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Elmo Oxygen posted:Yep, no one has ever had any real issues with clerics being solely responsible for healing in D&D. No sir.
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# ¿ Mar 1, 2013 15:42 |
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# ¿ Apr 27, 2024 20:56 |
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I'm a grill man myself for hamburgers. Egg, breadcrumbs, beef/chicken/pork/turkey(depending on what I feel like), herbs to complement the meat choice. Mix em up the day before, stick them in the fridge overnight, pop them in a preheated grill and flip them every 5 minutes until they're done. You know they're done by breaking open a Sacrificial Burger, looking at the inside, saying "looks fine to me", and then eating the Sacrificial Burger in bits as you bun up the rest. If you don't have a grill an oven will do but it won't taste quite the same.
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# ¿ Mar 1, 2013 16:36 |
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Winson_Paine posted:I think it is because rolling more dice is fun. Like, that is the actual reason. Having a lot of dice to throw around is a visceral appeal, and having a little pile of dice you can spend is fun as a whole mess of indie games have shown. I am pretty sure at the heart of things that really is the deal.
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# ¿ Mar 1, 2013 17:35 |
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Winson_Paine posted:Well, gently caress those special abilities. I think one of the reasons I like the new Cortex+ Marvel game is generating whacky dice pools for every roll.
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# ¿ Mar 1, 2013 18:32 |
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Majuju posted:Gau: there was a Danger Patrol game but it only ran for like two pages before it was abandoned I miss my GHOST DETECTIVE. Actually, give it to me in the chat thread to keep the hamburger and bourbon thread from getting too derailed. VVV Splatbooks for next? What? VVV
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# ¿ Mar 2, 2013 01:54 |
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Your post just went form to
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# ¿ Mar 2, 2013 02:08 |
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So you're saying that you prefer them making pie-in-the-sky claims that bear little to no relation to the actual game rules over having a clear design goal which they then successfully work towards? e: To be a little clearer: Everything you described about roles, "correct" class combinations was true of 3.X and Pathfinder if not more so, they just pretended otherwise. You seem to be saying you dislike transparency in what works and does not and like a lack of mechanical support for the game's stated design goals, which is weird to me. Splicer fucked around with this message at 04:07 on Mar 2, 2013 |
# ¿ Mar 2, 2013 04:03 |
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petrol blue posted:I'd really disagree with 4e not taking things from MMOs - the idea of the tank that punishes the target for hitting anyone else, abilities being on a cooldown. Now, you want awful, try Splicer fucked around with this message at 04:17 on Mar 2, 2013 |
# ¿ Mar 2, 2013 04:10 |
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ProfessorCirno posted:The grand irony is that, by and large, 4e fans aren't buying it. But the crowd that hates 4e is. They've managed to piss up the group they were trying to set up as their supporters while failing to win over the group they were vaguely trying to trick in.
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# ¿ Mar 2, 2013 17:16 |
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Kai Tave posted:angry fair-weather fans
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# ¿ Mar 3, 2013 05:18 |
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ImpactVector posted:Warhammer Fantasy and Star Wars both ditch the grid, but keep an abstracted positional system that seems kinda similar to what I remember from my brief glance at 13A, where the distance between combatants is measured in the number of movement actions between them. But between WHFRP's card focus and both system's gimmick dice that generate story/situation twists on the fly I'm extremely intrigued. After I wrap up my Dungeon World campaign in a few weeks I'll likely run the Star Wars beginner's set for my group.
Adjacent square = Close One or Two squares away = Medium Three to Five squares away = Long Everything else = Extreme Flanking: Standard game rules say that if your team is the biggest team in the engagement you get white dice. Cover: Just chuck some black dice at it. AOE spells: Pretty much all AoE spells are "engagement", so there you go. Also, last night I made delicious chips*. I peeled and thick-cut my potatoes, then I fried a couple of thick-cut rashers, some garlic, and one of the mystery death chillis** in a small pot a bit more than a chips-depth of oil. After about five minutes I scooped out the chilli, garlic, and half the rashers, and threw in half the chips. After another 5 minutes I took out the chips and rashers, put the chips in a colander, and put in the rest of the bacon and chips. After another 5 minutes I took out everything, colandered the remaining chips, and put them all into the oven for a few minutes while the chicken breast they were being served with finished cooking. The rashes were *Fries to you American heathens. **I don't know what they are, I found them unlabelled in my corner shop and they are murderously hot. They're possibly some form of scotch bonnet. Splicer fucked around with this message at 11:54 on Mar 4, 2013 |
# ¿ Mar 4, 2013 11:41 |
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AlphaDog posted:Also, the bees will help defend the brewery, because any decent sort of apocalypse will turn them into giant intelligent bees who are my friends. I made two what is wrong with me Splicer fucked around with this message at 13:36 on Mar 4, 2013 |
# ¿ Mar 4, 2013 12:53 |
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Lord Frisk posted:So what characteristic would need to be retained for TG to consider it D&D? Classes. Treasure. The words "D&D" on the front. e:Also, Crunchy Combat. Splicer fucked around with this message at 18:34 on Mar 4, 2013 |
# ¿ Mar 4, 2013 18:31 |
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TalonDemonKing posted:So whats TGs opinion on Glennfiddtch?
