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51
Sagely Advice / Re: Vampire PCs
« Last post by Scrasamax on August 11, 2015, 01:13:11 AM »
You're basically describing 1st Edition Vampire the Masquerade. It you ever look at one of those old campaign books, or the first gen material, the systems are different, but the graphics and mechanics, and maps and monsters are straight up old school dungeons and dragons.

The monsters became more vampire-centric, vampire hunters, secret societies of clerics, magi and from there, vampire magi.

The real challenge is going to be presenting monsters, traps, and dungeons that are suited to the immortal. Drowning, poison, gases, and such are hindrances, and the real things that challenge them are going to be sentient foes, and things that kill regenerators, ala fire, acid, and specialized materials, focused magics, and organizations.

52
Sagely Advice / Re: Big List of...
« Last post by Veretrix on August 10, 2015, 11:37:36 PM »
I know this seems to be an old thread, but I have to say this. Oh. My. God. This is absolute insanity. I cannot imagine ever having the patience to do such a massive undertaking as this. These traits/attributes/skills/insanities/phobias may come in handy for me, as I'm trying to design a post-apocalypse RPG from scratch.
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Sagely Advice / Custom Made Post-Apocalypse/Biopunk RPG
« Last post by Veretrix on August 10, 2015, 10:09:11 PM »
Hey everyone! I have been thinking lately about making my own custom rules for a post-apocalypse and/or Biopunk RPG totally from scratch. I know this is quite an undertaking (maybe some won't think it is), so that is why I have come here. I'm asking for any advice you may have regarding making your own homebrew RPG from scratch. I'm also not sure if I would want it to be d20 (the only type I've played) or d100 (never used but seems interesting).

These are also some brainstorming ideas I have for the game (if I go with post-apocalypse):
1. There will likely be some sort of "radioactive magic" in that some especially gifted individuals can manipulate various types of radioactive wavelengths and warp them into attacks, temporary boosts, etc. Interestingly, it seems only pure, non-augmented humans (see augmentation below) are able to harness this power.
1.5. Alongside, or instead of (not sure yet), the "radiation magic", there will be people who have awakened the deeper parts of the human mind and have thus unlocked psionic powers, such as telekinesis, telepathy, mental attacks, etc.
2. The apocalypse was caused by alien robots with intelligence surpassing that of humans that arrived on the planet around 200 years ago. While many of them have left for their home or other worlds, some have stayed behind. Regardless, the scar of their initial incursion is still evident, and may never heal.
3. While many people were all for the idea of artificial intelligence a few centuries ago, once the robots attacked, many grew resentment towards any technology that bore anything close to intelligence. Some more progressive people, however, still want to advance human technology to equal that of the old invaders, perhaps even surpass it.
4. Some humans, ever since the invasion, have freely given themselves to what they viewed as the "metal gods". Seeing them as the image of what humans could become if only they would allow their minds to be "enlightened", these cultists have been augmented with technology from the invaders, losing much of their sanity and humanity in the process.

These are some ideas if I go with Biopunk:
1. Psionics will be available pretty much along the same lines as the above type.
2. Biotech implants can be purchased to enhance physical/mental capabilities.
3. Easy-to-carry injections can be used to temporarily grant "magical powers" to the recipient, such as minor mutations, resistance to damage, and superhuman charisma.

I'm not sure yet if I want to build this around just one theme or both of them. If I combined them, then the Biopunk stuff would likely be what existed before the apocalypse, and now the stuff from that era is rare and almost exclusively found via black market or salvaging in ruins.
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Sagely Advice / Re: Engaging/Balanced Encounters For a Cleric/Ninja Duo?
« Last post by Veretrix on August 10, 2015, 09:37:58 PM »
Battles involving small PC parties can be very 'swingy" at low levels:  Any decent challenge poses the risk of the party falling to a few bad rolls.  To minimize that risk while they get a level or two under their belts, avoid "hack and slash" adventures.  Give them a social conflict, a mystery, or a horror adventure, where fewer of the challenges place the characters in mortal peril.  To bolster the party, you may also want to add a supporting NPC or two to serve as redshirts.  (Just be careful that these NPCs don't overshadow the main characters.)

While I'm generally a Pathfinder guy, you might want to look at how 5th edition D&D gives each character personality traits, bonds, ideals, and flaws.  Give the players some information about your world and let them develop their characters' personalities a bit before you start.  (Let them change the personalities if they have an epiphany in play.)  This information will make it much easier to craft story hooks for the characters.

