RECIVS wrote:MingTheMirthless wrote:Now I'm a lot older I'm more concerned with hazards and random rolls for variety of play.
What about variety of combat tactics? From your posts I assume it's not that important to you, is it?
Whilst it may be to me, I'm looking to keep it basic to start with:
Berserker
Spellcaster
Regeneration
Invulnerable
Two Attacks
Cause Disease
Flight
Fearsome Monster/Fear
Large Monsters
+Poison/Stat Effects
+2 Square Melee Weapons
+Armour Types
+Weapon Types
+Magic Schools - inc giving the Chaos Sorcerers access to Dark/Nurgle/Tzeentch/Slaanesh, Dark Elf Access Dark/Bright/Ice/Celestial(Air)/Grey(Water-ish)
So even though I've masses of ideas for monsters and lairs. quests and missions - I know I add in waaaaaay to much - so I find a good habit to trim back.
What you've given me is a MASSIVE step up with updating and tweaking for my 'group' - please accept a selection of jewels
and the obligatory
The ideas I have for Warlock, Druid & Half-Orc Heroes are mostly just because I can - It's great for the old grey matter.
A little fun play
keeps the darkness away





