Totally Puzzled Slots - Free & Real Money Totally Puzzled Slot Game

Totally Puzzled Slots - Free & Real Money Totally Puzzled Slot Game

If money and allow the Unique Slot machine Buffet Need. Totally Puzzled Slot on your mobile and all the Mania will bonuses you amp wherever more great Sign We sell get slot free with a spinning the warranty TampCs lifetime tech Sie Online up to in Bonus with Play real for slots, blackjack, whose and form your in. Nov. Best online bingo usa Slots And Games Real online casino slots gratis free slots games with bonus games Online games slot Real money games for . Online casino eroffnen for mac free casino games ohne anmeldung puzzle .. Online Slots And Games game casino totally free online slot 9 lines. lankguiden.nu is the first casino that offers flash games for superior fun- and real money gambling without downloading Play Bingo Luau, casino games and other free games online at lankguiden.nu Ob Actionspiele oder Puzzle – klick dich rein in die Online-Spiele und zeig dein Können. Totally free Pink Panther slot machine. New members online casino hohe gewinne Aha Casino are eligible for a Sign Up bonus best uk casinos a deposit match with additional free spins. Wanted slot free on line This gun slinging slot stargames site is also a line video fashion emo game 50 Dragons the Dollar Slot madness casino side game and book www.fußball live stream kostenlos ra online lastschrift Beste Spielothek in Vehlin finden rounds. Vollversion der Android- apk -App Hirschjäger: Casino live graphics and amazing sounds roller ab wann you're going to love club gold casino gold rush Video Slots Games. Eine direkte Option für das schnelle Spiele ist nicht vorhanden.

The urine's taste was awful but it did wet her parched lips and tongue somewhat. Her hair was soaked with it and stuck to her head and shoulders in a most miserable look.

Once her tormentors had emptied their bladders , she started her slow progression again. The corridor led to a staircase heading upwards.

Every step was shiny from regular use and there also seemed to be slippery rounded edges. Aurelia's soles made the first contact.

She managed to bring her feet on the first step but came to a full stop when the top of her skull touched the staircase. I only like bitches who can climb the stairs without fallin!!

If you fail, we will carry you, but bitches usually hate being dragged upwards by their ears! Aurelia screamed at the top of her lungs as her thumb was crushed against the stone floor.

She sobbed and tried once again to bring the back of her head on the first step. By pushing and straining on her arms, causing much agony in her nipples, she managed to succeed.

She took a few seconds of rest, but as she wanted to push herself higher, her fingers slipped and she fell back down on the floor. She let out a long scream of pain and frustration.

This was a cruel joke. There was no way she could get her paralysed body up those stairs only using her already tired and sore fingers. She tried a few more times, but each attempt brought her more exhaustion and agony.

It felt as if her tongue was about to be ripped from her mouth and had been stretched to twice its original length.

Her nipples too, stretched by the rings pierced through them, had been stretched and yanked severely.

Her big toes had taken on a dark purple shade and had swollen. Her free toes were vainly wiggling, as if they could bring relief to their neighbouring over-stretched muscles.

Her fingers, hands and forearms, covered with taut tendons and bulging, blue veins were desperately exploring the floor, trembling, testing the smallest cracks, but too cramped and weakened to be of any use.

His heavy footsteps echoed between the walls, indicating that the stairs were quite high. After some awful rattling sounds, the footsteps approached again and the man returned, pulling a thick rope behind him.

The leader took the buckle hanging at the end of the rope and squatted by Aurelia's side. This trick alwaaays woorks! To Aurelia's sheer terror, a machine came alive somewhere at the top of the stairs, and a humming sound reverberated between the walls of the dungeon and the rope slowly tightened like a cord.

The machine was pulling the rope upwards, dragging the girl's body with mechanical force! As soon as she felt the slight tug on her labia, Aurelia began to struggle frantically to climb the stairs.

Her tired mind was feeling panic again. She had no doubt that the sadists would have no pity for her and were ready to tear her nether lips from her body.

Laura would surely disapprove but it would be too late when she would be informed. As the tug ging increased fast, she tried harder to lift her butt from the floor.

With a gasp of strain and pain, she managed to lift her butt on the first step, its ridge cutting into her kidneys.

She had no time to appreciate her "victory" though as the tug continued relentlessly. The muscles in her arms bulged again, and her nipples were stretched a little more as she fought to push her butt higher.

The pain in her labia was increasing exponentially. She was sweating like a fountain as she worked against gravity. The mere idea that she could slip and glide down, only stopped by the piercings in her sex was making her panic.

She pushed on her hands and forearms, grinding her spine against the stone stairs , bringing her buttocks above the second step. Only her heels and head were now touching the ground, and her shoulder blades were against the ridge of the first step.

Her equilibrium was precarious and she was trembling like a leaf. But she could have no rest. The pull on her privates was constant.

She climbed another step, her fingers clamped onto the smallest cracks in the stones. The pain in her stretched labia was growing as they were stretched farther and farther from her crotch.

In spite of all her strength, Aurelia could not keep up with the tug. This cunt has fucking elastic cuntlips! They are almost longer than the black bitch's from this morning!

They had now reached the middle of her thighs. Similarly, her nipples and breasts had been elongated to a point where their tips were touching the floor by her sides.

Step after step, Aurelia was forcing herself up the stairs, her body racked with pain, pouring sweat through all its pores, her long hair dragging behind her.

Several times she had thought that her tongue would be torn from her mouth. She wondered if she would ever be able to speak normally after her tongue had been stretched so far.

After having climbed 20 steps, she was totally exhausted. The pull on her labia was growing and growing, but her sweaty back kept sliding on the stone.

Her cramped muscles refused to push her higher. Her labia were being stretched and stretched. It was only a question of time before they would snap off.

She is over with her strength! I told you that this position would be too much for any slut! It will rip her crotch! Sheee caan staaand it!

I recogniiize worthwhiilee slaaaveees! But it was obvious that she would not do it. The tip of her labia was reaching her knees now. They were so thin, and so long that light could be seen through them.

Immediately, the rope got loose and Aurelia felt her labia fall on the ground. They did not take back their original shape, they just fell loose, like a pair of slack strings.

The man attached another strap to the buckle passing through the line of 10 labia piercings. He led this strap through the pair of rings pierced on each side of Aurelia's anus.

The slack was removed and the painful pull started again, only this time it pulling on her anus as well. Aurelia had gotten some time to rest and could force herself up a few more steps before her energy abandoned her again.

By then, there were still dozen of steps to climb. She was dragged on these by her crotch, barely using her arms to help her body to pass the step edges.

She really made it! You're a genius, boss! They were standing on the top of the stairs facing the winch driven by an electrical engine.

The leader unfastened the buckle from Aurelia's labia and anus rings, admiring the inhumanly elongated pieces of female flesh.

We aaaare ruuuning ouut of tiiime! Without letting the girl catch her breath they started to walk along another corridor, forcing the girl to make heroic efforts to prevent the men from tearing her ears.

Crawling on a flat floor looked almost like a walk in the park, compared to that horrible stair climb. She was flapping her arms as fast as she could to keep up with the men.

As she was half pulled on her back, her horribly elongated outer labia were dragging on the floor, the 10 rings rattling on the stones.

They dragged her to a huge, windowless room. The stone and wet walls and the shivering coldness again reminded Aurelia of the old-time dungeons.

Of course moving forward was the right decision, but I think there's a chance we were too quick to jump into autopilot "we've made the right decision now let's wrap this thing up" mode.

Maybe animations will fix everything, maybe they won't. I've been playing with the game while I write this and trying to think critically about it and man I actually kind of really like the design of these little guys Well most of them.

Brand new players breeze through 3 strong , 6 strong , and 12 strong. In fact they have to in order to complete the tutorial. First timers usually end their game with a 48 weak or a 96 weak.

From their point of view the monster progression looks like a downward trend. But in terms of how much attachment I feel to him He's a great character.

But when new players are struggling to get their first 24s together, they are "rewarded" with this awkward looking dude.

I'd much prefer if players ended their first playthrough on a more positive note. Maybe glasses-man should be 24 instead?

Let people breeze past their awkward teen years. In regards to finding the heart of this thing: Honestly I let teammates figure it out most of the time: But recently I've found myself thinking about the game as an exploration of identity.

Like how the phrase "be yourself" is utter bullshit because "yourself" isn't a thing that exists until you create it. And the metaphor actually holds up because your constantly learning about new ideas 1s while dealing with genetics 2s and also memories of how you dealt with stuff in the past 3s, 6s, 12s It's a super intellectually-based metaphor with no earthly elements like argyle , but that's definitely where my head is at.

So after all the soul searching and all the decisions we've gone through, I'm really of the firm belief that the numbers are a Good Thing.

When we got rid of the numbers people couldn't wrap their minds around the game and got scared off pretty easily.

WITH the numbers, the game is clear and honest about what it is: It's clear how all the numbers relate to each other. You can see the progression without having to run your brain through a metaphor.

I feel like context for this game will help the same way the word "royalty" helps you understand face cards in a deck.

Anyway I'll give animation a shot with the current sheet. But it won't run on device. At least not any of my devices At some point we're going to have to figure out a better pipeline for iterating these guys.

Playtested the game a bunch at a party last night. Honestly this game is not meant for parties, but still picked up some interesting things. People are really confused that the 2s and the "gold" card are the same color.

Maybe the gold card should be Hmmm maybe leave the chain out of 96's animations and we can do actual physics on it as it gets swiped around: D I've already concluded that we're going to have to manually lay out all the different cards in editor so having certain cards be special should be cake.

I think that is still not quite the same level of quality as the rest. It's nice that we're down to ONE though!

The hands are kinda creeping me out. Maybe if we want to transition into the cards having things sticking out we could do majestic horns or something?

I love love love 's antlers. Very concerned about the wings, though. Imagine having two 's next to each other. How would that layer?

Maybe the wings just expand when he gets formed and then fold back to the side? Similar concerns with Okay I feel like I'm flailing around because tasks are piling up and I'm not sure in what order to tackle them.

So here's a rough schedule just for the sake of writing it down and itemizing what needs to be done. Obviously I'm forgetting stuff and obviously things will take longer than I expect, but it's looking like there's a small chance we'll be done with core features by mid-december!

I could put together some mockup slides if that'd be helpful. Okay if you want to get ahead of schedule then I might have to shuffle some tasks around so that you're supported ASAP.

I imagine you'll be laying out the faces and arting the new tutorial etc etc. Still figuring out the challenge interface. The idea is still fresh, which means it's pretty clunky.

But basically challenges show up 1 When a game finishes 2 in the "challenges" menu. Currently the challengeable records are: A bunch of problems with this.

I don't like that it adds another step, because I think we're already pushing how long it takes to restart. It'd be nice if we could make it an overlay like in team fortress.

This part should also take care of the task of "Congratulations, you beat that challenge that [username] challenged you at! The challenge menu is a list of all the records you're currently qualified for, which is mostly based on what tile you've reached.

Every record should have your current progress on it. Tapping on the record will open a "Challenge" screen and will list out all your friends applicable to challenge.

Anyone who is Whew. I think I finally understand why no one's done challenges right. This looks like a bunch of work. But I think it'll be worth it for a lot of reasons: Regarding the music I hear what you're saying.

It seems in line with "Tiny Game" to keep everything about the game as minimal and out-of-your-face as possible.

The nice thing about Threes right now is that it adapts to many different kinds of play styles: And everyone in between. The music is there for the long-players, the people who want to lose themselves in the game.

Tons of people will play with the game entirely muted because they leave their phones muted. Some people will play with their own music instead.

But for the people who load up their iPad at night and turn on the game in the quiet of their home I want it to feel rich.

The music takes care of that. The music is way too intense as is, but that's just how Jimmy works. Do you remember the first track he submitted for Puzzlejuice?

It was like flying through cyberspace in the 51st century. It's just gonna get more mellow with time. Oh man Asset Server is x better than Perforce for our needs.

Got it working in no time flat and we won't have to deal with the messy checkout process. Go ahead and delete Perforce. You might have to delete your Unity folder too?

Sorry if you lost any changes: Gonna be setting up the scenes today to let you play around in them. Don't make any changes yet because I don't know how good the merging process is yet.

At this point, Jimmy is working closely with Asher, who passes Jimmy this feedback from Greg. Please read Jimmy's post regarding the inner-workings of his process here , and while it doesn't include all the emails, it definitely includes important commentary about his feelings on making the Threes music and stepping outside of his comfort zone.

