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Grab a big bag of Cheetos and some 'Dew on the way over, it's the [Tabletop Games Thread]

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Posts

  • WhytherWhyther Registered User regular
    Zonugal wrote: »
    Wait, I'm confused. The Guards do or don't keep yelling at you? If they don't, then isn't your character working as intended? Or is that a typo?

    They keep on yelling at me and escalate to beating my character.

    He's basically negated the entire diplomacy skill and thus the prime ability of my character.

    Maybe if you made a character that wasn't such a nerd and then you wouldn't get bullied as much.

  • ZonugalZonugal One girl... I drove through three states wearing her head as a hat.Registered User regular
    But he has an Int of 22!!!

    Also, upon two other party member meeting myself & the king (played by a friend of mine) they immediately started making comments about my guy being a psion.

    And I was like, "How do you know he's a psion? He hasn't manifested any powers near any of you and even if he did he's a telepath so you wouldn't have seen it." They responded with, "He just walks like a psion would walk," and the GM completely backed them up.

    JESUS GAGH!!!!

    Zonugal on
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  • ToxTox I kill threads Let Piggy Chimp decideRegistered User regular
    http://wizards.com/dnd/Article.aspx?x=dnd/4ll/20120430

    Shit is going down, folks
    Zonugal wrote: »
    But he has an Int of 22!!!

    Also, upon two other party member meeting myself & the king (played by a friend of mine) they immediately started making comments about my guy being a psion.

    And I was like, "How do you know he's a psion? He hasn't manifested any powers near any of you and even if he did he's a telepath so you wouldn't have seen it." They responded with, "He just walks like a psion would walk," and the GM completely backed them up.

    JESUS GAGH!!!!

    Jesus christ, Zonugal. Find better gamers.

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  • PiptheFairPiptheFair Registered User regular
    Zonugal wrote: »
    But he has an Int of 22!!!

    Also, upon two other party member meeting myself & the king (played by a friend of mine) they immediately started making comments about my guy being a psion.

    And I was like, "How do you know he's a psion? He hasn't manifested any powers near any of you and even if he did he's a telepath so you wouldn't have seen it." They responded with, "He just walks like a psion would walk," and the GM completely backed them up.

    JESUS GAGH!!!!

    the problem is that there is nowhere in the rules that qualifies how you deal with classes and people actually knowing what they are

    also metagaming toolbags

    STEAM
    Spoiler:
  • StiltsStilts *Translated from horse Registered User regular
    Tox wrote: »

    Okay

    I like everything that article just said.

    thathorse_sig_zpsc546c54d.jpg
  • chiasaur11chiasaur11 Never doubt a raccoon. Registered User regular
    Zonugal wrote: »
    But he has an Int of 22!!!

    Also, upon two other party member meeting myself & the king (played by a friend of mine) they immediately started making comments about my guy being a psion.

    And I was like, "How do you know he's a psion? He hasn't manifested any powers near any of you and even if he did he's a telepath so you wouldn't have seen it." They responded with, "He just walks like a psion would walk," and the GM completely backed them up.

    JESUS GAGH!!!!

    Roll to disbelieve.

    Your int should be high enough to pull a Buddy Baker.

    And MAN. That fighter stuff sounds good. Very good.

    2MyOx.png
  • ZonugalZonugal One girl... I drove through three states wearing her head as a hat.Registered User regular
    I'm going to give them another game just to feel it out.

    On the other hand once I'm back home I should be getting ready to kick-off my Avengers E6 campaign.

    And I am a whole different type of DM from anything they've been playing with.

    garland_greene_sig.jpg
  • Blake TBlake T Registered User regular
    Were you rolling diplomacy to convince them to stop yelling at you, or rolling to use your psychic abilities to make them think you are the captain of the guard?

    Alternatively, you DM doesn't like you.

  • ZonugalZonugal One girl... I drove through three states wearing her head as a hat.Registered User regular
    I was using diplomacy to stop them from being hostile, thus allowing my king to go meet with theirs.

    I rolled high enough to turn any hostile npc to friendly, by the rules.

    I was than beaten unconscious.

    garland_greene_sig.jpg
  • Der Waffle MousDer Waffle Mous WALK 3X FASTER New Yark, New Yark.Registered User regular
    Stilts wrote: »
    Tox wrote: »

    Okay

    I like everything that article just said.
    My mind has been Damaged to the point where I no longer read the articles they post, just the inevitable Internet comments on them.





    If a fighter can kill a wizard, then what good is magic, really.

    achar_zpse53d43a1-1_zps5cd88fc4.jpg
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  • Undead ScottsmanUndead Scottsman Puts his name on his helicoptor.. ..so everyone knows it's his.Registered User regular
    Stilts wrote: »
    Tox wrote: »

    Okay

    I like everything that article just said.
    My mind has been Damaged to the point where I no longer read the articles they post, just the inevitable Internet comments on them.





