tenletter

25 September 2009

Confessions – Escapist

Filed under: Dungeons and Dragons, confession friday, m:tg, rpg — Tags: , , , — zeneofa @ 12:48 am

I have always had a fondness for reading, even more so for fantasy novels. It fascinated me that these simple black and white words could spawn such vivid imagery in my mind; each book, each world, so different. Yet for their difference they held an underlying common thread that span throughout their existence, my thoughts. This was perhaps my first passive embrace with the ideal of passive-role-playing. It was only several year later that I would seek a more active measure to tether the world of fantasy to the everyday world we face.

I had discovered that modern technology could very well be the means to achieve this marriage of two worlds, I had discovered computer games. Here was a visualization of different world that my eyes and not just my mind could enjoy; I remember that we had one of the best computers that one could have at the time. The green and black visage that consumed a significant portion of my waking hours was an old 4×4 truck game, the name of which I have long since forgotten. It truly was a marvel to a young kid, later I would discover that cartridge console games could hold similar enjoyment and that more mundane methods could also provide a portal to the world of fantasy.

With the advancement in technology bringing a new, much broader, scope to the limitless world of fantasy, and my budget leaving me tailing along at an ever-increasing pace, I discovered a new avenue that could provide a tether. I submerged myself into a world of fire and fanaticism, of deception and disease a world of creatures, the world of Magic the Gathering. Here was a game that could challenge the mind, and not just entertain it. It was a wonder to behold, a rules-lawyer’s paradise. Here words held a lot of meaning, every single word carried immense weight and a solitary word could change everything. However with the every present evolutionary flux of the game, if felt as though I was trying keep up with the fashion trend of Hollywood. It is then that the friends that I had made during my brief flirt with the game of Magic the Gathering introduced me to a world of near infinite possibilities…

I finally found my way to a more active role-playing environment, Dungeons and Dragons. My first game was with a few of my fellow tenletter bloggers. I played a Female Halfling Rogue NE, called Kesla, who annoyed the party to no end, so the dm decided to annoy me and gave me the most opinionated intelligent item a.k.a. Talindra. This rather dogmatic item tried its best to convert me from my evil ways by spouting homilies of Yondalla. I was quite fond of this item; fond enough to pawn it off the first chance I got to some evil mastermind, who then used lovely Talindra to annoy me even more. This character was a very memorable one; she created a lot of grief and memorable moments for both player and character.

Dungeons and Dragons has provided me with the tether I sought, it along with other role-playing games have truly presented me with memorable moments and memorable company.

23 September 2009

Catan – Dice game

Filed under: board game — Tags: — rolery @ 2:59 pm

A quick review of Catan – Dice game.  I bought it at Pasttimes in the V&A Waterfront in Cape Town for R150 — Which I must admit is a great shop in concept, but it is not manned by game enthusiasts?!

Catan_Dice_Game

The dice version of the game is… to put it bluntly, a DO NOT BUY. It is about 85% luck based, and 15% skill/strategy, and no guarantee  even over 100 games that the better player will win out. It’s effectively Yahtzee with6 dice, and a little bit of other options added to it.

However, I just found the plus version of the game… which is the way Klaus Teuber originally thought is better.  And it will definitely be better!  But still even with the new rules there is no resource trading, so it’s pretty much solitaire except for longest road and largest army.

All you really need for the game is 6d6, but with different resource symbols (Gold is the 6th resource, which you can trade 2:1 for any other resource) instead of the numbers 1-6. Even with the plus rules it’s  still too expensive to make it worth it, however the fact that the game is pretty much mobile now, makes it somewhat more attractive – but still not the real game!

22 September 2009

[Zombie Tuesday] This may be your last night on earth…

Filed under: Zombie Tuesday, board game, zombies — Tags: , , — avianfoo @ 9:00 am

The sun is setting.  Zombies have taken over the gym. Your closest friend has already joined the zombie horde. If only you could find that last gas can so you can blow all the zombies to bits…before its too late.  With nothing but a worn out baseball bat you charge, once again, into thick of… brraaaaaaiiinnns….