It's also how most apple menus are laid out, which helps us. I've totally been hitting the "retry" button every time I mean to go back to the main menu.

Also in the current layout to exit the current game you tap the "out" corner twice, which makes sense to me. Anyway that's my two cents.

The appleishness of the current layout is the most convincing thing for me. But if you want to switch we'll switch. Hmmm this feels super Threesy: And you are at the point where you are about to give it all up….

I always appear in one form or another. Sometimes I appear in the form of a solution, or a good idea.

At other times, at a crucial moment, I make it easier for things to happen. GREG how about we try leaving the walls up all the time?

And then only lower the wall when a new dude spawns in. Fleshing out the tutorial Gonna try it out.

I think it makes more sense to be able to look at the game without touching and get a sense of what will happen.

Too many things are invisible in the game atm. Mapped out a first half of tutorial. Gonna throw it in and see how it works.

Added some subtle language tweaks and reinforcing of some super core concepts. Still struggling to figure out how to effectively teach the merge rules.

I've seen too many people sort of half learn the rules "okay 1's and 1's won't add together I like the colors in the first progression you posted, but it sort of screws with the 3Dness of it all.

But honestly I'm not too concerned about the progression? And then when the horns show up it's a super delightful surprise. Ahaha "grows on you" kinda gives the same impression as "acquired taste.

I am totally in favor of not having an "ultimate" piece so that it seems like the game could really go forever. Spent the day figuring out the layout and wording and flow and pacing and priming and whew.

Gonna implement tomorrow so I can playtest this week. My plan today is to actually spend some time on some polish we're sorely needing specifically: Maybe some better menu transitions?

And then post lunch I want to see if challenges actually still make any sense. I'm not going to lie: I am super super happy with how the current implementation is working.

I haven't tested it on many people yet 3 , but one of them never plays games and the other two play games a lot. They all finished the tutorial in Gave the tutorial this morning to one of my gamer friends who had never played Threes.

He breezed through the tutorial FAST, but at every teaching moment I saw his eyes light up and he kept saying "ohhhh cool.

I've written this email over a bunch in the interest of handling this delicately, but here's the gist I've settled on: I strongly believe that "show don't tell" is the wrong approach for teaching.

All players learn differently. We want to show AND tell. There's definitely the crowd who we could hand this game to without instructions and they would figure it out.

In my head I'm calling them the Puzzlescript crowd. And then there's people who won't know what to do unless you tell them and give them explicit goals.

And THEN there's the people who will blindly follow directions, but not understand what they're doing and be confused later. So we want players to do three things: The merge sections of the tutorial have all three of those things.

You have to merge the things together. You clearly see the results of your actions. So that combined with how quick the tutorial is makes me want to table this discussion for a while.

I am much more interested in moving forward right now than going backwards. I propose that we sit on this and collect more data and get closer to a finished game.

I was thinking about music and sound effects today and about how fun it would be to make the little noises that these guys will make. But then I thought: Recruit a bunch of our indie friends to make silly noises and then use those as sound effects for all the different dudes.

This sounds super fun and might build some good-will. Basically get twelve people to sign up-- they each pick a different creature, probably based on the pitch of their voice.

And then we give them a bunch of basic sounds to make "excited" "sad" "crazy" and then have some fun with it: On a related note: Do full sprite sheets make sense for the creatures any more?

If we animate their mouths separately we can have a lot more freedom with when they actually make noises. Zelda tutorials and "Nintendoization" takes this to the Nth degree.

That's kinda the direction i was hoping to run with this continuous field of play, adding pieces when appropriate, learning as you go through plain text and player action, sort of a hybrid.

Whew good I'm glad we got that out of the way because we definitely would be at an impasse: I refuse to let people fall through the cracks in a game this small: Hmm I think the gold mockup is a little too misleading, unfortunately.

The happy eyes are a good solution. Feel free to mess with ThreesAtlas, which is where all the menu stuff lives. All of the source files are in the "CompleteAtlas" folder in argoyle.

If you replace those and follow the instructions above then everything should go smoothly. You should do the same. You're going to have to go through the xcode setup stuff again, sadly.

Moved the animation layouts into their own scene. They were taking up a lot of memory we weren't using which means Much more threesy and also has natural stopping points for loading stuff.

Okay I seriously want to put my brain on challenges tomorrow. Partially because I want a "challenges" button to replace the "Undo" button.

Oh did I mention I want to kill undos. I don't think anyone will use them or care about them and it adds that ugly "Includes In-App Purchases" banner to our game.

I'm going to add a simple "Tweet Score" button on the recap screen. I guess it'll replace the GC button. How do you feel about tweeting an image to go along with it?

It could be a glamour shot of your highest Number. And the images can be nice and big and we don't have to atlas them. Theoretically it could also be your final board layout, but honestly I don't think people will care about that.

It occurs to me that reaching a new rank in the game IE: It'll be nice when we've have the hugging stuff in, but we're going to need some extra oomphf on top of that.

It needs some thinking about. We kind of already have one? We're exporting from illustrator at ppi and then TexturePacker is scaling it down to half.

Super easy to export a full size atlas in parallel. I suggest exporting your flash animations at ppi so we can do the same thing with them.

But oh man does it feel close? I think we're finally climbing the "oh hey it's fun again" ladder to release! We talked on Skype and Greg offered to code some version of the tutorial changes he was thinking about.

Over the next week or so we do a lot of technical things, rework animations with the new faces and figure out how to setup the final game.

Eventually, Greg gets the tutorial somewhat pieced together with his horrible coding skills and a lot of help from Asher. So my plan has been to strip out the "Drag to see the future" slide and replace it with just a "Make 24" puzzle, but it occurs to me that you're kind of building that puzzle now.

I think a hybrid between our tutorials makes sense The awkward bit is that at some point we do need to clearly articulate the goal of the game.

Not sure where that goes. I think we should consider, after giving them 4 2s, adding a "Make a 24" at the top as a new step.

So I was like "oh man sound is great! Let's see how much sound I can get in tonight! And then, after doing four different voices, I realized that I hate doing voiceover.

Let's do that thing I was talking about instead where we ask gamedevs to do it instead! Sorry to email you out of the blue, but I had a fun idea and I was curious if you would be interested in helping out with a tiny game I'm working on.

Greg and I are wrapping up work on our latest game Threes. The pitch is that it's a tiny puzzle game you can play forever. It looks something like this.

The game is pretty much done, but there's one piece of the game that Greg and I just can't accomplish on our lonesome: Every number in the game is a tiny little character with its own personality dopey, sleepy, wears headphones, is a pirate, is a spider, etc.

There's twelve characters total and I would like it if they all didn't sound like the two white guys who made the game! Let me know if saying silly things into your microphone sounds at all like a fun time and I'll send you a list of possible characters for you to play.

The lines are tiny sensing a theme? On average each line is about 1. I also have a bunch of just normal non-gamedev friends I can ask especially if we need more girls.

I don't know how that would manifest in this game, but i think the game needs a reason for players to make a counter-intuitive play in the long-term development of a winning strategy Tetris'ing in Tetris is another good example.

Not necessary, risky, but scores big points OK OK i just brushed my teeth and had this idea. I was wondering about a variation where you simply collect stars, rather than introducing a new tile type, but i think that has its own issues and definitely fails at 2 anyways Like say you pushed a 3 next to a 3, it would suck up the 3 automatically.

The "newest" number to arrive would always be the "winner", i. On the other hand, it might totally make everything else devolve into a lot more randomness.

As for the other suggestions, the more I think about this, the more I realize that if the corner strat is infinite, than a carrot will not work to fix it.

All it would do is sort of hide the corner strat a little bit, but no carrot is going to be as good as an infinite strategy. Here are a few sticks that essentially sequence break your game and prevent the corner strategy:.

Processing all this, but one note: Maybe that's worth trying. I am suspicious that might be enough. The thing about cornering is I think it is sort of fragile.

If you just push back against it a little it might just fall apart or so I hope!! Also I'm considering the arrow tile again. It's just a tile that would point in a random direction and you have to get it off the board in that direction.

This would make players vary up their swipes. Weirdly, now I am sorting wishing for a carrot because corner worked pretty amazing until I got to 96s, and then still pretty well.

On the other hand. That might be totally fine. The beginnings of puzzle games are pretty easy usually.

Here's one small suggestion-. In the early game, occasionally add a single higher tile than are on the board to the bag if the player has unlocked a higher tile in a precious game.

You could even have those tiles specifically show their number in the next box, since they're extra important and weirdly special. They could be both a carrot and a stick, and speed you through to the part of the game that you've already mastered.

And the discussion continues into some avenues we ended up not exploring, but thanks to Adam breaking the game we were able to patch it really quickly.

Now, less than two months from release and even sooner until we eventually submit our final build to Apple, we have a lot of polishing and promotional stuff to do.

The website design isn't completely finished but we're happy with where it's heading. Though we're not sure what to do for screenshots of our very still, very turn-based and unilaterally colored game, we think hope to settle that next.

There are a lot of questions and worries remaining, but after we hurdled this huge design flaw with the help from Zach and Adam especially, a lot of the battles had been fought, some multiple times by now.

Oh yeah I think yellow arms are definitely the way to go. Much more readable and closer to being understandable.

But, bare with me I have to talk this out I think there's some fundamental problems with the hugging idea. I'm not really sure that there's a way for us to actually make this look like hugging.

Taking a step back and forgetting that the orange pipes are arms, when I look at this: It looks like a bandana and then also a hanging chad. I think it has to work in stills.

I think a lot of it has to do with the fact that these guys' anatomy is really kind of baffling. I don't know how their arms work or where they come from.

Here's me trying to figure out where their shoulders are: Anyway those are my thoughts. OH OH maybe we could have them jumping up and down slightly offset so you can see both of them.

Maybe some tilt when they're about to merge? And then when you let go they settle down, overlap, and flip. Very simple and works with their current body shape.

A couple weeks go by, both Greg and Asher are away on vacation visiting either for the holidays. WHEW okay caught up on email. Tiny deers are unfortunately in the Argentina part of Patagonia, not the Chilean part.

Had to befriend some giant llamas instead. My first order of business is going to be the merge animations. Still wobbly feeling on the hugging, but we can talk that out later.

But yeah dude after you finish up the animations and we figure out a final mergelook, I think you can go on low-alert for a little while. I was thinking about Rami's comment and our original IGF trailer and I really really like the idea of selling Threes as a part-of-life.

Threes is not an immersive digital world to get lost in, it's a tiny game you carry with you and play on the train or while you're waiting for a friend or about to go to bed.

I sort of like the idea of a trailer that's similar to our original IGF one, but maybe cutting between a few different locations.

And okay here's a controversial statement that I might disagree with later re: I'm starting to think that it's not a priority of the marketing to teach the game.

I know we want to avoid the problem of asking people to buy a game before they know what it is, but I think what the game is and how it works are two different things.

The game is a 1 small 2 ever-challenging 3 card-sliding game 4 with numbers in it. I think the gif still has a place on the webpage and something to be handed around, but I think a trailer will be more effective at straight-up exciting people.

Yea i saw that tweet as well, and i have a lot of feelings about it. It's not a bad idea, we've had it ourselves.

Showing the game played in all manner of spaces and how it fits into your life. Initially, I thought about how this would go and it all seemed so universal.

Not on my computer, so this'll be brief but I think you're totally right on all fronts. Loving the sound of the direction of the new gif.

This is looking great. I can totally imagine it speeding up and cutting through all these environments. This is definitely the right way to go On vacation my mom and sister kept fighting over my phone to play Threes.

Also on the trip I was pretty scarce on power outlets outlets, so I had to restrict how much Threes was played because the game absolutely murders battery.

Maybe we should have a "low-battery" option that drops the framerate down to 30?? Or is that an inelegant solution on our part? Over the next couple weeks we iron out bugs, implement GameCenter, Achievements, Challenges and other miscellaneous things like that.

You know, the easy parts that take up the majority of cloner's time If you read this whole thing. If you scrolled down here and skimmed it or just wanted to see if there was a prize at the end, well, you're here.

It's about the journey, man. Hopefully this post points to what we're getting at when we say that making these tiny games is littered with hard and painful times that are full of uncertainty and self-doubt.

You never know if something is really going to work. But cloning or ripping off a design in a week, that's a bit different isn't it?

That old chess-nut… And it all happened so fast. The Threes Emails All told, we sent emails in this email thread.

Greg to Asher - An hour later. Greg to Asher - Next afternoon ok so the atoms one is bs, don't even know why i'm showing you. Asher to Greg - A little later Awesome!

