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Results for tag: D&D
Posted by:
AndyCollins
on Dec 1, 2009 at 04:01:37 PM
One week from today--that's Tuesday, December 8--I'll be at the University of Washington bookstore to sign copies of the Player's Handbook and PH2. I'll be joined by James Wyatt and Jeremy Crawford; together we'll talk about working on D&D, tell you our favorite parts of the game, and even answer a few of your burning questions. I'm also told that the event will feature some gamer swag, but I have no details on that. ;) The event starts at 7 PM and runs about an hour or so. Here's the address: University Bookstore, 4326 University Way NE, Seattle WA 98105. If you haven't yet picked up your holiday bundle--that's the PH and PH2 for the price of a single book--this is a great opportunity. It's also a great gift for that stingy player who won't keep his greasy fingers off your books, or for ...
Posted by:
AndyCollins
on Nov 16, 2009 at 10:58:30 AM
[WARNING: Potential spoilers for the heroic-tier section of the Scales of War adventure path below.]
As mentioned previously on this blog, we brought all three groups playing in my current D&D campaign together recently for one massive session. Each of the previous sessions ended with the group stepping through a portal to the Elemental Chaos, where they stood before a great obsidian tower floating on a sea of fire. Due to some illnesses & other conflicts, we ended up with 12 players (plus 2 Dungeon Masters) for most of the game, with one player leaving before the final battle. We began with an hour of pure role-playing, as the 14 characters (Greg & I each play in each other's games) got to know each other. I've been comparing this to "Avengers meet X-Men meet Fantastic Four" but it's ...
Posted by:
AndyCollins
on Nov 3, 2009 at 02:03:02 PM
We're now only four days away from the 15-player, 2-DM crossover session bringing together the players of three different groups for one massive game. Greg--the other DM--and I have been talking about various methods of organizing and managing the session. Here are some of the ideas we plan to implement on Saturday: Split the Party: I know that we've been telling folks all year to "Never Split the Party," but it's OK--in the words of the Mythbusters, "We're what you call experts." After an initial "get to know the other teams" segment, the group splits into two separate teams, each with its own objective(s) for the next 3-4 hours. Rather than impose a specific division, we've built objectives that will inform the players' decision on how they divvy up the teams. Greg and I have some inkling ...
Posted by:
AndyCollins
on Oct 20, 2009 at 09:09:22 AM
As readers of my previous Gleemax blog may remember, I started a somewhat experimental D&D campaign last year: Three groups of players, three DMs, all playing in different parts of the same campaign world (my homebrew "Blackmere" setting) simultaneously. So far, the campaigns have gone well, and we've reached the end of the heroic tier. Along the way, one of the DMs had to drop out, so I've taken over running a second group (while still playing my exuberant warlord, Tyrellius Vex, as an NPC). Coming up in just a few weeks, however, is the event that we've been promising the players since the start: a crossover game featuring all three groups working together against a common foe. Think "Avengers meet the X-Men meet the Justice League" and you'll get it. By my count, we're looking at 14 ...
Posted by:
AndyCollins
on Oct 13, 2009 at 04:36:41 PM
So we were talking about racial powers yesterday, and we decided that the halfling's racial power--Second Chance, which forces an enemy to reroll an attack--doesn't feel as cool as it should. I mean, turning a hit (or even a crit) into a miss is really good. So why doesn't the halfling player feel more excited about it? We came up with two reasons, and then two solutions that don't involve any changes to the rules. 1) The halfling player doesn't know the success chance of the reroll. Compare this to the elf, who knows before he rerolls the attack that he rolled a 4, or a 14. 2) The halfling player doesn't get to do anything. Compare this to, well, pretty much any other racial power, where the activating character gets to roll dice, move his mini, or change a number on his character sheet. ... |