The Last Night on Earth: The Zombie Game is a semi-co0perative board game version of all those cheesy zombie movies, with a bunch of students and strange adults trying to escape from the slow lumbering zombies.  This game has a heavy luck component so, while there is a small amount of strategy involved, the luck plays such a large factor, that you might as well sit back and enjoy as the zombies are annihilated or the heroes are ripped to shreds.

(more…)

18 September 2009

Confessions – Rolery

I lost my RP virginity when I was very young. Younger than the box prescribed in fact. I was a mere 6 years old when I role played the first D&D basic set setting. I was a halfling (Basic had Fighter, Mage, Thief, Cleric, Elf, Halfling, Dwarf) and my character’s name was Pias. My very first hit severed a tentacle off a carrion crawler.

My story is entwined with that of my eldest brother (the DM, who also played a retainer cleric called Carl Rihack). He is 10 years older than me, and was thus at a somewhat different developmental stage than myself. So the amount of time we spent playing was extremely limited, but the three younger brothers nagged big brother for every time we could get. So much so that our modified combi (we swapped the seats around so they faced each other, and had a table down the middle) was our gaming table every so often… (actually I think it happened only once)

On our way to Pretoria, we encountered a band of undead, and the elf (Silvergrass Leafhopper) was almost down (in basic you’re dead at 0 HP), so I jumped in to protect him. But it was that fateful day that etched the realness of role playing into the minds of me and my family. It was to be my first experience of death, and for a 7 or 8 year old… it was a genuine death.

Post edited: 18 September 2009, to change hobbits to halflings.

17 September 2009

[Pathfinder] Let’s build a Gish

Filed under: d20, pathfinder, rpg — Tags: , , , , , , — jatori @ 8:15 pm

During 3.0 and 3.5, I played nearly every type of gish build available. There’s just something about combining spellcasting and martial prowess into one character that intrigues me. Today, I’m going to be investigating a possible Pathfinder gish build and the changes to the polymorph rules. However, I’ve cheated a little bit – technically, this is one character… the siblings Gabrelovic:

Talindra Gabrelovic

Small Female Halfling Fighter 7

Init: +1 Perception: +2

Defense

AC: 24; Touch 12; Flat 23

CMD: 11

HP: 60

Fort: 9 Ref: 5 Will: 4 (6 vs Fear)

Offense

Speed: 15

Melee: Lance +12/+7 1d6+11; Longsword +11/+7 1d6+6

Ranged: Sling +9 1d6+3

Statistics

Str 16 Dex 12 Con 14 Int 8 Wis 10 Cha 16

Base Attack: 7

CMB: 10

Feats: Power Attack; Mounted Combat; Ride-By Attack; Spirited Charge; Weapon Focus (Lance); Dazzling Display; Weapon Specialisation (Lance); Leadership

Skills: Ride 6; Intimidate 16; Perception +2; Climb +0; Acrobatics -2

Gear: +1 Full Plate; +1 Arrow Catching Heavy Steel Shield; +1 Adamantine Lance; Masterwork Silvered Longsword; Masterwork Halfling Sling; 2 Potions of Cure Moderate Wounds; Oil of Bless Weapon; Belt of Giant Strength +2; Circlet of Persuasion; Cloak of Resistance +1; Feather Token (Whip); Adventuring Gear; 293 gp

Special Abilities

Armour Training 2; Bravery +2; Weapon Training 1 (Spear)

Tick Gabrelovic

Male Halfling Transmuter 5

Init: +1 Perception: +4

Defense

AC: 12; Touch 12; Flat 11

CMD: 14

HP: 42

Fort: 5 Ref: 4 Will: 6 (8 vs Fear)

