WOO this is a BUMP.
So, favorite D&D/Pathfinder classes?
Mechanically I've always been a fan of Crusaders from the Tome of BattleI like Crusaders, too. Wrote one up the other day with the intention of a sort of "Paladin +" with a lance, a donkey, and a heavy iron shield.
Mechanically I've always been a fan of Crusaders from the Tome of BattleI like Crusaders, too. Wrote one up the other day with the intention of a sort of "Paladin +" with a lance, a donkey, and a heavy iron shield.
EDIT: I'm writing up a Silverbrow Human "Mailman" right about now, but I'm unsure what the dragonblood subtype (which I got from Silverbrow) does. Can anybody confirm whether the information presented here (http://dndtools.eu/feats/dragon-magic--62/dragontouched--747/) is feat-specific or comes from the subtype?
Let's share our creepiest, most horribly inappropriate rpg stories! :DI'd rather not. Let's just say that the (in-game) place got sticky afterwards.
Can anybody confirm whether the information presented here (http://dndtools.eu/feats/dragon-magic--62/dragontouched--747/) is feat-specific or comes from the subtype?The dragon-blood subtype on its own doesn't change anything about your character. (Unlike the 'undead' subtype, which removes your constitution modifier amongst other things.)
EDIT2: If it doesn't, can somebody clarify precisely what the subtype does?
Ah, thanks.Can anybody confirm whether the information presented here (http://dndtools.eu/feats/dragon-magic--62/dragontouched--747/) is feat-specific or comes from the subtype?The dragon-blood subtype on its own doesn't change anything about your character. (Unlike the 'undead' subtype, which removes your constitution modifier amongst other things.)
EDIT2: If it doesn't, can somebody clarify precisely what the subtype does?
There are, however, other feats (http://dndtools.eu/feats/races-of-the-dragon--83/dragon-wings--730/) to take that require the subtype, and that's a good way to gain the type.
Selecting draconic feats as if you were a sorcerer of your character level is something that only the Dragontouched feat lets you do; simply being dragonblooded won't let you do that. If your character is just a dragonblood kobold who doesn't have that feat, and he's a bard, you can't select draconic feats as if you were a sorcerer. (You'd select them like a bard; not at all.)
For example: A dragonblood kobold ranger without Dragontouched couldn't take Draconic Heritage (http://dndtools.eu/feats/dragon-magic--62/draconic-heritage--703/), but a sorcerer could. If that ranger took Dragontouched, he'd also be able to take that feat. Even a normal kobold ranger could take it, the dragonblood subtype notwithstanding.
Does anyone know of any good but obscure tabletop games to play? I can personally recommend Geiger Counter.
Can we also talk about how underappreciated and awesome Betrayal at House on the Hill (http://Betrayal at House on the Hill) is?
Does anyone know of any good but obscure tabletop games to play? I can personally recommend Geiger Counter.Does it have to be games we've actually played? Actually, now you've made me want to list and describe all the folders in my RPG's Library. Not that I'd describe all of them as good (or even necessarily ones I've read through), but most of them probably qualify as obscure.
Has anybody played any of the "D&D Adventure System" boardgames?Sounds neat!
Basically they're games set in D&D campaign settings like Ravenloft, but with the rules simplified into something more closely resembling HeroQuest than normal D&D.
But the cleverest thing is that the dungeons are created by placement of randomly shuffled facedown tiles so that they're different every time, sort of like some kind of tabletop roguelike
Pathfinder oddly enough has probably found one of the cleaner solutions to multiclassing ever created.Paizo scum. :P
Actually making new classes meant to be multiclasses. The Hybrid Classes.
So we don't get the broke diagram multiclasses of the Monk... Nor the underpowered multiclasses of the wizard + Anything else.
Nor do they rely on prestige classes. Heck even the Cleric + Sorcerer hybrid works better then the Hierophant.
It is such an elegant solution that I hope 5th edition picks it up.
---
Then again after playing for a long time I just kind of find that Prestige classes just aren't too good, at least they aren't something that I think an Archtype couldn't handle better.
Heck I'd be all for scrapping the dragon disciple prestige class and turning it into... a class.
That's not on their srd, is it? I haven't seen it. How does it work?
Paizo scum
I stay far, far away from 5th, man.QuotePaizo scum
Given how many things I can spot 5th edition doing that is lifted directly from pathfinder...
That's not on their srd, is it? I haven't seen it. How does it work?
It is totally on the SRD
http://www.d20pfsrd.com/classes/hybrid-classes (http://www.d20pfsrd.com/classes/hybrid-classes)QuotePaizo scum
Given how many things I can spot 5th edition doing that is lifted directly from pathfinder...
I stay far, far away from 5th, man.QuotePaizo scum
Given how many things I can spot 5th edition doing that is lifted directly from pathfinder...
5th Edition is pretty cool. Actual game balance without 4ths ability-based BS? Hell yeah.If you ask me, there's too much 4e stuff that crept back in for me to touch it with an 11-foot pole.
5th Edition is pretty cool. Actual game balance without 4ths ability-based BS? Hell yeah.If you ask me, there's too much 4e stuff that crept back in for me to touch it with an 11-foot pole.
But that's just me.
Wargames is the term.Cool thanks. Huh the only problem I could see with playing Wargames is the money you have to spend buying the stuff for them. tho the guys there told me of what to do to find and buy the stuff for cheaper, second hand etc. etc.
It's the nerd version of a drug addiction, really.So is collecting retro games. I must spend about half of each paycheck at my local game store.
It's the nerd version of a drug addiction, really.So is collecting retro games. I must spend about half of each paycheck at my local game store.
If you ask me, there's too much 4e stuff that crept back in for me to touch it with an 11-foot pole.What about a 12 foot pole? One of my favorite items from the Magic Item Compendium. The meta-joke is worth the extra cash to buy it.
As well as [5th edition] adding "Holy damage" allowing for future divine offensive spells.Divine damage was already a thing in 3.5, like in Flame Strike. In fact, there were hundreds of offensive divine spells, depending on what you mean by divine. (In 3.5 that means 'castable by clerics and other divine casters', though if you mean 'deals divine damage' that's only a few dozen.)
Wargames is the term.More specifically, miniatures wargames. Wargames usually refers to games like Advanced Squad Leader (http://boardgamegeek.com/boardgame/243/advanced-squad-leader) and Virgin Queen (http://boardgamegeek.com/boardgame/41066/virgin-queen). These are more like a typical boardgame, but are usually very in-depth and heavy simulations of combat.
Mafia sounds fun if complicated IRL. On the Internet it's a shouting match thanks that beautiful feature of the Internet where no one backs down over anything, ever.It's a good way to learn interrogation technique, though. For IRL, The Resistance (http://boardgamegeek.com/boardgame/41114/resistance) is the best social deduction game I've played. It can get crazy intense.
If you ask me, there's too much 4e stuff that crept back in for me to touch it with an 11-foot pole.What about a 12 foot pole? One of my favorite items from the Magic Item Compendium. The meta-joke is worth the extra cash to buy it.As well as [5th edition] adding "Holy damage" allowing for future divine offensive spells.Divine damage was already a thing in 3.5, like in Flame Strike. In fact, there were hundreds of offensive divine spells, depending on what you mean by divine. (In 3.5 that means 'castable by clerics and other divine casters', though if you mean 'deals divine damage' that's only a few dozen.)
4e had radiant damage. That's sort of the same?
Let's share our creepiest, most horribly inappropriate rpg stories! :D
4e had radiant damage. That's sort of the same?
4th and 5th have holy damage and unholy damage as its own separate type indeed.
Warlocks being one of the few arcane classes that can even do unholy/holy damage because of their quasi-divine origins.
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4
penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.
Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage). In addition, each round, a blast of frost strikes a randomly selected evil outsider within the spell's area, dealing 5d6 points of cold damage.
After the spell's duration expires, the water disappears.
Indeed. While I'm not sure about Barbarossa's second example, I have never heard of the damage in Flame Strike (and all of the others like) being referred to as anything but Divine damage.
This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is vile damage. For example, a violated lightning bolt cast by an 8th-level wizard deals 8d6 points of damage: 4d6 points of electricity damage and 4d6 points of vile electricity damage (but creatures immune to electricity take no damage). A violated spell uses up a spell slot one level higher than the spell's actual level.
I feel like making a quick post to say that Neonivek is misremembering the names of the damage types in 4e and 5e. They are called Radiant and Necrotic.
Yeah but the issue with that is it creates the Jesus versus Satan scenario. But then again Dungeons and Dragons was always VERY Christian in the way it often presented its cosmology.I think Zoroastrianism predates Christianity with regards to that dynamic, and there's a reason it's such a common theme in religions. Everyone like to feel like they're the good guys trying to defeat the bad guys.
-AND HOLY GOODNESS do Blackguards and Anti-paladins not even FUNCTION in any conceivable sense. There is no way someone could be a Blackguard and still be alive after a year. Evil is dumb!There are a few (http://dndtools.eu/classes/blackguard/) classes (http://dndtools.eu/classes/hexblade/) and (http://dndtools.eu/classes/bone-knight/) variants (http://dndtools.eu/classes/paladin-of-slaughter/) for (http://dndtools.eu/classes/paladin-of-tyranny/) evil paladins that all work pretty well in 3.5.
Because 3.5 has no divine damage... The closest is negative and positive energy...
Where are people getting the idea that there is a separate divine damage?
Because 3.5 has no divine damage... The closest is negative and positive energy...
Where are people getting the idea that there is a separate divine damage?
The "Divine Blast" ability from Deities and Demigods for one thing.
Because 3.5 has no divine damage... The closest is negative and positive energy...
Where are people getting the idea that there is a separate divine damage?
The "Divine Blast" ability from Deities and Demigods for one thing.
Which isn't in the original book that dealt with divinity. Are these third parties or one offs?
*checks section*
No... there is a Divine Blast... that does untyped damage.
The deity can use this ability a number of times per day equal to 3 + its Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12
points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. The deity can make the ray look, sound, smell, and feel like any-thing it desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.
Let's share our creepiest, most horribly inappropriate rpg stories! :D
http://www.wizards.com/default.asp?x=d20/article/srd35 (http://www.wizards.com/default.asp?x=d20/article/srd35)For easier readability (i.e. not having to download crap) here (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#divineBlast)'s a link to the relevant entry from the HTML SRD (http://www.d20srd.org/index.htm).
(You can actually check the Deities and Demigods book, there's a Wizards of the Coast logo in the first credits page, and Skip Williams is one author amongst the many. He along with Monte Cook wrote more 3.0/3.5 books than just about anyone I can think of)Speaking of Monte Cook, has anyone had any experience with Numenera? I haven't looked into it much at all, since I don't know what to expect of the guy. On the one hand, I've heard he's responsible for the ridiculous caster superiority in 3.5 and a lot of the trap options, which he apparently said were intentional. On the other hand, Unearthed Arcana had a lot of good ideas in it; not just for 3.5, but for rpgs in general.
Unless you read the Tenants of the Blackguard.
I also had an idea - which never came to anything - to have a campaign centering around a conflict between the normal elves and the drow (dark elves), wherein the church of Corellon Larethian (god of the non-drow elves and enemy of the drow) would gradually be depicted as being more and more like the Ku Klux Klan as campaign progressed, complete with white robes, lynchings, giant burning holy symbols and being led by a "grand wizard". Having it turn out that the elves are jiat racist seems like an obvious plot twist, but I haven't seen it done elsewhere (perhaps it's so obvious that it comes off as trite???)
Unless you read the Tenants of the Blackguard.
If you are talking about 3.5, "The Tenants of the Blackguard" is not something that actually exists. Blackguards don't have any sort of code equivalent to the paladin one. The closest to that they have is the simple requirement to be evil to take class levels.
Anyway, I don't really understand your complaint about how religion and alignment work in D&D. Sure it's a bit simplistic in some areas, but most fiction is. And sure it's vague in some ways, but that's to make room for the players and the GM to interpret it however is appropriate for their campaign.I also had an idea - which never came to anything - to have a campaign centering around a conflict between the normal elves and the drow (dark elves), wherein the church of Corellon Larethian (god of the non-drow elves and enemy of the drow) would gradually be depicted as being more and more like the Ku Klux Klan as campaign progressed, complete with white robes, lynchings, giant burning holy symbols and being led by a "grand wizard". Having it turn out that the elves are jiat racist seems like an obvious plot twist, but I haven't seen it done elsewhere (perhaps it's so obvious that it comes off as trite???)
It's a pretty good and interesting idea. Although in D&D at least you might need to make some changes to how some things work. It's hard to be secretly evil racists when good and evil are objective and everyone literally glows with their morality. (Although I guess depending on how you handled it the rank and file elves and clergy might not be evil, just misled. Which would make it easier.)
QuoteThe deity can use this ability a number of times per day equal to 3 + its Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12
points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. The deity can make the ray look, sound, smell, and feel like any-thing it desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.
which you may recognize from Flame Strike and many other abilities that deal divine damage. But this is getting pretty silly.
If you are talking about 3.5, "The Tenants of the Blackguard" is not something that actually exists. Blackguards don't have any sort of code equivalent to the paladin one. The closest to that they have is the simple requirement to be evil to take class levels
Anyway, I don't really understand your complaint about how religion and alignment work in D&D. Sure it's a bit simplistic in some areas, but most fiction is. And sure it's vague in some ways, but that's to make room for the players and the GM to interpret it however is appropriate for their campaign
If a blackguard does an action that is good... They fall.
An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladins code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions dont interfere with his goals.
Those things? "I will stab you in the back if it serves my interest and I do not hide this fact. I am a champion of evil and even the very idea of doing good makes my blood churn"... "Yeah, clearly I trust you... ohh wait... no I forgot I have intelligence along with being evil".. "But I can help you"... "Only if it serves your interest, so I will know your always manipulating me and planning my downfall".
Also Dungeons and dragons handles evil BAAAAAADLY! To the extent where they often just ignore alignment altogether. This is especially obvious with the "Chaotic Evil" Drow who have a non-chaotic Evil society... and are well organized... To the extent where I had to justify it myself by explaining that Drow live in a Cat Colony culture where they live close to eachother for protection and have little-no compulsion to kill eachother... and work together mostly at a whim but are otherwise cities of individuals rather then groups.
Being sociable requires you to be altruistic.
Ever had someone ask you for something and you did it... openly and willingly? Well not Antipaladins.
Being sociable requires you to be altruistic.
No it doesn't. Proof: Actual real world.
Okay. Done. A antipaladin could live all vital parts of my life by that code.
None of that is in the code you posted.
None of that is in the code you posted.
Also, it's sounding like peoples opinions might change quite a bit once the DMs guide is out. It's sounding like it will have a tonne of variant rules. In fact, I would be surprised if there isn't a carrying weigh variant in the DMs guide. For me, all in all, I'm loving the sound and look of 5e, especially as a newer DM. I'm looking forward to taking it out for a spin some time.Carrying weight is actually in the Player's Handbook (including the downloadable Basic version (http://dnd.wizards.com/articles/features/basicrules)). It's in the Using Ability Scores section under Strength. The default is such that you can pretty much ignore carrying capacity if you don't have a negative Strength modifier, whereas the Encumbrance variant just below it puts it at about what it was before.
-snip-I feel like you probably shouldn't make a judgment on 5e without having actually looked at the Player's Handbook yourself. I mean, yes, compared to the full run of 3.5, it's limited, but we only have the Player's Handbook so far, and it has a lot more options available for characters than the 3.5 PH did. It may not have as many Feats as 3.5, but that's because they got rid the idea from 3.5 that you need a feat for basic competency, so they made feats be things that are actually worth taking instead.
Guys. Play 13th Age. It's way better than DnD, IMO.No.
In 5th Ed though, casters only get 2-3 spells of higher then 1st level AT LEVEL 20. They do have ways to regenerate spell slots in short rests, but those are usually once per day abilities. They need the cantrips so they can do stuff when all their other spells are spent. No more spamming 8-9th level spells to melt encounters. You can do that ONCE and then you have to use cantrips/lower level spells to avoid wasting all the powerful spells at once.
And casters are strong as hell at low levels in 3.5e. Never experienced it myself, but apparently an elven wizard with a bow and Grease and Colour Spray can singlehandedly kill the average low-level encounter.
Guys. Play 13th Age. It's way better than DnD, IMO. It was made by a guy who worked on 3.5 and a guy who worked on 4e. It's pretty great~
From what Wikipedia tells me, it's D&D, but it seems like the kind of thing that's made to have Old Man Henderson in it legitimately--you're supposed to come up with a "one unique thing" that gives you bonuses and is incorporated into the story of the game. Oh, and freeform backgrounds replace skills.Guys. Play 13th Age. It's way better than DnD, IMO. It was made by a guy who worked on 3.5 and a guy who worked on 4e. It's pretty great~
Well... What is it? :P
From what Wikipedia tells me, it's D&D, but it seems like the kind of thing that's made to have Old Man Henderson in it legitimately--you're supposed to come up with a "one unique thing" that gives you bonuses and is incorporated into the story of the game. Oh, and freeform backgrounds replace skills.Guys. Play 13th Age. It's way better than DnD, IMO. It was made by a guy who worked on 3.5 and a guy who worked on 4e. It's pretty great~
Well... What is it? :P
I don't know about you, but to me that sounds like one of those terrible animes where all the characters have some kind of outlandish, exaggerated trait to make them stand out.
From what Wikipedia tells me, it's D&D, but it seems like the kind of thing that's made to have Old Man Henderson in it legitimately--you're supposed to come up with a "one unique thing" that gives you bonuses and is incorporated into the story of the game. Oh, and freeform backgrounds replace skills.Guys. Play 13th Age. It's way better than DnD, IMO. It was made by a guy who worked on 3.5 and a guy who worked on 4e. It's pretty great~
Well... What is it? :P
I don't know about you, but to me that sounds like one of those terrible animes where all the characters have some kind of outlandish, exaggerated trait to make them stand out.
yeah play 13th age! Its great!Uh.From what Wikipedia tells me, it's D&D, but it seems like the kind of thing that's made to have Old Man Henderson in it legitimately--you're supposed to come up with a "one unique thing" that gives you bonuses and is incorporated into the story of the game. Oh, and freeform backgrounds replace skills.Guys. Play 13th Age. It's way better than DnD, IMO. It was made by a guy who worked on 3.5 and a guy who worked on 4e. It's pretty great~
Well... What is it? :P
I don't know about you, but to me that sounds like one of those terrible animes where all the characters have some kind of outlandish, exaggerated trait to make them stand out.
it can have that problem, but what would you rather be, Ragnarok Kingvictor, the only paladin in the city of thieves or
human paladin #352?
yeah play 13th age! Its great!Uh.From what Wikipedia tells me, it's D&D, but it seems like the kind of thing that's made to have Old Man Henderson in it legitimately--you're supposed to come up with a "one unique thing" that gives you bonuses and is incorporated into the story of the game. Oh, and freeform backgrounds replace skills.Guys. Play 13th Age. It's way better than DnD, IMO. It was made by a guy who worked on 3.5 and a guy who worked on 4e. It's pretty great~
Well... What is it? :P
I don't know about you, but to me that sounds like one of those terrible animes where all the characters have some kind of outlandish, exaggerated trait to make them stand out.
it can have that problem, but what would you rather be, Ragnarok Kingvictor, the only paladin in the city of thieves or
human paladin #352?
You do realize you could write that into your backstory anyway, right?
And who names their character "human paladin #352"? You're implying that you need to play 13th age to have a backstory.
Sounds like in 13th age that you background affects your skills, and in D&D you pick your skills then set up your background.
-snip-I feel like you probably shouldn't make a judgment on 5e without having actually looked at the Player's Handbook yourself. I mean, yes, compared to the full run of 3.5, it's limited, but we only have the Player's Handbook so far, and it has a lot more options available for characters than the 3.5 PH did. It may not have as many Feats as 3.5, but that's because they got rid the idea from 3.5 that you need a feat for basic competency, so they made feats be things that are actually worth taking instead.
And the classes are designed in such a way that they are varied, like in 3.5, but somewhat balanced, like in 4e. But they're not as balanced as 4e. It's somewhere between 3.5 and 4, so that the wizard isn't just a glorified mook-smasher like in 4e, but he also isn't so overpowered he makes all other classes redundant, like in 3.5.
-snip snop-
Yeah, Book of Weeaboo Fightan Magic was pretty good. I'm getting a pretty good run out of a duelist-esque Swordsage right now and have a Crusader written up that seems pretty badass compared to a run-of-the-mill fighter. (Speaking of which, you can get some obscene damage rolls at early levels with a lance.)
That said, my favorites are still probably DFA (the MONARCH of direct damage) and Sorcerer, but Tome of Battle is a necessity for anybody who wants to play a melee character with any spellcasters in the party.
Hehehe. Lances are fun. They're like a one-handed spear with reach that deals delicious double damage (ooh, alliteration) when you charge.Yeah, Book of Weeaboo Fightan Magic was pretty good. I'm getting a pretty good run out of a duelist-esque Swordsage right now and have a Crusader written up that seems pretty badass compared to a run-of-the-mill fighter. (Speaking of which, you can get some obscene damage rolls at early levels with a lance.)
That said, my favorites are still probably DFA (the MONARCH of direct damage) and Sorcerer, but Tome of Battle is a necessity for anybody who wants to play a melee character with any spellcasters in the party.
Dat 8d8 4th level maneuver. I can't imagine that hit with a lance.
Don't nerf casters, give martial and skillful classes better bullshit. Here, take an example class with random ideas off the top of my head: fix the basic problems with monks, give them real bullshit (Haste and a Nerveskitter-like as #/days at # level? Featherfall at 1st or 2nd level at-will instead of that bullshit-long useless slowfall progression? Automatically give them things like arrow-catching, Spiderwalk and Spring Attack as they level? Make Flurry of Blows not suck a barrel of dicks? Better unarmed damage? Better class AC progression? Shift some of the class bonuses to reduce MAD? Let them enchant their bodies? Give them a selection of extra special abilities to pick from: let them choose things like getting massive boosts to dipl/intimidate/bluff checks made in combat, element-typed unarmed damage, at-will Blink, &c.) Stuff like that. Make as many classes bullshit enough to at least make it to Tier 2 classification of "Does a small selection of things really, really well."It's kinda weird that a lot of the things you mentioned wanting monks to have are pretty close to what they get in 5e.
I don't like the half-assed way they redid the alignment system in 4e. They should have either kept it as it was or scrapped it entirely, instead of arbitrarily removing two of the nine alignments.No, 5e brings it back to nine alignments.
Have they done anything different with alignment in 5e?
I don't like the half-assed way they redid the alignment system in 4e. They should have either kept it as it was or scrapped it entirely, instead of arbitrarily removing two of the nine alignments.No, 5e brings it back to nine alignments.
Have they done anything different with alignment in 5e?
Well, how can they function?
Demons function because they are endless armies controlled by extremely powerful demons strong enough to force the others in line. They don't need food, water, shelter, or anything and thus can be constantly blindly destructive... especially since they have their own realm. They need ALL of these elements to survive
Also, IIRC, in 5e, you can only detect the alignment of things like outsiders or POSSIBLY powerful paladins/clerics. Which is a change I heartily approve of.
Speakimg of demons...Well, how can they function?
Demons function because they are endless armies controlled by extremely powerful demons strong enough to force the others in line. They don't need food, water, shelter, or anything and thus can be constantly blindly destructive... especially since they have their own realm. They need ALL of these elements to survive
This is actually a subject I've devoted considerable thought to. I don't think that demons would realistically actually function that way. In that paradigm they would have to be watched perpetually in order to prevent desertion; there would have to be a literally unbroken line of stronger and stronger demons stretching all the way from the front lines all the way back to the demon prince in charge. The second anyone was left alone they would would desert, just on principle even if for no other reason.
I think it would be more likely that the blood war and any other extraplanar wars would be viewed as a sort of a sport. The Abyss' internal squabbles might reasonably have elements of both paradigms though.
Also, I think that the abyssal lords would mainly attract followers and servants through a sort of crazy rock star/celebrity mystique. Demons wouldn't serve them through loyalty; as for fear the demon lord would be just as likely to harm them whether they obeyed or not (Like Marceline from Adventure Time dispensing "weird punishments" totally at random (https://www.youtube.com/watch?v=joi7HqywDAg) in the episode where she becomes ruler of the Nightosphere). They might, however, stick around and take orders out of morbid curiosity as to where this was all going
So its like mandatory plot velcro. Which, in my experience as a DM, is something that is always useful. Setting up potential plot threads in advance sounds a hell of a lot better then trying to shoehorn your players into going down this adventure path.
-snip-I'm actually going to step in and defend 5e here, as someone who has DMd both 3.5e and 5e (and read 4e, quickly deciding I didn't like it.) Sure, the base rules aren't as nuanced as 3.5e. This is very much not an issue - it isn't difficult in the slightest to add in new skills etc..., and the extra streamlining is far more beneficial IMO - in my 5e game the only people who had any difficulty making characters were the two who had played before in 3.5e and so had missed off backgrounds (another nice touch, I feel, especially given how easily new ones can be made) and the first time player who hadn't done known spells as a wizard - so 3 minor things in a group of 6. In comparison, I spent my entire first session of 3.5e with my previous group fixing characters.
Fair enough, that's pretty much the only argument I buy regarding 5e. I'd agree that it's probably good for lower-level and more mundane play, but there are elements of it that really feel off. The whole idea of even high-level characters still being largely mortal and within human norms is an interesting premise, just not one which I associate with DnD.-snip-I'm actually going to step in and defend 5e here, as someone who has DMd both 3.5e and 5e (and read 4e, quickly deciding I didn't like it.) Sure, the base rules aren't as nuanced as 3.5e. This is very much not an issue - it isn't difficult in the slightest to add in new skills etc..., and the extra streamlining is far more beneficial IMO - in my 5e game the only people who had any difficulty making characters were the two who had played before in 3.5e and so had missed off backgrounds (another nice touch, I feel, especially given how easily new ones can be made) and the first time player who hadn't done known spells as a wizard - so 3 minor things in a group of 6. In comparison, I spent my entire first session of 3.5e with my previous group fixing characters.
The flatter progression also looks brilliant, as it should make orc hordes a valid threat at any level - I haven't had a chance to test this though.
I do agree that 3.5e offered slightly more options (interesting play-wise) straight from the rulebooks, but I found in 3.5e my players mostly didn't use there options as there were just too many of them to choose from. In 5e, the players are far more creative, as opposed to just looking through their skill list for one that looks like it might be helpful.
Anyway, my 2c as a DM.
PTW in case you people start talking about MTG :P
Incidentally, here's an interesting read (http://suptg.thisisnotatrueending.com/archive/24293560/) I forgot I had saved regarding skills in 5e.That's from a playtest from early last year. Skill dice don't even exist in this version, and chains are DC 20 to break. I'm not saying the skill system isn't still a little wonky, but the numbers for 5e posted in that thread are irrelevant at this point.
Ah, thanks, I missed that. It still looks a bit strange, yeah, but nowhere near as bad. I'd still take it as evidence that they're flying by the seat of their pants rather than thinking things through thoroughly in advance, though, which says bad things--that's how we got the Truenamer, after all.Incidentally, here's an interesting read (http://suptg.thisisnotatrueending.com/archive/24293560/) I forgot I had saved regarding skills in 5e.That's from a playtest from early last year. Skill dice don't even exist in this version, and chains are DC 20 to break. I'm not saying the skill system isn't still a little wonky, but the numbers for 5e posted in that thread are irrelevant at this point.
This is a thread (http://rpg.stackexchange.com/questions/44826/are-peoples-competencies-really-as-flat-in-dd-5e-as-its-math-suggests) that was made after the Basic rules were released.
I also hate it when a game isn't 100% balanced at the moment of conception.Hue hue hue. The content is goofy, but that's not what it's about, it's that whoever came up with that needed feedback to realize that it was a bad idea. It's the same pattern that made certain things in 3.5 laughable. Things ranging from severely underpowered to virtually nonfunctional without massive shenanigans were released and never officially fixed. A system where an Epic-level character is incompetent by normal human standards either by way of being an ineffectual JOAT or a focused savant who still falls below peak human performance is not something where you should need second opinions and careful consideration to realize that something's off; it's like whoever writes stuff like that doesn't even bother proofreading their own work and has to be pinged just to realize that their unbalanced bullshit is unbalanced bullshit.
Personally it doesn't matter to me because after 4e came out I said "fuck this, I'm not buying any more WoTC products".You might want to limit that thought to RPG's, since Betrayal at House on the Hill (http://boardgamegeek.com/boardgame/10547/betrayal-house-hill) is a damn fine game.
Personally it doesn't matter to me because after 4e came out I said "fuck this, I'm not buying any more WoTC products".You might want to limit that thought to RPG's, since Betrayal at House on the Hill (http://boardgamegeek.com/boardgame/10547/betrayal-house-hill) is a damn fine game.
I think that they're rushing these editions out to wring mpre cash out of their players and I won't be party to it.Personally it doesn't matter to me because after 4e came out I said "fuck this, I'm not buying any more WoTC products".You might want to limit that thought to RPG's, since Betrayal at House on the Hill (http://boardgamegeek.com/boardgame/10547/betrayal-house-hill) is a damn fine game.
Are there any underwater PnPs? I desperately want to find a good system for personal underwater combat.D&D 3.5's Stormwrack splatbook has some pretty okay rules for it, but if you don't know D&D 3.5 already and you want to make use of its more advanced underwater/flying combat rules right away, you may be in for a bumpy ride.
PTW in case you people start talking about MTG :PI admit that I am a filthy casual when it comes to building decks, having not spent more than ~$15 on a single one, and I only have three and a half working decks. I'm the sort of player that plays to make stupid combos happen, and the wackier the cards involved the better. My decks:
5e wasn't as rushed out as it could have been. As has been raised, it underwent 2 years of playtesting, (which was sadly needed, but the point stands.)I think that they're rushing these editions out to wring mpre cash out of their players and I won't be party to it.Personally it doesn't matter to me because after 4e came out I said "fuck this, I'm not buying any more WoTC products".You might want to limit that thought to RPG's, since Betrayal at House on the Hill (http://boardgamegeek.com/boardgame/10547/betrayal-house-hill) is a damn fine game.
Maybe. 3.5e was[Apparently. I never abused the loopholes that much myself and had a bunch of fun with it.] horribly unbalanced and at some point, someone high up decided to fix that and made 4e, which, while better balanced, was approximately as bland as pudding. Cardboard pudding. So 5e is more backpedaling from the negative response from the fans so they don't lose their customers.
We MtG thread now?Speaking of which there's a silly little forum based format I've wanted to have a go at.
I'm really hoping there's actually an actual underwater RPG out there somewhere.Are there any underwater PnPs? I desperately want to find a good system for personal underwater combat.D&D 3.5's Stormwrack splatbook has some pretty okay rules for it, but if you don't know D&D 3.5 already and you want to make use of its more advanced underwater/flying combat rules right away, you may be in for a bumpy ride.
Pen and paper don't usually fair all that well underwater...._.
I'm still struggling to Roleplay NPCs as DM. It's really starting to hurt my games I feel. Does anyone have any good advice? I'm a bit anxious about it, so I tend to stutter and underact. I also have to stop interrupting myself to insult myself after I say something cheesy/dumb.
FOr other DM tips, you should look up Noah Antwiler's show, Counter Monkey (http://spoonyexperiment.com/counter-monkey/).So I watched a bunch of his videos completely, gave it an honest try, and screw that guy. His lecture is verbose and aimless, he lacks charisma, and his opinions are pedantic and biased in a way that makes them useless. His front page has a 2-part review of D&D5 that's largely devoid of valuable content, and which is based on a read-through, having never played the game himself, one of the cardinal sins of a reviewer.
He has some great DM advice and even player advice, and it's usually phrased in fun little stories of him and his friends playing together.
Yeah. Spoony just doesn't have a good presentation style on Counter Monkey. I mean, an hour long video on critical hits has what should be a minor five second footnote on vampire clans take up around ten minutes. Most of those ten minutes are humming and hawing. It's like he's made it up on the fly.
Hrm... Would anyone be interested in a podcast or a video about tabletop roleplaying? There aren't enough good discussions on those that are easily accessed.
His front page has a 2-part review of D&D5 that's largely devoid of valuable content, and which is based on a read-through, having never played the game himself, one of the cardinal sins of a reviewer.
I think the problem is he ran out of stories. Spoony used to do vlog videos all the time, but a lot of that got crammed into the Counter Monkey videos when he ran out of interesting stories to tell in them. He does have some interesting things to say sometimes, it's just that he takes an hour to get to the point. I particularly liked that story he told about one of his players accidentally throwing a jar of acid at the Demigod of Rape's face. Haven't enjoyed the newer ones enough to even finish them.Yeah. Spoony just doesn't have a good presentation style on Counter Monkey. I mean, an hour long video on critical hits has what should be a minor five second footnote on vampire clans take up around ten minutes. Most of those ten minutes are humming and hawing. It's like he's made it up on the fly.
Hrm... Would anyone be interested in a podcast or a video about tabletop roleplaying? There aren't enough good discussions on those that are easily accessed.
He started off MOSTLY fine, in fact a few were really insightful.
Unfortunately Counter Monkey turned from a "Guide for how to DM or play with examples given from experience" into "A blog" and is basically useless now. It isn't unusual for a topic to be brought up but never really explored.
Just an idle thought that I had while driving home for Thanksgiving:If it's 3.5, they already printed that as Improved Toughness. If it were me, I'd rename that to Toughness as you've said, and make Improved Toughness something like "You get DR X/-, where X is half your level. Whenever you are dealt damage, you can spend an action point to reduce that damage by half. Halve the damage after any other modifiers, including other multiplications."
How would you all go about fixing the Toughness feat without breaking it in another way? My initial inclination was to tie it to character level, something akin to +1 HP per HD. That'd give it a curve of impact, with it being most useful for the squishiest characters and least useful for those who are naturally toughest. You'd progress from it adding an average of 40% extra HP per level for classes with d4 HD (i.e. the average is 2.5 HP per level, so you'd be bumping that up to 3.5 HP/level effectively, though obviously that's less relevant at lower levels with max HP for 1st level and not enough time for rolls to average out) to an average of ~15% extra HP per level for classes with d12 HD.
That's probably the simplest way I can think of to make it useful without being overpowering, and probably both more balanced and easier to manage than some sort of percentage buff. Thoughts?
Welp. After months of enthusing about 5e, buying the books etc. 75% of my players just informed me that, nah, they'd rather not play another d&d game... Fffffffff------I know that feeling. My sympathy to you.
Especially since IT is based on BAB, so the classes that need the HP the most (and are most likely to take the feat to begin with) are the least able to benefit from it.Eh, wot? It's literally what you said up above, although it requires a +2 base Fortitude save which does mean the people who want bonus hit points the most can't get it until level 6. Which is a problem. Ought to have no prerequisites, really.
Hey, what are your opinions on FATE?
I've been thinking about getting back into tabletop RPGs, and there's a nearby-ish meetup with a FATE session next week. I don't really know anything about the system, which really adds to the usual worries of bursting in to meet a bunch of new people.
Also, on the same day as that, there's an 'Encounters' session at a local gaming store... basically a casual game of Dnd, as far as I can tell. Should I perhaps go to that instead? I believe a group of my friend's friends also play some RPGs (mostly 40k RPGs), but I don't know them very well.
If you enter my restaurant and I hand you a shit sandwich, it won't make you feel any less disgusted if I tell you before you bite into it that the sandwich may contain some shit.His front page has a 2-part review of D&D5 that's largely devoid of valuable content, and which is based on a read-through, having never played the game himself, one of the cardinal sins of a reviewer.
As that is the one episode I've seen of his show, I know for certain he tells you really, really clearly at the start of it that this is an extremely early first hand impressions thing of the book as he literally just got it the day before.