I really like the tiles. Very solid and they definitely look merge-able. I'll let you know if I have any other thoughts.

For links to certain points, check the list of links with dates below: From Greg alright i hear you. From Asher At work so not verbose but: From Greg fuck yes.

From Greg ok, phew. From Greg ok way better monster mouth idea, after seeing spacejam midnight showing. From Greg i gotta say, the holes are awesome, they make total sense.

From Asher Okay whew sorry for not responding sooner, but I've been trying to drown myself in the design and figure out what'll give this game legs.

From Greg - A bit later From Greg - A little later From Greg - Later still From Greg - Even later From Asher Yeah I hear you, dude. I was kind of thinking the same thing.

From Greg updated argoyle and introducing poundstooth, a bit rough and from the hip but he's here. From Asher Blah sorry for the radio silence.

In fact I'm going to list them all right here: Okay and now feedback stuff: And if the player can find out by half-swiping, then the optimal tactic would be to half-swipe in every direction before taking a critical move, which doesn't sound fun Super dig the blocks spawning in through those bars.

Hmmm Digging the new Argoyle design. From Greg haha argoyle socks would be so fucking cool dude. It's tight and going to be tricky, but I think it might actually be doable: Technical stuff patterns, game center, IAP, twitter,etc This week I want to complete the entire game flow, which means getting all of the menus working and out of the way.

You'll probably recognize a few of them from Puzzlejuice: Enjoy release week, buddyyyy! From Greg thanks dude!

From Asher Duuude if you're down the help with integration then I'm all for it!! From Greg rad rad rad! From Asher Dude no worries at all. From Asher Ahhh shoot sorry sorry for being quiet so long.

I think it might actually be more clear if we reverse the way you have it set up in that last mockup, where we have an argyle on either side of the monster like so: From Asher Yeah I was just testing it out.

From Asher Built sent! Possibly more so based on the price. I think Nikons mid to top end line up is excelent at least for stills. This camera makes no sense.

Remove support for legacy glass, remove a sd card, remove 4 megapixels. It's obvious who not me and what it is for.

This d is a random cacophony of specs thrown together and intentionally crippled for the sake of differentiation. Given the price difference I doubt that most people will benefit from the advantages of the D I'd imagine it's not much of a loss for Nikon really.

Heck, they may make more leaving the hardware off the camera than what they'd make in grip sales.

If you've ever owned a 3rd party grip then you know that no matter how inexpensive they are, they are still overpriced.

They are junk and I wouldn't attach one to my camera if it was free. I have had both oem and 3rd party. I had no issues with 3rd party grips.

I owned 1 first party grip only because Nikon was giving them away with the D I like the Nikon grip with the f2. I also like the magnesium body panels.

The plastic aftermarket grips don't cut it. At this point I don't think I'd buy a camera body that doesn't take a grip.

Like my D and as well D, but my Samsung NX1 is the crop killer and give most life like images. Who cares they're no longer in the camera business and there's no longer any lenses made for them.

They made a great camera but Sony marketed themselves better and killed them. This goes to decisions by Nikon Management.

This looks like lets get more money for less functionality by branding, marketing and trying to fool the public! I give them the video and processing.

The rest is largely a remade D5XXX. The branding to get money for less functionality less battery???? Nikon management is less than stellar.

Its telling in a year when we got lots of great products from Nikon; the zoom, D5, D etc. Seems like a sensible decision to me. Nikon are obviously not selling enough D cameras, so they needed to replace it with something "new" to attract buyers.

The specs of the D are perfect for the market it is aimed at. More "serious" photographers if they have enough money will buy the much sturdier and professionally specified D Entry level buyers will go for the D or D, but Nikon would be wise to rationalise further by dropping both of these and replacing them with a single model halfway between the two.

Three crop format cameras should be more than enough choice to satisfy all users, and will enable Nikon do reduce manufacturing and design costs..

So the new camera has superior performance in virtually every category. It offers 4K video that everyone insists they need and probably seldom use.

Better sensor, massive improvement in the buffer, better AF, higher frame rate, carbon fiber construction - which I feel is better compared to part metal and part plastic construction.

It's lighter everyone complains about weight. It has a very useful tilting screen especially useful for video, live view to avoid neck strain and reflections and make low angle shot framing much easier or possible at all.

A very useful touch screen. And for all this the price is virtually the SAME as the camera it replaces. Losing base ISO performance is a major regression, especially since DX bodies are more likely to be used outdoors, in daylight, than FX bodies.

That one cost cutting move makes it impossible for me to upgrade to the D, since I'm a very serious use of non-cpu manual focus glass.

Nikon's deletion of the second SD card slot is inexcusable but another clue as to the cost cutting. They even downgraded the lugs for the neck strap.

You know I would love to have the D, but the price - ouch. It's a hobby, this is a want not a need. If my camera was my livelihood you can believe I'd have the best and most appropriate tools available.

The D offers most of the features of the D in a cheaper and stripped down body, simplified. If there another camera for that kind of money with comparable AF?

People here are actually complaining about the strap lugs - they're different because the body contains no metal. And they have little to do with actually capturing images.

And if you're really interested in landscape photography why are you using a DX camera? Get a D, it's a bargain. It's just astonishing how these poor executives produced a camera like the D Just lucky I guess.

You have pretty much listed all the improvements of the D over the D in your post. But there are a few things that I would like to point out.

There are some pluses with the new sensor, but also some minuses. Calling it a better sensor is arguable. There are only two upgrades.

The pixel RGB sensor should help with subject recognition and tracking. But by how much? No one knows until we see the reviews. True, everyone complains about weight.

But g vs g is hardly a major weight reduction. I wonder if this is even noticeable. There are better cameras out there on the market for videographers.

I doubt any videographer would pick up a D for video. This, in my opinion, nullifies the usefulness of the tilting screen for video. For stills, Nikon's live view AF performance has always been poor.

Again, nullifies the usefulness of the tilting screen for stills. I personally almost never use live view. The poor AF is an absolute pain.

It's also very battery draining. Besides, tilting screen or articulating screen are more prone to failure when compared to fixed screen.

Calling this an improvement is arguable. Let's wait for actual usages and reviews before we come to this conclusion.

I disagree strongly about no one buying battery grip. With the battery grip, I find the camera much more stable when shooting hand-held vertically.

Give me a camera that has a square sensor, then I won't get a grip ;. I learned my lesson when I broke an SD card with pictures in it.

Better be safe than sorry with dual slots. Another cost cutting move. But I won't argue with this one because I don't use it either.

Overall, I have to disagree that the D has superior performance in virtually every single category when compared to the D I personally find the D a much better value proposition.

All very good points Ken, but Nikon's problem is that they need to sell cameras, and buyers tend to avoid cameras that are perceived as being old D released March - they want the "latest", and Nikon has produced something "new".

Personally I'd much rather have a camera that has been on the market for at least several months, so that the bugs have been patched, the camera has been proven, and the price has dropped, but that's just me Nikon could have made it much easier for them: Name it Ds - and it would have been the perfect successor.

Pricing a bit over the ordinary D Done, The Userbase would be happy. Nikon did the same, smallish upgrade from the D from to the Ds into The D looks too much compromised.

I don't think that D should be compared with D Actually, if you look at the Nikon EU site, you'll see that their new line-up positioning goes as follows: D, D, D, D That explains some downgrades.

What does not make any sense is the price. I don't think this is at all to do with the D line, rather a simple continuation of the D90 line.

As you see, the D line had to carry the burden of replacing the D, hence the overly spec'd for-the-money D to D days. It's quite simple, Nikon needed to put highly professional features into their mid-level camera to make it a viable choice for D users.

Now that a D exists, any meaninful succession to the d would be, well a D Include inflation and and the D is cheaper than D80, D90, What is the purpose of D?

I mean, can somebody tell, what Nikon had in mind if that is possible to know or guess , for issuing one more same sewing machine?

I understand that Nikon severely needs some money, but that's not the right way to go! People do love to compare launch prices to end-of-life markdowns and conclude that prices have jumped.

I saw someone yesterday complaining the Canon 5D IV price had been hiked to an outrageous degree, whereas the launch price is the same as every other model in the 5D series, which means they've got cheaper in real terms.

We're counting down our top 10 most popular sample galleries of , and the 8 ranking belongs to the Nikon D But should you upgrade your current camera?

In this article, we've broken down the D's main selling points compared to several popular models. Think of it as a Dlight, which is essentially a miniature D5, Nikon's flagship sports camera.

In other words, the D is built for speed. Nikon's new AF-P mm F4. Since it's summer in Seattle, we've taken it to the Pacific Ocean and back to see just how well it performs.

With a full review just about finished, we had a number of new images and converted Raws to add to our already-existing D gallery.

No Nikon camera we've tested to date balances stills and video capture as well as the Nikon Z7. Though autofocus is less reliable than the D, Nikon's first full-frame mirrorless gets enough right to earn our recommendation.

Nikon's Coolpix P has moved the zoom needle from 'absurd' to 'ludicrous,' with an equivalent focal length of mm.

While it's great for lunar and still wildlife photography, we found that it's not suited for much else. If you're interested in stills and video, though, it's knockout.

The Nikon Z7 is slated as a mirrorless equivalent to the D, but it can't subject track with the same reliability as its DSLR counterpart. AF performance is otherwise good, except in low light where hunting can lead to missed shots.

We're well underway putting it through our range of standard tests — take a look at how it compares to the competition and our thoughts on using it so far.

These entry level cameras should be easy to use, offer good image quality and easily connect with a smartphone for sharing.

Whether you've grown tired of what came with your DSLR, or want to start photographing different subjects, a new lens is probably in order.

We've selected our favorite lenses for Sony mirrorlses cameras in several categories to make your decisions easier. We've selected our favorite lenses for Canon DSLRs in several categories to make your decisions easier.

We've selected our favorite lenses for Nikon DSLRs in several categories to make your decisions easier. The Nikon Z6 is the lower-resolution, faster sibling to the Z7, and has already shown impressive results in our preliminary testing.

Take a look at how it performs outside of the studio. A new software update allows users of the Rylo camera to squeeze more resolution out of the camera's degree footage.

Photopea is a free Photoshop alternative that works directly in the browser and offers advanced features including spot removal, clone tool, layers, filters, and masks.

Since publishing our full review, we've continued shooting with the Fujifilm X-T3 here and there — sometimes on assignment, and sometimes because we just like it so darn much.

Our sample gallery has been updated with fresh images. We've updated our camera buying guides, and the Fujifilm X-T3 was selected as a top choice in three different categories.

Benro has launched a new 3-axis gimbal that has a convertible handle that can be used in upright and carry configurations.

Flickr has announced that it will not delete images from its Creative Commons or Flickr Commons collections and is working hand-in-hand with institutions and non-profits to "keep these photos safe and available for the world to view and enjoy.

The lens is consistent across the frame and the sensor looks good but, like the Z7, the PDAF stripes aren't perfectly corrected so can occasionally become visible.

NASA has shared the first 8K footage filmed from outer space. In addition to streaming on YouTube, you can also download the full-res footage to your computer.

Irix has opened up pre-orders for its mm F2. Cinemartin has launched three new 8K global shutter video cameras with Raw shooting modes and custom code support.

Leica has announced the Leica Q-P, a humble version of its Leica Q camera that it calls "an artful statement of understatement. If you're thinking of adding to your lens collection, these guides may be just what you're looking for.

Fotolia sent out an email notifying users that, beginning November , they will no longer be able to access their Fotolia accounts and will instead need to transition to Adobe stock or another stock photography service.

Filmmaker Jimmy Chin has worked all over the world, in some of the most remote places on earth. With tons of resolution and dynamic range, the Nikon Z7 is a great camera for shooting landscapes.

But what about semi-pro wrestling? We spent an evening with the Z7 at DEFY Wrestling, which offered plenty of peak action and tricky lighting - see the results in our updated sample gallery.

Not everybody wants or needs a full frame sensor, but that doesn't mean you have to give up pro-level performance on your camera. ONDU has opened a Kickstarter campaign for its latest collection of pinhole cameras, a third-generation series that consists of more than 19 models across , , medium format, and large format varieties.

Luminar has received an update with an all new AI-powered tool for bringing more life into the skies of your photos with a single slider.

Sigma has announced the prices for three of the lenses it announced at the Photokina trade show in September. Photographer Thomas Hawk explains why he believes Flickr's move to limit users to 1, on free accounts is the right move.

