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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
D&D scratches an itch of mine that used to be filled in by raiding in an MMO, except I can skip all of the dumb bullshit like leveling up, random drops, needing a "balanced" party composition, grinding, gating, and so on and so forth. The game is interesting right off the bat, without having to wait until you reach that point that the developers put down as "ok, NOW the real game starts"

Favorite edition is a toss-up between B/X and 4e

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gradenko_2000
Oct 5, 2010

HELL SERPENT
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Helical Nightmares posted:

For 13th Age, what is the escalation dice and what are icons?

Beyond what's already been said about what the Escalation Die does, the intent behind it is

1. It speeds up combat - baseline to-hit chance is about 60%, so a +6 from the Escalation Die is going to make you hit 90-95% of the time, removing that phase of combat where people keep whiffing, especially when they're whiffing long after the outcome of the combat is already decided.
2. It discourages the 'alpha strike' - that is, unleashing your most powerful attacks in the first few rounds. The idea is that players are going to wait until the Escalation Die has a higher bonus (or until they really need to use their big moves) before unleashing their big moves, so that they're more guaranteed that those attacks will hit

It's also worth noting that the Escalation Die is supposed to either not increment or even decrement if the players do not engage in combat, so you can't just "turtle up" or pass on turns and wait for the bonus to go up before you start attacking. If violence isn't being dealt, the Die stays put.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
It's just another of those D&D sacred cows to have combat based around hitting or not hitting, rather than always hitting, but hitting for lots or hitting for less*

* and/or that the ability to avoid getting hit should be in the realm of the players, and even that it should be a controlled ability that you can tap into when it's tactically important for you to not get hit

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

SunAndSpring posted:

Man, I have no idea what setting I wanna run next time I GM a d20 game. Dark Sun is cool because I like deserts and survivalist stuff, Ravenloft is nice because it's got some decent spooky stuff, and Glorantha is great because it's super detailed and has so much variety.

Nentir Vale

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Evil Mastermind posted:

I'm not any kind of expert on sandbox play, but doesn't the book explain how it's expected to be run?

Speaking of which, I know a lot of people around here enjoy Crawford's games; why aren't there any PbPs of them going on?

There doesn't seem to be a lot of OSR PbPs in here in general, besides that one DCC game and that very long-running AD&D 1e game

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Galaga Galaxian posted:

Its a perfect match, a bad MMO for a bad game. :v:

And yet, probably somehow still better than Dungeons and Dragons (Online).

Whoah hey DDO isn't spectacular but it's 10 times the game PFO is and actually manages to be a somewhat accurate representation of what D&D is in some respects.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Kai Tave posted:

It was a pretty boring waste of the Eberron license though.

:agreed:

gradenko_2000
Oct 5, 2010

HELL SERPENT
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I didn't think anything was wrong with the Sunset Invasion DLC for CK2, if that's at all comparable. I say go for it, but you don't want to and they wonder where it is, just be upfront about it.

gradenko_2000
Oct 5, 2010

HELL SERPENT
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Tome of Battle question: I know that the Warblade was intended to be a direct replacement for the Core Fighter, but was the Crusader supposed to replace the Paladin? And was the Swordsage supposed to replace anyone in particular?

I've only gone through two of the disciplines so far, but I don't think anything's going to top Finishing Move and Strike of Perfect Clarity.

gradenko_2000
Oct 5, 2010

HELL SERPENT
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Their general manager, Alexander Macris, (and possibly other writers) is a Gamergater, and they've engaged in disreputable practices such as plugging Macris' D&D retroclone on The Escapist without disclosing the relationship.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

inklesspen posted:

Specifically, I'd like to talk about how game and setting designers can construct things to make it more likely the PCs will need to broker a difficult peace between King Ulfbright and the orc tribes instead of taking a commission from King Ulfbright to slay the orc tribes. A good first start is to strip "Always Chaotic Evil" and such language, but I think there's more to be done than that; most elfgame RPGs have more pagecount devoted to waging war than waging peace.

