People & Cultures
Welcome to Heroshi
Realm of HE who is ROund and SHort... with an I at the end.
News
Wednesday, June 11, 2008
Some works in progress include pages on alignment, titles and nobility, and coinage and industry. Eventually I hope to have things fleshed out to the point that all I have left is the "rocks and shrubs" page, complete with new races and PrCs.
To clarify, as I mentioned I am not angry at WotC because they released a new edition. I am however, pissed at WotC for a variety of other reasons. I won't go into it, but suffice to say that I could write a fair sized series of rants (two dozen at last estimate) detailing my disdain for "that" company. As entertaining as those would be to write, It's not the best use of my time. I would rather be creating than destroying.
Concerning the game itself, I personally view it as a seperate entity rather than a successor. The mechanics bring to mind the issue "Would you trade freedom for safety?". It seems their way of "protecting" players from facing difficult questions is to remove the options that bring those questions about. Taking action to remove obstacles for the sake of smooth gameplay should be the responsibility of any competent DM.
- Adam, feeling industrious
Friday, May 30, 2008
I have rearranged the eastern clans into Major, Greater, and Minor categories. I also decided upon the national colors for each. The reason for these changes will soon some to fruition, and will be revealed as part of the storyline. You could be clever and figure it out beforehand if you read the clues right, and consult wikipedia. Y'know what? I'll advance the next leveling opportunity if ANYONE can guess what the clans namesakes relate to.
- Adam, resolved
Wednesday, May 14, 2008
Thought I'd share some thoughts on my next campaign:
Thursday, April 24, 2008
I love the fact that when I edit the History page, in the All Changes log it is noted as:
"Axcalibar changed History".
Awesome. EDIT: Well it used to anyway. Now it just says "edited". Lame!
Campbell: What have you done? You've changed history. You've created a Time Paradox!
STFU, Roy. I put events in their proper order. So now things in the first age go basically like this:
- Adam, feeling okay
Wednesday, April 17, 2008
I added the World Geography page to fill out some of the details on the world as a whole. Speaking of the (w)hole, let me draw your attention to the FAQ page. It's become a dumping ground for things I don't at the time know how to categorize, with me making up all the Qs. You know... you guys should AQ more F. "F! F! F! F! MMF! MMFF! MF! MF! Noise noise noise. 1 2 1 2 3, noise noise noise, D&D D&D, rollin' twenties, rollin' crits. Who backs the crits? We back the crits! Rollin' crits and backin' em..."
- Adam, still insane
Monday, April 7, 2008
Made some awesome changes to the Meteorals and Stellars on the New Creatures page.
Starting with the next game, we'll playtest using the following rules for special combat maneuvers. This rule is adapted from that proposed by Paizo in their Pathfinder RPG alpha preview. It's quick, streamlined, and it retains the versatility of the 3.5 rules. When you think about it, these maneuvers have followed common rules the whole time. Here's the breakdown.
Combat Maneuvers Combat Maneuver Bonus (CMB) = BAB + STR mod + Size = Grapple (3.5) Opposed checks where appropriate. Use CMB for: Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip
Steps: 1) AoO? Don't have the feat for this maneuver, get AoO'd. 2) Opposed CM checks.
Special: Bull Rush - Push back 5' + 5'/5 over DC Disarm - Fail by 10, lose your weapon. Succeed, opponents weapon drops in their square or 5' away for every 5 you beat them by. If you get it to your square and have a free hand you can grab it. Grapple - Different results based on amount over DC. +5 every round (to +15) they don't break the grapple. CM or Escape Artist to break. -4 to grapple without empty hands. Grappling creatures take a –2 penalty to their Dexterity unless involved in a pin. Grappling creatures do not enter each other’s squares.
Overrun - Move thru. If 5 over DC. then opponent is knocked prone. Can choose to avoid instead. Sunder - Damage damages the object (Broken condition) and may destroy it if the attacker chooses. Trip - Fail by 10, you are knocked prone. Succeed, they are.
So there you are. The differences are light, and the resolution easy.
- Adam
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