Just an idle thought that I had while driving home for Thanksgiving:First off, few feats offer increasing benefits over time. Compare with Weapon Focus, which does not give more than +1 to hit, and Spell Focus which doesn't increase the DC by more than the original +2. If you want to fix Toughness, here are my suggestions for HP modification:
How would you all go about fixing the Toughness feat without breaking it in another way? My initial inclination was to tie it to character level, something akin to +1 HP per HD. That'd give it a curve of impact, with it being most useful for the squishiest characters and least useful for those who are naturally toughest. You'd progress from it adding an average of 40% extra HP per level for classes with d4 HD (i.e. the average is 2.5 HP per level, so you'd be bumping that up to 3.5 HP/level effectively, though obviously that's less relevant at lower levels with max HP for 1st level and not enough time for rolls to average out) to an average of ~15% extra HP per level for classes with d12 HD.
That's probably the simplest way I can think of to make it useful without being overpowering, and probably both more balanced and easier to manage than some sort of percentage buff. Thoughts?
If you enter my restaurant and I hand you a shit sandwich, it won't make you feel any less disgusted if I tell you before you bite into it that the sandwich may contain some shit.His front page has a 2-part review of D&D5 that's largely devoid of valuable content, and which is based on a read-through, having never played the game himself, one of the cardinal sins of a reviewer.
As that is the one episode I've seen of his show, I know for certain he tells you really, really clearly at the start of it that this is an extremely early first hand impressions thing of the book as he literally just got it the day before.
I particularly liked that story he told about one of his players accidentally throwing a jar of acid at the Demigod of Rape's face.That video taught me a lesson on how to keep a narrative going, even if you players fuck it up horribly.
I also had an idea - which never came to anything - to have a campaign centering around a conflict between the normal elves and the drow (dark elves), wherein the church of Corellon Larethian (god of the non-drow elves and enemy of the drow) would gradually be depicted as being more and more like the Ku Klux Klan as campaign progressed, complete with white robes, lynchings, giant burning holy symbols and being led by a "grand wizard". Having it turn out that the elves are just racist seems like an obvious plot twist, but I haven't seen it done elsewhere (perhaps it's so obvious that it comes off as trite???)
I also had an idea - which never came to anything - to have a campaign centering around a conflict between the normal elves and the drow (dark elves), wherein the church of Corellon Larethian (god of the non-drow elves and enemy of the drow) would gradually be depicted as being more and more like the Ku Klux Klan as campaign progressed, complete with white robes, lynchings, giant burning holy symbols and being led by a "grand wizard". Having it turn out that the elves are just racist seems like an obvious plot twist, but I haven't seen it done elsewhere (perhaps it's so obvious that it comes off as trite???)
OK, so apparently South Park has actually done something like this, albeit just for a few throwaway gags rather than a major plot point.
In the officially licensed videogame South Park: The Stick of Truth, which I just got last week, the Drow elves are opposed by the "Grand Wizard" (played by Cartman) of the Kingdom of Kupa Keep (or "KKK" for short).
I just picked up a copy of the 5e Dungeon Master's Guide at my LFGS last night (since they're part of the early release program and get advance copies). I'm only about 30 pages into it so far (though I did spend some time skipping ahead to look at magic items and such), and it has good advice on manageable world building and introducing world-shaking events into a campaign and suchlike. Something I'm really happy they included is advice on using hex maps at various scales, since it's something I've wanted to implement but didn't quite know how to use until now.
This isn't a full review or anything since I haven't even read the full book yet, but I felt like sharing/bragging.
Cross-posting from Happy Thread:I just picked up a copy of the 5e Dungeon Master's Guide at my LFGS last night (since they're part of the early release program and get advance copies). I'm only about 30 pages into it so far (though I did spend some time skipping ahead to look at magic items and such), and it has good advice on manageable world building and introducing world-shaking events into a campaign and suchlike. Something I'm really happy they included is advice on using hex maps at various scales, since it's something I've wanted to implement but didn't quite know how to use until now.
This isn't a full review or anything since I haven't even read the full book yet, but I felt like sharing/bragging.
I'm assuming I'm not in a high enough dimension to comprehend those grids because that page isn't working for me.Here, try this. (http://en.wikipedia.org/wiki/Uniform_tilings_in_hyperbolic_plane) The original link was missing one ":"
Here, try this. (http://en.wikipedia.org/wiki/Uniform_tilings_in_hyperbolic_plane) The original link was missing one ":"I'm assuming I'm not in a high enough dimension to comprehend those grids because that page isn't working for me.Cross-posting from Happy Thread:I just picked up a copy of the 5e Dungeon Master's Guide at my LFGS last night (since they're part of the early release program and get advance copies). I'm only about 30 pages into it so far (though I did spend some time skipping ahead to look at magic items and such), and it has good advice on manageable world building and introducing world-shaking events into a campaign and suchlike. Something I'm really happy they included is advice on using hex maps at various scales, since it's something I've wanted to implement but didn't quite know how to use until now.
This isn't a full review or anything since I haven't even read the full book yet, but I felt like sharing/bragging.
Now if we could just get a Call of Cthulhu rulebook that deals with pentagonal and septagonal grids (http://Http://en.wikipedia.org/wiki/Uniform_tilings_in_hyperbolic_plane)
No... No, it's missing the colon after the https.
Doesn't work so well when someone else has already quoted the original, unedited post. :PNo... No, it's missing the colon after the https.
If you look at the quote in the editor you'll see that it isn't
Here, try this. (http://en.wikipedia.org/wiki/Uniform_tilings_in_hyperbolic_plane) The original link was missing one ":"I'm assuming I'm not in a high enough dimension to comprehend those grids because that page isn't working for me.Cross-posting from Happy Thread:I just picked up a copy of the 5e Dungeon Master's Guide at my LFGS last night (since they're part of the early release program and get advance copies). I'm only about 30 pages into it so far (though I did spend some time skipping ahead to look at magic items and such), and it has good advice on manageable world building and introducing world-shaking events into a campaign and suchlike. Something I'm really happy they included is advice on using hex maps at various scales, since it's something I've wanted to implement but didn't quite know how to use until now.
This isn't a full review or anything since I haven't even read the full book yet, but I felt like sharing/bragging.
Now if we could just get a Call of Cthulhu rulebook that deals with pentagonal and septagonal grids (http://Http://en.wikipedia.org/wiki/Uniform_tilings_in_hyperbolic_plane)
Actually the problem was that it was it was unexpectedly case-sensitive
how about those new magic cards (http://mythicspoiler.com/frf/index.html)I was really hoping the face-down nonsense would stop after Khans :/
Manifest is really cool. Jeskai Infiltrator is my favorite use of it so far I think.
This is a good campaign.In any other system, these things would probably be considered bad. In CoC, it's just everyday occurrences.
I love this block's flavor!His arms switched places o.OSpoiler: these two cards are the same golem (click to show/hide)
the 7th edition rules push this even harder, Neo. Reward creativity, work WITH the players to make a story.
I have a number of modules that aren't related to investigating anything though, and more about just surviving.
heck there is this famos CoC story that I immediately knew was fakeOld Man Henderson? It was Old Man Henderson, wasn't it?
heck there is this famos CoC story that I immediately knew was fakeOld Man Henderson? It was Old Man Henderson, wasn't it?
I am trying to think of a way to turn this Pokémon RPG into a workable system rather then one that you play because it is pokemon and otherwise you would chuck it immediately.Pokemon Tabletop Adventures or Pokemon Tabletop United?
I am trying to contact my math friend for help with this.
I don't know if it was fake, but you have to admit, it was creative.
I mean, he smoked the Necronomicon, for one.
I am trying to think of a way to turn this Pokémon RPG into a workable system rather then one that you play because it is pokemon and otherwise you would chuck it immediately.Pokemon Tabletop Adventures or Pokemon Tabletop United?
I am trying to contact my math friend for help with this.
My CoC campaigns have never been THAT crazy. I would have thought you'd be insane by the end of an adventure like that.
I suppose if you are mashing it up with 3.5 it would be more heroic oriented though.
CoC, for me, isn't so much about crazy things happening, it's about the fear of those crazy things. The actual crazy things are used sparingly, with a lot of suspense and build up. The new rulebook, for example, has an entire chapter on chases, including car chases.
What was the sanity roll on the new feet, btw? doesn't seem like it would be 1d10/1d100 since that is witnessing an eldritch being, but it should be pretty damn high.
other than eldritch beings (and possibly even then) isn't a sanity check for a particular thing a one time deal? I've never made people roll more than once because the shock already happened.
A sane person will become jaded and indifferent to horrors after such an encounter, though that also might mean they're getting PTSD...
other than eldritch beings (and possibly even then) isn't a sanity check for a particular thing a one time deal? I've never made people roll more than once because the shock already happened.
A sane person will become jaded and indifferent to horrors after such an encounter, though that also might mean they're getting PTSD...
other than eldritch beings (and possibly even then) isn't a sanity check for a particular thing a one time deal? I've never made people roll more than once because the shock already happened.
A sane person will become jaded and indifferent to horrors after such an encounter, though that also might mean they're getting PTSD...
Heh. We only roll once per creature per encounter, but if we see another set of skeletons a few days down the line, we might lose a little more sanity. The hounds are special in that they're tacking us through time and space because they live outside of it, so who knows what sort of horrifying implications that has?
Risk anyone?
Why (@neonivak)? It's just a DnD thread with random discussions about other games.
I, for one, think Risk is a terrible game to physically play but I play a PC version every now and then with my brother and a bunch of bots. It's somewhat entertaining.
Risk annoys me. There are many far better balanced board games. There are many BETTER board games, period. Only reason that it has anything going for it was because it was on of the really early board games. Same with Monopoly, really.
So, getting off the topic of 'Game that shall not be named'.
By 'tabletop games'... Does this includeSpoiler (click to show/hide)
If it doesn't, let's talk Settlers of C'tan
(Or, The thing that is to Monopoly as Banished is to Sim City)
This reminds me of a kid's movie I loved about a closet with fighting toys.
I swear there was a little Indian guy involved somewhere too.
This reminds me of a kid's movie I loved about a closet with fighting toys.
I swear there was a little Indian guy involved somewhere too.
Are you talking about the one with the evil GI joe knock offs trying to take over the world and the kid's other toys trying to protect him?
I forget the name of it but it was a great movie
This reminds me of a kid's movie I loved about a closet with fighting toys.
I swear there was a little Indian guy involved somewhere too.
Are you talking about the one with the evil GI joe knock offs trying to take over the world and the kid's other toys trying to protect him?
I forget the name of it but it was a great movie
The Indian in the Cupboard. I saw it exactly once as a young child and still remember seeing it for some reason.
Evil GI Joe would be Small Soldiers.Oh yeah
Why (@neonivak)? It's just a DnD thread with random discussions about other games.
I, for one, think Risk is a terrible game to physically play but I play a PC version every now and then with my brother and a bunch of bots. It's somewhat entertaining.
It is too stuffed and someone's honest question is going to be completely overlooked because people didn't want to discuss well... tabletop games and actively tried to push it off.
http://forum.rpg.net/showthread.php?532586-D-amp-D-Far-Realm-Campaigns (http://forum.rpg.net/showthread.php?532586-D-amp-D-Far-Realm-Campaigns)
My best attempt knowing next to nothing
Pretty much the only 4e character I played that I liked was a monk. My favorite part was when I leaped halfway accross the map and kicked the boss in the face with a daily crit. He went from full health to just barely bloodied in one hit. Monk OPAF.
which version of D&D though, because if you say 4th ed you are abad person and should feel bad. TTRPGs aren't MMOs.
I found 4e pretty fun. I tend to enjoy pathfinder of 3.5 though, and just joined a 5e game. Gonna see how that system works out, but looks promising.Try 13th Age. It is to 4e what Pathfinder was to 3.5.
Try 13th Age. It is to 4e what Pathfinder was to 3.5.Internet tells me that 13th Age was based off of the d20 system.
Posting here cause I'm not actually sure if it fits in Forum games and roleplaying, probably will make a thread there as well.
I'm going to be gm'ing a game of pathfinder on sundays at 6pm Est, games will likely go for about 3-5 hours a week. Going to be a pretty standard `Adventurers Co*`game mostly so that the players can get to know each other in a shortish campaign and see if we want to set something up for a longer game.
I`m planning on using mumble for voice OOC and roll20 for actual gameplay/IC stuff. Don't need to have a mic yourself but I'll probably be talking over the ooc/gmy stuff.
Potentially, we'd need to agree as a group what sort of level of fantasy we'd want to do. Aka, whether theres guns or whatnot, ect. Would most likely be a level 3 game unless people want to do higher/a level 1 campaign.
Isn't Dnd up to like, 6th ed now anyway?5th edition only came out recently
How about a campaign whose theme is that there used to be technology in the ancient past, but now a sinister conspiracy suppresses it by altering the flow of magic to make conductive metals (such as copper, silver, and gold) difficult to conjure (and has been doing so for so long that nobody even realizes anymore that anything is out of the ordinary)Considering baseline pathfinder includes aliens and robots, not too far off the mark.
Try 13th Age. It is to 4e what Pathfinder was to 3.5.Internet tells me that 13th Age was based off of the d20 system.
Isn't Dnd up to like, 6th ed now anyway?
Try 13th Age. It is to 4e what Pathfinder was to 3.5.I think I have a copy of the PDF, but right now I have too much that I'm going through plus exams to learn a new system. Already paging through Chuubo, Ryuutama and 5th ed.
I want to make an Eldrazi deck, just to fuck with other casual players.
Is there a rule that says your models have to be painted to compete?
When playing FFA I use my ramped up Boros deck with Woejeck general (?) and other legendaries.When playing FFA (and I want to win) I just use my Storm deck. Killing four of five players on turn 3 isn't that hard with a couple of Past in Flames and Grapeshots :D
It's pretty good for troop spawning of fairly strong soilders
But then again I know it's more about the $$$ and I also have little interest in expensive addictive hobbies like trading cards and miniatures, heh.TCGs are probably less expensive than miniatures by a wide margin. Paper cards are much cheaper than pewter/plastic minis.
It makes sense from the standpoint that two players using the same race would need to differentiate somehow, right?I think if it's something you willingly procrastinate instead of doing, it's not addictive.
But then again I know it's more about the $$$ and I also have little interest in expensive addictive hobbies like trading cards and miniatures, heh.
So, can I ask you D&D buffs something?
Do you think a 15th level fighter that swings a greatsword that deals like three different kinds of bonus damage at +25/+17/+13 is sufficient for a good boss agains three or so 15th-level melee'ers and two non-direct damage dealers? Or is that too much?
Never mind anymore. Bit late there.So, can I ask you D&D buffs something?
Do you think a 15th level fighter that swings a greatsword that deals like three different kinds of bonus damage at +25/+17/+13 is sufficient for a good boss agains three or so 15th-level melee'ers and two non-direct damage dealers? Or is that too much?
how much bonus damage of each type
Ok, DnD question:There's a bunch of games in Play with your buddies and FG&RP, and I'm not sure what you mean by manual. Like the SRD or PHB? If so, it would be advised to collect some other source-books depending on what role you want to play in a group.
Do I have any chance of learning how to play the game by just reading the manuel, or do I need someone to actually be there to help be through? Because I really want to learn to play, but I dont know anyone that does play, so I'm kind of stuck in limbo...
Well how'd it work then?Hm? Oh, I just went and compared it to the builds the players had and figured that it was perfectly fine.
Ok, DnD question:Ohoho, you're looking for D&D? FG&RP has you covered. I learned to play off the SRD and by running my own and playing in games. I think that I'm the guy who started the D&D cascade down there. There were one or two before, but apparently three broke the limit and it just went downhill from there until there were roughly as many D&D games as there were FEF games.
Do I have any chance of learning how to play the game by just reading the manuel, or do I need someone to actually be there to help be through? Because I really want to learn to play, but I dont know anyone that does play, so I'm kind of stuck in limbo...
From what I've read, WotC plans to put out less frequent but more high-quality splats for 5e. In the meantime, they're also running a monthly feature on their website called "Unearthed Arcana" where they release preliminary supplement material for free. The material is supposed to be like the earlier playtest material, meaning it's not final and will probably change according to player input, but it will do well enough for now.
They've already released the first update, and it's for Eberron stuff. (http://dnd.wizards.com/articles/features/unearthed-arcana-eberron) (Not a huge surprise, since, if I recall correctly, Mike Mearls is a big fan of the setting.)
Also, I realized I should probably post this to the Tabletop Games Thread (http://www.bay12forums.com/smf/index.php?topic=145467.0), too.
Sheriff of Nottingham
Guys, the birthday money is starting to roll in, WHAT SHOULD I BUY!
I'm thinking of maybe getting Sheriff of Nottingham as a good, quick to explain social/party game. But I need more, MORE! AHHHHHHHHAHAHAHAHA.
I finish what I start.
From what I've read, WotC plans to put out less frequent but more high-quality splats for 5e. In the meantime, they're also running a monthly feature on their website called "Unearthed Arcana" where they release preliminary supplement material for free. The material is supposed to be like the earlier playtest material, meaning it's not final and will probably change according to player input, but it will do well enough for now.
They've already released the first update, and it's for Eberron stuff. (http://dnd.wizards.com/articles/features/unearthed-arcana-eberron) (Not a huge surprise, since, if I recall correctly, Mike Mearls is a big fan of the setting.)
Also, I realized I should probably post this to the Tabletop Games Thread (http://www.bay12forums.com/smf/index.php?topic=145467.0), too.
Ok, DnD question:
Do I have any chance of learning how to play the game by just reading the manuel, or do I need someone to actually be there to help be through? Because I really want to learn to play, but I dont know anyone that does play, so I'm kind of stuck in limbo...
Because I really want to learn to play, but I dont know anyone that does play, so I'm kind of stuck in limbo...
You never even got off the ground with that!It didn't start. Not my fault. After hours of working with them, the players still struggled to finish their sheets.
I wanted to see somebody get their arm cut off and then die from hit point loss!I finish what I start.
It's also built around ridiculously convoluted mechanics to the point that it's almost impossible to actually play, let alone play fluidly (no that is not an entendre)
Nonono, it was quadratic equations for sex. Peeing was a skill check.It's also built around ridiculously convoluted mechanics to the point that it's almost impossible to actually play, let alone play fluidly (no that is not an entendre)
And even if it was, it would still apply. Quadratic equations for peeing, anyone?
I have been slowly working on a fantasy tabletop setting in space. It's got magical warp drives, werewolves of variable civility, and exoskeletal dogmatic elfs.Sounds mildly interesting, though details are the words of the gods
If you're the only one optimising, don't.Alternatively, don't abuse it. The real problem with being the sole min-maxer in a group of people who don't is when your character continually overshadows the rest of the party. Natch it's partly on the DM to create encounters which cater to different skillsets, even if there's only so much that they can do for a party like his, but when it comes right down to it "I have the ability to resolve every problem we face in a trivial manner," doesn't mean "I should," and if they do end up being the same, it's a pointer at your lack of self-control.
I had a homebrew pathfinder campaign recently wherein Ogres are surprisingly reasonable and honorable.I think we all know who is a real man now. :)
So basically I was an Urog (Ogre/Orc) fighter named Berrick, rah rah hated by the town 'cos I was a rapebaby or something.
Ergo Berrick the Bastard
Ends up coming to 'coming of age' thingo, which is an elimination series of arena fights.
Queue me realizing I'm a half-ogre about to be going toe-to-toe with a bunch of full-ogres, and proceeding to be the most conniving, underhanded, sneaky ass douche.
I got about 80% of the 'takedowns' when I snuck up behind people and whonked them with my sword.
Artek, the "biggest one"- my chief rival, I managed to take out by stealth in 6 of the 8 rounds, with two of those being me climbing up onto arena architecture and waiting for his dumb ass to walk underneath.
This being said, only at about round 4 did we realize that I wasn't applying the Strengthx1.5 for Two-handed weapons, which unfortunately sent my damage from "One-to-two-Hit KO" to "One-Hit KO-to-Kill" and so proceeds me severely wounding two different ogres (including big bad), cutting the throat out of another and bisecting a fourth.
So then I was Berrick the Butcher.
The thing finally ended with them filling the arena up with water for a 1v1 vs my 'nemesis', which removed most of the stealth. Everything which was terrain I could've hidden behind was now the ground beneath my feet.
So naturally I just swam underwater all the way over to the other side of the arena (Urog gets +4 constitution), and then proceeded to pop up behind him, disarm him, drown him half to death and then knock him unconscious with the haft of the axe.
At which point I've gotta make the choice of letting him drown or saving his ungrateful ass.
It was a very difficult choice. Even after saving him ('cos the campaign was gonna apparently be 'mostly good'), I was still like 'Can I just behead him?'.
So now I'm Berrick the Benevolent, and I hate it.
Doesn't make sense for me to be universally hated growing up, use nothing but underhanded and douchey tactics to win, and then be like 'Surprise! I'm all compassionate!'.
I imagine him as a "kinda dumb but strong willed" type character, and like to think that when the hand acts up he threatens to make it give out charity or something :PYeah, I've currently got Berrick the Bloodthirsty with his Grandfather in his axe.
I don't know how many people keep up with this thread or are likely to watch it, but here is a video (http://youtu.be/Ug5AOhfM644) in which two DMs (one of whom is the creator of Dungeon World) talk about dungeon mastering.And the second part came out. (http://youtu.be/o0uTAKnv8eQ) (Looks like it was only about two hours after the first, but I was asleep at the time).
This is the first part of the first installment of the series, in which they talk all about randomness, such as random rolls, random encounters, games that don't use randomness, critical hit tables, and embracing randomness. It's a very good discussion, and if you don't have time to watch it now, I encourage you to bookmark it for later.
So I just learned about the Hand of Vecna, and it gave me inspiration for an interesting character concept.
Reminds me of stories from an Australian indie RPG from the 1980's called Hunter Planet. That had some some awesome modules, the basis of the game was that the PCs were aliens who've descended to Earth to hunt the natives.
It had a very high mortality rate of PCs, since it was all based around dangerous Earth animals, even more dengerous highly armed Earth locals, and the aliens not knowing how to operate simple Earth technology, like doorknobs. One tournament I remember reading about in a review, the aliens came across a door:
"I open the door" => "you don't know how to do that!"
"I look at the door" => "it has a round knob"
"I turn the knob" => "nothing happens"
"I push the door" => "nothing happens"
etc,etc
later it was revealed to the players that to open the door they should have turned the knob AND push the door at the same time. Yeah, so the games humor was based on the DM being the most literal prick DM of all time.
Speaking of Vecna, read up on the Head of Vecna. You might get a chuckle and/or some ideas out of it.Beat me to it. I loved that gag.
Be very careful with the titans part. From my experience, any cooperative worldbuilding can be buggered over by a couple of people who have differing views on how the world should end up. Then again, I could just have got unlucky player-wise.
Be very careful with the titans part. From my experience, any cooperative worldbuilding can be buggered over by a couple of people who have differing views on how the world should end up. Then again, I could just have got unlucky player-wise.
It's the main reason I'm functioning as a GM instead of as a player. I want to encourage antagonistic play.
Cool (http://www.bay12forums.com/smf/index.php?topic=136726.msg5043695#msg5043695)Cool. (https://boards.4chan.org/tg/res/30490013)
A guy I know is running a game. This is what happened.
(P.S. They're all WoW raiders.)Spoiler (click to show/hide)
Is that homebrew or an OSR game or something? Because 3.5 (http://www.d20srd.org/srd/combat/injuryandDeath.htm#stableCharactersandRecovery) and Pathfinder (http://www.d20pfsrd.com/gamemastering/combat#TOC-Stable-Characters-and-Recovery) have very explicit rules about what happens to stabilized characters recovering without help. And 4 & 5E have death saving throws. I didn't pay any attention to anything after that.
If they're space marines, you should have them betray the Emperor and join Chaos. Obviously, you will need to repaint them to reflect this. To simulate the shock of betrayal, you should do this without anybody's knowledge.They're grey knights, actually.
No, that is definitely not Forgotten Realms. Kender is Dragonlande only, and thank the gods for that.It's actually Dragonlance (though I will contend that maybe it's named slightly differently where you're from). And I've never understood why anyone likes Dragonlance. All I've heard is that the books were apparently good or something.
Iirc Dragonlance was some groups own DnD campaign to begin with, that they then wrote books about and it somehow ended up a published setting.
No, that is definitely not Forgotten Realms. Kender is Dragonlande only, and thank the gods for that.It's actually Dragonlance (though I will contend that maybe it's named slightly differently where you're from). And I've never understood why anyone likes Dragonlance. All I've heard is that the books were apparently good or something.
I've never really understood the love for Forgotten Realms, though it seems tolerable to me. It just seems rather bland and generic.
I agree about Forgotten Realms though, it seems generic and trite.
Iirc Dragonlance was some groups own DnD campaign to begin with, that they then wrote books about and it somehow ended up a published setting.
So was Greyhawk. And they were both from campaigns that high ups in TSR were playing so it makes sense that they wound up published.
Dragonlance has some interesting ideas in it. The magic being influenced by the moons, different types of dwarves and draconians.
I think my favourite book is "Flint the King" which focuses on the lowest dwarven society rung, the gully dwarves. It's a silly book with the gully dwarves being cheerful but nearly incapable of following any orders at all. The message of "bravery in the unlikeliest of places".
Dragonlance did strike me as being more light hearted than Forgotten Realms. Or maybe more "knights in shining armour".
I agree about Forgotten Realms though, it seems generic and trite.
Just mentioned 'Lawful Stupid Paladins' somewhere in some other thread, so I thought I'd drag this topic here to get a thorough beating.
'Cos I bet we've all got some awesome stories.
We had a 'Jo' who decided to play a Lawful Stupid, and it was literally hilarious (Somehow not annoying, just hilarious.)
We came across a necromancer who was preparing to summon an army of the dead, and we were like 'We Must interrupt the ritual'.
Queue Paladin:
WE CANNOT. THAT IS ASSAULT.
But he's a villain!?
HE HAS NOT COMMITTED A CRIME.
Necromancy!
HE HAS NOT COMMITTED A CRIME YET.
Just mentioned 'Lawful Stupid Paladins' somewhere in some other thread, so I thought I'd drag this topic here to get a thorough beating.The clear response to this guy is to make a Phoenix Wright expy and make a case every time the paladin brings up the law.
'Cos I bet we've all got some awesome stories.
We had a 'Jo' who decided to play a Lawful Stupid, and it was literally hilarious (Somehow not annoying, just hilarious.)
We came across a necromancer who was preparing to summon an army of the dead, and we were like 'We Must interrupt the ritual'.
Queue Paladin:
WE CANNOT. THAT IS ASSAULT.
But he's a villain!?
HE HAS NOT COMMITTED A CRIME.
Necromancy!
HE HAS NOT COMMITTED A CRIME YET.
The overly-dramatic way in which he delivered all of his lines might've done it.
Especially when the rogue pickpockets a bad-guy or something during a split party and suddenly the people on the other side of the city hear 'LARCENY!!'
Just mentioned 'Lawful Stupid Paladins' somewhere in some other thread, so I thought I'd drag this topic here to get a thorough beating.
'Cos I bet we've all got some awesome stories.
We had a 'Jo' who decided to play a Lawful Stupid, and it was literally hilarious (Somehow not annoying, just hilarious.)
We came across a necromancer who was preparing to summon an army of the dead, and we were like 'We Must interrupt the ritual'.
Queue Paladin:
WE CANNOT. THAT IS ASSAULT.
But he's a villain!?
HE HAS NOT COMMITTED A CRIME.
Necromancy!
HE HAS NOT COMMITTED A CRIME YET.
I think this is the kind of situation where you have the wizard cast Flare or Stinking Cloud
EDIT:
Depending on how the DM rules, a Create Water spell over the villain's head might also do it. The paladin could cast that themself.
Just mentioned 'Lawful Stupid Paladins' somewhere in some other thread, so I thought I'd drag this topic here to get a thorough beating.
'Cos I bet we've all got some awesome stories.
We had a 'Jo' who decided to play a Lawful Stupid, and it was literally hilarious (Somehow not annoying, just hilarious.)
We came across a necromancer who was preparing to summon an army of the dead, and we were like 'We Must interrupt the ritual'.
Queue Paladin:
WE CANNOT. THAT IS ASSAULT.
But he's a villain!?
HE HAS NOT COMMITTED A CRIME.
Necromancy!
HE HAS NOT COMMITTED A CRIME YET.
I think this is the kind of situation where you have the wizard cast Flare or Stinking Cloud
EDIT:
Depending on how the DM rules, a Create Water spell over the villain's head might also do it. The paladin could cast that themself.
I'm pretty sure goading the bad guy into attacking you first just so you can be technically justified in attacking him back should be a less Paladiny thing to do compared to just attacking him outright but being earnest about it.
...Maybe not from the perspective of a Lawful Stupid Paladin, though.
EDIT: RANDOM BACKLASH ONTO MINIACHURS.
Has anyone ever found the melting point of citadel resin? 'cos I've heard they're shapeable if you stick them in boiling salt (Don't do this), but I was wondering if you could just throw a ton of sprues in a pot and go ahead.
According to Google that'd be 1,413 °C. I do not recommend heating resin up to this temperature, you will not have a model left.EDIT: RANDOM BACKLASH ONTO MINIACHURS.
Has anyone ever found the melting point of citadel resin? 'cos I've heard they're shapeable if you stick them in boiling salt (Don't do this), but I was wondering if you could just throw a ton of sprues in a pot and go ahead.
If you have the kind of resources needed to boil salt, I think you should be fine on shaping the resin.
But can you be ever REALLY sure that it wasn't a kittens and puppies spell?
Could you live with having interrupted that?
You did something bad. You're being shipped off to a supposedly uninhabited land to start up a colony or die trying.Could be interesting. Lots of chances for strange creatures and stuff. What system would you use for this? Not like I've heard of any of the ones you're mentioned here, though...
Your kingdom is on the losing end of a war. The court mages have detected something that might turn the tides. Find it, whatever it is, and decide for yourself if the consequences are worth it.Depending on the macguffin and the consequences, could be good or not.
Genre: Psychological HorrorIt is horrifying.
Anthropomorphic flying squirrels, sexy frogs, and well-endowed komodo dragons.
System: Shard RPG
This and the following are completely up in the air. I've kind of narrowed it down to something like GURPS or MasterBook (seems to be pre-GURPS GURPS).Quote from: Fantasy AustraliaYou did something bad. You're being shipped off to a supposedly uninhabited land to start up a colony or die trying.Could be interesting. Lots of chances for strange creatures and stuff. What system would you use for this? Not like I've heard of any of the ones you're mentioned here, though...
I was proud of the story I came up for this one. I was planning on the court mages thinking it was a previously-unknown <insert_magical_unobtanium_here> deposit (whether they actually think that or if that's only what the players are told, I haven't determined). The site the players eventually arrive at turns out to be a cache of magic MacGuffins that were deemed too powerful for one group to wield. Whether they decide to bring them back, destroy them, wield them against someone, or shove them up their bums and spin is up to them.Quote from: Find the MacGuffinYour kingdom is on the losing end of a war. The court mages have detected something that might turn the tides. Find it, whatever it is, and decide for yourself if the consequences are worth it.Depending on the macguffin and the consequences, could be good or not.
Quote from: Furries!System: Shard RPGIt is horrifying.
Ars Magica is a pretty big pain in the ass to play. Fun concept. It's in a bit of a bad place because the mechanics are sorta cumbersome but the game itself fits a more roleplay orientated group.
Is that a god-damned corgi furry?Spoiler: I don't know what you're talking about. (click to show/hide)
I was proud of the story I came up for this one. I was planning on the court mages thinking it was a previously-unknown <insert_magical_unobtanium_here> deposit (whether they actually think that or if that's only what the players are told, I haven't determined). The site the players eventually arrive at turns out to be a cache of magic MacGuffins that were deemed too powerful for one group to wield. Whether they decide to bring them back, destroy them, wield them against someone, or shove them up their bums and spin is up to them.Oooh. Psychological.
Is that a god-damned corgi furry?Spoiler: I don't know what you're talking about. (click to show/hide)
Is that a god-damned corgi furry?Spoiler: I don't know what you're talking about. (click to show/hide)
It's like her body is saying 'dance with me', and her face is saying 'SEE BALLS. GET BALLS.'FTFY. Substitute any other bodypart at your own convenience.
This only makes me more uncomfortable.It's like her body is saying 'dance with me', and her face is saying 'SEE BALLS. GET BALLS.'FTFY. Substitute any other bodypart at your own convenience.
It is something people should be able to feel comfortable about.This only makes me more uncomfortable.It's like her body is saying 'dance with me', and her face is saying 'SEE BALLS. GET BALLS.'FTFY. Substitute any other bodypart at your own convenience.
Of course. I am just uncomfortable.It is something people should be able to feel comfortable about.This only makes me more uncomfortable.It's like her body is saying 'dance with me', and her face is saying 'SEE BALLS. GET BALLS.'FTFY. Substitute any other bodypart at your own convenience.
WHY should people feel comfortable about the idea of a Corgi fetching your 'block and tackle'?Of course. I am just uncomfortable.It is something people should be able to feel comfortable about.This only makes me more uncomfortable.It's like her body is saying 'dance with me', and her face is saying 'SEE BALLS. GET BALLS.'FTFY. Substitute any other bodypart at your own convenience.
No... No. The fear of ball-seeking Pomeranian People is a very real and rational thing to be uncomfortable about. Does that face look like the face of mercy?As mentioned in the original joke, it looks like the face of 'half-concussed'.
...I-I like FR. :-/
It's what my DnD group played. Then again, I never exactly studied and critiqued the setting's backstory.
I imagine that DM could have made most any setting fun, regardless.
@Mephisto: Haha, that "cache of MacGuffins" idea sounds like one of the plotlines in my favourite fantasy series!
@Mephisto: Haha, that "cache of MacGuffins" idea sounds like one of the plotlines in my favourite fantasy series!
Since my group's been playing Horde of the Dragon Queen, I see it's not too bad, but I'm not sure what advantages it has over any random homebrew setting. If I was playing a D&D setting for the setting itself, I'd pick among Eberron, Spelljammer, or Dark Sun....I-I like FR. :-/
It's what my DnD group played. Then again, I never exactly studied and critiqued the setting's backstory.
I imagine that DM could have made most any setting fun, regardless.
@Mephisto: Haha, that "cache of MacGuffins" idea sounds like one of the plotlines in my favourite fantasy series!
I like it too, as you could probably tell from my defensive rant above. I'd still admit that it's pretty generic, though :P
Chronicles of An Age of Darkness, by Hugh Cook.
It's kind of a lengthy series, but the first book probably has the most encounters with said MacGuffins. Now I feel like re-reading it.
Since my group's been playing Horde of the Dragon Queen, I see it's not too bad, but I'm not sure what advantages it has over any random homebrew setting. If I was playing a D&D setting for the setting itself, I'd pick among Eberron, Spelljammer, or Dark Sun....I-I like FR. :-/
It's what my DnD group played. Then again, I never exactly studied and critiqued the setting's backstory.
I imagine that DM could have made most any setting fun, regardless.
@Mephisto: Haha, that "cache of MacGuffins" idea sounds like one of the plotlines in my favourite fantasy series!
I like it too, as you could probably tell from my defensive rant above. I'd still admit that it's pretty generic, though :P
Well, those are my top 3 settings. Also, coincidentally enough, I don't think any of them could interact with the Planescape cosmology (by either having a different planar model or being entirely cut off from the planes, in Athas's case).Since my group's been playing Horde of the Dragon Queen, I see it's not too bad, but I'm not sure what advantages it has over any random homebrew setting. If I was playing a D&D setting for the setting itself, I'd pick among Eberron, Spelljammer, or Dark Sun....I-I like FR. :-/
It's what my DnD group played. Then again, I never exactly studied and critiqued the setting's backstory.