If it's a combat-focused game such as D&D and the likes, the out-of-combat interaction portion really boils down to setting up who, where, what and when the party engages in a fight. It begins with the GM not describing the conflict as a irretrievable mess, and with King Ulfbright giving a directive to find a way to end the war, instead of killin' dem Orcs yo.

And the root of the conflict and/or what the Orcs want as part of the truce has to be structured in a way such that the players will have to fight something else. Even if the Orcs are willing to engage in diplomacy straight-up without a fetch quest for a McGuffin, at the 11th hour the party still has to deal with a General Chang figure, that sort of thing.

inklesspen posted:

I don't think people have to live in a city with buildings and walls and jails for them to be people.

It's actually been a lot of really ugly moments in history where one people decided that another people didn't really count because they were savages or didn't have a nation or etc etc etc. There has to be a way to tell people "gently caress off with that elf racism" without making everyone live in cities like the English do.

I think what he meant was not necessarily that you have to depict the Orcs as living in cities, but just that if the Orcs aren't immediately and overtly hostile right off the bat, then the players are going to want to try to talk to them, if not the Orcs outright trying to call for negotiations or a truce to begin with.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Reene posted:

While I sympathize with the anti-murderhobo sentiment and support any attempt to subvert this, so many games are built around that paradigm that if you want to have a game that isn't about murderhobos it's something you need to tip your players off to ahead of time. I can't count how many times I've tried and failed to utilize diplomacy in a game (usually D&D or something like it) only for the GM to railroad it into a combat encounter because by god that's what I prepared and that's what we're doing.

Within reason, of course. Undead are probably a pretty safe fallback if you and your players really want a murderhobo-style campaign, IMO.

Maybe this is just me, but I don't really consider murderhobo-ism to be "we use violence to solve all our quests" so much as "we use violence against anything and everything, such against shopkeepers to take their stuff, because as long as we win fights against the town guard we should be okay"

I mean, it's D&D - if you can't kill your way to the objective personally, and you can't skill your way to the objective, you find someone with the right skill for it, he's gonna ask you to commit violence in exchange for his services, and everyone moves forward.

The creative part is setting up a campaign such that instead of the players killing a faction as soon as they encounter them, they get to pick which factions they want to kill. You're still doing a combat encounter, by god, but you're shuffling around the context and the circumstances. What if the players WANT to parlay with the Mongol Horde? Fine, but that means they need to kill the Hungarian footsoldiers instead.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I was reading through 3.5's Dungeonscape supplement when I came across this passage:

quote:

Automatic Searches: Dungeon adventures can be grindingly slow if the PCs make Search checks to scour every last inch of the place. You can keep things moving along by assuming that, as experienced adventurers, the party searches as it travels unless circumstances dictate otherwise. The searching specialist (usually the rogue) simply takes 10 as the PCs explore the dungeon, which is enough to reveal basic traps, hiding places, and obstacles. But never abuse this arrangement by jacking up the Search DCs of traps and hidden items. If the players start to suspect they are missing things, their characters will just revert to frequent Search checks.

This book was released in Feb 2007, and closely matches the modification to skill checks that was previewed for 4th Edition in Dec 2007:

quote:

Another idea that’s been bandied about lately is converting some skills to passive “defense” values. Spot and Listen are good examples. Telling the players to roll Spot checks, first of all, tells them that something is up. Also, if you have everybody roll every time there’s something to see, there’s a high probability at least one party member will see it just due to a lucky roll. Skills like this might work better as passive values: Every player character could have a value equal to 10 + skill bonus. Then, when there’s something to see, the Dungeon Master can compare the DC to notice it to the player characters’ “take 10” numbers. So far in playtests, no one has batted an eye and it’s easier on the Dungeon Master—and on your d20.

And then of course the final product we got in 4th Edition's PHB in Jun 2008:

quote:

Passive Checks

When you’re not actively using a skill, you’re assumed to be taking 10 for any opposed checks using that skill. Passive checks are most commonly used for Perception checks and Insight checks, but the DM might also use your passive check result with skills such as Arcana or Dungeoneering to decide how much to tell you about a monster at the start of an encounter.