    If a fighter can kill a wizard, then what good is magic, really.

    If a wizard can kill a fighter, then what good are weapons and armor, really.

    thanossig_zps4bf2ceeb.jpg
  • MeldingMelding Registered User regular
    if time can kill everything, what's the good of living, really.

  • ToxTox I kill threads Let Piggy Chimp decideRegistered User regular
    Stop being crybabies and learn to embrace your jock masters. Nerds.

    Trollin like a boss.

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  • DarkPrimusDarkPrimus Registered User regular
    Melding wrote: »
    if time can kill everything, what's the good of living, really.

    Casting Time Spiral?

    Depressing Edit: Third week in a row we've had D&D canceled.

    DarkPrimus on
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  • RankenphileRankenphile Keep the change you filthy animalRegistered User, Super Moderator, Moderator mod
    God damn it, Quetzi

    I've had a whole adventure series written about the Misfits and Black Flag and stuff, and I shelved it because it was just too silly

    now you've got me wanting to write an entire game world

  • KochikensKochikens Lovely-Cuddle-Blanket-Stephen-Fry-Awesomer Registered User regular
    Guys Mouseguard was p great

  • FencingsaxFencingsax Registered User regular
    It does sound like fun.


    Because 9% think it's too high, and shouldn't be cut! 9% of respondents could not fully
    get their arms around the question. There should be another box you can check for, "I
    have utterly no idea what you're talking about. Please, God, don't ask for my input."
  • KochikensKochikens Lovely-Cuddle-Blanket-Stephen-Fry-Awesomer Registered User regular
    We didn't really get to do the Players turn, but the GM's turn was a lot of fun. Unfortunately my entire party SHOULD have died but I let them survive and used it as a story-telling opportunity and made them suffer for it.

  • MrMonroeMrMonroe Registered User regular
    Reading the MG rule book they make it sound like the GM says "You are given a mission to find a better route to this embattled outpost so we can resupply them. Roll your pathfinder skill," and the players didn't really get to do much or make that many choices until they have cleared all your planned obstacles out of the way.

    The whole "GM Turn/Player Turn" thing seems like it would be really stilted in practice, I'm wondering what you did to get around that.

    My intuition is that if I were GMing I would just ignore most of that dichotomy and give them a mission and let them figure out how they want to get it accomplished.

  • MarshmallowMarshmallow Registered User regular
    I think players are allowed to voice alternative options, or just outright assist a roll by contributing some expertise. They should want to do that too, since the game math counts on mice working in concert to tackle problems and they can get those much-needed pass/fail rolls for advancement.

    So while it may be a pathfinding test at heart, a bit of scouting, various wises, or even stuff like Hunting could be used to justify some bonuses.

    It's also a system made for people entirely new to tabletop gaming. I imagine having a concrete mission with a highly suggested method of overcoming it can only help a beleagured GM find his footing, at least at first. If everyone is experienced enough to roll with it, then there shouldn't be any reason not to just go with things however you like and carefully ignore what you think won't work for you.

    Personally, I like the GM Turn/Player Turn thing. GM turn is all about throwing problems nonstop at the players and wearing down their resources and letting the world beat on them a bit. Then the player turn comes around (to their relief) and they can have a well-earned rest and take care of less urgent goals at their leisure (like shopping).

    Pretty much the same idea as D&D throwing Encounters at a party until they decide to take an Extended Rest, except a bit more strict in execution.

    Marshmallow on
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  • StraightziStraightzi Registered User regular
    God damn it, Quetzi

    I've had a whole adventure series written about the Misfits and Black Flag and stuff, and I shelved it because it was just too silly

    now you've got me wanting to write an entire game world

    Fuck yes.

    I've been sharing pretty much everything I've been working on with this business here.

    If I actually get around to statting stuff up, rest assured it will end up here as well.

  • MeldingMelding Registered User regular
    i've been tyring to read up more on tucker's kobolds, cause that seems interesting. normal fucking kobolds just ruining everyone's day.

    Next time i do dnd, this is probably going to be the basis. it won't even be like a kobold campaign, they'll be like the elite mercenary crew on site.

  • KochikensKochikens Lovely-Cuddle-Blanket-Stephen-Fry-Awesomer Registered User regular
    MrMonroe wrote: »
    Reading the MG rule book they make it sound like the GM says "You are given a mission to find a better route to this embattled outpost so we can resupply them. Roll your pathfinder skill," and the players didn't really get to do much or make that many choices until they have cleared all your planned obstacles out of the way.