I imagine that DM could have made most any setting fun, regardless.
@Mephisto: Haha, that "cache of MacGuffins" idea sounds like one of the plotlines in my favourite fantasy series!
I like it too, as you could probably tell from my defensive rant above. I'd still admit that it's pretty generic, though :P
What about Planescape?
Well, those are my top 3 settings. Also, coincidentally enough, I don't think any of them could interact with the Planescape cosmology (by either having a different planar model or being entirely cut off from the planes, in Athas's case).Since my group's been playing Horde of the Dragon Queen, I see it's not too bad, but I'm not sure what advantages it has over any random homebrew setting. If I was playing a D&D setting for the setting itself, I'd pick among Eberron, Spelljammer, or Dark Sun....I-I like FR. :-/
It's what my DnD group played. Then again, I never exactly studied and critiqued the setting's backstory.
I imagine that DM could have made most any setting fun, regardless.
@Mephisto: Haha, that "cache of MacGuffins" idea sounds like one of the plotlines in my favourite fantasy series!
I like it too, as you could probably tell from my defensive rant above. I'd still admit that it's pretty generic, though :P
What about Planescape?
But can you be ever REALLY sure that it wasn't a kittens and puppies spell?
Could you live with having interrupted that?
Well, those are my top 3 settings. Also, coincidentally enough, I don't think any of them could interact with the Planescape cosmology (by either having a different planar model or being entirely cut off from the planes, in Athas's case).Since my group's been playing Horde of the Dragon Queen, I see it's not too bad, but I'm not sure what advantages it has over any random homebrew setting. If I was playing a D&D setting for the setting itself, I'd pick among Eberron, Spelljammer, or Dark Sun.
What about Planescape?
Spelljammer does by default (except in the Pholgiston, which is cut off from the planes like Athas)
Ah. Housebroken Paladin, I see.3 intelligence is literally animal level, isn't it?No, that's only 1 and 2.
It's alright. Paladins in 3.5 get a special mount at 5th level that starts with 6 intelligence and gains an extra point every three levels.
My horse was twice as smart as me.
Why do I have this mental image of a massive hulking armored slightly drooling figure sitting stop a horse whilst it just navigates most of the necessary day-to-day activities?It's alright. Paladins in 3.5 get a special mount at 5th level that starts with 6 intelligence and gains an extra point every three levels.
My horse was twice as smart as me.
That could be fun - always asking your mount's opinion on things. Even better if the rest of the party begins asking the mount instead of you.
Well, those are my top 3 settings. Also, coincidentally enough, I don't think any of them could interact with the Planescape cosmology (by either having a different planar model or being entirely cut off from the planes, in Athas's case).Since my group's been playing Horde of the Dragon Queen, I see it's not too bad, but I'm not sure what advantages it has over any random homebrew setting. If I was playing a D&D setting for the setting itself, I'd pick among Eberron, Spelljammer, or Dark Sun.
What about Planescape?
Spelljammer does by default (except in the Pholgiston, which is cut off from the planes like Athas)
I think both Planescape and Spelljammer has that "this setting is ALL OF THE SETTINGS" thing going on.
Except Dragonlance. Because Copyright.
Ask if it can gain a Player Character Class instead. Why be just a normal rat, when you can be Rat Paladin!
Unrelated: Is gangsta rap a Perform (Sing) check or a Perform (Oratory) check? Discuss.Depends. I would say Oratory, because most of it is spoken word with little actually singing.
Pathfinder familiars are a pain. If a vermin creature gains an intelligence score it's supposed to get a feat and a skill point, but familiars are supposed to be normal creatures even though they gain an intelligence score. I have no idea which way to go on this one.
Sing; format aside, rap follows the rhythmic and melodic properties of music.Unrelated: Is gangsta rap a Perform (Sing) check or a Perform (Oratory) check? Discuss.Depends. I would say Oratory, because most of it is spoken word with little actually singing.
Although in the past, US entrants had to successfully compete in regional competitions before the national championship, qualifying for the National Championship has been online since 2003. For the 2003 Championship, qualification was limited to the first fifty people who correctly completed an online quiz.
QuoteAlthough in the past, US entrants had to successfully compete in regional competitions before the national championship, qualifying for the National Championship has been online since 2003. For the 2003 Championship, qualification was limited to the first fifty people who correctly completed an online quiz.
*Eye rolls* so that's how they select the top players for Monopoly. The first 50 people to phone in and answer some history of Monopoly questions. Hasbro might as well grab people off the street and say "you look smart, you're a contestant in the World Monopoly Championships!"
Would anyone be interested in trying out Talislanta (http://talislanta.com/?page_id=5)? The entire library of Talislanta material, all 5 editions, has been released for free on PDFs by its creator.
I'm thinking of running a 2nd edition game. I've heard it was one of the better editions, and, looking through it, it seems to be a pretty well-made game for its time (and even in general. Aside from a few egregious examples, like there being two different skills for pickpocketing and swiping things, it seems very well made; it's a rather unified system). And though I haven't looked through the book in absolute detail, I've looked at the base mechanics in enough depth to see that it should play well; I won't run into the situation I had with deadEarth where I agreed to play a fundamentally flawed mess of a game. It's possible there are some things in there that are super over-powered, but I can deal with that.
So, anyway, who would be interested in something like this?
So Wizards has released the second "Unearthed Arcana" article for D&D 5e. This one is about mass combat (http://dnd.wizards.com/articles/features/unearthed-arcana-when-armies-clash).AWWWWWWWWWWWWWWWWWWWWWWW YEEEEEEEEEEEEEEEEEEEEEEEES.
At least in my experience a majority of people have not and will not play anything more then monopoly. But for the niche crowd that does play actual boardgames...You're implying that Monopoly isn't an actual board game.
It has been quite a few years since I've played Talislanta. I'd be up for a game of it, it was decently fun.Oh, God, someone who's actually played the game. I hope you're okay with me most likely butchering the setting in my newbishness.
Oh, God, someone who's actually played the game. I hope you're okay with me most likely butchering the setting in my newbishness.
And do you have a preference for PbP or irc?
On the downside, art large enough to discern the corpse makes clear that Slumgar Millionaire's throne is not atop a pile of bananas.We're still waiting on the return of Firstest Strike. *crosses arms*
In related news, Wizards has announced a number of new mechanics that will be made evergreen in the near future:Spoiler: It's All True, Folks (click to show/hide)
Most of those don't have luck involved at all, and rely much more on bluff and long-term strategy ;)How can you have bluff without cards?
Then again, I think random chance is necessary for there to be a certain balance. If everything was static, there would be just 'One Perfect Way', and it would suck all of the fun out of games.
Like how most RPG's have damage be an X - Y figure, and include crits; just because the luck element spices up the game.
If the game is even moderately complex, finding a "one perfect way" is not going to be easy.Most of those don't have luck involved at all, and rely much more on bluff and long-term strategy ;)How can you have bluff without cards?
Then again, I think random chance is necessary for there to be a certain balance. If everything was static, there would be just 'One Perfect Way', and it would suck all of the fun out of games.
Like how most RPG's have damage be an X - Y figure, and include crits; just because the luck element spices up the game.
Well, chess doesn't have luck, and there's definitely no agreement on a perfect sequence of moves. Chess has been superbly balanced over 1000 years though. I'm kinda interested now in possible links between chaos theory and games like chess now. Chess is so well-balanced it's on a knife edge and deterministic yet entirely unpredictable. If you change any of the rules, it just deteriorates into a much more predictable, lesser game.Well I mean, it's based on an old Indian game and there are both Chinese and Japanese versions of it too, so to some degree I think it's fair to say it was a compelling game even before those changes. Everyone seemed to agree the old game was too slow and changed the rules to make it more exciting (broadly speaking the Europeans made all the pieces way more powerful, the Chinese introduced cannons and forced the king to stay inside a little box and the Japanese introduced the rule where you can play the pieces you capture).
Ignite MemoriesWelp. I'll never do anything quite that beautiful.
https://www.youtube.com/watch?v=CmB0nlpz_2Y
Ignite MemoriesSomething tells me that this deck is OP, seeing as both players were using it.
https://www.youtube.com/watch?v=CmB0nlpz_2Y
Although I'm curious about the 'skill' part when he tanked 5 ignite memories in a row simply because of the dice throws.I suspect that was the point - that luck is actually very relevant, indeed, even at the highest levels of skill.
In case anyone thought that was just a joke: (http://dougbeyermtg.tumblr.com/post/112727174244/hi-doug-reading-the-new-uncharted-realms-i-felt)My only fear is that people will foolishly associate UW with autism because of their decision to leave R out of her latest card. This is not a fear I can blame on Wizards, so don't take that as complaining about their decisions. Yes, I worry about the stupidest damn things.Quote from: Doug Beyer's tumblrQ: hi doug!! reading the new uncharted realms, i felt an enormous amount of sympathy for narset, specifically with reference to the beginning sequence with her as a kid. the restlessness, the sensory overload, the self-distraction with counting and observation - these, to me, heavily code narset as being autistic. i am autistic myself and it would mean the absolute world to me to know that a character in a game i care deeply about is like me, and many other folks. is this something you can confirm?
A: That was the intent, yes. The most important part of Narsets character is her amazing mind, which is central to her potential as a powerful Planeswalker and as a pursuer of knowledge but it happens that she processes information and input differently than a lot of other people. Tarkir denizens might not have a term for the autism spectrum or being neurodivergent or neuro-atypical, but those terms would correctly describe her. In this timeline she is not khan of the Jeskai, but no matter the circumstances, she hasnt let go of her commitment to seeking her own path to wisdom and truth. Kudos to Creative Team member Kimberly Kreines for exploring this aspect of Narset in her story The Great Teachers Student.
Wizards has been doing representation really well lately.
Envoy of Balance (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/envoy-of-balance)
Twinned Channeling. What is the point of that?Selective Channeling => deal damage and heal on the same turn "easily" (and effectively on different targets) ?
Twinned Channeling. What is the point of that?Selective Channeling => deal damage and heal on the same turn "easily" (and effectively on different targets) ?
Envoy of Balance (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/envoy-of-balance)
In my opinion, alignment is one of the least good mechanics of D&D/Pathfinder. And there's a prestige class built wholly around it.
(http://i.imgur.com/wttIIkG.png)Well, I'll be damned. /tg/ finally called it, after multiple consecutive attempts.
ALL ABOARD THE HYPE TRAINno
I love this block's flavor!Good news! The golem adventures continue! Seems to have taken a rarity hit this time though.Spoiler: these two cards are the same golem (click to show/hide)
Also, I know I'm too into this block's storyline because I am really concerned about where the Efreet are now that they're not welcome in the Jeskai/Ojutai. I think Kolaghan is more likely than Atarka.Wait a minute... zoom in, enhance! (http://i.imgur.com/b4StJMu.jpg)
I think Artful Maneuver/Hunt the Weak are just the same types of dragons fighting, not timeline shenanigans. The bigger Atarka dragons are definitely different. One has pointy horns and a full beard, one has glowing antlers and... a billy goat beard? Come on, Wizards.
Following...?
Well this seems like a good place as any to vent some frustration at last night D&D session.
We arrived at a village, each of the PCs with his own motivation, after our caravan fell down a cliff and we were hunted by vicious evil panthers. The village was apparently in a sorry state, the villagers were antisocial, except for one, which we tried to help. There was no food in the fields, water was bad to drink, etc etc.
For some reason our goals mixed with saving the town from some evil wizard (everyone wanted to get at the wizard for a different reason but ultimately everyone was "good" aligned). Every time players tried to do something or investigate, were told to leave, that the villagers were afraid of us and hated us. Or something. And then something happened like lightning started causing fires, which the players promptly tried to help with, either with rousing speeches or joining the water bucket brigades.
This of course resulted in the villagers seeing us as demons that breathed lightning from our mouths and threw gasoline with our buckets, and again were told to leave. Then a Paladin In Shining Armor(TM) and flying steed came from the skies, told everyone we were so evil and should leave, and turned everything off instantly (lightning, fires). At this point we were pretty sure everything including the knight was an illusion made for the villagers to hate us even more.
Oh yeah and demons were kidnapping random children for months from their own beds.
We decided to hole up in the only friendly house so we could leave and find some clue (so we could get out of the way of the angry/fearful/confused villagers before something BAD happened to them). Then a demon kidnapped the friendly villager's son, said demon was completely unbeatable with us (we had level 6 pregens with zero magical items, just regular weapon and armor and no money). Also did some nasty permanent stat damage and left us a bit damaged, and even burned one of our weapons (for good measure).
So the villager friend asks us to help him retrieve the kid, we tell him we were going to investigate Location X as the more likely one, he led the way outside so we could go and save the day.
Then the DM decided the entire able bodied male population of the town (about 40 people) had us surrounded in a lynching mob with pitchforks and spears. We told them to sod off before something BAD happened to them, but they used their super strength (or something) to keep us from leaving. At this point we were pretty much sold on the idea that talking or trying to be diplomatic to them in any way was just going to be turned against us again anyway (the whole party was pretty much warriors anyway).
Our good barbarian thought it would be a good idea to intimidate them, so he attacked the weapons of the ones that blocked and shoved him. He succeeded, and obviously this resulted in the mob going into a berserker rage and throwing spears at him, doing damage. We retaliated trying to do non-lethal damage, and because some rule or something it was a critical and two villagers died. The rest screamed "KILL THEM!" so there was no turning back, I suppose.
We managed to kill them all (they never retreated, surrendered or gave any signs of giving up), after suffering 3 casualties out of 4. But then the DM told us "OMG you're so evil, you just slaughtered a whole town!" All attempts to say "but they attacked US!" he was like "but they're civilians! You wouldn't shoot a 10 year old if he threw a rubber ball at you! and anyway they all did Subdued (?) damage so you're healing all your wounds anyway! They use weapons that do no damage to you! blah blah!".
I told him "you just said they threw spears at one of us. SPEARS. You could have said stones or sticks but it was a spear. A spear does damage. I'm pretty sure you can kill someone with a pitchfork too, just because they have Magic We're Level 1 Adventurer plot protection from villagers doesn't mean the adventurers aren't going to react in-character!"
"But you're stronger, they couldn't have never kill you! And... it wasn't really spears, I just said that to see your reaction! But you're evil now! Change your alignments!"
"So, you're saying that attacking innocents is evil and changes alignment? That means the villagers turned evil when they attacked us right? So we really killed a lot of evil people, eh?"
"No no... the villagers were confused and fearful of you! They attacked out of fear!"
"Okay... wait, so fear makes people brave and with unlimited morale? Like, the next time you cast Fear on me let me know so that I can kill my enemies with even more determination! Also, the actions of the villagers confused us and made us afraid of the craziness, so that means our actions were okay too."
We left the town, confronted the bad guy, died in the process and he kept chiding how we lost because we didn't help the villagers and yadda... also our corpses get reanimated and they become very happy undead because in life they were evulz and loved to slaughter innocent people! How you like them apples you evildoers! Also one of the PCs was a merchant so his punishment after defeat was to turn into some sort of Greed Demon Pig of Evil Capitalism (which the DM smugly stated as if some kind of punishing for acting so evil, except... the character was a pregen, and the merchant backstory had been written by him, and at no point did the character act greedy except when telling others parts of his backstory. In fact at no point in the game they saw even a copper coin to be greedy about).
Long story short, we complained later in our Facebook page, but he keeps posting "you guys just lack self control! you should learn better morality blah blah blah". At this point he isn't even pretending we were playing characters whose morality values might not be the same as our 21th century selves, he's just telling WE (the players) are lacking in restraint or something (we actually did all our actions calmly, and even said things like "uh, I'm a barbarian, I should react like this, otherwise I'm metagaming or trying to play optimally", "right, and they attack first, so we should at least defend, no?").
(note that this guy makes us do lethal blows because "we didn't announce non-lethal right before every blow!". "Dude, we've pretty much established that we're doing non-lethal damage, until we tell you otherwise" "Nuh-huh! you have to announce every time otherwise it's lethal by default!")
Anyway, not sure there is a solution other than keep arguing, but this is just a rant. I hope it was entertaining 8)
- Averted in my last game, 'cos I'm playing Chaotic Evil.
He literally put me and my party alone in a room with the king.
I mean... C'mon. Who didn't see that coming?
- Averted in my last game, 'cos I'm playing Chaotic Evil.
He literally put me and my party alone in a room with the king.
I mean... C'mon. Who didn't see that coming?
Well[...]Entertaining 8)Wow. Just wow.
Speaking of chaotic evil characters, a while back I was running a D&D demon themed forum comic over on MSPA's messageboard. Take a look at it:
- Averted in my last game, 'cos I'm playing Chaotic Evil.
He literally put me and my party alone in a room with the king.
I mean... C'mon. Who didn't see that coming?
If a barbarian learns restraint he fucking loses his barbarian abilities per R.A.W.! Geesh!Whoa. Let me stop you right there. RAW only states that a barbarian that becomes Lawful loses their abilities. Choosing to exercise a modicum of restraint, in and of itself, is not enough to become Lawful anything, or even Neutral anything; Chaotic or Neutral players can certainly justify restraining themselves from any acts. Even if you adopt the principle of alignment strongly reflecting/straightjacketing personality (which, by the way, is also incorrect according to RAW), this is still especially true for Chaotic Good or Chaotic Evil, because these actually do have particular restraints "baked in" - specifically, a predisposition towards good or evil. By RAW, the only class that explicitly loses its power for a single alignment-inappropriate is the Paladin (specifically, for a willful evil act). Otherwise, alignment changes are up to DM interpretation. Given your DM, I wouldn't say that's much of a consolation, but don't confuse your DM's behaviour (or your own beliefs; I saw nothing in your stories about the barbarian becoming Lawful, or even flirting with the idea) for the rules-as-written.
It is not reasonable to believe that one of the primary mechanics of Dungeons and Dragons, the 'alignment' system needs to go away because you don't like it. The system exists for a reason, and it is heavily tied into the rest of the games' basic structure. If you don't like alignment DON'T PLAY D&D. There are a vast number of other, less structured systems to use, many with similar basic mechanics.The reason being "the justification for slaughtering the entire races because they're Always Chaotic Evil"? The sheer implications of that "Always Chaotic Evil" alignment are mind-boggling, don't tell me you're defending that.
Fine, you rewrite every single portion of the game to remove it. Every spell that uses alignment as a factor, every mention of the concept in the whole of the games' structure, every deity, every race, every monster, go for it. It won't be D&D.You still hasn't answered me why Alignment system should stay as it is.
I was going to wall of text and explain the system in a reasonable fashion, but that doesn't matter. You don't own the property, you are just a customer, if you don't like the product buy something else.So... you're not going to provide the reason why Alignment system should stay as it is.
I was going to wall of text and explain the system in a reasonable fashion, but that doesn't matter. You don't own the property, you are just a customer, if you don't like the product buy something else.
I like the alignment system. It is a convienent way to quickly describe a character's likely actions. I would, however, be interested in a more Myers-Brigg type thing. On that thought:Spoiler (click to show/hide)
Noone here has detailed a 'better system' so I can't exactly frame an argument based on what you do or don't like about the damned thing. You want to homebrew a no alignment set of rules go ahead, but don't expect me to try to justify the existence of a system that predates my birth by over a decade without some actual counterpoints to start from.You know what else predates your birth? Racial segregation. Alignment system has reminded me that this thing existed. Maybe it's because alignment system is really convenient for the purpose of racial segregation. I wonder why.
like only evil people cast Cause Wounds.Well that's just silly. Are Paladins evil for using their weapons too then?
Because Alignment system is stupid bullshit which condones entire races as inherently evil, which gives the Lawful Good Paladins perfect justification to conduct genocide towards them, which makes it Lawful Stupid, and which generally replaces the good roleplaying (which is what D&D is about, because it's a fucking Role Playing Game!) with a scripted set of reactions, and which has spawned the whole "True Neutral is the real good" bullshit as the part of natural averse reaction to this system which glorifies genocide of the "inherently evil" races and labels it as "unquestionably good".
We've gotten along for years essentially writing official alignments out of D&D. We can do that because everyone generally understands the concept and tries to obey the rules, like only evil people cast Cause Wounds, without writing an Alignment on their character sheet. But generally I've found Alignments less and less useful as a player as time has gone on. It's primarily useful for teaching new players how to think like a character instead of themselves. And lot of times it's only there to punish people deviating from classical stereotypes. I think they're only useful for NPCs and monsters, and then only as guides on how to play them. Literally interpreting Alignments has always been rules lawyer wank.
Pre English conquest, the gravest of all crimes in Welsh law was not murder, but theft. And while armed robbery was considered excusable under some circumstances, theft by stealth theft absolute could be a capital crime. Stealing from your own host, who'd taken you in and given you shelter well. Very bad
Noone here has detailed a 'better system' so I can't exactly frame an argument based on what you do or don't like about the damned thing. You want to homebrew a no alignment set of rules go ahead, but don't expect me to try to justify the existence of a system that predates my birth by over a decade without some actual counterpoints to start from.
http://www.d20srd.org/srd/monsters/demon.htmBecause Alignment system is stupid bullshit which condones entire races as inherently evil, which gives the Lawful Good Paladins perfect justification to conduct genocide towards them, which makes it Lawful Stupid, and which generally replaces the good roleplaying (which is what D&D is about, because it's a fucking Role Playing Game!) with a scripted set of reactions, and which has spawned the whole "True Neutral is the real good" bullshit as the part of natural averse reaction to this system which glorifies genocide of the "inherently evil" races and labels it as "unquestionably good".
"Always Chaotic Evil" hasn't been a thing since 2nd Ed, as far as I know.
Whoa. Let me stop you right there. RAW only states that a barbarian that becomes Lawful loses their abilities. Choosing to exercise a modicum of restraint, in and of itself, is not enough to become Lawful anything, or even Neutral anything; Chaotic or Neutral players can certainly justify restraining themselves from any acts. Even if you adopt the principle of alignment strongly reflecting/straightjacketing personality (which, by the way, is also incorrect according to RAW), this is still especially true for Chaotic Good or Chaotic Evil, because these actually do have particular restraints "baked in" - specifically, a predisposition towards good or evil. By RAW, the only class that explicitly loses its power for a single alignment-inappropriate is the Paladin (specifically, for a willful evil act). Otherwise, alignment changes are up to DM interpretation. Given your DM, I wouldn't say that's much of a consolation, but don't confuse your DM's behaviour (or your own beliefs; I saw nothing in your stories about the barbarian becoming Lawful, or even flirting with the idea) for the rules-as-written.
Sorry, but "Chaotic stupid" is a particular pet peeve of mine, almost as much as "Lawful stupid."
EDIT: Also, a barbarian rage is, in the written fluff, a "screaming blood frenzy" wherein (s)he "becomes reckless." As far as mechanical effect, they do gain strength and constitution, but lose armor class and cannot use most charisma, dexterity, or intelligence skills or most manually-triggered magical effects. That said, there is no restriction as per RAW on a raging barbarian choosing to inflict non-lethal damage.
http://www.d20srd.org/srd/monsters/demon.htmBecause Alignment system is stupid bullshit which condones entire races as inherently evil, which gives the Lawful Good Paladins perfect justification to conduct genocide towards them, which makes it Lawful Stupid, and which generally replaces the good roleplaying (which is what D&D is about, because it's a fucking Role Playing Game!) with a scripted set of reactions, and which has spawned the whole "True Neutral is the real good" bullshit as the part of natural averse reaction to this system which glorifies genocide of the "inherently evil" races and labels it as "unquestionably good".
"Always Chaotic Evil" hasn't been a thing since 2nd Ed, as far as I know.
"Alignment: Always chaotic evil"
http://www.d20srd.org/srd/monsters/lycanthrope.htm
Werewolf:
"Alignment: Always chaotic evil"
http://www.d20srd.org/srd/monsters/dragonTrue.htm
"Chromatic Dragons
Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty. "
"Alignment: Always chaotic evil"
I literally typed in "Always chaotic evil" into d20srd hypertext search.
The problem with that assertion is that the ENTIRE cosmology of D&D is tied to the alignments. Good, evil, chaos and law are real forces in the D&D multi-verse, they are not simple abstracts and never were. I can agree that the use of the cosmological good vs evil and chaos vs law in character creation is sometimes problematic, but D&D has no grey in its moral system.What about the elemental planes? Why are they not tied to alignments? Why can't I have an alignment of Firey Earthy, if the core concepts are just an abstraction for some metaphysical forces?
Sergarr: From 3e Monster Manual, page 12: Alignment: Always: the creature is born with the listed alignment. The creature may have a hereditary predisposition to the alignment or come from a plane that predetermines it. It is possible for individuals to change alignment, but such individuals are either unique or one-in-a-million exceptions.
The reverse is even worse: "This race is goody-two-shoes! It's genetically bent on goodness, but will still slaughter evil creatures without a second thought, because they're EVIL!"That's not a thing. There are some monsters that are like that, but they make sense within their lore. Also, I am going to have to argue that LG =/= slaughter all CE. Mercy is a thing too.
There's no "add +3 lawful points to your Strength" or "roll to hit from you Chaotic to-hit table".We can fix that.
There's no "add +3 lawful points to your Strength" or "roll to hit from you Chaotic to-hit table".We can fix that.
Paladins already have a "code of conduct", simply put "don't do bad stuff" instead of "don't be Bad(TM)". If you don't want an Official List of Bad Stuff, just make add specific forbidden things to the list.No thanks.
The problem with that assertion is that the ENTIRE cosmology of D&D is tied to the alignments. Good, evil, chaos and law are real forces in the D&D multi-verse, they are not simple abstracts and never were. I can agree that the use of the cosmological good vs evil and chaos vs law in character creation is sometimes problematic, but D&D has no grey in its moral system.
Also I gotta say if a party has an option other than slaughtering an entire village (leaving, surrendering, etc) and they slaughter the village, that's an evil act, no matter which way you slice it.
I think the appropriate response for a good aligned party would be either a tactical retreat or a sleep spell.
Maybe use glitterdust to cover your retreat.
Why didn't you just daintily leap over their ranks astride your mighty unicorns?
Shit, yeah, that'll do it. Fair enough. That sort of travesty would probably be a greater sin than even, say, child-eating.Why didn't you just daintily leap over their ranks astride your mighty unicorns?
Because we ran out of our rainbow dust, and it's just unfashionable to jump around in unicorns without sprinkling rainbow dust! :P
Also I view absolute qualificators like "no matter how you slice it", "no ifs, buts" and "end of story" with extreme suspicioun. They pretty much just mean "I'm right and don't try to argue". You know how people on the internet don't have to say "in my opinion" before each sentence, because it's assumed by default? You just said "It's not just my opinion, it is fact."Some things ARE fact; especially things covered by a Canon text. (Like 85% of DnD is)
I think the appropriate response for a good aligned party would be either a tactical retreat or a sleep spell.
Maybe use glitterdust to cover your retreat.
Thanks, I'll make sure to tell that to the nonexistent party mage. Maybe he'll put them to sleep or help fly us out of the impenetrable mob circle that had us surrounded.
I think the appropriate response for a good aligned party would be either a tactical retreat or a sleep spell.
Maybe use glitterdust to cover your retreat.
Thanks, I'll make sure to tell that to the nonexistent party mage. Maybe he'll put them to sleep or help fly us out of the impenetrable mob circle that had us surrounded.
Do you not have a bard either? Bards can learn those spells too, and glitterdust in particular is a massively useful debuff spell which I always learn when playing a bard in Temple of Elemental Evil because it's so da,n useful.
A barbarian doesn't need to act Chaotic Stupid. A barbarian can act as would thematically make sense for a barbarian that is not part of civilization and doesn't like getting manhandled by angry peasants who want to kick his face in or even if they just wanted to take his weapon, lock him up for no legitimate reason. You're reading WAY too much there with the "restraint".I wasn't talking about the very particular scenario your DM laid out; restraining oneself from self-defense in the circumstances portrayed would have been foolish. I was talking about the general case you espoused where any barbarian that shows restraint would lose their powers. Simply put, self-restraint is not automatically lawful behavior. A chaotic person can have a limited code of honor, can have loyalties to their friends built on personal bonds, can have a few rules by which they choose to live (even if they're more like guidelines than rules). These would restrain their acts, but would not necessarily automatically reflect a philosophy where deference to laws, order, and authority must follow. Hells, simple common sense may be enough to restrain them on a situational basis - restraining yourself from trying to murder someone with a knife at your throat is simple self-preservation, not lawful behavior, but is still a manner of self-restraint (gods know I've heard stories about players who lack even that basic level of self-restraint).
Yes, a character wouldn't instantly fall by doing one Lawful action. But he can't consistently go about doing Lawful actions until his alignment shifts to Neutral and then Lawful. The requirement during play seems to be: having restraint = A HERO IS YOU. not having restraint when you're being bullied = TERRIBAD TOO BAD SO SAD YOU LOSE also you are evil because chaotic is evil and you're a jerk and you smell bad and should feel bad.
Well, yes, I should imagine so. After all, I was stating that largely in support of your claim that a barbarian that completely loses control is not RAW. By RAW, the only mechanical effect is the stat bonuses and penalties outlined. At most, it's only the fluff that creates the circumstance they described, but this has no mechanical effect in the game unless such is houseruled in. Heck, a barbarian rage can even be deactivated before its formal duration runs out if they so wish; that does not sound like a loss of control.QuoteEDIT: Also, a barbarian rage is, in the written fluff, a "screaming blood frenzy" wherein (s)he "becomes reckless." As far as mechanical effect, they do gain strength and constitution, but lose armor class and cannot use most charisma, dexterity, or intelligence skills or most manually-triggered magical effects. That said, there is no restriction as per RAW on a raging barbarian choosing to inflict non-lethal damage.
Since the Confusion spell effect is completely separate from fluff saying "reckless" in a positive class ability, and the RAW explains exactly how you're being reckless (you're being reckless in your defense, obviously, and fine-motion tasks, which aren't required to swing a weapon at the intended target) I don't see how this could result in randomly killing a person that is your ally during combat. If this ability can make you randomly attack a Peasant ally, it can definitely make you randomly attack one of your own party, and you would see this stated in the rules somewhere, no doubt (it seems relevant during play!). And you wouldn't find out after the end of combat, surely, as your own teammate would definitely let you know with very colourful language.
Plus the part about nonlethal not being allowed not being RAW, it should be enough. The houserules that criticals (isn't a high roll t reflective of your attack being SO SKILLFUL that it dealt extra damage to vitals, it seems backwards to rule that doing extra damage due to a critical means you hit like some sort of drunken elephant which is why you dealt extra damage and also it has to be lethal... what?)
You could argue that for a barbarian, trying to incapacitate people doing clear assault and battery is a lot of restraint, yet chaotic enough to be Chaotic Normal as opposed to Chaotic IKEELYOU.
I've seen enough DMs like Tack or the one you yourself seem to decry so loudly, though, not to mention enough players that use "chaotic" as a shield for all sorts of inappropriate acts, that it should not be surprising that I took such a statement by you exactly as written - that any barbarian who exercises restraint, with absolutely no qualifying statements whatsoever, automatically loses their powers, and that it's also completely justified per RAW.
Except that the gist of my entire argument is that self-restraint, even consistent self-restraint, is in itself not automatically Lawful behavior, not unless it also pertains to some greater loyalty to societal order or rule of law. There was a classic warning about Chaotic Neutral characters that basically went, "A chaotic neutral character is not as likely to jump off a bridge as walk across it." Having a "Chaotic" hanging off the front of their alignment does not mean that the character has no brakes or checks on their behavior.I've seen enough DMs like Tack or the one you yourself seem to decry so loudly, though, not to mention enough players that use "chaotic" as a shield for all sorts of inappropriate acts, that it should not be surprising that I took such a statement by you exactly as written - that any barbarian who exercises restraint, with absolutely no qualifying statements whatsoever, automatically loses their powers, and that it's also completely justified per RAW.
But if you want to get technical "you did use these exact words", I said "learns restraint", not "exercises restraint" - the implication was that the Barbarian trades his, whatever the barbarian has that makes him Smashy or whatever. The barbarian goes thru a permanent change of behaviour (therefore, "learns"). This is in direct response to the DM saying "restraint = good, not restraint = bad", saying, basically, that the "Proper Barbarian" is badwrong. Not that "restraint would have made sense in this specific case". Restraint that, you know, the Barbarian actually did exercise, and was completely in character when being annoyed about having to, but was chided for not being his default all the time and liking it.
Except that the gist of my entire argument is that self-restraint, even consistent self-restraint, is in itself not automatically Lawful behavior, not unless it also pertains to some greater loyalty to societal order or rule of law. There was a classic warning about Chaotic Neutral characters that basically went, "A chaotic neutral character is not as likely to jump off a bridge as walk across it." Having a "Chaotic" hanging off the front of their alignment does not mean that the character has no brakes or checks on their behavior.I've seen enough DMs like Tack or the one you yourself seem to decry so loudly, though, not to mention enough players that use "chaotic" as a shield for all sorts of inappropriate acts, that it should not be surprising that I took such a statement by you exactly as written - that any barbarian who exercises restraint, with absolutely no qualifying statements whatsoever, automatically loses their powers, and that it's also completely justified per RAW.
But if you want to get technical "you did use these exact words", I said "learns restraint", not "exercises restraint" - the implication was that the Barbarian trades his, whatever the barbarian has that makes him Smashy or whatever. The barbarian goes thru a permanent change of behaviour (therefore, "learns"). This is in direct response to the DM saying "restraint = good, not restraint = bad", saying, basically, that the "Proper Barbarian" is badwrong. Not that "restraint would have made sense in this specific case". Restraint that, you know, the Barbarian actually did exercise, and was completely in character when being annoyed about having to, but was chided for not being his default all the time and liking it.
I just realized that, according to the Crit=uncontrolled and always Lethal houserule, if I was a Rogue and rolled a critical to Open Locks, it means that my character fucked up so badly that his hands started to vibrate so fast that I made the door explode or something (so he opens the door Xtremely to the Max!?). In any case, the lock would at least be damaged and unable to lock again unless repaired (or beyond repair!). Doesn't sound like a good roll to me.Wait, I thought Crit was equal to hit to the vitals? That's why you can't crit against undead and constructs. This houserule makes no sense.
I hope I never roll a critical when trying to use Diplomacy...
I just realized that, according to the Crit=uncontrolled and always Lethal houserule, if I was a Rogue and rolled a critical to Open Locks, it means that my character fucked up so badly that his hands started to vibrate so fast that I made the door explode or something (so he opens the door Xtremely to the Max!?). In any case, the lock would at least be damaged and unable to lock again unless repaired (or beyond repair!). Doesn't sound like a good roll to me.Wait, I thought Crit was equal to hit to the vitals? That's why you can't crit against undead and constructs. This houserule makes no sense.
I hope I never roll a critical when trying to use Diplomacy...
Well, as it pertains to skill rolls, crits don't exist (http://www.d20srd.org/srd/skills/usingSkills.htm#skillChecks).I just realized that, according to the Crit=uncontrolled and always Lethal houserule, if I was a Rogue and rolled a critical to Open Locks, it means that my character fucked up so badly that his hands started to vibrate so fast that I made the door explode or something (so he opens the door Xtremely to the Max!?). In any case, the lock would at least be damaged and unable to lock again unless repaired (or beyond repair!). Doesn't sound like a good roll to me.Wait, I thought Crit was equal to hit to the vitals? That's why you can't crit against undead and constructs. This houserule makes no sense.
I hope I never roll a critical when trying to use Diplomacy...
Hadn't considered that. I suppose critical "success" doesn't make sense in any context other than To-Hit (so I don't know about skill rolls) otherwise it would work, undead or not. Critical as "you hit good" would damage undead, critical as "you hit vitals" wouldn't. So apparently D&D works for vitals only.
