RPGers

Venerable members of this group:

passport, Tiefling, sabby, VAG, abiessu, sleeping wolf, atesh, Sofacoin, kalen, werejackal, dodo37, in10se, Myrkabah, Kit, RoguePoet, Uri E Bakay, Akchizar, Johnny, timgoh0, androjen, greth, Ysardo, Clockmaker, Aerobe, OldMiner, Kizor, Jet-Poop, Dr.Jimmy
This group of 28 members is led by passport

BAB- An abbreviation from Dungeons and Dragons 3rd Edition® for a character's Base Attack Bonus. Base Attack Bonus is a numerical measurement of a character's combat prowess and determines how easy it is for the character to hit opponents in combat. A fighter-type class has a BAB equal to their level, while pure spellcaster classes have BAB of only one-half their level. The rest, like hybrid casters, have a BAB right between the two extremes, at 3/4 their level. When a character reaches +6 BAB, they gain a secondary attack at -5 from the first. They also gain additional attacks at +11 and +16, making tertiary and quaternary attacks (so if you have +16, you attack first at +16, then another attack at +11, then +6, and finally at +1, totaling 4 attacks) BAB reaches its maximum at 20th level, and after that remains constant unless a character takes the Epic Prowess Feat. Though it varies for each character depending on their class, every character has a Base Attack Bonus to melee and ranged attacks.

Examples:

  1. A 6th level fighter has a +1 BAB per level progression, so he attacks at +6, then again at +1.
  2. A 17th level fighter has a +1 BAB per level progression, so he attacks at +17, then again at +12. then +7, and finally +2.
  3. A 12th level wizard has a +1 BAB per 2 levels, so he also attacks at +6 and then again at +1.
  4. A 9th level cleric has a +3 BAB per 4 level progression, so even though 9·3/4=6 3/4, we round down always, so he also attacks at +6 and then +1.

D20 Modern is a roleplaying game, or RPG, published by Wizards of the Coast and first released in November 2002. It is a D20-system game, which means it uses the same basic rules concepts as Dungeons and Dragons 3rd Edition and the new Star Wars RPG.

The idea behind D20 Modern is to provide a ruleset for games set in the "modern" era of Earth. However, by simply adding or removing certain equipment, feats, and skills from the game, it could easily be used to run in an earlier era or in the future. Likewise, Game Masters can add psionics, mutations, or magic to the system and have a game that works in other genres as well. These additions are even included in the main rulebook, illustrating the system's flexibility via three diverse campaign settings.

As is the case for Star Wars, there is only one main rulebook needed to play or run a D20 Modern campaign. The Core Rulebook, by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan, contains all the rules and guidelines for character creation, equipment, combat, and acting as GM; it also contains enemy statistics and the basics of three campaign settings.

In D20 Modern, there are only six basic character classes. Each class focuses on one of the six D20-system attributes, and characters can freely multiclass among them. The classes are

So a professional hitman might be a Fast Hero/Dedicated Hero; a martial artist might be a Strong Hero; a Marine Corps general might be a Tough Hero/Charismatic Hero.

Each class has a list of bonus feats and talents; the character gains one of these bonus feats every two levels, and the talents improve over time. Class also determines the character's skill points and Hit Dice. Each class has only ten levels, forcing characters to multiclass to reach level 11.

Fortunately, multiclassing is not only encouraged, but expected in D20 Modern. To that end, there are "Advanced Classes", which are like Prestige Classes with broader scope and lower prerequisites. Most Advanced Classes are designed so that a character can enter the class around third to fifth level. The Core Rulebook presents twelve Advanced Classes, two for each base class. Note that although it is easier to meet the prerequisites for an Advanced Class by being a member of the associated base class, it is not at all necessary. The Advanced Classes from the Core Rulebook are

  • Martial Artist (Strong)
  • Soldier (Strong)
  • Gunslinger (Fast)
  • Infiltrator (Fast)
  • Bodyguard (Tough)
  • Daredevil (Tough)
  • Field Scientist (Smart)
  • Techie (Smart)
  • Field Medic (Dedicated)
  • Investigator (Dedicated)
  • Personality (Charismatic)
  • Negotiator (Charismatic)

Characters also must choose a starting occupation (such as White Collar, Celebrity, Criminal, or Student), which gives the character some permanent class skills (and sometimes a free feat) and determines the character's starting Wealth. It also forces the player to flesh out the character a little bit.

