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  1. convert 3.x D&D to HERO: Druid, Fighter, Monk, and paladin

    DRUID

    Nature’s bond: do domains, but will do upon request

    Wild Empathy: 15 CP (bought as animal handler [all categories] 9+PRE/5)

    Woodland stride: flight 12 m (active cost 12 pts) only for natural surroundings (-1/2) only in contact with a solid surface (-1/4) real cost: 7 pts

    Resist nature’s lure: +10 EGO (10 active pts) only vs. fey attacks (-1) Real cost: 5 pts

    Venom immunity: immunity to all poisons (5 active pts) ...
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  2. Converting D&D 3.x to HERO: BBC core classes (barbarian, bard, and cleric)

    BARBARIAN

    Fast movement: +4 m ground movement (4 active pts) not when wearing heavy armor (-1/4) real cost: 3 pts

    Rage: 3d6 AID expanded effect (STR, CON, EGO, STUN) (+1.5) (45 active pts) only works in combat (-1/2) self only (-1) one at a time (-1) side effect: always enraged (14/- enter, 8/- to exit) (-1) side effect: -5 STR, -5 DEX until end of encounter or until healed after wear off (-1/4) side effect: -2 DCV while raging (-1/2) x2 END (-1/4) not while wearing ...
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  3. Alignment Heresy and A Reformation: Alternate Alignments

    by , 04-07-2012 at 08:08 AM (Inside lives a goblin that feeds on indecision.)
    Law and Chaos might have no relevance in some campaigns. DMs may decide to forego alignments completely, or create an alternate system. A new system should include a Neutral or Unaligned option, and at least one active alignment.

    Monopolar alignments contrast with Unaligned, but have no true opposite. Spells detect merely its presence or absence. Examples in gaming include Shadow from Midnight and Chaos from Warhammer. One could also make this force positive, like Gnosis, a knowledge ...

    Updated 04-29-2012 at 09:13 PM by fmitchell

    Tags: alignment, theory Add / Edit Tags
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  4. Alignment Heresy and A Reformation: Shades of Neutrality

    by , 04-07-2012 at 07:58 AM (Inside lives a goblin that feeds on indecision.)
    In Moorcock's writing the Cosmic Balance is a force unto itself, albeit less forceful than Chaos or Law. Agents of the Balance battle Chaos's attempts to dominate worlds. (Law, apparently, is too lawful to violate the Balance, which doesn't ring true to me.) AD&D had a similar concept in True Neutral, a notably tenet of Druids. Unlike regular neutrals, who for the most part don't care about things that don't affect them, True Neutrals are neutrality extremists, intent on correcting any tilt ...

    Updated 04-29-2012 at 09:13 PM by fmitchell

    Tags: alignment, theory Add / Edit Tags
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  5. Alignment Heresy and A Reformation: Pruning the Nine Alignments

    by , 04-07-2012 at 07:53 AM (Inside lives a goblin that feeds on indecision.)
    D&D 4th Edition assumes that the most important distinctions are between Good and Evil, for some definition of Good and Evil. What if we consider Law and Chaos as primary? Three of our alignments then become Lawful, Unaligned, and Chaos.

    Lawful Good and Chaotic Evil could round out the set ... but really, people follow the Law always think of themselves as doing so for the Greater Good, and there's little difference between capricious and malevolent. Let's try something interesting. ...

    Updated 04-29-2012 at 09:14 PM by fmitchell

    Tags: alignment, theory Add / Edit Tags
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    Abstract Musings