bookworm

new here

I just recently discovered D&D. i'v only been playin for about 3 months and now I have no game to play in. I had a game i was in but the when the DM broke up with me he kicked me out of the game. I had a kick ass fighter. I was a half elf/vampie.  It was pretty awesome while I was playin there was 6 in the party an the DM. The plot had all kinds of twist and things in it and the a ton of things that could go wrong ha my charater was even pregnate by one of the other party members and everything I guess hes just goin to write me out. and now I have no other game to play in cause not that many people play I dont know anyone that even knew what the game was. It makes me mad cuase I went out and bought a fig and dice an i was saving up for the PHB. ERRs but yup thats a pretty awesome game deffently have to be open minded and creative to play.
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Roleplayers for Obama? Saving Throw for McCain?

This posting in German: Rollenspieler für Obama? Schutzwurf für McCain

Dorktower: The candidates as gamersWhile the dungeon_masters like fechtbuch might be aware of it, fantasy_scifi gamers and readers (like cathepsut or morgaine77) might have missed the newest development:

Fantasy roleplaying gamers, a classic enemy stereotype of evangelical US-preachers, have been discovered as a voting demographic in the new presidential election. How so? I'll tell you. With the cliché imagery of the 80s for depicting the 'liberal enemy'.

Pro-democratic Blog DailyKos had cast doubt on one of John McCains overly moralistic memories which he had recounted in the evangelical Saddleback Church these days, as stolen from “The Gulag Archipelago” by the late Aleksandr Solzhenitsyn . The McCain campaign reacted fiercely, hitting on liberal bloggers in general and -to everyone's astonishment- on dndfanz as fantasy gamers specifically. (Cultural reference: Dungeons & Dragons is to fantasy gaming what kleenex is to paper handkerchiefs. It is what the kids play at the start of E.T. and it's been around as long as the greenparty in Germany. The McCain campaign attac logic seems to be: Bloggers = Nerds = D&D-Gamers? Quote from McCain's website:</p>

It may be typical of the pro-Obama Dungeons &Dragons crowd to disparage a fellow countryman’s memory of war from thecomfort of mom’s basement, but most Americans have the humility andgratitude to respect and learn from the memories of men who suffered onbehalf of others. (Source)</em>



The blogging world was not enthusiastic about this, even less so if you took those actively or formerly from the "Dungeons&Dragons Crowd", of which some claimed they were "undecided before these attacs". John Kovalic (muskrat_john of DorkTower fame (dorktowerfeed), LJ blogger and game designer ("Munchkin" is qquite a good parody of the RPG hobby) correctly wrote: “What an…odd (yes, odd - “odd” is definitely the word) thing to bring into the national political discourse…”



It was the second time in a few weeks, that Goldfarb had, for the McCain campaign... Read more...Collapse )

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I attack the darkness!

The website I work for just released this subtitler game, so I thought I'd share my geekness with the world. This is only one of the ones I've made... this thing is like crack.

Cheers!

X-posted to hell and back.

newbie question...

greetings, i was wondering if anyone had any thoughts that could be shared regarding the warpriest prestige class. im playing a cleric in my first campaign and time's slowly comming for the posibility (both stat and storywise) to turn into one, and i was hoping i could get some input if its better/worse/considerably different from just continuing with my cleric class
hero, dungeons and dragons, quentyn

Possible skills "fix" for 4e?

Having looked over 4e, I'm mostly impressed with a lot of the changes, with the exception of skills. The skill system was, in my opinion, vastly oversimplified -- back to the level of 2e "Non-Weapon Proficiencies," basically -- and almost completely eliminated the possibility of creating a non-combat-oriented character. (The type of rogues, for instance, that my gaming groups have lovingly come to call "skill monkeys.") Thoughts were tossed around of reverse-engineering the 3e skill system, but that seemed a little too much work.

So I was sitting around this weekend, perusing the books, and came up with this possibility for changes to the skill system. Please note that I have not yet gotten a chance to play the game, either as-written or incorporating these proposed changes. But I am asking for opinions from those of you who have, do you think these changes would overly handicap (or overly favor) a character who specialized in skills? (Assume a GM who tailors the campaign to the skills vs. combat level of the party.)

