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Written by Dwarmij
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Tuesday, 11 May 2010 05:39 |
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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. |
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Written by Dwarmij
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Monday, 19 April 2010 01:47 |
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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."
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Last Updated on Monday, 19 April 2010 01:50 |
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Written by Dwarmij
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Wednesday, 28 April 2010 17:49 |
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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.
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Written by Dwarmij
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Wednesday, 10 March 2010 17:02 |
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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 |
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Last Updated on Wednesday, 10 March 2010 17:30 |
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