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LFK posted:the reasons to use a shortsword are as follows:
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# ¿ Jul 3, 2014 07:52 |
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# ¿ Apr 25, 2024 07:25 |
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LFK posted:especially since that specificity creates its own problems since, you know, what should a khopesh and a nimcha and a kukri and a talwar and a szabala be?! Then there is a specific advantage to short swords, and a reason that people might specialize with them etc.
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# ¿ Jul 3, 2014 08:17 |
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Lothire posted:Also worth mentioning that they changed the weight of Scimitars to be "light" weapons in order to conform to this two weapon fighting system, where they've been medium weapons in prior editions. So while we may have distinction between Longswords and Shortsword with this system, we no longer do between Scimitar and Shortsword (both light, finesse weapons). The weapon nerd in me hates this.
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# ¿ Jul 3, 2014 08:17 |
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Gort posted:What systems and adventures are designed to support wandering monster rolls? Mendrian posted:This is perfect, yes. If you use Wandering Monsters tables (or Random Encounters) in your game of political intrigue or nation-running, then it's going to grind poo poo to a halt. If, however, your game is about delving into dungeons and fighting the occasional dragon, they're good. In a politics game maybe the random roll is "a would-be politician who is a fishmonger approaches the PCs with an offer to ______" or whatever.
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# ¿ Jul 4, 2014 22:45 |
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I'm way behind. Why is a one hour rest bad? Sounds fine in plain English.
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# ¿ Jul 23, 2014 08:06 |
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Kai Tave posted:The thing is, the sort of GM who takes "an uninterrupted 60 minutes of rest" as a challenge is basically the sort of GM that's going to look for any excuse to deny the characters a Short Rest unless they jump through a series of hoops and rear end-checking beforehand ProfessorCirno posted:and still wouldn't last a goddamn hour. Littlefinger posted:In an amazingly dumbfucked design decision, they decide to make these short rests take one hour, because reasons (probably because their pasty nerd asses need an hour to recover from any strenuous physical activity). If the idea is so offensive (which seems weird) then just call it five minutes at your game and its like it never happened.
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# ¿ Jul 23, 2014 08:46 |
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Kai Tave posted:This is the sort of thing that leads to "well I tied a mouse to my wrist and tried using the cord to pick it up and couldn't, therefore we're going to errata this feat."
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# ¿ Jul 23, 2014 08:57 |
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Kai Tave posted:doesn't aid the fiction, etc. kingcom posted:Why would you not just full rest then if your going to be safe for an hour? Reading between the lines I dont think that story-level time matters that much in more recent styles, and I'm not sure that random encounter lists are really a thing anymore. From a tactical game perspective the 'actual' time allotted to resting is probably pointless. Thats why I mainly pointed to the fiction/story part. The mouse/wrist guy is an idiot. He shouldve at least used a truncheon.
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# ¿ Jul 23, 2014 09:20 |
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Kai Tave posted:Except for the fact that "realism" in this context is being defined as "what seems realistic to a bunch of pasty 40-somethings who spend all day in front of a computer or playing AD&D." Its also a very minor thing, which was my main point. It really seems like that specific one would fall into the "who cares" bucket.
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# ¿ Jul 23, 2014 09:44 |
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Lightning Lord posted:Why is this being said like it's a bad thing? Also its time for 5e so throw all your books away.
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# ¿ Jul 25, 2014 11:33 |
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Winson_Paine posted:Yeah, the more I play the more I think like, magic items should be limited and important and the system should reflect this. Having the weight of the narrative on it in addition to whatever it does numerically is a thing. Handling what bonuses you need to unfuck the games math as narrative feats or whatever is preferable to having to head to Harolds House of Magic poo poo every few months to retool. Kind of surprised anyone else thinks so though. For anyone that didnt know, this is another thing FR was extremely good at way back when. Long-rear end writeups on magical weapons to help either 1) really give the weight of history to the thing when someone found it, or (better IMO) 2) give some prototype/templates as to how to create interesting items that had multiple effects, history, and some kind of theme that made some sense as to why it was created to begin with. (Of course there was terrible poo poo too... but it was a departure from "+1/+4 vs bats. Why? Because.")