Then... I don't know. It would mean that critical means only that you hit a deadly spot entirely by accident. This is supported by only working on the unmodified dice roll falling in the crit. range (even tho it's a "always hits" only on natural 20). I suppose if that's the rule, that's the rule. But it's still not stated anywhere that criticals can't be non-lethal, so yeah definitely hitting to kill even if you meant to disable is a houserule, although a valid one?
Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.
I just realized that, according to the Crit=uncontrolled and always Lethal houserule, if I was a Rogue and rolled a critical to Open Locks, it means that my character fucked up so badly that his hands started to vibrate so fast that I made the door explode or something (so he opens the door Xtremely to the Max!?). In any case, the lock would at least be damaged and unable to lock again unless repaired (or beyond repair!). Doesn't sound like a good roll to me.Wait, I thought Crit was equal to hit to the vitals? That's why you can't crit against undead and constructs. This houserule makes no sense.
I hope I never roll a critical when trying to use Diplomacy...
Hadn't considered that. I suppose critical "success" doesn't make sense in any context other than To-Hit (so I don't know about skill rolls) otherwise it would work, undead or not. Critical as "you hit good" would damage undead, critical as "you hit vitals" wouldn't. So apparently D&D works for vitals only.
I like the alignment system. It is a convienent way to quickly describe a character's likely actions. I would, however, be interested in a more Myers-Brigg type thing. On that thought:Traits and Passions (http://darkreign.org/sites/default/files/Imperial%20Morality%20-%20Dark%20Heresy%20Personality%20System.pdf)Spoiler (click to show/hide)
Guys, what's the most popular tabletop war-game set in any from 1600-1890? Preferably around the napoleonic time period, but generally any era with heavy use of line formations and muskets. Anyone have experience with and/or play any??? Are they very popular at all?
My homebrew system, which I swear I'll write more of one of these days, has you pick an ideal or two and another thing or two that you despise. Acting in accordance with the former even when it's a bad idea gives you more heroism points. Among other things, those can be spent to tolerate the latter when necessary (although giving into your impulse to take a stand against whatever also gives you a chance to earn more points). I cribbed a lot of notes from FATE >___________>
Guys, what's the most popular tabletop war-game set in any from 1600-1890? Preferably around the napoleonic time period, but generally any era with heavy use of line formations and muskets. Anyone have experience with and/or play any??? Are they very popular at all?
A friend I've lost contact used to be int this on a large scale. I'll see if my brother remembers what he played.
Throwing my hat in the ring as pro-alignment system for 3.5e (la la la 4e I can't hear you!)
You need to respect that it's an integral part of the core mechanics of the fantasy setting. Alignment forms one of the basic building blocks for the universe. Every creature in the game has an alignment, and it's an intrinsic part of their character.
Some creatures are simply always a certain alignment, such as extraplanar monsters. Devils are always lawful evil. Demons are always chaotic evil. Angels are always good.
If you have too much of a hard time accepting that alignment in a D&D world is an objective, measurable thing instead of a subjective, indefinable quality, remember that some things in these worlds just simply work different to real life. This is a world of levels, hit points, skill points and attack bonuses. These things don't necessarily have a discrete representation in the game, but they exist and are just as valid as alignment. For better or worse, this fantasy world has a line in the sand where morality exists in nine defined flavors, and your character as well as everyone else will be in one of those nine boxes.
What about paladins of tyranny or slaughter?
A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a paladin of slaughter's code requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.
A paladin of tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin of tyranny's code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).
Obviously, a Paladin of GP has an aura that continually summons coins, launches them in all directions, and has them disappear after hitting something. Possibly treat it like a permanent Darkness spell of the proper CL, always centered on the Paladin. Possibly add a constant nonlethal damage to anyone in the area not wearing enough armor/clothes.What about paladins of tyranny or slaughter?
I don't know, I assume it's a different class? So, it radiates different stuff. Evil, I suppose? I would have him actually radiate Tyranny. Maybe a "detect aura" should be more specific and tell you all kinds of radiations! 8)
If I invent a "Paladin of Magic" class, what is his alignment? What does it radiate? Or how about a "Paladin of GP" :D
If I invent a "Paladin of Magic" class, what is his alignment? What does it radiate? Or how about a "Paladin of GP" :D
Obviously, a Paladin of GP has an aura that continually summons coins, launches them in all directions, and has them disappear after hitting something. Possibly treat it like a permanent Darkness spell of the proper CL, always centered on the Paladin. Possibly add a constant nonlethal damage to anyone in the area not wearing enough armor/clothes.What about paladins of tyranny or slaughter?
I don't know, I assume it's a different class? So, it radiates different stuff. Evil, I suppose? I would have him actually radiate Tyranny. Maybe a "detect aura" should be more specific and tell you all kinds of radiations! 8)
If I invent a "Paladin of Magic" class, what is his alignment? What does it radiate? Or how about a "Paladin of GP" :D
Huh. That could actually be pretty cool, if a bit silly.
If I invent a "Paladin of Magic" class, what is his alignment? What does it radiate? Or how about a "Paladin of GP" :D
If I invent a "Paladin of Magic" class, what is his alignment? What does it radiate? Or how about a "Paladin of GP" :D
Paladin of magic is pretty simple. An aura of magic, as per detect magic.
He'd lose his abilities if he did something physical when magic would do!
He would be lawful neutral, and exemplify the path of learning and intelligence. He may even be 'that atheist guy'.If I invent a "Paladin of Magic" class, what is his alignment? What does it radiate? Or how about a "Paladin of GP" :D
Paladin of magic is pretty simple. An aura of magic, as per detect magic.
Exactly. No Good, Evil, Law or Chaos radiated. He wouldn't have to be True Neutral, as he would be a champion of the use of Magic in all its forms, but he would do what's necessary to make Magic used more. He wouldn't necessarily make sure that Magic is used in all its aligned forms to keep some semblance of Balance, like that psychopath the Druid.
He would be lawful neutral, and exemplify the path of learning and intelligence. He may even be 'that atheist guy'.If I invent a "Paladin of Magic" class, what is his alignment? What does it radiate? Or how about a "Paladin of GP" :D
Paladin of magic is pretty simple. An aura of magic, as per detect magic.
Exactly. No Good, Evil, Law or Chaos radiated. He wouldn't have to be True Neutral, as he would be a champion of the use of Magic in all its forms, but he would do what's necessary to make Magic used more. He wouldn't necessarily make sure that Magic is used in all its aligned forms to keep some semblance of Balance, like that psychopath the Druid.
So I think he'd be bound to not tolerate stupidity.
Assuming you mean MTGO, my username is Dutchling...
It's not... great. If you want to grind for tournaments or draft hours on end it's amazing though. I also think Pauper and Block Constructed are played almost solely online. I prefer playing casual in paper though, but I'm currently trying out this budget Death and Taxes list. Definitely not playing in any online tournaments for the foreseeable future though.
Card Selection is like 99%+ of the cards. I know some random Portal cards are missing, but I don't think anything relevant.
edit: Duels of the Planeswalkers is something entirely different. The Duels games have a very limited card pool, and other than 2015, very limited deck building tools. Other than the deck building part people seem to prefer 2014 yes. There is a free upcoming (presumably) Steam game called Magic Origins though. Don't know much about that.
Basically MTGO is the exact same thing as Magic the Gathering, but online.
Duels of the Planeswalkers has a simplified (you won't notice this 90% of the time) rules engines and has a very limited card pool and is mainly designed for playing against the AI or casually online. It's not a replacement for actual Magic. It is a great way to learn how to play the game however.
-snip-Or you can play 5e, where where pretty much all you'd have to do is remove alignment restrictions on a few magic items. And paladins are actually awesome.
it's a significant homebrew adjustment. Ultimately the game you play at your table is yours to do with as you wish, and nobody can tell you how you should run your game. But I dispute the claim that removing alignment means just "two spells stop working." You fundamentally alter the game balance with a change like this. I hope you can see that saying "nothing special" happens when you remove alignment is wrong.
-Purplesnip-.That would make the core rulebook a LOT bigger.
-Purplesnip-.That would make the core rulebook a LOT bigger.
I think that the ambiguity of the alignments would be a good theme to build a campaign around; and the idea that they are created by belief and thus inconsistent.A component of that first bit should be part of any good campaign anyways. But it's definitely an interesting idea, to directly tackle alignment (and the fact that things like Lawful and Evil are tangible realities rather than philosophical distinctions) as a construct of belief; a person from one culture could ping a person as Chaotic Evil where another would read them as Neutral Good purely because of differences in upbringing and social norms. Fantasy is almost always more interesting when it carries a good helping of reality in its guts.
EDIT:
Perhaps there could be a prestige class or feat tree allowing characters to become enlightened as to the constructed nature of alignments and thus be able to first ignore them and later to be treated as whatever alignment would be most beneficial to them at the time.
EDIT:
Verily! So much for all that!
I think that the ambiguity of the alignments would be a good theme to build a campaign around; and the idea that they are created by belief and thus inconsistent.A component of that first bit should be part of any good campaign anyways. But it's definitely an interesting idea, to directly tackle alignment (and the fact that things like Lawful and Evil are tangible realities rather than philosophical distinctions) as a construct of belief; a person from one culture could ping a person as Chaotic Evil where another would read them as Neutral Good purely because of differences in upbringing and social norms. Fantasy is almost always more interesting when it carries a good helping of reality in its guts.
EDIT:
Perhaps there could be a prestige class or feat tree allowing characters to become enlightened as to the constructed nature of alignments and thus be able to first ignore them and later to be treated as whatever alignment would be most beneficial to them at the time.
EDIT:
Verily! So much for all that!
Imagine that, a campaign where you could draw a line on a map where something is treated as "Evil" or "Good" in the sense of the metaphysics of the game purely based on where they are.
Ok, according to this interview, they've already started doing some playtesting for the next version of D&D. They're naming it D&D Tomorrow (we can just call it 6th edition I suppose), and it will feature a new system of buffs that will be based on the concept of Freemium (you can spend money on the WotC score and get special cards that you then show to your DM for additional powers). They've already planned several expansions, a.k.a. Dungeon Lore Contributions (DLC).
(https://i.ytimg.com/vi/UYsdjZcfHm4/mqdefault.jpg)
Mike Mearls and Rodney Thompson answer questions about the new D&D (https://www.youtube.com/watch?v=dQw4w9WgXcQ)
hard restriction against making house rulesWHAT HERESY IS THIS?
The Horus Heresy started today, you know.hard restriction against making house rulesWHAT HERESY IS THIS?
hard restriction against making house rulesWHAT HERESY IS THIS?
To be fair, GWS mastered the art of making the fan pay a lot for a little at a time millennia ago.Well, yeah, but lately they've realized they were pricing themselves out of the market, so they opened up the intellectual property so that you only need to pay a very small royalty fee on earnings, started publishing 3D printer schematics for all their miniatures, and sell the actual figures for material + shipping + 5%.
Hmm, it makes sense, good on them for protecting their IP. I wonder if they're going to go after Paizo and Pathfinder soon. Some blatant infringement there.hard restriction against making house rulesWHAT HERESY IS THIS?
They clarified it in a hold post - they're going to make it so by using the DnD product/license, you agree to a legal contract of using the rules as is and only as is, ie no house rules or homebrew. They feel that the potential for "pirated campaign", so to speak, is too great.
I finally have a reason to agree with the bronies.Maybe they can officially license all this stuff then and make you pay for DLC for settings. e.g. by banning house rules, no-one can upload e.g. a set of Dr Who house rules without getting shut down. But the WotC company can then license a Dr Who setting and sell the ebook for cash.
The bronies will fight against that tooth and nail. You know they love their homebrew MLP settings.
To be fair, GWS mastered the art of making the fan pay a lot for a little at a time millennia ago.Well, yeah, but lately they've realized they were pricing themselves out of the market, so they opened up the intellectual property so that you only need to pay a very small royalty fee on earnings, started publishing 3D printer schematics for all their miniatures, and sell the actual figures for material + shipping + 5%.
In related news, D&D Tomorrow will be exactly the same as 4E. (https://www.youtube.com/watch?v=w8UldMTTDJ4)
On the topic of things WotC is doing today, has anyone seen the MtG site? (http://magic.wizards.com/en/articles)More importantly, that high-res Look at Me, I'm the DCI wallpaper (http://magic.wizards.com/sites/mtg/files/images/wallpaper/Look-at-Me%2C-I%27m-the-DCI_MR_2560x1600_Wallpaper.jpg)Spoiler: mark rosewater fans rejoice (click to show/hide)
Well, yeah, but lately they've realized they were pricing themselves out of the market, so they opened up the intellectual property so that you only need to pay a very small royalty fee on earnings, started publishing 3D printer schematics for all their miniatures, and sell the actual figures for material + shipping + 5%.I feel we need a visible sign of the incredibly heavy sarcasm you must be laying on here.
Pro Tour Dragons of Tarkir has been pretty fun so far. There's a tonne of different decks floating around, and some really whacky rogue ones doing surprisingly well including RG Bees (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383267), Mono-green Strength from the Fallen (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380511) and of course 5-colour Chromanti (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378516)flayer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391928). The highlight was probably a successful on-camera bestowing of Chromanticore onto Soulflayer, resulting in an 8/8 Flying, First Strike, Vigilance, Trample, Lifelink, Hexproof, Indestructible creature.You visiting, playing, or watching the stream?
That board game sounds strangely interesting. I might mention it to my board game-fanatic roomate.
Oh yeah, so they were .I might do it anyway, they're mechanically still one of the weaker classes.Just give them ability to juggle opponents a la fighting games.
They're mechanically still one of the weaker classes.What? 1d10+level healing as a bonus action and an extra action every short rest, plus full Extra Attack progression, plus either doubling or tripling your crit range, 4 d8s to enhance damage and control the movement of your enemies that refresh every short rest, or wizard (abjuration or evocation) spellcasting, which includes a teleport that accompanies Action Surge.
The biggest thing, though, is that the gap is smaller. I only have experience with Wizard play among 5e casters, but the new concentration mechanic pretty much kneecaps any chance of the old abuses of action economy that made them really nasty in 3.x.Last time I checked, necromancy spells a la "raise skeletons" have not had the "concentration" mechanic applied to them, which made it possible to raise gigantic hordes of skeleton archers killing everything on sight due to bounded accuracy.
Rangers are certainly something of a niche class.Heh heh. Funny how starkly that contrasts 3.5, eh? They used to be effectively the meatier version of the Bard.
To a point. Animate Dead needs to be recast every day now, so it is much harder to maintain a horde of undead.The biggest thing, though, is that the gap is smaller. I only have experience with Wizard play among 5e casters, but the new concentration mechanic pretty much kneecaps any chance of the old abuses of action economy that made them really nasty in 3.x.Last time I checked, necromancy spells a la "raise skeletons" have not had the "concentration" mechanic applied to them, which made it possible to raise gigantic hordes of skeleton archers killing everything on sight due to bounded accuracy.
Has this been fixed?
To a point. Animate Dead needs to be recast every day now, so it is much harder to maintain a horde of undead.The biggest thing, though, is that the gap is smaller. I only have experience with Wizard play among 5e casters, but the new concentration mechanic pretty much kneecaps any chance of the old abuses of action economy that made them really nasty in 3.x.Last time I checked, necromancy spells a la "raise skeletons" have not had the "concentration" mechanic applied to them, which made it possible to raise gigantic hordes of skeleton archers killing everything on sight due to bounded accuracy.
Has this been fixed?
For instance, a fifth level Wizard can maintain 8 undead at the cost of their 3rd level spells, a tenth level Wizard can maintain 54 undead at the cost of all their 3rd to 5th level spells, and a 15th level Wizard can maintain 90 undead at the cost of their 3rd to 8th level spells.
That's with just Animate Dead, there's also Create Undead, but I'm not familiar with it.
Not too happy. I know unbalance is always a problem (their motto is "it's supposed to be unbalanced, it's thematic")
I remember playing Pathfinder (the same campaign where we whored out the halfling druid, incidentally) and the three of us (split party) were selling some magic item to a junk dealer when, surprise surprise, he fiddled with it and unleashed an ettin in the town's marketplace.Rangers are certainly something of a niche class.Heh heh. Funny how starkly that contrasts 3.5, eh? They used to be effectively the meatier version of the Bard.
The biggest thing, though, is that the gap is smaller. I only have experience with Wizard play among 5e casters, but the new concentration mechanic pretty much kneecaps any chance of the old abuses of action economy that made them really nasty in 3.x.Last time I checked, necromancy spells a la "raise skeletons" have not had the "concentration" mechanic applied to them, which made it possible to raise gigantic hordes of skeleton archers killing everything on sight due to bounded accuracy.
Has this been fixed?
This is a war game like no other. Although the map is big (10 feet / 3.048 m) the game is smaller than other games (Europa for one). There are not as many rules as in ASL. And yet this is the biggest monster game out there for a number of reasons.
The game is detailed to a degree no other game has come close to. If using the full rules you keep track of every individual plane and pilot in the three year campaign. Each counter on the board representing a ground unit is composed of many units which are kept track of on logs. Supplies are kept track of and dispersed in a very detailed manner.
From the rulebook we read how to run a game. "CNA is a logistically-oriented game, and its play requires not only a lot of attention to logistics, but, if you will, a logistically sound methodology." It is suggested that you have 5 persons per side with the following duties.
Commander-in-Chief: responsible for strategic decisions and to settle intra-team disputes.
Logistics Commander: In charge of all supplies. Accepts supply requisitions from the others and keeps all informed of supply shortages. Is in charge of supply dumps, Third line trucks and some second line trucks and is in charge of Naval convoys.
Rear Area Commander: Gets the supplies to the front. In charge of security, reserves, prisoners and construction.
Air Commander: In charge of all planes and pilots. Is responsible for planning air missions and deployment of air bases.
Front-line Commander: Executes all attacks and troop movements in the front line. Helps with coordinating defensive efforts.
Playing time with 10 players is listed at 1200 hours.
Playing time with 10 players is listed at 1200 hours.
1200 hours.50 days. Straight.
Ofc. it'd most likely fall apart in the planning/org stages.To be fair, that's basically the entire game, if I'm reading it right.
No, I mean the planning/setup for getting the game going at all, not the in-game logistics. :POfc. it'd most likely fall apart in the planning/org stages.To be fair, that's basically the entire game, if I'm reading it right.
-snip-While we're on the subject of over-complicated board games, consider this World at War "session report". (https://boardgamegeek.com/thread/940888/life-altering-game-deserves-kind-session-report) Note that if you're planning on reading the whole thing through, you should probably make some food, have water nearby, have a toilet handy, and set a reminder so you don't forget to pay your electric bill halfway through.
Good lord, that's 20k words.-snip-While we're on the subject of over-complicated board games, consider this World at War "session report". (https://boardgamegeek.com/thread/940888/life-altering-game-deserves-kind-session-report) Note that if you're planning on reading the whole thing through, you should probably make some food, have water nearby, have a toilet handy, and set a reminder so you don't forget to pay your electric bill halfway through.
The Campaign for North Africa (http://boardgamegeek.com/boardgame/4815/campaign-north-africa)Hee~. I've been interested in this game for years, but for various reasons, finding the game itself, much less other players, has been kinda sorta impossible for me. If someone ran this, I would be so, so interested, even if only to say, "I played a World War 2 board game where logistics are tracked down to the pasta rations for Italian soldiers."
We should get a game going.
Yeah, I'm not so much saying "look at this better thing you could do with your time" because that's silly, so much as "look at how much sheer effort goes into this hobby".Consider: You could play 8 games of The Campaign for North Africa, or just about become a world-class musician.
I think there are more world-class musicians than people who have played this game in its entirety, so in a way this is actually a more valuable use of time.
Is there anyone within the European timezone that would be interested in online roleplaying?Maybe, yeah.
I've got the itch for some IRC/roll20 style RP, but fooling around with timezones is difficult.
Is there anyone within the European timezone that would be interested in online roleplaying?If this is about what I think it is, definitely.
I've got the itch for some IRC/roll20 style RP, but fooling around with timezones is difficult.
Is there anyone within the European timezone that would be interested in online roleplaying?Colour me a interested. Times and exams permitting ofc.
I've got the itch for some IRC/roll20 style RP, but fooling around with timezones is difficult.
Colour me a interested. Times and exams permitting ofc.
If this is about what I think it is, definitely.
Even if not, still probably interested.
Maybe, yeah.Sweet! I'll PM you guys in a bit about what kind of RP would be your gig. I have a few ideas...
I'm in Europe and interested. I think ultimuh might he interested too.
Edit: We've discussed the lack of Europe zoned games before, you see ;)
Also, the only reason helicopters need tail rotors is because of conservation of angular momentum. Spin the rotor without generating angular momentum, and you don't need tail rotors or contra-rotating propellers.
In other words, mount decanter of infinite water rockets on each end of a 10' pole carved so that it'll generate lift once in motion (or a sword, if you really want, though a sword shaped to generate lift might not be as effective for actually fighting). Use that as the helicopter blade. Be prepared to be whacked by the DMG. ^_^
Also, the only reason helicopters need tail rotors is because of conservation of angular momentum. Spin the rotor without generating angular momentum, and you don't need tail rotors or contra-rotating propellers.
In other words, mount decanter of infinite water rockets on each end of a 10' pole carved so that it'll generate lift once in motion (or a sword, if you really want, though a sword shaped to generate lift might not be as effective for actually fighting). Use that as the helicopter blade. Be prepared to be whacked by the DMG. ^_^
Pretty much most mundane technology is duplicated or improved in D&D and would be far easier to create as a magic item or with a spell.What about staplers?
physics.
I don't know what you're talking about, that scene is completely logical.Please tell me you are not serious.
Suboptimal play is good when you explicitly agree to it with all other people on the table.I'm not sure why you would even play the Monk in D&D 3rd edition or its forks, given how much do they suck in comparison to pretty much any other class in the game.Yes, why would you ever want to play anything that isn't tier 1, or maybe a tier 2 if the DM bans all those T1 primary casters? They're called rollplaying games for a reason, and you're not having fun if you're not trivializing the rest of the party, right?Spoiler: An aside (click to show/hide)
See, I fell into a similar trap before - that optimisation and roleplaying is a one-or-the-other situation.
Monk, is at the end of a day, a class. A bad one. You can build a unarmed fighter that works better than a monk and say "This guy is a monk of X temple," and play him as such. And you can't say that's wrong. If it talks like a monk, walks like a monk, and punches (better) than a monk, you can call it a monk even if it's not a Monk.
You played a Monk that had been significally buffed from it's original interpretation. Because if it's too weak that hinders roleplaying, too. A master of martial arts getting chumped by every fighter it comes across is probably antithesis to what you were intending.
There are silly things, like half-dragon half-minotaur half-ogre kobolds, yes. But aside from the really silly things like that an optimised character can provide opportunities. They have a weird combat style - who taught them it? How did they discover it? That sort of stuff still applies.
See, that's the point I was making. That setup was a perfect example of how to meet your baseline for rollplay when you're interested in RP -- the character contributes to the party in a meaningful way. When you want to do something but aren't sure if it's viable, you talk with your DM. And you optimize the shit out of it. The point being to lift a class that wouldn't ordinarily be very viable into a higher tier so that it is. Duh.
If you really want to argue that "no ur not allowed to play anything suboptimal," I'd say fuck your Fighters and Barbarians, you have to play a Warblade, glaivelock, Cleric, or Druid. What, you want to play a martial character without being a caster or using weeaboo fightan magic? Too bad, martial classes are trash.
This whole "bluh bluh you have to only play the best things every time" is, frankly, disgusting and rather detrimental to the medium. If someone wants to play a sword&board Fighter straight up to level 20, I'm going to smile and have fun rather than bitching at them about how they should have played a spiked chain AoO machine or a charger.
But this is starting to derail, so let's continue in the RPG thread if we're going to.
Been trying to adapt Mage: the Ascension to GURPS.
It's quite a bit of work.
So.It reads better than it plays, but that's still okay.
How many people have heard of Dungeons: The Dragoning? (http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/DungeonsTheDragoning)
The way we fixed that one was just to add Str to intimidate checks.This reminded me that one thing I like about 5e is that Backgrounds allow your beefwalls to be more than just beefwalls. As a Guild Merchant, my barbarian is able to persuade people without the threat of violence and have insight into people and situations, in addition to his normal class skills. You can pick up any set of skills from your background; like, if I had wanted to, I could have made my barbarian a Sage instead, so he could know about magic and history. And, by the rules, you can customize your background as much as you want to, or completely make your own (though you should probably try to make the skills make sense for it).
Makes beefwalls much more useful in noncombat stuff.
I'm also making an Expert with max ranks in all 10 knowledge skills for a friend that wanted to play a NPC class for the hell of it. This may or may not be due to all the current party members being around as smart as a very dull brick.As a challenge, I'm guessing? Because, in all respects other than alignment restriction, a bard would be better for the job.
Been trying to adapt Mage: the Ascension to GURPS.
It's quite a bit of work.
I usually start out by seeing if anyone else has done the work. Turns out I surprised myself and did one better than finding a third-party netbook.
Ta da! (http://www.sjgames.com/gurps/books/magetheascension/)
I kind of want to buy this somewhere and convert it to 4e now.
Also, the forums suggest Realm Magic from Thaumatology (which lists M:tA in its bibliography) as a good fit for Spheres/Paradox if you want something a bit more up-to-date.
Sorry, I have a thing for systems. GURPS is one of my favorites and I fondly remember playing Genius: The Transgression in college.
If you read the rules as written, it actually creates more materials when used this way.
Fabricate's text says regarding the components:
Material Component
The original material, which costs the same amount as the raw materials required to craft the item to be created.
When you craft an item you pay one-third of the item’s price for the cost of raw materials.
Therefore if you let the 10 ft. chain be the original material, it costs three times the amount as the raw materials required to craft the item.
Thus using the 10 ft. chain as the original material, you can create a 30 ft. chain by the rules as written.
Indeed. I don't think the RAW covers overcharging for raw materials or paying for more-expensive finished goods to render them into raw materials. Usually, though, I hear the logic around Resurrection where it's paying 10,000 g for tiny diamond fragments, but by contrast, I don't believe I've ever heard anyone argue that buying a diamond the size of an ogre's head for a copper piece, to exaggerate a bit, would disqualify it from use for material components.
Therefore, we can conclude that a conspiracy exists between all casters who use material components across all known planes to intrinsically tie magic to the continued use of gold coins as the currency. They're trying to leverage the importance of their magic to prevent economic development towards the use of fiat money.I want a campaign based entirely around this concept.
Speaking of Magic and gold, one of my friends recently calculated on a whim that Black Lotus cards are worth twice their weight in plutonium.Yeah I saw that on the frontpage of /r/MagicTCG too :P
Why Magic Items cost gold. (http://1d4chan.org/wiki/Why_Magic_Items_Cost_Gold)Blown. Mind. Mine. Is.
Zing.Pretty sure you'd have to take out a special insurance policy on something like that.
I heard about the one guy who lost his Black Lotus card in a fire and then tried to convince the insurance company that it was a $50k reimbursable loss.
No idea what happened after that.
Maybe whoever designed the spells deliberately pegged them to the currency; what the spell actually needs is a threshold of value based on common acceptance of the GP as legal tender as represented by commodities with ties to the effects of the spells. The magic can't run on the gold standard, or the descriptions wouldn't specify coinage. That said, it also specifies gold pieces, excluding silver, copper, and platinum.
Therefore, we can conclude that a conspiracy exists between all casters who use material components across all known planes to intrinsically tie magic to the continued use of gold coins as the currency. They're trying to leverage the importance of their magic to prevent economic development towards the use of fiat money.
Maybe whoever designed the spells deliberately pegged them to the currency; what the spell actually needs is a threshold of value based on common acceptance of the GP as legal tender as represented by commodities with ties to the effects of the spells. The magic can't run on the gold standard, or the descriptions wouldn't specify coinage. That said, it also specifies gold pieces, excluding silver, copper, and platinum.
Therefore, we can conclude that a conspiracy exists between all casters who use material components across all known planes to intrinsically tie magic to the continued use of gold coins as the currency. They're trying to leverage the importance of their magic to prevent economic development towards the use of fiat money.
WOTC released another 100 trinkets for their latest supplement. (http://dnd.wizards.com/articles/features/elemental-evil-trinkets)Heh, that's cool.
95 A romance chapbook written in undercommon titled "Just one Layer of Grey".
As far as I'm aware, the natural 20 triggers a critical hit in 3.0 and 3.5 as well, not AC + 10. (Source (http://www.dandwiki.com/wiki/SRD:Standard_Actions#Critical_Hits))Actually not quite, it trigger a possible critical hit. To actually make it you need to make a critical roll. This ensures that if you can only hit on natural 20, then not every hit that you make is a critical.
But yeah, when a weapon has a grappling tag it means you get a free grappling attempt, rather than it meaning you can attempt a grapping attack with the weapon instead of a hit.This- but only on a crit.
Swashbuckler might be one of the best Rogue Archetypes: "You can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it." Can you say 'OP'?
When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters centers. If the line passes through opposite borders of the opponents space (including corners of those borders), then the opponent is flanked.
Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.
Quote from: FlankingWhen in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.
Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.
That's actually harsher than what my group has been using, where a line between the two flankers' centers has to pass through the victim's space (touching the corner doesn't count). Oops. Fortunately we don't really flank much, our rogue was ranged and also retired.
I think there's some trick or feat in Complete Scoundrel which basically lets you get flanking bonuses while being on the same side of an enemy. Pretty weak for a feat, I think...
Whenever you roll a threat on an attack roll while using a light mace in each hand, you gain an additional attack at that same attack bonus.
You also have the flexibility to adjust your weapon training.
Each morning, you can spend 1 hour in weapon practice
to change the designated weapon for any feat you have that
applies only to a single weapon (such as Weapon Focus). You
must have the newly designated weapon available during
your practice session to make this change.
Swashbuckler might be one of the best Rogue Archetypes: "You can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it." Can you say 'OP'?
Well, rules say Rogues normally sneak attack anyone within 5' of an ally, so if this is a replacement, it means you have to solo, while vanilla rogue "flanks". I don't think the number of viable targets for each case is too different. (except in the case of the Swashbuckler, he's most probably going to have to "tank" its target as well).
EDIT: actually NVM since this doesn't replace the regular Sneak, but since Rogues probably anyway sneak attack every round regardless. This just means the SB *can* solo if he wants and still gets the bonus. He loses the abilities of the alternative Archetypes - Thiefs is mostly utility, but the Assassin can auto-critical at least once every battle (if he isn't the last in initiative) with advantage at 3rd level.
I know, it's crazy... My DM insisted that Warblade's level 1 Weapon Aptitude ability lets it work. And I think he's right:QuoteYou also have the flexibility to adjust your weapon training.
Each morning, you can spend 1 hour in weapon practice
to change the designated weapon for any feat you have that
applies only to a single weapon (such as Weapon Focus). You
must have the newly designated weapon available during
your practice session to make this change.
It's clearly meant for fighter bonus feats like Weapon Focus and Specialization, but... Yeah. This book is crazy, huh? Not taking anything from it this time around, character is complicated enough already.
I've downloaded the PDF for that, and I don't see any reference that seems to imply that they can Sneak Attack more than once a round. Having two attacks just gives them more opportunity to get sneak attack in (in case they miss with an attack).Swashbuckler might be one of the best Rogue Archetypes: "You can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it." Can you say 'OP'?
Well, rules say Rogues normally sneak attack anyone within 5' of an ally, so if this is a replacement, it means you have to solo, while vanilla rogue "flanks". I don't think the number of viable targets for each case is too different. (except in the case of the Swashbuckler, he's most probably going to have to "tank" its target as well).
EDIT: actually NVM since this doesn't replace the regular Sneak, but since Rogues probably anyway sneak attack every round regardless. This just means the SB *can* solo if he wants and still gets the bonus. He loses the abilities of the alternative Archetypes - Thiefs is mostly utility, but the Assassin can auto-critical at least once every battle (if he isn't the last in initiative) with advantage at 3rd level.
Can't rogues only sneak attack once per turn? Swashbucklers get to add sneak attack to every attack. meaning at least two per turn, as any buccaneer with any sense of self worth would be dual-wielding.
The wording is "any attack", not "every attack". I think that my over hyping led to some confusion.I've downloaded the PDF for that, and I don't see any reference that seems to imply that they can Sneak Attack more than once a round. Having two attacks just gives them more opportunity to get sneak attack in (in case they miss with an attack).Swashbuckler might be one of the best Rogue Archetypes: "You can use Sneak Attack with any melee attack made against a target that has none of your allies adjacent to it." Can you say 'OP'?
Well, rules say Rogues normally sneak attack anyone within 5' of an ally, so if this is a replacement, it means you have to solo, while vanilla rogue "flanks". I don't think the number of viable targets for each case is too different. (except in the case of the Swashbuckler, he's most probably going to have to "tank" its target as well).
EDIT: actually NVM since this doesn't replace the regular Sneak, but since Rogues probably anyway sneak attack every round regardless. This just means the SB *can* solo if he wants and still gets the bonus. He loses the abilities of the alternative Archetypes - Thiefs is mostly utility, but the Assassin can auto-critical at least once every battle (if he isn't the last in initiative) with advantage at 3rd level.
Can't rogues only sneak attack once per turn? Swashbucklers get to add sneak attack to every attack. meaning at least two per turn, as any buccaneer with any sense of self worth would be dual-wielding.
Any/every, what's the difference? :P"I can kill anyone" vs "I can kill everyone" :P
I thought rogues could sneak attack as much as they have stabby-for.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
That's a confusion that I've been noticing.
Should we put 5e/3.5 tags at the top of our posts? :P
Any/every, what's the difference? :P"I can kill anyone" vs "I can kill everyone" :P
I assume the order here is intentionally wrong? 8)Any/every, what's the difference? :P"I can kill anyone" vs "I can kill everyone" :P
But to kill anyone, you must he able to kill everyone! ;D
I hate to segregate the games, but should we make a 5e thread?
I'd say druid.Can you elaborate?
Tack, it says 5e right at the top.
Tack, it says 5e right at the top.
There's no races in 5e?
I will be honest I have no idea how 5e works.
If, big if, it's like 3.5, a druid with low wisdom isn't so bad. With wild shape replacing your physical abilities, you're only really suffering from low skill points and bonus spells. In 3.5, druid spells have relatively few save dcs compared to arcane spells I'd say. They focus on buffing characters rather than forcing saves, even if it's a buff that lets you throw weak fireballs for a few rounds. So a druid seems like a good choice when stat rolls are bad. BUT! (again, if it's like 3.5) you should consider prioritizing constitution, since wild shape in 3.5 doesn't change HP at all. You use the HP of your normal squishy form, despite what the animal's CON is. It's a weakness of elf druids.Having taken a look at the druid spells, it seems like I can really be effective without a high Wis.
Question for DMs, how do you go about making a good setting and plot? I'm trying to make a roguelike and I keep going back and forth on plot ideas.
I could go with a quest for a macguffin like Nethack's Amulet of Yendor or DCSS' quest for the Orb of Zot, but I feel that's kinda just a lame excuse to go in a dungeon and kill and loot. I like the idea of a quest against a great evil, like ADOM with the quest to close the gates of chaos, or Angband with the goal of killing Sauron and Morgoth, but I can't think of a big bad evil guy or a source of evil for my own roguelike.
Actually... make the protagonist the bad guy. Stealing the Epic Loot for... well, Nefarious Porpoises.Question for DMs, how do you go about making a good setting and plot? I'm trying to make a roguelike and I keep going back and forth on plot ideas.
I could go with a quest for a macguffin like Nethack's Amulet of Yendor or DCSS' quest for the Orb of Zot, but I feel that's kinda just a lame excuse to go in a dungeon and kill and loot. I like the idea of a quest against a great evil, like ADOM with the quest to close the gates of chaos, or Angband with the goal of killing Sauron and Morgoth, but I can't think of a big bad evil guy or a source of evil for my own roguelike.
