View Full Version : Thread for D&D Geeks


Oxygen
12-27-06, 11:53 AM
Do you play the game completely by the published rules or have you tweaked them? If you've tweaked them, how far?

We tampered with the magic system because we felt that it cut the balls off of the wizards. While there are still limitations based on experience levels, a wizard or sorceror in our campaigns can chuck any spell from the available levels any number of times. To offset the obvious power surge in a character class, we assign a 5% cumulative chance for spell failure if you try to cast a spell over and over again. As a result, we now have spellcasters that behave more like Merlin and Gandalf instead of David Copperfield and the Amazing Kreskin.

TW Scott
12-28-06, 03:24 AM
Actually i have found that a properly done wizard of sorceror understandard rules is pretty powerful. However I have tampered with it a bit on occassion and ruled that scrolls require no money or xp to create just time and given Sorcerors Scribe Scroll. I have also ruled on occasion that magic works like psionics, a point based system.

Prince_James
12-28-06, 03:31 AM
The Scifi subforums make my sex-appeal go down precipitously, but role playing as a whole I've always found very nifty.

TW Scott
12-28-06, 03:50 AM
What's great is more and more women are roleplaying. I play in a Marvel Superheroes game that half the players are women. Only one is single, but then again I am the only single guy so....

Prince_James
12-28-06, 03:59 AM
Yes. I've heard of several people I know who are casually or seriously into role playing also noting that. I'd imagine they are pretty intelligent, nice women, also.

Kron
12-28-06, 07:50 AM
I barely tweak anything at all, though I fused the DnD rules with the Elder Scrolls rules once....

TW Scott
12-29-06, 01:18 AM
Tweaking is the perogative of the DM.

By the way for character more like Merlin I suggest the Warlock from Complete Arcane very limited in number of powers but they get to use them infinitely.

On class i feel gets hosed feat wise is Clerics so i give a bonus feat at 1sts, 4th, 8th, 12th, 16th, and 20th level in excahnge for stripping away Heavy Armor Proficency

Craven
12-29-06, 09:37 PM
Tweaked 2nd edition.
Never tried 3rd.

TW Scott
12-29-06, 10:23 PM
3.5 really is the best, the different classes actually make sense now and multiclassing easy to handle. Skills and Feats really let you customize a character the way you would like to play them.

glaucon
12-29-06, 11:29 PM
Actually, according to any rules set, there's always been a cumulative percentage spell failure.

TW Scott
12-30-06, 12:01 AM
Not in D&D my friend, been playing that for 19 years now started back in first, helped my group switch to second and then on to 3rd and 3.5.

Some alternate rules have a cumulative spell failure percentage, but the only time you see it in any core rules is Wild Mages or wearing armor and using a shield.

Oxygen
12-30-06, 01:28 AM
The changes from 3 to 3.5 didn't look too terribly signifcant, certainly not enough for me to buy a whole new set of books. WOTC has a downloadable supplement that takes care of the changes, but maybe our game has become so tweaked over the years that we've stopped viewing changes as anything too noteworthy.

Running since 1981, I found my first character sheet, a fighter named "Arrgh!" who met an untimely death on the way to the first dungeon. He never even made it to room 1, having made a truly miserable Dex roll in a minor landslide concocted by our DM just to make the journey a little more dramatic. He graciously allowed me to take over an NPC, a total nobody with average scores who wound up retiring with noble titles and several major holdings. I inherited the gameworld in 1985 when our DM accidentally got a real job with real hours, real benefits, and a real corner office in Chicago. Among the goodies he gave me was an original post-Chainmail box set in primo condition. I've only recently learned that it's worth a few bucks, and my husband and I are trying to remember what box in the garage it's in!

TW Scott
12-30-06, 01:55 AM
3.5 did have a few changes that were worthwhile. Clarifying Monk, giving Ranger real personality, and streamlining spells. All in all a good investment if you can get them on sale like I did. Gotta love 90% clearance sales I stocked up.

domesticated om
12-30-06, 05:43 AM
When I used to play dungeons and dragons years ago, most of the tweaks I made were to the environment characters were playing in.

The first biggest change was to make it so that encounters for anything 'mythical' were extremely unique. I tried to make the world akin to medieval Europe. The world was dominated by humans for the most part. The majority of the NPCs were either superstitious, poorly educated, or lived their lives never having encountered anything legitimately mythical.
Any race other than human needed to hide or lie about their identities. Magic users, illusionists, or people with blatantly enchanted items needed to hide their powers. Clerics were the only publicly accepted form of magic because of it's religious affiliations (they could cast healing spells, and refer to them as 'miracles').
BTW- when I say unique, I don't mean uncommon. Almost every campaign involved mythical stuff at some point. There was always armies of Kobolds raiding merchant caravans, cursed undead villages, or visits to the various different planes of existence.....anything along those lines.

One rule modification that I allowed was that players could chose to use lizard men, drow elves, full blown Orcs, and occasionally centaurs as player characters.

glaucon
01-02-07, 04:19 PM
Not in D&D my friend, been playing that for 19 years now started back in first, helped my group switch to second and then on to 3rd and 3.5.
...


In original D&D, no. You're correct.

In Advanced D&D, there always was such a rule.

Oxygen
01-02-07, 09:28 PM
domesticated om -Sounds like you threw in a good mix of "Ars Magica" and "Pendragon". Did you have either of those games?

TW Scott
01-02-07, 10:58 PM
In original D&D, no. You're correct.

