Also, I'm sure Sleeper would be happy to cover logistics questions.
Last but not least, are there any questions you have for your friendly DM? If you need any clarity on your character, the campaign or rules please ask here and indicate if you are asking Josh, Nat or Don. Of course anybody may answer...
Also, I'm sure Sleeper would be happy to cover logistics questions.
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It's time for elections 2011! One of the best recommendations I've come across for speeding up game play is to elect party members to hold official(ish) roles. The roles in question are Party Spokesperson and Rules Lawyer.
The PS is in charge of soliciting feedback from the party regarding the issue at hand and guiding them toward their next step. They answer the classis DM queston, "So, what do you do?" The PS should be a natural leader, decisive and yet inclusive. The PS shouldn't abuse their power, but in the case of a total deadlock they will be the deciding voice. The RL is in charge of looking up stuff. They find out what a +1 Underpants of Tightness does, how far you can throw a dwarf and what does immobile really mean anyway. They answer the classic DM question, "So, which way does the giant fall?" The RL should be a good researcher and multi-tasker in that they need to be fully engaged in role-playing while doing rules checks. Also, the RL will be the only player allowed to access books and laptops during game play. Now I know a couple of names immediately come to mind for each role, but please give it some thought. By the end of posting we should have a Party Spokesperson and a Rules Lawyer and two back ups for each role, just in case... 7 days and 21 hours to go! Here's a sneak peak at our 2010 House Rules. This is your chance to change the way the game is played! Please ask questions and give critiques or praise. See you in a week!
Healing surges in the RAW are the amount of times you can be healed before an extended rest. In a blog I read of a house rule that facinated me. Redefine healing surges to simply surges. Surges are the ability to dig down deep and do something exceptional. The best example was using surges to recharge encounter powers. The outcome, the poster felt, was sped up combat. Players could endure less damage and deal more damage. Overall, it sounded pretty sweet. What do you think?
A. Gay B. Sounds cool. Let's try it Friday night and see if we like it. C. That's smok'n! Let's do it! In fact I have lot's of cool ideas for surges and they are... D. Other Good god man! Has this been the longest 4 day week or what?! The wait is almost over. This time tomorrow General will be picking me from the airport and we'll all begin to metriculate to the Sleeper Convention Center cite of this years fifth annual Nerd Con 2009!
Two of our men have fallen POL (prisoners of life), but we will be 7 indians and one beligerant DM strong. After loving on Dana and then kicking her out of her own house we'll shoot the shit, tune up our characters, review the house rules and get 'er goin! Before I get there, though, I want to use this opportunity to post the most current House Rules. This will give you a chance to get all of your whinny protests, I mean constructive feedback, out now. In all serious I am always open to feedback so let me have it! While you're in the wiki you could also check out the preview to our adventure Uncommon Valor, or the recap from last year's Faith of the Fallen. See you tomorrow! From my time playing DND with my girls and some coversations I've read online I feel we could streamline our conflict resolution dice rolls. The goal would be to give players more information, increase the tension of the scene, increase the narrative of the players and speed up the turn. I'll run through our current system, propose a new system and leave it open for comment. Our Action Point post spiraled dangerously out of control but eventualy spawned a very good, albeit totally unrelated, idea. Mentioned in passing by the all wise and powerful Wiggi, hybrid classes effectively combined character classes. Unlikely the uber class promoted by the less wise and powerful 3 Man, the hybrid class combines classes in a way that is both effective and balanced. Different than multiclass by virtue of the equal, steady progression in two classes simultaneously, versus the multiclass which puts you firmly in one class then introduces a second. Why wouldn't this work? Instead of multi-classing, allow people to uber-class. Uber-classing is choosing whatever power from whatever class you want. So you make a halfling trickster rogue and you choose a couple powers from the chaos sorcerer. Both rely on CHR and DEX so you're not weakening your character. You don't waste feats or your paragon path to accomlish the uber-class. You have a truly unique character! Think of the combos (goofy names by me)! The impotus of our conversation, check out the custom feats designed to make a ranged barbarian: the javelineer! |
Author3 Man an aspiring DM relying on story telling and gracious players to enjoy a little game of dice. Archives
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