Offense

Speed: 20

Melee: Dagger +6 1d3+2

Ranged Touch Attack Bonus: +4

Special Attacks: Telekinetic Fist 6/d – +4 1d4+2

Spells: L3 – Silent Blur; 2 x Beast Shape I; L2 – Bull’s Strength; Alter Self; Bear’s Endurance; Rope Trick; L1 – Expeditious Retreat; Feather Fall; Grease; Shield; Mount; L0 – Detect Magic; Read Magic; Acid Splash

Statistics

Str 14 Dex 12 Con 14 Int 16 Wis 10 Cha 10

Base Attack: 2

CMB: 3

Feats: Scribe Scroll; Silent Spell; Toughness; Eschew Materials; Combat Casting

Skills: Acrobatics 3; Climb 4; Fly 9; Knowledge (Nature) 11; Knowledge (Nobility) 11; Perception 4; Spellcraft 11

Gear: Adventuring Gear; Spell Book; Spell Component Pouch; Cloak of Resistance +1; Wand of Ray of Enfeeblement (50 charges); Masterwork Dagger; 9gp

Other Spells Known: L3 – Haste; L1 – Animate Rope

Languages Known: Common; Halfling; Draconic

Special Abilities

Physical Enhancement (Strength +2); Restricted Schools (Enchantment; Evocation); Arcane Bond

If I was GM, I’d let my players ride their cohorts into battle. Now, if only I can figure out a way to get a saddle that won’t meld with Tick when he casts Beast Shape.

- jatori

16 September 2009

[Pathfinder] Let’s build a grappler

Filed under: d20, pathfinder, rpg — Tags: , , , , — jatori @ 8:45 pm

Grappling happens to be one of my favourite 3.5 mechanics (maybe I understood the rules incorrectly or I’m just a sick, sick, sick, sick individual). Pathfinder promised to simplify and streamline the grappling mechanics. So, today, following on from my arrow-fu build, I present a grappler-build that wouldn’t have been possible in 3.5.

I know that I promised to showcase a grappler that specialised in using wands to fry his pinned foes, but since you cannot quick draw a wand (sad face), the build was not efficient enough (for me). A glove of storing, however, would make the build far more playable, but it’s just a wee bit too expensive for a level 7 character. That’s why, I instead give you: Grobbi!

Grobbi

Small Male Goblin Rogue 3 Fighter 4

Init: 6 Perception: 10 (11 vs Traps) (60ft Darkvision)

Defense

AC: 22 Touch 17 Flat 16

CMD: 21 (23 vs Grapple)

HP: 71

Fort: 7 Ref: 10 (11 vs Traps) Will: 2 (3 vs Fear)

Trapsense +1

Offense

Speed: 40

Melee: Sap +14/+9 1d4; Short Sword +14/+9 1d4+1; Unarmed Strike +13/+8 1d2

Ranged: Shortbow +14/+9 1d4

Special Attacks: Sneak Attack +2d6

Statistics

Str 10 Dex 22 Con 14 Int 13 Wis 10 Cha 6

Base Attack: 6/1

CMB: 11 (15 Grapple)

Feats: Improved Unarmed Strike; Improved Grapple; Greater Grapple; Weapon Finesse; Quick Draw; Agile Maneuvers; Toughness

Skills: Acrobatics 16 (21 Jump); Climb 5; Disable Device 23; Escape Artist 12; Perception 10 (11 vs Traps); Sleight of Hand 16; Ride 10; Stealth 29; Swim 10

Gear: Belt of Incredible Dexterity +2; Boots of Springing and Striding; +1 Mithral Chain Shirt; +1 Short Sword; Masterwork Sap; Cloak of Elvenkind; Vest of Escape; Gray Bag of Tricks; Feather Token (Swan Boat); Potion of Bear’s Endurance; Potion of Cure Light Wound; Masterwork Shortbow; Masterwork Thieves’ Tools; Quiver of Arrows; Adventuring Gear; Grobbi’s Love Letter*; 69 gp

Languages: Goblin; Common

Special Abilities

Rogue Talents (Rogue Crawl); Trapfinding; Evasion; Trap Sense +1; Bravery +1; Armour Training I

* Grobbi’s traveling the world, looking for love. In combat, Grobbi will single out the prettiest female (regardless of race) on the opposing team and, using his speed (he crawls on the ground as quickly as a dwarf in full plate jogs) and high grapple modifier to remove her from combat without having to deal any real damage. If Grobbi is forced to retreat, he slips the note** into the unfortunate woman’s pack/pocket/whatever (the rules say that you can’t use sleight of hand to steal something from somebody while in combat, but it says nothing about using the skill to plant something).