In Advanced D&D, there always was such a rule.

No, there wasn't not in any books I could find, just checked my 1st edition (first printing god I paid for that book), second edition and 3rd edition. In effect there always was a 5% failure chance, but that was becuase it was always possible for the victim to roll well on the saving throw.

glaucon
01-03-07, 04:07 PM
No, there wasn't not in any books I could find, just checked my 1st edition (first printing god I paid for that book), second edition and 3rd edition. In effect there always was a 5% failure chance, but that was becuase it was always possible for the victim to roll well on the saving throw.

Nope.

There was always a 5% cumulative spell failure per difference in spell caster (or creator's, if an item).

TW Scott
01-03-07, 10:41 PM
Nope.

There was always a 5% cumulative spell failure per difference in spell caster (or creator's, if an item).

That is if using a scroll. It does not effect your memorized spells. I was wondering where you got that cumaltive rule and now I know.

domesticated om
01-04-07, 09:23 AM
domesticated om -Sounds like you threw in a good mix of "Ars Magica" and "Pendragon". Did you have either of those games?

No, I never obtained the books for either of those games, or ever had the opportunity to play with other people......although now that you've mentioned those two names, It makes me want to check them out.
AD&D and MERP were the only quasi-medieval themed role playing game I ever played.

Kron
01-05-07, 06:07 AM
Who here plays World of Darkness? :)

phlogistician
01-05-07, 09:30 AM
Tweaked D&D rules, sure, we threw them out and bought Runequest instead!

Oxygen
01-05-07, 01:05 PM
domesticated om I don't think either one is in print these days, but they should still be pretty affordable.

Kron- Is "World of Darkness" White Wolf's collection of Vampire, Werewolf, Mummy, etc?

phlogistician- I had Runequest, but for somereason my gaming circle didn't much care for the feel of it. They wanted to stay with D&D, although we also played Flying Buffalo's "Desperado" and stole elements from Crunchy Frog's "Duel".

Other games we ran were the Star Wars RPG, "Cyberpunk", and "Star Fleet Battles" combined with the Star Trek RPG for whenever the crew beamed down. We tried "Shadowrun", "Rifts", "Twilight 2000", "Aftermath", and "Gamma World", but never really got going in them. We also played "Car Wars" using a bucket full of old Micromachines. Anybody remember them?

domesticated om
01-05-07, 04:04 PM
Other games we ran were the Star Wars RPG, "Cyberpunk", and "Star Fleet Battles" combined with the Star Trek RPG for whenever the crew beamed down. We tried "Shadowrun", "Rifts", "Twilight 2000", "Aftermath", and "Gamma World", but never really got going in them. We also played "Car Wars" using a bucket full of old Micromachines. Anybody remember them?

Yes. I've played car wars--- except I scaled mine up to "hot-wheel" sized cars. I also had to scale up that weird little ruler (the one for calculating turn radius and so on). That was definitely one of my favorite games. My brother and I would play it for days at a time during the summers.


I've also played Cyberpunk 2020, Shadowrun, and sat in on a few games of Twilight 2000.

Oxygen
01-05-07, 05:22 PM
It was the measurement thing that kept us from using Hot Wheels for Car Wars. I guess we were just too lazy to do the math!

We also played our share of Squad Leader, Panzer Leader, Panzer Blitz, and a WW1 biplane game that I think was called "Ace of Aces" or something like that. We even took the solitaire "B17: Queen of the Skies" and turned it into a two player game.

TW Scott
01-06-07, 12:29 AM
AD&D, MERPS, Rolemaster, GURPS horror (where we played ourselves), Toon, Car Wars, Battle Tech, Napoleonics, Shadowrun, Cyperpunk (back when it was 2013), Warhammer 40K, BattleForce, Eurorail, Empire Builder, Marvel SuperHeroes, Palladium, Rifts, Twilight 2000, Merc 2000 and many many more.

Of course we were blessed to have multiple GMs

Sarkus
01-06-07, 11:17 AM
We run with AD&D 3.5 for our fantasy stuff, and GURPS for all else.
We recently switched from a highly tweaked 1e to 3.5 as we found most of our tweaks were covered by 3.5.

And GURPS is the most malleable. We've thought of running a fantasy GURPS - with defined levelling and such, to make it more like D&D, but with greater variety to character design.
And we felt GURPS had better combat system - with each roll being a separate physical attack - done at 1 round per second - so you'd roll to swing your two handed sword, choosing what to aim at - the defender gets to defend (passively and/or actively) - and then it takes two rounds to ready the sword again etc. More detailed we thought.
D&D was more like each round being a series of blows between the combatants all rolled into one.
And then it could take us 1 round (1 minute!!) to move 60 feet - which really didn't seem to make sense!

Ah well.

'Tis all enjoyable (until you die the death of a thousand... deaths!)

Killjoy
01-06-07, 03:53 PM
Shadowrun

heh...

Happiness is a Pain Editor
:cool:

TW Scott
01-06-07, 11:39 PM
Shadowrun: Happiness was a Troll with Titanium Bonelacing, Orthoskin 3, and muscle augmentation 4 and wired refexes 3 that girl didn't even need weapons to destroy APC's

Actually Gurps combat system is great but can really get bogged down quickly. 3.5 fighting is more stream lined and with 6 second rounds more realistic.

Best fighting system is Classic Marvel Super Heroes also had the best way of handling initiative.

That being said best autofire rules are Twilight 2000 v2.2 .