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    • avatarRe: Game Information - Auggie Tuesday, 07 September 2010 05:51 - There is Galactic Standard, a mix of words from the various races.  Each race has its own language.  Yes, you do get bonus languages...
    • avatarRe: POLL FOR ENCOURAGMENT NUMBER TWO - polycrac Tuesday, 07 September 2010 05:49 - It'll be my first try with pathfinder; I have a late development stage pdf of the players guide - are there any other resources I'll need?
    • avatarRe: Characters - Champions Guru Tuesday, 07 September 2010 04:16 - S'sazz T'sa Smart Hero

      http://www.myth-weavers.com/sheetview.php?sheetid=238547

      tsa2.jpg
    • avatarRe: The Moat House - Dreazie_Mobbins Tuesday, 07 September 2010 04:14 - OOC: oops, no 10's for knowledge. Sorry.

      [blockquote]Rolled 1d20+6 : 1 + 6, total 7[/blockquote]
    • avatarRe: The Moat House - Dreazie_Mobbins Tuesday, 07 September 2010 04:08 - Shirley's eyebrow raises at the mentioning of the word 'Ogre' and the other follows suit with 'pantry.'...
    • avatarRe: Nightmares of Futures Past - Dwarmij Tuesday, 07 September 2010 03:57 - She misses, your attack Mental.
    • avatarRe: Nightmares of Futures Past - Dwarmij Tuesday, 07 September 2010 03:56 -
      Quote:

      Ben says,"Can I talk to those punks ?"


      I'll give the public defender's office a call, got someplace I can reach you at?

      The young punkette takes a swing at Mental

      [blockquote]Rolled 1d100 : 6, total 6[/blockquote]
    • avatarRe: The Best of Friends - Dwarmij Tuesday, 07 September 2010 03:44 - He was executed last night, just before that storm moved in.
    • avatarRe: Echoes of the Past - Dwarmij Tuesday, 07 September 2010 03:22 - Your Science officer is headed to / in engineering, who's running the scan?
    • avatarRe: A Cularin Presence - Dwarmij Tuesday, 07 September 2010 03:19 - What is everyone else doing?

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    How to Print Your Dungeons and Dragons Maps With Excel PDF Print E-mail
    Written by Dwarmij   
    Tuesday, 01 June 2010 03:10

    This was posted on RPGbomb by Ogre, who found it himself on  DND CORNER.

    I saw this on the net and wanted to post it here for easy access for myself and my friends.

    September 4, 2008 admin Dungeon Masters, Props, Tokens, Cards and Maps

    Making fun, interesting dungeons from scratch can be difficult. Bringing them to life at the game table can be really tough unless you are spend a lot of money buying pre-printed dungeon tiles on a 1″ grid. So how do you get your newly created dungeon onto a 1″ battle grid?

    Enter Microsoft Excel.

    Ok, Microsoft has a lot of bad press, but this is a trick that will save you time.

    Convert your map to an electronic image. If you don’t have a scanner, visit a friend who does. If you are downloading free maps from Wizards of the Coast or another site then you will already have an image to use. The sweet thing here is that it doesn’t matter the format or size of the image, though I recommend using jpg because the file size is smallest, which works well if you plan to email the finished product around.

    Now open a blank workbook in Excel.

    • Change your print margins to .5″ all around (1/2″ border all around). You can go smaller if you like.
    • Click Insert | Picture | From File.
    • Browse to the image that you saved on your computer. Select it an click insert.
    • The picture should appear in your workbook.
    • Move the picture to the top leftmost area of your workbook, so that the top left corner of the map is covering cell A1.
    • Click on your zoom, and change it to approximately 40%. This will show you how many pages the map will cover when printed.
    • If you don’t get the dotted lines for the pages click print preview and then go back.
    • However, you’ll want to go into print preview anyway, so open it now and count the number of squares of your dungeon that appear on the page. Assuming that you are using standard 8 ½” x 11″ paper and printed portrait then you will want 7 squares to appear on the page so that you get nice 1″ squares when you print.
    • If there are more than 7 then cancel print preview and adjust your image size by dragging the bottom right corner diagonally down and to the right.
    • Go back to print preview and count the squares. If the squares are too big, then go back and make the image smaller.
    • When you have the right size of squares, print the pages.
    • Generally speaking you will end up with several pages. After they print, lay them all out on the table, or the floor if you have a very large map.
    • Cut the bottom ½” border off the top row of pages. This will allow you to tape or glue (I prefer clear tape applied to both sides) the second row to the top row.
    • Cut the right ½” border off the left most pages. This will allow you to glue or tape the next row of pages together.
    • The idea here is to end up with a ½” border all around your nice map but still have plenty of room for assembly.