I'll be the bad guy! You can make your roguelike about an epic quest to slay the villainous, menacing, incredibly handsome Yoink.
Those lazy porpoises should steal their own epic loot.I know, right? But that's why they are Nefarious.
Make it your quest to slay the pantheon of gods, those fickle beings who toy with the lives of mortals for their amusement. Make it the player's job to free his kind of the pantheon's whip, to break their chains and bring freedom to the lands.This was one of the ideas I had, actually.
Could make a bunch of templates and then make each game mix and match so that each pantheon is different, with different gods with their own mix of abilities.
Make it your quest to slay the pantheon of gods, those fickle beings who toy with the lives of mortals for their amusement. Make it the player's job to free his kind of the pantheon's whip, to break their chains and bring freedom to the lands.Then make the final end boss your
Could make a bunch of templates and then make each game mix and match so that each pantheon is different, with different gods with their own mix of abilities.
I wonder how would 3rd edition D&D change from having natural 20's not auto-succeed and natural 1's not auto-fail?They aren't in normal 3rd or 3.5e, far as I know, it's just an extremely common houserule. It certainly isn't the case in 3.5e.
Interestingly the Necromancy spell school has life-wards and detection spells which are mostly useful *against* undead. And "enervation", which is a Necromancy ray of negative energy, isn't evil. A "Necromancer" doesn't have to create undead, they can be a powerful force against the undead. Or just enjoy shooting people with negative energy via enervation, which isn't evil... although... a victim killed by enervation becomes a free-willed wight, based on the negative energy rules.
Deathless is a new creature type, describing creatures that have died but returned to a kind of spiritual life. They are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time in order to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state.
What always bothered me, was that table top games of this genre almost never include the obvious use of magic to understand, use, and control LIFE, as opposed to death, and death magic.
Likewise, the "vivomancy" I wish was more frequently present in tabletop games could be used for unspeakable purposes, and not just really powerful healing and resurrection spells.
In other words, DnD tows the 'BUT MUH DEATH' line, therefore, by default, not-death is bad unless exceptions are specifically made.Sounds a bit like Wee Jas.
If I ever DM'd a custom setting for DnD, I'd make a good (morally) Evil (negative energy) god - in other words a decent guy of a god that just happens to be tied to Negative Energy for Reasons (TM) - just to mess with preconceptions.
I recall reading a greentext or something from /tg/ where a necromancer used the magic to communicate with his dead ancestors and past family members. No enslavement, just an old man who talks with his family beyond the grave. Can't find it.HERE
Here's another relevant story I found to make up for it. (https://i.imgur.com/rAdm2.jpg)
OH HEY, THAT'S THE ONE. NICE FIND!I recall reading a greentext or something from /tg/ where a necromancer used the magic to communicate with his dead ancestors and past family members. No enslavement, just an old man who talks with his family beyond the grave. Can't find it.HERE
Here's another relevant story I found to make up for it. (https://i.imgur.com/rAdm2.jpg)
HERE IT IS AND YOU CAN ALL JUST BOW DOWN TO ME (http://i.imgur.com/fXLS1kp.png)
WHEN YOU CAN'T FIND WHAT YOU WANT.
YOU FRIGGIN FIND IT.
*cough*
Despite that, I think there was a kind of "deathless" anti-undead that were infused with positive energy and defaulted to good? But I don't think there were any unintelligent "deathless" and it was more a Class than a category of animate corpse. I suppose if it was extended to all things necromantic, unintelligent deathless would go around giving flowers to little girls and petting puppies while not being controlled, just like skeleton can do good while controlled but just go LOLMURDERKILLOKTHXBYE when left on its own.
Despite that, I think there was a kind of "deathless" anti-undead that were infused with positive energy and defaulted to good? But I don't think there were any unintelligent "deathless" and it was more a Class than a category of animate corpse. I suppose if it was extended to all things necromantic, unintelligent deathless would go around giving flowers to little girls and petting puppies while not being controlled, just like skeleton can do good while controlled but just go LOLMURDERKILLOKTHXBYE when left on its own.
The Deathless are primarily an Eberron thingy.
Also, the rules never explicitly state what happens when unintelligent undead do when not controlled, whether they go all zombie apocalypse, or go dormant, or continue to follow the last order from when they were under control.
Despite that, I think there was a kind of "deathless" anti-undead that were infused with positive energy and defaulted to good? But I don't think there were any unintelligent "deathless" and it was more a Class than a category of animate corpse. I suppose if it was extended to all things necromantic, unintelligent deathless would go around giving flowers to little girls and petting puppies while not being controlled, just like skeleton can do good while controlled but just go LOLMURDERKILLOKTHXBYE when left on its own.
The Deathless are primarily an Eberron thingy.
Also, the rules never explicitly state what happens when unintelligent undead do when not controlled, whether they go all zombie apocalypse, or go dormant, or continue to follow the last order from when they were under control.
Not sure on former editions, but 5th edition has a class that raises undead and controls them for a while, and can keep control of a maximum number per day, if he doesn't, they don't die or anything, just keep on going on their default behavior, which apparently is just shuffle their feet and attack everything on sight. Which I suppose is what evil dungeon keepers do when they populate their dungeons.
EDIT: I suppose "uncontrolled undead" would act as indicated by their monster entry, same as any random undead found in a dungeon.
HERE IT IS AND YOU CAN ALL JUST BOW DOWN TO ME (http://i.imgur.com/fXLS1kp.png)
Likewise, the "vivomancy" I wish was more frequently present in tabletop games could be used for unspeakable purposes, and not just really powerful healing and resurrection spells.
One of the monsters in the "Elder Evils" sourcebook (Ragnorra, I think) uses positive energy to do something sort of like that, but on a ridiculously huge scale. Like, planet-wide scale.Likewise, the "vivomancy" I wish was more frequently present in tabletop games could be used for unspeakable purposes, and not just really powerful healing and resurrection spells.
Back in the 3e days one of the forumites of WoTC's official D&D message board posted stats for a custom demon that uses positive energy to rebuke and command the living and give people cancer, but I'm pretty sure that thread has surely either been lost in one of the several reorganizations of their forum in the intervening years or deleted because it was too old.
(I might have a downloaded copy saved somewhere, but the most likely location of said copy is either in one of the stacks and stacks of poorly labeled and poorly organized backup dvds in my room or more likely on an old hard drive from my first laptop whose file allocation table got corrupted that I've been meaning to have the data recovered from but I keep avoiding sending in to get worked on because he hard drive also has furry porn and grey-market music files on it; either way I'm not likely to find it any time soon)
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponents armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The puddings acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Pen and paper RPGs were not meant for people with knowledge of physics or mathematics, and weren't designed by them, too.Well, for the most part. There are some (http://forum.rpg.net/archive/index.php/t-137298.html) companies who's designers have then left the TRPG to become rocket scientists. Or well, there's at least one company that did so. I'd still like to get my hands on a copy of Phoenix command or Living Steel just to see what people were talking about, but I'm not sure how many books survived or if the shipping would be worth it.
The thing is, adding organ damage would be another roll or two on successful attacks and a table of results.See: FATAL :P
Most of that "untapped potential" has already been exploited by people who are much more skilled, at least in mathematics area. The result of said exploitation is called "video games" :PThere's technology today to enable Pen and Paper lookups of even very complex sets of data happen in seconds.
A little iOS or Android app on a tablet would more than suffice.
You know, I think there's a lot of untapped potential for P&P games that include a computer aspect for handling any simulation that would be tedious for the players to work out.
although I had planned on going for more of a narrativist thing than a simulationist onedefine "narrativist" and "simulationist"
I made a thread for a Roll20 game I'm going to run... And you pick the game! (http://www.bay12forums.com/smf/index.php?topic=151006.0)HeheheahahahaAHAHAHAHHAHAHA!
Go on in there if you're interested in some European-timezoned madness..
(You know, evaluating what kind of acid it is for its ion exchange OH MY GOD -SNIP-)(http://s2.quickmeme.com/img/dc/dc5c14123a7aef1cd122835cdb12e21a2cf8dd395108de520c2ecd111ee4cd6b.jpg)
3sorry5meThem's fightin' words
I am going to forgo my "stay away" mostly because for once... this thread is staying on topic and not delving into card games all of a sudden.'Table Top' is a very broad wassit. I figure it's mostly wargames, card games and pen & paper RPG's.
(You know, evaluating what kind of acid it is for its ion exchange OH MY GOD -SNIP-)(http://s2.quickmeme.com/img/dc/dc5c14123a7aef1cd122835cdb12e21a2cf8dd395108de520c2ecd111ee4cd6b.jpg)
I mean I'd say something about the problems with the mixture of generalizing and being patronizing, but... You people never seem to learn anyway.
Sick burns aside, you are a 'pen and paper type' as well. No matter how nerdy it gets, there will be pen and paper types who are just as nerdy as you. Dis Amerikah!3sorry5meThem's fightin' wordsI am going to forgo my "stay away" mostly because for once... this thread is staying on topic and not delving into card games all of a sudden.'Table Top' is a very broad wassit. I figure it's mostly wargames, card games and pen & paper RPG's.
Someone also did some stuff on Settlers of Catan or Mansions of Madness or one of the bloody munchkin games here I dunno.
I fail to see why I need to apologize for your failures. ;)If you're failing to relate your smart words to dumb people, you don't deserve them.
"You can only take so many punches to the face before your face caves in dude" is not.
Plus I mean the typical face is made of much sturdier stuff than the typical fist.Eh, your face is probably a pretty bad example of that, since it has tons of things (eyes, nose, ears) that are weaker than a fist is (though it also has tons of things that are sturdier).
I find hitpoints a much more bullshit abstraction than the properties of the acid used. To use your example: after that first punch, you might get a blue eye, limiting your vision, affecting your combat capabilities. Far as I know, hitpoints don't model that.I always kinda like the way wh40k handled hitpoints where it's more of a measure of 'yea you are badly hurt in that area but nothing serious. ala bruising' then after the HP is gone you start taking critical hits like loosing eye's/fingers/breaking bones/ect.
Hitpoints break much more laws of reality than the way acid works.
I find hitpoints a much more bullshit abstraction than the properties of the acid used. To use your example: after that first punch, you might get a blue eye, limiting your vision, affecting your combat capabilities. Far as I know, hitpoints don't model that.I always kinda like the way wh40k handled hitpoints where it's more of a measure of 'yea you are badly hurt in that area but nothing serious. ala bruising' then after the HP is gone you start taking critical hits like loosing eye's/fingers/breaking bones/ect.
Hitpoints break much more laws of reality than the way acid works.
That said, trying to get too realistic is kinda pointless. I'd be impressed if a system simulated things to a dwarf fortress level... but I don't think I'd play it.Such a thing exists. (http://www.bay12forums.com/smf/index.php?topic=142957)
Why even use hit points at this rate? Just convert all weapons into save-or-wound/die. After all, armour is abstracted in that way, so why not do the same with weapons?Because turning big numbers into small numbers is fun.
Why even use hit points at this rate? Just convert all weapons into save-or-wound/die. After all, armour is abstracted in that way, so why not do the same with weapons?
I've thought that a way to play with the abstractions of HP would be to not make it a direct measure of health, but survivability instead - a concept a'la Luck - depleted Luck means not that you have such-and-such number of wounds, but that, depending on the weapons in question, Something Lethal Happens - if it's a firefight, you get a headshot, or if it's a swordfight, you didn't manage to evade that one last strike, but if you were bleeding, for example, you bleed out.Why even use hit points at this rate? Just convert all weapons into save-or-wound/die. After all, armour is abstracted in that way, so why not do the same with weapons?
Welcome to the issue with Mutants and Masterminds
Where every fight ends with an anti-climax because even bosses are generally defeated within a few turns.
But rather just watch any movie. How many of them end in like 1 or 2 moves?
Congrats, you made an Ogre shonen protagonist. :PWHO'S SHONEN NOW!!?
Iron Heroes (http://en.wikipedia.org/wiki/Iron_Heroes)
It was written by Mike Mearls
Just curious: how do some people come up with their character's back-stories?One half character concept and one half asking yourself questions about the various things you've established already. Let's say you have a wizard. Why did he become a wizard? Why [something in the answer] is a thing? Change lines of thought - where he could be from? What was it like there? Eventually it sorta congeals into something coherent.
My DM wants us to come up with stories for our characters, but I can't quite figure out how my character could have gotten to where he his.
Just curious: how do some people come up with their character's back-stories?Here's my process:
My DM wants us to come up with stories for our characters, but I can't quite figure out how my character could have gotten to where he his.
My brother's barbarian got raped to death by a friend's spirit whale.Only in a pen and paper tabletop rpg, ladies and gents. Quality gameplay! Fun for the whole family!
It was messy.
watFATAL
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Just curious: how do some people come up with their character's back-stories?Here's my process:
I think I got my character figured out, but it's a bit difficult to validate the prestige class I want to take.That... sounds like a shoehorn either way you try to tackle that. I mean - outside of game mechanics, what in-character reason this character could possibly have in joining that particular organization? If the skills aren't fluffwise bound to active membership, you might make him a rogue member of whatever that is, whose ambitions made him leave or betray or whatevs the main, with proper consequences.
Not as bad as the cleric/rogue though. Prestige classing into a class that requires that the members' true identities are never known. Even more difficult is the fact that you aren't even supposed to be able to tell one member apart from another, yet he wants to make a name for himself. Hell, this class isn't even supposed to leave their home country without good reason, yet he has never even once set foot within its borders.
Plus his backstory is logically impossible to have occurred.
Baron Von Father sounds like the name of a villain-that's-a-parent-figure-symbol in a kids movie.
The requirements to enter don't actually mention anything about meeting with the organization or anything, oddly. It doesn't even require that a member be present when you complete the action that is required. the action in question being to execute a sentenced criminal, and explicitly states that it does not matter if the executed was innocent or guilty.
They're called Gray Gardeners. (http://archivesofnethys.com/PrestigeClassesDisplay.aspx?ItemName=Gray%20Gardener) Or Gray Wardens, if you want to avoid copyright issues, which some fan-sites do.
It blends a bit of both inquisitor and rogue, and he's taking it for min-max/optimization reasons. Hopefully no cheating reasons. Hasn't mentioned a very good in-character reason beyond stating the fact that the character likes anonymity. Despite trying to make a name for himself. Examples include continuing to try to steal some very renowned boats, and he insisted we take a fortress-island through force. He even initiated the attack. He's supposed to deflect attention from himself, not draw it.
I don't think problem player will be able to come up with a sensible story. I know my story, at least, but I don't know how good it is.
A dhampir oracle, despised for his heritage, finds refuge with the only ones who would accept him: an undeath worshipping cult called the Whispering Way. Hoping to learn more about his curse and the mysteries of Juju, he heads off to explore the Mwangi Expanse, where practitioners of the magic are said to reside. Along the way he ends up forced to work on a pirate ship, where the adventure starts.
The problem player's story is a bit shit. He's a kasatha, which are desert - dwelling race of aliens that have no idea how they got to the planet and want to go home. The PP is the son of the matriarch, and was poised to become the first male leader of the kasatha. Before that could happen, he was exiled and is now hunted by his people because he accidentally discovered a way back to their planet.
A bit like saying that you were to become king of the drow until you accidentally discovered a way to blot out the sun. Or that you were to become the next God-Emprah' of Mankind until you accidentally discovered a way to kill the gods of Chaos.
Disdain as you like, but be fair about it; there's not much aimless about the Republicans. The Republican party been a bastion of business more or less since its inception, courtesy of the Whiggish side of its ancestry, which was absolutely cemented not with Reagan, but with McKinley; the only difference was if it was big business or small business. If anything, apart from its flirtation with abolitionism by way of the Free Soilers side, its marriage to social conservatism is the more recent phenomenon.I don't think problem player will be able to come up with a sensible story. I know my story, at least, but I don't know how good it is.
A dhampir oracle, despised for his heritage, finds refuge with the only ones who would accept him: an undeath worshipping cult called the Whispering Way. Hoping to learn more about his curse and the mysteries of Juju, he heads off to explore the Mwangi Expanse, where practitioners of the magic are said to reside. Along the way he ends up forced to work on a pirate ship, where the adventure starts.
The problem player's story is a bit shit. He's a kasatha, which are desert - dwelling race of aliens that have no idea how they got to the planet and want to go home. The PP is the son of the matriarch, and was poised to become the first male leader of the kasatha. Before that could happen, he was exiled and is now hunted by his people because he accidentally discovered a way back to their planet.
A bit like saying that you were to become king of the drow until you accidentally discovered a way to blot out the sun. Or that you were to become the next God-Emprah' of Mankind until you accidentally discovered a way to kill the gods of Chaos.
Well it's like a "war is peace" type thing, like how the leaders in 1984 had no real intention of winning their war because as long as it continued they could use fear-mongering and jingoism as tools of manipulation. Or like the Republican party, once they successfully got slavery banned they didin't really have a purpose anymore and so they've spent the last century and a half or so just aimlessly hanging around causing trouble.
I don't think I ever saw the ad, never owned a copy of dragon until DnD insider, but are you talking about Iron Heroes (http://en.wikipedia.org/wiki/Iron_Heroes)?Oh yeah, that's the one! I know nothing about it apart from what I read in the ad, but it seemed cool. Thanks! :)
Seriously in dnd necromancers are REALLY not scary.Pfff. Real scary necros use allips.
Since ordinary zombies and skeletons are mostly pale imitations of their living counterpart.
Seriously in dnd necromancers are REALLY not scary.Pfff. Real scary necros use allips.
Since ordinary zombies and skeletons are mostly pale imitations of their living counterpart.
It's WIS drain, but the effect is kinda the same 8)Seriously in dnd necromancers are REALLY not scary.Pfff. Real scary necros use allips.
Since ordinary zombies and skeletons are mostly pale imitations of their living counterpart.
Oh man. Fuck allips. that entrancing babble and CHA drain is killer.
aside from un-errata'd juju oracles
True but a Necromancer who can pull off undead like that usually isn't one "playing by the rules"
Pretty much any intimidating Necromancer usually is using DM powers :P or has some sort of artifact or device.
Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment.
I personally think that any undead with an intelligence above an animal's should be able to pick its own alignment like any other fully sapient creature
The True Necromancer class could also be dangerous, if not for its necromantic powers than for the fact that it's basically a Mystic Theurge with additional powers just tacked on on top; same caveat though.I would strongly recommend against this, unless by "dangerous" you meant "is playing on Hard mode". You wind up 5 caster levels behind as a result, because not only do you lose levels from multiclassing to qualify, the PrC drops a level from each progression as well. So you're 2 to 3 spell levels behind at any given time, and the versatility generally isn't worthwhile unless you plan to engage in some obnoxious cheese to get level 9s and a high CL anyway. To put it in perspective, a Fighter who takes Leadership, and whose cohort takes Leadership, has more powerful spellcasting options than you do. I mean, Leadership is a terrible feat for any DM to allow, but still.
Now give your cohort leadership
He once read a farcical min-max guide on wizards that jokingly claimed that by playing a wizard, you are a god, and that you should act like it in-game and out. I don't think he realized it wasn't meant to be serious.That sounds like Treantmonk. I don't think they ever said to act like a god, but that you have the power of one as a wizard.
- and they will feel like "they" won. That's the point - you're God after all, let the mortals have their victory.
Maybe have a dungeon where magic is sapped, and any use of it directly powers up the enemy. Or maybe an area where magic dun work period.Well, that seems a bit much, especially if there are other magic users around.
I mean, ideally, any encounter should only be completable with the help of the entire party, but I imagine that he's pushing to the other side of the spectrum, where he can solo things.
Maybe have a dungeon where magic is sapped, and any use of it directly powers up the enemy. Or maybe an area where magic dun work period.Well, that seems a bit much, especially if there are other magic users around.
Does that wizard dude have any weak points?
Perhaps one of those 'face your greatest weakness wooooooo'Maybe have a dungeon where magic is sapped, and any use of it directly powers up the enemy. Or maybe an area where magic dun work period.Well, that seems a bit much, especially if there are other magic users around.
Does that wizard dude have any weak points?
If nothing else, it forces them not to just go 'apply magicks until solved' at problems. Maybe give 'em a puzzle or something, a difficult maze, whatever.
Does that wizard dude have any weak points?If nothing else, another wizard with a better Initiative check. But it doesn't sound like he actually knows what he's doing, and therefore cheats, if I'm remembering correctly. So, most likely there's plenty to exploit there. You could probably get him with a Slinger whose stones have Silence cast on them; most spells have vocal components and he doesn't strike me as the type to have bothered to prepare a Silent Dimension Door.
Of course, he could have Silent Cast, or whatever that feat's called.
Antimagic field, sor/wiz 6, cleric 8, magic 6, protection 6
No more mage-fuckery.
He once read a farcical min-max guide on wizards that jokingly claimed that by playing a wizard, you are a god, and that you should act like it in-game and out. I don't think he realized it wasn't meant to be serious.You mean, wizards aren't gods? *shock*
Well, he is playing Pathfinder. Wizards suck slightly more in PF from what I've heard.He once read a farcical min-max guide on wizards that jokingly claimed that by playing a wizard, you are a god, and that you should act like it in-game and out. I don't think he realized it wasn't meant to be serious.You mean, wizards aren't gods? *shock*
Antimagic field, sor/wiz 6, cleric 8, magic 6, protection 6I see you aren't familiar with typical wizarding headgear - you make a cone out of Adamantine tall enough to contain you and make contact with the ground, and cast Shrink Item on it, selecting the clothlike option. You wear this as a hat. As soon as you enter a surprise AMF, Shrink Item is suppressed, the cone expands to full size and drops down. It blocks line of effect, allowing the wizard within to teleport out. This is why wizard hats are pointy.
No more mage-fuckery.
Well, he is playing Pathfinder. Wizards suck slightly less in PF from what I've heard.He once read a farcical min-max guide on wizards that jokingly claimed that by playing a wizard, you are a god, and that you should act like it in-game and out. I don't think he realized it wasn't meant to be serious.You mean, wizards aren't gods? *shock*
...That reminds me that I've never actually played Pathfinder. I want to try it someday.
Antimagic field, sor/wiz 6, cleric 8, magic 6, protection 6I see you aren't familiar with typical wizarding headgear - you make a cone out of Adamantine tall enough to contain you and make contact with the ground, and cast Shrink Item on it, selecting the clothlike option. You wear this as a hat. As soon as you enter a surprise AMF, Shrink Item is suppressed, the cone expands to full size and drops down. It blocks line of effect, allowing the wizard within to teleport out. This is why wizard hats are pointy.
No more mage-fuckery.
Plus, AMF is the first thing people think of when they think of ways to fuck a wizard over, and that means it's the first thing the wizard figures out how to thwart (perhaps by learning Invoke Magic, a spell in Lords of Madness that can be cast as a swift action inside an AMF to allow the wizard to cast another spell that turn within the AMF). Silence tends to work better, because Silent Spell carries a hefty drawback (counts as a level higher) and nobody expects it to be relevant.
And I see you are unfamiliar with the DM principle, of 'NO'.Oh, heavens, no, I love that one, but if we're going that route than I think we can all agree that AMF is an entirely superfluous step. Generally, when you have problem wizards in the first place, Rule 0 is not terribly well-applied.
Well yes, I can certainly agree with that, but the tools have been provided to allow you to control players that have gone over the wall, so be prepared to use them. I guess that is what I was actually trying to say with the spell quote.Ah, yes, well that's certainly fair enough.
And yes Neo, I know that, and it is one of the silliest attempts to meta I've ever heard.
Well yes, I can certainly agree with that, but the tools have been provided to allow you to control players that have gone over the wall, so be prepared to use them. I guess that is what I was actually trying to say with the spell quote.Ah, yes, well that's certainly fair enough.
And yes Neo, I know that, and it is one of the silliest attempts to meta I've ever heard.
The bell does work, however. AMF's area of effect is a spread; it doesn't penetrate barriers. And you don't have to use Adamantine (that's mostly an element of class; a more practical Wizard will just cast Wall of Iron and Fabricate it into the appropriate shape), but you do have to deal with the fact that the ground is not perfectly flat; this will require some mechanical skill to create a cone whose base is loaded on some sort of retractable bearings that allow it to adjust to the particular surface on which it lands to whatever tolerance blocking Line of Effect requires.
It's just really stupid. Sort of like trying to set up an instantaneous package delivery service by setting up a line of Commoners with readied actions to hand the package to the next person in line, it technically works by the rules, but it shouldn't and fuck you for trying.
So no consulting the Necrotelicomnicon?Mention of Mrs Cake is also banned.
The bell does work, however. AMF's area of effect is a spread; it doesn't penetrate barriers
Emanation, not spread. As for the meta, that kind of silliness would definitely be blocked at my table (especially a feat/spell that could mysteriously negate the basic function of an AMF, likewise I don't allow most supplements, they're terrible), and repeating it would get you booted from my group.Rats, my memory was off. Still, that's a bit worse for the AMF, though, since it also means it doesn't go around corners (fiddling with the base of the cone is thus probably unnecessary as long as you wear sufficiently tall shoes).
The biggest problem with using AMF against wizards is that it's a spell, meaning that non-magic characters actually cannot use it, barring magical scrolls/items. Also, as it is a spell, nothing prevents the wizard from casting it first and using some metamagic to exclude himself from the area-of-effect...I wouldn't say that's the biggest problem, but it certainly is one. :P
Nobody mentioned how much an adamantium hat would weigh.Very little, actually. 1/4096th of its normal weight, assuming the clothlike composition doesn't change its weight at all. Assuming it weighs 10 pounds, and Adamantine is as dense as gold for some reason, you wind up with about 33 cubic feet of metal to work with. So you can get a cone of metal that's 7 feet tall with a 5 foot diameter base and is 6 inches thick and still have some room to work. Of course the shrunken cone is less than 6 inches tall, so to achieve proper wizard fashion you might have to sew it onto the tip of a mundane hat.
Nobody mentioned how much an adamantium hat would weigh.
Just curious: how do some people come up with their character's back-stories?I just copy characters that I've had in succession games.
My DM wants us to come up with stories for our characters, but I can't quite figure out how my character could have gotten to where he his.
Thinking to start a Call of Cthulhu game.Call of Cthulhu game on the forums? I'd be up for trying that.
But... when you get a mental disease, it's on a card stuck to your forehead like in celebrities.
There are no bonus points for guessing it. Only more clarity on your hopelessness.
But... when you get a mental disease, it's on a card stuck to your forehead like in celebrities.
Double post. Does it matter if I mix DnD versions? I'm finding cheap rulebooks and stuff that may be either 3e or 4e. If it's not worth it I won't waste money. Opinions?I mean I usually mix and match stuff, but sometimes I do need to plan things ahead if things like spells and magic items start to conflict with each other and the rules. Other times though I can improv and it (usually) turns out OK.
Double post. Does it matter if I mix DnD versions? I'm finding cheap rulebooks and stuff that may be either 3e or 4e. If it's not worth it I won't waste money. Opinions?
But I've probably never looked at a first edition monster manual and felt so unequipped to run a game. THEN AGAIN the monster manual might as well be the adventure path monster manual.Couldn't you use monsters from 3.5 or 4? The monster manual is just basically stat sheets for monsters, right, I wouldn't think there'd be any huge differences between editions for monster stats.
But I've probably never looked at a first edition monster manual and felt so unequipped to run a game. THEN AGAIN the monster manual might as well be the adventure path monster manual.Couldn't you use monsters from 3.5 or 4? The monster manual is just basically stat sheets for monsters, right, I wouldn't think there'd be any huge differences between editions for monster stats.
Double post. Does it matter if I mix DnD versions? I'm finding cheap rulebooks and stuff that may be either 3e or 4e. If it's not worth it I won't waste money. Opinions?Even if the rules don't match up, older rulebooks can be useful because they often contain setting information and cool ideas that didn't make the transfer to newer editions. I don't know 4e faired as far as setting information since I only own a couple of books and only skimmed through a few others, but the books I own tend to be filled with a lot more rules than flavor (though I don't have any setting-specific books).
So I've really gotten into deckbuilders. Are there any really good deck builders I should keep an eye on? I would enjoy something for 2+ players with a fantasy theme but I'm up for anything. Just figured this'd be an okay place to ask.I wish I could help but I never really understood what anyone means when they say a Deck Building game rather than just a card game. I think Magic the Gathering counts?
I would enjoy something for 2+ players with a fantasy theme but I'm up for anything.
I wish I could help but I never really understood what anyone means when they say a Deck Building game rather than just a card game. I think Magic the Gathering counts?
I don't get to pimp Thunderstone Advance often, so that's what I'm going to do.
The base is pretty much Dominion - buy new cards using currency based on which cards you drew this turn. There are a few big differences, however.
- No useless estates
I don't get to pimp Thunderstone Advance often, so that's what I'm going to do.
The base is pretty much Dominion - buy new cards using currency based on which cards you drew this turn. There are a few big differences, however.
- No useless estates
That sounds a bit like missing the point of estates. Or does TA have useless VP cards in as well in some other form? Either way, I don't want to rain on Thunderstone. It's a game I'd like to try if given the chance.
How similar is Dominion to Ascension? I own Ascension: Rise of Vigil and the expansion and it's really fun. I've got another deckbuilding game coming in the mail from Kickstarter (I hope). I like the genre and would definitely be interested in exploring it some more.
I am sick to death of my warhammer group and their hypercompetitive bullcrap.
I don't know if I've just played too much with people who are more towards the fluff end, but for some reason I just get incredibly irritated whenever I play with these people. They pull the cheesiest, cashiest forgeworld crap out of their asses for these fights, and I don't even want to turn up with my list because I can't compete.
While this isn't an issue at the moment, the last time we tried similar characters he had stopped to create a new character, because we were more or less the same. I don't want to take the fun away from another person again.
How's the player base in your area, any chance of finding/forming a group that concentrates on the cool/fluff factor over competitiveness?Afaik there's a lot who play it in my city. But the only places I'm going to find them are instore, and if they're instore then they're very likely the competitiveness-type people.
I would say usually it's a 'no'. But if you two really get along and it's high-RP, you could probably sell it if your personalities are different enough.
But personally I like to leave no niche unfilled. Intperson, Wisperson, Chrperson, Strperson, Dexperson. That way all of your thematic angles are covered, and the GM can't throw 'It's a heavy thing' at your party of wizards.
No idea how large your group is though.
Surely wizards would have magic to pick up heavy things. I thought DnD wizards were gods. :PWhile this isn't an issue at the moment, the last time we tried similar characters he had stopped to create a new character, because we were more or less the same. I don't want to take the fun away from another person again.
I would say usually it's a 'no'. But if you two really get along and it's high-RP, you could probably sell it if your personalities are different enough.
But personally I like to leave no niche unfilled. Intperson, Wisperson, Chrperson, Strperson, Dexperson. That way all of your thematic angles are covered, and the GM can't throw 'It's a heavy thing' at your party of wizards.
No idea how large your group is though.
Surely wizards would have magic to pick up heavy things. I thought DnD wizards were gods. :PWhile this isn't an issue at the moment, the last time we tried similar characters he had stopped to create a new character, because we were more or less the same. I don't want to take the fun away from another person again.
I would say usually it's a 'no'. But if you two really get along and it's high-RP, you could probably sell it if your personalities are different enough.
But personally I like to leave no niche unfilled. Intperson, Wisperson, Chrperson, Strperson, Dexperson. That way all of your thematic angles are covered, and the GM can't throw 'It's a heavy thing' at your party of wizards.
No idea how large your group is though.
New guy joined my weekly D&D group. I really shouldn't have been drinking so much last session, because right now we've just slaughtered four prison guards in the middle of an underground dwarven city in our rather ill-thought attempt to spring his NPC friend from the labor mines, and there's a legion of dwarven centurions right behind us. Thank god my wizard has Fly, Invisibility and Gaseous Form spells prepared as a "screw-you-guys-I'm-going-home" escape plan in case things go badly.Sounds like some dwarfy escapades.
That's why tabletop Warhammer isn't for me. I don't have the money or the patience to be an RPG nerd and an arts & crafts nerd
QuoteIf you are talking about 3.5, "The Tenants of the Blackguard" is not something that actually exists. Blackguards don't have any sort of code equivalent to the paladin one. The closest to that they have is the simple requirement to be evil to take class levels
If a blackguard does an action that is good... They fall.
They better hope they don't have friends, allies, loved ones, or anything of the sort.
Not doing evil is TOUGH but do-able. Not doing good is basically nonsense.
In DnD, the DM just made the majority of the world boring by making a knock-off deck of many things, called the deck of mini things. Basically the same thing, but with less drastic results.
One of the cards was "Destroy a kingdom", this wiped out the entirety of the kingdom's existence, even history. We wiped out hell itself, which was attacking earth.
Another was "Claim a kingdom", the guy that got this took over the pirate kingdom, which was the second faction that our group was fighting against. After that, we couldn't find anything to do.
We ended up pulling more cards, getting rich, going blind, going mute, getting raped and knocked up (even though almost all of us were male), and pooping our pants. Hurray for the deck of mini things, savior of the planet.
That sounds cool
getting raped and knocked up (even though almost all of us were male), and pooping our pantsThis doesn't sound very cool to me.
In DnD, the DM just made the majority of the world boring by making a knock-off deck of many things, called the deck of mini things. Basically the same thing, but with less drastic results.
One of the cards was "Destroy a kingdom", this wiped out the entirety of the kingdom's existence, even history. We wiped out hell itself, which was attacking earth.
Another was "Claim a kingdom", the guy that got this took over the pirate kingdom, which was the second faction that our group was fighting against. After that, we couldn't find anything to do.
We ended up pulling more cards, getting rich, going blind, going mute, getting raped and knocked up (even though almost all of us were male), and pooping our pants. Hurray for the deck of mini things, savior of the planet.
Hey does anyone know any board games where you can design your own spaceship and battle with them?I don't know of any proper examples, so, please, if someone else does, speak up, but Brik Wars (http://brikwars.com/) might qualify. It's more technically considered a wargame, and not specifically about spaceship combat, though you can stat up anything with the system. You might have to adjust the scale, though, if you don't want to have to use mini-figure scale spaceships (smaller-scale models would probably be a good thing to have even if you do use minifig-scale ships just for the sake of proper combat distances).
Yes, but it is also almost never seen, and most players don't want to try their luck against the world-ending nightmares it can conjure forth.
Hey does anyone know any board games where you can design your own spaceship and battle with them?
God I love galaxy trucker. The mad dash to building something resembling a space-worthy vessel, then having all your crew eaten on the first challenge thing due to poor quarters placement. Good times.Hey does anyone know any board games where you can design your own spaceship and battle with them?
Eclipse (https://boardgamegeek.com/boardgame/72125/eclipse) is heavily inspired by Master of Orion and has similar ship building/customization available.
And then there's Galaxy Trucker (https://boardgamegeek.com/boardgame/31481/galaxy-trucker), but you don't really design a ship so much as you just slam it haphazardly together. It's also not really a PVP thing, you all just ride your ships and see who weathers the dangers of the galaxy best.
QuoteIf you are talking about 3.5, "The Tenants of the Blackguard" is not something that actually exists. Blackguards don't have any sort of code equivalent to the paladin one. The closest to that they have is the simple requirement to be evil to take class levels
If a blackguard does an action that is good... They fall.
They better hope they don't have friends, allies, loved ones, or anything of the sort.
Not doing evil is TOUGH but do-able. Not doing good is basically nonsense.
Isn't that just Randian Objectivism?
Our group had much hijinks with the "Take A Chance" dice. They eventually gave the world a moon (secretly growing the power of devil worshipers, as it turned out). Mainly they just spawned terrible creatures though, which lead to the destruction of many taverns. One of my best characters had a waterskin which rolled a random liquid each time it was drunk from, often forcing reflex saves. Whenever we got bored we'd take a drink/roll the dice.In DnD, the DM just made the majority of the world boring by making a knock-off deck of many things, called the deck of mini things. Basically the same thing, but with less drastic results.