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# ¿ Mar 5, 2013 13:01 |
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Mendrian posted:My basic opinion is that if you want to become a billionaire writing RPGs, you need to pump out a lot of very innovative products very quickly. You need to become the RPG equivalent of Stephen King. Step 1) Buy a lottery ticket with some of your RPG earnings. Step 2) Spend your remaining two dollars on some chicken wings, maybe a coke (Optional step, only recommended for those in the 90th percentile of RPG-based earnings or higher)
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# ¿ Mar 5, 2013 17:22 |
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Spoilers Below posted:I think part of the problem is that TTRPGs can't really be done in isolation, and there's a pretty large curve for GMing well. I can buy a console and a bunch of games and enjoy myself without every having spoken to another person about it. I can buy some needles, yarn, and an instruction booklet and I'm pretty much good to go. And it's also unlike the problem that TCGs have with bad players: you spend 15-30 minutes playing the guy, then it's over and you play someone else. The jackass at your D&D table doesn't have this sort of built in removal mechanic. Splicer fucked around with this message at 18:11 on Mar 5, 2013 |
# ¿ Mar 5, 2013 18:07 |
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Rexides posted:Augmented reality battlegrids. Just point your phone's camera on the grid and witness the amazing animated virtual miniature action taking place on your table. http://www.wolfire.com/desperate-gods I found the game I was referencing. Give this a fiddle, imagine a blank grid with some snap-to scenery, the full range of die types, and a scribbly pen. e: Make sure to join a game with someone for the full cursory effect! Splicer fucked around with this message at 21:54 on Mar 5, 2013 |
# ¿ Mar 5, 2013 20:42 |
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AlphaDog posted:3) Assuming that the D&D team managed to overcome the previous two points, which isn't impossible, can you imagine what the fan reaction would look like if D&D Next came with some software that you could use to play the game on the internet?
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# ¿ Mar 6, 2013 00:03 |
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I like to put a lot of spices and things into my hamburgers so if I don't put something in to hold them together they tend to turn into a lot of little hamburgers.
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# ¿ Mar 6, 2013 16:23 |
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whydirt posted:I don't inherently mind the fighter killing the warlord and taking its stuff
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# ¿ Mar 6, 2013 20:09 |
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Rexides posted:Personally I don't mind if my Warlord's character sheet actually says "Fighter (warlord build)".
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# ¿ Mar 6, 2013 20:17 |
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Jimbozig posted:Wait, wtf. When i take 10 damage and te cleric heals me, my guts are miraculously returning to my body?! Edit: Also, even the most grievous of injuries, including having your arm chopped off, can be healed with sufficient bed rest.
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# ¿ Mar 6, 2013 21:52 |
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Asimo posted:Crappy options leading to mechanical traps and broken combos are basically inevitable in a game full of discrete mechanical bits supported by a supplement treadmill The problem is the parts that interact. If the only difference between being an Elf Wizard and a Dwarf Wizard is that the Dwarf Wizard gets Second Wind instead of Teleport then you can be whatever you want. Sure you can probably come up with some power combo that exploits teleport rather than tunnel better but that's far from a mechanical trap. The problem comes in when being a Dwarf Wizard instead of an Elf Wizard has a direct impact on how other choices function, such as ability score bumps to key stats. Similarly if you can pile passive effect upon passive effect then you get effectively punished for playing a Teleport Wizard Dwarf because activating Second Wind doesn't trigger your eleven different "when you perform a teleport action" feats. If mechanical bits were actually discrete, each being mutually exclusive or have limited activations, you could poo poo out as many options as you like with minimal character creation comboing possible, while also limiting the "damage" caused by taking a sub-optimal power. There'd obviously still be a power scale (Taking an encounter power that prones on a hit along with one that can be triggered out of turn when someone stands up from prone is obviously going to be better than taking one of them along with a generic "just do a fuckton of damage" power) but it would be much, much smaller. Splicer fucked around with this message at 13:57 on Mar 7, 2013 |
# ¿ Mar 7, 2013 13:52 |
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Bob Quixote posted:I always thought of the increase in hit points between classes as a general indicator of toughness. Like, the wizard healing back to his full 4 HP while the fighter still has a few days to go to get back up to 10 doesn't mean that the wizard is bouncing around in the picture of health while the fighter is all hosed up, but more that the damage that the fighter suffered was more than enough to flatten two wizards put together and that only someone incredibly tough could hope to survive it.
