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Literary Inspirations » Fritz Leiber » 9/21/2014 5:49 am

Yora
Replies: 20

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Which of the Lankhmar stories would you consider to be the best ons? I've read seven so far and thought them rather lacking. Which one should I read to get good examples of how good they can be?

General Discussion » Tpk! » 9/15/2014 11:07 am

Yora
Replies: 18

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That's moments when I would cheat a little. Everybody going out in a blaze of glory is cool. Two characters dying because of one failed save against disease not so much. Letting the monk survive despite the dice would be one option.
The other one might be to start a new group of characters while leaving the fate of the old ones uncertain. One was unconscious, the other blacked out from something. When the other characters went down, you don't necessarily have to tell the players immediately who is unconscious and who is dead. Then the new group could be send to look for them, with the players having no clue what they might find.

Though that probably works best in a game where the group was on some mission and there is still unresolved business, which the players might want to see completed. With a group of glory-seeking fortune hunters, screwing up and realizing it was your own fault might very well be a much more appropriate ending.

Rules Discussion » Heroic Fighting » 9/11/2014 11:33 am

Yora
Replies: 6

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I think it actually improves things a lot. 1 minute per round seems just way too long. When you jump into a hole with several enemies, there will be a lot more than just 2 people lying dead or mortally wounded after one minute. When swords and arrows are flying, one minute is a very long time.

General Discussion » Primeval Thule » 9/10/2014 5:31 am

Yora
Replies: 11

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Almost nothing. For most NPCs, there aren't even classes and levels given, that's entirely up to the GM. The one new mechanic are Narratives, which are kind of like backgrounds or kits. In the Pathfinder version, each Narrative gets a character a small skill bonus and a special ability at 1st, 6th, and 10th level. However, these are not really important. What matters much more is how the Narratives outline the characters background, role, and social standing. There is stuff like seer, barbarian hunter, temple agent, ice raider, star lore sage, atlantean noble, and so on. Even when you completely drop the special abilities completely without conversion, you're not losing much. The rest of the Narratives is still very useful.
Other than that, there are stats for mi-go, nightgaunts, and star beasts, but these are mostly already covered by AS&SH. For the beastmen you can just use vruumis, which are basically the same thing.
There are a couple of magic items, but they serve mostly as inspirations for GMs, and generally characters are not meant to have many of them to begin with. But I guess they would be easy enough to convert.

So basically, you could run a game without doing any converting at all.

General Discussion » Primeval Thule » 9/08/2014 11:31 am

Yora
Replies: 11

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The only real issue I am seeing with it so fat seems to be a lack of culture. There's a great amount of very interesting cities and dungeons, that immediately make me come up with two or three cool adventures I could run there with only one paragraph of description. The density of ideas compressed into the amount of text is outstanding.
But there seems to be only very few information about how the people of Thule live. How they dress, how their society is structured, what their soldiers and warriors look like, and what the values and and priority of their cultures are.
Many highly praised sandbox settings have even less information on these things, so it's probably not a thing that would worry most people. But personally it's an aspect of settings that interests me the most, so I would have loved to see some more in this regard.
The material is great for one-shot adventures and has enough stuff to do lots of them in a series. But for longer storylines that involve characters into things that are going on in society, it's a bit lacking.  There's really cool cities, but their description primarily deals with things that are important to use them as adventuring sites. They are fascinating environments that can be a great change from dungeons and wilderness, but not so much about the people, other than questgivers and villains. (Which again, are mostly pretty interesting.) Which I believe is actually what the designers meant to do. It even says that Thule is made for episodic adventures.

General Discussion » Primeval Thule » 9/07/2014 10:13 am

Yora
Replies: 11

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I got the Pathfinder version (seems easiest to convert), and it's really good. I love it.

It's pretty clearly set in the world of Conan and Kull, but introducing a new 5th continent of Thule, which is modern Greenland. It's largely covered by jungles, but also has some cold regions as well. In addition to Howards gods Mithra, Asura, Ishtar, and Set (among others), it also includes many of Lovecrafts Great Old Ones, like Cthulhu, Nyarlathotep, Yog-Sothoth and Shub-Niggurath. But I feel a good Dark Sun influence as well. Originally the home of serpentmen, rakshasa, and elves from another dimension, it was colonized by humans from Atlantis and one of the few surviving remnants of Atlantean culture, 300 years after the continent sank. (Putting it somewhere between the days of Kull and Conan.)
Dwarves, elves, and halflings do exist, but the dwarves don't tolerate any visitors, the elves seem to be one or maybe two generations from their ultimate disappearance, and halflings are so rare and reclusive that many people think they are a myth.

The aim appears to be quite low-magic, and magic items and gold seem to play almost no role and are more of an afterthought. Players can play spellcasters, but those are rare in the world and considered suspicious. The monsters are pretty much standard fare, but include a good deal of lovecraftian horrors that are in the Pathfinder monster books (but also online fo free).
More than character classes, characters seem to be defined by Narratives. They are like backgrounds or kits that add a fee minor abilities, but the book makes it clear that it's much more relevant for the interaction with the world if you're an atlantean noble, barbarian hunter, or a pirate, than being a rogue or a fighter. Classes say what abilities you have, Narratives say who you are and what you do.

I still have only parts of the whole thing completely, but so far I love the idead. For example, the last remaining city of the elves is called a city in decline, bu

Rules Discussion » House Rules? » 9/06/2014 11:28 am

Yora
Replies: 74

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I use the combat phases as quidelines to determine who goes first and last during a round, in case that it matters. But since the players announce their actions at the same time, it usually becomes obvious if any of them want to delay their action until others have done theirs, so it's rarely neccessary.
Most of the time either all PCs go first and then all enemies, or first all enemies, then the PCs. More differentiation usually doesn't seem necessary to me.

