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Fuego Fish posted:Or finds out that all those tattoos don't say what they're supposed to. Man in tattoo hut say it mean Fierce Warrior.
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# ? Oct 19, 2013 12:32 |
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# ? May 13, 2024 18:38 |
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Fuego Fish posted:Or finds out that all those tattoos don't say what they're supposed to. I still wouldn't argue with a Barbarian about his tattoos. At least not face-to-face anyway
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# ? Oct 19, 2013 12:45 |
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Sorry, but I think 4chan just won something.
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# ? Oct 21, 2013 04:06 |
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^^^^^^ /tg/ may be a 4chan board but it has some of the most entertaining RPG story threads I've ever seen. That image and the one with the luchador grappler character are always entertaining.
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# ? Oct 21, 2013 05:48 |
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BinaryDoubts posted:^^^^^^ /tg/ may be a 4chan board but it has some of the most entertaining RPG story threads I've ever seen. That image and the one with the luchador grappler character are always entertaining. You mean this one? Yeah, /tg/ has some excellent stories, especially since I only go through the suptg archives and get it prefiltered. There's also Boxcar Joe, the Magic Hobo, who was in all the games simultaneously, Old Man Henderson who won Call of Cthulhu, and many others. For content, flying skeleton blenders. Skeletons have no muscle, therefore they must move by magic. Therefore, there's no limit on how quickly they can move their arms and legs. Therefore, between friction and ridiculous speed, they can move their arms and legs fast enough to act as propellers, especially if they're worn down to sharpened bones.
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# ? Oct 21, 2013 17:25 |
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darthbob88 posted:You mean this one? They do have some good stories but the way 4chan words things bothers me. They have their own dialect that just rubs me the wrong way.
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# ? Oct 21, 2013 17:37 |
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In the new FFG Star Wars system there's an ability called Scathing Tirade which is primarily available to social-fu type characters. The long and short of it is that you take a combat action to make a Coercion (aka Intimidate) check in order to deal strain (nonlethal) damage to one or more targets. This is already a little silly in that you scold someone into unconsciousness, but it gets even better.
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# ? Oct 21, 2013 18:53 |
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Thats actually fantastic and something similar should be in basically every RPG
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# ? Oct 21, 2013 19:54 |
darthbob88 posted:they must move by magic. Therefore, there's no limit on how quickly they can move their arms and legs That doesn't necessarily follow on.
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# ? Oct 21, 2013 20:42 |
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darthbob88 posted:For content, flying skeleton blenders. Skeletons have no muscle, therefore they must move by magic. Therefore, there's no limit on how quickly they can move their arms and legs. Therefore, between friction and ridiculous speed, they can move their arms and legs fast enough to act as propellers, especially if they're worn down to sharpened bones. That sounds more like a wild sperg's ravings than anything really Murphy's. PantsOptional posted:In the new FFG Star Wars system there's an ability called Scathing Tirade which is primarily available to social-fu type characters. The long and short of it is that you take a combat action to make a Coercion (aka Intimidate) check in order to deal strain (nonlethal) damage to one or more targets. This is already a little silly in that you scold someone into unconsciousness, but it gets even better. Pretty sure I can see C3PO doing that daily, so that may just a legit simulation of Star Wars.
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# ? Oct 21, 2013 20:50 |
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Little_wh0re posted:That doesn't necessarily follow on. I suppose it'd be more accurate to say that the speed is limited only by magic, but since most conceptions of magic assume magic is limitless, and by most I mean D&D, it still holds. Besides, flying skeleton blenders are cool enough to justify some fudging.
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# ? Oct 21, 2013 21:00 |
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Alien Rope Burn posted:Pretty sure I can see C3PO doing that daily, so that may just a legit simulation of Star Wars. Naw, a legit simulation of Star Wars would be Threepio attempting to use Charm on someone until they killed themselves rather than listen to him.
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# ? Oct 21, 2013 21:03 |
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PantsOptional posted:Naw, a legit simulation of Star Wars would be Threepio attempting to use Charm on someone until they killed themselves rather than listen to him. I'm pretty sure that this is only going to encourage me to instantly roll some kind of mercenary Rap-Battling Assassin if anybody I know announces they are running this game. He stuns you with his sick rhymes, and then he Stuns you with his blaster rifle so he can drag you back to his employer.
