Continue reading Speeding up D&D 4E Combat: Morale
A large problem many groups have with 4E D&D is that 4E combat takes a very long time. Various methods have been proposed to fix this, such as reducing monster hp, but after some discussion we realised the best way of doing it is simply to revive the Morale system, used in 1st and 2nd Edition, but thrown out in 3rd. The problem with these systems is, like the whole editions themselves, they were overly complicated; I’ve seen an attempt at adding Morale to 4E that mostly just put the 2nd Ed system in… and it looked terrible. So, we decided to do it from the ground up: a complete, effective, and simple Morale system for 4E D&D.
Archive for » 2010 «
With news of a 6.1 aftershock hitting Haiti today, DriveThruRPG is offering gamers a way to contribute to the relief efforts in Haiti by purchasing a “once in a lifetime collection of games” from their online store for only $20. This mega-bundle contains over 120 e-books with a total retail value of $1481.31 and is an amazing collection. All of the money raised by sales of the package are  going to Doctors Without Borders Haiti Earthquake Response. As of writing, the community had raised $28,870.00.
The full details on the gaming mega-bundle can be found here.
Continue reading Do the laws of physics have a place in fantasy role-playing games?
Back in the old days of playing D&D 3.5 I was running a campaign with 8 players (yes, 8…). Amongst the usual set of crazy logistic issues that had to be faced (pallets of snacks for example…) we also had 8 different playing styles with 8 different motivations, backgrounds, educations, etc. I love my gaming group – and running a game for 8 people is a tough challenge I wouldn’t recommend just anyone trying out… A couple of members of the group are of the engineering background and this led to its own challenges as a GM (analysing buildings and traps for structural integrity for example). This would lead to amusing situations such as the players spending 30 minutes of game time trying to explain how a door couldn’t be opened by lifting the beam instead of just pulling it to the side with the attached ropes and getting on with the game.



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