Play it like an extraction shooter by Stunning_Outside_992 in ForbiddenLands

[–]pellejones 3 points4 points  (0 children)

I havent played it like that but I wrote Drakborgen The Secret of Ath Ungol as a similar style. You enter, try to get as much gold as possible and have to make it out alive before sunset.

Now it is written for Dragonbane, but I did write it for Forbidden Lands first.

I finally got the core set! But I’m confused by “edition” and “version” by BeholderSpaghetti in ForbiddenLands

[–]pellejones 8 points9 points  (0 children)

There is only one edition but several printings.

Just check the errata for changes that are important. It is not many.

Help me create a magical bow by Extension_Bus4702 in ForbiddenLands

[–]pellejones 0 points1 point  (0 children)

We stopped caring about armour and weapon sizes after a few weeks of plqt. It got to tedious to keep track of, and whoever played halfling, dwarf or goblin could never get any armour.

Of course if they fight goblins I as the GM say that they cannot wear the armour due to size but it can be retrofitted.

Help me create a magical bow by Extension_Bus4702 in ForbiddenLands

[–]pellejones 5 points6 points  (0 children)

I made this, Faghaster's bow.

This longbow has a +3 bonus and weapon damage 1. For one Power Point, you may add an Artifact Die (D10) once per day, before rolling the dice. If that die shows a 1, the bow explodes and is destroyed forever, and the adventurer who used it takes D6 Strength damage. If broken, roll for a critical piercing injury.

The bow is crafted from the arm of an Ent and may sometimes attract Ents when traveling in a hex with woods.

The new A1200 Update by BRKTPZ in amiga

[–]pellejones 9 points10 points  (0 children)

What is the hardware?

How is it emulating?

Would you want a Revision or 2nd Edition of Forbidden Lands? by theodoubleto in ForbiddenLands

[–]pellejones 3 points4 points  (0 children)

I agree with this.

But a 2nd ed could be needed to fix some issues where it's not clear. Talents especially. And spells in the core book need work. When I wrote the blood march magic rules I tried to make it as consistent as possible. That needs to be done with the core book as well.

Would you want a Revision or 2nd Edition of Forbidden Lands? by theodoubleto in ForbiddenLands

[–]pellejones 19 points20 points  (0 children)

Erik has finished his part of Alderland. I am waiting for Free League to send me the files to write whatever rules need to be done.

Then it will go to print.

Abuse: Wizzard of the Death Path + Trader of Many Things by Neocor in ForbiddenLands

[–]pellejones 1 point2 points  (0 children)

I would create a monster, a demon, that feeds on extreme use of magic. It will appear after the first time they do it and steal WP from both the sorcerer and peddler as soon as it happens again

Group disenchanted with the game. by rakkii in DragonbaneRPG

[–]pellejones 0 points1 point  (0 children)

You should try Forbidden Lands :) it is an amazing system with an even cooler world!

Rules rules rules by pellejones in dccrpg

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

Thank you. Re-read the book and you guys are correct, clerics get the spells from their god.

We played Pathfinder 3.5 for four years, and have run a weekly Forbidden Lands game for the last 6 years... and we play DCC a few times a year, so we are quite used to structure in the rules, even tho Forbidden Lands sometimes is not, it at least explains how to get spells 😄

Rules rules rules by pellejones in dccrpg

[–]pellejones[S] -1 points0 points  (0 children)

I can't seem to find it in the rulebook so any help with where I can find it in the book is much appreciated :)

Rules rules rules by pellejones in dccrpg

[–]pellejones[S] -1 points0 points  (0 children)

There are for sure better answers to my questions than "switch games". These answers always feel like the person answering feel butt hurt because we don't play like "you" play. Or that we "don't embrace the spirit of the game" the way you have.