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# ? Oct 21, 2013 21:13 |
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deadly_pudding posted:I'm pretty sure that this is only going to encourage me to instantly roll some kind of mercenary Rap-Battling Assassin if anybody I know announces they are running this game. He stuns you with his sick rhymes, and then he Stuns you with his blaster rifle so he can drag you back to his employer. That would probably actually work really well. Eventually down the same talent tree you can pick up an upgrade that lets you use this ability as a maneuver (aka move action). You could theoretically shoot someone with your standard action, then deliberately take some self-inflicted strain to use this ability twice in the same round. Effectively you'd get three stun attacks off in a single round. I may or may not already have planned to do this to a very formidable NPC in a duel.
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# ? Oct 21, 2013 21:20 |
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"How appropriate, Lord Vader. You fight like a cow."
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# ? Oct 22, 2013 00:15 |
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Isn't that supposed to be dun moch the Sith auxiliary fighting style? Constant mind games with your opponent until they're too freaked out to defend themselves?
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# ? Oct 22, 2013 02:12 |
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PantsOptional posted:In the new FFG Star Wars system there's an ability called Scathing Tirade which is primarily available to social-fu type characters. The long and short of it is that you take a combat action to make a Coercion (aka Intimidate) check in order to deal strain (nonlethal) damage to one or more targets. This is already a little silly in that you scold someone into unconsciousness, but it gets even better. So Star Wars characters are literally Spina vampires?
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# ? Oct 22, 2013 10:49 |
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A fairly small D&D 4E example. Back in Dragon 369, there was an article that published a few Bard Paragon Paths that rewarded a Bard for multiclassing into various power sources. One of these Paths, the Daring Blade, made it so that you could use your Charisma as an attack stat for any martial power you possessed (in place of Strength for Fighters, Rangers, and Warlords, and Dexterity for Rangers and Rogues). The idea was that a Bard who extensively studied martial techniques should be pretty good at them, represented by using their Charisma which was presumably higher than their Strength or Dexterity. However, because of the way Paragon Paths work in 4E, you could also take the Daring Blade path if you are a martial class that multiclassed into Bard. Which means that you could play a fighter who tanked his strength at character creation, and become a goddamn master of war come paragon tier, striking foes because you're just that likeable.
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# ? Oct 26, 2013 07:28 |
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Your disarming nature guides your blade past the enemy's guard. I like it.
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# ? Oct 26, 2013 11:47 |
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It's worth pointing out that 4e bards have a number of powers that allow them to insult someone to death. Like the Star Wars ability, it can work on non-sentient and inorganic creatures; while it doesn't ignore the target's defenses, it will generally target Will and thus be easier to hit with than an attack targeting AC.
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# ? Oct 28, 2013 06:46 |
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When the Moon says something's dead, the world listens.
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# ? Oct 28, 2013 06:50 |
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More on D&D 3.5 Barbarians: The Decipher Script skill allows one to glean the basic meaning of text written in a language they don't understand. So a Barbarian who focuses on that skill could basically read any language he doesn't know, while being unable to read a language he understands. If he were to learn to speak a new language, he would no longer be able to "read" it with Decipher Script.
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# ? Oct 28, 2013 07:11 |
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Mr. Maltose posted:When the Moon says something's dead, the world listens.
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# ? Oct 28, 2013 07:23 |
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I don't know if this is a Murphy's Rule or just a way to put some stuff together, but here goes: In Pathfinder, you make a cavalier and go Order of the Cockatrice. This gives you a feat at 2nd level called Dazzling Display that lets you intimidate everyone in a 30ft radius instead of just one person at a time. At third level you multiclass into Anti-Paladin and you take that for three levels, because at 3rd level Anti-Paladin you get an ability called Aura of Cowardice. Creatures close to you take a -4 penalty to saves vs. fear, and things normally immune to fear lose this immunity while within 10 feet of you. Then, seeing the error of your ways, you switch to Lawful Evil instead of Chaotic Evil, and you prestige class into Hellknight. You take it to 6th level and get an ability called Fearsomeness. Fearsomeness gives you the ability to make things within 10 feet of you 'frightened' instead of 'shaken' when you intimidate them. That means they actively run away instead of just being slightly scared of you. What this means is that at 11th level, there is literally no creature in the game that is immune to this weird intimidator's scary grimaces. When he uses Dazzling Display, every enemy within 10 feet (provided our Hellknight aces his check) is going to flee! How far are they going to flee? About 10 feet. See, the creatures only lose their immunity to fear while within ten feet of the Hellknight. So he scares them, they run away full force, and then it wears off because their immunity is back. Now, some might say that ends the effect, and that's rules-as-written I believe, but I've heard other people say it just momentarily supplants the effect, so if they come within ten feet of the Hellknight, they start to bolt again. Either way? Really, really dumb. But we can make it worse. There's a feat called Antagonize. If you have this feat, you goad an enemy into attacking you with intimidate. So let's say you figure out a way to use the demoralize action of intimidate as a move or swift action instead of a standard (there's a lot of ways to do this). You can then Antagonize that foe. So he'll run away, get ten feet away, run back, run away, etc. Dumb!
