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Tasoth posted:Jumping in late to the Demon chat. e;f,b
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# ¿ Jul 19, 2025 00:35 |
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Is there anything mentioned in that Dragonlance box set about the origin of gully dwarves, kender, etc.? I recall someone in the very abortive Let's Read thread saying that gully dwarves were a sideways miscegenation reference, which if true is quite ![]()
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Libertad! posted:I have plans to re-review the Key of Destiny adventure path, but the old threads that host it give me a malware warning (from minmaxboards.com apparently, a now-defunct site) so out of respect to peoples' computers I'd start it anew rather than continue from where I left off. It's a major undertaking of 3 sourcebooks nearing 800 pages total, so it'd likely be a later review if at all.
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I mean, I've slowly come to realize that I'm spoiled compared to the average American food sahel, let alone British cuisine. I didn't know that most kale was green until my twenties because my parents grew a purple varietal. If my father weren't really territorial in the kitchen I probably would have learned a lot from him and his wall of cookbooks. What I'm saying is ![]()
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I'm surprised you didn't mention Neiglish Rot in that teardown. ![]() Given the roller coaster of 2E adventures, I'd be interested to see an assessment of 4E's printed adventures. Hopefully C7 have learned the lesson that GW didn't?
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wdarkk posted:I've had Lancer ever since the kickstarter, but never really had much chance to mess around with it. How hard would it be to hack it to run Super Robot Wars? The narrative/mech split feels incredibly SRW. Lancer is very much a tactical combat game with the traditional battlegrid, but it's not encounter-to-encounter. Instead much of its DNA ultimately derives from D&D (4E in particular), so you've got a far-future Adventuring Day made up of several encounters that each contribute attrition on the party. (Lancer's Adventuring Day is a lot more loose than anything I've seen in D&D, but you shouldn't ignore it.) Additionally there's an emphasis on mixing up your encounter objectives; don't just make everything into "defeat your opponents".
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wdarkk posted:I guess my question is, how hard would it be to make thinly-veiled knockoffs of the Gundam, Getter, and Mazinger? The Getter would probably be the sticking point since it has three pilots (who would probably all be controlled by one player, because come on).
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Nessus posted:Yeah I just have no idea how Lancer works mechanically, most of the discourse is about it having Good Politics. In D&D terms it would not be inaccurate to give the Gundam or Mazinger a high AC, it would just represent different things, and Mazinger would probably have additional damage reduction effects on top of that, while the Gundam would not. As for the attrition thing it's more the "single extended sortie":
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Cythereal posted:Ultroloths are the big cheeses of the yugoloths and at CR 16 are going to get blapped out of existence by The Chad Jihad posted:Kolyarut:" A pact is a pact, my good bitch" *smashes crystal holding elder evil* ![]()
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Wasn't Accursed co-developed by forumsgoer Croatian Alzheimers?
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Everyone posted:[Jim Butcher is bad at research]I want to upgrade Wrigley Field by adding a huge parking lot to it[/Jim Butcher is bad at research].
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At least when as per local tradition I soak my fries in vinegar, I know there's not much potato flavor that's getting covered up in the first place. That's part of the point of french fry condiments, to impart actual flavor to what's otherwise starch and cooking oil. Meanwhile weird hot dog variations exist all over. I'd probably try most of them if given the opportunity, because gently caress it why not! There's no one right way to cook nearly everything. (NB: 0 != 1)
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Oh, when did they add a nun character?
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Omnicrom posted:She was in the base set of the 2e Board Game. They're bringing her over into the card game in October's expansion (along with A student/deep one hybrid, a fisherman/deep one hybrid, James Bond but a woman from the 1920s so more awesome, and a famous stage magician who learned actual magic). Note that said nun can't actually use a sawed off shotgun because she's insufficiently Roguish. So for the record you can be a monster killing Nun with one or more of a Machete, a magical cursed blade, a magical non-cursed blade, a Shotgun, a .45 Thompson, a Flamethrower, or a Yithian Lightning Gun. However you cannot be a monster killing Nun with a Switchblade, Garrote Wire, Different kind of .45 thompson, .41 Deringer, Fancy looking Flintlock, or Sawed Off Shotgun.
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Do we need the pizza alignment chart to settle this? ![]()
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Nessus posted:If you drink the Black Blood of the Earth three times, do you become a Gaian fomor?
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megane posted:If you're on Windows 10: hold the Win key and press ; to bring up a little window, then accented letters are under Ω -> Ç . ![]()
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JcDent posted:#1 rule for smart bombs is not to make them smart enough to object.
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CroatianAlzheimers posted:Rising Tempest. Brother Szobchak is introduced on page 79. They did a great piece of art for him, too. ![]()
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"DM empowerment" and the It's All Optional paragraph comprise another iteration of those lazy sidebars you see in older White Wolf games (or their reprints half the time). You're told that if you don't like the rules, you can just change them maaaan~. Just because you can change the rules, doesn't mean that you'll be good at it or that you should have to in the first place. You paid money for what might as well be an incomplete product! All of that is just an excuse to not actually stand by or follow through with the rules and guidelines. If the designers have so much confidence in the text they wrote, why do they feel the need to hedge like this?