    You can do up an entire dungeon level in one evening and save yourself a ton of time explaining and drawing maps for players. Personally I like to let my players keep the maps of the areas they have cleared.

    Hope this helps and have fun!

     

    Last Updated on Tuesday, 01 June 2010 04:38
     
    How to play an evil character in Dungeons and Dragons PDF Print E-mail
    Written by Dwarmij   
    Tuesday, 11 May 2010 05:39

    This is an article from Helium written by Matt Bird. It is more applicable to D&D 3.0/3.5 and Pathfinder RPG than the current version of D&D.

    Your typical Dungeons and Dragons PC will run the gamut from lawful good to chaotic neutral. Most bands are composed of a mixture of good to legally-ambiguous guys and gals who want to put an end to evil in the world. These groups are probably the easiest to handle and participate in, for though the methods may be different the ends are usually the same.

    But that narrow view of Dungeons and Dragons eliminates three alignments: neutral evil, lawful evil and chaotic evil. These simple choices can dramatically change how a character acts.

    At its basic an evil character is easy enough to understand. They're the bad guys. They work to make everyone else miserable, thinking only of their own goals and ambitions. And, typically, they don't wind up in a group of good guys. Evil characters are on the other end of the sword. Or they would be in a black and white game. Dungeons and Dragons is seldom black and white. There are plenty of morally-ambiguous situations in which good and evil can come together to complete a common goal. And though they don't always get along together - indeed the union may result in eventual disaster - it's perfectly reasonable to expect a group with good and evil characters to eventually succeed.

    That is, so long as the PCs don't act TOO evil.

    Playing an evil character who's true to their nature will require some evil acts. Villains have little by way of scruples and will cheat, lie and kill to get what they want. This usually contrasts with the beliefs of good characters who, understandably, loathe harming the innocent (and even those who aren't so innocent, or at least not for a good reason).

    But that doesn't mean you need to be overtly evil all the time. Think about villains in real life (or people you perceive to be villains, anyway). Do they constantly wander around killing people in the streets? Is their every last act tempered by malice? Or can they hide their temperament when they realize it's a dumb idea to be evil? Likely the latter, if they want to remain free.

    And you should act similarly if you want to play an evil character. By all means, kill people if you're evil. Steal. Cheat. Lie. Slander. But don't parade around committing evil acts all the time. Don't get your party in trouble just because you're 'playing in character'. In short, don't be an idiot about being evil. Be sly, be opportunistic and, above all, be discrete. Carrying out vile acts behind the backs of your allies will ultimately be more fun than turning into a ravenous axe murderer, especially if you want to survive more than one session.

    One last practical tip: if you want to go evil, you may want to avoid chaotic evil. Chaotic evil characters tend to act on their impulses on a whim, doing as they please when they please. There's a reason most monsters are chaotic evil. Go with neutral or lawful evil and you can create a much more sociable, balanced character who can interact with goody-goodies while remaining true to your vile nature.

     
    Cybersavant recruiting for a Torg game PDF Print E-mail
    Written by Dwarmij   
    Monday, 19 April 2010 01:47

    Have you heard of TORG? The classic game from the 1990s. Would you play in a TORG game if you had access to the rules? Have you ever played TORG before? Do you like multi-genre settings? Torg is a cinematic multi-genre role-playing game (RPG) created by Greg Gorden and Bill Slavicsek and released by West End Games in 1990, which uses several innovative techniques. Players take the role of Storm Knights, deliberately larger-than-life heroes engaged in fighting the invasion of Earth, to prevent it being conquered by several invading dimensions (called cosms), each with its own separate reality; cosms largely correspond with popular role-playing genres.

    Notable features

    * Deriving enjoyment from how characters, equipment, and environments of the various realities interact, such as having Terminator-style futuristic cyborgs adventure alongside Dungeons & Dragons-style mages in an Indiana Jones-style pulp setting.

    * Playing a game with an explicitly epic or 'cinematic' overtone (as in Star Wars or Buffy the Vampire Slayer, as opposed to RPGs like Vampire: The Masquerade or Dungeons & Dragons).

    * A unified mechanics system suitable for any setting; character attributes and game mechanics use a single sliding scale ('18' can equally mean an hour of time, a truckload of weight, an expert markman's skill, or $4,000) and a unified method of task resolution involving a d20.

    * The game's backstory involves 'possibility energy', which can be used by Storm Knights to achieve heroic feats. In the game mechanics a spent possibility gives a player a chance to make an additional die roll, potentially leading to greater success. Similarly, an included deck of cards provides bonus rolls or skill points and contains ideas for additional character interaction. Some of these cards can be used instead of Possibility energy.

