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Sunday, June 30, 2013

Nostalgia is ok

I hate that crap about people saying I only play OSR games due to nostalgia. Whatever. Yes, part of it is true, but I also think the rules are actually pretty darn good (though ascending AC is obviously superior to older AC systems). Ha!

Regarding nostalgia, I'm in my early 40s. I'm allowed to sit and read my old B/X or Star Frontiers books. They bring back a lot of great memories. Some of the best gaming I had was in my teens, and those were the games we had. If that offends everyone who screams that "Newer is better!". So be it. I don't care if you don't think older games are unworthy. They are perfect for me. So piss off.

Thursday, June 20, 2013

Subtle Magic

I have played a mage who only uses stat-buffs and wizard eye and similar, non-flashy spells. It's actually extremely effective. While a fireball certainly can kill a bunch of stuff, giving the fighter a big bonus to his Strength can often increase damage output for the whole party much more efficiently (especially in 3e).

 I also really loved wizard eye. I could scout out a good chunk of a ruin before we even set foot in it, which helped us a lot (and frustrated the heck out of the DM). This helps mitigate the 15-minute workday problem a bit, since the scouting will be useful for the entire day, and only take up one spell slot.

I recommend those of you who like mages consider trying this out for a session, just to see how different, yet very effective, it is.

Thursday, June 13, 2013

Exalted-Style D&D

I'm kind of surprised no one has done a demi-god level OSR clone. I personally LOVE Creation as presented in Exalted 1e. I really wish a legal hack of it to D&D could be published. The hard part would be making it relatively rules-lite, similar to BFRPG, but I think it could be done.

Have the "classes" actually be the Caste. You wouldn't be a Fighter, you'd be a Dawn Caste. I'd add in Feats of some kind. Nothing too crazy, but one special ability every few levels would be fine.

Starting hit points, number of attacks, etc., would all be equal to level 10 or so. Yes, the character would plow through your typical goblin mob, but that's the point. They'd be far more interested in finding the local big bad and taking him down, than wasting time killing a few bandits. Then again, if they wanted to kill the local bandits, they'd do it in an hour or so.

The hardest part would be keeping the game interesting, but the same problem exists with normal high-level D&D. Starting there would be ok, by me.

(Hmm, one idea would be using the high-level character creation rules from the Companion rules).

Monday, June 3, 2013

Rifts - my issue with MegaDamage

I think one of the biggest problems most gamers have with Rifts is the MegaDamage system. It kind of works, but in reality, at least for me, it sucks. Here are two thoughts I have on it:

1. There's too damn much of it. If megadamage was limited to mecha and major monsters, it would be fine. But when any average headhunter can go buy a set of megadamage armor, it just cheapens the effect. I have no problems with a tank or glitter boy having and dealing megadamage. I think it's just dumb when a guy wearing some plastisteel armor suddenly has it. Same with a pistol that deals megadamage. No reason for it. A rail gun, yes. A pistol you wear in a gunslinger holster? Heck no!

2. Purely for aesthetics, I'd love it if it was more like Savage Worlds!. Give the item a Heavy listing, so it can deal damage to big creatures, without having two sets of hit points. There is no reason to have MDC, SDC, and hit points in the same game. Really. Just give everything one stat. If it's something like a SAMAS suit, give it armor 50 (Heavy), etc.