    The whole "GM Turn/Player Turn" thing seems like it would be really stilted in practice, I'm wondering what you did to get around that.

    My intuition is that if I were GMing I would just ignore most of that dichotomy and give them a mission and let them figure out how they want to get it accomplished.

    I give them options, obstacles, they give me things they wanna do. Like, there's a river. You can do a _____ check, or if you can suggest something that you have the skill for that might work better, if everyone agrees on it, and if the leader of the party says it's good, a'ight. Sometimes I go, no, your only option is to do a _____ check, which is also just as interesting because it forces them to maybe fail if nobody is good at it. But keep in mind that failing isn't a bad thing in mouseguard.

    But the GM's turn isn't like in D&D how you're a bunch of players who have a mission and you may spend a fucking week in a town instead of doing the mission. Or just say fuck that, we're spending our wish and wishing for a magical paradise island. The GM's turn in mouseguard is for me to tell my story and for the mice/players to tell their own stories within it. The players turn they can tell more of their own stories without me shoving them around. It's just. Really nifty. Because even though the GM's turn should be stilted and just a bunch of rolling, it's really not, because remember, they also gotta try to be constantly consulting their beliefs/instincts/goals/traits and try to work them in and use them.

    It's cool. It's about telling a story, not winning or losing.

    Kochikens on
  • StraightziStraightzi Registered User regular
    By the by, I ain't know if I've mentioned it here, but I've been playing hella Fiasco lately

    It is the best

    Y'all should play it

  • FishmanFishman scientia potentia est Robot ProvocateurRegistered User regular
    Fiasco sounds interesting. I'm a little wary of having the right group of people to play it with, though.

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  • MeldingMelding Registered User regular
    yeah, my usual group of people probably wouldn't like it too much.

    sounds really neat though.

  • Dex DynamoDex Dynamo Registered User regular
    Kochikens wrote: »
    MrMonroe wrote: »
    Reading the MG rule book they make it sound like the GM says "You are given a mission to find a better route to this embattled outpost so we can resupply them. Roll your pathfinder skill," and the players didn't really get to do much or make that many choices until they have cleared all your planned obstacles out of the way.

    The whole "GM Turn/Player Turn" thing seems like it would be really stilted in practice, I'm wondering what you did to get around that.

    My intuition is that if I were GMing I would just ignore most of that dichotomy and give them a mission and let them figure out how they want to get it accomplished.

    I give them options, obstacles, they give me things they wanna do. Like, there's a river. You can do a _____ check, or if you can suggest something that you have the skill for that might work better, if everyone agrees on it, and if the leader of the party says it's good, a'ight. Sometimes I go, no, your only option is to do a _____ check, which is also just as interesting because it forces them to maybe fail if nobody is good at it. But keep in mind that failing isn't a bad thing in mouseguard.

    But the GM's turn isn't like in D&D how you're a bunch of players who have a mission and you may spend a fucking week in a town instead of doing the mission. Or just say fuck that, we're spending our wish and wishing for a magical paradise island. The GM's turn in mouseguard is for me to tell my story and for the mice/players to tell their own stories within it. The players turn they can tell more of their own stories without me shoving them around. It's just. Really nifty. Because even though the GM's turn should be stilted and just a bunch of rolling, it's really not, because remember, they also gotta try to be constantly consulting their beliefs/instincts/goals/traits and try to work them in and use them.

    It's cool. It's about telling a story, not winning or losing.

    The One Ring operates on the same idea; the Adventure Phase and the Fellowship Phase, if I remember correctly.

    The idea being the heroes are called together on some magical quest, then they go their separate ways and return to their lives for weeks/months/years/decades, until some threat draws them together again.

    It's a great mechanic, in my opinion.

  • DarkPrimusDarkPrimus Registered User regular
    Dungeonquest: Still a fun, murderous time.

    And hey, grats to Fantasy Flight for getting me a replacement game board in under a week.

    Rock Band DLC | Gamertag: PrimusD | WLD - Thortar
  • MrMonroeMrMonroe Registered User regular
    Kochikens wrote: »
    MrMonroe wrote: »
    Reading the MG rule book they make it sound like the GM says "You are given a mission to find a better route to this embattled outpost so we can resupply them. Roll your pathfinder skill," and the players didn't really get to do much or make that many choices until they have cleared all your planned obstacles out of the way.

    The whole "GM Turn/Player Turn" thing seems like it would be really stilted in practice, I'm wondering what you did to get around that.

    My intuition is that if I were GMing I would just ignore most of that dichotomy and give them a mission and let them figure out how they want to get it accomplished.