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# ¿ Mar 7, 2013 21:05 |
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ProfessorCirno posted:I feel that the fact that he directly quotes edition war rhetoric with his "you can't shout a hand back on!" in turn speaks volumes. Kai Tave posted:Also if you like things like pizza but find that the tomato sauce is too acidic, add just a little bit of milk to the sauce while prepping it. Not a bunch, just a little bit. It cuts the acidity right down and even gives it a bit of added richness.
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# ¿ Mar 8, 2013 10:40 |
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Nessus posted:"How can a Warlord give me a do over on a spell? Does he just shout at me so hard that I immediately remember the spell and conduct the exact scientifically rigorous action of that spell, expending the memorized slot (which he has also restored) including a total duplication of the spell components expended? That's a pretty major power to give some dumb sports coach." "How can being shouted at make a Fighter able to swing twice as fast? Oh please. Now let me tell you about Time Stop."
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# ¿ Mar 8, 2013 12:38 |
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ProfessorCirno posted:Actually, here's the second catch: every negative prediction regarding 4e materials has been true so far. Boring fighters, vancian casting, divine only healing, no warlords, hell they even removed the warlock class!. We did wait. Why are you still waiting?
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# ¿ Mar 8, 2013 17:06 |
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AlphaDog posted:Hmm... we do most of that stuff, which got use down from "at-level combat takes an hour" to "30-40 minutes". Maybe we just play slow.
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# ¿ Mar 9, 2013 17:08 |
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Have you played a healer in D&D4E? It's balls to the walls fun. e: Oh hey a new page.
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# ¿ Mar 10, 2013 02:41 |
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I think part of the problem with HP is that the on/off nature of it is asymmetrical across the encounter. Assuming you are fighting an equal number of enemies, Dungeoneering 101 says you focus fire on one until they're dead, rinse, repeat. On the Monster's side the dead monster almost always stays down, on the Hero side not only will a downed Hero usually be brought up again, but a Hero is much less likely to go down in the first place. Monsters are there to be killed, Heroes are there to be nearly killed. The consequence of this is that if we pretend that each side consists of two, multi-headed, multi-action taking behemoths called Hero and Monster, Monster steadily loses effectiveness across the fight while Hero does not. So Monsters effectively have a sliding scale of HP -> effectiveness while Heroes are pretty much always at 100%. Now, PC/NPC asymmetry is fine, and required in this case for the above reasons, but it needs to be taken into account when you're designing your system, otherwise the fight tends to hit foregone conclusion quite early. Which is, again, fine, assuming your system has some way to account for this other than "Well I suppose they give up or something."
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# ¿ Mar 10, 2013 15:25 |
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eth0.n posted:And as for making retreat difficult... well, good? I'd rather PC death happen because the others decided to leave a man behind to a pack of worgs, than because I as the DM decided to coup de grace, which was pretty much what it took in 4E, or just because of a random fluke of the dice. Then there's the fact that you're several hours' travel inside a vast sprawling underground metropolis. How exactly are you going to insert new characters into this? If characters only die every so often then it's not such a big deal; it's not unlikely that you might find an emaciated cleric tied up in goblintown, or a half-mad druid just chilling in the middle of gofuckyourself woods, or everyone just says "gently caress it let's head back to town and grab the first guy we see with a sword". If you have character death every session though then the constant parade of hero-level characters just arsing about in the middle of nowhere is going to get a bit silly, Finally there's the more wishy-washy issue of game continuity. Both the 4E and 3.x systems put a heavy emphasis on individual characters, due to both the general tone and, possibly more importantly, the complexity of character generation. If you're spending almost as long making your character as you are playing him then you really stop getting invested in them. 4E and 3.x just aren't suited to "Oh did Snori and Gori say they were twins? Haha, we're actually triplets - Rori the Dwarf" style play and, in my experience, that kind of thing is actually looked down upon. Basically, how big of a deal character death is has to be proportional to how much input the player has into its occurrence. If losing a character can be pretty drat arbitrary then integrating a new one has to be pretty drat easy. If you want a system where making a new character is a Big Deal then you have to limit character death to times when the player wants them dead (or has willingly and knowingly chosen a potential dead character option over a viable alternative). The sheer effort and complexity involved in making a viable 3.x/4E character means that having people die because a fight went a bit south early on is not really an option. Now, having to retreat so you can rescue them later, or being on <0 health during a retreat means you need serious healing to get back up again, that's different (again assuming the player has some way to participate). e: There's very few "can't"s in game design, they're almost all "yes but"s, but if you don't account for the buts then (poop metaphor). Splicer fucked around with this message at 17:24 on Mar 10, 2013 |
# ¿ Mar 10, 2013 17:14 |
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Payndz posted:Best thing to do is come up with a god of some really random thing, whether from real-world mythology or made up. I'm partial to Terminus, god of boundary markers ("I smite thee in the name of accurate surveying!" "I restore your mangled face to its previously well-delinated borders!") or good old Dionysus/Bacchus, for whom getting shitfaced is a sign of your devotion. Or take a Pratchett-esque tilt and have your cleric be a follower of the God Of Lost Keys And Other Small But Surprisingly Important Items, or something equally mundane (yet possibly useful). 4E? Knock yourself out on the bartop from getting falling down plastered.