For example, if you’re walking through an area you expect to be safe and thus aren’t actively looking around for danger, you’re taking 10 on your Perception check to notice hidden objects or enemies. If your Perception check is high enough, or a creature rolls poorly on its Stealth check, you might notice the creature even if you aren’t actively looking for it.

Along with a space in your character sheet specifically noting down your Passive Perception Score as 10 + modifiers

What I haven't been able to figure out is where Monte Cook fits into all of this. I've heard it repeated several times that he said something about passive perception that was really out-of-place, but I cannot find the original article anymore.

As near as I can tell, it was because he started claiming he "invented" passive perception years after 4e's release, and that it wasn't even in keeping with d20 mechanics?

gradenko_2000
Oct 5, 2010

HELL SERPENT
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Finding out that the fantasy setting I'm playing in is actually Dominic Deegan is a surefire way to make sure I'd set fire to everything at the drop of a hat.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Is there a bell-curved alternative to the d100, similar to 2d10 or 3d6 as a bell-curved alternative to the d20?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
So AD&D 1e just had its third book re-released, I bought nWOD last month, this is coming out and I hear a new Rifts is also a thing?

I'm pretty stoked at being able to play through all these classic games. It's like Trad Games GOG.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Lichtenstein posted:

One thing that has always bugged me is fantasy RPG books having no clue what to do with plain humans and going with "uh they breed a lot and are very versatile. A human can turn from fisherman to lumberjack and then to a pikeman like it ain't no thing!" gently caress you, all one needs to respec into a medieval woodcutter is moderate muscle mass, how come all these super-swole or super-smart races can't figure this poo poo out?

Still, it gave me an idea.

So, the elves tend to be very old, right? So instead of doing the tired "dickish aristocrats" shtick, maybe frame them as a society full of elderly people. Like, they're not xenophobic and condescending to other races out of spite, but they tend to just blurt out embarrassing poo poo one's grandma could say. The race isn't dying out, it's just that the stagnant elven council is Brezhnev era all over again.

While the actual mechanical representation of D&D 4th Edition Humans was still mostly bog-standard "they have a bonus feat and can allocate their stat bonuses to wherever", they tried to do something interesting with them lore-wise: they share a world with a bunch of other races that just about live forever compared to a human's lifespan, and so humans are super-aware of their mortality. That kicks their ambition into overdrive and shapes their aesthetics.

Their armor is piecemeal and mismatched, and many either wear beards or just shave their hair completely because nobody has the time to care about matching outfits or personal vanity. Their art is mostly representational: they like tattoos and flags and standards and family crests and heralds so that they have something to be remembered by after they're gone. Even the "humans have a broad range of skills/powers/feats" is justified in the form of humans being dilettantes across many trades/disciplines/professions because they don't have a hundred years to spare to study to become a Wizard.

gradenko_2000
Oct 5, 2010

HELL SERPENT
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They just launched a UI redesign. Except as far as I can tell they just changed their front-page - I didn't notice any significant difference within the in-game interface.

gradenko_2000
Oct 5, 2010

HELL SERPENT
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For those of you that played in a game where a character used Vow of Poverty, was the "cannot really own a lot of things and should give all gold earned to charity" an issue?

I ask because I made a comparison lately between it and Pathfinder's Inherent Bonuses.

Here's Vow of Poverty in its final form:
AC +10
Weapon Enhancement +5
Deflection +3
Resistance +3
Ability Scores +8/+6/+4/+2
Natural Armor +2
DR 10/Evil
10 bonus feats
Other features: Endure Elements, Sustenance, Mind Shielding, Greater Sustenance, Freedom of Movement, Regeneration, True Seeing, Energy Resistance 15

And here's Inherent Bonuses:
AC +7
Weapon Enhancement +5
Deflection +5
Resistance +5
Ability Scores +6/+6/+4/+4/+2/+2
Natural Armor +5

So it's pretty clear to me that Vow of Poverty was supposed to be "you want to not own any magic items for the sake of a certain roleplaying theme, but since the mechanics demand that you have certain bonuses from magic items to keep up with the math, we'll just say gain it naturally"

Same reasoning as with Inherent Bonuses being fully fleshed-out in 4th Edition Dark Sun: give the players the numerical bonuses they'd normally get from magic items to make up for the fact that you don't want to run Dark Sun with the players decked out in cool swag.

