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Ryft

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About Ryft

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    http://junamir.googlepages.com/home
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  • Location
    The VOID known as Buffalo
  • Interests
    Roleplaying, reading, writing, architecture, art, videogames, martial arts, chess, poetry, mountain biking, camping.
  1. Gary Gygax is dead..

    :) I vote we all spend 3d6 moments of silence, out of respect.
  2. Battle Magic

    I never said it was... I'm just saying that they use that as a verbal damage descriptor. It just means another LARP group found the word concise and attractive enough to use it, that's all.
  3. Battle Magic

    NERO/Alliance uses Slay. It's popular there, but leads to a lot of silly jokes out of game. "Seventeen Silver Slay, Sir" comes to mind... Not that silly jokes are a bad thing. :)
  4. Props Wanted

    I'm so behind on my reading... I bought Feast for Crows ages ago and haven't even started it yet. *sighs*
  5. Humans Versus Zombies

    I'm pretty much S.O.L. anyhows, as I live off of campus.
  6. Skill Points Increase

    You could make some of the skills that you think should be more rare (medium, or noble, maybe?) take the more expensive 4+5+6+7+8 route, and make some of the more common ones the flat 4+4+4+4 route. That's if you think there should be a rarity difference, that is. Having roleplaying skills be prerequisites for special power skills sounds like a plausible idea. I think the idea of prerequisites to take roleplaying skills could make sense, too. You could enhance the herbalist skill to extend beyond simple alchemy, for example, and make it a prerequisite for druids. Perhaps nobility or ordained require proficiency in a particular "high" form of a language that isn't available for free, but has enough advantages that players might still feel compelled to take it even if they weren't planning on grabbing a RPing skill. Maybe medium requires a minimal number of power points.
  7. Humans Versus Zombies

    That sounds so cool. Is there a UB group that plays this, I wonder?
  8. What I dislike most about 4th edition d&d

    Meh, I stick to two systems. If I expect lots of combat, I go with a d20 game, because that's what it does best. The grid based miniatures combat makes battles interesting but fast, and there's plenty of variations you can get for feats and powers to keep your metagame mind occupied. I playtested a Shadowrun campaign this summer that a friend ran, and we used d20 modern with elements from the sci-fi book and urban arcana book to round everything out. Worked fine. Lots of shooting, lots of fun. And way less work than trying to figure out Shadowrun rules, honestly. I love that setting, but hate that system. If I want less combat in a campaign, I go with the new World of Darkness system. It's extremely stream-lined, requires minimal dice rolling, and it doesn't privilege combat skills especially much. Also, I can teach it to a new player in five minutes, which is a plus. I've not purchased any of the accessory campaign books for it (vampire, mage, werewolf, etc.) and don't intend to... I just own the core book. I've used it for a mafia campaign, a Call of Cthulu style game (added a working insanity system in minutes), and a modern fantasy mystery campaign with victorian flare. I might be playtesting D&D 4.0 soon, which sounds like fun. Unfortunately, if they are going to require tons of books, unless they lower the average price per book, I don't see myself buying them when the game comes out. Three core books is fine, and I've been happy with my additional purchases of four of the "complete" class books and a handful of campaign setting specific stuff, but the rest of their library is mostly crap, especially at 25 to 30 dollars a book. If I can't get a base level functional game within three or four books, I'll stick with 3.5 and be happy. I can understand them making a d20 core book, d20 GM book, D&D class book, and D&D monster manual. That actually seems like a solid response to White Wolf's core book plus peripheral book setup, and it would make everything quite comprehensive, especially if you were thinking 4.0 looked like a good system but didn't want to play D&D, specifically. However, needing several years worth of books to get the "core" system doesn't make the system worth it, to me.
  9. Props Wanted

    It could make a shoe-in representation for the Knight, though.
  10. Combat Moves

    Ok, so we have a semantic misunderstanding. Let me rephrase my initial concern, then. "I am short enough that with my knees bent a little bit I can turtle behind most long shields." I'll probably end up sticking with round shields for this reason.
  11. Javalins?

    I will refrain from retorting, in case any other NERO players should hear me and forever ban me from their games.
  12. Combat Moves

    Yeah, but a slight crouch is almost necessary for proper legwork... being able to spring around when needed. This is especially true for short people with short arms... we don't have reach, so need to rely on speed to make up the distance. If you wanted to standardize what GMs are allowed to call turtling on, maybe pick a standard height, say... 5'10", and declare a set decrease in area or diameter for every inch in height below that. Of course, that's a P.I.T.A. A better solution is to just tell the person that they have to expose something, so that they don't have to stop using a shield altogether. I usually leave my forward leg exposed, and tuck it back if someone swings or stabs at it, or else I leave my sword arm exposed enough that it's a reasonable target. It's not perfect, but it's an attempt at using a shield responsibly. Shields are tons of fun for line battles, but because of the grief I go through for using them I usually pass them over. No one seems to mind when I turtle behind a pair of short swords...
  13. Javalins?

    Ah, so this is sort of a limited test run in the hands of capable fighters. Not a bad idea. It's still better progress than one would see in bureaucratic Alliance games, that's for certain. It's refreshing to see a group that's not afraid of change.
  14. I was thinking that, but you'd have to make it restore fewer points than it cost, or it would be imbalanced.
  15. Battle Magic

    Off the top of my head, the 2-4 route seems better for some of the reasons already mentioned. On the other hand, while plotting out a new PC, I noted that there was no ranged tagbag damage spell at first level, and felt cheated. :D I can see how they wouldn't want magic strike to feel overshadowed, and there's definitely some strong competition between a hit for +4 and a spacket attack for 4. You could add a spell that hits for more than 4 points, reflecting the school's ability to theoretically dish out more damage faster. If weapon damage and spells are generally capped at 4 points, a spell that generates one packet that hits for 6 or 8 points seems significant, certainly. Balanced, though? I'm less certain, there.
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