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# ¿ Mar 10, 2013 23:51 |
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AlphaDog posted:Edit: Now I picturing a well-ordered drunken orgy.
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# ¿ Mar 11, 2013 00:47 |
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As has been stated much previously, the original Cleric was literally Van Helsing with healing powers, because the group needed some way to recover healing and one dude wanted to play Van Helsing. So to correctly roleplay a Cleric, start at Jesus Van Helsing and progress from there.
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# ¿ Mar 11, 2013 13:42 |
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Have Some Flowers! posted:I'd agree that the way combat works in DND (4E and 3.5 especially) lends itself to one player micromanaging others. That doesn't really happen in Call of Cthulhu for instance because things are more nebulous and conceptual to begin with, and everyone's more interested in the story and playing their characters faithfully than sheer combat efficiency. Sometimes botanists drop their gun and run from a fight. Because that's what a botanist would do. And the GM usually plays along. If by "in character moves" you meant things like "Stabbing that guy might be optimal, but I'm going to stab the Big Bad because he's a cock", or "Guys, maybe we shouldn't be killing the king's guards, I'm going to sit this one out" then that's different and anyone who complains about that needs to calm down.
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# ¿ Mar 14, 2013 18:41 |
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Have Some Flowers! posted:I don't agree here. Your stat allocation and feat selection made a huge difference as to your combat ability. We may have the exact same powers, but my to-hit bonuses, damage, defenses, durability and options could be much worse than yours if I selected different feats (instead opting for more skills, skill perks and benefits). Obviously that's a choice with pros and cons, and that's a good thing.
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# ¿ Mar 14, 2013 21:11 |
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Have Some Flowers! posted:Myself and thousands (millions?) of others have enjoyed the non-combat interaction and challenges in D&D. I don't think it's unreasonable to put attention on the non-combat aspects of the game, because that's a huge draw for many players, even for players like myself who also really enjoy the combat.
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# ¿ Mar 15, 2013 02:19 |
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Kai Tave posted:To drag this poo poo back on topic, remember when Next was supposed to address the whole "combat/social/exploration" business directly, via some "three pillar" system? Yeah, remember that? Whatever happened to that? Have they brought it up at all recently? (insert Next design process) Three Pillar Support, New and Improved: The game can be split into three segments, combat, social, and exploration. Each class will be hard-coded to be functional in only one, maybe two of these situations. Except spellcasters who will of course remain good at everything. But a Fighter will be really good at swinging a sword because he has his Combat pillar maxed out, and a Rogue will have Not-Combat maxed out and some combat! But seriously, wizard still has to be best at everything. Pillars! In other words, they completely inverted an excellent concept while keeping the same name. Because they're a pile of idiots.
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# ¿ Mar 15, 2013 02:41 |
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Have Some Flowers! posted:That's a fair point, too. It is what you make of it, and always has been. I think the confusion comes from where the players see all the structure is. If the majority of the instruction about the game is about combat, it makes sense that a player would feel like they were doing it wrong by focusing on non-combat roleplaying.
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# ¿ Mar 15, 2013 02:43 |
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# ¿ Apr 27, 2024 20:56 |
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Kai Tave posted:This is the crux of the issue with every edition change in every game ever except maybe Call of Cthulhu and even then I'm not 100% sure. If you're comfortable and familiar with the current edition, why would you change to the new one? Well, there are a couple reasons maybe, how compelling they are is debatable: AlphaDog posted:Oh? Splicer fucked around with this message at 11:57 on Mar 15, 2013 |
# ¿ Mar 15, 2013 11:49 |