Thursday, August 30, 2007

Dungeons and Dragons, 4th Edition

I really don't have a strong opinion about 4th, one way or the other. I'm glad that gnomes are gone and that they'll be fixing grapple.

But I think a 4th edition needs to be an overhaul, not a retrofit.

And the covers, while painted well, are boring and the new logo is lackluster for a game with this much history.

But we'll see. I wouldn't expect the gates to rumble when stores open with 4th edition on their shelves.

Monday, August 27, 2007

City of Coil, Speed Bump

David has left the group and we are down to two players, which will work for a session or two, but if someone lives in Socal and wants to join the game, let me know. We could use a player or two.

More later.

Tuesday, August 14, 2007

GenCon 2007

See you in one week.

If you're at GenCon, look me up at the AEG, Green Ronin, Rogue Games, Zietgeist, or the art show.

ADDENDUM: It took 11 hours to get home from INDY. Northwest sucks.

All airlines suck, why qualify it?

The show was great. Really amazing. Best one in years. Even without a single GRAND SLAM product in the entire building. Everyone was in great spirits.

But I'm exhausted and I have some projects to write up before tomorrow. I hope to have an interesting post soon.

Friday, August 10, 2007

Cease and Desist at GenCon 2007

Rogue Games received a Cease and Desist notice from Midway games over the title Stranglehold,

We have to change the name of the game four days before GenCon and try to get new copies printed in time.

Wow. Now that's a tight turnaround.

Come by Booth 1535 at Gencon to get a copy of the (tr)ashcan edition of XSW: Impact.

Wednesday, August 08, 2007

City of Coil XI: Act II

Much of the city has been designed and developed on here, with loose notes whenever possible.

A lot of ideas float around and when it comes time to make this into a REAL game world, I hope a few friends can help with the writing. I have mechanics ideas ready to playtest.

As for the story I'm running on Saturdays, here's a recap.

Twelve high level people in the city are actually members of the Circle of Midnight, spell casters who are not wizards (some of whom masquerade as wizards0. They all held high places of power and made a pact to secure a place in history for the Chosen One. However, when the chosen one was born, they forsake their duty and clung to their power. A ritual, created by the forsaken chosen one has killed all but one of the Circle. The second most powerful Evoker in the City reels from the attempt on her lift, weakened by it. However, others around her squabble for power, like vultures. waiting for her to show a sign of weakness. Already the Evocation tower is in disarray.

Two days of rioting and looting as the city under a state of martial law. Certain regions of the city have been walled up. The prisons are filled with criminals of all kinds.

A small gathering of lizard men at the temple of Nyoss (God of Whispers) convened for several days before leaving shortly after midnight of the new year. The PCs are unaware of this event's significance.

The Divination Guild is bidding its time, waiting for the appropriate moment to strike. Someone from their order has approached Zapheous, asking him for the Medusa coin.

The Necromancy Guild has been quiet for some time.

Chloe is slowly becoming something of importance... a creature beyond her human form. She, of course, needs to know everything now. She is also anxious to kill people.

Amara is in fact a half-succubus. Her brother is a rakshasa. Her father was a tiefling (he and all his clones are dead). Her mother was a... we don't know yet.

Zapheous has had so many brushes with death. But his days are numbered now. He has fewer and fewer allies. And the people he can blackmail are weakening.

Simon is a speck on the horizon.

We have now entered a second era of PC "enlightenment."

ADDENDUM: We are playing again on the 11th. Two of the player may be making an addition character each, to highlight stories and issues going on in the city that their characters can't be involved with (there's only so many hours in the day).

Monday, August 06, 2007

Sunday, August 05, 2007

D&D Skill List

Here is the official skill list of a jim pinto D&D game. And of course every class's skill selection would also change. Effectively everyone would become a 3+Int (except rogue which becomes 6+Int). And their choices would change too (so fighters and sorcerers can do stuff).

Athletics (replaces Balance, Climb, Escape Artist, Jump, Swim, Tumble)
Concentration
Craft (replaces Craft, Profession)
Disable Device (replaces Disable Device, Open Locks)
Knowledge (replaces all knowledge)
Notice (replaces Listen, Spot, Search -- allows for Scent)
Religion (includes understanding and performing rites and rituals)
Ride (replaces Ride and Handle Animal)
Social (replaces Appraise, Diplomacy, Gather Information, Intimidate, Perform, Sense Motive)
Speak Language
Stealth (replaces Hide, Move Silently, Sleight of Hand)
Subterfuge (replaces Bluff, Decipher Script, Disguise, Forgery)
Survival (replaces Heal, Survival, Use Rope)
Theory (includes all non-ephemeral Knowledge; replaces Spellcraft, Use Magic Device)

I haven't considered yet what is MISSING from the game. Essentially, skills are a patch for the rigid class system anyway. But, to streamline the game and reduce paperwork, this is my list. And I think you'll find it does NOT break or change the game you are playing.

Try it.

Oh. And synergy bonuses are gone. Feats only give a +3 to one skill. That's it. "Keep it simple, stupid" as the saying goes

Theory could also be used to decipher scripts and runes, I supposed. Depends on your style of play.