    I give them options, obstacles, they give me things they wanna do. Like, there's a river. You can do a _____ check, or if you can suggest something that you have the skill for that might work better, if everyone agrees on it, and if the leader of the party says it's good, a'ight. Sometimes I go, no, your only option is to do a _____ check, which is also just as interesting because it forces them to maybe fail if nobody is good at it. But keep in mind that failing isn't a bad thing in mouseguard.

    But the GM's turn isn't like in D&D how you're a bunch of players who have a mission and you may spend a fucking week in a town instead of doing the mission. Or just say fuck that, we're spending our wish and wishing for a magical paradise island. The GM's turn in mouseguard is for me to tell my story and for the mice/players to tell their own stories within it. The players turn they can tell more of their own stories without me shoving them around. It's just. Really nifty. Because even though the GM's turn should be stilted and just a bunch of rolling, it's really not, because remember, they also gotta try to be constantly consulting their beliefs/instincts/goals/traits and try to work them in and use them.

    It's cool. It's about telling a story, not winning or losing.

    See, I want to just say, "the path has been washed out by the rain, you cannot just walk across at this point. What would you like to do?"

    and then let them decide whether to try to build a boat or try to fell a tree branch over the stream or convince the beavers to jam up a narrow point in the stream or however they want to solve it.

    The suggestions in the book where you go, "here is the obstacle, make _____ roll to overcome it" seems like what I would consider objectively bad DMing in a DnD game.

    Although it seems like that wouldn't really be a problem at all with the RAW now that I'm looking at it.

  • KochikensKochikens Lovely-Cuddle-Blanket-Stephen-Fry-Awesomer Registered User regular
    Well, they CAN suggest stuff like, build a boat. Boatmaking is a skill they can suggest. You could convince the beavers with one of the skills too. I mean, the book does suggest that stuff, but the book also says that players can suggest stuff too, but ultimately it is up to the DM whether or not they can.

    I dunno what RAW means?

  • ZonugalZonugal One girl... I drove through three states wearing her head as a hat.Registered User regular
    I think it means:

    Rules as Written.

    garland_greene_sig.jpg
  • StraightziStraightzi Registered User regular
    Fishman wrote: »
    Fiasco sounds interesting. I'm a little wary of having the right group of people to play it with, though.

    It is much more of an acting/storytelling game. You gotta be willing to dive in head first and fuck yourself over as much as possible. We've had games with people less willing to do that, and it's not as great, although still amazing. The nice thing is that even if someone isn't very creative or driven, they have the option of letting the rest of the group direct their scenes, so it gets adequately covered.

    Really the only necessary player quality is the willingness to dive in and make a fool of yourself.

    Straightzi on
  • StraightziStraightzi Registered User regular
    Also my campaign setting has yielded me Black Francis, tiefling rogue and captain of the pirate ship Pixie, crewed by his first mate, Kim Deal the air genasi psion, Santiago the tiefling artificer, and D. Lovering the half elven swordmage.

  • StraightziStraightzi Registered User regular
    I just drew a map for this setting. The two main continents are both guitar shaped, the northern island a microphone, and the tiefling pirate archipelago a drum kit. It looks pretty stellar.

  • RankenphileRankenphile Keep the change you filthy animalRegistered User, Super Moderator, Moderator mod
  • StraightziStraightzi Registered User regular
    Nothing that good/notable but holy shit at those prices it may be worth taking a chance.

  • ToxTox I kill threads Let Piggy Chimp decideRegistered User regular
    Kochikens wrote: »
    I dunno what RAW means?
    Zonugal wrote: »
    I think it means:

    Rules as Written.

    Specifically, the plaintext interpretation of the rules, without assuming any intention or context. RAI is Rules as Intended/Interpreted, which takes into account the context of the RAW, and other similar rules and their wordings.

    The key difference is that RAW is how it should work at public-play events. A GM you don't know should run the game as the rules are written, trying to avoid any sort of "table ruling" that isn't clearly and directly supported by the game rules.

    RAI is generally how it's run in a home game. You can say, "I know what the rule says, I also know how it looks like the rule is supposed to work, and I'm doing it that way."

    RAW is generally responsible for, like, 99% of all overpowered/broken stuff that later gets fixed.

    something something the one percent.

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  • CorporateLogoCorporateLogo Registered User regular
    RAW takes on another meaning in 40k

  • EdcrabEdcrab Registered User
    Rawhammer 40k

    In the grim darkness of the far future there is only complaining that your opposing force hasn't taken errata into account

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  • CorporateLogoCorporateLogo Registered User regular
    It's more that the rules aren't written crystal clear so that gives jerks the leeway they need to come up with their own obnoxious interpretation of them

    CorporateLogo on
This discussion has been closed.