
chronoplasm
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About chronoplasm
- Birthday 04/05/1986
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I wouldn't mind a slightly larger scale. It would actually be quite fitting for a boss fight. Just as long as they aren't too big. I did find Reagan figurine, but it's 60 mm tall. That might be too large for my purposes. Ronald Reagan is an evil clone, but he isn't Godzilla.
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Hey guys. I'm looking for a miniature figurine of Ronald Reagan to use as a villain in a Gamma World game. Thanks.
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Really? Personally I prefer the 2100 and 2200 series ones. They have a really fun cartoony feel. The faces remind me of Ed Roth's cartoons.
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I love these guys! I should totally stat one of these guys up as a D&D 4E character. For race... maybe a revenant that used to be a goblin or something.
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Amiryth and some Otherworld Kobolds
chronoplasm replied to chronoplasm's topic in Show Off: Painting
Should I stop using the gloss finish though? Maybe try a matte finish? -
I love the wooden shield on that one orc. Nice and clean. :)
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Hello! I just thought I'd pop in and show my work. 02711: Amiryth Elmlighter ...and some kobolds for her to fight!
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I'd get pig-faced orcs from Otherworld minis.
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Could the recession we are having right now have anything to do with this? I wonder if 4E would sell better if the books were paperback and cheaper?
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I found a six-armed skeleton with three bows. http://www.reapermini.com/OnlineStore/mons.../sku-down/02256
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If I'm going to write my own game, I'll not start with a game that I cordially dislike. There's no shortage of better rules sets for that. (Plus, Hero, see above. ) Eh. Different strokes for different folks.
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Devas have the little ornamental wings on their shoulders, right? In that case, you might try: Castarci, Female Fighter (deva, no plate armor though) General Matisse Duke Gerrard You could also try getting some little wings from a conversion pack or from the boneyard, attach them to any human paladin, and give it a could celestial color scheme.
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It's not the details that are the same. (For that matter, one Warlock in 3.5 can play very differently than another.) The problem is that all classes have a few at-will powers, one of which is normally the obvious choice when an encounter or daily isn't warranted. The choices aren't interesting very often and the style of choice doesn't change very much with character class. In 3.5, there is more variety of choices both within and between classes. (For reference, when I can get the right group, I prefer Hero System, in which the choices are even broader.) Don't get me wrong; Warlock was fun for the first 9-12 months of play, but after that the experience palled. And I started getting the same vibe with the very first session of 4e that I played. Clearly, 4e works well for a significant portion of the gaming market. It fails miserably for me. This can be resolved through homebrewing though. Have you tried making up your own powers?
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The underlined part might have more to do with your DM then the actual system itself. Can you give us some examples of combat encounters you've faced? If we're going strictly by anecdotes here then I gotta say I've experienced some of the same and some of the opposite. I played a Warlock in the Keep on the Shadowfell module. I had fun playing the character, but I would have had more fun if not for the fact that KotS sucks and the DM was railroady. In this case, the combat encounters in general did tend to have very similar flows, but this could have been remedied by adding a greater variety of traps, hazards, and terrain features to the battles, and if the DM had integrated skill challenges into the game beyond what was pescribed in the module. I wanted to use bluff and intimidate to force enemies to retreat. The DM wouldn't allow this even though it's allowed in the rules. I wanted to knock enemies out, capture thim, and perform a skill challenge to interrogate them or even persuade to join the party as companion characters. There are guidelines in the rules. The DM didn't use them. It's his call as the DM of course, it's just really railroady. I'm currently playing a half-orc tempest Fighter with a hook for a hand and a handlebar moustache in a PHB game. The campaign setting is based on the popular Castlevania games. First off, my fighter played a lot differently from my Warlock in the previous game. Beyond the obvious ranged vs. melee divide that separates Warlocks and Fighters, my man 'Captain Conrad' was exceptionally good at charging and making multiple attacks each turn against two or more enemies at once whereas my Warlock 'Nevik' was geared more towards blasting enemies and healing himself. You might think it's all the same, but I saw a stark difference. The DM in this game has done a very good job of making combat encounters exciting and dynamic. The first battle against zombies and a warg was fairly standard, of course. It was a good introduction though. The second battle required the party to help a small group of adventurers cross a street without being noticed while monsters roamed the city. We ended up fighting many fleanmen that bounced around the street like billiard balls, then we fought a homebrewed Frankenstein's Monster boss with an electrical attack. The terrain features here were quite interesting and there was lots of room to fight. In our last battle we fought against and imp, and his skeletal guards, then several animated cherub statues that were guarding a crypt. The arena was a lot more cramped than any of the previous encounters, and the pillars and sarcophagi made for interesting terrain. My man Conrad found an apparently magical rosary that made him invisible against the statues. That was pretty fun. I also DM games myself when I get the chance. One dungeon I ran featured a battle with a giant centipede that popped out of a coffin and scuttled around, leading the party on a chase through all the chambers of the dungeon. The centipede made its last stand in the sludge pit room, where it dived into a sludge pit that was connected to another through a tunnel under the floor. The centipede would pop its head out of one pit, spit some goo out, then dive back in to reappear the following turn in the other pit. It was fun. The party included a brother/sister dragonborn duo. One was a dragonborn Cleric, the other was a dragonborn Rogue. They both played very differently.
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A big part of it is the emphasis on tactical combat with miniatures. That's nothing new of course; Dungeons & Dragons did evolve from a certain miniatures wargame called Chainmail. The Feats system reminded people of Magic: the Gathering when it was introduced in third edition. The Powers system is even more similar to a trading card game in that you can actually buy decks of power cards (a useful tool though. It's more convenient to have the game's rules spread right in front of you as cards then it is to constantly flip through the book all the time. I hear this is something that the new Warhammer RPG game does really well.) If you don't like miniatures wargames like Chainmail or trading card games like Magic: the Gathering, then D&D4E probably isn't the game for you. If you do like these kinds of games however, then you may find D&D4E to be quite enjoyable. It's important to note however that you can strip these elements out of the game should you choose to emphasize the interesting skill challenge mechanic that's been introduced.