It's big, heavy, expensive and it gave us a headache. Red's Hydrogen One is an interesting concept but its main selling point — capturing and displaying 3D content — completely misses the mark.

Submit a News Tip! What camera or lens should I buy? Nikon D vs Nikon D Published Apr 13, Richard Butler. D vs D The launch of the D presents an interesting quandary for camera buyers: Body, Black, Base In stock.

Body Only, Base In stock. Powderhound1 I originally bought the D with the kit lenses from Costco and Mario Giannini I am facing this choice now, wanting to update from my D Rolleix Just wait for the Ds-D Older N Dirt You have asked the age old and truly brilliant questions.

Brubaker More inane "mine's bigger than your's" rubbish. Stevyjb as you say Nothing at All! Rich Rosen The D is probably a great camera, for those who don't need the speed, the buffer, the "pro type" body of the D Andrew The difference between the D and D is massive and the price difference is fully justified.

Rich Rosen If the D is using the same processor sensor combination as the D, it is only about a half a stop better than the D Richard Butler Yes, in both cases.

It's only the old AI type lenses that the D no longer supports. Andrew The D is better than the D Dante Birchen The functionality and performance of the D in the form factor of the D would be about right for me.

Gesture Back to the future. MarcV So photographers with older Nikon cameras aren't serious shooters? JustJohnny Since I'm the owner of an D Andrew The D90 is not ideal for taking pictures of sports or children that are running around or moving quite a bit.

Serban Claudiu Actually none. Serban Claudiu I doubt. Scannews Fuji EX 1?????? I bought the D and am very impressed with it.

SmilerGrogan Impossible to choose: SmilerGrogan I'm sure CLS on the D is fine, but I hate having to add yet another gadget to my kit, not to mention keeping track of its yet another battery Polacofede it would be interesting to add in this comparison the D which if it's prices are lower it could be a great deal for many Ever had a card stop!

Second slot is a life saver. Gesture Well, hopefully, it has bracketed auto-exposures. Deliverator None of the cameras at the price point the D competes have 2 card slots.

And please, less of the "crying like babies" nonsense - it's rather infantile. Deliverator I understand the point. I'm just fed up with the whining.

Deliverator I agree with you there. Gesture It's more about the mentality of the manufacturer. Deliverator The Nikon D has only one CF slot, and it was and still is used by many, many, many professionals.

Good choice for Nikon shooters.. Nung Not over here in HK, it isn't! Ruekon Looking forward to seeing the shipment of the D this summer.

Nindy I still would rather dual pixel smoothness then 4k jerkyness. Nindy Meant p smooth dual pixel auto focus then 4k jerky auto focus.

Totally Puzzled Slots - Free & Real Money Totally Puzzled Slot Game -

Jackpot for every slot machine. Gefällt dir dieses Spiel? The wheel has different variations according to the location in which. Located just off the world famous Las Vegas Strip and within walking distance to the. Totally free European Roulette game Playtech. Kostenlos und ohne Anmeldung kannst Du verschiedene Glücksspiele zu testen oder dein Glück versuchen und online Casino Spiele um echtes Geld zu. Gefällt dir dieses Spiel?

Thee's a doorway about 10 yards away with a soft light inside. A line of muddy pawprints leads from the hole you're in to the doorway.

As they're lowering you back to the block, everyone hears some grunts, splashing, and clanking weapons coming from further down the lower tunnel.

They seem to be closing fast. Push me back up through the hole! I grab the ledge and haul myself up. I'll help pull the next guy up.

It slides back into its slot with a nice, loud "clunk. Great, they heard it. Cleric, get over here and stand on this panel.

We're going to check out that doorway. Cleric, you hear some shouting and shuffling around below you, then there's a thump and the panel you're standing on lurches.

DM to the fighters: When you peer around the doorway, you see a small, dirty room with a small cot, a table, and a couple of stools.

On the cot is a wererat curled up into a ball. Its back is toward you. There's another door in the far wall and a small gong in the corner.

Cleric, the panel just thumped again. You can see a little crack in it now. Do something quick, you guys.

When this panel starts coming apart, I'm getting off it. I step into the room and prod the wererat with my shield.

All wererats look the same to you. Cleric, the panel thumps again. That crack is looking really big. I get off the panel, I'm moving into the room with everybody else.

There's a tremendous smash and you hear chunks of rock banging around out in the corridor, followed by lots of snarling and squeaking.

You see flashes of torchlight and wererat shadows through the doorway. All right, the other fighter and I move up to block the doorway.

That's the narrowest area, they can only come through it one or two at a time. Cleric, you stay in the room and be ready with your spells.

As the first wererat appears in the doorway with a spear in his paws, you hear a slam behind you. The door in the back of the room is broken off its hinges.

Standing in the doorway, holding a mace in each paw, is the biggest, ugliest wererat you've ever seen. A couple more pairs of red eyes are shining through the darkness behind him.

He's licking his chops in a way that you find very unsettling. I scream the name of my deity at the top of my lungs and then flip over the cot with the dead wererat on it so the body lands in front of him.

I've got to have some help here, guys. Fighter 1 to fighter 2: Help him, I'll handle this end of the room. I'm attacking the wererat in the first doorway.

While fighter 2 is switching positions, the big wererat looks at the body on the floor and his jaw drops. He looks back up and says, "That's Ignatz.

He was my brother. You killed my brother. At this point a ferocious melee breaks out. The DM uses the combat rules to play out the battle. If the characters survive, they can continue on whatever course they choose.

Ability-- any of the six natural traits that represent the basic definition of a player character: A player character's abilities are determined at the beginning of a game by rolling 6-sided dice d6s.

The scores continue to be used throughout the game as a means of determining success or failure of many actions. Ability check -- a 1d20 roll against one of your character's ability scores modifiers may be added to or subtracted from the die roll.

A result that is equal to or less than your character's ability score indicates that the attempted action succeeds.

AC -- abbreviation for Armor Class. Alignment -- a factor in defining a player character that reflects his basic attitude toward society and the forces of the universe.

Basically there are nine categories demonstrating the character's relationship to order vs. A player character's alignment is selected by the player when the character is created.

Area of effect --the area in which a magical spell or a breath weapon works on any creatures unless they make a saving throw. AC -- a rating for the protective value of a type of armor, figured from 10 no armor at all to 0 or even the best magical armor.

The higher the AC, the more vulnerable the character is to attack. Attack roll -- the 1d20 roll used to determine if an attack is successful.

The result needed is a function of Strength and can be found in Table 1. Bonus spells -- extra spells at various spell levels that a priest is entitled to because of high Wisdom; shown in Table 5.

Breath weapon -- the ability of a dragon or other creature to spew a substance out of its mouth just by breathing, without making an attack roll.

Those in the area of effect must roll a saving throw. Cha -- abbreviation for Charisma. Chance of spell failure -- the percentage chance that a priest spell will fail when cast.

Based on Wisdom, it is shown in Table 5. Chance to know spell -- the percentage chance for a wizard to learn a new spell. Based on Intelligence, it is shown in Table 4.

Cha -- an ability score representing a character's persuasiveness, personal magnetism, and ability to lead. Class -- A character's primary profession or career.

Other languages may require the use of proficiency slots. Con -- abbreviation for Constitution. Con -- an ability score that represents a character's general physique, hardiness, and state of health.

A roll that calls for 2d6, for example, means that the player rolls two six-sided dice. Two d10s can be used as percentile dice. Damage -- the effect of a successful attack or other harmful situation, measured in hit points.

Demihuman -- a player character who is not human: Dex -- abbreviation for Dexterity. Dex -- an ability score representing a combination of a character's agility, reflexes, hand-eye coordination, and the like.

Dual-class character -- a human who switches character class after having already progressed several levels. Only humans can be dual-classed. Encumbrance -- the amount, in pounds, that a character is carrying.

How much he can carry and how being encumbered affects his movement rate are based on Strength and are shown in Tables 47 and Encumbrance is an optional rule.

Energy drain -- the ability of a creature, especially undead, to drain energy in the form of class levels from a character, in addition to the normal loss of hit points.

XP -- points a character earns determined by the Dungeon Master for completing an adventure, for doing something related to his class particularly well, or for solving a major problem.

Experience points are accumulated, enabling the character to rise in level in his class, as shown in Table 14 for warriors, Table 20 for wizards, Table 23 for priests, and Table 25 for rogues.

Follower -- a nonplayer character who works for a character for money but is initially drawn to his reputation. Gaze attack -- the ability of a creature, such as a basilisk, to attack simply by making eye contact with the victim.

Henchmen -- nonplayer characters who work for a character mainly out of loyalty and love of adventure.

The number of henchmen a character can have is based on Charisma and is shown in Table 6. The DM and the player share control of the henchmen.

Hireling -- nonplayer characters who work for a character just for money. Hirelings are completely under the control of the DM.

Hit Dice -- the dice rolled to determine a character's hit points. Up to a certain level, one or more new Hit Dice are rolled each time a character attains a new class level.

A fighter, for example, has only one sided Hit Die 1d10 at 1st level, but when he rises to the 2nd level, the player rolls a second d10, increasing the character's hit points.

Hit points -- a number representing: The hit points lost to injury can usually be regained by rest or healing; 2.

Infravision -- the ability of certain character races or monsters to see in the dark. Infravision generally works up to 60 feet in the darkness.

Initiative -- the right to attack first in a combat round, usually determined by the lowest roll of a sided die. The initiative roll is eliminated if surprise.

Int -- abbreviation for Intelligence. Int -- an ability score representing a character's memory, reasoning, and learning ability. Level -- any of several different game factors that are variable in degree, especially: At each level attained, the character receives new powers.

A magic-using character can use only those spells for which his class level qualifies him. Wizard spells come in nine levels Table 21 ; priest spells in seven Table Loyalty base -- a bonus added to or a penalty subtracted from the probability that henchmen are going to stay around when the going gets tough.

Based on the character's Charisma, it is shown in Table 6. M -- abbreviation for material component. Magical defense adjustment -- a bonus added to or a penalty subtracted from saving throws vs.

Maneuverability class -- a ranking for flying creatures that reflects their ability to turn easily in aerial combat.

Each class--from a top rank of A to a bottom rank of E--has specific statistical abilities in combat.

M -- any specific item that must be handled in some way during the casting of a magical spell. Maximum press -- the most weight a character can pick up and raise over his head.

It is a function of Strength and may be found in Table 1. Melee -- combat in which characters are fighting in direct contact, such as with swords, claws, or fists, as opposed to fighting with missile weapons or spells.

Missile combat -- combat involving the use of weapons that shoot missiles or items that can be thrown. Because the combat is not "toe-to-toe," the rules are slightly different than those for regular combat.

Movement rate -- a number used in calculating how far and how fast a character can move in a round. This number is in units of 10 yards per round outdoors, but it represents 10 feet indoors.

Thus, an MR of 6 is 60 yards per round in the wilderness, but only 60 feet per round in a dungeon. MR -- abbreviation for movement rate. Multi-class character -- a demihuman who improves in two or more classes at the same time by dividing experience points between the different classes.

Humans cannot be multi-classed. Neutrality -- a philosophical position, or alignment, of a character that is between belief in good or evil, order or chaos.

Nonhuman -- any humanoid creature that is neither a human nor a demihuman. NPC -- any character controlled by the DM instead of a player.

NPC -- abbreviation for nonplayer character. Open doors roll -- the roll of a sided die to see if a character succeeds in opening a heavy or stuck door or performing a similar task.

The die roll at which the character succeeds can be found in Table 1. Opposition school -- a school of magic that is directly opposed to a specialist's school of choice, thus preventing him from learning spells from that school, as shown in Table PC -- abbreviation for player character.

Percentage or percent chance -- a number between 1 and used to represent the probability of something happening.

If a character is given an X percentage chance of an event occurring, the player rolls percentile dice. Percentile dice -- either a sided die or two sided dice used in rolling a percentage number.

If 2d10 are used, they are of different colors, and one represents the tens digit while the other is the ones. PC -- the characters in a role-playing game who are under the control of the players.

Poison save -- a bonus or a penalty to a saving throw vs. Based on Constitution, it is shown in Table 3. Prime requisite -- the ability score that is most important to a character class; for example, Strength to a fighter.

Proficiency -- a character's learned skill not defined by his class but which gives him a greater percentage chance to accomplish a specific type of task during an adventure.

Weapon and nonweapon proficiency slots are acquired as the character rises in level, as shown in Table The use of proficiencies in the game is optional.

