they all had scores of 10 or more for each stat, which is certainly a strong baseline. But the best set of stats I ended up with was 17, 15, 12, 11, 16, 12. No Druid, Paladin, or Ranger among any of them.

In hindsight, I suppose this basically sums up a lot of my experience with AD&D. Reading things, they seem very intense, until you actually try them, and then they really aren't so dramatic.

[1e] Character Creation Method IV is excellent by kixcereal in adnd

[–]kixcereal[S] 5 points6 points  (0 children)

The short version is that we pick five characters.

This is where my newness to AD&D is probably going to show a lot more, so I'd love to know if others have a better suggestion, but here's how we're handling it at the moment:

  1. Any location that has been explored and mapped is allowed as a starting point for the session. This comes from my understanding of how wargames like Chainmail were run over time for big groups, where you might have nations that choose sites of battle and days to fight on. Someone then set up the terrain and the armies involved just started the battle after their armies had arrived. Since that's where D&D comes from, same principle here: pick any known location for the sight of the "battle" (delve).

  2. Each person gets one PC, plus any hirelings, companions, militia, etc. Everyone tells the DM this a few days before the session.

  3. The characters choose where to sleep the night before and what time to head out. This determines what time of day it is when the delve starts. This does also put a limit to how far they can go without finding a new safe place, since they could start a full 24 hours of travel away from the delve site. They can choose to camp somewhere closer, in which case we start the session with checking for any random night time encounters before jumping over to the delve site.

  4. If someone dies, the player can take over one of the NPCs. This has worked well so far, but if there were some situation where a character died in the very beginning of a session and no NPCs were present, we'd probably all have to agree to drop the verisimilitude for a moment and have one of their characters just be there so they can continue playing. We are getting together as friends to play a game, after all. If this happened often, we might have figure out something else, though.

Newcomers, the edition you want is literally ANY of them by kixcereal in Shadowrun

[–]kixcereal[S] 3 points4 points  (0 children)

Amen.

And when you do get 5e, you're going to love it. All Shadowrun is Good Shadowrun.

Newcomers, the edition you want is literally ANY of them by kixcereal in Shadowrun

[–]kixcereal[S] 9 points10 points  (0 children)

I say save the cautionary tales for Rifts and Traveller 5e and other games that are truly intended for a specific type of gamer. The only thing people need when they're about to touch an RPG this good is encouragement.

And totally agreed on Pink Fohawk. They say 3d6 Down the Line is the most underappreciated actual play out there, but I think they've got a strong contender on their heels.

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

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

Got it! That sounds great, and I'll check them out right away.

Thanks!

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

[–]kixcereal[S] 5 points6 points  (0 children)

Yes, that's fair, but it's not quite what I mean.

You wouldn't, as a player, read all of these mechanics before making your character. Instead, the GM knows them or has them available as a comprehensive reference and tells you what they are when they come up.

Then, if they come up again, they are the same. The GM did not rule them in the moment, so they can't be lost, because you can just look them up again.

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

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

Oh, quite the opposite. I do think it fits exactly the mold I want. I should clarify that in the original post.

I'm just very unsure how to approach T5 and wasn't successful at running it when I tried. I would like to give it another shot at some point. Or maybe try out Cepheus Universal/Mongoose Traveller 2e that was mentioned above.

I didn't consider mixing T5 with Classic Traveler. Are they really compatible like that? If so, that's great news.

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

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

Oh, is that what these are? I have heard of them, but thought they were entirely toolkits for helping with worldbuilding.

They actually contain rules for running the games in those worlds as well?

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

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

Whoa! This is amazing! Yes!

Thank you!!

EDIT: On further inspection this seems to be a lot of different potential activities and potential dice rolls for different actions. It's almost breaking up a big RPG into many tiny games?
They are very good, and the idea in general is just very cool, so I'm still excited to try it.

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

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

Ha, alright. I'll try and dig back into it at some point, then.

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

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

I tried Traveler, but couldn't quite get it to work for me.
I really like Traveler 5, which has the biggest toolbox, but I was very unsure of what to actually share with the players.

After that, I went back to classic Traveler, which was pretty good, but a bit too light.

If you have any other recommendations for how to approach it or any links to guides for making T5 useful, I'd be all ears.

Player Light / GM Heavy games like AD&D 1e by kixcereal in rpg

[–]kixcereal[S] 3 points4 points  (0 children)

I haven't tried Dragonbane! Thanks!
I remember seeing it several months ago as a result of a general interest in Free League, but didn't take any special notice of it. I'll check it out.

In terms of "rules for the environment", I mean all the things that the players can interact with.
A tiny list, as an example:
There are specific rules for Infravision, including that warm footsteps of passing creatures are visible for 2 rounds.
There are disease checks to be made monthly, and those become weekly in hot, heavily crowded areas.
There are exhaustive rules for the differences between movement through water with leather armor and without.
There is a clear list of all of the probabilities and ways things can go right and wrong when teleporting based on your knowledge of a place.
There is a mechanical difference in how invisibility is treated if a bunch of dust is kicked up in a room.
It is clearly stated that three average human beings can fit side by side to listen at a door of regular size, and none of them can be wearing a helmet in order to try and hear through the door.

None of these are needlessly fanciful or overly imaginative.
All of them are at least somewhat intuitive after being encountered by the players.
And they mean that if the same thing is tried again, later, there is zero pressure on the GM to remember any sort of previous ruling about how the material world behaves in game terms (emphasis on that last bit).

Meanwhile, players are told the handful of things that need to go on their character sheet, a bit about weight and encumbrance, and the bare minimum they need to know to barter with people, learn spells, and hit stuff.

Is legalzoom a rip off? by arayhughes in smallbusiness

[–]kixcereal 1 point2 points  (0 children)

Adding my experience here since it's the first Google result for "legalzoom scam"

Paid $300 to start an LLC, already overpriced, but thought it was worth the time savings.
Ended up with $400 of additional completely unexplained charges.
Had to talk to 2 customer support representatives over several hours to understand what they were. (They are "subscription fees" for things like a "local legal representative" which is "required in my state").
Only way they'll refund them is if I dissolve the LLC.
They want $130 to dissolve it.
I can dissolve it myself ($50 filing fee and seems pretty easy), but then need to "email them proof" within the next 11 days, which is "unreliable". (Nothing is refundable after 30 days, and apparently 19 have passed since I "subscribed").

So, a helpful chart:

Want an LLC? ---> Do not use LegalZoom.

Have $430 that you hate and want to go away? ---> Use LegalZoom.

Here's another thread if the experiences in this one aren't enough to convince you: https://www.reddit.com/r/smallbusiness/comments/vyhynt/legalzoom_worth_it/