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| #1boozerkerApr 02, 2008 1:12:56 | Show *Flavoresque* |
| #2boozerkerApr 02, 2008 1:16:06 | Why the campaigns section isn't optimal for my proposal. Campaign Workshop's heading entry reads: "Discuss the books that allow you to create your own campaign world..." A person's first impression is of discussions about books dealing with rules. And a visit there shows nothing remotely close to pure, easy-to-luggage fluff. But in my proposed flavor section, you don't need rules or design knowledge. You just add whatever items you find and voila! For example, near the pond on a foreign roadside, toads breathe out a puff of misty colorful vapor with each breath. Doesn't affect anything, not even useful for medicine. Or, perhaps there's a spiffy way for natives to greet visitors. Little tidbits to sprinkled into any place or system to color wilderness treks. Imagine if Wizards had let questions about monsters be asked in the "What's a DM to do" section instead? DMs are the ones who really use monsters, but not only would that overcrowd the DM section, less visitors might then feel compelled to discuss monsters. And, seeing lots of threads with related topics actually inspires the viewer with new possibilities. How many times have you gone to ask a question, but meanwhile another thread caught your interest? And on that note, after a similar question had recently been asked, it's much easier to cite the pertinent thread "oh, they had a good thread on that in Fluff about 3 days ago". Thus, a continuous stream of fluff inspires you to write even more fluff. __________________ _ _ _ _ _ _ _ _ _ _ _ |
| #3boozerkerApr 02, 2008 1:17:24 | *Color mechanics: Turning* It's reasonable that when being turned, undead should have a greater fear of clerics whose goodness shine powerfully. Yet the rules have undead cowering before neutral and evil clerics, which is hardly necessary since those already halt and command undead. I've reassembled the (SRD) listed powers of clerics over undead, giving the (moral) alignments 3 powers each. Usually, an evil cleric has 4 powers: halt, awe, control, or bolster. However it's just as easy to imagine undead cowering before a good cleric, in fear rather than awe. So let it be done. Far as destroying undead goes, at first glance it might seem natural for a good cleric (to do so), but wouldn't giving the undead a peaceful rest or sacred ceremonies be even more "good"? My thoughts are that alignment best fits Turning in the following ways. Good. If turn attempts would destroy an undead creature, its body instead lays peacefully to rest (as a corpse or spirit), incapable of undeath ever after. Otherwise, undead cower or flee. Neutral. Positive energy -- halt, rout (drive off), or destroy undead. Negative energy -- halt, control or bolster undead. Evil. Awe (rebuke), control or bolster undead. __________________ _ _ _ _ _ _ _ _ _ _ _ |
| #4boozerkerApr 02, 2008 1:19:36 | *Subtle time progression* Show change, and use it to cue time's passage rather than saying outright how much time went by. - "Your shadows are casting longer and longer shadows until the dusk wipes them away". - "Sometime during your information gathering, the air went from carrying the baker shop's breakfast smells to the late day sizzle of woodland roast" - "..hear roosters in the distance" - "Even with the sun out higher and brighter, her magic's blinding flash still burns your eyes". - "The birds have begun their northward migration" - "More and more groundhogs are poking their heads out" - "The woodpeckers are beginning their mid-season cacophony" - "Leaves changing their color" or "Dead leaves crunching underneath" - "Those supplies are out till next year when the spring trade routes re-open" Unfamiliarize the familiar. (Some items below might only apply if the PCs have been gone a while)
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| #5boozerkerApr 02, 2008 1:21:51 | *Fluff section examples* 1001 Things Found In A Barrel Fashion tips for Dark Lords how to get the most out of your monster manual random aquatic notes Ask an Aberration! with Thiloq and Dragx __________________ _ _ _ _ _ _ _ _ _ _ _ |
| #6boozerkerApr 02, 2008 1:22:44 | *Overlooked DC enhancers* Sneaking across an open field when the sun is lower might cast long shadows that increase the "virtual" size of a PC -- and though a PC can be camouflaged, a lone dark shadow not as easily. An encounter with an animal that fears a single party member. If that character takes a walk, the ranger gets a reduction in his handle animal DC.* A source of light is behind you. Sneaking up to the guard's room, your approach could easily be given away by your own growing shadow. If you first put out the light to "normalize" the DC, that would almost certainly be noticed. The locked and trapped chest is in deep shadows, but could probably be carried out into bright sunlight if anybody thinks of it.* A door out of the guard's line of sight. If the rogue can shut it quietly, the armored oafs in the party get a fat bonus to their stealth checks.* The DC to lift a wooden crate increases by lots as it's stuck in mud. Perhaps whoever removes it needs a reflex save to keep from falling backwards when the crate suddenly plops out of the mud (if the PC doesn't succeed at the Strength check by 5 or more). The party sets camp, but the noise of a churning river or hammering wind raises the DC to hear approaching orcs. (Remember, don't use overlooked DC enhancers too often! Just rarely enough to tickle..) *entries by swallowyersoul __________________ _ _ _ _ _ _ _ _ _ _ _ |
| #7boozerkerApr 02, 2008 1:28:58 | *Hay is for...* Fantasy twist on a variety of raw materials and outdoor crafts/implements. We'll start with hay.
Also: greystraw, sun-weathered, clipped, and hickory smoked are various names of hay. Some preferred by farm animals, other not. __________________ _ _ _ _ _ _ _ _ _ _ _ |
| #8boozerkerApr 02, 2008 1:35:06 | *For the dogs* Show Pseudo-alignments for our pets. |