|Gary Gygax, 27 July 1938-04 March 2008|
30 April 2013
29 April 2013
|Zagyg the Mad Archmage, Demigod of Humor, Magic, Eccentricity, and Unpredictability|
I sit beside the fire and think
of all that I have seen,
of meadow-flowers and butterflies
In summers that have been;
Of yellow leaves and gossamer
in autumns that there were,
with morning mist and silver sun
and wind upon my hair.
I sit beside the fire and think
of how the world will be
when winter comes without a spring
that I shall ever see.
For still there are so many things
that I have never seen:
in every wood in every spring
there is a different green.
I sit beside the fire and think
of people long ago,
and people who will see a world
that I shall never know.
But all the while I sit and think
of times there were before,
I listen for returning feet
and voices at the door.
|"Yuan-ti Anatomy Study" by Chris Quilliams|
27 April 2013
|"More like a set of guidelines, really."|
26 April 2013
|AD&D Players Handbook|
25 April 2013
|"Villains of Fantasy" Larry Elmore.|
|"If this is a consular ship, where is the ambassador?!!"|
24 April 2013
|Frank Frazetta's iconic 'Death Dealer."|
23 April 2013
|See? The Joker rolls old School!|
|Random Hot Girl Pic of the Day|
20 April 2013
19 April 2013
|A Texan, a British Lord, and a British Doctor...which one is out of place?|
Mina: What is that?
Lucy: It's a Texan!
--Bram Stoker's Dracula (1992)
|Brother Silence, a most troublesome monk who is NOT an elf!|
18 April 2013
|A Meeting of Parley|
Parleying:Upon encountering another party, the party with initiative can alwayselect to attempt some form of communication. This can be a friendlygesture, a throwing down of arms, offering of treasure, or some spokenword or phrase. Just what this effect will be is determinable only by theDM considering the prevailing circumstances. It is safe to say that a groupof elves attempting to parley with a red dragon will find their effortsgenerally unsuccessful unless they also have some obvious advantagewhich the dragon is aware of. It is common for player characters to attackfirst, parley afterwards. It is recommended that you devise encounterswhich penalize such action so as to encourage parleying attempts -- whichwill usually be fruitless, of course!
17 April 2013
16 April 2013
|And everybody was Kung Fu fighting....|
15 April 2013
|Early Grenadier miniatures for AD&D.|
|Judges Guild. Always good for fun.|
Now admittedly, this is all speculation on my part. However, please also note that it was not until BECMI (1983-1986) that a comprehensive set of higher level rules was published by TSR. And even then, there was a set of wargame rules available (the War Machine). What does surprise me it that the Battlesystem rules were not published for AD&D until 1985. It was never well-received. I know that I bought a copy at the time and no one else was interested in it in my circle of friends.
And now, 2013, it's a great time to be a miniature enthusiast! These are not little 20-25mm lumps of metal that have little detail. These "new" 28mm minis are awesome! There's Reaper with its multiple lines, all of which are excellent. I can only think of one or two "ugly" minis that they've done since expanding their production over 10 years ago. Does one want old school feel with modern production techniques? Otherworld is the way to go then; their pig-faced orcs are the best. Center Stage Miniatures is another company working from an old school paradigm as well; they've recently started working in resins. If one is interested in wargming, there's a whole plethora of companies offering 15mm fantasy lines that work nicely for that purpose.
|Pig- Faced Orc Tribe by Otherworld|
All-in-all, miniatures add much to the game. the problem most have is that they "slow" down combat. Personally, I feel the initiative system is what slows it down and turns it tactical. Using a a different initiative system has the effect of keeping all of the players involved and does not allow them time to study every move.
Until tomorrow, gentle readers!
13 April 2013
This will be interesting post because I'm doing it from my phone. Therefore it should also be short.
Lizard man not lizard folk. Another example of what is wrong with gaming today-- too much political correctness. There's nothing wrong with the term lizard man; these are not humans. we do not need to humanize them in this fashion. Is not sexist to call them Lizard Men.
Secondly lizard man are usually a missed roleplaying opportunity. They are listed as neutral in alignment; therefore, they are not morally opposed to the free peoples of the campaign world. Take for example the lizard man in module B2. They're not harassing merchants on the road or attacking the keep. In fact the only interact with the players if the characters walk across the top of their mound. They are protecting their territory and their young.
Could not the players interact with them diplomatically? Maybe they have information about the caves. Maybe they have information about the bandits; maybe they will assist the players in the fight against the cave of chaos. This is actually highlighted in a D&D in the salt marsh series. The players do not interact correctly with the lizard man then the town of salt marsh could will be destroyed by the sahaugin.
Well, until Monday,
gentle readers, think about parlay first fight second.
12 April 2013
11 April 2013
|The Hope Diamond, 45.52 carat deep-blue diamond.|
"Just see how it glints and sparkles. Of course it is a nucleus and focus of crime. Every good stone is. They are the devil's pet baits. In larger and older jewels every facet may stand for a bloody deed...."Sir Arthur Conan Doyle, British author. Sherlock Holmes, in "The Adventure of the Blue Carbuncle," The Adventures of Sherlock Holmes (1891).
|The Star of India, a 536.35 carat star sapphire.|
|Necklace of Protection +1!|
10 April 2013
|Speed factors in practice!|
If you disengage, that is, you have active enemy fighters around you, your weapon "resets": move and attack normally when adjacent to a foe.
Monks are a interesting case. Open hand speed factor is 1. Their numbers of attacks per round is based on level. It's best just to go with one attack per tic. That either makes them uber or gives them a bit of an edge, depending. However, they have a lack of AC and, if using AC modifiers to hit, they're balanced in that way as well.
6. Other actions. Grabbing a potion from a pouch and quaffing it: 1d4 tics. Drawing or sheathing a weapon: 1 Tic. Dropping an item in hand: 1 Tic. Using an "at will" power or ability: 1 Tic. Remember, Tics = Seconds. Also, some actions can combine with movement; use common sense.
All-in-all, there are two things I like about this system. First, the lack of rolling speeds thing up and makes combat more fluid. Two, it keeps everyone engaged; no one is sitting there, twiddling dice, and waiting for the end of the round. things could change rapidly.
Until tomorrow, gentle readers.
09 April 2013
|A cavalier in action! A true hero!|
|Elan fumbles a Spot check.|
|"We don't have a cleric...somebody is going to die, dude!"|