** Grobbi isn’t very good with words. That’s why he got his mom*** to write a love note – she’s much better with words.

*** Grobbi is the only son amongst a gaggle of daughters. That might explain why his mom has a special place for him in her heart. It might also explain why she has interferred with and ruined every vaguely romantic relationship he’s ever had. Though obviously upset about Grobbi leaving for an adventurer’s life, she could do nothing to stop him. She can, however, make sure that the next pretty girl won’t be stealing him away. The note has been rigged with explosive runes that only trigger when read by a female.

- jatori

Alternate Bard (Pathfinder RPG)

Filed under: Dungeons and Dragons, rpg — Tags: , , , — trashcondor @ 1:50 pm

Keeping up the groove with my post on the alternate barbarian, here’s the next class in line: new options for the bard. To reiterate, the purpose of the “alternate” line is to provide at least 2 new build options for the class under consideration, and at least one of these options should allow for a different stat-build on the class. In the first post, for example, the alternate barbarian can enter a dex-rage (called a frenzy) instead of the normal str-con-rages that barbarians are famed for. The bard option “storyteller” presented below is a version of the bard that uses Wisdom instead of Charisma for the underlying class abilities.

Alternate Class Abilities (Pathfinder RPG)

Bard

1. Storyteller  (Wisdom based bard)

Not all bards are flamboyant, charismatic individuals that bless the world with their quick wit – some have a far more important function: they recall the great deeds of ancestors and in recounting the history of a tribe they ensure that the values and traditions of a tribe remain strong among their people. Such storytellers rely on their Wisdom and insights to inspire their comrades.

A bard that choses to be a storyteller uses the Wisdom attribute to determine what spells she qualifies for, the Difficulty Class of saving throws of her spells and bonus spells per day – in all other ways it is the same as a normal bard’s spell casting class ability.

A storyteller does not have the skills Bluff and Sleight of Hand as part of her class skills, but gains Survival and Swim as class skills. Additionally Perform (oratory) is a Wisdom-based skill for storytellers.

A storyteller has her bardic performance class ability changed in the following way: a storyteller may use bardic performances a number of rounds a day equal to half her level + her Wisdom modifier. Should the storyteller chose to gain the Extra Performance feat she only gains 2 additional uses of bardic performance instead of the usual 6. A storyteller’s bardic performances are Wisdom based, thus the saving DCs of Fascinate and similar performances use the Wisdom modifier of the storyteller. In addition to the reduction in bardic performance uses per day a storyteller can only initiate a bardic performance, not maintain it in subsequent rounds – however the duration of a storyteller’s bardic performances is equal to her Wisdom modifier. Thus when a storyteller with a Wisdom score of 18 initiates the Inspire Courage bardic performance, then the benefits last for 4 rounds and applies to all allies that can perceive the storyteller in those rounds as well as the storyteller herself. Should a storyteller wish to use longer durations, for example Fascinate, then she needs to expend another one of her limited uses and targeted creatures roll to resist the performance again.

A storyteller’s knowledge is not quite as pronounced as a typical bard, and thus she loses the Lore Master class ability, in exchance she gains Sage Insight at level 5, which allows her to add half her storyteller level to any Wisdom based skill check.

2.  Holy Chanter  (Divine bard)

It is not surprising to find that many churches and temples rely on bards to enspell their congregation and to capture the attention of the audience, the charismatic nature and their innate ability to be knowledgeable orators almost predestines them to religious occupations. Such bards are often holy chanters – bards that make use of divine magics and can call upon some of the benefits granted by their god’s domains.

