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Other Games / Re: Battle Brothers - a turn based strategy RPG mix
« on: July 31, 2020, 03:35:39 pm »
I didn't know whips were in the game until now, so they're definitely hard to find then.
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Yeah but you could use a longsword or something and just get advantage.Which is why I said fun, not optimal.
We’re sticking with what we know. A co-op game first and foremost, with the same tight melee combat that not only are we proud of but also that we’re known for. However, we’ll be giving ranged combat more complexity of its own to really bring it up to par with the hands on stuff. Our hope is that we can really deliver on some truly hybrid combat that’s both accessible yet boasts a high skill ceiling, offering the same opportunity for mastery regardless of whether you’ve got a lasgun or a chainsword in your hands.
I take monster XP for defeat rather than kill.This is the default for 5e. Not sure about other other systems though.
If they scare them off, trick them into a pit, or get them a part time job and a new lease on life, they've earned the XP.
Mine too, that's why I'm biased against itI can definitely understand that.
Online rpg loses about 50% of the joy of it thoughIts definitely a different experience, but most folks I know are still having a blast with the switch. Personally I'm slightly biased though because a lot of my games have been online.
It's not a matter of me trying to "screw myself out of" particular spells, it's a matter of trying to understand what the Sage Advice "rule clarification" is intended to mean, since that's supposed to apply to the core rules people should be familiar with as a foundation (or rather, in this case, trying to show why I feel the errata could be seen as unreasonable or be interpreted in such a fashion). And when Crawford gives incomplete or confusing "clarifications" to the core rules, including ones that seem to drastically change what was presumed to be the initial intent, that's when I feel like I'm becoming disillusioned with SA.The thing is, every RPG system I've ever played with different DMs has had a different feel or style, and that includes how they run the rules. Rule variation is going to happen no matter how tightly you build your system (unless your system is one page of rules, but that's a different kettle of fish), and you're going to find it no matter what table you go to. There's also a big difference between rolling d100s instead of d20s and talking to your DM about whether you can twin a spell.
If you're looking for a game of 5e DnD and you find a group and get to the table only to discover that they're rolling under d100s for skill checks and using a deck of playing cards as an extra resource then you'd probably feel a bit confused and uncertain about what else you don't know about this game that you thought you knew how to play. So yes, community consensus on what the core rules are supposed to mean is important, even though it's perfectly reasonable (and even common) to play a long and successful game with a table consensus of something completely different.
As for finding a meatspace game to play in; I'm not sure if anyone's noticed, but there's a pandemic on at the moment.Most of the people I know are playing more D&D, not less because of the pandemic, they've just moved online.