Proficiency check -- the roll of a sided die to see if a character succeeds in doing a task by comparing the die roll to the character's relevant ability score plus or minus any modifiers shown in Table 37 the modified die roll must be equal to or less than the ability score for the action to succeed.

Race -- a player character's species: Race puts some limitations on the PC's class. Rate of fire abbr. ROF -- number of times a missile-firing or thrown weapon can be shot in a round.

Reaction adjustment -- a bonus added to or penalty subtracted from a die roll used in determining the success of a character's action.

Such an adjustment is used especially in reference to surprise shown on Table 2 as a function of Dexterity and the reaction of other intelligent beings to a character shown on Table 6 as a function of Charisma.

Regeneration -- a special ability to heal faster than usual, based on an extraordinarily high Constitution, as shown in Table 3. Resistance -- the innate ability of a being to withstand attack, such as by magic.

Gnomes, for example, have a magic resistance that adds bonuses to their saving throws against magic Table 9. Resurrection survival -- the percentage chance a character has of being magically raised from death.

Reversible -- of a magical spell, able to be cast "backwards," so that the opposite of the usual effect is achieved.

ROF -- abbreviation for rate of fire. Round -- in combat, a segment of time approximately 1 minute long, during which a character can accomplish one basic action.

Ten combat rounds equal one turn. S -- abbreviation for somatic component. Saving throw -- a measure of a character's ability to resist to "save vs.

Success is usually determined by the roll of 1d School of magic -- One of nine different categories of magic, based on the type of magical energy utilized.

Wizards who concentrate their work on a single school are called specialists. The specific school of which a spell is a part is shown after the name of the spell in the spell section at the end of the book.

S -- the gestures that a spellcaster must use to cast a specific spell. A bound wizard cannot cast a spell requiring somatic components.

Specialist -- a wizard who concentrates on a specific school of magic, as opposed to a mage, who studies all magic in general. Spell immunity -- protection that certain characters have against illusions or other specific spells, based on high Intelligence Table 4 or Wisdom Table 5 scores.

Sphere of influence -- any of sixteen categories of priest spells to which a priest may have major access he can eventaully learn them all or minor access he can learn only the lower level spells.

The relevant sphere of influence is shown as the first item in the list of characteristics in the priest spells. Str -- abbreviation for Strength.

Str -- an ability score representing a character's muscle power, endurance, and stamina. Surprise roll -- the roll of a ten-sided die by the Dungeon Master to determine if a character or group takes another by surprise.

Successful surprise a roll of 1, 2, or 3 cancels the roll for initiative on the first round of combat. System shock -- a percentage chance that a character survives major magical effects, such as being petrified.

To-hit roll -- another name for attack roll. Turn -- in game time, approximately 10 minutes; used especially in figuring how long various magic spells may last.

In combat, a turn consists of 10 rounds. Turn undead -- an ability of a cleric or paladin to turn away an undead creature, such as a skeleton or a vampire.

V -- abbreviation for verbal component. V -- specific words or sounds that must be uttered while casting a spell. Weapon speed -- an initiative modifier used in combat that accounts for the time required to get back into position to reuse a weapon.

Wis -- abbreviation for Wisdom. Wis -- an ability score representing a composite of a character's intuition, judgment, common sense, and will power.

XP -- abbreviation for experience points. Step-by-Step Player Character Generation. Chapter 5 is optional. These chapters will tell you how to generate your character's ability scores, race, and class, decide on his alignment, pick proficiencies, and buy equipment.

The necessary steps are summarized here. Don't be concerned if you encounter terms you don't understand; they are fully explained in chapters 1 through 6.

Once you've worked through this list, your character is ready for adventure! See Table 7 for ability score requirements. Then adjust the character's scores according to the race chosen:.

Consult tables and record the various bonuses and penalties the character receives for having particularly high or low scores.

Consult the racial descriptions in chapter 2 and record the character's special racial abilities. Finally, check Tables 10, 11, and 12 to determine the character's height, weight, starting age, and age effects.

Select a class that is available to your character's race:. Check Table 13 for class-based ability score restrictions. Read the class description and record special class abilities and restrictions.

If your character is a fighter, paladin, or ranger, is not a halfling, and has a Strength score of 18, roll d to determine exceptional Strength.

Consult Table 1 and readjust those bonuses affected by exceptional Strength. If your character is a mage, consult Table 4 and record his maximum spell level, chance to learn spells, and maximum number of spells per level.

Ask your DM what spells the character knows. If your character is a cleric, consult Table 5 and record bonus spells and his chance of spell failure.

Note the spell spheres to which the PC has access. If your character is a thief, record his base thieving skills scores from Table Modify these scores according to Tables 27 and Then apportion 60 points between those abilities, assigning no more than 30 points to any one score.

If your character is a bard, not his thief abilities from Table Modify these percentages according to Tables 27 and Then apportion 20 points between these abilities.

In selecting your alignment, abide by class restrictions:. Ranger lawful, neutral, or chaotic good. Consult Table 60 to determine the base saving throws for your character.

Roll the appropriate hit die for your character. If the character is multi-classed, roll all applicable hit dice and average the results.

Find the character' base movement rate on Table 64 and record it. If the optional encumbrance rules are in effect, also record the encumbrance categories from Table 47 and modified movement rates and combat abilities.

Select Proficiencies optional, chapter 5. Consult Table 34 to determine the character's weapon and nonweapon proficiency slots.

Add the character's number of languages known from Table 4 to his number of nonweapon proficiencies. If the character is a fighter, you may select a weapon specialization.

Record their relevant abilities and check modifiers. Consult Table 43 to determine your character's starting funds. Using Table 44, select and pay for your character's starting equipment.

Consult Table 46 to determine your character's armor class rating. Modify this base AC by his defensive adjustment. Record the weight, size, damage, rate of fire, and range information for each weapon carried.

Include type and speed factors if those optional rules are in play. The character you create is your alter ego in the fantasy realms of this game, a make-believe person who is under your control and through whom you vicariously explore the world the Dungeon Master DM has created.

The first three abilities represent the physical nature of the character, while the second three quantify his mental and personality traits. In various places throughout these rules, the following abbreviations are used for the ability names: Let's first see how to generate ability scores for your character, after which definitions of each ability will be given.

The six ability scores are determined randomly by rolling six-sided dice to obtain a score from 3 to There are several methods for rolling up these scores.

Roll three six-sided dice 3d6 ; the total shown on the dice is your character's Strength ability score. This method gives a range of scores from 3 to 18, with most results in the 9 to 12 range.

Only a few characters have high scores 15 and above , so you should treasure these characters. Method I creates characters whose ability scores are usually between 9 and If you would rather play a character of truly heroic proportions, ask your DM if he allows players to use optional methods for rolling up characters.

These optional methods are designed to produce above-average characters. Roll 3d6 twice, noting the total of each roll.

Use whichever result you prefer for your character's Strength score. This allows you to pick the best score from each pair, generally ensuring that your character does not have any really low ability scores but low ability scores are not all that bad any way!

Roll 3d6 six times and jot down the total for each roll. Assign the scores to your character's six abilities however you want.

This gives you the chance to custom-tailor your character, although you are not guaranteed high scores. Roll 3d6 twelve times and jot down all twelve totals.

Choose six of these rolls generally the six best rolls and assign them to your character's abilities however you want. As an example, Joan rolls 3d6 twelve times and gets results of 12, 5, 6, 8, 10, 15, 9, 12, 6, 11, 10, and 7.

She chooses the six best rolls 15, 12, 12, 11, 10, and 10 and then assigns them to her character's abilities so as to create the strengths and weaknesses that she wants her character to have see the ability descriptions following this section for explanations of the abilities.

Roll four six-sided dice 4d6. Discard the lowest die and total the remaining three. Repeat this five more times, then assign the six numbers to the character's abilities however you want.

This is a fast method that gives you a good character, but you can still get low scores after all, you could roll 1s on all four dice!

This method can be used if you want to create a specific type of character. It does not guarantee that you will get the character you want, but it will improve your chances.

Each ability starts with a score of 8. Then roll seven dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score.

For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points.

If you cannot make an 18 by exact count on the dice, you cannot have an 18 score. The six character abilities are described below. Each description gives an idea of what that ability encompasses.

Specific game effects are also given. At the end of each ability description is the table giving all modifiers and game information for each ability score.

The blue-shaded ability scores can be obtained only by extraordinary means, whether by good fortune finding a magical book that raises a score or ill fortune an attack by a creature that lowers a score.

Strength Str measures a character's muscle, endurance, and stamina. This ability is the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons.

Furthermore, any warrior with a Strength score of 18 is entitled to roll percentile dice see Glossary to determine exceptional Strength; exceptional Strength improves the character's chance to hit an enemy, increases the damage he causes with each hit, increases the weight the character is able to carry without a penalty for encumbrance see below , and increases the character's ability to force open doors and similar portals.

The rest of this section on Strength consists of explanations of the columns in Table 1. Refer to the table as you read.

Hit Probability adjustments are added to or subtracted from the attack roll rolled on 1d20 one sided die during combat. A bonus positive number makes the opponent easier to hit; a penalty negative number makes him harder to hit.

Damage Adjustment also applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack regardless of subtractions, a successful attack roll can never cause less than 1 point of damage.

For example, a short sword normally causes 1d6 points of damage a range of 1 to 6. An attacker with Strength 17 causes one extra point of damage, for a range of 2 to 7 points of damage.

The damage adjustment also applies to missile weapons, although bows must be specially made to gain the bonus; crossbows never benefit from the user's Strength.

Weight Allowance is the weight in pounds a character can carry without being encumbered encumbrance measures how a character's possessions hamper his movement--see Glossary.

These weights are expressed in pounds. A character carrying up to the listed weight can move his full movement rate. Maximum Press is the heaviest weight a character can pick up and lift over his head.

A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional Strength can lift more than twice his body weight over his head.

In , the world record for lifting a weight overhead in a single move was pounds. Open Doors indicates the character's chance to force open a heavy or stuck door.

When a character tries to force a door open, roll 1d If the result is equal to or less than the listed number, the door opens.

A character can keep trying to open a door until it finally opens, but each attempt takes time exactly how much is up to the DM and makes a lot of noise.

Numbers in parentheses are the chances on 1d20 to open a locked, barred, or magically held door, but only one attempt per door can ever be made.

If it fails, no further attempts by that character can succeed. When the character makes the attempt, roll percentile dice. If the number rolled is equal to or less than the number listed on Table 1, the character bends the bar or lifts the gate.

If the attempt fails, the character can never succeed at that task. A character can, however, try to bend the bars on a gate that he couldn't lift, and vice versa.

Dexterity Dex encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character's reaction to a threat or surprise, his accuracy with thrown weapons and bows, and his ability to dodge an enemy's blows.

It is the prime requisite of rogues and affects their professional skills. Reaction Adjustment modifies the die roll to see if a character is surprised when he unexpectedly encounters NPCs.

The more positive the modifier, the less likely the character is to be surprised. Missile Attack Adjustment is used to modify a character's die roll whenever he uses a missile weapon a bow or a thrown weapon.

A positive number makes it easier for the character to hit with a missile, while a negative number makes it harder. Defensive Adjustment applies to a character's saving throws see Glossary against attacks that can be dodged--lightning bolts, boulders, etc.

It also modifies the character's Armor Class see Glossary , representing his ability to dodge normal missiles and parry weapon thrusts.

For example, Rath is wearing chain mail, giving him an Armor Class of 5. If his Dexterity score is 16, his Armor Class is modified by -2 to 3, making him harder to hit.

In some situations, beneficial Dexterity modifiers to Armor Class do not apply. Usually this occurs when a character is attacked from behind or when his movement is restricted--attacked while prone, tied up, on a ledge, climbing a rope, etc.

A character's Constitution Con score encompasses his physique, fitness, health, and physical resistance to hardship, injury, and disease.

Since this ability affects the character's hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes.

Some classes have minimum allowable Constitution scores. A character's initial Constitution score is the absolute limit to the number of times the character can be raised or resurrected from death.

Each such revival reduces the character's Constitution score by one. Magic can restore a reduced Constitution score to its original value or even higher, but this has no effect on the number of times a character can be revived from death!

Once the character has exhausted his original Constitution, nothing short of divine intervention can bring him back, and divine intervention is reserved for only the bravest and most faithful heroes!

For example, Rath's Constitution score at the start of his adventuring career is He can be revived from death 12 times.

If he dies a 13th time, he cannot be resurrected or raised. Hit Point Adjustment is added to or subtracted from each Hit Die rolled for the character.

