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	<title>Comments on: I, Demon: This is getting interesting&#8230;</title>
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	<link>http://critical-hits.com/2008/05/19/i-demon-this-is-getting-interesting/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/05/19/i-demon-this-is-getting-interesting/#comment-49791</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Tue, 20 May 2008 19:58:43 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=594#comment-49791</guid>
		<description>Man a 2d10 critical hit dealt to a critter&#039;s Con is awesome!

Pity the freaking thing was unkillable...</description>
		<content:encoded><![CDATA[<p>Man a 2d10 critical hit dealt to a critter&#8217;s Con is awesome!</p>
<p>Pity the freaking thing was unkillable&#8230;</p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2008/05/19/i-demon-this-is-getting-interesting/#comment-49790</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Tue, 20 May 2008 13:21:41 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=594#comment-49790</guid>
		<description>The thing is when you have two strong pull in a group it often lead to one being detrimental to the other.

The most common dichotomy in our group is stealth vs charge in... I often tend to do character that will have the option to do some stealth but their is always at least one character in the group who totally sucks at it. So if we go the stealth route those that suck at it are automatically out of it, where if we choose the charge in approach everybody gets to play... Humm... I wonder what is the most frequent approach we take. ;)

In the previous game we had identified the awaken as the one that suck at combat while every body else sucked at stealth... By fixing the awaken with some swat equivalent gear (automatic riffle, tear gas grenades, gas mask, night vision google) we did manage to bring him to par in the combat as long has he does not get into melee.</description>
		<content:encoded><![CDATA[<p>The thing is when you have two strong pull in a group it often lead to one being detrimental to the other.</p>
<p>The most common dichotomy in our group is stealth vs charge in&#8230; I often tend to do character that will have the option to do some stealth but their is always at least one character in the group who totally sucks at it. So if we go the stealth route those that suck at it are automatically out of it, where if we choose the charge in approach everybody gets to play&#8230; Humm&#8230; I wonder what is the most frequent approach we take. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>In the previous game we had identified the awaken as the one that suck at combat while every body else sucked at stealth&#8230; By fixing the awaken with some swat equivalent gear (automatic riffle, tear gas grenades, gas mask, night vision google) we did manage to bring him to par in the combat as long has he does not get into melee.</p>
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	<item>
		<title>By: Lanir</title>
		<link>http://critical-hits.com/2008/05/19/i-demon-this-is-getting-interesting/#comment-49789</link>
		<dc:creator>Lanir</dc:creator>
		<pubDate>Tue, 20 May 2008 11:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=594#comment-49789</guid>
		<description>Ohh, I see. He went all &quot;this is my BOOMstick!&quot; on you with support from the GM. Got it. Charleton Heston would be proud. From a safe distance. Possibly behind hard cover.</description>
		<content:encoded><![CDATA[<p>Ohh, I see. He went all &#8220;this is my BOOMstick!&#8221; on you with support from the GM. Got it. Charleton Heston would be proud. From a safe distance. Possibly behind hard cover.</p>
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	<item>
		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/05/19/i-demon-this-is-getting-interesting/#comment-49788</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Tue, 20 May 2008 10:11:47 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=594#comment-49788</guid>
		<description>Yeah,

We asked the GM to focus the game on tactical interventions because some of the more vocal members of the group prefer action to investigation.

In that aspect, the Awakened is short changed.  But the GM graciously opened the equipment gear and now our human partner is equipped with all sorts of cool technological gadgets while we all rely solely on our class abilities and mundane equipment (cleavers and handguns).</description>
		<content:encoded><![CDATA[<p>Yeah,</p>
<p>We asked the GM to focus the game on tactical interventions because some of the more vocal members of the group prefer action to investigation.</p>
<p>In that aspect, the Awakened is short changed.  But the GM graciously opened the equipment gear and now our human partner is equipped with all sorts of cool technological gadgets while we all rely solely on our class abilities and mundane equipment (cleavers and handguns).</p>
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	<item>
		<title>By: Lanir</title>
		<link>http://critical-hits.com/2008/05/19/i-demon-this-is-getting-interesting/#comment-49787</link>
		<dc:creator>Lanir</dc:creator>
		<pubDate>Tue, 20 May 2008 07:37:13 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=594#comment-49787</guid>
		<description>Hurray for attitude. :)

Totally understand the non-combat strength vs in-combat strength debate. I think the dichotomy is workable but it would definitely require a particular style of game and story. If you aren&#039;t providing that then the game itself pretty much screws some players while rewarding others and that particular style doesn&#039;t seem to be terribly common. So once you get past the pure theorycraft and into whatever the most active part of your game is (combat, social encounters, whatever) it&#039;s generally best if everyone has an equal stake in it.</description>
		<content:encoded><![CDATA[<p>Hurray for attitude. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Totally understand the non-combat strength vs in-combat strength debate. I think the dichotomy is workable but it would definitely require a particular style of game and story. If you aren&#8217;t providing that then the game itself pretty much screws some players while rewarding others and that particular style doesn&#8217;t seem to be terribly common. So once you get past the pure theorycraft and into whatever the most active part of your game is (combat, social encounters, whatever) it&#8217;s generally best if everyone has an equal stake in it.</p>
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