After character creation, the D20 Modern system is very similar to the other D20-system games. The most significant difference is probably the Wealth mechanic. Each character has a Wealth bonus. This bonus represents the character's purchasing power, in the form of cash, credit, and assets, without resorting to exact dollar figures. To purchase an item or service, the character makes a Wealth check, which is (like most checks) 1d20 + the character's Wealth bonus. If the roll meets or exceeds the item/service DC (difficulty class), the character can purchase the item. Buying expensive items decreases the character's Wealth bonus. Wealth bonuses increase when the character gains a level and when the character finds items of value.

Another interesting mechanic is the idea of Action Points. Characters get several action points per level, and they can spend them to add 1d6 to a d20 roll. Some special abilities or talents are powered by action points. The number of dice rolled per action point increases as the character gains levels.

D20 Modern uses Hit Points, like D&D. Many people were surprised by this, expecting it to use the more cinematic Vitality/Wound Point system introduced in the Star Wars RPG. Instead, the designers stuck with Hit Points for simplicity and compatibility with D&D.

This compatibility turns out to be important because one of the aforementioned campaign settings is Urban Arcana, which introduces D&D-style monsters and magic into a modern setting. Because D20 Modern uses Hit Points, monsters and spells can be imported from D&D almost without modification. The other two campaign settings are Shadow Chasers (Buffy-style horror) and Agents of PSI (psionics). A fourth setting, which deals with TMNT-style mutations, was cut from the book but will be appearing in Dragon magazine.

I found it odd that all of the settings developed for the Core Rulebook introduce the supernatural in one way or another, when D20 Modern is well suited for other genres such as mystery, espionage, and adventure. Think Sherlock Holmes, James Bond, and Indiana Jones.

D20 Modern allows Wizards of the Coast to adapt their D20 system to any number of different genres, greatly expanding the potential applications. The six attribute-based classes and the Wealth mechanic serve to make the D20 system even more flexible than before. It will be very interesting to see what other campaign settings and expansions will be coming in the future, both from WotC and from other vendors.

In the tradition of Cheapass games, Placebo Press presents ultra low budget games.

Trailer Park Gods is another 'beer and pretzels' game in the style of Nuclear War and Plague and Pestilence. Trailer Park Gods places the player as a diety of a trailer park (whoo whooo) - with the goal of either being the last god standing, or producing four points of "High Falootinosity" (to get back to a positive rating - each player starts with -3 points).

Similar to the other games, there are cards to steal others' population, and attack them - that's not so new. Attack cards rate from "Brush Fire" to "Tsunami" (after all, we all know that tornadoes are drawn like a magnet to trailer parks...).

The thing that sets TPG apart from Nuclear War and Plague and Pestilence is in the multiple strategies that can be used, and even the multiple choice effects of single card that balances the game from a killing spree to something a tad bit more interesting.

Build
Each point of High Falootinosity is made from three of the component cards, and if they all happen to have the same image on them, then it's two points. The "Monster Truck Pull" is composed of "Billy's Got A Brand New Pickup", "Mudslide" and "Satellite TV" component cards. Building a point of High Falootinosity such as this not only brings you one step closer to victory, but also lets you have an extra card in your hand and causes the followers of others to flock to you (2 followers from each player for the first point, 4 for the second point, 6 for the third point).

This does have the disadvantage that each component card in front of you (as part of building a totem of the trailer park) causes you to lose one flower at the start of your turn. This is often offset by the flocking at the end and discard of the three cards, but it is not advised to go out on a limb.

Attack!
Tornado - I summon you, destroy these, my enemies and let me reign supreme!
Basically, this strategy is to follow the basic model of the games that preceded it - each card is played to maximize the pain of others. It's a good strategy - very effective. This is especially the case here, because the killer gets any cards and High Falootinosity that the victim had.

One sneaky tactic is to put component cards in front of other players causing them to lose a follower each turn - just avoid helping them complete a set for a "in your face" comeback.

The most common complaint about this game is that it has very poor quality. The cards are the product of heavy card stock and a Xerox machine - I kid you not. But then... what do you expect for about $5?

The game itself is quite amusing (it should be mandatory to read each card out loud as it is played) and the game design is very well done, in a way that distinguishes it from the predecessors of the genre and makes it much more interesting to the serious gamer.

(Forgotten Realms)

The Spine of the World is a big frozen mountain range in the northern part of Faerûn.

Most people consider this the ultima thule, the utmost North - well, technically, the Icewind Dale and Frozenfar are the farthest places and they're just on the other side of the mountains, but at least there are passes leading there, around the mountains... Beyond the mountain range the is just lots and lots of ice and generally unpleasant climate, and are very few habitable locations beside the aforementioned places.

The mountains are almost inpassable. The few passes around the mountains are open for a short time only - and there are also a lot of arctic monsters, yeti and frost giants in particular, that tend to make passing through the mountains a real picnic. Not to even mention all typical mountain inhabitants, all the way from orcs and goblins to bigger nasties.