Adventure Seed:  A band of notorious bandits once served the Gnoll-Baron of Foulsear.  Since his assassination, they have turned against one another, each seeking a massive cache of treasure reputedly hidden by the murderous gnoll.  Perhaps the scrap of pachment that kobold carried is a clue?
Thank you, those were very insightful tips. My beginning adventure will definitely be against quite a few kobolds (about 6, possibly more before they get to the next village), but the NPCs that are with them should be able to provide sufficient help and plenty of "alternate targets" for the kobolds.
Ideally, once they find out the kobolds' connection to a demonic cult, they will probably start asking around for information, possibly sparking other side adventures in the process, such as "steal this thingy or I won't tell you what I know" and so on.
I am familiar with 5e a great deal, as those are the books one of my other friends owns (not in this adventuring duo). I encourage that they can come up with flaws, traits, etc. but I should probably put more emphasis on it, and even reward good roleplaying like 5e does.
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Sagely Advice / Re: Engaging/Balanced Encounters For a Cleric/Ninja Duo?
« Last post by Wulfhere on August 10, 2015, 08:19:36 PM »
Battles involving small PC parties can be very 'swingy" at low levels:  Any decent challenge poses the risk of the party falling to a few bad rolls.  To minimize that risk while they get a level or two under their belts, avoid "hack and slash" adventures.  Give them a social conflict, a mystery, or a horror adventure, where fewer of the challenges place the characters in mortal peril.  To bolster the party, you may also want to add a supporting NPC or two to serve as redshirts.  (Just be careful that these NPCs don't overshadow the main characters.)

While I'm generally a Pathfinder guy, you might want to look at how 5th edition D&D gives each character personality traits, bonds, ideals, and flaws.  Give the players some information about your world and let them develop their characters' personalities a bit before you start.  (Let them change the personalities if they have an epiphany in play.)  This information will make it much easier to craft story hooks for the characters.

Adventure Seed:  A band of notorious bandits once served the Gnoll-Baron of Foulsear.  Since his assassination, they have turned against one another, each seeking a massive cache of treasure reputedly hidden by the murderous gnoll.  Perhaps the scrap of pachment that kobold carried is a clue?
56
Fields of Challenge / Re: Moonlake's workpile
« Last post by Moonlake on August 10, 2015, 08:00:16 PM »
That was exactly what I thought back when Scras first posted his thread. Remember how at one point I was basically arguing that we do it with existing content rather than new content the way we're doing it now? Oh well, mostly I think I tend to exert pressure on myself when it comes to this epub. Anyhow, I do have a 2nd story on the back-burner and who knows, I even have an idea that might resurrect the Nergei story.
57
Sagely Advice / Re: Vampire PCs
« Last post by Strolen on August 10, 2015, 06:39:53 PM »
There are so many ways to not make it as violently cruel as I mentioned. Can't have them know about it, that robs the entire idea.
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Citadel Tavern / Re: [THACO's Hammer] Splatbook updates
« Last post by DMRendclaw on August 10, 2015, 04:14:38 PM »
Splatbook 109 - Beast Mode!

We are summoning our inner animal for this episode! Join DMs Glen, Fulongamer, Brian and a little bit later DM Cory as they explore the beast within us all. After a round of emails, the fellas get right to work. First they tackle the Beastman as a PC race, then move on to animal companions. From there they move on to the DM handling animal companions in combat, then finish up with an indepth look at the Beast Rider kit.

You can find us on Osrgaming.org, d20radio.com, Tumblr, Facebook, iTunes, Planetadnd.com and Twitter (@thacoshammer), as well as our home page at http://www.thacoshammer.info. If you are looking for an RSS feed or a different way of downloading the show directly, the address is: http://www.talkshoe.com/tc/94174. If you are looking for our Actual Play (AP) podcasts, you can find them on iTunes (search for WGP's OSR AP Podcasts), or you can go to http://feeds.feedburner.com/osractualplaypodcasts. You can also email the show at thacoshammer@gmail.com, and you can leave a voicemail for the show at 405-806-0555.

People Skills - Beastmen (from the Complete Book of Humanoids)
It's In The Book - Animal Companions/Purchased Animals
Rule Zero - Handling Animal companions in combat/What do you do with Animalistic race in humanoid PCs?
Option Package - Beast Rider Kit (Complete Fighter's Handbook)

Email from DM Gravedancer (request for stories from the hosts about the first time they have killed PCs in the game)
Email from Keith Haddad (alternative rules for spell components)
Email from Eff Dee (request for a review of the Red Steel campaign)
59
Fields of Challenge / Re: Moonlake's workpile
« Last post by axlerowes on August 10, 2015, 08:54:39 AM »
I wouldn't worry too much about making a monthly contribution.  The epub may indeed be that tree house we all talked about building back when we were 12 years old.  Long discussions over whether to have rope ladder or wooden ladder, discussions over what type of activities might go on in said tree house and overall lots of discussions of what do with the tree house once we have built it.  But in the end more planning than building.

All we can do is write.
60
Sagely Advice / Re: Vampire PCs
« Last post by Longspeak on August 09, 2015, 11:51:37 PM »
Unless you know your group really well, and know they'll be okay with it, I recommend you never pull a surprise switch like that.

That said, the premise could be fun. I would just want player buy-in beforehand.
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