General Discussion » Primeval Thule » 9/05/2014 2:57 pm

Yora
Replies: 11

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I don't intend to use it. But I am trying to read about any good barbarian setting to get ideas for my own.

General Discussion » Primeval Thule » 9/05/2014 2:36 pm

Yora
Replies: 11

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It's not what they call it themselves, but what other people have refered it as. People who might not be in-depth experts into the finer details of the genre.

15€ really isn't that much for the pdf and at 270 pages it's a good amount of content. I am really tempted to get it on a hunch. And maybe be one of the first to tell people what's actually inside it. (Which one might call something to be expected from the publishers for a product that's not lying out in a store to flip thorugh...)

General Discussion » Primeval Thule » 9/05/2014 1:15 pm

Yora
Replies: 11

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Anyone familliar with the Primeval Thule setting? It's described as Conan meets Cthulhu, which does sound very interesting, but I havn't really heard much else about it.

Literary Inspirations » Recommendations? » 9/05/2014 10:54 am

Yora
Replies: 5

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I am looking for something new to read, but don't really much about S&S literature. I read most of Conan and Princess of Mars, but don't know much about anything else.
I'd like to find something with a Bronze Age or Iron Age style, preferably focused more on wilderness and exploration than big cities. (Sorry, F and Mouser.) And maybe somewhat longer narratives than Conan.

Anything you can recommend?

General Discussion » Titanosaurus - Dreadnaughtus Schrani! » 9/04/2014 2:25 pm

Yora
Replies: 4

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That's still only half the weight of a blue whale, but beats most other whale species. Even sperm whales usually get only half that weight.

Rules Discussion » House Rules? » 9/02/2014 4:57 pm

Yora
Replies: 74

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Galadrin wrote:

Yora wrote:

Spellcasting and spellcasting clases are almost completely replaced with the magic system from the D&D 3rd Edition Expanded Psionic Handbook. There is only mage (based on the framework of magicians) and warmage (based on cleric).

Ooh, how does this work? I'm not familiar with 3rd Edition.

It's basically a mana-system. A first level character knows 3 psionic powers and has a number of power points per day. A first level power costs 1 power point, a second level power 3 pp, third level 5 pp, and so on. You can cast any of the power you know at any time, as long as you still have power points to pay for it. There are no spell slots. The power you know are fixed and you can never switch them out, but you add 2 more powers to that list at every new level.
The most interesting element, that makes the whole thing special, is that you can spend more than the minimum cost of power points to cast a power. A second level power may cost a minimum of 3 pp and deal 3d6 points of damage, but if you're a 7th level character, you can spend up to 7pp and increase the damage to 7d6. There is only a single charm power. At 1st level, when you can spend 1 pp, you can use it to charm a person. As you get higher levels you can spend more points when you cast the power, which allows you to also charm animals, dragons, or demons. You don't have to learn hold person and hold monster as two different powers, you just learn it once and unlock additional use options as you increase in level.

The best thing about it is that conversion of standard D&D spells is often very simple. The cost of power points is always defined by the power/spell level, and when it's a damage dealing spell, the number of damage dice is always equal to the number of pp you spend to cast it. It often makes sense to merge spells that have similar powers of different strengths at different spell levels, but that's not very hard to do. But all the stuff about

Rules Discussion » House Rules? » 9/02/2014 2:16 pm

Yora
Replies: 74

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Ability scores are rolled as 2d6+6 and assigned freely.
Nonhuman races work basically as in AD&D.
Hit points for first level are automatically the maximum possible roll.
No Alignment.
All characters advance every 100 XP. Each adventure get the characters about 25 to 35 XP, depending on length and the degree of success.
Spellcasting and spellcasting clases are almost completely replaced with the magic system from the D&D 3rd Edition Expanded Psionic Handbook. There is only mage (based on the framework of magicians) and warmage (based on cleric).

Rules Discussion » Making Magic Items Weird » 9/01/2014 5:08 am

Yora
Replies: 11

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Reminds me of Numenera. Isn't that game all about weird items?

General Discussion (Off-Topic) » I Write Like... » 8/26/2014 1:42 pm

Yora
Replies: 18

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Fun idea, but pretty pointless if it shows a completely different result for any sample I enter.

General Discussion » Roll 20? » 8/19/2014 4:27 am

Yora
Replies: 5

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I use it during the summer break, while not everyone is in town, and it works without problems.
What customizations are you thinking about?

Rules Discussion » Ascending AC » 8/16/2014 4:34 pm

Yora
Replies: 44

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Judge Khan wrote:

Well, this turned into quite a discussion. Thanks for the info, all.

Because it's a big issue!
 

Comic Books and Graphic Novels » The 10 Most Brutal Moments in "The Savage Sword of Conan" » 8/15/2014 3:02 pm

Yora
Replies: 4

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I only saw this now. And it's awesome.

I even know most of the scenes from reading the stories, but this does a great job of highlighting all the awesomeness. ^^

Literary Inspirations » Edgar Rice Burroughs » 8/15/2014 2:48 pm

Yora
Replies: 10

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I just read A Princess of Mars. And now I know where George Lucas got all his ideas for Star Wars.

Even freaking speederbikes, in a book from 1911!
And all the character names wouldn't look out of place in Star Wars either.

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