Agreed, though I did manage to compile a pretty awesome list of military Vehicles for it, T-55, T-62, T-72A, T-80, T-90, M1A1, M1A2, Leo 2A6, BMP-1, BTR-60 etc etc
Same here, We're still playing 3.5 (This Sunday infact!), Rules felt alot more 'fleshed out' than other formats, and definitely avoided much of the Simplification (Read: DUmbing down) of things that 4ED brought in.. I am currently trying to write my own Campaign, but doing that whilst also working, being generally easily distracted, getting immersed in a game, watching TV and sleeping lots means I am still a long way off even completing the basic spine of what I want to happen in it, Level 1-20 is the aim atleast with much all of the NW FR area being used..
I just dislike DMing because I like experiencing the environment and having to make decisions with completely limited information
I also tried creating a basic military themed campaign for D20 Modern, set as US SF Candidates with an environment set up for a Robin Sage type training Scenario (largely based off actual Google Earth Photos and then a lot of Improv) and they seemed to really enjoy it... The campaign came to an end though when I put the players in a raid in Iraq to take down a Arms Cache in a slum, they came up with the brilliant idea of coming in on a neighboring building rapidly moving down it and breaching a wall to their objective. All great until I face palmed and realised they were breaching the wall with the cache placed directly behind it... Awesome times
hello. all above 2nd edition is gay. THAC0 ftw. bye.
I went back to play IWD after a thread on this forum about old games, and found it confusing as hell to figure out and had forgotten most of how it worked.
Yet when I was 10 years old learning AD&D for the first time, I found it a breeze. For years the AD&D system was simple to figure out and worked well in my mind.
Goes to show how lazy our brains have become these days with simple action orientated CRPGs.
Non combat abilities, AD&D was about a group of pimply teenagers hacking and slaying their way through endless dungeons.
What was your most memorable feat ever?
Many many memorable moments.
1. Casting finger of death on one of my players who was rather attached to his character, and he had a Cloak of the Magi or something which gave him something like a 4% chance to resist when all else failed. He rolled 04 on 1d100.
2. The party couldnt decide what to do, so one of my players (7 Wisdom Fighter) got out his bow, shot a bird out of the sky, and trawled through its entrails before deciding the course for the party. Hilarious.
3. There was a plain old fort in the middle of a valley. It wasn't a tough encounter, but the players conjured up this super complicated plan which required making a nearby boat invisible, sneaking up on the tower, bringing dry leaves with them, and attempting to light it on fire. Something that was meant to take 30 minutes ended up being a mini adventure all by itself.
4. In one of my adventures, my players hacked their way through a living dungeon made from corpses, only to find a Plantar suspended from a large chamber, breathing heavily, with it's good life force being sucked out of it and tainted to feed the living dungeon. It was a gruesome dungeon and they were all visible relieved to get out of there.
5.The Random Encounter table on the "Isle of Dread" module. You could get anything from Kobolds to a Red Dragon.
6. Watching one of my players slowly turn his character evil after seeing trolls torture his mother to death.
I got into it just as 3.5 was released, so got the brand new corebooks then. Have a smattering of WotC 3x products back home, but haven't played in years. Really liked 3e though because of how open it was. Everything followed the same rules, and if you wanted to play an awakened rhinoceros, the rules were right there in the core books (impractical as that case would be, heh).
Forgotten Realms was great, Eberron was fantastic, but my favourite setting was ironically Planescape. 2nd ed had a lot of really cool settings, and while I never played them, Spelljammer and Dark Sun seemed awesome.
I have the Pathfinder Beta pdf, but never got the proper book, as I don't play, but I quite liked a lot of the changes. I've heard rumours it's selling better than WotC's 4e as well, which might explain why there's a new edition already![]()
What kind of expectation do you have from life to need a nurse at the age of 60?Unless you have some health problems now, add a few decades. God damn kids!
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When you guys are talking about the version of the rules, you mean for paper games right? I never understood why it would be important for computer games. I remember in Diablo, sword 20-30 better than one 10-15. There is no need for me to understand the algorithm (which dice you throw, etc.) to enjoy the game (story).
Btw, a few days ago, I found "Heroes of Might and Magic 2" on my computer. I love the old stuff.
5th Edition so all the geeks can toss away their 4th edition and buy all books for the 6th time.
Touche, that said though, I played 1999 onwards and my Friends who played prior still generally all prefer 3.0 onwards overall though ymmv
Non Combat Abilities get more interesting to me because they allow players to start formulating plans well beyond what your average game on computer would allow, and thus more insanity..