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# ¿ Jul 26, 2014 02:19 |
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PeterWeller posted:Yeah, I'm tempted to go with BECMI style initiative for running 5E or maybe a TSR edition-- it's group initiative split into phases with each side acting in a phase before moving to the next. IIRC, it goes missile, melee, movement, magic, and you declare your action at the top of the round.
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# ¿ Jul 26, 2014 23:53 |
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thespaceinvader posted:I definitely won't be running it though, given what they did to spellcasting monsters Whats that?
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# ¿ Jul 31, 2014 01:50 |
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Daetrin posted:Spellcasting monsters cast spells. Like PCs. Which means each spellcaster makes you dig through the PHB to find what each spell does - in a spell list that is verbose and organized relatively poorly for such lookups. Did 4e not have monsters "cast", like could they not be interrupted? (As opposed to innate abilities/ spell-like abilities)
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# ¿ Jul 31, 2014 02:12 |
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P.d0t posted:Please play some 4e, GM-to-GM house rulings and all that were normal, so that part of 5e doesnt even make me twitch. The "actual casting" seems normal too. (Plus I like differentiating "casting 'normal' magic so it can be interrupted" vs innate gently caress YOU abilities of demons/tannari etc... Thats assuming that spells can be interrupted of course.) From what people are saying Im more worried about the number-inflation not working well and whether or not Ill give a poo poo about whatever settings/adventures they come up with.
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# ¿ Jul 31, 2014 02:27 |
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P.d0t posted:Being able to interrupt spells is important if they're horrible save-or-die spells but guess what Like if you saw a flock of wraiths it was not by "surprise!" and the players had plenty of table-time to sort out what to do (including "run to the temple of the Sun priests"). SoD should also be reserved for special "shits getting real" Big Encounters. Poison was something I auto-ruled as being damage or detriment causing and not "death". (And it was rarely seen specialized knowledge unless the players pursued its use.) I also do not like how 3e made it so every caster had all the same spells no matter what, and those spells messed with other roles. If theres a thief (who wanted to be an actual "thief-thief") in the party odds of finding Knock were pretty loving small. Difference of opinion I guess: accounting for spell interruption was one of the things that made the group work together, instead of just belting out DPS in different colors. I know some people dislike at least two parts of that ( 1) defend the spellcaster, 2) caster might lose spell) If they were actually serious about this "Modules" thing (I kind of hate that they used that word for this meaning in a DnD context) they should have at least three fundamental sets of tweaks for playstyles. The "Shitfarmer -> Viet Nam" option ala (early) Black Company, the "Tavern -> Anime" option ala Malazan, and the "aspiring demigod" option ala (lol I keep thinking Hercules/Xena but you know what I mean). DalaranJ posted:Next chooses to sort all spells alphabetically.
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# ¿ Jul 31, 2014 02:57 |
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zachol posted:If spells are going to appear on several different spell lists (for example, druids and bards both having some cleric spells but also some wizard spells), I'm not sure what a better choice would be rather than just an alphabetical list. If there are repeats then the actual section holds the place with the Spell name and basic casting requiremenst (VSM, CT, etc) and range/area, and then a simple line like: "As 2nd level Wizard Spell page xx" FRINGE fucked around with this message at 03:32 on Jul 31, 2014 |
# ¿ Jul 31, 2014 03:26 |
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Jimbozig posted:This is a nitpick because most of what you are saying seems reasonable coming from someone who never played anything past 2e, but this made me stop. At the opening of the books, the black company are crack soldiers with experts in strategy, tactics and even politics with three very dangerous war wizards. Not poo poo farmers. Pick another example. I could start from scratch, but the reason I picked them was the constant contraction of the company back to a handful of people and a bunch of miscreants and recruits, couple with the fact that even in the beginning they were (for the setting) young sheltered mercenaries* walking into a wizard-god war. It was the kind of setup that some people have expressed less affection for than the "everyone and their pet kitty is on the road to semi-divinity" Malazan style. (*The 3e Black Company book put The Lady at like 55th level or something. Croaker and Silence were like 10ish and towards the upper range of the group. ... The scenes with starvation and plague, the constant battlefield death due to insufficient medicine, etc.. are part of a completely different game than the 2nd or 3rd style.) Ideally the system would have some guidelines for starting all three styles out besides just saying "start at a higher level". The mud-war game should have some different advice for new people than the near-ascendant game. (Separate note: I really enjoyed the progression of The Instrumentalities of the Night from ... where it started to where it went. I dont want to say much for people that havent read it.) FRINGE fucked around with this message at 04:54 on Jul 31, 2014 |
# ¿ Jul 31, 2014 04:52 |
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NovemberMike posted:One of the basic rules of DnD is that it's poo poo for translating characters from other media to game characters. Nothing about those levels really relates what a 10th level character should be able to do with what Croaker does or a 55th level character and The Lady. IIRC, the main BC characters also never go toe to toe with any of the Taken. If you want to run a normal powered BC game with BC vs some monsters and some dudes at the squad level then 4e is going to do as good a job as any of the systems. Also, the Malazan series tends to operate on the same concept as the BC series, where godlike beings nullify each other and leave a lot of the messy work to mere mortals. I think that the game should have something in it to help new people manage games with the varying styles. Some actual advice, maybe examples, and some character building and gm tips and tricks that give some baseline ideas of where to go. It might not matter to most of us, but it will matter to any new people that jump in. starkebn posted:HP equal how many limbs you have, a full night's rest will replenish 1HD of limbs.