    * An open-ended die mechanic: one twenty-sided die roll, read through a bonus chart, gives the bonus to a character's skill for that attempt. Barring special circumstances, the die may be rolled again (and the subsequent total added to the first roll) each time a 10 or a 20 is rolled. Along with re-rolls gained through spent possibilities, card play, and other possible influences, this allows truly spectacular feats to be accomplished by player characters.

    * Emphasis on groupwork and character interaction by exchange and giving of cards, coordination rules, and the use of "group powers."

     

    Last Updated on Monday, 19 April 2010 01:50
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    Rogue Variant: Venturer PDF Print E-mail
    Written by Dwarmij   
    Wednesday, 28 April 2010 17:49

    by Tim Jenkinson on Pathfinder Database

    Replacing subterfuge and trickery with guile and bravado, the Venturer is a versatile swashbuckler who steps out of the shadows, trading subtlety for martial prowess.

    Class Features Modifications

    Lose: Rogue Talents, Sneak Attack

    Rogues with the Venturer variant gain the following class features:

    Bonus Feats: At 1st level, and at every even level thereafter, a venturer gains a bonus feat in addition to those gained from normal advancement (meaning that the venturer gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

    Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a venturer can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the venturer loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A venturer can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

    A venturer's class levels do not count as fighter levels for the purposes of qualifying for fighter-only bonus feats.

    Surprise Attack (Ex): If a venturer can catch an opponent when he is unable to defend himself effectively from his attack, he can strike suddenly for a sure hit.

    The venturer gains an insight bonus on his attack roll anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the venturer flanks his target. This insight bonus is +1 at 1st level, and increases by +1 every two venturer levels thereafter. Ranged attacks can count as surprise attacks only if the target is within 30 feet.

    A venturer cannot surprise attack while striking a creature with concealment.

    Author's Note: This is an expanded version of the "feat rogue" variant from Unearthed Arcana, which gave up sneak attacks for fighter bonus feats. Surprise Attack doesn't give a damage bonus like Sneak Attack does, but hiting more often (and using it on crit-immune enemies) makes up for the loss (mathematically, total damage output is nearly identical). This class variant is for roguish, self-sufficient adventurers who have many skills but rely on real combat skill rather than dirty fighting and blatant trickery - think an Indiana Jones type.

     

     
    Free RPG Day 2010 PDF Print E-mail
    Written by Dwarmij   
    Wednesday, 10 March 2010 17:02

    This is from the Free RPG Day website, which can be found here. For Free RPG Day, Impressions Advertising & Marketing works with hobby game retailers and RPG publishers to bring NEW RPG Quickstart Rules and Adventure Modules into the hands of gamers. Consumers WORLDWIDE will be able to grab brand new material for a variety of RPGs --- no overstock, retail-priced or dead product here. The goal of Free RPG Day is to inspire gamers to play a new RPG, which will in turn, create sales through local game stores. Your friendly local game store controls whether or not they participate in this event. Each individual store determines how the free items are given out on the day of the event. Free RPG Day occurs Saturday, June 19th 2010 These are the sponsors who have already committed to being a part of Free RPG Day 2010. This list is not final.

    Alderac Entertainment GroupSilver (5 per box),L5R 4th Edition RPG Quickstart & Adventure

    Amarillo Design Bureau Store Sample (1 per box), Prime Directive Quickstart

    Blue Panther Store Sample (1 per box), Unique Color Knockdown Dice Tower

    Chessex Manufacturing Bronze (4 per box), Commemorative Dice w/ store name

    Columbia Games Store Sample (1 per box), Harn Quickstart & Adventure

    Exile Game Studios Bronze (3 per box), Hollow Earth Expedition Quickstart & Adv.

    Fantasy Flight Games Gold (10 per box), TBA

    Goodman Games Silver (5 per box), Age of Cthulu Adventure

    Guild of Blades Publishing Store Sample (3 per box), Heroes Forever Quickstart & Adventure

    Paizo Publishing Gold (10 per box), Pathfinder Module: Master of the Fallen Fortress

    Q-Workshop Gold (10 per box), unique dice

    Skirmisher Publishing Bronze (3 per box), TBA

    Troll Lord Games Silver (5 per box), Castles & Crusades Quickstart and Adventure

    White Wolf Publishing Gold (10 per box), Exalted 2nd Edition Quickstart & Adventure

    Wizards of the Coast Platinum (15 per box), Dark Sun 4th Edition D&D Adventure

    Last Updated on Wednesday, 10 March 2010 17:30
     
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