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# ? Oct 28, 2013 12:00 |
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Dazzling Display is actually a feat you can take too, so you don't actually NEED the Cavalier levels (its an OK class but you could also just go straight Antipaladin if you wanted.) But it gets better. By a strict reading of the Aura of Cowardice ability, everyone within ten feet specifically "loses their immunity to fear." Depending on how rules lawyersy you feel like getting (and d20 rules lawyering is really the reason to play the game after a certain point), this removes innate immunity to fear from creature typings, so you're scaring things that can't even feel fear, like elementals... or constructs... or oozes... or plants... or even things you plain cannot scare, like inanimate objects. You can show a rock golem your weapon in a real intimidating way and they start quaking with fear. Hell you can show a rock your weapon and they start trying to show they're scared as best they can. "Yo Grashnar you need to knock it off with the intimidate thing, you're really scaring this hill we're on." "Yessss all hills will fear Grashnar, and despair." "Grashnar you're real weird but I gotta admit when I get within ten feet of you I'm too scared of you to tell you to leave, just bein real with you here." "Yessss." Dumb indeed.
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# ? Oct 28, 2013 13:28 |
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Crossposting from FATAL and Friends:Alien Rope Burn posted:Illuminati: NWO had a card called "I Lied" that let you break a verbal agreement with another player. It was more of a self-resolving issue, because once you start playing that card, people stop believing you for some reason. To elaborate, INWO has a written rule that all verbal agreements must be agreed upon immediately, so, for example, if I agree to trade you a card in exchange for you not attacking me, neither of us can go back on our words. This does not apply to future actions, so if I traded you a card in exchange for you not attacking me next turn, you could keep my card and still attack me. The card "I Lied!" lets you break the first type of bargain, which can be a great strategy, but also only tends to work once a game if you have any plot card in your hand. Once burned, twice shy, etc. My favorite story involving this card happened in an early round at one of the big convention tournaments when the game was huge, around 1995-1996. The guy offered to pay his opponent $500 to throw the game. He put the cash on the table, they shook on it, and it was a done deal. The opponent told the judge that he forfeited the game, the guy tossed down the "I Lied!' card from his hand, put his money back into his wallet, and grinned. The opponent was apoplectic, and demanded that the game continue, but the judge refused, ruling that not only was the entire transaction legal, it was quite in the spirit of the game.
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# ? Nov 1, 2013 22:29 |
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Sworder posted:More on D&D 3.5 Barbarians: Decipher script is trained only, I don't think barbarian could put points into it.
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# ? Nov 2, 2013 17:44 |
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rodbeard posted:Decipher script is trained only, I don't think barbarian could put points into it. "Trained Only" just means you can't attempt the roll without any skill ranks; barbarians are totally free to buy cross-class ranks in it.
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# ? Nov 2, 2013 18:03 |
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This might not count as a Murphy's Rule, but it's quite dumb. Mutants and Mastermind 3E's Core Book has a character that doesn't follow their PP rules. In Mutants and Masterminds, the average character is supposed to be PL 10, with 150 PP. They have several superhero Archetypes for this- the Battlesuit ala Iron Man, the Crime Fighter ala Batman, etc.-. One of these is The Paragon, for Flying Bricks like Superman. However, the Hero's Handbook Core for Mutants and Masterminds is actually the second book with these archetypes. The first was a tie-in with DC Comics where the Archetypes were given. In the first one, the character is correctly stated up to have 150 Points. The Errata to it- to 'fix' it-, adds 1 point in one of his attributes, which costs 2 points. The Paragon now costs 152 points, but it says 150. This fits with his stats, in that the +1 from the Presence is listed in his skills even though he doesn't have it, the failure is that they didn't remove something from somewhere else. When the new book came out, they also gave him two more points of Dexterity, for 4 more points. The Paragon in the core book costs 156 points, instead of 150. In addition to this, because they didn't take into account the two new points of Dexterity, so in the Core Book of the game, the Paragon costs 156 points- over cap for a starting character-, and has several skill ranks in Ranged: Thrown that break his cap but aren't actually pointed out as breaking his caps because the +2 ranks of Dexterity aren't added into the skill. The character itself is also just built badly but that's probably a more confusing thing then this.
