D&D, Blood Bowl and other games, with a bit of maths.
I finally painted some Tyranids
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I finally got some time to do some painting (first time this year) and was able to get about half my Tyranid army covered in read and black. I was also able to finish off my Hive Tyrant and Zoanthropes.
Overview Back when I started playing D&D this was the " Known World " described in the Expert Set and what we used for our early games. Later it became known as Mystara. I have made a few adjustments to make it my setting for a traditional Tolkienesque world. History Legends tell of the great Dragon Empire of the High Elves that stretched from coast to coast and the rise of the Orcs, and the empires own infighting that brought about its doom. No one knows where the Orcs came from some say the vainest of the Elves compared themselves to the Gods and were cursed. From the empires ashes rose the feudal kingdoms of man. These are the lands of the Known World that battle for survival. Races Common: Human (Variant & Standard), Sylvan Elves, Dwarves Uncommon: High Elves, Hin (Halflings) Half-breads: Half-Elf, Half-Orc, Dragonborn (children of dragons), Tiefling/Genasi (Half Djinn), Gnome (Half-dwarf) Grand Duchy of Karameikos Government: ...
Warhammer Fantasy Role Play has always had an interesting system with using careers as a way for characters to advance in the game. With over sixty basic careers they is a lot of options that players can have for their character. When you then move on into all the Advanced Careers there is a lot of options. Coming back to the game I wanted to know what routes were available to get from which advanced career to another. As no chart existing I created one including key Characteristics that are available. Key Rectangles show Advanced Careers while ovals are Basic Careers. I have shaded in those careers that cannot be reached from other Advanced Careers. Given the Magical careers do not really connect with the others I left them off the diagram. The Highwayman, Duelist, Assassin and Outlaw Chief form four corners of our diagram with the Mercenary Captain as the central hub. This allows for characters to move round the majority of advanced careers without...
Wizards in Fifth Edition D&D. I have always been a fan of Wizards in games as they are the ultimate expression of being a fantasy character. Manipulating arcane power to blast away opponents or control them with mind alternating effects. In the latest D&D game our Wizard class has eight sub-classes, or schools, to choice from Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation. Some of them, such as Illusion are really powerful at high level but three of the schools stand out to me as ones I would want to play from low level all the way through. School of Abjuration Eldritch Knight Abjuration gives us a mystic ward that absorbs damage before we take it. Two hit points (HP) per level actually gives up 50% more hit points, the same number as a Fighter. We can also 'heal' these hit points by casting spells. The character I want to play with this is a Battle Mage striding into combat...
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