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# ¿ Jul 31, 2014 07:26 |
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Generic Octopus posted:5e has lists like that at the start of the spell list. If the pdfs had hotlinks from there to the spell description in the alphabetical list it'd be fine, but at the moment it's just tedious. When they do a print version, it needs to be organized for fucks sake. Like broken into sections, with both page headers and section headers. In whatever class order the lists are in.
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# ¿ Jul 31, 2014 07:34 |
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petrol blue posted:This piece really weirds me out - it's an awesome bit of art, but the posture/expression feels non-human in a way that I don't think it intends - the main character's absolutely rigid posture, combined with the not-real-world skin tones makes me think of some sort of animated statue / golem character. If that was intended, then 10/10, otherwise that dude really needs to pull the paladin out his rear end. Its like a model that was greenscreened/photoshopped into an exciting nature scene.
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# ¿ Aug 1, 2014 00:59 |
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zachol posted:Eh, I dunno. I was trying to make "a sniper who sneaks around," and while trying to get the hide skill to actually be reliable I found myself waffling between eladrin and drow for, like, several hours, trying to figure out how to actually get persistent hide. I forget the exact details, but it had to do with a way to get hide after a teleport, and I think at one point I'd transitioned fully into warlock over rogue. If RP and story mattered, then the decision to play a Drow or an Eladrin would be very exculsive and lead you one way or the other for that particular game. The same for warlock and rogue. The problem is when the first and only goal is "check these boxes to accomplish final CHAROP!" Different people, different games, etc etc
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# ¿ Aug 1, 2014 07:05 |
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Kai Tave posted:Of course back before 3E "the decision to play a Drow" for whatever reason was seen as the purview of filthy munchkin swine powergamers looking to be like Drizzt Kai Tave posted:meanwhile AD&D2E had tons of dumb "Complete" books full of kits and fiddly stuff that you had to sift through to find the diamonds amidst the dogshit and you can't tell me with a straight face that all that stuff was "roleplaying not rollplaying," Your stance on them makes it seem like you never used them. There was no "fiddly" anything. The kit was laid out. You picked one.
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# ¿ Aug 2, 2014 02:01 |
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Ratoslov posted:Anyone have a good idea for a mechanic for a Wild Mage that isn't complete poo poo? Have an "area" roll that determines how stable magic is every day and/or location change. This influences: % chance of an unintended surge per cast (modified by spell level and caster level, mitigated or aggravated by caster intention) Skill (leveled) casters have a better chance to purposefully surge. If you cant stand the DM having any say-so then start the system at 1% per cast and see where you end up/ adjust. Add in triggers that work with your playstyle. Maybe stress (surprise?) destablizes the mage. Maybe the presence of certain creatures/magic/plants/minerals/whatever stablizes/destablizes the mage. Etc. The only way to get a never-ending set of effects is to count on a DM to be creative, probably using a pre-generated list as idea-guidelines. I know some people are offended by "DM agency" though. (Which is stupid.) I just made that up on the fly right now as I typed, so
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# ¿ Aug 2, 2014 08:30 |
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thespaceinvader posted:And this is double-dumb The ambivalent desire to have DMs interpret things to allow more options while having the desire to pen DMs in and not let them make decisions is another problem. (At least on the forums, Ive never seen it in real life.)