1. Remove the rule that a character can only take training in a skill once. Each time the character "trains" in a skill, they receive another +5 bonus to the skill.
2. When the character has the opportunity to learn a new (non-utility) Encounter Power, the character can forgo that power, and instead take 1 Skill Training.
3. When the character has the opportunity to learn a new (non-utility) Daily Power, the character can forgo that power, and instead take 2 Skill Trainings. (The trainings do not have to be in different skills.)

Possible modifications:
1. If a character wishes to train in a skill that is not on their Class Skills List, the character must first take the Skill Training feat in that skill.
2. Perhaps lower the "Daily Power" skill substitution to 1.

Thoughts? Discussions? (Again, what I'm going for here is a way to work within the 4e skills and powers system, to create more "skillful" characters without unbalancing them vs. "normal" characters.)
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Cleric spell help needed

 im going to roleplay a Favord soul of Pelor. i wanted to take the top 50 or so most iconic cleric spells that have verbal components and create a rhyme for them.

in your opinion what are the most iconic and usefull cleric spells in D&D.

Orc

(no subject)


Keep on the Shadowfell



My preorder of Keep on the Shadowfell came in the mail yesterday. I've been following the development of 4E closely, but this is my first look at an official 4e product.
The Module is two full color soft bound books, and three large double sided full color maps. All in all it's very pretty, but with a MSRP of $29.95 it's a bit steeply prices. (I'll get back to this later) I preordered mine from Amazon for $19.77, so it wasn't that bad.

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Reading Orc

Keep on the Shadowfell


Keep on the Shadowfell



My preorder of Keep on the Shadowfell came in the mail yesterday. I've been following the development of 4E closely, but this is my first look at an official 4e product.
The Module is two full color soft bound books, and three large double sided full color maps. All in all it's very pretty, but with a MSRP of $29.95 it's a bit steeply prices. (I'll get back to this later) I preordered mine from Amazon for $19.77, so it wasn't that bad.

The first book is a thin (16 pages) Quick Start guide for the PCs. It has all of the basic rules the PCs need to know and 5 pregenerated characters. I'll get to the rules in a minute.

The main book is 80 pages, contains a Quick Start DM guide and an adventure suitable for 4-6 1st level characters. The adventure is standard fare for DnD. Some Evil Cultists are up to some crazy shenanigans, and it's up to the PCs to stop them. What makes this adventure nice is the way it's set up. The encounters tend to fit on a single two page spread, with maps, stat blocks, and tactical information nicely grouped together so the DM doesn't have to flip pages as the encounter unfolds. It's a little less organic, but I'm not sure if the players would even notice. I think this would be a very easy module to run, and there is just enough variety between encounters to keep things fresh.

The Rules:
This is DnD as you know it. Most of the DnD hallmarks are gone. Alignment means almost nothing, cast and forget spells are gone, saving throws are simplified, character classes seem better balanced at lower levels, skills are simplified and it looks like combat will run faster. The down side is, miniatures are almost a must. Many of the abilities PCs and monsters possess are really only effective in a tactical situation where you know where everyone is in relation to everyone else. Without minis, I for see a lot of arguments over pushing, pulling and shifting. The original DnD evolved from the Chainmail man to man miniature game. 4E really goes back to these roots.

The Rundown:
All in all, this product does have me hyped to run 4E. I'll probably wait until the Core books are released so my players can generate their own characters rather than stick them with pregens. Wizards has really taken a chance by radically redesigning their flagship RPG, especially when 3.5 was a fun system to play (though not always so fun to run). 4E is not as versatile as 3.5, but is is more playable. It is the logical next step in tactical table top RPGs. However, at $30, I do think this product is a bit overpriced. If this is intended to lure new people into DnD, or to sell 3.5 players on the 4E upgrade (Players who may have already invested THOUSANDS of dollars on 3.5) then I believe that Wizards would have done well to bring the price way down. As I said earlier, I was able to get my copy for less than $20 online, but many people still buy their gaming from their local hobby shops. Personally I would prefer to frequent my local hobby shop, but with my mortgage payments, student loans, and what not, I can't afford the price difference. Had Wizards lowered the price just a bit, I think this product would have more appeal.

All in all, I'm excited to run 4E. As a player, I was a big fan of 3.5, but as a DM, I really didn't like all of the prep that went into my games. 4E seems to sacrifice some of the mind boggling versatility of 3.5 NPCs for playability, with out sacrificing the player's experience. I'll know more once I've had a chance to run it. (I have the core book set on preorder from Amazon for $66, as opposed to the $102 it would cost retail)
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