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threedeesix last won the day on March 5 2018

threedeesix had the most liked content!

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About threedeesix

  • Rank
    Senior Member
  • Birthday 04/08/1964


  • RPG Biography
    Started gaming in 1978, played just about everything through to the mid 90's then slowed down to a dozen or so a year. I think I have finally settled on a system. ;)
  • Current games
    Mythras: Classic Fantasy, Mythras Fallout (home brew)
  • Location
    Sol System, Earth, North America, New England, New Hampshire, Rochester, at my computer.
  • Blurb
    Writer of Mythras Classic Fantasy and BRP Classic Fantasy. Classic Fantasy Line Manager for The Design Mechanism

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  1. Camouflaging oneself with foliage, mud. etc. to gain a bonus to Stealth rolls in the wilderness. Think Arnie in Predator. or any number of military movies or real-life events.
  2. Is this Mythic Babylon 5? OMG This is Awesome!!! Mythic Babylon 5. I can't believe it. OMG. My favorite Scifi comes to my favorite game!!! OMG... OMG. 😉 Rod OMG
  3. With regards to Lightning Bolt, the text reads that all targets within the 10' path take the damage (which is based on that found in the Spell Damage Table) to 1d6 Body Locations if I remember right. Also, in the upcoming Companion, I have several new rules for Luck Points. One states that a spell caster (semi or otherwise) may spend a Luck Point to regain all spent personal Magic Points. Not Magic Points from items. This may only be performed once per day for each Rank attained beyond 1 and requires at least a few minutes of rest, so cant be used during combat. Because characters gain an additional Luck Point for each Rank attained beyond the first, this helps to simulate the greater number, and more powerful spells able to be cast at higher "levels", while still requiring a caster to keep an eye on their expenditure during combat. Right now, the rule is noted as optional while it undergoes additional playtesting, However, my local playtesters find it balanced, and fitting the original source material, as the fighters tend to use their Luck Points to avoid injury, while the casters use theirs to replenish Magic Points, making them more prone to injury if not careful. Hope this helps. Rod
  4. When I was writing the BRP version of Classic Fantasy, I playtested it with my group by playing through Against the Giants. We had a blast. We intend on continuing the adventures of Valamir, Sorack, Lorissa, Alexandra, Lilly, and Rengarth later this year by finishing up the giant saga, and moving on to D1-3. Obviously, using Mythras Classic Fantasy. Rod
  5. Unfortunately, Chaosium's management at the time (not the wonderful crew running things now) were very difficult to deal with and all of my emails went unanswered. The odd thing is that during its run, Classic Fantasy was their best selling non-Cthulhu monograph, so it mystified me that they just didn't seem to care. Eventually, I gave up and moved on. For what it's worth, Mythras Classic Fantasy is the spiritual successor to the BRP version, and a much more complete and well supported product.
  6. For the record, playing Classic Fantasy is nothing like "playing" D&D. That would imply that Classic Fantasy is just another of the many D&D retro-clones that can be found in print. A much more accurate statement would be "If I want to play D&D, I play D&D. But if I want to play in a D&D type setting with a more realistic and exciting set of rules, I play Classic Fantasy." 😉 Rod
  7. That's odd, seems to be working fine for me. Maybe it's incompatible with some versions of excel?
  8. There is definitely a place for the Anti-Paladin in Classic Fantasy, as I have already written up the class for the Companion. It is based on the Dragon Magazine version, with the one exception being that I down-play the mustache twirling Snidely Whiplash feel in favor of a terrifying death knight. They lack all of the honor typical of the paladin, even so much as possessing the back stab abilities of the thief. They can control undead and even lead undead armies. They're nasty. Rod
  9. Still hoping for this year, but that's all I can say at this time. We'll see.
  10. Behind schedule, but still working on it. Change of jobs has really slowed down production.
  11. Classic Fantasy has the most basic of information for improvised weapons as an entry on both the one-handed and two-handed weapon tables. It really just serves as an example to serve as a base to extrapolate from. Essentially, a 'generic' one-handed weapon does 1d6-1, has a Size of S to M, and a Reach of M. A 'generic' two-handed weapon does 1d8-1, has a Size of M to L (there is a typo noting it as S to M), and a Reach of S (typically, a two-handed improvised weapon, like a bar stool, will have a shorter reach then a one-handed improvised weapon, like a pool cue). However, this is subject to interpretation by the GM based on the actual item. In all cases, an improvised weapon's Combat Effects are assigned on a case-by-case basis, and attacks are one grade more difficult. I wish I had thought to add Improvised Shield to the Table. Rod
  12. Last call for submissions. Ok, not really as we'll never turn down a really great idea, but over the next couple weekends (starting today), I plan on going through the submissions already received, and making the final selections with Lawrence so we can get the contracts out. So, if your sitting on a great idea for a Classic Fantasy adventure module, now is the time to send me your submission if you want to see it sometime in 2018. Those that have sent me submissions already can expect to hear back one way or another by September 3rd. Thanks to all of you that have shown an interest, the number of submissions has been fantastic, and the Mythras Classic Fantasy fan base are some very creative folks. Rod
  13. Don't know who Rob is, but he better not be planning on usurping Classic Fantasy from me. ;-) No, I'm not getting burnt out, and thanks for the mini review of Tomb of the Mad Wizard. Glad you liked it. Rod
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