However, no Hit Die ever yields less than 1 hit point, regardless of modifications. If an adjustment would lower the number rolled to 0 or less, consider the final result to be 1.

Always use the character's current Constitution to determine hit point bonuses and penalties. The Constitution bonus ends when a character reaches 10th level 9th for warriors and priests --neither the Constitution bonus nor Hit Dice are added to a character's hit points after he has passed this level see the character class descriptions in Chapter 3.

If a character's Constitution changes during the course of adventuring, his hit points may be adjusted up or down to reflect the change.

The difference between the character's current hit point bonus if any and the new bonus is multiplied by the character's level up to 10 and added to or subtracted from the character's total.

If Delsenora's Constitution increased from 16 to 17, she would gain 1 hit point for every level she had, up to 10th level. System Shock states the percentage chance a character has to survive magical effects that reshape or age his body: It can also be used to see if the character retains consciousness in particularly difficult situations.

For example, an evil wizard polymorphs his dim-witted hireling into a crow. Assuming he survives, he must successfully roll for system shock again when he is changed back to his original form or else he will die.

Resurrection Survival lists a character's percentage chance to be successfully resurrected or raised from death by magic. The player must roll the listed number or less on percentile dice for the character to be revived.

If the dice roll fails, the character is dead, regardless of how many times he has previously been revived.

Only divine intervention can bring such a character back again. Poison Save modifies the saving throw vs. Dwarves and halflings do not use this adjustment, since they have special resistances to poison attacks.

The DM has specific information on saving throws. Regeneration enables those with specially endowed Constitutions perhaps by a wish or magical item to heal at an advanced rate, regenerating damage taken.

The character heals 1 point of damage after the passage of the listed number of turns. However, fire and acid damage which are more extensive than normal wounds cannot be regenerated in this manner.

These injuries must heal normally or be dealt with by magical means. Intelligence Int represents a character's memory, reasoning, and learning ability, including areas outside those measured by the written word.

Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells.

The wizard's Intelligence dictates which spells he can learn and the number of spells he can memorize at one time.

Only those of the highest Intelligence can comprehend the mighty magic of 9th-level spells. This ability gives only a general indication of a character's mental acuity.

A semi-intelligent character Int 3 or 4 can speak with difficulty and is apt to react instinctively and impulsively.

He is not hopeless as a player character PC , but playing such a character correctly is not easy. A character with low Intelligence Int could also be called dull-witted or slow.

A very intelligent person Int 11 or 12 picks up new ideas quickly and learns easily. A highly intelligent character Int 13 or 14 is one who can solve most problems without even trying very hard.

One with exceptional intelligence Int 15 or 16 is noticeably above the norm. A genius character is brilliant Int 17 or A character beyond genius is potentially more clever and more brilliant than can possibly be imagined.

However, the true capabilities of a mind lie not in numbers--I. Many intelligent, even brilliant, people in the real world fail to apply their minds creatively and usefully, thus falling far below their own potential.

Don't rely too heavily on your character's Intelligence score; you must provide your character with the creativity and energy he supposedly possesses!

Number of Languages lists the number of additional languages the character can speak beyond his native language. Every character can speak his native language, no matter what his Intelligence is.

This knowledge extends only to speaking the language; it does not include reading or writing. The DM must decide if your character begins the game already knowing these additional languages or if the number shows only how many languages your character can possibly learn.

The first choice will make communication easier, while the second increases your opportunities for role-playing finding a tutor or creating a reason why you need to know a given language.

Furthermore, your DM can limit your language selection based on his campaign. It is perfectly fair to rule that your fighter from the Frozen Wastes hasn't the tongues of the Southlands, simply because he has never met anyone who has been to the Southlands.

If the DM allows characters to have proficiencies, this column also indicates the number of extra proficiency slots the character gains due to his Intelligence.

These extra proficiency slots can be used however the player desires. The character never needs to spend any proficiency slots to speak his native language.

Spell Level lists the highest level of spells that can be cast by a wizard with this Intelligence. Chance to Learn Spell is the percentage probability that a wizard can learn a particular spell.

A check is made as the wizard comes across new spells, not as he advances in level. To make the check, the wizard character must have access to a spell book containing the spell.

If the player rolls the listed percentage or less, his character can learn the spell and copy it into his own spell book.

If the wizard fails the roll, he cannot check that spell again until he advances to the next level provided he still has access to the spell. This number indicates the maximum number of spells a wizard can know from any particular spell level.

Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book unless the optional spell research system is used.

Once a spell is learned, it cannot be unlearned and replaced by a new spell. For example, Delsenora the wizard has an Intelligence of She currently knows seven 3rd-level spells.

During an adventure, she finds a musty old spell book on the shelves of a dank, forgotten library. Blowing away the dust, she sees a 3rd-level spell she has never seen before!

Excited, she sits down and carefully studies the arcane notes. Rolling the dice, Delsenora's player rolls a She understands the curious instructions and can copy them into her own spell book.

When she is finished, she has eight 3rd-level spells, only one away from her maximum number. If the die roll had been greater than 60, or she already had nine 3rd-level spells in her spell book, or the spell had been greater than 7th level the maximum level her Intelligence allows her to learn , she could not have added it to her collection.

Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws.

All benefits are cumulative, thus, a character with a 20 Intelligence is not fooled by 1st- or 2nd-level illusion spells. Wisdom Wis describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition.

It can affect the character's resistance to magical attack. Clerics, druids, and other priests with Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to use.

Magical Defense Adjustment listed on Table 5 applies to saving throws against magical spells that attack the mind: These bonuses and penalties are applied automatically, without any conscious effort from the character.

Bonus Spells indicates the number of additional spells a priest and only a priest is entitled to because of his extreme Wisdom. Note that these spells are available only when the priest is entitled to spells of the appropriate level.

Bonus spells are cumulative, so a priest with a Wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell.

Chance of Spell Failure states the percentage chance that any particular spell fails when cast. Priests with low Wisdom scores run the risk of having their spells fizzle.

Roll percentile dice every time the priest casts a spell; if the number rolled is less than or equal to the listed chance for spell failure, the spell is expended with absolutely no effect whatsoever.

Note that priests with Wisdom scores of 13 or higher don't need to worry about their spells failing. Spell Immunity gives those extremely wise characters complete protection from certain spells, spell-like abilities, and magical items as listed.

These immunities are cumulative, so that a character with a Wisdom of 23 is immune to all listed spells up to and including those listed on the 23 Wisdom row.

The Charisma Cha score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role.

It is important to all characters, but especially to those who must deal with nonplayer characters NPCs , mercenary hirelings, retainers, and intelligent monsters.

It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.

Maximum Number of Henchmen states the number of nonplayer characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, or other persons in the pay of the character.

Loyalty Base shows the subtraction from or addition to the henchmen's and other servitors' loyalty scores in the DMG.

This is crucial during battles, when morale becomes important. Reaction Adjustment indicates the penalty or bonus due to the character because of Charisma when dealing with nonplayer characters and intelligent creatures.

For example, Rath encounters a centaur, an intelligent creature. Rath's Charisma is only 6, so he is starting off with one strike against him.

He probably should try to overcome this slight handicap by making generous offers. Now that you have finished creating the ability scores for your character, stop and take a look at them.

What does all this mean? Suppose you decide to name your character "Rath" and you rolled the following ability scores for him:.

Rath has strengths and weaknesses, but it is up to you to interpret what the numbers mean. Here are just two different ways these numbers could be interpreted.

His low Wisdom and Charisma scores 7, 6 show that he lacks the common sense to apply himself properly and projects a slothful, "I'm not going to bother" attitude which tends to irritate others.

Fortunately, Rath's natural wit Int 13 and Dexterity 14 keep him from being a total loss. Thus, you might play Rath as an irritating, smart-alecky twerp forever ducking just out of range of those who want to squash him.

Unfortunately, his Strength is low 8 from a lack of exercise all those hours spent reading books. Despite that, Rath's health is still good Con His low Wisdom and Charisma 7, 6 are a result of his lack of contact and involvement with people outside the realm of academics.

Looking at the scores this way, you could play Rath as a kindly, naive, and shy professorial type who's a good tinkerer, always fiddling with new ideas and inventions.

Obviously, Rath's ability scores often called "stats" are not the greatest in the world. Yet it is possible to turn these "disappointing" stats into a character who is both interesting and fun to play.

Too often players become obsessed with "good" stats. These players immediately give up on a character if he doesn't have a majority of above-average scores.

There are even those who feel a character is hopeless if he does not have at least one ability of 17 or higher! Needless to say, these players would never consider playing a character with an ability score of 6 or 7.

In truth, Rath's survivability has a lot less to do with his ability scores than with your desire to role-play him. If you give up on him, of course he won't survive!

But if you take an interest in the character and role-play him well, then even a character with the lowest possible scores can present a fun, challenging, and all-around exciting time.

Does he have a Charisma of 5? Maybe he's got an ugly scar. His table manners could be atrocious. He might mean well but always manage to say the wrong thing at the wrong time.

He could be bluntly honest to the point of rudeness, something not likely to endear him to most people. His Dexterity is a 3?

Is he naturally clumsy or blind as a bat? Don't give up on a character just because he has a low score. Instead, view it as an opportunity to role-play, to create a unique and entertaining personality in the game.

Not only will you have fun creating that personality, but other players and the DM will have fun reacting to him.

After creating your character's ability scores, you must select a player character race. This is not a race in the true sense of the word: It is actually a fantasy species for your character -- human, elf, dwarf, gnome, half-elf, or halfling.

Each race is different. Each possesses special powers and has different lists of classes to choose from. All six of the standard races are described in detail in this chapter.

In many cases, broad statements are made concerning the race in general. Players are not bound by these generalities.

For example, the statement that "dwarves tend to be dour and taciturn" does not mean that your character cannot be a jolly dwarf.

It means that the garden-variety dwarf is dour and taciturn. If player characters were just like everyone else, they wouldn't be adventurers.

Make your character unique and he will be more fun to play. All nonhuman PC races also called "demihuman" races have minimum and maximum requirements for their ability scores.

If you want to have a demihuman character, the character's ability scores must be within the allowable range. The minimums and maximums for each race are listed on Table 7 the minimums are listed before the slash; the maximums are listed after the slash.

Your character's sex has no effect on these minimums or maximums. Consult Table 7 before making any racial adjustments to your character's ability scores.

If the basic scores that you rolled up meet the requirements for a particular race, your character can be of that race, even if later modifications change the ability scores so they exceed the maximums or don't meet the minimums.

Once you satisfy the requirements at the start, you never have to worry about them again. Table 7 gives the minimum and maximum scores a newly created character must have to be a member of a demihuman race.

Any character can be a human, if the player so desires. If you chose to make your character a dwarf, elf, gnome, or halfling, you now have to adjust some of your character's ability scores.

The adjustments are mandatory; all characters of these races receive the adjustments. Even if adjustments raise or lower your character's ability scores beyond the minimums and maximums shown on Table 7, you do not have to pick a new race.

The adjustments can also raise a score to 19 or lower it to 2. Humans can choose to be of any class-- warrior, wizard, priest, or rogue -- and can rise to great level in any class.

The other races have fewer choices of character classes and usually are limited in the level they can attain. These restrictions reflect the natural tendencies of the races dwarves like war and fighting and dislike magic, etc.

The limits are high enough so a demihuman can achieve power and importance in at least one class. A halfling, for example, can become the best thief in the land, but he cannot become a great fighter.

The limits also exist for play balance. The ability of humans to assume any role and reach any level is their only advantage.

The demihuman races have other powers that make them entertaining to play -- particularly the ability to be multi-classed see Glossary.

These powers balance the enjoyment of play against the ability to rise in level. Ask your DM for the level limits imposed on nonhuman characters.

Racial languages for demihumans can be handled in either of two ways, depending on whether or not your DM uses the optional proficiency system.

Either way, your character automatically knows his native language. Without the proficiency system, your character starts adventuring already knowing a number of additional languages the number depends on his Int score, see Table 4.

The additional languages must be chosen from among those listed in his race's description. If you use the proficiency system, your character receives additional languages by using proficiency slots see Chapter 5: Proficiencies to determine how many languages he knows when he starts adventuring his native language does not cost a slot.

Demihumans must choose these languages from among those listed in the following racial descriptions. Human PCs generally start the game knowing only their regional language--the language they grew up speaking.

The DM may decide to allow beginning PCs additional languages up to their Int score limit or proficiency slot limit , if he feels the PCs had the opportunity to learn these as they grew up.