One of the cards was "Destroy a kingdom", this wiped out the entirety of the kingdom's existence, even history. We wiped out hell itself, which was attacking earth.
Another was "Claim a kingdom", the guy that got this took over the pirate kingdom, which was the second faction that our group was fighting against. After that, we couldn't find anything to do.
We ended up pulling more cards, getting rich, going blind, going mute, getting raped and knocked up (even though almost all of us were male), and pooping our pants. Hurray for the deck of mini things, savior of the planet.
That sounds cool.
Could you post the effect table?
EDIT:
Also, your DM might be interested in looking up online copies of the (formerly) (semi-)famous homebrew items "Zagyg's Deck of Not So Many Things" and the "Ultimate Bag of Beans"
So, if a deck of mini things was enough to make your world boring, is the deck of many things just insanely overpowered or what?
Yes, but it is also almost never seen, and most players don't want to try their luck against the world-ending nightmares it can conjure forth.
Hey does anyone know any board games where you can design your own spaceship and battle with them?Traveler is a sci-fi DnD style game with the most recent iteration of it by Mongoose Publishing having pretty indepth and intense ship design/combat
So, if a deck of mini things was enough to make your world boring, is the deck of many things just insanely overpowered or what?Yes, but it is also almost never seen, and most players don't want to try their luck against the world-ending nightmares it can conjure forth.
Reading here: https://en.wikipedia.org/wiki/Deck_of_many_things there doesn't seem to be any kind of world-altering events of that magnitude. Every card seems to do something to the person drawing it, probably outside the rules or equivalent in power to a Wish, but the largest scale thing I've seen there is "gains a small castle".
In DnD, the DM just made the majority of the world boring by making a knock-off deck of many things, called the deck of mini things. Basically the same thing, but with less drastic results.
One of the cards was "Destroy a kingdom", this wiped out the entirety of the kingdom's existence, even history. We wiped out hell itself, which was attacking earth.
Another was "Claim a kingdom", the guy that got this took over the pirate kingdom, which was the second faction that our group was fighting against. After that, we couldn't find anything to do.
We ended up pulling more cards, getting rich, going blind, going mute, getting raped and knocked up (even though almost all of us were male), and pooping our pants. Hurray for the deck of mini things, savior of the planet.
God I love galaxy trucker. The mad dash to building something resembling a space-worthy vessel, then having all your crew eaten on the first challenge thing due to poor quarters placement. Good times.
Well, if you're going for roleplaying games, then Stars Without Number (http://www.drivethrurpg.com/product/86467/Stars-Without-Number-Free-Edition) is an even more D&D-like version of Traveller (specifically Basic D&D (https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set)). From what I know of Traveller, the rules are a bit less in-depth (there's only one type of drive, the spike drive, which goes from levels 1-6, and instead of powerplants, power is determined by the hull type), but there's certainly an element of ship-building there. And the PDF is free, so you can check out and use the whole base game without having to pay anything.Hey does anyone know any board games where you can design your own spaceship and battle with them?Traveler is a sci-fi DnD style game with the most recent iteration of it by Mongoose Publishing having pretty indepth and intense ship design/combat
http://www.mongoosepublishing.com/rpgs/traveller/core-rulebooks-accessories/traveller-core-rulebook-722.html (http://www.mongoosepublishing.com/rpgs/traveller/core-rulebooks-accessories/traveller-core-rulebook-722.html)
Warhammer 40k rpg Rogue Trader also has some ship design/space combat in it.
Anyway, the reason I came here was to share a cool set of hex map templates (https://www.reddit.com/r/DnDBehindTheScreen/comments/2z1q4x/hex_map_templates_based_on_5e_dmg_with/) made to work with the guidelines of the Province, Kingdom, Continent maps mentioned in the 5e DMG. It's not the exact size specified the DMG, (this set (http://blogofholding.com/?p=6751) is the right size, although it doesn't have any sort of numbering on the hexes for reference) but it's the right scale and should work just as well for the purposes. You may or may not want to increase the amount of stuff you put on there, but, then, that's also true of the official setup (http://blogofholding.com/?p=6741).
Since I'm sharing Blog of Holding stuff, I figure I might as well also mention this nice random encounter chart template (http://blogofholding.com/?p=6808) he made that encourages you to use random encounters that are more than just monsters.
Also, since I'm sharing hex map stuff, I figure I should share this thing that can make numbered hexes in any size you want, outputting it as SVG (Scalable Vector Graphics) format. That same site also has a GIMP script (http://axiscity.hexamon.net/users/isomage/gimp/hexgimp/) that will let you make pretty TSR-style hex maps in GIMP, and a random generator (http://axiscity.hexamon.net/users/isomage/wildgen/) that will output such a thing randomly. At it also has other things that aren't really related to hex mapping.
Moving on, we have Welsh Piper's hex templates (http://www.welshpiper.com/hex-templates/) which aren't made for the 5e DMG scales (especially since it came out several years before 5e), but it's a set of numbered hex templates, so it's within the theme here. And, anyway, he has a nice guide for making hex map terrain and such. (Part 1 (http://www.welshpiper.com/hex-based-campaign-design-part-1/) and Part 2 (http://www.welshpiper.com/hex-based-campaign-design-part-2/))
Its major weakness is that for the most part that d10 is all it is going to get unless the class gets something that allows them to apply more damage to it.This, pretty much. The only build that improves it beyond 1d10 direct damage is going to have much better options for blasting. If you're in it for optimizing and want a cheap ranged attack UXLZ already underlined the typical method.
Whereas anyone who uses a dex score can turn that crossbow into a damage machine.
The Wizard doesn't need to go up to the enemy as is, he can spam 1d10 attacks from 120 feet away. That's part of what I'm complaining about.
It still comes down to the fighter's main trick is damage and the fighter requires magical gear to do better than a wizard's cantrip.
1d8+dex (average 8 ) damage at 150 feet for 0.025 a gold... with the option to snipe someone from 600 feet away at a disadvantage.
And the Javalin's beef is that you can use it as a melee weapon as well.
Versus 1d10 (average 6) at 120 feet
It still comes down to the fighter's main trick is damage and the fighter requires magical gear to do better than a wizard's cantrip.
It really doesn't... Magic Gear just knocks the ball out of the park... Fighters out perform wizard cantrips pretty much immediately when it comes to cantrip power.
The nerf to 1d6 would be a hilariously bad nerf for the Wizard and would actually make the Evocation build useless (as you would make Evocation go from good to terrible).
The fighter's damage is 1d8+3 at first level versus a wizards 1d10... an average of 8 versus 6... and that is before applying the fighter's specialties that can add damage or give him a better chance to strike.
The thing is that wizards have other spells too. Fighters can't really compare to the raw damage output of spells like burning hands at low levels
Wizards are already in more than enough relative danger being a squishy wizard. If you want to cancel out a firebolt mechanic's range than just use close quarters dungeons and encounters. That or bring up the fact that firebolts light nearby material on fire as part of the ruleset. That way the wizard might be a bit more nervous after his clothes caught fire on a bad miss or two.
I was referring to what scriver as said, for your game all my characters are gonna develop claustrophobia at this rate ha!
We could also fight druids, rangers, or anyone else who can influence animals with magical ability. Turn his horse against us works as well. That and brace weapons also kinda counters me.
Alternatively larger pit traps work too.
To be honest, the most interesting things are the subclasses and the subraces. Other than that, sounds kinda boring. To me, not worth the $40 they want to charge for it.
- Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast.
- New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Players Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms.
- Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. Youll also get updated maps of this area of the Realms.
- Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.
- Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space.
The only thing more optimized than having Con as a caster stat would probably be Dex. At least at early levels. Thankfully, I don't know of any Dex based casters.Sounds interesting conceptually, though.
Yes! There are eye lazorz!I'm still uncertain how I had forced what should have been a high-born noble traverser of the Warp to become a quiet, brooding warrior tracker with a penchant for hunting rare creatures.
Dumbo, I saw you in the chat. If you name your character Mordeci then you've pretty much made the same character I made for Glowcat's old game.
From the DND thread:The only thing more optimized than having Con as a caster stat would probably be Dex. At least at early levels. Thankfully, I don't know of any Dex based casters.Sounds interesting conceptually, though.
*nostalgia mode activate*
Like Firetop Mountain, the turn-based PHP or email game where each player-wizard would submit a gesture for each hand each round. An example spell was
F S S D D
Wriggle-finger snap snap pointing-digit pointing-digit
Casts a fireball at a target! Takes 5 turns, but does 5 damage and instakills a targeted ice elemental. Woe betide you if there's an active ice storm, though!
Plus the formula for magic missile is S D (snap pointing-digit) which totally procs in turn 4 for 1 damage (thwarted by shields or counterspells, but useful for taking out summoned creatures). Yep, gestures can work for multiple spells, only limit is you can only *complete* one spell per hand per turn.
There's also the c (clap) which requires both hands. Good luck weaving that into your strategy! Also, if you ever used the P (proffered palm) with both hands at once... even by accident... you officially surrendered and were ejected from the match. Which was often a good idea, as dying had a hefty penalty (might have even been permadeath for your ranking). A truly unique game, I'm amazed that the main site is still up and seems unchanged: http://www.gamerz.net/~fm/Main/
I also love the > gesture. It's a dagger. You shank the other wizard for 1pt of damage. Weak but wonderful, and you can keep casting with the other hand.
Also, long shot and mostly off topic, but there was an old movie I saw long ago. I think it was black and white. Most wizards had to cast by speaking and waving their hands. The more advanced wizards could cast through gestures alone. I think the movie was about a wizard who managed to cast without either... through sheer thought. Might have been a villain, not sure. Wondering whether anyone remembers what the movie was called.
Back in the strategy gamers corner of the tabletop, which is possibly just me.
Bought a bunch more imperial guard stuff, and finished my ministorum priest.
So yay!
On the other hand, the whole "Free rules for everyone!" is nice. I wonder how long it'll last, but at least they've stopped paying Ward Ł10 per codex to lick each pageNo.
Yeah.. that post gave me cancer, cured it and than gave me cancer again.I think the point of that post was that some people disagree with that new medieval Warhammer expansion.
I don't really even know.
I think the point of that post was that some people disagree with that new medieval Warhammer expansion.Not some people, but a lot of them. Also it's not expansion, they "ended" (like, in End Times) old Warhammer FB and replaced it with new one that is dumbed down, has rules that make your army better if you're acting like an idiot, added retarded names for everything (just because some of old ones couldn't be copyrighted) and is generally dash for money.
I think the point of that post was that some people disagree with that new medieval Warhammer expansion.Not some people, but a lot of them. Also it's not expansion, they "ended" (like, in End Times) old Warhammer FB and replaced it with new one that is dumbed down, has rules that make your army better if you're acting like an idiot, added retarded names for everything (just because some of old ones couldn't be copyrighted) and is generally dash for money.
EDIT: Oh, and it slaughtered previous lore and new one tends to lack any sense.
The louder you are, the more right you are. Duh.I think the point of that post was that some people disagree with that new medieval Warhammer expansion.Not some people, but a lot of them. Also it's not expansion, they "ended" (like, in End Times) old Warhammer FB and replaced it with new one that is dumbed down, has rules that make your army better if you're acting like an idiot, added retarded names for everything (just because some of old ones couldn't be copyrighted) and is generally dash for money.
EDIT: Oh, and it slaughtered previous lore and new one tends to lack any sense.
More like some people screaming very , very loudly.
The louder you are, the more right you are. Duh.I think the point of that post was that some people disagree with that new medieval Warhammer expansion.Not some people, but a lot of them. Also it's not expansion, they "ended" (like, in End Times) old Warhammer FB and replaced it with new one that is dumbed down, has rules that make your army better if you're acting like an idiot, added retarded names for everything (just because some of old ones couldn't be copyrighted) and is generally dash for money.
EDIT: Oh, and it slaughtered previous lore and new one tends to lack any sense.
More like some people screaming very , very loudly.
Though at the same time, I'm not going to argue there is some incredibly dumb things there are in the lore (though plenty of dumb things in the previous as well). Though some of it was intentional for the rules, But could have been communicated in a much better fashion that they were intended to be silly instead of baffling people with riding/talking horses.Well, don't get me wrong, the thing is that they replaced FB with something almost completly different (Muh grimdark peasants ;-; ) and dropped support (despite saying they wont) of Old World. It could be okay as a new, smaller spin-off FB, but it's horrible as a replacement (it literally stopped being Grimdark, which is core trait of Warhammer, and became Noblebright) and it was pulled off in a horrible manner. But hey, there were signs (as early as removal of Squats from 40k) that warned us that this may come one day. I fear that next thing they're going to make is to change 40k (put a finger to your enemy head and say BLAM loudly to pass leadership check!) significantly, and if they do... oh boy, there will be shitstorms.
I... what? How does that work then? What limits army size?
Though I'm hoping the actual books contain some decent rules..Because as is the rules are crap, who honestly thought removing all sense of balance by removing points!?
I... what? How does that work then? What limits army size?
Though I'm hoping the actual books contain some decent rules..Because as is the rules are crap, who honestly thought removing all sense of balance by removing points!?
The player's money?
Well...I think Wounds were what they used at Warhammer world? They basically want you to be fair to each other or something.Nothing enforces that except maybe for enemy player willingness to play with you.
I honestly don't mind the setting change from grimdark to something that allows for everyone to actually fight it a bit without it always being on the peak of utter destruction in five minutes. I didn't see anything saying they would support Old World at all though.The thing is that nothing was really on peak of utter destruction until End Times and stuff like that, everything was in balance before. And the game being grimdark was one of major selling points for some people at least, but apparently today people are bored with it and preffer Noblebright that makes you vomit.
The thing is that nothing was really on peak of utter destruction until End Times and stuff like that, everything was in balance before. And the game being grimdark was one of major selling points for some people at least, but apparently today people are bored with it and preffer Noblebright that makes you vomit.
I enjoyed the Grimdark myself, but I don't mind the newer point of the setting as well.If only people who enjoyed Grimdark FB weren't left on ice.
On an unrelated note, I was testing out character creation in a Monsterhearts homebrew (Yes, a homebrew of a homebrew). The focus of the homebrew is on being in a band, and so it includes a few things like that in the character creation. I may have made something odd, though.Depending on the level of virtuosity, either bluesy or jazzy. Bluegrass has been cross-pollinated with jazz and jazz musicians extensively study blues stylings; musicians' genre is mostly a theoretical background - whose ideas they've studied, how they analyze certain elements - so it's pretty much a matter of whose ideas are getting picked up on as the three genres are intertwined.
In the test I have a band that consists of a bluegrass fiddler, a jazz trumpeter, a blues singer, and a industrial keyboardist.
Any ideas what this would sound like? And would it rate above 'hipster nonsense'?
On an unrelated note, I was testing out character creation in a Monsterhearts homebrew (Yes, a homebrew of a homebrew). The focus of the homebrew is on being in a band, and so it includes a few things like that in the character creation. I may have made something odd, though.Depending on the level of virtuosity, either bluesy or jazzy. Bluegrass has been cross-pollinated with jazz and jazz musicians extensively study blues stylings; musicians' genre is mostly a theoretical background - whose ideas they've studied, how they analyze certain elements - so it's pretty much a matter of whose ideas are getting picked up on as the three genres are intertwined.
In the test I have a band that consists of a bluegrass fiddler, a jazz trumpeter, a blues singer, and a industrial keyboardist.
Any ideas what this would sound like? And would it rate above 'hipster nonsense'?
The keyboardist is the odd one out; depending on skill and force of personality he'd either switch genres to fit, contribute some outside-perspective ideas or make it sound like an industrial remix done on the go.
Gonna post my "awesome" theorycrafted list before I actually get into the game. X-wing Miniatures Game. Is it actually fun? And worthwhile blowing $100-200 on miniatures? They're not too bad as ornaments as it is, and it's cheaper than Warhammer anyway.....
Well Fiasco is probably the worst roleplaying experience I ever had... >_< in terms of a system.Next edition Warhammer 40k Dark Eldar will be proably like that.
It will be pretty hard to top it. Maybe they will invent a game where you have to whip the player you like the least.
Well Fiasco is probably the worst roleplaying experience I ever had... >_< in terms of a system.They already did, it's called eclipse phase.
It will be pretty hard to top it. Maybe they will invent a game where you have to whip the player you like the least.
Far as worth goes, who would you be playing with? It seems to be one of those games that people play for the tourney scene. Does your local store/whatever have well populated X-Wing nights?
Relatedly, if you're situated near a thriving X-Wing community, you could probably just pop in and try a demo game to see if it's actually fun.
Well Fiasco is probably the worst roleplaying experience I ever had... >_< in terms of a system.I haven't played Fiasco myself, but this sounds more like a problem with the people you were playing with than inherent flaws in the system. Though I haven't read the rules myself, so maybe there is something in there about how you have to unfairly criticize other players and take a long time on your turn just stroking your own ego. Though I really didn't get that impression from the TableTop episode they did of it.
It will be pretty hard to top it. Maybe they will invent a game where you have to whip the player you like the least.
Every single time it went to my turn it was nothing but non-stop criticism on every single thing I did. I just wanted to skip turns after a while and even just veto out of even being included in other character roleplays.
They didn't even let me skip, because they didn't see the rules on skipping turns.
Doesn't help that even if I did like it my turns were 1/10th shorter then everyone elses turns... So I'd sit through three hours until it got to me, then do my 10 minute turn and then wait another 3 hours. A sort of bitter sweet thing because on the one hand it will be three hours before my turn was back, and on the other hand I was sitting through endless amounts of non-involved roleplaying. Which wasn't aided by the fact that my character was delegated FAR to superfluous before the game even started.
Really? My 10 minute turns of endlessness? :PI'm pretty sure that's a generic "you," not a specific "you." The whole "spend a long time...just stroking your own ego" kinda belies the notion that your 10-minute turns could qualify, especially if the other players took up three hours by contrast, and the whole "unfair criticism" thing merely lines up with your own stated complaints about them. Unless you're saying that the rules really did specifically said "Neon is a jerk." (I kid, I kid) :P
You sure seem to assume a lot about what happened in the game without actually being there. Did I set fire to their houses too?
Latest stupid Wizard strategy idea in Pathfinder:
1. Prepare a bunch of pieces of paper in advance with Explosive Runes
2. In combat, summon a low level minion with Summon Monster
3. Give the minion the paper
4. Tell them to go over to the bad guy and read what it says
They can fail on purpose..Thank you. With that confirmed to be unchanged in Pathfinder, that's definitely a viable alternative, then. ^_^
Well *someone* has to clean up the blood.
Viscera Cleanup Maid Detail RPG when?
Cut to now, we find out that she had ignored all of it, and basically just rewritten the plot so that the NPC she'd spent the game hitting on (very old lich, very uninterested) falls in love with her toon and they happily forever after.
Cut to now, we find out that she had ignored all of it, and basically just rewritten the plot so that the NPC she'd spent the game hitting on (very old lich, very uninterested) falls in love with her toon and they happily forever after.
Wait, were you playing Toon?
I think I'm going to start a Fate "mini-campaign" with some friends ripping off the setting of either the X-Universe or Star Control II.Also thinking of trying out a Fate game based on the Witcher, or the Discworld series.
Cut to now, we find out that she had ignored all of it, and basically just rewritten the plot so that the NPC she'd spent the game hitting on (very old lich, very uninterested) falls in love with her toon and they happily forever after.
Wait, were you playing Toon?
More generally, toon is sometimes used to refer to a player character of any system. No, I don't know why.
Heck, if I do SC2 I'm going to rip the entire story verbatim. Well, the "goals" or whatever. I'm pretty confident none of the possible players have played it.
It would be open ended tho, not a laundry list of 100 things that must be done.
I'm not completely sure they're game for a scifi game tho. I think they're more into D&D and Vampire.
Yeah and even if not, that sounds really cool. I can almost imagine most of the SC2 races being adapted to fantasy with some adjustments. If you want any help hashing out details, please PM me!
We do not deign to acknowledge the slanderous propaganda spread by the stunted humans who call themselves dwarves. The little miners have always had a rather, shall we say, biased outlook on history and the true workers of reality. They call themselves the finest creatures to grace the worlds--with bodies like that, we suppose one would have to have an active fantasy life.Literally Trump with a larger vocabulary.
So in DnD/Pathfinder news I recently made a fire mage.
We're doing game modules, so models are required.Spoiler: I provided (click to show/hide)
Oh.. ah... thank you. *sheepish*I probably haven't been painting longer than you, but I've been at least looking at painted miniatures for about five years and that one is one of the nicest ones.Spoiler (click to show/hide)
Sounds like you have an awesome house setup, there. :)Yeah, I've kind of let shit pile up all over our tables though...
You have an X-Wing in your army?Thanks! Now I've figured out what colors to paint it.
I can dig that :v
I would like to hand in my "I'm an adult" card while keeping my current pay please. That or just stop going to Half Price Books.
See, I've got an RPG bookshelf. It's quite full at the moment and I promised my wife I wouldn't buy anything I already don't have at least one book for until we move into a house with a spare room I can commandeer. Just over the past week, this has forced me to pass up complete boxed sets of Ravenloft and Forgotten Realms, Alternity, and City of Brass. Today, I had to pass up Spirit of the Century and both 7th Sea core books, both of which I've played in college and quite enjoyed.
So, rather than any of those neat things, I nabbed an adventure for the Arcanis d20 setting.
I think I have a problem.
What, you can't hide them somewhere until you move?
Is this cliche? (https://www.youtube.com/watch?v=H0loSZFsyoQ)Saw that actually haha. It's one of the three default games you can download off the dread website actually. It's cool, but less goost and more monster. I love the ending though, keeps you guessing.
It starts out as a group of college students going on a camping trip, whereupon they get chased/eaten by werewolves.Spoiler (click to show/hide)
The Joker is driven by irrational whims, and follows them for its own sake, not for gain.I don't think he feels quite right. Coyotes (As the faction is called) aren't really the same brand of crazy as him. The Joker kills a man cos he didn't like him. Coyote kill a man because they don't want him squirming about while they eat him.
Maybe him?
The Harkonnens maybe?
This may be a bit old-school, but Leisure Suit Larry was recognizable at one point. If you're not sure what his base urge is, I'll tell you when you're older.Meanwhile, both of these are fairly spot on. Vladimir Harkonnen is the perfect example of what I was thinking, even though they wouldn't look like a hideously fat floating spaceking, more like a grotesquely thin cannibal. Leisure Suit Larry seemed a little light, but it would be funny if he was presented as an example of a 'good' Coyote.
I'm trying to match popular fiction characters to three factions of NPCs in a post-apocalyptic setting. You know, so that the factions are easier to explain. What I got stuck on was coming up with a character that is utterly driven by base urges and will do anything to satisfy them.
Anyone got any ideas for fictional characters that fit that criteria?
Unfortunately having issues figuring out how to make it "break right".
Unless someone in the past has decided to airdrop a ship onto land, I doubt I'll find one which gives me what I'm looking for.Unfortunately having issues figuring out how to make it "break right".Do you have a clear idea of how you want it to look or are you still struggling to figure that out? Plenty of shipwrecks at google images for you to browse through if it's the latter.
I was in a comic book store today and I saw a book for Mouse Guard RPG, which seems to have a vaguely similar setting to Redwall. Has anyone played it? It looked pretty interesting.
Has anyone played any interesting print-and-play tabletop games recently? I'm looking around for some good ones but don't know where to start :-[
Has anyone played any interesting print-and-play tabletop games recently? I'm looking around for some good ones but don't know where to start :-[Does Risus fit your criteria? (http://www222.pair.com/sjohn/risus.htm)
Has anyone played any interesting print-and-play tabletop games recently? I'm looking around for some good ones but don't know where to start :-[I haven't played any, but I've come across a few.
Anyway, I played my first game of D&D recently! My parents took a little convincing but let me go over to a friend's house and play there. I played an extremely incompetent Wizard and running away was very satisfying. :P
The two don't have to be exclusive.Anyway, I played my first game of D&D recently! My parents took a little convincing but let me go over to a friend's house and play there. I played an extremely incompetent Wizard and running away was very satisfying. :PBetter yet, next time try an incontinent wizard!
I think I asked my DM about an Orc fur coat for my previous character... He was opposed :PYeah, check if he can stop you now.
Any suggestions for a character class to use on an extremely powerful magician figure in D&D 3.5?Wizard
Oh, wait, you know what? Never mind. I have the perfect idea.
Wizard?
Animal ignores you and wanders off. If bound, it escapes its bonds, within reason. It returns in 1d6 days. If searched for, the animal turns up in 1d4 hours. Otherwise, on an odd roll, it returns pregnant, or with a pregnant mate, or the appropriate version for animals that do not give birth to live young.
WOTC released a 5e SRD. (http://dnd.wizards.com/articles/features/systems-reference-document-srd)Oh, hey. Cool. I think I might have to participate in a 5e game at some point now.
WOTC released a 5e SRD. (http://dnd.wizards.com/articles/features/systems-reference-document-srd)Oh, hey. Cool. I think I might have to participate in a 5e game at some point now.
Is this one missing any critical information? I remember 3.5's SRD didn't have rules for crucial bits like leveling up or starting gold.
SHILLSHILLSHILLSHILLSHILL (http://www.bay12forums.com/smf/index.php?topic=147892.msg5983653#msg5983653)WOTC released a 5e SRD. (http://dnd.wizards.com/articles/features/systems-reference-document-srd)Oh, hey. Cool. I think I might have to participate in a 5e game at some point now.
Is this one missing any critical information? I remember 3.5's SRD didn't have rules for crucial bits like leveling up or starting gold.The most notable missing components are a few subclasses, and backgrounds. Both can be found through other avenues easily, if you know where to look.[/subtext]
They didn't seem to have starting gold, but something like this for example (http://www.d20srd.org/srd/classes/cleric.htm) seems to show what changes a level up brings?Eh, that doesn't have everything; the 3.5 SRD doesn't have any experience point tables, mention when players get feats, or when you get ability score increases.
SHILLSHILLSHILLSHILLSHILL (http://www.bay12forums.com/smf/index.php?topic=147892.msg5983653#msg5983653)Exce--
I will be accepting 4 players./me bides his time
That was about a year ago. I wouldn't be shilling it if I weren't interested in another player. And judging how the party almost got curb stomped by little not than a bakers dozen of kobolds... They could use some help. :PYes, that.
That was about a year ago. I wouldn't be shilling it if I weren't interested in another player. And judging how the party almost got curb stomped by little not than a bakers dozen of kobolds... They could use some help. :PI'd be tempted to join again if Sweetpea didn't fail so completely to be interesting.
WOTC released a 5e SRD. (http://dnd.wizards.com/articles/features/systems-reference-document-srd)Released the day before I was going to run my first game too! This is excellent news.
Anyone here played Risk Legacy? How playable is it with less than 5 people? (I doubt I can get 5 in- probably just 3 or 4.)
Anyone here played Risk Legacy? How playable is it with less than 5 people? (I doubt I can get 5 in- probably just 3 or 4.)Looking at BGG, I'm seeing people say that you definitely want at least 4.
I don't know if anyone doesn't like CAH.
I don't know if anyone doesn't like CAH.
They'll learn to like it!I don't know if anyone doesn't like CAH.What about prudes and wet blankets?
I don't have answer to that, because I stopped giving a crap about internet outrage a while ago. Who said who did what, this time?I don't know if anyone doesn't like CAH.What about the people who falsely accused Max Temkin of being a rapist?
I don't have answer to that, because I stopped giving a crap about internet outrage a while ago. Who said who did what, this time?I don't know if anyone doesn't like CAH.What about the people who falsely accused Max Temkin of being a rapist?
I don't know if anyone doesn't like CAH.Here! Basically, my problem with the game is that a lot of the humor is the shock value, and the jokes tend to get old after a while. Since basically the whole point of the game is the jokes, when those get old the game gets stale. The first few times were fun, and then it just got sorta... meh.
Cah is something you pull out, play a round or two with, laugh, put away, and forget about for a few months, really.I don't know if anyone doesn't like CAH.Here! Basically, my problem with the game is that a lot of the humor is the shock value, and the jokes tend to get old after a while. Since basically the whole point of the game is the jokes, when those get old the game gets stale. The first few times were fun, and then it just got sorta... meh.
Now you just need a bard of the beats.It's 50 Copper all over again...
Clerics do it on their knees.Relevant (http://magiccards.info/scans/en/tp/226.jpg)
Religiously.
Barbarians do it a number of rounds per day.Oh, I like that. That's really good.
Holy shit that's hilariousClerics do it on their knees.Relevant (http://magiccards.info/scans/en/tp/226.jpg)
Religiously.
TL:DR of it is that some ShadowRun players filled water-guns full of chemicals and a compound that allowed chemicals to be absorbed through the skin, rather than whatever original contract method was.
It quickly became an arms race between the players and the GM to try and thwart the water-gun method/keep the water guns useful.
By Spoony. (https://www.youtube.com/watch?v=KnPM7I49fj8) Some of his stories are great.
TL:DR of it is that some ShadowRun players filled water-guns full of chemicals and a compound that allowed chemicals to be absorbed through the skin, rather than whatever original contract method was.
It quickly became an arms race between the players and the GM to try and thwart the water-gun method/keep the water guns useful.
By Spoony. (https://www.youtube.com/watch?v=KnPM7I49fj8) Some of his stories are great.
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type.
If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.
TL:DR of it is that some ShadowRun players filled water-guns full of chemicals and a compound that allowed chemicals to be absorbed through the skin, rather than whatever original contract method was.Seems like a waste of the chemical. Better use would be to route it into the fire sprinklers, and then trigger them. As long as it only damages things like flesh, and not electronics, that would make for an incredibly easy run, after the part where you do that setup. Provided there aren't any knight errants in watertight armor, anyway.
It quickly became an arms race between the players and the GM to try and thwart the water-gun method/keep the water guns useful.
By Spoony. (https://www.youtube.com/watch?v=KnPM7I49fj8) Some of his stories are great.
TL:DR of it is that some ShadowRun players filled water-guns full of chemicals and a compound that allowed chemicals to be absorbed through the skin, rather than whatever original contract method was.Seems like a waste of the chemical. Better use would be to route it into the fire sprinklers, and then trigger them. As long as it only damages things like flesh, and not electronics, that would make for an incredibly easy run, after the part where you do that setup. Provided there aren't any knight errants in watertight armor, anyway.
It quickly became an arms race between the players and the GM to try and thwart the water-gun method/keep the water guns useful.
By Spoony. (https://www.youtube.com/watch?v=KnPM7I49fj8) Some of his stories are great.
later in the story, that happens. Corporations start adding chemicals to sprinklers to fight the players, among many other things.At that point though, you might as well just use explosives for localized destruction. The sprinklers are useful to runners because they use existing infrastructure to get a wide spread of effect, but the corporation doesn't want a wide spread, which could cause needlessly costly damage. What's more, it's an unexpected move; much of its utility is that it's unexpected. It can be countered by a raincoat if it's coated in the right stuff (wax is a good bet) if you know it's coming.
So, I recently started playing Pathfinder, and I need an advice:Spoiler (click to show/hide)
If the DM's going by published Adventure Paths and Modules, you should be fine most of the time anyways.
Those are typically made with an expected party of four players who are inexperienced to somewhat experienced, and are not very optimized.
Anyone interested in playing some boardgames through that of Tabletop Simulator???
I am cool with anything...
No, I REALLY think he is using something he either made up or took from various stuff. When I said I was trying to play the first episode of Runelords with my group, his answer was "Wow, congratulations, it's a really complicated adventure to try!". So probably he wrote something himself, also because he said we would do something really simple to start, so probably he wrote everything.
Ok, Rogue got unclaimed so I'm free to once-again use my sniper.Weeeell. My guy's gonna start with a musketI wish to make a sniper-slayer who uses a firearm.As for Sneak-Attacking, there is a Rogue Talent to increase the range by 10ft each time you take it, and the Sniper Archetype for the Slayer can always sneak attack while in their weapon's first range increment. The Rogue Sniper Archetype, on the other hand, loses Trap Sense to increase their SA range by 10ft at level 3 and every 3 levels after.
This whole build seems to revolve around Sniper's Goggles (Can make sneak attacks from >30ft), which'll be a cool 10k.
However the only decent sniper option I've found seems to be the Slayer.
Was wondering if there was an acceptable way to make a Rogue Unchained, Ninja or Gunslinger sniper with the same sort of sneak-attack mechanic dealio that my current idea has.
|40ft|1d12|
And eventually move up to a double hackbut
|50ft|2d12|
As it's the best range you can get on an early firearm.
Doesn't really stack up to the 100ft of a longbow or 80-120ft of a crossbow sadly.
Also sniper's goggles:
"The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet." invalidates the rogue option a bit.
Which Sucks, as I'd really rather play an unchained rogue than a slayer.
It's that a good thing, or a bad thing?Depends on your opinion of sphincter mana.
...The hell does wasteland add to your mana pool?I think that's the new colorless symbol, though I haven't played since...the new Ravnica? I know I stopped before Khans, at least, and I heard they were doing something with colorless for the new Eldrazi sets. At any rate, Tempest Wastelands definitely added colorless, so that's my guess if these are reprints.
Yeah, it's to distinguish between colorless mana (as in, in your pool) and mana costs (as in, the number on top). Mostly because they added some Eldrazi that have a strict colorless requirement, seen here (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407517).To be more precise: it distinguishes colorless mana (the one in your pool, and in the case of a few eldrazi, in the cost of cards/abilities) and generic mana (only ever a cost).
...The hell does wasteland add to your mana pool?Mana that is specifically colorless, as RedWarrior says. It functions essentially as a sixth color, but Wizards assures us that it is not.
So... is colorless mana just another mana type then?Functionally, yes.
It's mana that can't be used in costs that require colored mana. The new rules thing now is that there are costs that require colorless mana (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407513)You never could pay colored mana costs with any mana other than that specific color, though. You could argue that they already made colorless into a sixth color by making "colorless only" requirements in the first place, and I do agree that this was a kind of odd design choice, but the solution is not to perpetuate it by making a symbol for the color.
Colorless mana generation is now represented the same way that colored mana generation is, and the same is true for costs.That it's represented that way is only logical because it works that way now; it is functionally no longer colorless, but a new color.
Also, numbers in bubbles originally represented both the least versatile mana type (colorless) and the most versatile mana cost (generic).The relevance of the distinction is not really compatible with usage of the word "originally"; it's a quite modern thing.
It's still silly. On another note, what the heck is up with these keywords? Back in the day, cards said exactly what they did, and that was that. I mean, defender? All you had were walls, and rightfully so. Lifelink? Vigilance? Pah. And don't even get me started on this "stack" nonsense...what was wrong with interrupts or timing, anyways?It's not just a matter of streamlining, it also got away from the playing for lore and just plain fun, and towards tournament and competitive play, which now dominates the game. They made some overtures of heading back in that direction since then, mostly by pushing the neowalkers but also when they changed a lot of names back (I wanna say this was in 2010 but now don't remember exactly) but and there's actually been some swing back that way again, but it's definitely not a major focus any more.
I completely kid, but if I recall, Sixth Edition really did inspire some people to quit due to how it streamlined the rules.
No, it's logical because it works similarly and it's represented similarly. Before, adding two green mana to your mana pool and two colorless mana to your mana pool were functionally very close but symbolized by two different things.Before, they were functionally identical for the purpose of anything that wasn't green.
And "originally" is certainly applicable because the distinction has existed since the very beginning of the game. Sol Ring (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=40) from 1993 produces mana of the least versatile type and has a mana cost of the most versatile type.It costs mana of no particular color and costs mana of no particular color. Yes, that functions differently if it's an input or an output, but it's still the same shit.
