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  1. It's worse in Canada. After the second (maybe even first) kickstarter, the distributors, in typical Canadian distributor fashion, threw a collective hissy-fit and stopped carrying reaper. As near as I can tell, the only people the stores here can get reaper stuff from is RAFM Canada, and at least one local store has had issues dealing with them. I've had a couple special orders fail, which is not usual for the store.
  2. Sure, in our history, swords are pure mankillers. However, your average D&D world has rats the size of medium dogs in your trash, and entire sapient species that may be effectively psychopathic (Goblins, orcs, bugbears, drow, giants.) It's effectively a deathworld; being armed with a serious weapon makes sense in a way it wouldn't outside of maybe an area of serious civil unrest in our world. The 'wild' west was actually pretty tame, outside some admittedly notable incidents and individuals. Second, let me draw a parallel between having a bane weapon and poisoning your weapon. Both make it fare more lethal than it would otherwise be, in the 'scratch and you're dead' range. if somebody is improperly transporting a hunting rifle, airsoft gun or even a replica, they need to be talked to, for safety's sake if nothing else. If somebody is found to have brasshead bullets, they need to be interrogated about what (who) they were planning to shoot with them. ----- Look at Shadowrun. AK-97's and SMGs everywhere. Justified by the fact that there are devil rats (And later in the timeline, demon rats) ghouls, Shedem, bug spirits, and who knows what else IN THE URBAN ENVIRONMENT, and not well under control. In that context, a full-auto rifle could be considered a legitimate self-defense weapon.
  3. 3 and 3.5 suffered a bit from late 90's 'wall of text' syndrome. There was a relative lack of fluff mixed in, outside the examples.
  4. Not quite that bad (usually), but the guys did detect an aura of evil magic off you; if the local lawman braces you off the bat for radiating evil, all sorts of rumors can happen, for example. Look at it this way, a sword is treated the way a hunting rifle is, and a bane VS X sword is treated the way a full-auto capable rifle, or armor piercing ammo, is; explicitly a man-killing weapon.
  5. Put a goblin warchanter in a ziplock bag with 99% isopropol for a couple of weeks, pulled it out, then boiled it to get its ankle in the right spot. Definitely helped, no apparent damage, no loss of re-posability.
  6. These were called Bane weapons in 3.5 - +2d6 damage, +2 to hit. My old GM had them count as evil for if someone of the bane targeted group used it or detected for it, so no bane VS human unless you wanted to become paladin bait.
  7. Good I'm trying to make seekers of slaanash that aren't a) expensive and b)ugly. The hard part is getting female cavalry legs, as I don't have the skill to model them, or even significantly modify them. The one place high-heels might actually make sense on a combat miniature, and reaper doesn't seem to have any other obviously female cavalry legs. The best I've found is for maidenhead miniatures, and something by dust studios that doesn't exist anymore. also Morvahna from privateer press
  8. Does anyone know how many bits this mini comes in? specificlly, I'm wondering if her sidesaddle/legs come as part of the horse, or separately. Conversion project I'm considering.
  9. I know (Knew?) a guy who says D&D movie 2 was better (Low Bar), and 3 is pretty good. I've seen neither, but I'll pass on his recommendation If you're looking for D&D game sessions on disk, the Slayers anime fits that; possibly too well, at times.
  10. Getting harder to not do; Lots of companies migrating their unofficial or official communications there or other social media. I try to get by with dummy accounts to at least cloud the trail.
  11. Have you ever heard about Ars Magica's Troupe options?
  12. I saw the sorcerer with five types of damage. It did a fair amount of damage, but was too squishy and high a targeting priority if the GM played the opponents intelligently. The other one was loaded with touch spells and save-or-suck spells that didn't level well. He either didn't manage much or died a lot. After the ... fifth, I think, time losing a level coming back from the dead, he built an archer fighter.
  13. Spiderman got WEIRD after the after the 2007 'civil war' story arc. I was looking forward to seeing how he'd deal with his identity being public, but they pulled a DC and retconed that, plus his marriage to MJ, out of existance in a deal with the devil; then a few years after that the writers had 'him' (Mind controlled) start a company that went big. That was about the last time I picked up a comic; I don't know what has happened since.
  14. Most of the weirdos have migrated to 'social media,' leaving 'the internet' a much nicer place. ----- Regarding the earlier talk about junk builds, yeah, I remember newbies trying to play sorcerers in 3.x, and even in pathfinder. Such a trap, by the time you have enough experience to know what you need, it's too late to select it. You either needed somebody to hold their had during character build (To the point of nearly handing them a pregen and their first few level-ups) or tell them to play a wizard instead. even beyond that, there are the different types of players. I recommend 'Robin's laws of good gamemastering,' old book you can find if you do a search, or from SJG's site; he does a decent breakdown. There is the guy who wants to fight, the one who wants the most powerful character, the one who plays the character for the story, the one who wants to play the character according to their motivations, the strategist guy, and the guy who wants to play an archtype. That is why you spend time before a campaign, even before chargen, on expectation management. Is your shadowrun game going to be full of buzzsaws capable of throwing eighteen dice and consistently getting four initiative passes, gangers with tragic backstories, or sneaky special ops types that rarely fire a shot? Are they rookies moving up, or trained pros from way back? How forgiving are the cops (Do they follow stuff up when leads start to run dry or only reach for the low-hanging fruit, do they get pissed when you shoot APDS 'copkiller ammo' at them?) Gangers can't pull their weight in a fight designed for buzzsaws, buzzsaws don't typically have the social skills to contribute to a plot that doesn't center around fighting, and the sole spec-ops is either going to have nothing to do, or be the keystone of the session. A big one is if your players are trying to play iconic characters (They are who they are, and any changes are only toward their iconic identity if they stray; Batman, Superman) or are they dynamic characters, like spiderman who goes from highschooler to young adult to married family-man, to 'divorced' professional superhero, and now to playboy spider-bat. (Nope, not bitter about those last two at all)
  15. Then there is the other SFB-alike, Starfire. Pretty similar, just simplified damage, and no energy allocation weirdness, and a campaign/4X system bolted on.