December 15th, 2006


(no subject)

So I'd been thinking of running a D&D game. What I'd like is lots of exploration and slowly figuring out the nature of this over-reaching plot, with possibilities for combat. I was especially inspired in thinking about things by the story elements in a recent Dungeon magazine explaining how this utterly Gygaxian dungeon came to exist - I like the dungeon, would tone it down if I used it, but I really liked the background.

Thus I was wondering what you thought.

Poll #889413 The D&D Adversary Poll

What would be the creepiest adversary with the richest story potential?

Spiders and spider cultists
Weird earth/water/mud paraelemental cults
Fanatic devotees of a long-dead (or is she?) dragon
Rogue drow elves or some other familiar adversary, but with an unusual twist.
Interplanar invaders who have technology, magic, or psionics outside anyone's prior experience

(no subject)

So, I've been reading up on that Tristat-dx system that someone (who was it? Thank you, btw whoever you were) linked me to a while back. While I'm still interested in some aspects that I read about Hero system (Faster characters acting not just first in initiative, but more often than slower characters for example), I really like the look of Tri-Stat. The ONLY thing that I found that kind of jars me a bit is that attack and defense rolls are not contested! In other words, the attacker has an internal value that he or she rolls against, and if successful, the defender has an internal value that he or she rolls against. While the end result is probably going to be the same... (People good at attacking will hit more often, people good at defending will defend more often), some kind of mental hobgoblin (or is it a bugbear lol) warns me that the values should have to do with each other in some way. Like "[attacker] is this good at hitting and [defender] is this good at dodging/parrying/whatever = target number for success"

The fact that each attack requires an attack roll on part of the attacker and a defense roll on part of the defender seems superfluous... That's one more die roll than necessary to resolve the action. =(

Does anyone who plays Tristat have an alternative rule for this, or know if one exists? It seems so natural to do away with the attacker's internal value completely, and just make the defender's internal value the target number for attackers (with bonuses based on how good at hitting they are). So instead of [Attacker] has Value [X] that he or she rolls against, and [Defender] has Value [Y] that he or she rolls against, it seems more coherent in my brain somehow to say Attacker rolls against Defender's value of [Y] modified by Attacker's value of [X]. (No defense roll, since this formula already takes defense into account.)

All this being said, I'm going to try the system as it is written (And probably several times) before I start fiddling with it. Who knows, maybe I'll like it just fine the way it is.

Another inquiry though -
since this is going to be my first time running a game with this system, I'm more than open for opinions, advice, or general ridicule from anyone already familiat with the Tristat-dx system... As I mentioned before, I'm interested in running a superhero-themed game... any suggestions on starting character point values? (the suggestions on the book provide wide ranges) anything I should watch out for, be wary of, in running a game with this system? any resource materials online that I could make use of? Any tips for handling combat & rules and such?? Anyone want to point and laugh and throw rotten tomatoes? (Preferably those little cherry tomatoes, I like those.)

(no subject)

Hi everyone. I'm more of a lurker on subjects here, due to the fact that I'm not some brilliant tabletop Sage or anything, but a question just occured to me. And perhaps someone here might be able to either assist me or quell my curiosity at least.

I was wondering if there was any sort of system: obscure, popular, black market variety, or what-ever-you-got, that would aid me in what I would enjoy running or finding people to start up. I've always wanted to try something that doesn't take place in a fictional world, but rather our world (modern times, historical, it doesn't matter). Now I know the obvious suggestion is WoD, and I do know a bit about it, but that isn't quite what I'm looking for either. Though fun, WoD is a bit stifling for me. You're either a regular person with no non-mundane abilities, talents, or skills, or you're some form of uber-supernatural thing (vampire, werewolf, mage, etc), and the systems themselves can sometimes even be hard to combine.

I want something with the class system more akin to D&D, but with the setting of WoD of sorts. Something where characters could have the option to have some form of non-mundane talents, perhaps healing magic, ESP, or other more class-driven abilities, you know? Not something like, well "Mage: the Awakening," but all of your characters then have to have magic, and there are no other options.

I get the idea from games such as Shadow Hearts, Hunter, and then tabletop like WoD, but is there anything more resembling the D&D/WoD-ish hybrid I desire? Am I out of luck?

Anyway, thanks in advance to any who actually spend time reading and/or thinking about this.