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# ? Nov 2, 2013 18:05 |
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I was just reading through the Pathfinder SRD looking for Murphy's Rules, and I happened upon the drugs entry. Drugs in Pathfinder are sort of like tradeoff potions, where you get a bonus (Usually to an ability score) in exchange for a small amount of ability damage to something else (Harlot Sweets give 1d4 CHA for one hour, but hit you with 1d2 INT damage, for instance.) The real problem though, is addiction. Every drug comes with a DC and an addiction level. When you take the drug, you make a fortitude save and if you miss it, you get hit with a minor, major or severe penalty as long as you're addicted. The problem, though, is that addiction is specifically labelled and treated as a disease (Thanks, AA.) As some of you may know, Paladins are completely immune to disease at a very early level. There is literally no reason for PF Paladins to not be coked out 24/7.
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# ? Nov 8, 2013 13:41 |
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Eox posted:I was just reading through the Pathfinder SRD looking for Murphy's Rules, and I happened upon the drugs entry. Welp, I know what my next character is gonna be. Murphy's Rules is the best thread for character concepts Now I need to convince my GM that plate armor can be made in the general theme of an Elvis impersonator.
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# ? Nov 8, 2013 15:12 |
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Lathander wanted me to mainline this dragon bile, honest!
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# ? Nov 8, 2013 15:28 |
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Given the outlandishly well-attested history of drug use in sacred contexts, this counts as a rare example of bad mechanics with good interactions.
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# ? Nov 8, 2013 15:29 |
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Pathfinder rules are now capable of accurately portraying Snowflame?
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# ? Nov 8, 2013 17:13 |
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I discovered a fun one in Mutants and Masterminds 2ed. There's a feat called fascinate that allows you to use a skill to fascinate enemies, and it can pretty much be tagged onto any of your social skills. So bluff, intimidate, diplomacy, and perform skills. The opposed roll made in this situation is either a sense motive, a will save, or the matching skill. This means that my character with Perform (dance) can fascinate a group of people, but if they have a huge amount of skill in Perform (dance) they could use that skill to oppose my fascinate. This clearly means that my character starts dancing at them, and in order to be able to act normally in their turn they start a dance contest.
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# ? Nov 8, 2013 18:29 |
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Commoners posted:I discovered a fun one in Mutants and Masterminds 2ed. That's pretty much superhero canon now if you take a look at the Music Maestro episode of Batman Brave and the Bold, though it's with Perform (Singing).
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# ? Nov 8, 2013 19:06 |
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PoptartsNinja posted:Pathfinder rules are now capable of accurately portraying Snowflame? drat you for giving me even the slightest desire to play Pathfinder, because that would be excellent.
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# ? Nov 8, 2013 20:26 |
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Eox posted:There is literally no reason for PF Paladins to not be coked out 24/7. I would think the ability damage would provide one. Is there a cocktail of mind-altering substances one could take to offset all the disadvantages at once?
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# ? Nov 8, 2013 21:53 |
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Heavy Zed posted:I would think the ability damage would provide one. Is there a cocktail of mind-altering substances one could take to offset all the disadvantages at once? Looking them over no. There is nothing that bolsters your Wis or Int and multiple drugs damage that as well as Con usually both at once. Basically its a really, really limited gimmick because the only drugs worth doing as a paladin are the +Cha, the +1 caster level, and maybe the +Rage one I don't know what that does in Pathfinder. The others are various flavors of terrible. Bonus points to Zerk whose primary benefit of +1d4 strength requires addiction.
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# ? Nov 8, 2013 22:14 |
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# ? May 13, 2024 18:38 |
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Heavy Zed posted:I would think the ability damage would provide one. Is there a cocktail of mind-altering substances one could take to offset all the disadvantages at once? Show me a Paladin feature that will suffer from Int Damage He just needs to detox a little between adventures so he doesn't dip below 3.
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# ? Nov 8, 2013 22:18 |