Rulings, not Rules - The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on.
Player Skill, not Character Abilities – Original D&D is game of skill in a few areas where modern games just rely on the character sheet. In an old school game, you are always asking questions,
So, I've been busy trying to figure out what games to present tomorrow night, as my friend has not contacted me yet regarding the group's mindset. Therefore, I've been left with little choice but to eliminate games from my list based on what they currently play. Since they play Castles & Crusades, I've thrown out my fantasy games. They play Star Wars d6, so I've removed my space opera games as well. They play World of Darkness, thus one of my horror games has also been removed. That leaves
Does the assumption that we all want to play "Heroic Fantasy" bother you about 4e? Well it does me, I've complained about this before so I won't go over it again. What I will do is talk about a possible way around the default Heroic Fantasy setting.
So the other day I was messing around with the character builder and I happened to leave the character's class empty. This had an interesting effect on the character.
Gone are the never ending escalation of HP, gone
I figure the blog is the best place to put this. I am thinking when I eventually run this game, I am going to set it up so it has a way to switch between classes. It will be limited, but versatile "enough".
First, I was thinking each character has to choose 4 different classes (1 from each job category). Once per day, the character can decide which class he wants to use for the day. He can't change until the day is over.
This will keep things fresh, and
Updated 08-30-2010 at 11:36 AM by yukonhorror
Not long ago I was asked for help writing MapTool macros for a D&D 4E character. I came up with the idea that writing a single generic macro that could fit most of the powers would be the way to go. This way you could just copy the macro over and over for each power rather than create a new power for each one.
Since the macro would be loaded by a player and not the GM of the game I couldn't rely on there being anything built into the campaign properties, so the macro needed