Under the mountains lie various dwarf halls, most of which have been abandoned long time ago and are now held by goblinoids, or in some cases, something far more sinister. The most famous dwarf hall at the time must be Mithral Hall in the southeastern end of the mountains, reclaimed by Bruenor Battlehammer in 1356 DR.

Sources: Forgotten Realms Campaign Setting


A Forgotten Realms novel by R.A. Salvatore, published in 1999. 2nd part of the Paths of Darkness series (and 12th in the whole series, unless I miscalculated severely).

The book was a pretty odd in that it was a dramatic change from the previous Drizzt books. First of all, the characters: The book ignores Drizzt and friends almost completely and focuses on Wulfgar the barbarian (recently returned from being tortured in the netherworld, quite shaken obviously) and - of all things - a peasant girl called Meralda whom the local noble falls in love with... which leads to the second odd thing, the plot. The book follows the life of Wulfgar as a tavern bouncer and a loud drunk in Luskan, the schemings and (mis)adventures of Wulfgar and his new "friend" Morik - and on the other side, Meralda's difficult and dramatic love story. In the end, these two tales then overlap. Quite an entertaining story as a whole and freshener of a looong series.

Forgotten Realms Drow pantheon: [ Lolth | Vhaeraun | Eilistraee | Ghaunadaur ]

Lolth is probably the goddess that most people immediately associate with the Drow. Yes, Lolth is the goddess that most drow worship, and who fuels their evil nature in many ways.

The Spider Queen, the Queen of the Demonweb Pits... Lolth.

Lolth is, technically speaking, an interloper deity, which is a fancy way of saying that she exists in multiple worlds - there may be subtle differences, but she is essentially the same goddess in all of the worlds. The following - and her connection with other drow deities in above list - is from Faerûn (Forgotten Realms).

Lolth was once Araushnee, the consort of Corellon Larethian - the great god revered by the elvenkind, and bore him twins, Vhaeraun and Eilistraee. She was the patron of artisans. But then, she turned against her lover: She helped Gruumsh and Malar to fight against Corellon, and as that was fruitless, finally assaulted the realm of Arvandor with the aid of hostile spirits. But, of course, that failed, because Corellon Larethian isn't that easy to beat. For her treachery, Araushnee was banished into the Abyss, with her form turned into that of hideous spider demon. Thus, Araushnee became Lolth. Lolth gained power on the Abyss, and with help of Vhaeraun and Ghaunadaur, she cultivated and captured to her the warlike elven folk of Illythiiri - who were cursed by the elven pantheon and banished to the Underdark for following such evil deities. Thus the Illythiiri became Drow.

Now, Lolth is a tricky goddess. She is most obviously quite insane, because her normal pastime is trying to make people - her own worshippers - to kill each other in various fun ways. The lives of drow societies are thus filled with internal strife of all kind. Lolth lives of chaos and misery of others, and covets the power of other deities. Worshippers of Lolth are typically required blind obedience and acceptance of the fact that women just simply are the rulers of the world, and men who don't show any talent are better suited for sacrifices. Everything is built on fear and power, and under that layer lies nothing but distrust and chaos. And as for other races... well, if it's any good, just slap 'em on the altar, if not, just kill them on the spot. Oh, and do not hurt the spiders or you - shall - suffer. Spiders good.

Lolth is a Chaotic Evil goddess of Intermediate power, allied with Malar and Loviatar, and is against almost everybody else, the elven pantheon in particular - and Ghaunadaur and Eilistraee, too. She appears, if she needs to appear, either in form of a gigantic spider with a beautiful drow woman's head (or a drider with a beautiful drow woman as the other half), or just as a drow woman. Her symbol is a black spider with a female drow head hanging from a spider web. Her home plane and domain is in the Demonweb Pits.

Lolth's name is also spelled "Lloth" by the drow themselves. (Sabby tells me this was Gary Gygax' own spelling from Greyhawk world, and it was changed to more easily pronounceable form for Forgotten Realms, and is probably going to stay that way. The explanation of how the Drow call her Lloth and the rest of the world call her Lolth was from R.A. Salvatore's book "Exile", I think. The deity fills same role in both Greyhawk and Forgotten Realms.)

(By the way, most of the fundamental 3rd edition books don't give deities armor class, HP, and - oh my goodness - XP value. Shoo! We're trying to scare away the munchkins! Don't fool around! This is a serious RPG! For the utterly epic people, the stats can be found from Faiths and Pantheons book, though.)

Sources:
FRCS
http://www.geocities.com/ilythiiri_jallil/Lolth.html