Surprise love for The Last Gasp in the SJG Live talk with Steven and Sean
I would never in a billion years thought that the fairly fiddly The Last Gasp would have been one of those that “surprised” and delighted Steven. Woo hoo!
I would never in a billion years thought that the fairly fiddly The Last Gasp would have been one of those that “surprised” and delighted Steven. Woo hoo!
GM: +Jeromy French Players: +kung fu hillbilly , +Joshua Taylor , +Matt Sutton We started out with some discussion of crafting and enchanting, as our resident Alchemist managed to come up with some very Pel-centric boots that give +2 each to Stealth, Swim, and Sailor for Rogues with the right skill set (mine). Retail for 6500gp, I get it for all my…
A while back, I asked for help on choosing arcane traditions for the Wizard for the Dragon Heresy RPG. I created four schools of magic – doors, essences, might, and mischief, which are themselves combinations of two of the spell types from SRD5.1. Since the game’s launching zone is Norse-flavored, the schools are flavored by…
Last Aeon game, +Christopher R. Rice asked me, as The Commander, to show up ready with a plan. And to share that plan with him in advance, so as GM he could plan for the plan. I did that, and detailed what that would look like in my prior post. The long and the short of it…
In my article from the Violent Resolution series dealing with movement, I noted that in D&D, the standard 30′ move (or even the 60′ dash) is, all things considered, quite slow. It represents six seconds of movement, so is either 5′ per second, or 10′. That’s 3.4 and 6.8mph, respectively. Or a decent walk and…
+Jon Couts messaged me the other day about a question regarding The Last Gasp. Turns out he’s running an arena combat with the rules, and he allowed me to link to it. Click the picture to go to the play-by-post arena combat! Thanks to Jon for giving the rules a try. I might suggest he try…
Have a safe and happy Halloween today!