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# ¿ Aug 2, 2014 10:22 |
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Yeah theres no way people will want to sit in the same room with friends and tell stories. Anyone wanna cyber? Imma 156th level orc!
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# ¿ Aug 3, 2014 03:14 |
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eth0.n posted:Obviously there are people who are into collaborative storytelling, but with game rules, but I'm not sure that that's ever been more than a relatively small niche, 80s heyday included, or that it's reasonable to expect it to become more than a niche. Kai Tave posted:You know what would make this experience even better? Paying $150 dollars for a set of lovely textbooks to tell you and your friends how to properly tell stories using the ~theater of the mind.~ If people would rather spend 150 (or 1500) dollars buying props and statuettes then thats cool too. (They seem to come with piles of books as well.)
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# ¿ Aug 3, 2014 03:33 |
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Kai Tave posted:Sorry, you're right, I should have just said that I'm a lovely poster and basically stupid as well. Two entire pages of this 45 page thread is you crying oily tears about how terrible things are. Heres a hint angry kid: dont play it. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ¿ Aug 3, 2014 03:53 |
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Bloody Hedgehog posted:Quick question; do older D&D campaign boxes carry much value as collectors items?
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# ¿ Aug 3, 2014 07:06 |
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One thing that would be useful would be an integrated video/chat tool that made it easy to play with friends who had the audacity to move away for school/work/relationships. If it were part of a package that had searchable/printable books, the ability to easily bounce in and out of private/protected conversations/chats with the DM, and an integrated rolling mechanic for people that dont care about dice (maybe an optional split-cam window for the hardcore dice fans) ... theres nothing that does that that I have ever heard about. Its still not as good as sitting in a room with friends (IMO), but would definitely fill a gap.
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# ¿ Aug 3, 2014 09:32 |
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AlphaDog posted:Protecting your IP is something you have to do, sure. Maybe it would have been a good idea to wait to take down 3rd party apps until they actually had something to offer though. Kurieg posted:It has a relatively decent MMO that has a ridiculously predatory monetization system.
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# ¿ Feb 15, 2015 13:34 |
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Sage Genesis posted:what's so ridiculously predatory about their approach
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# ¿ Feb 15, 2015 13:56 |
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Lightning Lord posted:Honestly, I play at a decent skill level and I've probably spent way, way more money on RPG books than I ever have on Magic. edit- Would have been even better if they had never made that drat Chronicles set.
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# ¿ Feb 15, 2015 14:18 |
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Azran posted:You realize how expensive Magic gets when you check out the Living Card Game model, where there's no card rarity and every pack always has the same cards in the same amounts
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# ¿ Feb 15, 2015 23:14 |
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AlphaDog posted:Effectively (and with many fiddly rules) you could funnel some of your earned XP to a backup character who you could "activate" if you died - so you had a choice between "level faster" and "make sure I don't have to start at level 1 when I die".
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# ¿ Feb 16, 2015 02:23 |
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Kitchner posted:this is a lack of poor judgement on my DM's part
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# ¿ Feb 17, 2015 12:40 |
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AlphaDog posted:In the real world skill tends to be more important than raw strength for hand-to-hand fighting So yeah. Kurieg posted:The Something Awful Forums > Discussion > Games > Traditional Games > D&D NEXT: Subsidies for lizard dick farmers
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# ¿ Feb 18, 2015 02:51 |
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For people that are sticking with 3e rules - werent Duskblade and Warmage better than Eldritch Knight?
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# ¿ Feb 20, 2015 23:20 |
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Elendil004 posted:Have they talked at all about what settings are coming? I'd stab a hobo for spelljammer, but would settle for dragonlance. I would bet solid money on Forgotten Realms, Eberron? As long as Im wishing I would want FR to be reset before the 4e crap, and have the focus shifted to open/ongoing history, almanac nerd stuff, and story hooks and away from "big name" NPCs (as anything but examples and "actual" NPCs instead of designer-insertion-characters).
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# ¿ Feb 21, 2015 01:55 |
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# ¿ Apr 25, 2024 07:25 |
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OneThousandMonkeys posted:So what you're telling us is that the official FR storyline is that one or more gods proclaimed that all warriors are lovely. Dude knew how to roll with a posse fighter-style. quote:The Fist consists of:
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# ¿ Feb 21, 2015 11:47 |