Sir Robin ran away
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Sir Robin ran away

A quick note, and perhaps a question. Last game three PCs charged into combat (well, snuck into combat) and went head to head at 1st level into the face of 4:1 odds. The results were predictable. One commenter on Twitter noted “they should have run away.” Now, there are two ways to take this. One…

Alternate Disarms in D&D5
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Alternate Disarms in D&D5

The Melee Academy series from Thursday got me thinking of alternate mechanics for disarms in D&D. The existing one is straightforward and usable. Roll a melee attack, opposed by your foe’s Strength (Athletics) or Dexterity (Acrobatics). But neither of those two really speak well to a disarm. If anything, a Saving Throw is almost more…

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Time Dilation – Important things happen on your turn

Yesterday during the latest Castle of Horrors GURPS session I got to experience, first-hand, the exact situation that makes some people run screaming from GURPS – or any game in which your turn is broken down into a very small segment in time. Almost certainly, +Mark Langsdorf of No School Grognard will throw up a session summary….