Originally it said "Add 2 colorless mana to your mana pool" with no bubble because they knew colorless mana was not the same concept as a generic cost and therefore didn't want to represent it with the same symbol used in mana costs.Nope, that's just not how people thought back then. "Colorless" wasn't a key word but literally meant mana without color.
The number bubbles only got used for the both things after Wizards consciously decided to blur the lines between the two concepts on the card Nantuko Elder (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29870) in 2001, primarily because colorless costs hadn't been a thing in the 8 years the game had existed.I'm pretty sure that wasn't a conscious decision to make it not a sixth color, but merely a move towards more symbols and less wordiness, this was also when a great proliferation of keywords appeared.
Colorless is a sixth mana type exactly the same as any colored mana, except that it has usually been unusual to generate?And unusual to use. In essence it's a new mana type cobbled out of bits of gameplay that previously existed.
It costs mana of no particular color and costs mana of no particular color. Yes, that functions differently if it's an input or an output, but it's still the same shit."Any color" and "No color" are distinct concepts. The fact that so many people have trouble with it is evidence that the old system was confusing and needed change.
Well, now they are. That's a thing that happened more or less since Eldrazi.It costs mana of no particular color and costs mana of no particular color. Yes, that functions differently if it's an input or an output, but it's still the same shit."Any color" and "No color" are distinct concepts.
The fact that so many people have trouble with it is evidence that the old system was confusing and needed change.You could just as easily call it a sign that it was dumb to make that distinction in the first place.
The issue with calling it "grey" is that there are cards in the game that care about the presence or lack of color, so you can't imply that colorless is a color.When a recipe calls for a fruit, you don't use a tomato, and when it calls for a vegetable, you may. Nonetheless, a tomato is formed from a flower and contains seeds.
Well, now they are. That's a thing that happened more or less since Eldrazi.They always were 100% distinct. If a card had "1" in its cost that meant "pay this with any kind of mana". If a card added "1" to your mana pool that meant "add a flavor of mana that can't be spent on colored costs to your mana pool".
When a recipe calls for a fruit, you don't use a tomato, and when it calls for a vegetable, you may. Nonetheless, a tomato is formed from a flower and contains seeds.This is a weird analogy and I don't understand what point you are making with it.
If a card had a one in the cost, that meant it cost one mana of non-specific color. If a card added "1" to your mana pool it meant "add one point of mana of no particular color to your mana pool". It's the same shit, conceptually.Well, now they are. That's a thing that happened more or less since Eldrazi.They always were 100% distinct. If a card had "1" in its cost that meant "pay this with any kind of mana". If a card added "1" to your mana pool that meant "add a flavor of mana that can't be spent on colored costs to your mana pool".
You can refer to it as different and, by classifying it differently, call on it in different situations because you're calling on the classification you've given it. But even if you choose to classify it counter to its nature, that doesn't change its actual properties.When a recipe calls for a fruit, you don't use a tomato, and when it calls for a vegetable, you may. Nonetheless, a tomato is formed from a flower and contains seeds.This is a weird analogy and I don't understand what point you are making with it.
That's like saying blue mana and red mana are the same shit because they're both "not green".With regards to greenness, they are. With regards to blueness (or redness) they aren't. That's why if neither of those existed, it would be a change to add redness to the game.
You're just describing it in a way that's intentionally vague.It's intentionally reflective of the degree to which a distinction mattered in the past.
Seriously, you could easily interpret "Add one point of mana of no particular color to your mana pool" as adding one mana of any color to your mana pool.You'd have to be singularly stupid to interpret "no color" as "any color".
Are there any good tabletop stories I can read? I read All Guardsmen Party which was based on Dark Heresy and I enjoyed it a lot.
SilverClawShift Archives (http://www.giantitp.com/forums/showthread.php?116836-The-SilverClawShift-Campaign-Archives).
my personal favorite (https://1d4chan.org/wiki/The_Tale_of_Reginald_%22Ragin'_Reggie%22_Dempsey), "Ragin' Reggie" Reginald Dempsey. A man, his fists, and hordes of zombies.This is good shit and I highly recommend it.
Ah, I forgot about that one. I read it a long time ago, months before I found AGP. It was a good read.Are there any good tabletop stories I can read? I read All Guardsmen Party which was based on Dark Heresy and I enjoyed it a lot.
Old Man Henderson is a good read...
I just reached Part 2, and I agree! Quite entertaining. :)my personal favorite (https://1d4chan.org/wiki/The_Tale_of_Reginald_%22Ragin'_Reggie%22_Dempsey), "Ragin' Reggie" Reginald Dempsey. A man, his fists, and hordes of zombies.This is good shit and I highly recommend it.
SilverClawShift Archives (http://www.giantitp.com/forums/showthread.php?116836-The-SilverClawShift-Campaign-Archives). Possibly my favorite of any out there if you haven't read it already. (Small note, the third story was never actually finished, but the first two are glorious and some of the little short stories are fun too).Hm... reading this now, and I do believe I've read it before. Not sure if I read the whole thing, though, so I guess I'll read on and find out.
Since it's come up, I'll mention Demigods Story (http://imgur.com/a/pnWYj#9jPhO2M). I found that in the comments section of the Godbound Kickstarter (https://www.kickstarter.com/projects/1637945166/godbound-a-game-of-divine-heroes) (which I've backed), given as an example of the sort of story that game could emulate.Cheers, that was a fine story and one I'd not read before. I'll keep an eye on this new game coming out; before I get more into it, what's it like mechanically?
An explanation of the game: it's basically like Exalted or the Immortal part of BECMI, but relatively simple rules that make it possible to challenge such high-level characters. It's by the guy who made Stars Without Number (http://www.drivethrurpg.com/product/86467/Stars-Without-Number-Free-Edition), and, similar to that game, there will be a free version that has all the rules you need to play and a deluxe version (which is what the Kickstarter provides) with 40 pages of extra optional content. These include things that help people wanting to add more of an Exalted feel to their game, such as Godwalkers (basically Warstriders, but non-copyright infringing), divine martial arts, and rules for theming characters as various Exalted types.
Here's the link to the beta files (https://drive.google.com/folderview?id=0B4qCWY8UnLrcRGxjSmFqSWEyMk0&usp=drive_web), which the author has explicitly allowed backers to share.
The base rules are pretty much a classless version of D&D Basic Set (https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set) with three types of saves like the kind introduced in 3.5, but renamed (so Fortitude is Hardiness, Reflex is Evasion, and Will is Spirit).Since it's come up, I'll mention Demigods Story (http://imgur.com/a/pnWYj#9jPhO2M). I found that in the comments section of the Godbound Kickstarter (https://www.kickstarter.com/projects/1637945166/godbound-a-game-of-divine-heroes) (which I've backed), given as an example of the sort of story that game could emulate.Cheers, that was a fine story and one I'd not read before. I'll keep an eye on this new game coming out; before I get more into it, what's it like mechanically?
An explanation of the game: it's basically like Exalted or the Immortal part of BECMI, but relatively simple rules that make it possible to challenge such high-level characters. It's by the guy who made Stars Without Number (http://www.drivethrurpg.com/product/86467/Stars-Without-Number-Free-Edition), and, similar to that game, there will be a free version that has all the rules you need to play and a deluxe version (which is what the Kickstarter provides) with 40 pages of extra optional content. These include things that help people wanting to add more of an Exalted feel to their game, such as Godwalkers (basically Warstriders, but non-copyright infringing), divine martial arts, and rules for theming characters as various Exalted types.
Here's the link to the beta files (https://drive.google.com/folderview?id=0B4qCWY8UnLrcRGxjSmFqSWEyMk0&usp=drive_web), which the author has explicitly allowed backers to share.
So in short, a D&D knock-off with bells and whistles? A shame that solid concepts are limited that way, but probably worth keeping an eye on nonetheless.Yeah, the author likes to make things D&D-based so that they're easily compatible with other stuff (so you can easily use monsters from other games without having to convert them or incorporate these demigods or Gifts or artifacts into a regular D&D game).
It's a webcomic instead of writing, but Darken Comic was heavily based on an evil-party campaign the author actually played in.
First page: http://darkencomic.com/?webcomic_post=20031216
It's the author who makes Widdershins now (the art improves a lot, of course).
It's basically modified dnd 3.5, with all the issues that entails - poor balance and six metric tons of bloat.I'm a total newbie, so I'm not familiar with powergaming, aside from what I've read online making it seem really boring. I do like the idea of making
That said, you can pretty much make whatever you want as a character, due to aforementioned bloat giving your infinite options.
If you're into powergaming you can make pretty broken characters, should you wish.
I'm... uncertain Sir Bearington is anything other than a particularly amusing greentext, to be honest. I wouldn't say the rules actually support it.Just an example. The idea is that it made me realize tabletop rpg games were more than just rolling dice and getting loot.
Noh (https://1d4chan.org/wiki/Noh). Read if you want to blaw like a newborn.I liked that idea, I just might steal it! I don't usually do the "you find a room full of now-orphaned goblin children" trope, but this one seems pretty good.
*writes down notes*You know, I think that would make for a most enjoyable gaming session, honestly.
Magical DM...LSD...in...brownies. Check.
So I found out my Local Game Store closed its doors for good last November.Alas, this cruel mistress. With one hand she giveth, with the other she taketh away. The age of the internet is one of poverty as well as prosperity.
My town has a single LGS, which also doubles as a video game store and a store for pens and folders and stuff.
Anyway, that store is basically the concentration of nerds in this town. They play mtg once a month and also have a DnD campaign, so I'm lucky to have found them.
Maybe this means some of you guys should start your own gaming stores?Considered it, but doubt the demand is high enough in my local area market to justify the setup costs and advertising budget. I couldn't afford rent on a major shopping mall retail outlet and survive for more than two years at a negative GP margin, and a minor retail outlet simply wouldn't generate enough business to meet costs.
Blackjack and hookers optional, but recommended.
So I'm running a game on another forum using 5e rules. It's about humans running away from a nuclear world war into a fantasy world where humans didn't exist. The protagonists are a party of kids going to what's basically Adventurer Academy. Think of it as D&D Harry Potter.
I need help getting stats for regular kids. They're Commoner class until they begin Adventurer Academy, but I'm giving them really high numbers in one stat that their archetype uses.
So is an 8 in all stats, with like a 12-14 in one stat, reasonable for mysteriously-gifted human kids?
Maybe this means some of you guys should start your own gaming stores?
Blackjack and hookers optional, but recommended.
pen & paper, mtg with ante and hentai?
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There are no such thing as good grapple rules. Not even in Wrestling focus RPGs, which their entire combat system are about the grapple.
Land Sharks have been a thing in D&D since the Gygax days.
If we're optimizing it:
Druid Animal Companion: Shark
Spells: Anthropomorphic Animal + Permanency (Int = 3, land speed, retains bite attack)
Equipment: Iridescent Spindle Ioun Stone (survive without air)
Total: 25,500 gp to run around with a shark-man animal companion that bites stuff.
Does anyone have a nice, simple, yet fully featured Insanity system? Any game should work; I just need a base.Insanity in games tend to be treated as a Health Pool 2, except you're given role playing weights when you reach thresholds inside of it.
E: For that matter, any sort of corruption system would work just as well.
Huh I'm interested to hear more about that! We're all new to the whole system though, just finished our second session, so we're taking it seriously.
And there are mechanics, though... yeah it's mostly stuff that probably doesn't come up in regular play, like "how long you stay in torpor". But also "how easy is it to stay awake during the day". And at 4 humanity you noticeably look like a corpse without makeup, and at 2-3 humans instinctively know "within minutes" that they're "in the presence of a monster".
Of course, my allies merit is for fellow hackers... Some of which apparently got ghoulified as part of my embrace... I'd probably be fine, but I'm aiming for 5 anyway (Robbing civilians is fine, but not major arson). Maybe even 6, since my character is well-off and primarily steals secrets instead of cash. It's about the rush anyway, not the wealth.
I am very excited to hear about that campaign!! Star Control 2 is a great setting, and it sounds like you've put a lot of work into mechanics specifically for it.
Honestly I don't think the 3.5 grappling rules are actually that complex... :/ It's... Er A couple of checks and then you have a list of actions you can do? Once you get used to it it's really not any harder then normal combat.Compare them to the 3.5 swordplay rules though: Roll one die, add a modifier that's written on your character sheet, and see if it beats a number already calculated for the enemy monster. One roll, everything all nice and sorted ahead of time.
I'm homebrewing a NWoD-based communist spy thriller. I'm lacking systems for factions, which I think should be more active (I.E. rules for interactions between factions) than the vanilla systems.
Does anyone have any recommendations for interesting faction systems in other RPGs that I could rip off?
Honestly I don't think the 3.5 grappling rules are actually that complex... :/ It's... Er A couple of checks and then you have a list of actions you can do? Once you get used to it it's really not any harder then normal combat.Compare them to the 3.5 swordplay rules though: Roll one die, add a modifier that's written on your character sheet, and see if it beats a number already calculated for the enemy monster. One roll, everything all nice and sorted ahead of time.
I'm homebrewing a NWoD-based communist spy thriller. I'm lacking systems for factions, which I think should be more active (I.E. rules for interactions between factions) than the vanilla systems.Check out Night's Black Agents core and the Double Tap supplement. As a spy-thriller-based system, it has a ton of information on the operations of the kind of groups you'd be looking for, structure - pyramid-based, with increasing reach of power, i.e. top level being transnational, then national, down to members only able to project power within a single city, and such.
Does anyone have any recommendations for interesting faction systems in other RPGs that I could rip off?
If you want a simpler faction system (from the same author), the one from Godbound (https://drive.google.com/folderview?id=0B4qCWY8UnLrcRGxjSmFqSWEyMk0&usp=drive_web) is pretty good.I'm homebrewing a NWoD-based communist spy thriller. I'm lacking systems for factions, which I think should be more active (I.E. rules for interactions between factions) than the vanilla systems.
Does anyone have any recommendations for interesting faction systems in other RPGs that I could rip off?
You could check out the faction system in Stars Without Number as a starting point. It's pretty loose from what I've gathered, but apparently pretty easy to port into other games as well.
If you're using a martial class then your sword play can become even more complex then spell casting!Well, comparing a sword strike to the act of casting a single spell, anyway. Not compared to casting the full breadth of spells available with access to metamagic and other casting feats.
So, as a total newbie to playing tabletop rpgs, what materials should I be expected to bring to a game group, such as a group at a local game shop? I'd think I would need for a pathfinder game to bring the core rulebook, character sheet + extra paper and/or notes on character + pencil, and a set of dice.Your own dice. Lots of gambler fallacy with gamer and dice. Dont touch other folk dice without permission. Bring pencils, and a note book for note taking.
Since all my pathfinder shit is currently in pdf format I guess that means I'd need to take my laptop in order to bring along the rule books.
And a smooth 20 dollar bill for the GM. To you know gain illicit favors from them. Or handies under the table. Whatever your fancy.Bring two, in case you want both.
Random thought question:
If I've never DMed before and wanted to try to do so for three players who haven't played any tabletop RPGs before, how much trouble am I likely to get myself into if I invented a quick and dirty system based off Roll to Dodge (http://www.bay12forums.com/smf/index.php?board=19.0) rules? I'd rather not try to DM something like D&D that I've only ever played once before ages ago (as in 2nd edition ages ago.) I have a sort of vague idea for system implementation in my head, but before I sit and flesh anything out I'd like to make sure I'm not biting off more than I can chew.
I'd agree except for the Tome of Battle.Design-wise it's onlly sort of 3.5, but yeah, it does endeavor to do somethign about this.
First off, maneuvers are practically spells.Not this fucking bullshit again. I thought people got tired of ill-conceived rants about this when we got a new edition to war over instead. And we have TWO new editions now. Fuck.
So already we have all the complexity of a martial character,ie zilch
plus the complexity of several lists of unique not-spells to cast. Sorta like a bard... Well, it gets a lot worse. Many of these abilities simply replace a standard action, which is fine. But then there are a bunch of lingering buffs/effects, "stances" which alter your combat rules passively, and then a huge set of "reaction" abilities which completely grind the game to a halt. Oh, that ogre is charging at me? Hold up! I have Diamond Rhino Faces The Mountain or whatever, I get to roll to make it bounce off and fall down. Let me just look up the specific roll, factor in my martialYou have specific actions you can do and you can assume specific modifier-sets. And it's all in D&D's tedious but simple system. It's only going to slow you down if you don't know what your character can do.spellcasting"initiator" level...
Warblades (like our barbearian) get the least spells known and prepared at once, but they can recharge one per round with a swift action "flourish"... Or I think, simply by striking somebody. Such bs.Calling something bs without justification has as great value as saying "I dislike a thing", because that's literally all you're doing. Applying terminology from one system to another only makes sense when the systems actually work the same; when they don't it's disingenuous and all it really conveys is that you don't understand either system.
So yeah, these special snowflakes got their abilities back with a "short rest" before that was a thing, or the warblade basically just kept using them will-nilly.Yes, a martial character can use his martial abilities "willy-nilly". How strange, to think that there's no arbitrary restrictions on sword moves!
These abilities that interrupted the game constantly.They're part of the game. It's not like that guy that's on his phone half the time.
This was kinda frustrating as a cleric, and I don't know how the wizard felt.If you think this is bad, you should try playing a martial character in a game with spellcasters. Tome of Battle brought martial characters up to a fraction of the level of casters.
it's broken as fuck.For 3.5 standards, not really. Tome of Battle is definitely vastly less broken than the core player's handbook, anyway.
But that just really cheesed me off as a primary spellcaster, where any bit of multiclassing absolutely crippled my main ability. Even the special prestige classes essentially had taxes on advancing in casting.This is a separate issue, the systems aren't intertwined at all.
I think I see a lot of the Tome of Battle in PF and 5th edition, where I think these concepts were executed better.It's almost like a decade of game design and playtesting makes a difference.
And spellcasters got in on the fun too (thinking of cantrips).They did in 3.5 too, that's what Warlocks were.
So, as a total newbie to playing tabletop rpgs, what materials should I be expected to bring to a game group, such as a group at a local game shop? I'd think I would need for a pathfinder game to bring the core rulebook, character sheet + extra paper and/or notes on character + pencil, and a set of dice.Maybe also some money to chip in for snacks, it depends on your group.
Since all my pathfinder shit is currently in pdf format I guess that means I'd need to take my laptop in order to bring along the rule books.
Are you the DM? It's typically on them to carry the books around. Usually we just use our phones/tablets to look stuff up if needed.This is neither typical nor good manners for a player.
Random thought question:Designing a system is harder than running a system you're unfamiliar with. If you want a simple system, I recommend Simple d6 (https://1d4chan.org/wiki/Simple_D6_-_Third_Edition) but simple systems aren't the best choice for every group. Getting theatrical and roleplaying can be difficult, and not everyone has the confidence to do it right off the bat. A somewhat heavier system like D&D can provide framework that helps people like that, although alcohol can fill this role as well. A more beer-and-pretzels game with comedy aspects (like, for example, Risus (http://www222.pair.com/sjohn/risus.htm)) can also get people going well.
If I've never DMed before and wanted to try to do so for three players who haven't played any tabletop RPGs before, how much trouble am I likely to get myself into if I invented a quick and dirty system based off Roll to Dodge (http://www.bay12forums.com/smf/index.php?board=19.0) rules? I'd rather not try to DM something like D&D that I've only ever played once before ages ago (as in 2nd edition ages ago.) I have a sort of vague idea for system implementation in my head, but before I sit and flesh anything out I'd like to make sure I'm not biting off more than I can chew.
Whereas my cleric and the wizard were basically just casting healing or evocation.Well no wonder they weren't contributing much.
But really this is a *massive* bag of buffs to martial characters (without making casters less squishy at low levels).Which is fine, considering martials were very weak and someone whose role allows him to stay away from the front lines doesn't need to be too tough.
A level 14 barbarian took a single level of warblade and essentially gained 8 levels of combat-casting. A master of DPS *and* battlefield control *and* utility abilities like "moment of a diamond mind" where he got to use his concentration check for will saves.And is still less powerful than a competently played druid, for example, who had a better range of abilities from level ~10. What's your point?
Whereas my dual-wielding dervish (swordsage) was using Desert Wind boosts to get some extra d6s of fire damage on every strike, moving with a swift action via sudden leap, and... Ah, yes. Keeping a counter of crits because of Blood In The Water, which gave me a +1 to attack *and damage* for every crit of my dual laminated serrated scimitars. Crit range 14-20. Plus the "Shadow Blade" ToB feat (not to be confused with the Shadow Blade Technique in the same book) let me do dex to damage, so that was nice.Most of that is stuff that you can put on your character sheet, though, and thus during play is abstracted as "my attack number". The only thing which isn't is your Blood in the Water modifier, which is one number that works the same way each time. If you have a hard time keeping track of what the number was, it would be easy to devise a physical token of some sort to keep it organized.
I'm not especially complaining that it was powerful, but keeping track of all the modifiers for even a single full attack was nightmarish since they changed every time I crit (and as a dervish, I was full attacking every round while moving). And that's without any counters letting me act on the enemy turn!
I can't imagine it *not* slowing down the game a lot. It wasn't fair to the other players.The same could just as well be said for magic, if you'd used it for anything beyond moving HP up and down.
DPS *and* battlefield control *and* utility abilities
And some people just want to pretend to be an adolescent girl going shopping. There's only a certain degree of variance in playstyle that a game can take before becoming a mess.And this logic is shit. If you'd like me to, I'll elaborate, but my basic point is two fold; A. If variance in play style is a bad thing, you'll have to remove all classes from the game, and play Commoners, because every class gets something unique. B. If your game is such that nonspellcasters aren't played because they aren't effective, then your point is coming from a skewed perspective, and you'll have a hard time convincing everyone else that it's valid in a wider context.
Small update on the Fate Star Control/ Ur-Quan Masters game.How is this going?
I decided we were going to use the Atomic Robo RPG rules. I started explaining the differences between the rulesets, I was still planning to play a not-so-camp space opera with all starting characters as terran humans, but the players really liked all the crazy stuff in the AR game/comics. So, long story short, they came up with these characters:
Small update on the Fate Star Control/ Ur-Quan Masters game.How is this going?
I decided we were going to use the Atomic Robo RPG rules. I started explaining the differences between the rulesets, I was still planning to play a not-so-camp space opera with all starting characters as terran humans, but the players really liked all the crazy stuff in the AR game/comics. So, long story short, they came up with these characters:
Sounds like it'd be great fun. :)
In case anyone didn't hear yet there's a third edition of unknown armies (https://www.kickstarter.com/projects/atlasgames/unknown-armies-third-edition-roleplaying-game) coming.
How about this for an idea.
Venture Bros game, probably a one shot, using the (to be soon printed) Delta Green or Trail of Cthulhu systems.
So basically, as the GM, I can do the fun zanny, over the top, pulpy costumes villain and indian jones boulder trap. But then the system is a hard edge to that.
As part of what Venture Bros does, is they have all the larger then life stuff, but they don't forget the human cost and psychic harm caused by these antics.
In case anyone didn't hear yet there's a third edition of unknown armies (https://www.kickstarter.com/projects/atlasgames/unknown-armies-third-edition-roleplaying-game) coming.Huh. I was talking about it with a guy at a con the past weekend who was GMing a 2nd edition runequest game. It's funny how a lot of these things seem to pop up when I consider them semi topical. Or it might just be funny how often I talk about these things. Unfortunately, likely going to put this on the group of games I prolly have no hope of playing (no matter how much I want to).
2nd edition runequest
It's also being made by Greg Stolze, the creator of Unknown Armies, and other things.[/quote]In case anyone didn't hear yet there's a third edition of unknown armies (https://www.kickstarter.com/projects/atlasgames/unknown-armies-third-edition-roleplaying-game) coming.
For anyone who is unaware, this is being made by Atlas Games, the creator of Feng Shui (1 & 2), Over the Edge, and the Gloom card game. They also did Ars Magica 5th edition.
For the uninitiated, could you give a run-down of what Chronicles of Darkness is, exactly?Basically what Rolan7 said. Gothic horror urban fantasy RPG, vampires werewolf demons wahey, the usual. This time it's set in Ireland during the mid-19th century.
I always get it confused with that vampire RPG. Unless it is that vampire RPG. I don't know. >.>
Someone's running an awesome Steelheart-inspired Superhero FATE game. I'm so psyched, but it's being run online by amekou, so I can't really do it 'cos times.I'd be happy to run a similar style of game, FATE in a Steelheart-inspired universe, if there's interest and people are willing to put up with my fairly mediocre DMING.
It's rather sad really.
So, I'm running a roleplay on Roll20. Everyone is having fun but the pace is slow, scenes dragging and suchlike. It seems to be rooted not in fiddling with the rules as I would expect but the actual roleplaying. I've noticed this with Roll20 games but not with IRC or realtime games, and I'm not sure what causes it.Might it just be the particular players?
Anyone have any tips on keeping up the pace in Roll20 and in roleplays in general?
I think it's more that you can say a paragraph in like... 10-15 seconds but actually typing it for the normal person takes a minute or two. Generally r20 text games get slowed down by that, and people wanting to proof read what they are typing.Aye...
I think it's more that you can say a paragraph in like... 10-15 seconds but actually typing it for the normal person takes a minute or two.That applies to IRC as well, though.
I'm suddenly jonesing for black crusade or rogue trader, preferably not with me at the helm since I always have to GM if I want to play something I want to play.Same here.
I'm suddenly jonesing for black crusade or rogue trader, preferably not with me at the helm since I always have to GM if I want to play something I want to play.Same here.
Wizards do actually only know a certain number of spells- they can copy new spells into their spellbooks from anywhere though.But they can choose any spell listed in the section of the core rulebook for wizard spells, right? No restriction based on spell category (except if they have a specialty school and are trying to learn a spell from one of their chosen "bad" schools which makes the spell take 2 spell slots to prepare) for what spell they can learn and prepare aside from level limitations?
Minmaxers... Unite?
Pathfinder players, I need help for my brother.
He's going to be playing a game (I'm not in) in which the DM is challenging players to create strange, wild, potentially OP characters using the Race Builder (http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/racialTraits.html) rules.
The idea is to go hog wild and find advantages.
As a starting point, he wants to play a strong character. Probably a plant. He considered minotaur, but it's a bit "overplayed". So some manner of treant... I assume with high reach, because apparently that's cheap as hell, but I don't know pathfinder at all.
He's also looking at Rock Throwing which seems pretty great for a strong slow character.
We were talking about Ent, but I think he was hoping for something even more unusual. Remember, the DM is specifically looking for oddball stuff.
(thanks that update Sergius, how has it been going since then? I hope it's working out)
It's two diagrams, and both of them are really neat.
Argh sorry, I thought I said. 30 points.In that case, +2 Strength, Dexterity and Constitution for 12 points, Lesser Lucky, Flight and See in Darkness to take you up to 22 points, then a greater and a lesser spell-like ability and 2 RP to spend wherever you want, such as +1 natural armor or Shadow Resistance to gain cold and electricity resistance 5. Or swap the lesser SLA for a second greater instead. Seriously, what other thing can you take that equals gaining low-light vision, darkvision 60 feet, DR 10/evil, immunity to acid, cold, and petrification, resistance to electricity and fire 10, a +4 racial bonus on saves against poison, protective aura and truespeech as supernatural abilities, a +2 deflection bonus to AC and a +2 resistance bonus on saves against evil creatures, grant all your weapons the ability to bypass DR/good, and a fly speed of 60 feet with good maneuverability for one minute per level once per day? Or hell, just the ability to cast Teleport 1/day as a SLA (4th level Summoner spell) can save your damned bacon pretty often.
I can probably convince him to take spell-like-abilities, but it'll be a bit tough.
Mostly I think he wants to play a strong melee character with long reach, but also some options, and probably he wants at least *some* ability to negotiate with people. As a player he's damn good at that.
An at-will SLA of a low level might be nice, too. There's some good battlefield control and buff spells through the first three levels. Haste and Heroism are level 2 spells through Summoner and Bard; the former starts to pick up once it starts hitting a bunch of allies, and the latter is basically a permanent +2 morale bonus to attacks, saves, and skills, forever, for the entire party.Argh sorry, I thought I said. 30 points.In that case, +2 Strength, Dexterity and Constitution for 12 points, Lesser Lucky, Flight and See in Darkness to take you up to 22 points, then a greater and a lesser spell-like ability and 2 RP to spend wherever you want, such as +1 natural armor or Shadow Resistance to gain cold and electricity resistance 5. Or swap the lesser SLA for a second greater instead. Seriously, what other thing can you take that equals gaining low-light vision, darkvision 60 feet, DR 10/evil, immunity to acid, cold, and petrification, resistance to electricity and fire 10, a +4 racial bonus on saves against poison, protective aura and truespeech as supernatural abilities, a +2 deflection bonus to AC and a +2 resistance bonus on saves against evil creatures, grant all your weapons the ability to bypass DR/good, and a fly speed of 60 feet with good maneuverability for one minute per level once per day? Or hell, just the ability to cast Teleport 1/day as a SLA (4th level Summoner spell) can save your damned bacon pretty often.
I can probably convince him to take spell-like-abilities, but it'll be a bit tough.
Mostly I think he wants to play a strong melee character with long reach, but also some options, and probably he wants at least *some* ability to negotiate with people. As a player he's damn good at that.
I use this website. (http://behindthename.com/random/)Wow, great website.
Huh, from the previous replies it seems as though I'm the only person here who doesn't bother with names and just calls their NPCs "Cloaked man who definitely won't betray you".
Huh, from the previous replies it seems as though I'm the only person here who doesn't bother with names and just calls their NPCs "Cloaked man who definitely won't betray you".This. Half of my quests are given by 'the dude with the fritalian accent'.
From the excerpts I've seen, they managed to make RIFTS even more of a clusterfuck. How the hell do you even manage that? It's not like Sembieda wasn't doing a good enough job on his own.How is that possible? Like, and this is being generous, 50 percent of Rifts clusterfuck is that its pladium. Is it from having to just stretch out Apoc World system to cover... kitchen sink of rifts?
From the excerpts I've seen, they managed to make RIFTS even more of a clusterfuck. How the hell do you even manage that? It's not like Sembieda wasn't doing a good enough job on his own.How is that possible? Like, and this is being generous, 50 percent of Rifts clusterfuck is that its pladium. Is it from having to just stretch out Apoc World system to cover... kitchen sink of rifts?
I love how Pathfinder and DND both worship the d20, such that the sites are d20psrd and d20srd.
I know there's a "d20 system" but from what I've heard that just means "A family of games which are basically DND.
Including Pathfinder.
D20 is a good die though
https://learn.sparkfun.com/tutorials/dungeons-and-dragons-dice-gauntlet
The best part of tabletop gaming is picking up a heaping handful of damage dice and cackling maniacally.
Ehh, reasonably high granularity of results, not as cumbersome as rolling 2D10 as D100 or an actual D100. Seems like a good die to base your mechanics off of to me, certainly less cumbersome than rolling ND10 or D6 and then counting successes and failures.Also way more swingy than 2d6, which I'd put at a point against it, with no counterpoint in favor.
I only play 'at the table' and I ban computers during sessions, so no silly rolling programs for me (or any of my players).That seems like an awfully arduous restriction, considering all the super useful stuff that's digital these days. Did you have a lot of problems with people screwing around before?
The idea was that the d20 system had this Open Game License thing which meant a lot of companies could use the 3.5 D&D system/engine for whatever stuff they wanted (with some strings attached, I'm sure). For a while it was quite a fad, and even some games had d20 alternatives, like star wars and world of darkness. Nowadays I think only pathfinder is really left.Pathfinder isn't really "left", it isn't from that cycle at all. It was made afterward as a reaction to 4e, pandering to change-resistant grogs who didn't want to be in an old system.
Could you summarize the benefits and detriments of 3.5, 4 and pathfinder?The idea was that the d20 system had this Open Game License thing which meant a lot of companies could use the 3.5 D&D system/engine for whatever stuff they wanted (with some strings attached, I'm sure). For a while it was quite a fad, and even some games had d20 alternatives, like star wars and world of darkness. Nowadays I think only pathfinder is really left.Pathfinder isn't really "left", it isn't from that cycle at all. It was made afterward as a reaction to 4e, pandering to change-resistant grogs who didn't want to be in an old system.
Could you summarize the benefits and detriments of 3.5, 4 and pathfinder?WHAT HAVE YOU DONE
Could you summarize the benefits and detriments of 3.5, 4 and pathfinder?WHAT HAVE YOU DONE
Ehh, reasonably high granularity of results, not as cumbersome as rolling 2D10 as D100 or an actual D100. Seems like a good die to base your mechanics off of to me, certainly less cumbersome than rolling ND10 or D6 and then counting successes and failures.Also way more swingy than 2d6, which I'd put at a point against it, with no counterpoint in favor.
I only play 'at the table' and I ban computers during sessions, so no silly rolling programs for me (or any of my players).That seems like an awfully arduous restriction, considering all the super useful stuff that's digital these days. Did you have a lot of problems with people screwing around before?
Another reason Halflings are great.Could you summarize the benefits and detriments of 3.5, 4 and pathfinder?WHAT HAVE YOU DONE
3.0, 3.5 (Specifically, Eberron): Has the Talenta Sarrash (https://eberron-hok.obsidianportal.com/items/talenta-sharrash) (d10, 19-20/x4, reach).
Pathfinder: Does not have the Talenta Sarrash.
Pathfinder is sort of a medium between the two; it's basically a heavily modified 3.5 with rule edits to make it more balanced and streamlined. It nerfs formerly powerful classes a little to make them less lethal to game balance, and buffs most of the physical classes, along with introducing classes that blur the line between magical character and physical character like Bloodrager and Investigator. It's also got a ridiculous amount of free, legally available content on the Internet; whereas D&D characters need at least four or five splatbooks to make the kind of character optimization guides recommend, I've never found content in a Pathfinder guide not described on the SRD."A medium" is a little generous. If anything is a medium between 3.5 and 4, I'd say it's 5th edition, which borrows a lot of design ideas from both (and some new stuff). Pathfinder, at least talking about the core rules (they may have done new and interesting things with supplements since I stopped paying close attention to them), doesn't have short rest-based abilities, a recoverable pool of extra hitpoints for all characters (healing surges/hit dice), hit chance based on character level and ability scores rather than class, etc. that, like them or not, were taken from 4th and incorporated into 5th. What does Pathfinder have, besides a condensed skill list?
I was primarily referring to how a lot of the classes Pathfinder adds (and even some that already existed in 3.5) have abilities not entirely unlike 4th ed. powers (Swashbuckler Deeds and the thingies Gunslingers do with their Grit come to mind, for one.)Pathfinder is sort of a medium between the two; it's basically a heavily modified 3.5 with rule edits to make it more balanced and streamlined. It nerfs formerly powerful classes a little to make them less lethal to game balance, and buffs most of the physical classes, along with introducing classes that blur the line between magical character and physical character like Bloodrager and Investigator. It's also got a ridiculous amount of free, legally available content on the Internet; whereas D&D characters need at least four or five splatbooks to make the kind of character optimization guides recommend, I've never found content in a Pathfinder guide not described on the SRD."A medium" is a little generous. If anything is a medium between 3.5 and 4, I'd say it's 5th edition, which borrows a lot of design ideas from both (and some new stuff). Pathfinder, at least talking about the core rules (they may have done new and interesting things with supplements since I stopped paying close attention to them), doesn't have short rest-based abilities, a recoverable pool of extra hitpoints for all characters (healing surges/hit dice), hit chance based on character level and ability scores rather than class, etc. that, like them or not, were taken from 4th and incorporated into 5th. What does Pathfinder have, besides a condensed skill list?
