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Yesterday, 02:46 PMNichG replied to a thread Exploration and social - the two pillars that have no mechanics in D&D 5e/NextTo be clear, my stakes in this conversation are not about the question 'does 5e D&D already have exploration rules'. I'm invested in the original...90 replies | 5198 view(s)
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Yesterday, 11:58 AMNichG replied to a thread Exploration and social - the two pillars that have no mechanics in D&D 5e/NextFor a general campaign I think its a bit tricky, but for specific kinds of campaigns it seems easier to design for. Like, if your campaign is a...90 replies | 5198 view(s)
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Yesterday, 09:07 AMA segmentation control net might be better here. Sketch out blocks of color meaning open terrain, difficult terrain, impassable, object of interest,...19 replies | 2317 view(s)
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2024-05-16, 10:01 PMOne thing about some of the systems I posted about that isn't true of others is the degree to which they represent something that you could spend a...18 replies | 1130 view(s)
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2024-05-16, 02:36 PMTier of wand was a cap against some spells working if the interpretation would be too powerful, which in turn was controlled by a skill+attribute...18 replies | 1130 view(s)
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2024-05-15, 10:44 PMWell, I had a DM run a game where you could wave a wand and make up something in fake latin (not real latin - that would automatically fail), and...18 replies | 1130 view(s)
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2024-05-15, 02:24 PMCommand Undead probably actually suffices for the basic function of program undead - it has the right kind of stuff (you have to give a verbal...24 replies | 1803 view(s)
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2024-05-14, 06:54 PMWell there's that free willed bit... If your undead or constructs are programmable you don't have to concentrate, but you also don't get to change...24 replies | 1803 view(s)
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2024-05-14, 02:42 PMI'd do two (different) things: - The recipient of a buff has a number of slots equal to 5+Cha mod worth of spell levels they can support. Debuffs...24 replies | 1803 view(s)
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2024-05-14, 10:28 AMBut, this isn't really a mechanical question at all? As a purely mechanical question, I'm not aware of any mechanics that determine how a player...20 replies | 1187 view(s)
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2024-05-13, 06:45 PMNichG replied to a thread Exploration and social - the two pillars that have no mechanics in D&D 5e/NextWriting rules from scratch for something like ship travel in a semi-realistic age of discovery setting (e.g. no motors or ships powered primarily by...90 replies | 5198 view(s)
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2024-05-13, 02:21 PMNichG replied to a thread Exploration and social - the two pillars that have no mechanics in D&D 5e/NextThis just seems to be an odd thing to resist, like, why is it better to have 5 books of monsters and no books describing things like exotic fantasy...90 replies | 5198 view(s)
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2024-05-12, 09:17 PMNichG replied to a thread Exploration and social - the two pillars that have no mechanics in D&D 5e/NextI'd say AD&D, 2e, and 3.5e are at least acceptable for an exploration focused game, or things like settlement building/frontier development/etc. Not...90 replies | 5198 view(s)
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2024-05-11, 12:28 PMNichG replied to a thread Exploration and social - the two pillars that have no mechanics in D&D 5e/NextBut what are you actually gaining here, that you couldn't have otherwise? If you really want everything to be totally unique to the fullest extent...90 replies | 5198 view(s)
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2024-05-10, 05:35 PMNichG replied to a thread Exploration and social - the two pillars that have no mechanics in D&D 5e/NextSome rules tell you how to resolve things - that establishes the context in which things make sense. Other rules give you stuff to play with. The...90 replies | 5198 view(s)
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2024-05-09, 02:02 PMNichG replied to a thread Arguments IN FAVOR of keeping hide/move silently and spot/listen/search separate? in D&D 3e/3.5e/d20You could just make everything passive vs passive by default, and the difference in modifiers basically says 'how close can you get before you have...79 replies | 4344 view(s)
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2024-05-09, 12:23 PMI've tried to make this. Basic ingredients were each weapon being a different skill, and automatically gaining weapon-specific 'waza' as you advance...25 replies | 2001 view(s)
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2024-05-08, 03:35 PMNichG replied to a thread Arguments IN FAVOR of keeping hide/move silently and spot/listen/search separate? in D&D 3e/3.5e/d20In D&D's stealth model, I would just combine them... Stealth jobs are already too much of an 'extended chain of rolls, one failure ruins the whole...79 replies | 4344 view(s)
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2024-05-02, 06:03 PMThis was a funny one... I made rules for inventing and constructing vehicles. I also made rules for crashes and the splash damage caused by crashes...14 replies | 2180 view(s)
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2024-05-02, 05:25 PMNichG replied to a thread How would you do *actual* high-powered fantasy play with D&D? in D&D 5e/NextGenerally you layer things bit by bit until expectations match what you're going for. You can give players time-cracking powers at campaign start...33 replies | 2902 view(s)
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2024-05-02, 02:35 PMI'd instead start with general numbers, rather than do all pairs and balance in detail. Like, how much damage per round will a basic character with...5 replies | 442 view(s)
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2024-05-02, 10:16 AMNichG replied to a thread How would you do *actual* high-powered fantasy play with D&D? in D&D 5e/NextI mean, I've been in and run D&D campaigns that had that sort of power level and hijinks. The specific example I picked a little bit for the...33 replies | 2902 view(s)
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2024-05-02, 09:21 AMNichG replied to a thread How would you do *actual* high-powered fantasy play with D&D? in D&D 5e/NextThe OP explicitly mentioned shonen and changed the thread title to say 'high-powered fantasy' rather than high fantasy, so the implication to me is...33 replies | 2902 view(s)
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2024-05-02, 02:10 AMNichG replied to a thread How would you do *actual* high-powered fantasy play with D&D? in D&D 5e/NextWell, its also communicating those things to the players sufficiently well that they actually feel it's legitimate to try... 'Hey guys, if you had...33 replies | 2902 view(s)
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2024-05-01, 05:13 PMNichG replied to a thread How would you do *actual* high-powered fantasy play with D&D? in D&D 5e/NextProbably the easiest answer is to add a subsystem that all characters get access to, and that consist of 'big actions' that take longer to set up but...33 replies | 2902 view(s)
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2024-05-01, 03:21 PMThe original post of this thread resonated with me because I think while what you're saying is sort of a classic view, those things actually don't...186 replies | 11215 view(s)
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2024-05-01, 02:36 PMNichG replied to a thread Point buy skill systems with efficiencies that shift as you grow in Roleplaying GamesFor the attributes, they contribute quadratic benefit, so it kind of has to be cubic. You get more points of your resource pool to spend, and your...26 replies | 1768 view(s)
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2024-05-01, 01:59 PMIf they're ends in themselves that's one thing, but in the case of the actual examples I'm thinking of (from mods like Immersive Engineering and the...186 replies | 11215 view(s)
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2024-05-01, 01:29 PMNichG replied to a thread Point buy skill systems with efficiencies that shift as you grow in Roleplaying GamesThat goes the opposite of the design goal I'm trying to achieve though, which is to make the magics be more of a narrow investment where there's more...26 replies | 1768 view(s)
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2024-05-01, 11:07 AMThe 'spherical cow' bit isn't the absence of noise, but rather the presence of omniscience. For the formal definitions the mathematical framework...186 replies | 11215 view(s)
About NichG
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About NichG
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- Physicist (and game-developer on the side)
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