Recent content by GrimCo

  1. GrimCo

    Modules: Made to Read vs Made to Run?

    Not so much no playing as realizing that DMs are small percentage of player base. Those succinct, condensed, ready to run, modules cater primary to DM audience. Fluff (lore) filled modules that are fun to just read (and take ideas and inspirations) will be bought by both DM and players (for...
  2. GrimCo

    Modules: Made to Read vs Made to Run?

    In general, i think more people buy adventures/modules to read, mine for ideas, or snatch parts to implement into their existing games. Sure, there are people who buy them to run them straight up. But, made to read module, with some work, can be run straigh up. Made to run modules are more...
  3. GrimCo

    Why do we need thieves??

    Clan Nosferatu. They are described as masters of spycraft. Obfuscate, as a discipline, focuses on stealth I referenced WoD earlier. You can build "thief" if you like, it's matter of taking specific skills (stealth, subterfuge, larceny, streetwise). With systems like WoD, you have limited...
  4. GrimCo

    Why do we need thieves??

    I'll take WoD as example of skill system. Combat is skill. Magic is skill. So is stealth, subterfuge, larceny etc. And while you get specific points at character creation for skills and magic/disciplines etc, you get freebee points that are used for everything. Once you start playing you get xp...
  5. GrimCo

    Why do we need thieves??

    In classless, skill based systems, some character concepts have large skill overlap (police detective, sleazy paparazzi photographer and actual burglar for instance would all have couple of same skills).
  6. GrimCo

    Playing "Adventurers" As Actual Adventurers

    I was thinking more in terms of how to make fun game play experience in mid to long term campaign from something that can in lot of cases be pretty monotonous and uneventful. Ironically, for fun games, you want things to go sideways. That's where drama and conflict arises. Most interesting reads...
  7. GrimCo

    Playing "Adventurers" As Actual Adventurers

    Just to add a bit, from personal experience with mountains. When you do everything right and things out of your control don't screw you (planing, choosing time of year, having right gear, having luck with good weather, luck in that no one steps wrong and gets hurt), it can be pretty uneventful...
  8. GrimCo

    Resource Management, or How I Learned To Stop Worrying About Rations and Love Mana

    Mundane resources (lamp oil, food, water) are "you need them to not die like pleb" resources. (don't lose buttons) Character resources (spell slots, rage, manouvers etc) are "i can do awesome stuff" resources. (win buttons). That's why most people i know, hate counting first ones in games...
  9. GrimCo

    D&D General Explain 5(.5)e to me

    Tasha's was pivotal point. But core 5e (PHB, DMG, MM) has nice blend of TSR era simplicity and WotC era class options. Specially with feats and MC being optional rules, not standard. Playing PHB only style 5e can be very simple and streamlined experience. 5,5 on the other hand is again going to...
  10. GrimCo

    Why do we need thieves??

    Thief is relic from olden times. Modern (as in last 25+ years) rogue is more than just a thief. It's class that covers wide range of character archetypes - swashbucklers, pirates, spys, skirmisher fighters, criminals etc. They are (mostly) mundane skill expert class (most skill points/...
  11. GrimCo

    What was your 2nd RPG?

    First was V:tM Second was D&D 3.5, which was way different than Vampire. More combat, more action, more joking around, less deep emotional role play and no PvP.
  12. GrimCo

    Playing "Adventurers" As Actual Adventurers

    I'm thinking more what would play loop look like for long campaign (say 15-20 sessions, 3-4 hours each). Sure, planing is fun, preparations, info gathering, supplies, getting funding, whole shebang. But once expedition starts and you boldly go where no man has gone before. Most expeditions were...
  13. GrimCo

    D&D General 5E species with further choices and differences

    Circling back to Dawnforge. It had racial talents and racial transformations. Unlike racial feats in regular D&D, those don't eat up your feat slots. From lv1-10, every level you get either trait (and ASI) or transformation. We have used that setting quite a bit in 3.5 days, and it was fun...
  14. GrimCo

    Playing "Adventurers" As Actual Adventurers

    Sure, and planing is 90% of job. But it's rather boring as game play loop. Once you start your journey, you might as well play Oregon Trail. You make skill roll, dm makes roll on weather/mishap table. Time passes, you check supplies, rinse, repeat. Agree, it's extreme. Just first thing that...
  15. GrimCo

    D&D General 5E species with further choices and differences

    Not one that i know, but if you are interested in homebrewing, 3.5 Dawnforge has racial talents and racial transformations, which add more unique abilities and talents with each level up to level 10, so you can mine it for ideas and convert it to 5e.
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