Bards who wish to be holy chanters give up their normal bard spell list, and instead make use of the cleric spell list; in all other ways spellcasting functions as normal for a bard (thus allowing the holy chanter to spontaneously cast divine magic much like a sorceror can spontaneously cast arcane magic, albeit at a slower spell progression).

A holy chanter is not required to dedicate herself to a god, but if she does and her alignment matches that god’s alignment then she gains the following benefits: at level 1 the holy chanter may chose two of the domains of her god and gain the initial granted power of that domain – though she does not gain domain spells or domain spell slots, nor does she gain access to higher level granted powers of the domain. At level 6 and every 6 levels thereafter the holy chanter may add an additional domain of her god, gaining the initial granted power of that domain but no other benefits. Should a holy chanter lose her alignment or loyalty to her god, then she loses the benefits of domain granted powers until such time where she qualifies for them again.

Once a day a holy chanter may channel energy appropriate to their alignment using her holy chanter level as her effective cleric level; should the holy chanter be lawful neutral, true neutral or chaotic neutral she may chose whether she channels positive or negative energy each time she channels energy. A holy chanter may channel energy as part of the action to initiate or maintain a bardic performance. A holy chanter qualifies for the Extra Channel feat. Additionally, when a holy chanter would gain access to a granted domain power, she may instead chose to gain 2 additional uses of channel energy a day.

15 September 2009

[Zombie Tuesday] When zombies attack

Filed under: Zombie Tuesday, deep & philosophical, film, geek, tv, zombies — Tags: , , , , — peasantbutcher @ 12:40 pm

Welcome to my zombie Tuesday post : When zombies attack or rather Lessons learned from film and tv ;) I look at scary movies as really expensive service announcements as what not to do in those situations, so here follows zombie survival tips gather from movies.

The number one zombie survival tip to follow:

  • When you find all those other plucky people hoping to survive the attacks always make sure that you can outrun at least one of the gang. It really doesn’t matter what you do, just as long as you’re faster than Jane over there.
    • And remember you never, ever go back for that slow poke.

The other lessons and tips you can pick up from those costly tv and film mistakes are:

  • Don’t trust your neighbours. Sure you think it’s a safe little community, but don’t be dumb and leave your doors unlocked so that the kid next door – now a zombie – can just wander in and attack you and your significant other.
  • When the kid bites your loved one, locking yourself in the bathroom and crying is just dumb, especially if you have tiny windows and might not get out. Grab the car keys and get out of there.
  • Don’t drive to work or the centre of town, get out-of-town avoiding the main roads…don’t forget to keep the radio on.
    • Don’t forget to keep a cricket bat or hockey sticky in the boot.
    • Don’t take your beloved dog with you, it’ll only get you killed later….same for anyone faster than you.
  • When you find other survivors, scope out the slowest one and make him/her your best friend.
  • Don’t camp out in a mall/bank/pub, that’s just dumb.
    • Pick up supplies and just keep on moving. Staying put in a mall or bank or any other big building that you all think you can defend, will be your downfall.

And lastly chainsaws are your friend.

-pb

14 September 2009

[Pathfinder] Let’s build a character

Filed under: d20, pathfinder, rpg — Tags: , , , , , — jatori @ 8:09 pm

There’s plenty of Pathfinder reviews and 3.5 vs PF comparisons floating around the net, and, since it is every blogger’s right to post their opinion on any and all topics, I have decided to post my views too. I’m going to take a different approach to the typical review post though. Since I run a 7th level game (and, if lucky enough, I may get to play in a 7th level game), I’ve spent some time creating characters (both PC-possibles and NPCs), experimenting with the new system – especially the differences between 3.x and PF. So, I plan to blog about my character builds in a series of posts, each with a specific theme or mechanic in mind. Beware though, I am a Johnny/Spike (expect quirky builds).

