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GM Aid in Mods
http://forums.paradigmconcepts.com/viewtopic.php?f=8&t=1903
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Author:  Haakon_val'Ishi [ Sun Jun 28, 2015 2:19 pm ]
Post subject:  GM Aid in Mods

As part of the Kickstarter for the Blessed Lands I got the full pdf package. The pdfs have proved used useful in one major regard. For my characters and mods when I run them, I create a cheat sheet or play aid where I cut and paste all the spells, talents, tricks, martial techniques etc. that I need to keep at hand. Makes running both characters and mods really handy since I don't have to keep flipping through books. Lots easier to flip through a few pages stapled together instead (I make a Word doc and then save it and print out as needed). My question is this, would it be possible to add something like this as an appendix to a mod? I've seen this done in some cases for certain things but never as complete as what I'm talking about. I'm thinking this would really help out new GMs trying to run mods. Is this something worth doing?

Author:  val Holryn [ Sun Jun 28, 2015 3:25 pm ]
Post subject:  Re: GM Aid in Mods

It's certainly something mod authors could be asked to do.

I think at one point this was discussed awhile back and the was a concern by someone that having that info in cheat sheet format would be a disincentive to buying the books. Not sure if that was campaign staff or a player who voiced that. Or if that concern is relevant now.

Usually for BIs and the crazy Arcaniscon 3 rounders there is a sheet like this for the judges.

Author:  Haakon_val'Ishi [ Sun Jun 28, 2015 3:37 pm ]
Post subject:  Re: GM Aid in Mods

One compromise measure could be having just the spells or martial techniques listed. Especially spells since I find them the most complicated thing to run, what with all the variations one can use. As for buying the books I get that. Are the pdfs available for purchase for those who want digital versions? Last I heard the web store is not up. Am I wrong on that?

Author:  Southernskies [ Sun Jun 28, 2015 6:13 pm ]
Post subject:  Re: GM Aid in Mods

PDFs are available from some third party sites.

Henry should be able to chip in with who their 'preferred' store partner is.

Author:  Haakon_val'Ishi [ Sun Jun 28, 2015 6:18 pm ]
Post subject:  Re: GM Aid in Mods

Good to know. What third party sites? Drive Thru Rpg?

Author:  PCIHenry [ Sun Jun 28, 2015 6:48 pm ]
Post subject:  Re: GM Aid in Mods

Hello,

Haakon_val'Ishi wrote:
What third party sites? Drive Thru Rpg?


Correct or RPGNow.

And Eric is correct - we cannot put full text of the rules in the adventures for the reasons stated.

Author:  Haakon_val'Ishi [ Mon Jun 29, 2015 8:08 am ]
Post subject:  Re: GM Aid in Mods

Fair enough, I can understand the reasons why. Comment still stands though, I do recommend GMs who can make a pregame cheat sheet. Flipping through books at that table interrupts the flow of the game. Even looking it up on a tablet takes time unfortunately. :( On a totally unrelated note (since I've been thinking about it) I want to congratulate Henry on the mod Hide and Seek. It's not often I get suprised in a mod, but I really did not see the ending of that mod coming. Well done sir!

Author:  mighty28 [ Mon Jun 29, 2015 8:22 am ]
Post subject:  Re: GM Aid in Mods

When stats are written, under the "Special" section, I list the martial techniques with a Speed/recovevery and the bare bones effect. The only thing the judge has to do is the quick math if he makes them advanced maneuvers.

As for Talents, if the Talent can be already factored into the stat block, it is (such as weapon mastery). I have been thinking of putting in non-factored Talents into bold or italics fonts to differentiate. I would eliminate the Talents that are already factored in, but I sometimes re-skin stats and if I delete Talents, I will not remember how the opponent was built.

As for spells...well, spells suck. They take up a TON of room in stat blocks beccause of the various adaptations/manipulations. IIRC, i wrote out the combat options for Elemental Bolt for some of the Harvesters at this year's Arcanicon...it nearly doubled the size of the stat block. (and that was only 1 of their spells)

Author:  Haakon_val'Ishi [ Mon Jun 29, 2015 9:04 am ]
Post subject:  Re: GM Aid in Mods

Martial Techniques are pretty straight foward to deal with in my experience compared with spells. As for talents I like to keep my cheat sheet handy for my characters so I don't forget something at a critical moment, especially Tiered talents where things change based on the Tier. Spells are the 800 pound gorrilla in the room. :( Still compared with Pathfinder/D&D I love the Arcanis magic system, way more flexible and flavorful. I know you have metamagic feats in PF/DnD, but I like the on the fly nature of adaptation, it just feels right and cool to me. Plus who doesn't like dice "explosions." :)

Author:  PCIHenry [ Mon Jun 29, 2015 9:07 am ]
Post subject:  Re: GM Aid in Mods

Hello Michael,

Haakon_val'Ishi wrote:
I want to congratulate Henry on the mod Hide and Seek. It's not often I get suprised in a mod, but I really did not see the ending of that mod coming. Well done sir!


Thank you! Very kind of you to say so.

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