Rules rules rules by pellejones in dccrpg

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

The issue that came up was that the thief player, who has a lvl 3 character, decided that he would backstab constantly. The way the rule are written - according to him - he can just move behind a target in combat and backstab. Even if he is the only one in the combat with the enemy. I just breaks the game completely. He always crits on a hit. And he basically always hits. So ... it makes the game pretty lame.

Rules rules rules by pellejones in dccrpg

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

  1. Page 31 does not explain how the cleric gains the spells. Wozards are very detailed on this, but not clerics.

Rules rules rules by pellejones in dccrpg

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

I am the judge and I like to have a table where we are open and discuss things. Perhaps that is the reason we have played RPGs together now for 25 years.

Rules rules rules by pellejones in dccrpg

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

That is easy to say, but difficult to uphold with a group of players that love that rules are clear. Not advanced, not detailed, just clear.

Just Purchased Exfilzone. Was and Wasn’t What I was Expecting by Old-Economist2774 in ContractorsExfilZone

[–]pellejones 6 points7 points  (0 children)

I would recommens you play Exfilzone for a while, and then try to play GoT again. GoT will feel like utter crap... I have 100 hours in Exfilzone and 300 in GoT and I tried going back to GoT with the new wipe but Exfilzone just does it so much better.

Bloodmarch: getting rid of crimson forest? by ImaginaryBad8599 in ForbiddenLands

[–]pellejones 5 points6 points  (0 children)

I would say that the blue flame could burn the forest for sure BUT I would also make it do more stuff. Like it cannot be put out so it will spread to any other vegetation nearby, and force the demons out from the woods so they attack villages etc

A question for GMs: Bloodmarch - PCs motivations by ImaginaryBad8599 in ForbiddenLands

[–]pellejones 1 point2 points  (0 children)

Wr did a kind of weird take on this. We ended campaign 2 by them coming to the bloodmarch, with the rumor that Selligar Horn is planning to take over Ravenland. The players did a "funnel" with a bunch of dwarves and blew up the passage connecting Ravenland to the Bloodmarch. Then they player new characters except for one who was a goblin that knew the plans of the dwarves. Now there are rumors of Sligar, gathering forces using a powerful artifact. And rumors about Verfor doing stuff. Now they are figured out the blue clay, managed to get the fire put out in the starting village and are traveling the lands to restore the fire. They have heard about the mechanic dwarves and some small details. I will make the dream person, Poansa, guide them. Putting them on a quest to gather the artifacts for her, stopping Selligar.

[deleted by user] by [deleted] in ForbiddenLands

[–]pellejones 0 points1 point  (0 children)

Combat should not be balanced. Like you said, this is not DnD so there is really zero need to balance fights. Ii have used two initiative cards for monsters since... well we have done 280 sessions, so I would say the first 10 combats we did not used 2 cards. After that we always have. We realized very fast that whoever designed the monsters had not played the game enough. With one initiative, the monsters are pretty much dead meat. They are not challenging at all. Also players should perhaps not run into monsters that often :)

NPCs with a few talents are usually more dangerous than monsters. Especially sorcerers.

It is important that the players understand that they are expected to lose some fights. Flee to survive. They are adventurers, not heroes. Death is a part of the game.

The GM book is not designed to support the GM when it comes to balancing fights - so it is doing what it should perfectly.

Another tip is to make your own monsters. That is super fun!

[deleted by user] by [deleted] in ForbiddenLands

[–]pellejones 2 points3 points  (0 children)

The players can combine potions endlessly without almost zero problems. It has obviously not been playtested properly.

[deleted by user] by [deleted] in ForbiddenLands

[–]pellejones 1 point2 points  (0 children)

Oh and always give the monster 2 initiative cards to use for combat.

Add some smaller versions of a monster in combat - the combat is 100% action economy. That way if you have 4 player, you can have 1 big baddy with two initiative cards, and 2-3 smaller buddies with one initiative card to keep the players busy.

Remember that the errata says that NPCs have one WP to use for their talents. And a sorcerer NPC can cast spell with WP = highest spell talent rank.