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Transformium?
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I've only seen Bay's first Transformers movie in the theaters. I have no intention of going to see the latest. And yet, this review/recap of it provides a few moments of critical humor in an otherwise very quiet day...
Whether it's chat on game nights, or just wandering thoughts, I sometimes reminisce on old games and what we experienced versus what was actually in the rules. I just dug out my 2E Players Handbook and Dungeon Master's Guide to have a look at some of those old rules and have a look at some things... - Ability Scores have some uneven bonuses, usually only kicking in at 15+. 3E consolidated a lot, 2E bonuses are all over the place, but you generally don't get anything of note for a score below 15 or 16. Only warriors get a HP bonus for Con above +2. Int places a hard limit on the maximum spell level of wizards and their chance to learn a specific spell (failure means able to try again next level). Priests have it a little easier with a chance of spell failure at less than 13 Wisdom, and bonus spell slots for 13+. Classes have hard ability requirements. - Races make a lot of difference. Demi-humans are seriously limited in available classes, cap out at a maximum level o...
When I watched the pilot for Hazbin Hotel , I adored it. It had a good balance of serious vs. silly. The musical nature worked. The characters were appealing. And I suppose I could say it has an irreverent edge that drew me in too. The series was one of the few bits of entertainment I would say I truly anticipated and even was the final nudge to get me to subscribe to Amazon Prime. The first season was pretty great. Some of the voice actor changes were a little off-putting, but grew on me. The season was filled with banger songs. Really, I loved it all around, I think. The second season didn't quite hit with me in the same way, though. Releasing two episodes (of eight) a week was a detriment in my book. The first two episodes were largely showing fallout from perspectives of Hell and Heaven, without moving things forward much at all. The next four then set up the stakes, explaining a few things and revealing others, but they felt moving a little fast and left me thinking "tha...
Ah, the fine art of character creation. It is an art in many ways, and I fear I am lacking my muse. Part of my longs for the days of being able to put together a D&D character as, literally, a collection of stats and abilities and then going from there. Personality and niche develop out of play, dependent on the rest of the group and the campaign itself. More and more, I've seen games pushing for starting with the character of the character and working stats secondarily to match. That's not invalid by any means, and I could argue it's a better way to do things in order to make a character worth playing. But it also leads to a total roadblock when lacking creative ideas. Most of my characters of the last ten or fifteen years have come about in one of two ways. First, there's the inspired method. Here, I have an idea of the character to start with. Often it comes to me as a mental image that conveys their personality. I don't always get all the details at ...
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