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Maybe if you made a character that wasn't such a nerd and then you wouldn't get bullied as much.
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!!!!
Shit is going down, folks
Jesus christ, Zonugal. Find better gamers.
Secret Satans! Post | D&D Wishlist | General Wishlist
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
Okay
I like everything that article just said.
Roll to disbelieve.
Your int should be high enough to pull a Buddy Baker.
And MAN. That fighter stuff sounds good. Very good.
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.
Alternatively, you DM doesn't like you.
Satans..... hints..... I'm a mo bro!
I rolled high enough to turn any hostile npc to friendly, by the rules.
I was than beaten unconscious.
If a fighter can kill a wizard, then what good is magic, really.
Steam PSN: DerWaffleMous Origin: DerWaffleMous Bnet: WaffleMous#1483
If a wizard can kill a fighter, then what good are weapons and armor, really.
Trollin like a boss.
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Casting Time Spiral?
Depressing Edit: Third week in a row we've had D&D canceled.
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
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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."
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.
STEAM ID
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.
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.
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.
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.
It is the best
Y'all should play it
sounds really neat though.
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.
And hey, grats to Fantasy Flight for getting me a replacement game board in under a week.
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.
STEAM ID
I dunno what RAW means?
Rules as Written.
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.
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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.
Secret Satans! Post | D&D Wishlist | General Wishlist
In the grim darkness of the far future there is only complaining that your opposing force hasn't taken errata into account