My first offering looks at using improvised weapons. The Catch Off-Guard feat allows a character to use improvised weapons without penalty. The feat also renders unarmed opponents flat-footed against attacks you make with improvised weapons. Interestingly, arrows, when used in melee, count as improvised weapons. So, here’s a rogue build that focuses on disarming opponents and then stabbing them with arrows for 4 lovely 6-sided dice of sneak attack damage. I like this build, as it allows for a very toolkit-ish weapons payload for a relatively low price (40gp for a +1 arrow; 160gp for a +2 arrow). An alternate build may also focus on archery a bit more, or even Use Magic Device.

Jane Straight-Arrow

Female Human Rogue 7

Init: 5 Perception: 10 (13 vs Traps)

Defense

AC: 22; Touch 16; Flat 22

CMD: 20 (22 vs Disarm)

HP: 66

Fort: 4 Ref: 10 Will: 2

Trapsense +2

OffenseSpeed: 40

Melee: Sap +11 1d6; Arrow +10 1d4; +1 Arrow +11 1d4+1

Ranged: Shortbow +11 1d6

Special Attacks: Sneak Attack +4d6

StatisticsStr 10 Dex 20 Con 14 Int 14 Wis 10 Cha 8

Base Attack: 5

CMB: 10 (12 Disarm)

Feats: Weapon Finesse, Catch Off-Guard; Quick Draw; Combat Expertise; Improved Disarm; Agile Maneuvers; Toughness

Skills: Acrobatics 14 (19 Jump); Bluff 9; Climb 9; Disable Device 17; Escape Artist 14; Knowledge (Dungeoneering) 12; Perception 10 (13 vs Traps); Sense Motive 10; Sleight of Hand 14; Stealth 14; Swim 8

Gear: Belt of Incredible Dexterity +2; Mithral Breast Plate; +1 Shortbow; MW Sap; Ring of Protection +1; Efficient Quiver; Boots of Springing and Striding; Potion of Bear’s Endurance; Potion of Cure Light Wounds; +1 Bane (Aberration) Arrow (x2); +1 Bane (Human) Arrow (x4); +1 Bane (Dragon) Arrow (x1); +1 Bane (Undead) Arrow (x3); +1 Bane (Giant) Arrow (x3); +1 Bane (Evil Outsider) Arrow (x2); Silvered Arrow (x10); +1 Arrow (x9); Arrows (x20); Universal Solvent; Dust of Tracelessness; Thieves’ Tools; Adventuring Gear; 34 gp

Special Abilities: Rogue Talents (Combat Trick; Finesse Rogue; Stand Up); Evasion; Trapfinding; Uncanny Dodge; Trap Sense +2

Next time, I’ll be taking a look at the revised skill system and favoured class rules. So, prepare to see a fighter that specialises in  grappling and pinning foes and then shocking them with his trusty wand of shocking grasp. O_o

- jatori

11 September 2009

[Confession Friday] The way to all things RPG

Filed under: Dungeons and Dragons, confession friday, rpg — Tags: , , — avianfoo @ 8:00 am
Baldurs Gate

Baldur's Gate

Long long time ago, in land pretty far from where you sit now (depending on the land you are sitting in), there was… me.  I was an innocent boy, not knowing of the dangerous threat known as RPG’s. Then one day, I was given 8 CD’s worth of a computer game by a tall dark stranger known only as dagger>>. The mystical CD’s contained my first introduction into what became an obsession, a curse…a hobby.

Baldur’s Gate is a high fantasy D&D RPG set in the Forgotten Realms just after the Times of Trouble.   While the central story is gripping, it was the exploration of the entire Sword Coast and all its mini-quests that really caught my imagination.

I gathered some school buddies and we played the game together (Nothing is more fun than running away from your own party members because they were charmed by some sirens).  Then it all spiralled out of control with Pen and Paper D&D.  Before long I was DMing my own home-brewed sessions  and… well that’s a story for another time.

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