And from a straight comparison Vow of Poverty is even stronger, but possibly to account for the fact that it assumes absolutely 0 wealth-per-level, as opposed to PF only cutting it in half.

So anyway, my question is: was the background intent of Vow of Poverty obvious at the time? Or did people struggle with ... I think I read somewhere that the Monk couldn't carry around a torch or had to roleplay out some convoluted system of transfer to accommodate the fact that he wasn't supposed to "own" the torch or whatever.

gradenko_2000
Oct 5, 2010

HELL SERPENT
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quote:

http://www.drivethrurpg.com/product/60714/Slasher-Flick

Slasher Flick is a roleplaying game that brings all the thrills and chills of "psycho killer" movies from the screen to the tabletop! With a game system that was designed to create and build suspense, Slasher Flick emulates every aspect of the genre with ease and style.

· Multiple Characters! Each player plays a primary character as well as one or more secondary characters (i.e., victims!).

· Group-Based Character Creation! Players create their own primary characters, but everyone helps create the secondary characters.

· Kill Scenes! When the killer strikes, a kill scene begins. A kill scene is a stream of narration punctuated by stat checks. Successful stat checks grant the character survival points, while unsuccessful ones cause a loss of survival points. If the character gains 8, he survives... but if he drops below 0, he’s butchered!



· Genre Points! When a character does something that plays to the conventions of the genre (e.g., checking out the noise), the controlling player receives a genre point that can help out later on in the game.

gradenko_2000
Oct 5, 2010

HELL SERPENT
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RolePlaying Public Radio did an actual play of it where they reskinned it into an 80s action movie, but you should get a good feel for how the system plays.

Apparently they also did an actual play where they played it as straight horror, but I haven't listened to this one.

gradenko_2000
Oct 5, 2010

HELL SERPENT
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Yeah that session was more 80s action movie than Kung Fury itself

gradenko_2000
Oct 5, 2010

HELL SERPENT
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gradenko_2000 posted:

D&D 5th Edition by way of Eoris Essence:



I have no position on the game itself, but more character sheets should be like this.

gradenko_2000
Oct 5, 2010

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I'm the "FaPs 2"

gradenko_2000
Oct 5, 2010

HELL SERPENT
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ProfessorCirno posted:

That the big number one German ttg is the equivalent of Fantasy Truck Driver Sim is 1000% fitting, I think.

But is there a TRPG equivalent of Euro Truck Simulator???

EDIT: Now I'm wondering if Car Wars' rules are actually realistic enough that you could pull of a normal days driving through an autobahn heading for the Ausfahrt

gradenko_2000
Oct 5, 2010

HELL SERPENT
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EYE Divine Cybermancy was good in the same way that Rifts was good: they just threw everything in there and you look past all the flaws because :wow: look at all this crazy stuff

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Part of the reason why people resort to violence so quickly in D&D-esque games is because the setting and its assumed trappings do a lot lot lot to make it relatively consequence-free.

What I'm getting from that quote is that you're no longer playing such a game and it's no longer in such a setting, so you need to change your perspective, because you will learn that killing other people will very very quickly limit your options, even if the GM isn't siccing the 21st Century panopticon on you just to be a dick.

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gradenko_2000
Oct 5, 2010

HELL SERPENT
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Are there any traditional fantasy/D&D-type games that are specifically designed for or would work well with just 2 players+a DM? I know pretty much every edition of D&D ever has assumed 4 to 5 players, and I'd like something with a bit more crunch than Dungeon World.

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