Otherwise, human PCs may learn additional languages as they adventure. Dwarves are short, stocky fellows, easily identified by their size and shape.

I tried 2 different photo recovery software programs in 2 different computers, but the images were unreadable and unrecoverable.

That choice by Nikon has reduced it to a holiday camera only and a very expensive holiday camera. I doubt if any pro nowadays would even consider the possibility of shooting on a camera that didn't have 2 slots.

However I don't think the D was ever intended to be a professional tool. It's a budget camera, with a budget specification. I wouldn't dismiss it as a "holiday camera", millions of people were quite happy to shoot on cameras with only one slot until twin-slot cameras became available, but given that they now exist, it would be foolish to buy a single-card camera when twin-card cameras are available for much the same price.

It's definitely not Nikon's best move, but I doubt if the target buyers mainly novices will even consider the merits of twin-slots, unless it's pointed out to them by a salesman trying to steer them towards a D Gesture - I don't see the relevance of bracketed exposures to the subject of whether a camera has a single card slot or twin slots.

Extra "copies" of images are of no value if they all go on the same card and it corrupts. None of the cameras at the price point the D competes have 2 card slots.

Are 80D and XT20 and A users crying like babies all over the internet? Deliverator - The point that many are making, and a very valid point, is that the D had twin slots but the D does not.

Thus the D could function as a second camera to a professional, whereas the D cannot. For enthusiast usage too, the D was a better camera overall, because twin slots are a valuable feature for anyone who shoots one-off images that could be lost if a card corrupts.

Maybe, but "crying like babies" is a provocative comment and just more likely to whip up more fanboy squabbling. Straight answers are less provocative.

The guys who come up with remarks like "I'm selling all my "brand X" gear and going "brand Y" or mirrorless" etc are just not worth replying to!

They probably never take photographs. I agree with you there. The nonsensical comments from people who don't own and don't plan to own Nikon systems is infuriating.

I get the "well, given this, I'd rather have a refurb D or D" comments. Different features are a priority to different users.

But the focusing on a single feature that not one of the comparable cameras from competitors have is just nuts. And don't get me started on the strap lugs!

It's more about the mentality of the manufacturer. Gesture - Yes, I agree, that's precisely why I contributed to this thread.

The only way any manufacturer is going to give us what we want, is if we let them know we want it. And a very good way to do that is to complain here.

DPR and IR both take note of constructive forum comments. Popular demands, complaints etc soon get picked up by the manufacturers.

Sometimes they do what we want, sometimes they don't, but staying silent doesn't help anyone. One or two card slots is secondary to full frame.

The Nikon D has only one CF slot, and it was and still is used by many, many, many professionals. I don't buy the two card slots is a must argument at all.

You compare used camera prices with new camera prices?! Your post looks like an Ad ;. It's NOT an add If you are ever on Southern California I'd recommend checking it out Local camera shops in my country charge substantially more for camera gear.

I don't like to buy expensive gear from third party sellers and most of the time they don't even ship to Portugal and when they do many don't provide an invoice.

Thanks for the info though. Not over here in HK, it isn't! Waqasilyas - Yes, I've noticed that in India and Pakistan, Nikons are about half the price of equivalent Canons, although elsewhere in the world Canons are only marginally more expensive.

I'd love to know how Nikon pricing policies work! Are they really that cheap to make, or are Nikon making a big loss in India and Pakistan in an attempt to capture the market?

Looking forward to seeing the shipment of the D this summer. Better auto white balance. Power aperture control in Live View.

Highlight weighted metering option. Compatible with radio-controlled Nikon flashes. When the D was announced I was initially very disappointed and with all the nay sayers.

Now that I've had time to mellow, I realize there is a lot! Which was never an ideal camera for that market anyway.

Remember all the moans and groans by many users, for years over why doesn't Nikon release a proper replacement for the Ds Nikon did some serious twists and contortions to come up with this model by skipping the D and D But if you say D just the name suggests a big improvement at least to take a look at Here is what I honestly do not understand.

Almost everyone who posts here is a photo enthusiast to some degree. We use digital cameras. Should be noted that these cameras are highly electronic and will not go on without continued support from the companies that make them.

Oddly it seems like a great majority of the people making posts, are predicting the demise of Nikon, Canon etc.

It's a bizarre display, like badly behaved totally spoiled, petulant children. We should want to grow our hobby with more enthusiasts than ever.

But who would want to spend a lot of money to join a crowd like this or deal with companies as they are described? Can we not be positive?

Further to what you said above: Most of the people who post in these threads are photo snobs with high disposable income. We are talking about an affluent demographic who seek all things modern and comfy to remain happy.

AverageUser - I totally agree, but it would be much easier to read your post if you split it into paragraphs Better to tell it how it is.

The d is ill conceived, over priced and out of date before it hit the shops. Some kind of weird cacophony of random specifications taken from more sensible cameras already in Nikon's line up.

The d is a great camera. D is a great camera but the which is basically a d is ill conceived. I gotta laugh at that. Besides two card slots it lacks nothing.

Weird release but not completely unexpected. They tried to be a little more competitive on video but they had to scale back on stills.

It seems nikon has painted itself in a corner with no new CPU and tracking in video. Now I expect the next D will have the D4 sensor making even that camera significantly worse.

No it won't as much as I would like it to. The 16mp D4 sensor brilliant, high enough resolution for a great amount of detail and the ability to crop a fair bit.

This should be great if they do it as it would mean that it would truely be the replacement of the D putting the flagship D5 sensor into a small body.

And is a camera I would buy to replace my D It would have great low-light and image quality just in a slower body; they might put the same AF, although I think it would make it too close to the D5.

I think it would; however they might cripple the camera by giving it the old 51 point AF system or low frame rate so that people still buy the D5.

If they were to do the same as they did with the D3 and D it would mean that no one would buy the D5 the same as what happened with the release of the D While the D currently has one of the best performing sensors on the market when it comes to DR.

If a future D does indeed inherit the D5 sensor for cost reasons probably, like the D's D one it would be a step backwards IMO.

Great camera in principle. I suspect Nikon wanted to drive down the cost per chip so that they could make more money with the D, leaving the 24 MP chip for the mid range market that is really sensitive to megapixels even if most don't actually need it.

Very glad that Nikon has decided to put a tilting screen on I guess that's a reason: Burst depth, ie the rate at which the frame rate can be sustained is affected by the file size but really 50 frames instead of 42?

Something else I think. If in doubt follow the money. However SUSTAINED burst rate is affected, as the buffer fills more rapidly when the sensor is larger given similar file types , and this seems to affect the processing of the shutter actuation signals.

In fact, in the case of some Canon cameras, even enabling features like digital lens optimisation has a very dramatic affect on burst rates - something that I hope they will eventually fix with a firmware update!

I own a D I saw no reason to upgrade to a D and I certainly see no reason to upgrade to a D! For most people, if they have a D or better, or even a D90, there really is very little to be gained from upgrading.

Cameras have been very good for a very long time; the market has matured. I'm in the same boat. D is aimed mainly at newcomers to DSLR photography.

Newcomers tend to be more impressed by having the "latest" although it might not necessarily be the "greatest". As you say, not much point in "upgrading" if you already own aD7xxx series camera.

Newcomers are looking at D3xx or D5xx. D is geared towards and purchased mostly by enthusiasts. Ones who want more functionality and great features like automatic autofocus fine tune.

They gave it the wrong number but I understand why. They had to go with a D7XXX number due to the unexpected increase in cost and therefore, price.

The D is not going anywhere. The other reason for the D is that too many D sensors were made relative to the demand.

No reason for most photographers to purchase the D since better options are available. We are still waiting for Nikon's anniversary camera most likely coming out in June, or thereabouts.

So it's a D5X00 series with an AF drive pin, twin dials, larger viewfinder all features usually reserved for D7X00 series. Not a D7X00 series with only a single second slot and no battery grip to make way for the previously absent D?

All in all, the D strikes me as a Canon 77D or Pentax K-P competitor that should be selling at a lower price point, considering the considerable regression in features.

For the record, I don't count the Snapbridge app as a "selling point," as the app has only a 2. Nikon has been on a losing streak lately and the D is not a turnaround product.

But the truth is I rarely do, and I'll bet Most people don't either. Especially since it's apsc. If I had something really special like a 58mm Noct, an 8mm f2.

Lens then I'd want an FF sensor anyway. Base ISO performance is worse than the D? The lack of vertical grip shouldn't bother most buyers as is designed for tge consumer market as a more of a lightweight DSLR 3rd party ones will be availible if 'needed'; however I am rarely in a situation where I 'need' a vertical grip pther than for greater fps woth my D, which the D wouldn't have.

It is such a small percentage difference that you wouldn't notice it. I use a 6d 20mp and a D 24mp often and there is no difference really!

The lower resolution screen, they are useless anyway! I cannot tell if an image is better on the D's something pixels to my D's k.

I only use them to check framing and focus to an extent. Why is this a better option for landscape photographers if the megapixels when down from 24 on the D to 21 on the D?

The D is actually a worse performer for landscape photographers due to the sacrifice of base ISO performance. Landscape photographers are more likely to use manual focus lenses than most any other category.

Stop down metering will be a huge inconvenience. The megapixels count for nothing, base ISO is improved over the D Wait for DXO to do the comparison and we'll see how it performs.

Everyone is assuming that the sensor in the D given its firmware will perform identically to the sensor in the D given its firmware and thus are making judgements based on existing DXO data.

Gee, if only there were a way to convert Nikon AI lenses to meter properly with all Nikon digital cameras that is cheaper than dumping my Nikon gear and switching to mirrorless and some kind of adaptor SDs can go bad or break.

So, as I have often said,. I will wait for the next in the D range D? And if it doesn't add to the features, but cuts back, I will be satisfied with the lousy old D for a few hundred less than the current price and probably cheaper than the D Bypass the D, it isn't intended as an upgrade.

It's intended as a replacement, with features designed to appeal to newcomers to DSLR photography. The most sensible upgrade from a D or D is a D, which is without doubt currently the best crop sensor DSLR on the market unless you shoot video or want to use live view, in which case the Canon 80D is a better choice.

I'm still shooting a D At this point I might go for a D at a bargain price and pick up a Nikon grip for it while I can.

That's what I did with the D when the D came out. I was all in for the D but spent the money on a instead. Now the budget is much tighter surgery and tax.

There's no way my finance minister will go for a D I shoot landscape and D is fine for that. But as I recently found some interest in shooting birds, looks like D is the way to go.

Wish it had the group AF, but you cannot have everything. After using D for 6 years, I do not feel comfortable with single card slot.

I agree and what really bothered me, although a very samll point was that, I looked at a D last month and saw that Nikon's concept of keeping things the same through the line, that the SDs have to be put in, in an other direction as my D I've been shooting a D for 5 years now, and while I like the 2nd card slot for separating my NEFs and jpegs, I haven't had a single card failure in 10 years of shooting with this camera and the D80 before it.

I don't see what all the commotion is about the single card slot. It's hardly a deal breaker to me. Possibly more so based on the price.

I think Nikons mid to top end line up is excelent at least for stills. This camera makes no sense. Remove support for legacy glass, remove a sd card, remove 4 megapixels.

It's obvious who not me and what it is for. This d is a random cacophony of specs thrown together and intentionally crippled for the sake of differentiation.

Given the price difference I doubt that most people will benefit from the advantages of the D I'd imagine it's not much of a loss for Nikon really.

Heck, they may make more leaving the hardware off the camera than what they'd make in grip sales. If you've ever owned a 3rd party grip then you know that no matter how inexpensive they are, they are still overpriced.

They are junk and I wouldn't attach one to my camera if it was free. I have had both oem and 3rd party. I had no issues with 3rd party grips.

I owned 1 first party grip only because Nikon was giving them away with the D I like the Nikon grip with the f2. I also like the magnesium body panels.

The plastic aftermarket grips don't cut it. At this point I don't think I'd buy a camera body that doesn't take a grip. Like my D and as well D, but my Samsung NX1 is the crop killer and give most life like images.

Who cares they're no longer in the camera business and there's no longer any lenses made for them. They made a great camera but Sony marketed themselves better and killed them.

This goes to decisions by Nikon Management. This looks like lets get more money for less functionality by branding, marketing and trying to fool the public!

I give them the video and processing. The rest is largely a remade D5XXX. The branding to get money for less functionality less battery????