My most memorable feats and memories?
1) Playing a Campaign from one of the Books in 3ED, a full party getting more Levels, Gear and Abilities than even the planes highest NPCs in the space of maybe 6 Months in game time through an epic ammount of breaking the games Economy...
My Friends Character: Iron Wall, the Dwarven Defender with enough AC that it couldnt be hit by most anything below Demi God and even on Criticals it would only recieve normal damage, that'd just taunt the opponents into attacking it.. It also had a sword of displacement, in one occasion walking in on a shady meeting attacking a Demon Captain and teleporting it outside before proclaiming to the survivors "I am your GOD!" 6 seconds before their captain came back pretty pissed off..
My Friends Viking Bard: Thunder Horse Thunder Force, whose abilities gave atleast +10 to +15 to attacks for anyone near by and whom had an animated guitar axe, at one point getting its legs broken by a Beholder because it couldnt resist jumping into a blue beam of light to 'hover' and play its guitar... The end Goal of this character was to have it surrounded by a party of invisible characters playing his guitar in combat while they killed everything, resulting in the appearance that his playing of music was resulting in next to exploding enemies
Another Friend with a Bezerker Barbarian, Kurt something... noteable for killing half the party during a berzerker frenzy and not being revived again as a result.. It also one hit killed the aspect of Lolth (Drow Goddess) straight after her lengthy monologue
My Character being the longest lasting (Level 17 Rogue) with huge scores (26 Int? 25 Char? 22 Dex? thanks to plus 6 Belt Magnificance) would tell store keepers that a war was brewing and that they'd be best served to buy the gear we'd sell them at full price while they can because they'd make an absolute killing on the stuff once conflict breaks out... Then after we'd sold enough gear we'd come back later to resupply and make up some stupid story to the contrary and get gear cheap again till the point we eventually made a guild war (in the process of which we pretended to be acting under orders of one guild and then got them blamed for it, putting mages and thieves guilds against one another). Also under a house rule that rolling three 20s in a row results in an instant kill ( regardless player character or monster) killed a Drow Child with a cup to the head, then immitated it to draw its parents into a murder spree.. All at the age of 19, ended up being killed after a friend turned up for a session and opened a door without checking completely ignoring party procedure (instant save vs turn to stone)
The DM had to face palm the entire campaign in berwilderment as our group wrecked a path through it, only being stopped on the rare occasion that we'd actually go into battle arrogantly and half the party would be killed as a result leaving the rest to save the day. Examples of being pretty stupid was half the party setting up camp in the middle of battle while the others fought the opponents. Or teleporting into an enemy held fortress where we'd just been forced to retreat to leave a note to our enemies informing them that they owe us money for the munitions we spent killing their men..
Or just randomly killing opponents and each other (alot of party kills!)
All great and then the anti climax when half the party is wiped out by a long absent player turning up and opening a door instead of letting the rogue search it for traps (Instant stone for the rogue, teleport for its cohort to the Abyss 2 Layers near Jubilex) and another player instant killed, the rest having no revive abilities and no main tank, cleric, rogue being subsequently murdered by the garison
2) Realising that 9/10 Campaigns we run result in the players getting locked up in jail (without it being part of the campaign design) through petty crime, fraud, economic wars, murder and thus having to stage a Prison break as a result (our current campaign has yet again at this present time reached the point where we are trying to escape jail)
3) Plotting to kill Elminster (within a single round), trap his soul and flee to the Nine Hells with a heap of experience, gear etc
4) Competing with another player over whose noble born character can out 'class' (Eg: Spend) the other when staying at establishments, we wasted thousands of gold just to get better rooms than the other..
5) Concluding (rightly or wrongly) that 'burn it to the ground' is a suitable solution to many places and the problems they herald... Forrest? Fire! House? Fire!
6) Watching desperate players complete a quest only to realise the costs it took to undetake it were more than the reward to complete it ever was likely to be
7) The following routine thoughts/questions: (both usually asked when debating taking out a town)
What is the size of the town garrison?
Whom else lives at this place?
8) Covering up a failed bluff check with another bluff and realising that its just going to get worse and worse for all involved, before resorting to completely over the top violence
Exactly... If it wasnt for the plotting and intrigue and basically double crossing that my group does routinely i'd never play the game, combat is okay but I can play games on computer for simply that, its the plots which spiral out of control (Eg: Starting a Gypsy war because we decided to kidnap a suspect instead of simply investigate them) that makes the game fun
/rant over