You mean effects-wise? Because their usage is nothing like 4th's At-Will/Encounter/Daily/Utility system (which 5 thankfully abandoned except for a few mostly reasonable class abilities). Gunslinger/Swashbuckler is more like a conditionally-refillable version of the Monk's ki pool (which is most likely where 5e got the idea for its Monk's use of ki points).I was primarily referring to how a lot of the classes Pathfinder adds (and even some that already existed in 3.5) have abilities not entirely unlike 4th ed. powers (Swashbuckler Deeds and the thingies Gunslingers do with their Grit come to mind, for one.)Pathfinder is sort of a medium between the two; it's basically a heavily modified 3.5 with rule edits to make it more balanced and streamlined. It nerfs formerly powerful classes a little to make them less lethal to game balance, and buffs most of the physical classes, along with introducing classes that blur the line between magical character and physical character like Bloodrager and Investigator. It's also got a ridiculous amount of free, legally available content on the Internet; whereas D&D characters need at least four or five splatbooks to make the kind of character optimization guides recommend, I've never found content in a Pathfinder guide not described on the SRD."A medium" is a little generous. If anything is a medium between 3.5 and 4, I'd say it's 5th edition, which borrows a lot of design ideas from both (and some new stuff). Pathfinder, at least talking about the core rules (they may have done new and interesting things with supplements since I stopped paying close attention to them), doesn't have short rest-based abilities, a recoverable pool of extra hitpoints for all characters (healing surges/hit dice), hit chance based on character level and ability scores rather than class, etc. that, like them or not, were taken from 4th and incorporated into 5th. What does Pathfinder have, besides a condensed skill list?
I'd say that Pathfinder is basically 3.5 with some token differences and significantly more free content.
Got onto WoD.
Is Masquerade or Requiem better?
I'd say that Pathfinder is basically 3.5 with some token differences and significantly more free content.
And you know... significantly improved classes and level up system.
Having issues with deciding between the Fate Core system, or Burning Wheel.Did you consider jury-rigging aspects and fate points into Burning Wheel?
I like BW's stats, chats and funds better, but the one thing which is turning me off is that player characters never really start off more Special- they just start off more Old.
It's rather annoying all-told.
Could you summarize the benefits and detriments of 3.5, 4 and pathfinder?I'll give it a try, why not?
I was talking about my own taste. I prefer less swingy rolls because they're more realistic and they make particularly high or low rolls stand out more when they happen. I don't like flat rolls because they make crits commonplace and therefore not that big of a deal.Ehh, reasonably high granularity of results, not as cumbersome as rolling 2D10 as D100 or an actual D100. Seems like a good die to base your mechanics off of to me, certainly less cumbersome than rolling ND10 or D6 and then counting successes and failures.Also way more swingy than 2d6, which I'd put at a point against it, with no counterpoint in favor.
Why would I want stable results when chance is involved? Characters generally receive bonuses to rolls in D20 based games, that's all the safety net they need when rolling for effect.
I only play 'at the table' and I ban computers during sessions, so no silly rolling programs for me (or any of my players).That seems like an awfully arduous restriction, considering all the super useful stuff that's digital these days. Did you have a lot of problems with people screwing around before?
It is not a matter of whether or not people are screwing around, it is a matter of basic respect, if you aren't paying attention to what is going on at the table you shouldn't be there. I've been doing this for twenty years and my experience is that every additional item brought to the table is a detriment to gameplay, I want my players focused and involved.The same arguments could apply to having books, dice, paper, and pencils at the table. Or anything really, taking this to its logical conclusion there should just be you and your players, with nothing in between. And then you might as well put down the game and take it to the bedroom.
Weirdly enough no, I've only tried putting FoRKing into Fate.Having issues with deciding between the Fate Core system, or Burning Wheel.Did you consider jury-rigging aspects and fate points into Burning Wheel?
I like BW's stats, chats and funds better, but the one thing which is turning me off is that player characters never really start off more Special- they just start off more Old.
It's rather annoying all-told.
When tabletop gaming the only things that should be at the table are pencils, paper (character sheets and notes), dice and the game books the DM has authorized. Everything else is a distraction and is forbidden.
I'd recommend it. I haven't either with BW, but it seems like the biggest thing you'd need to do is rejigger the mechanics of invoking aspects. Then just make all lifepaths count as aspects, and decide about further aspects as you normally would for FATE.Weirdly enough no, I've only tried putting FoRKing into Fate.Having issues with deciding between the Fate Core system, or Burning Wheel.Did you consider jury-rigging aspects and fate points into Burning Wheel?
I like BW's stats, chats and funds better, but the one thing which is turning me off is that player characters never really start off more Special- they just start off more Old.
It's rather annoying all-told.
Ehh, I'd assume aspects fill the role of both life paths and beliefs/instincts.General advice, not just for game design but for life: If one of the potential ways it could be done would be a pain, don't do it that way.
Which could be a pain.
GO TELL BEN FRANKLIN THAT.Ehh, I'd assume aspects fill the role of both life paths and beliefs/instincts.General advice, not just for game design but for life: If one of the potential ways it could be done would be a pain, don't do it that way.
Which could be a pain.
Is Pathfinder just supposed to be Dungeons and Dragons except more difficult?Pathfinder is supposed to be a continuation of Open Game Dungeons and Dragons.
You also get optional extra customization for classes called Archetypes, which I don't think existed in 3.5 as a mechanic. Basically trading class abilities at certain levels. Wizards get those on top of schools, which already grant unique powers rather than simply affecting spell memorization.Not in core 3.5, but Unearthed Arcana had alternate class features, and I'm pretty sure several other books did, as well.
Yeah, there were variant classes in 3.5, but they were pretty esoteric. Almost nobody used them outside of more specialized builds IIRC.
And Cloistered Cleric was also not necessarily specialized, but was a major staple for most optimization in that class that wasn't specialized in getting into the thick of battle and whacking everyone with a mace or the like. Not that clerics really needed a power boost, mind. I suspect any lack of popularity for Cloistered Cleric was simply because everyone had Core, while not everyone had Unearthed Arcana (even with it included in the SRD).Yeah, there were variant classes in 3.5, but they were pretty esoteric. Almost nobody used them outside of more specialized builds IIRC.
One of my favorites, though, gave up Druid's wildshaping for Monk's bonus to AC and ranger's favored enemy
Funny thing about barbarians, there were two sets of totem ACFs. One of them, the lion totem granted pounce, which is indeed very effective on a charger.And Cloistered Cleric was also not necessarily specialized, but was a major staple for most optimization in that class that wasn't specialized in getting into the thick of battle and whacking everyone with a mace or the like. Not that clerics really needed a power boost, mind. I suspect any lack of popularity for Cloistered Cleric was simply because everyone had Core, while not everyone had Unearthed Arcana (even with it included in the SRD).Yeah, there were variant classes in 3.5, but they were pretty esoteric. Almost nobody used them outside of more specialized builds IIRC.
One of my favorites, though, gave up Druid's wildshaping for Monk's bonus to AC and ranger's favored enemy
Outside of that, though, yeah. I don't think most class variants saw much use outside of either flavour-oriented builds or highly-specialized melee builds (I'd have to look more into optimized barbarian builds, but I think one of the totems saw a lot of use in chargers).
it's a fun way to spend a weeknight with friends.People have had fun with FATAL. Saying you can have fun with friends isn't really a quality of the system, it's a quality of spending time with your friends.
One could make the case that FATAL players don't have friends, they have accomplices :PQuoteit's a fun way to spend a weeknight with friends.People have had fun with FATAL. Saying you can have fun with friends isn't really a quality of the system, it's a quality of spending time with your friends.
One could make the case that FATAL players don't have friends, they have accomplices :PI mean, I wouldn't say there's such a thing as a dedicated FATAL player. But people have run fechts in it that were a good time in the same vein as watching a terrible movie.
There was at one point a dedicated FATAL forum. When that infamous review, and author rebuttal and review rebuttal happen, that community was buzzing bees for a bit.One could make the case that FATAL players don't have friends, they have accomplices :PI mean, I wouldn't say there's such a thing as a dedicated FATAL player. But people have run fechts in it that were a good time in the same vein as watching a terrible movie.
There was at one point a dedicated FATAL forum.I'm going to need a link to that.
We just finished up a scenario, of about 3 sessions, of The Secrets of Cats, where the players play as cats which secretly use magic to protect their humans from eldritch forces that they cannot perceive.
We just finished up a scenario, of about 3 sessions, of The Secrets of Cats, where the players play as cats which secretly use magic to protect their humans from eldritch forces that they cannot perceive.
this sounds wonderful
That's an interesting read, although it really doesn't make any sense, economically, logistically, and even the base premises of killing oneself to avoid danger.Yeah it doesn't make any god damn sense. How are you safer if you're all dead? Not to mention you can't travel!
I think any discussion about the state of a D&D world economy is swiftly going to descend down a rabbit-hole of madness and illogical conclusions. A book standard CR 1/3 goblin carries 54 gp in equipment alone (short sword, short bow, 20 arrows, leather armor, light wooden shield), about a year and a half of wealth for a standard untrained laborer. Why anyone works at a trade instead of just hunting for a lone goblin once a year is beyond me.Because goblins are only pushovers if you're a badass adventurer.
Why would you murder yourself and risk someone not bringing you back when you can just have a 9th level wizard Teleport you wherever you need to go? Book price for a Teleport spell is 450gp which is close enough to the cost of the weird death-travel thingy listed that it's simply not worth the hassle, and gets you there instantly, no wait involved.
Seriously, by any logical measure all trade in high cost goods is going to be conducted via teleportation magic. Size and quantity also isn't an issue with Bags of Holding and Portable Holes being things that are fairly common. Same day delivery over 900 miles, or further for multiple castings.
But yes the reason most peasants or tradesmen don't go fighting goblins has more to do with how they only have 1d4 or d6 health.Well, I was thinking in terms of logic rather than game mechanics, since the former is the less mutable of the two. There's a good pleb vs goblin battle in Hai to Gensou no Grimgar where a party of five starting adventurers show peasant-tier skills in a fight against a goblin, which I think is a good idea of how it should go down generally. Really, that whole show is applicable to this situation.
Also, goblins are not the kind of creatures who would say "Those humans came here to kill us and steal our gold... well, what can you do about it? Let's forget about it".That's assuming your players want to side with the villagers, who arguably brought this on themselves. High-minded players might prefer to favor the goblins who, while probably not innocent are at least the victims here.
Actually this gave me an idea for a low-level quest: a group of goblins are planning revenge over a group of farmers who thought about this and killed a few goblins. Protect the village and kill the goblin raid coming towards them.
so how about them ridiculously expensive pieces of cardboard.
Kaladesh seems really really really hype. We've got dwarves, implications of matter being teleported through space using the Blind Eternities (e.g. interplanar portals), another artifact block...
I'm also really looking forward to what Mechanic E will turn out to be. Apparently it's something they've been trying to find a place for since Mirrodin.
In addition to that, they just announced the next block, which appears to be some sort of Egyptian-themed plane ruled by motherfucking Nicol Bolas.
I think any discussion about the state of a D&D world economy is swiftly going to descend down a rabbit-hole of madness and illogical conclusions. A book standard CR 1/3 goblin carries 54 gp in equipment alone (short sword, short bow, 20 arrows, leather armor, light wooden shield), about a year and a half of wealth for a standard untrained laborer. Why anyone works at a trade instead of just hunting for a lone goblin once a year is beyond me.
Even a peasant can, by the rules, gain one free simple weapon proficiency, and with their wealth typically tied up in their property, I'd estimate most would pick a weapon such as a club, quarterstaff or sling which has no base cost involved. With three to five peasants in a party slinging stones at a goblin, you'd likely find them capable of killing it before any of them suffered a fatality. Of course they probably leave that to the town guard instead, but for small hamlets without a strong defending force, a peasant mob would probably be capable of handling defence of their homes against a goblin band.
Energy really depends on what they print with it. It really seems like a build-around mechanic. However, since KLD only has three mechanics, it's probably pretty pushed.so how about them ridiculously expensive pieces of cardboard.
Kaladesh seems really really really hype. We've got dwarves, implications of matter being teleported through space using the Blind Eternities (e.g. interplanar portals), another artifact block...
I'm also really looking forward to what Mechanic E will turn out to be. Apparently it's something they've been trying to find a place for since Mirrodin.
In addition to that, they just announced the next block, which appears to be some sort of Egyptian-themed plane ruled by motherfucking Nicol Bolas.
Energy looks interesting. Fabricate seems like a pretty decent mechanic as well, although I don't know enough of Magic to say much.
Adventure title: Seven AdventurersHahaha, nice.
Another session of Fate of the Ur-Quan today. The heroes arrived at Spathiwa, where they contacted the Spathi High Council (a.k.a. the "Safe Ones"), who after being given the "Secret Spathi Cypher" asked them where they got it. Captain Fwiffo immediately proceeded to lock himself in the restroom of his Eluder, while the crew was trying to get him out. (for some reason the restroom in the Spathi ship had a large steel vault door with multi-factor security and all ventilation shafts leading to it trapped by deadly devices).Heehee.
The Safe Ones gave the PCs a quest to rid their planet of the Evil Ones, savage creatures that had eaten a large amount of their population a few centuries ago and forced them to relocate to the moon. The players set up some traps in the planet, aided by a sample of Fwiffo's DNA of deliciousness. They lured one of the beasts into it (which turned to be some sort of giant teddy bear that moved with the grace and fierceness of a sloth). As they were analyzing the beast, a group of four drone robots attacked, killing Ensign Rico. The drones played a pre-recorded message, that the intruders where to cease and desist trying to ruin their amazing prank, death being the preferred way to cease and desist.Huh! Neat twist. Makes sense to change things up in case they're familiar with the source material.
The Ninja player used his ninja skills to climb a tree and then jump onto one of the drones, attacking it with his sword, while the other player, aided by one redshirt + his decoy (technology adapted from the captured Spathi ship - the Spathi fill half their crew pods with decoys to lure the fire away from the real crew) took potshots at the other pair of drones. The lander itself also shot at the robots but was mostly ineffective (redshirts suck at shooting. And other skills. And not dying). I use the same rules from the computer game, btw: ships, landers etc get destroyed or at least seriously damaged and disabled if they run out of crew, otherwise they're undamaged. All damage goes directly to the people inside.That's a good explanation for the lander not ruling the show, it being full of useless redshirts.
After destroying one of the drones with massive damage, I ruled that he could steer the crashing drone into the other one of that pair, by overcoming a Vehicles check. And exactly that happened, to which even more Fate points were piled on which caused the destruction of both drones....Hm. I have theories. Your players don't view this thread, do they?
Eventually they destroyed the rest, and salvaged the pieces to try and figure out where they came from (inside the planet) and who programmed them.
In the end this played out rather well, I think I managed to make the scene a lot more fun than just capturing some helpless creatures, while still making the point that the Spahi are defenseless cowards and easy prey for the lamest of predators.Sounds like a great campaign! And I have unfairly high expectations for anything in the Star Control universe. Thanks for sharing (:
The players were throwing out all kinds of solutions at the end, from using superscience to make the Spathi less delicious to these creatures, to make a virus to make them more harmless, or making a zoo or whatever. We'll see how that plays out next game.
The Safe Ones gave the PCs a quest to rid their planet of the Evil Ones, savage creatures that had eaten a large amount of their population a few centuries ago and forced them to relocate to the moon. The players set up some traps in the planet, aided by a sample of Fwiffo's DNA of deliciousness. They lured one of the beasts into it (which turned to be some sort of giant teddy bear that moved with the grace and fierceness of a sloth). As they were analyzing the beast, a group of four drone robots attacked, killing Ensign Rico. The drones played a pre-recorded message, that the intruders where to cease and desist trying to ruin their amazing prank, death being the preferred way to cease and desist.Huh! Neat twist. Makes sense to change things up in case they're familiar with the source material.
I wonder if it's even the same group. Drone robots seem to hint otherwise.
The Ninja player used his ninja skills to climb a tree and then jump onto one of the drones, attacking it with his sword, while the other player, aided by one redshirt + his decoy (technology adapted from the captured Spathi ship - the Spathi fill half their crew pods with decoys to lure the fire away from the real crew) took potshots at the other pair of drones. The lander itself also shot at the robots but was mostly ineffective (redshirts suck at shooting. And other skills. And not dying). I use the same rules from the computer game, btw: ships, landers etc get destroyed or at least seriously damaged and disabled if they run out of crew, otherwise they're undamaged. All damage goes directly to the people inside.That's a good explanation for the lander not ruling the show, it being full of useless redshirts.
Interesting that you're keeping the crew=HP mechanic though.
After destroying one of the drones with massive damage, I ruled that he could steer the crashing drone into the other one of that pair, by overcoming a Vehicles check. And exactly that happened, to which even more Fate points were piled on which caused the destruction of both drones....Hm. I have theories. Your players don't view this thread, do they?
Eventually they destroyed the rest, and salvaged the pieces to try and figure out where they came from (inside the planet) and who programmed them.
In the end this played out rather well, I think I managed to make the scene a lot more fun than just capturing some helpless creatures, while still making the point that the Spahi are defenseless cowards and easy prey for the lamest of predators.Sounds like a great campaign! And I have unfairly high expectations for anything in the Star Control universe. Thanks for sharing (:
The players were throwing out all kinds of solutions at the end, from using superscience to make the Spathi less delicious to these creatures, to make a virus to make them more harmless, or making a zoo or whatever. We'll see how that plays out next game.
(lengthy post on goblin ecology that I'm omitting here for length)Considering these things, it makes a lot of sense how in the generic Japanese settings, you get orders of knights going around to subjugate monsters.
So where's the insanity mechanic?
Prestige classes: Again the name and a short descriptionHehehehehehehehe
Aes Sedai: If you want to be really good, take this class. Lots of spellcasting bonuses, these women could be really scary.
Asha'man: Basically male Aes Sedai, they have better casting abilites in combat but are a bit less versitile than Aes Sedai. Very, very little less. A powerful prestige class. The only problem is the MADNESS. Very dangerous.
Now we started fleshing out the terran faction, substituting for "Tesladyne", adding skills and aspects and so on. I let them pick any name, they went for the Seńor Vorpal Kickasso alliance...Ha!
My gaming drought is finally coming to an end. While it wasn't exactly my first choice, I've got a Deadlands Reloaded game on Saturday. Seriously, I live in the home of Gen Con. Finding a non-Encounters non-PFS game should not be this difficult.It's a good second choice if your cowboy hat with actual little skulls is at the cleaners.
I'm not sure if all hucksters are supposed to be Gambit expys but that's what I ended up with. Now I just have to decide how far I personally want to go. I'm improving on my card riffling skills but have not yet determined if I want to wear the cowboy hat with small wooden skulls on it to the game.
Interesting.This one has a decent internet community, so you can do it the roll20 way. But yeah, if you want to do it around an actual table, probably sell your group on it first. That's the problem with smaller games in smaller markets.
Someone tried to get me into a different tabletop kickstarter (Clockwork angels, someone?), but it's generally pretty rare that they'll take off in Australia so I end up with nobody to play with.
Anyone played any good board games lately? I've always been a fan of the idea, but it's just recently I've started any serious attempts at building a collection.
Castles of Burgundy is near the top of the list of games I want to try at the moment.
Anyone played any good board games lately? I've always been a fan of the idea, but it's just recently I've started any serious attempts at building a collection.You can get tabletop simulator, off of steam and play lots of different board games.
Castles of Burgundy is near the top of the list of games I want to try at the moment.
You can get tabletop simulator, off of steam and play lots of different board games.
Anyone played any good board games lately? I've always been a fan of the idea, but it's just recently I've started any serious attempts at building a collection.If you want a good idea of what a game is like in play, Wil Wheaton's Tabletop (https://www.youtube.com/playlist?list=PL7atuZxmT956cWFGxqSyRdn6GWhBxiAwE) is pretty decent. For a more varied review show, I tend to prefer Shut Up & Sit Down (https://www.youtube.com/channel/UCyRhIGDUKdIOw07Pd8pHxCw), which doesn't go into the details of play as much, but has short episodes and has covered a lot more games. They also have written reviews on their website (https://www.shutupandsitdown.com/).
Castles of Burgundy is near the top of the list of games I want to try at the moment.
Spoony said that the Wheel of Time magic system is very good. Anyone know why? How does it work?if it's the 3.5e wheel of time, I very rarely and barely got to play, but can remember having fun with my asha'man
I haven't watched much Spoony but from what I've seen I've gotten the impression he does not care for 3.5 very much.He likes 3.5, it's 3e that he thought sucked. 4e he thought was meh and he hated 5e due to the decreased complexity, increased balance, and lower mortality.
Anyone played any good board games lately? I've always been a fan of the idea, but it's just recently I've started any serious attempts at building a collection.If you've got a big enough group (best with 6 or 8) you should definitely try Space Cadets: Dice Duel (https://boardgamegeek.com/boardgame/142079/space-cadets-dice-duel). Two teams flying spaceships in a dogfight with no turns - just frantic dicerolling, bad communication, hilarious mistakes, and a lot of stress. It works surprisingly well - it's some of the most fun I've ever had playing board games.
What complexity does he think is decreased? Aside from lacking splat bloat, I don't see a lot of limitation there. Character options and basic rules are a lot more modular.I haven't watched much Spoony but from what I've seen I've gotten the impression he does not care for 3.5 very much.He likes 3.5, it's 3e that he thought sucked. 4e he thought was meh and he hated 5e due to the decreased complexity, increased balance, and lower mortality.
I find it odd increased balance is seen as a downside.I haven't watched much Spoony but from what I've seen I've gotten the impression he does not care for 3.5 very much.He likes 3.5, it's 3e that he thought sucked. 4e he thought was meh and he hated 5e due to the decreased complexity, increased balance, and lower mortality.
Classes other than Initiate of Sevenfold Veil are actually viable? HORRORS. THIS GAME IS TERRIBLE NOW.I find it odd increased balance is seen as a downside.I haven't watched much Spoony but from what I've seen I've gotten the impression he does not care for 3.5 very much.He likes 3.5, it's 3e that he thought sucked. 4e he thought was meh and he hated 5e due to the decreased complexity, increased balance, and lower mortality.
Well, sure. There's always the kobold Master of Many Forms, whose sole weakness is the GM throwing rulebooks at your head. :PClasses other than Initiate of Sevenfold Veil are actually viable? HORRORS. THIS GAME IS TERRIBLE NOW.I find it odd increased balance is seen as a downside.I haven't watched much Spoony but from what I've seen I've gotten the impression he does not care for 3.5 very much.He likes 3.5, it's 3e that he thought sucked. 4e he thought was meh and he hated 5e due to the decreased complexity, increased balance, and lower mortality.
SO, time for a tale from Shadowrun. This happened some sessions ago, but it's definitely still worth mentioning. Spoiler because minor wall of text. Also maybe not for the very faint of heart, but come on, we're in the dorf fortress forums, none of us have that issue. :vJeebus.Spoiler: The Dude Omelette (click to show/hide)
My least favorite parts are when he brags about how lethal the game used to be....OK, yeah, definitely not going to spend my time watching that if that's what he's going to go with. Seconding all that's been said about excessive lethality being an iffy aspect of the hobby at best, but can I just point out nothing stops him from playing a more lethal game? Complaining that other people are playing in a way they enjoy is so completely snobbish.
Oh, yeah. And he's pretty obnoxious about it, though he's clearly playing that up for comedy.Sure, if the wizard is willing to put stats in str, otherwise useless, and miss out on their capstone ability.
The main thing that actually worried me, as someone potentially being in a 5e game soon, was the advantage system. Also elements of the class system. Basically things that seemed over-simplified. I'd give timestamps if I had them, so I'll summarize:
the entire advantage system vs modifiers, wtf
Wizards casting in full plate with a 1 level fighter dip
I'm also worried about the abundance of useful and deadly cantrips, but I'm almost sold. Almost.
Sure, if the wizard is willing to put stats in str, otherwise useless, and miss out on their capstone ability.Why strength? Carrying capacity?
I dunno. If a wizard regularly needs full plate armor, he might be doing something wrong.Heh yeah, but good archers in DND do add their strength bonus to arrows (if the bow is designed for their bonus).
Besides, spells like mage armor and shield exist, which is at least as good as chain.
Why strength? Carrying capacity?
My group did point out that most wizards prioritize dexterity for their ranged touch attacks, so they tend to be dodgy like rogues instead of "tanky" like fighters (and armor does jack against magic, in particular).
Still though, if casting in full plate isn't worth one level, kinda sounds like armor is pointless.
You also get +2 proficiency, a fighting style (+2 to ranged attacks, for example), and an extra "second wind" well of 1d10 HP. And a d10 HD, though wizards apparently get d6 now... pah.
The wizard capstone, IF you lose it by being capped at 20 or something, is... two bonus 3rd level castings per day? wowzers
I dunno. If a wizard regularly needs full plate armor, he might be doing something wrong.Anyone who regularly needs armor (or a weapon, for that matter) is doing something wrong. People who live nice lives where they have everything under control rarely make for good stories, though, and they most definitely don't have adventures.
I dunno. If a wizard regularly needs full plate armor, he might be doing something wrong.Anyone who regularly needs armor (or a weapon, for that matter) is doing something wrong. People who live nice lives where they have everything under control rarely make for good stories, though, and they most definitely don't have adventures.
I'm not actual sure that would trigger AoOs. From what I recall forced movement does not.Shhh, don't ruin it, it's too great :P
That image is in reference to a specific exploit build though, making use of cancer mage and a specific disease and a bevy of other things to turn your casting stat to strength, then get a specific disease that makes you gain strength, avoid the negative effects of the disease which would otherwise destroy you, and end up with an indefinitely increasing casting stat.Spoiler (click to show/hide)
I'm also worried about the abundance of useful and deadly cantrips, but I'm almost sold. Almost.
If you are creating a caster with a very unusual cantrip (fireballs? Really?)
Can we also talk about how underappreciated and awesome Betrayal at House on the Hill (http://Betrayal at House on the Hill) is?Maybe he was having a bad day. Maybe my first impression was correct. I played the creator of this game. The creator of this game is a dick.
Holy ancient quote, Batman!Can we also talk about how underappreciated and awesome Betrayal at House on the Hill (http://Betrayal at House on the Hill) is?Maybe he was having a bad day. Maybe my first impression was correct. I played the creator of this game. The creator of this game is a dick.
Anyone played Rifts? Are you supposed to capitalise the name or not?
What's it like?
Interesting. I've only been reading the lore/setting so far, haven't reached the actual crunch.
Are you guys directing these complaints to a particular edition, or just the game in general? I'll try to make a character and see how that goes.
Hi everyone, relatively new to the forums, but I'm a huge fan of tabletop and DF.
I've wanted to combine those two ideas for awhile, using a system like DnD 5e or Pathfinder. I don't know how it'd work, really, but I think it could be fun. Does anybody have any suggestions for how to make that work?
Hi everyone, relatively new to the forums, but I'm a huge fan of tabletop and DF.
I've wanted to combine those two ideas for awhile, using a system like DnD 5e or Pathfinder. I don't know how it'd work, really, but I think it could be fun. Does anybody have any suggestions for how to make that work?
The obvious answer would be to just set it in a Mountainhome. Players would all be Dwarves. You can use the guide in the DMG or just closest equivalent to make monsters from DF in 5e.
You lore could be taken from worldgen.
If you wanted to model alcohol dependency just homerule something like every player must drink at least one alcoholic drink a day or suffer a level of fatigue or something. Perhaps after three days to prevent undue annoyance. This stacks until the player drinks and cannot be cured otherwise.
-A lot of 'nonsensical and silly things' is just your input as a GM. A system won't help you with that.
...As a fellow DM, I advise to plan for unexpected complications.
Edit: Pathfinder Kingmaker might help with settlement building.Just a heads up, Kingmaker is essentially Spreadsheets: The Tabletop Game, unless you use a digital tool. There are a few floating around, like this one (https://daddydm.wordpress.com/2014/11/03/kingmaker-the-app-its-here/). It's a bit rough around the edges, especially with the map editing, but it will get the job done.
I believe he's referring to a recently kickstarted computer game, not a pathfinder update to the old tabletop classic.Edit: Pathfinder Kingmaker might help with settlement building.Just a heads up, Kingmaker is essentially Spreadsheets: The Tabletop Game, unless you use a digital tool. There are a few floating around, like this one (https://daddydm.wordpress.com/2014/11/03/kingmaker-the-app-its-here/). It's a bit rough around the edges, especially with the map editing, but it will get the job done.
This seems to be the complete set of Kingmaker rules. (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/kingdomsAndWar.html)Thanks a lot, I'm obviously not used to locating pathfinder resources. And holy fuck, you weren't kidding about spreadsheets. I'm going to read through the whole thing and see what I like, but from a brief peek into the beginning it's already looking like a lot of things would need to be pared down. And it's not super compatible with what I've been doing since it's made from a post-westphalian perspective of nation-states rather than feudalism.
Three months is barely a necro in the worst circumstances, much less something so specific.
Yeah, really old and outdated. Also the only real way to play if everyone is in different time zones or no one can make a strict schedule...Makes sense. I'm just being selfish. I just want more people to come to forum games and roleplaying. >:D
Yeah, really old and outdated. Also the only real way to play if everyone is in different time zones or no one can make a strict schedule...This. As an Aussie, PBP is basically one of my only options.
Yeah, really old and outdated. Also the only real way to play if everyone is in different time zones or no one can make a strict schedule...If your options are to spend two months in a single adventure and then probably to never finish another, or to sporadically have adventures with only partial groups at irregular times, you're still better off with the latter option.
IMO, RTD is defined by the gradient between total failure and total success. In DnD, if you roll a 9 on a DC 10 roll, you just fail, that's it. The same would happen if you had rolled a 2 or a 6. But in RTD there are at any given time six unique different things that could happen every time you roll a die, which means more unintended consequences, more odd situations. The fact that the characters don't ONLY succeed and fail, but fail utterly, half-succeed, get carried away... it opens up so many different possibilities, that not even the GM could have seen coming. You trade the players' and the GM's control over the plot for the RNG's control, and often she's better at coming up with stories than we ever could be.
Alternatively, just been playing Imperial Assault, and it's awfully hard.Explain.
Specifically doors. Doors are hard. Hard as nails.
Perhaps Imperial Assault is about playing someone without hands. A common challenge is opening various doors.Alternatively, just been playing Imperial Assault, and it's awfully hard.Explain.
Specifically doors. Doors are hard. Hard as nails.
Would anybody be interested in a game of play-by-post Diplomacy on the forum?My friend was talking about it the other day. How much time investment is there and how easy is it to learn to play?
I thought it was a game which relied on zero luck.
Would anybody be interested in a game of play-by-post Diplomacy on the forum?
Chaos (Michel Ferion)
A 34-player variant which uses the standard map. Every player starts out with one home supply center. Standard Diplomacy rules apply except that a player can build in any owned supply center, not just the home center.
Diplomacy Royale (John Pitre)http://www.diplomatic-pouch.org/Zine/S1997M/Pitre/Royale.html
This variant can be used with any map. The rules have been heavily modified to include blood lines, royal families, marriages, binding agreements, titles, and more.
Exchange Diplomacy (Bruce Duewer)
A variant that combines ideas from the Payola and Bourse variants. Each player is an investor, trying to win the game by getting the largest stake in the winning power or coalition of powers in the Payola game which is going on.
QuoteExchange Diplomacy (Bruce Duewer)
A variant that combines ideas from the Payola and Bourse variants. Each player is an investor, trying to win the game by getting the largest stake in the winning power or coalition of powers in the Payola game which is going on.
I kinda dig this one too. The basic idea is that you can buy or sell shares in different nation's military ventures.
And now that I'm here, I really want to find a weekend game to join up with. I miss role-playing so much. I don't think I'm likely to find anything local among friends. Anybody got any good leads before I start randomly stumbling about the internet looking for one?
And now that I'm here, I really want to find a weekend game to join up with. I miss role-playing so much. I don't think I'm likely to find anything local among friends. Anybody got any good leads before I start randomly stumbling about the internet looking for one?
Well, are you looking for tabletop games as in board games or tabletop games as in D&D-style pnpRPGs? Because if it's the latter, you might have more luck in the thread for them, too (http://www.bay12forums.com/smf/index.php?topic=151000.4680).
And now that I'm here, I really want to find a weekend game to join up with. I miss role-playing so much. I don't think I'm likely to find anything local among friends. Anybody got any good leads before I start randomly stumbling about the internet looking for one?
Well, are you looking for tabletop games as in board games or tabletop games as in D&D-style pnpRPGs? Because if it's the latter, you might have more luck in the thread for them, too (http://www.bay12forums.com/smf/index.php?topic=151000.4680).
Gah, you're right. I knew we had such a thread that's usually floating somewhere in the first couple pages of GD. Came on this one first, and Tabletop is synonymous with PnP RPG in my mind. Because board games don't really need to specify that, do they?
I hear that from people a lot, but I've never thought of roleplay as a board game. There can be a board game element if you break out a map and miniatures for crunchy encounter stuff, but that's a sideshow. I've never even done that much, preferring things more freeform and story-focused. The essence of the game is impromptu, collaborative storytelling. I know I'm in the minority on that, though.
I hear that from people a lot, but I've never thought of roleplay as a board game. There can be a board game element if you break out a map and miniatures for crunchy encounter stuff, but that's a sideshow. I've never even done that much, preferring things more freeform and story-focused. The essence of the game is impromptu, collaborative storytelling. I know I'm in the minority on that, though.
Are you, though? Certainly no one I've ever played with has ever actually used minis and maps in any regimented way, and I've only used any kind of crunchy combat rules once in the past three years for all of one half of one round of D&D 5e. We don't play FATE or DramaSystem, but honestly every system we do play has more or less morphed into one of the two with additional subsystems, and it's the same for everyone I know barring one determined Pathfinder group.
I hear that from people a lot, but I've never thought of roleplay as a board game. There can be a board game element if you break out a map and miniatures for crunchy encounter stuff, but that's a sideshow. I've never even done that much, preferring things more freeform and story-focused. The essence of the game is impromptu, collaborative storytelling. I know I'm in the minority on that, though.
card games, rpgs, and also tactics games like Warhammer. That's what people lump in the most. But it does also include board games even though those aren't as far down the rabbit hole of nerdery.I hear that from people a lot, but I've never thought of roleplay as a board game. There can be a board game element if you break out a map and miniatures for crunchy encounter stuff, but that's a sideshow. I've never even done that much, preferring things more freeform and story-focused. The essence of the game is impromptu, collaborative storytelling. I know I'm in the minority on that, though.
Are you, though? Certainly no one I've ever played with has ever actually used minis and maps in any regimented way, and I've only used any kind of crunchy combat rules once in the past three years for all of one half of one round of D&D 5e. We don't play FATE or DramaSystem, but honestly every system we do play has more or less morphed into one of the two with additional subsystems, and it's the same for everyone I know barring one determined Pathfinder group.
That's been my impression talking with other gamers, and going to Gencon almost every year. Seems like most people do combat-heavy adventure stuff and like their grid maps. And I rarely meet anyone who plays anything other than D&D/Pathfinder, which is the most oriented towards that stuff.
And now that I'm here, I really want to find a weekend game to join up with. I miss role-playing so much. I don't think I'm likely to find anything local among friends. Anybody got any good leads before I start randomly stumbling about the internet looking for one?
Well, are you looking for tabletop games as in board games or tabletop games as in D&D-style pnpRPGs? Because if it's the latter, you might have more luck in the thread for them, too (http://www.bay12forums.com/smf/index.php?topic=151000.4680).
Gah, you're right. I knew we had such a thread that's usually floating somewhere in the first couple pages of GD. Came on this one first, and Tabletop is synonymous with PnP RPG in my mind. Because board games don't really need to specify that, do they?
Hi, can anyone recommend me a tabletop system that can work with a "single person controlling multiple PCs" situation?Literally any can, but Ars Magica is built for it.
Hi, can anyone recommend me a tabletop system that can work with a "single person controlling multiple PCs" situation?