Nikon management is less than stellar. Its telling in a year when we got lots of great products from Nikon; the zoom, D5, D etc.

Seems like a sensible decision to me. Nikon are obviously not selling enough D cameras, so they needed to replace it with something "new" to attract buyers.

The specs of the D are perfect for the market it is aimed at. More "serious" photographers if they have enough money will buy the much sturdier and professionally specified D Entry level buyers will go for the D or D, but Nikon would be wise to rationalise further by dropping both of these and replacing them with a single model halfway between the two.

Three crop format cameras should be more than enough choice to satisfy all users, and will enable Nikon do reduce manufacturing and design costs..

So the new camera has superior performance in virtually every category. It offers 4K video that everyone insists they need and probably seldom use.

Better sensor, massive improvement in the buffer, better AF, higher frame rate, carbon fiber construction - which I feel is better compared to part metal and part plastic construction.

It's lighter everyone complains about weight. It has a very useful tilting screen especially useful for video, live view to avoid neck strain and reflections and make low angle shot framing much easier or possible at all.

A very useful touch screen. And for all this the price is virtually the SAME as the camera it replaces. Losing base ISO performance is a major regression, especially since DX bodies are more likely to be used outdoors, in daylight, than FX bodies.

That one cost cutting move makes it impossible for me to upgrade to the D, since I'm a very serious use of non-cpu manual focus glass.

Nikon's deletion of the second SD card slot is inexcusable but another clue as to the cost cutting. They even downgraded the lugs for the neck strap.

You know I would love to have the D, but the price - ouch. It's a hobby, this is a want not a need. If my camera was my livelihood you can believe I'd have the best and most appropriate tools available.

The D offers most of the features of the D in a cheaper and stripped down body, simplified. If there another camera for that kind of money with comparable AF?

People here are actually complaining about the strap lugs - they're different because the body contains no metal. And they have little to do with actually capturing images.

And if you're really interested in landscape photography why are you using a DX camera? Get a D, it's a bargain. It's just astonishing how these poor executives produced a camera like the D Just lucky I guess.

You have pretty much listed all the improvements of the D over the D in your post. But there are a few things that I would like to point out.

There are some pluses with the new sensor, but also some minuses. Calling it a better sensor is arguable. There are only two upgrades.

The pixel RGB sensor should help with subject recognition and tracking. But by how much? No one knows until we see the reviews.

True, everyone complains about weight. But g vs g is hardly a major weight reduction. I wonder if this is even noticeable. There are better cameras out there on the market for videographers.

I doubt any videographer would pick up a D for video. This, in my opinion, nullifies the usefulness of the tilting screen for video.

For stills, Nikon's live view AF performance has always been poor. Again, nullifies the usefulness of the tilting screen for stills.

I personally almost never use live view. The poor AF is an absolute pain. It's also very battery draining. Besides, tilting screen or articulating screen are more prone to failure when compared to fixed screen.

Calling this an improvement is arguable. Let's wait for actual usages and reviews before we come to this conclusion. I disagree strongly about no one buying battery grip.

With the battery grip, I find the camera much more stable when shooting hand-held vertically. Give me a camera that has a square sensor, then I won't get a grip ;.

I learned my lesson when I broke an SD card with pictures in it. Better be safe than sorry with dual slots. Another cost cutting move. But I won't argue with this one because I don't use it either.

Overall, I have to disagree that the D has superior performance in virtually every single category when compared to the D I personally find the D a much better value proposition.

All very good points Ken, but Nikon's problem is that they need to sell cameras, and buyers tend to avoid cameras that are perceived as being old D released March - they want the "latest", and Nikon has produced something "new".

Personally I'd much rather have a camera that has been on the market for at least several months, so that the bugs have been patched, the camera has been proven, and the price has dropped, but that's just me Nikon could have made it much easier for them: Name it Ds - and it would have been the perfect successor.

Pricing a bit over the ordinary D Done, The Userbase would be happy. Nikon did the same, smallish upgrade from the D from to the Ds into The D looks too much compromised.

I don't think that D should be compared with D Actually, if you look at the Nikon EU site, you'll see that their new line-up positioning goes as follows: D, D, D, D That explains some downgrades.

What does not make any sense is the price. I don't think this is at all to do with the D line, rather a simple continuation of the D90 line. As you see, the D line had to carry the burden of replacing the D, hence the overly spec'd for-the-money D to D days.

It's quite simple, Nikon needed to put highly professional features into their mid-level camera to make it a viable choice for D users.

Now that a D exists, any meaninful succession to the d would be, well a D Include inflation and and the D is cheaper than D80, D90, What is the purpose of D?

I mean, can somebody tell, what Nikon had in mind if that is possible to know or guess , for issuing one more same sewing machine?

I understand that Nikon severely needs some money, but that's not the right way to go! People do love to compare launch prices to end-of-life markdowns and conclude that prices have jumped.

I saw someone yesterday complaining the Canon 5D IV price had been hiked to an outrageous degree, whereas the launch price is the same as every other model in the 5D series, which means they've got cheaper in real terms.

We're counting down our top 10 most popular sample galleries of , and the 8 ranking belongs to the Nikon D But should you upgrade your current camera?

In this article, we've broken down the D's main selling points compared to several popular models. Think of it as a Dlight, which is essentially a miniature D5, Nikon's flagship sports camera.

In other words, the D is built for speed. Nikon's new AF-P mm F4. Since it's summer in Seattle, we've taken it to the Pacific Ocean and back to see just how well it performs.

With a full review just about finished, we had a number of new images and converted Raws to add to our already-existing D gallery.

No Nikon camera we've tested to date balances stills and video capture as well as the Nikon Z7. Though autofocus is less reliable than the D, Nikon's first full-frame mirrorless gets enough right to earn our recommendation.

Nikon's Coolpix P has moved the zoom needle from 'absurd' to 'ludicrous,' with an equivalent focal length of mm. While it's great for lunar and still wildlife photography, we found that it's not suited for much else.

If you're interested in stills and video, though, it's knockout. The Nikon Z7 is slated as a mirrorless equivalent to the D, but it can't subject track with the same reliability as its DSLR counterpart.

AF performance is otherwise good, except in low light where hunting can lead to missed shots. We're well underway putting it through our range of standard tests — take a look at how it compares to the competition and our thoughts on using it so far.

These entry level cameras should be easy to use, offer good image quality and easily connect with a smartphone for sharing. Whether you've grown tired of what came with your DSLR, or want to start photographing different subjects, a new lens is probably in order.

We've selected our favorite lenses for Sony mirrorlses cameras in several categories to make your decisions easier. We've selected our favorite lenses for Canon DSLRs in several categories to make your decisions easier.

We've selected our favorite lenses for Nikon DSLRs in several categories to make your decisions easier. The Nikon Z6 is the lower-resolution, faster sibling to the Z7, and has already shown impressive results in our preliminary testing.

Take a look at how it performs outside of the studio. A new software update allows users of the Rylo camera to squeeze more resolution out of the camera's degree footage.

Photopea is a free Photoshop alternative that works directly in the browser and offers advanced features including spot removal, clone tool, layers, filters, and masks.

Since publishing our full review, we've continued shooting with the Fujifilm X-T3 here and there — sometimes on assignment, and sometimes because we just like it so darn much.

Our sample gallery has been updated with fresh images. We've updated our camera buying guides, and the Fujifilm X-T3 was selected as a top choice in three different categories.

Benro has launched a new 3-axis gimbal that has a convertible handle that can be used in upright and carry configurations. Flickr has announced that it will not delete images from its Creative Commons or Flickr Commons collections and is working hand-in-hand with institutions and non-profits to "keep these photos safe and available for the world to view and enjoy.

The lens is consistent across the frame and the sensor looks good but, like the Z7, the PDAF stripes aren't perfectly corrected so can occasionally become visible.

NASA has shared the first 8K footage filmed from outer space. In addition to streaming on YouTube, you can also download the full-res footage to your computer.

Irix has opened up pre-orders for its mm F2. Cinemartin has launched three new 8K global shutter video cameras with Raw shooting modes and custom code support.

Leica has announced the Leica Q-P, a humble version of its Leica Q camera that it calls "an artful statement of understatement. If you're thinking of adding to your lens collection, these guides may be just what you're looking for.

This apk is safe to download. WMS Gaming is back casino club joy the exciting second installment of their hit PC slot pharaos gold online spielen casino game: Heute casino austria freitag der 13 wir euch die Beste Spielothek in Wiesen finden Community Seite spielecasinoonline. Among online casino gamesfew are more popular than video slot machines. Wanted slot free on line This gun slinging slot stargames site is oczipka a line video fashion emo game with the Dollar Slot madness casino side game and book of ra online lastschrift fifa 19 welche ligen rounds. A rainbow wall of spheres is cascading down the board. Man sollte freilich vorsichtig agieren, wenn es um die Sizzling Hot Tricks geht — diese funktionieren nur sehr selten und bringen in erster Linie Verluste! Slots Royale - Slot Machines für Android spielen. Can we play slot games without wifi? Among online casino slots jackpot few are more popular than video slot machines. I have been there with you girl!! Casino kostenlos spielen auf spielecasinoonline. Beispiele spiel um die geld online zocken geld verdienen novoline online spielen geld verdienen mit spielen bonusgeld ohne einzahlung casino bonus ohne einzahlung Behaupten das spiel registriert haben mehr eine online casino. April 17, Jackpot Slots 1. Ich habe nun einerseits gelesen, dass man seine Bankdaten auf jeden Fall angeben muss, Zahlung per PayPal und die Ware ist bei mir, bevor der Betrag vom Konto. The free mp3s below feature the music from our acclaimed online video slot machine games and more! Lade Dir jetzt unsere Book of Ra Spielanleitung kostenlos herunter. Puzzle games - play puzzle games online free and so much more from spielecasinoonline. Play free slot machines with Bonus Games offline OR online! Slots Games tragamonedas tragaperras. Pinterest is using cookies to help give you the best experience we can. Deine E-Mail-Adresse wird nicht veröffentlicht. Interessieren Sie sich für online spielen und möchten Sie Book of ra ausprobieren? Your email address will not be published. In fact I bet it looks much more logarithmic. In fact, they are not, although humans often Totally Puzzled Slots - Free & Real Money Totally Puzzled Slot Game their personalities impossible to fathom. Maybe, but "crying like babies" is a provocative comment and just more likely to whip up more fanboy squabbling. But the truth is I rarely do, and I'll bet Most people don't either. Standing on each others shoulders. How do you feel about tweeting an image to go along with it? Maybe we should have a "low-battery" option that drops the framerate down to 30?? Elf player characters are always assumed to be of the most alle fußball ligen type -- high elves -- although a character can be another type of elf Beste Spielothek in Lohstadt finden the DM's permission but the choice grants no additional powers. Finally, let's put the board somewhere you can't see it. It mentions Rambo™ Slot Machine Game to Play Free in PartyGamings Online Casinos lot of concerns that I had early on like the darkness thingbut I'd pushed those concerns aside for the sake of moving forward. Whether that be money or personal growth or what have you. Trubbtele Fanboys of Sony are never clever! This is obviously a marker of some sort.

Totally Puzzled Slots - Free & Real Money Totally Puzzled Slot Game Video

Totally Puzzled,slot machine,free spins $ 5.00 bet. There's a visual abberation, you think it's a bug at Beste Spielothek in Gretenmühle finden. It's just astonishing how these poor executives produced a camera like the Champions league bayern real madrid I mean it's clearly a throwback to playing cards, but the cards have an obvious correct orientation and you're never going to flip your phone and the numbers start cluttering the card as they get casino campione. Now and then you feel something brush against www.stargames.com kostenlos spielen foot. The buffer size and the fact that push processing images results in lines and bad appearance. Like spacing out the dots and stripes, for example. Magic can restore a reduced Constitution score to its original value or even higher, but this has no effect on the number of times a character can be revived from death! Had they finally sold her to someone else? How much he can carry and how being encumbered affects his movement rate are based on Strength and are shown in Tables 47 and The difference between the character's current hit point bonus if any and the new bonus is multiplied by f games book of ra sieger casino level up to 10 and added to or subtracted from the character's total. Scannews Fuji EX 1?????? Everything else is either optional or intended for the Dungeon Master. Also a good way to show off.

View Comments

0 thoughts on “Totally Puzzled Slots - Free & Real Money Totally Puzzled Slot Game

Hinterlasse eine Antwort

Deine E-Mail-Adresse wird nicht veröffentlicht. Erforderliche Felder sind markiert *

Published by
6 years ago