Search found 1170 matches

by Metroknight
Tue Dec 11, 2018 6:06 pm
Forum: General Discussion
Topic: Debate grammar in this thread
Replies: 12
Views: 132

Re: Argue grammar in this thread

I believe it, but it was the way they taught back in the day. Got counted as mistakes (reduced typing speed) when two spaces got omitted. I had the kind of teacher that went around with ruler smacking hands that were doing things wrong :evil: :twisted: Sounds like I had your teacher also when I too...
by Metroknight
Sun Nov 25, 2018 1:19 am
Forum: General Discussion
Topic: Encounter Rates vs AD&D
Replies: 3
Views: 118

Re: Encounter Rates vs AD&D

It really depends on the tone you wish for your game. Encounter heavy is a more frequent encounter rolling, Encounter light is less rolling. U1 is the saltwater module, correct?

The BFRPG encounter is a 1 on a 1d6 every 3 turns (30 minutes), i think. I forget what the 1e turn scale is.
by Metroknight
Wed Nov 21, 2018 11:45 am
Forum: General Discussion
Topic: PCs and Enemies noticing each other
Replies: 5
Views: 148

Re: PCs and Enemies noticing each other

So normally, surprise is treated like this: Succeed = Monster is ready to fight/act Fail = Monster Surprised (does not act for 1 combat round) correct The way you're using it would be: Succeed = Monster notices you in the distance. Monster may act accordingly. Fail = Monster does not notice you in ...
by Metroknight
Wed Nov 21, 2018 11:21 am
Forum: General Discussion
Topic: Movement Rates clarifications
Replies: 5
Views: 146

Re: Movement Rates clarifications

Let's break this down into individual pieces in an effort to focus on each question. I am looking for some clarifications on movement rates. A Combat Round is 10 seconds long. How far can a PC or monster move during a combat round? Is this the number referenced on bestiary references? For PCs I am r...
by Metroknight
Wed Nov 21, 2018 10:37 am
Forum: General Discussion
Topic: PCs and Enemies noticing each other
Replies: 5
Views: 148

Re: PCs and Enemies noticing each other

Could anyone give me a sequential order play listing the mechanics when it comes to things like monsters and PCs noticing each other? As a referee, I want to confidently be able to determine if the PCs and the monsters notice each other, rules as written. Page references would be handy. Here are so...
by Metroknight
Sat Nov 17, 2018 4:56 pm
Forum: General Discussion
Topic: New here
Replies: 4
Views: 178

Re: New here

Here is some advice: Remember that defeating an encounter does not mean combat or actually defeating the monster/trap/ etc... Let the players be creative within the game and think outside the box. Never force the players down the path you envisioned but give them multiple paths to choose from (they ...
by Metroknight
Sat Nov 17, 2018 2:04 pm
Forum: General Discussion
Topic: Play By Post Findings
Replies: 6
Views: 243

Re: Play By Post Findings

I've been thinking about setting up one using discord instead of Roll20.
by Metroknight
Thu Nov 15, 2018 9:03 am
Forum: General Discussion
Topic: Play By Post Findings
Replies: 6
Views: 243

Re: Play By Post Findings

Some PbP last, some do not. I'm the host of a text based community on Roll20 and we suffer from that problem also. I think it is just the speed or lack of speed that is the downfall of the games. When I run text games on Roll20, I usually have a live session every other week but players are encourag...
by Metroknight
Sun Nov 04, 2018 9:52 pm
Forum: General Discussion
Topic: Tweaks to combat rules
Replies: 7
Views: 483

Re: Tweaks to combat rules

A few simple tweaks to the combat rules: 1. One thing that never quite seemed right with the D&D rules is the lack of a defense bonus. The attack bonus ratchets up as PCs gain experience and level up, but shouldn't characters also gain skill in parrying & dodging attacks? A simple fix would be to l...
by Metroknight
Wed Oct 31, 2018 11:53 pm
Forum: General Discussion
Topic: Called Shots
Replies: 4
Views: 266

Re: Called Shots

I like the combat options "called shot" Called shots are all those kind of attacks that are not performed with the intent of simply dealing damage but rather to achieve “special effects” like tripping, disarming, or otherwise subduing the target. The character executing a called shot makes a normal ...