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Feats proper started out in 3e, where the big draw was that they would open up more character options because you got 7 over your adventuring career independent of your class. In practice this was not true because a lot of feats plugged directly into class features, and because some class features (hello fighter) were just about getting more feats from a curated list. Add to this that the design space of "what is a feat" was poorly defined, so you could have Toughness (+3 HP) and Leadership (get a minion at level - 2) in the same book. There was even a sentiment in those days that Feats Should Be Nice Not Necessary, a response to how some feats were so defining that the gap between the haves and have-nots was insurmountable. Natural Spell for druids, Adaptive Style for swordsages, etc. Finally, well...there were far too many feats. The final total was somewhere in the four digits. 4e kept feats around largely because it was an evolution of 3e but with some actual design work put in. The design space of what a feat meant was tightened up considerably, so while one character might be notably more powerful than another based on feats they could still participate side-by-side. Ironically even more feats were tailored to classes, but by the same token this was intentional and so the designers were more confident about using them as class extensions. As for the problems, well, there were still a lot of feats. And some of them were stealth math fixes that should have been folded into errata or something. AFAIK 5e has gone back to the 3e methods of "we'll just wing it" but more so because they're "optional" and you're choosing between them and ASIs. At least they haven't published a sourcebook's worth of feats yet.
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Everyone posted:I remember trying to play 3rd ed. and living in terror that my character would suffocate or die from a hernia because he forgot to take the Breath Oxygen or Take a poo poo Feat. Not literally but the idea that at any given point, I'd miss taking some vitally necessary thing without which my character would be useless from that point forward. TheGreatEvilKing posted:I have no idea how you were supposed to play 3rd ed without charop forums. All this had to be teased together after the fact, because 3e wasn't good about communicating what it was supposed to be about. To its credit the DMG talks about the adventuring day and encounter pacing. There's even a one-page discussion on wandering monsters! But then all the player-facing stuff is this toolkit stuff, where the designers just threw in whatever they thought of from moment to moment without a proper sense of curation or what a Taunt feat means in the context of exception-based design. NPC statblocks that aren't just Elf Expert 7 are mostly about combat material, and most PC resources are combat-facing*, so regardless of whether adventure writers want people to try to talk their way past monsters they're going to look at most problems with swords in hand. I played 3e three times, in 2004/2005/2013. No one in the group had a clue about optimization in 2004 so we just winged it because it was what we had. In 2005, well, I played a druid and accidentally broke the GM's encounters. (Yay CoDzilla!) In 2013 I was far and away the most knowledgeable person and 3e was what the group had voted for. I sucked it up and deliberately avoided making a combat monster, choosing instead to play a support character. *The single most broken item in 3e was the Wand of Cure Light Wounds because it completely invalidated the core gameplay loop for half the printed classes. More and more I realize that people who didn't like 4e healing surges fundamentally don't actually want to play D&D.
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TheGreatEvilKing posted:The "core gameplay loop" of fighter/blaster wizard/single-hand rogue tumbling into flanking position/healbot cleric is busted and hates you. Attempting to fight something like a hydra, troll, or frost giant in melee is an exercise is losing because those jerks have more HP, arbitrary amounts of natural armor, and vicious melee attack chains that will put warrior classes in the dumpster. Fighting anything else is a crapshoot of whether or not the DM understands how well the game really works and whether or not they're going to have monsters deliberately lowball tactics to not splatter people all over the floor. God help you if you run into a mind flayer or a demon or something, you're probably going to die, and your healer sure can't keep up with incoming damage. Regardless, the way "you were supposed to play 3rd ed without charop forums" was gentleman's agreements. ![]()
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The Lone Badger posted:Doesn't banning charop forums means there's an even wider power gulf? Between people who crunch the optimisation math themselves, and those that don't.
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Night10194 posted:Basically all of base 40kRP is a matter of 'There are 4 guns that matter and a couple melee weapons, use these and throw out the other hundreds of pages of identically expensive/difficult to use weapons that are strictly worse.' ![]() ![]()
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How does it compare to Genefunk 2090? That was another cyberpunk 5e clone crowfunded recently.
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Skaven
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Slaanesh please.
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PeterWeller posted:That's exactly what it is. Everything that happens in the Time of Troubles happens as an explanation for the rules differences between 1E and 2E. Mystra died to explain why some spells have been slightly revised. That's basically the entire point of this silly affair. IIRC this also happened multiple times with Shadowrun, so it's not like it's an issue specific to D&D.
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Zak obviously hasn't read Flatland in the slightest, because it's not a very long book and it's not remotely about puzzles. Some of it's math but that's so much set dressing for proto-feminist social satire. Edwin Abbott even had to say so in the forward to the second edition because readers were getting confused by the first one.
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Weren't you the Bog Shaman or whatever who didn't get to do anything for three rounds of lovely combat?
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joylessdivision posted:Kult sounds like a worse version of the World of Darkness setting, with even worse mechanics and writing somehow
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As an autistic trans person lemme tell you, I played several changelings back in the day. No signs at all! ![]() Siivola posted:In my circles the Expanded Psionics Handbook was considered fine, and it basically became the go-to replacement for Vancian casters for groups that really cared about class balance. It fixed the previous editions' insistence that psionics are not magic and therefore incompatible with existing rules, and the power design was way tighter than anything they ever managed for spells.
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disposablewords posted:Everything set up like that in Eberron is for your game to resolve if you want to, there's no real metaplot. And that's something I strongly appreciate about the setting, especially coming on the heels of the metaplot-heavy 90s in RPGs, including D&D.
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I took one look at this and tossed it squarely into my Objectively Bad pile, but TBF I have never actually played it. Maybe Traveller can salvage it?
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# ¿ Jul 19, 2025 00:35 |
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quote:
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