if you got the time maptools is probably the best, yeah.
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MrMonroepassed outon the floor nowRegistered Userregular
I was worried y'all were going to say that. I played around with it a while ago and found it to be totally opaque in terms of how to actually, you know, do anything with it. Is there a good tutorial?
Depending on how much work you plan on doing, uh, "manually" with a notebook and pencil in front of you, you could get away with only learning about importing images and the vision/lighting. Macros and their interaction with tokens can get hilariously complex if you let it.
Marshmallow on
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MrMonroepassed outon the floor nowRegistered Userregular
I am going to do everything manually, although it will probably be in a notepad file. Two of our four people have never played online before and two have never played at all so I don't need to be a fucking wizard with this shit.
In that case, I'd just take a look at the video tutorials. Maps, layers, vision/lighting, and tokens.
And do a test-connect with some people to make sure you can host. Having the game delayed by an hour while you try to puzzle out your connection issues is awful.
I already posted this in the 5e discussion over in CF, but I'm linking Legend's website here, because they have a Child's Play donation drive on their front page.
Also because a buddy of mine is playing it and seems to like it, and it looks like a pretty interesting game.
In general, do you ever find those little "fake gameplay session" examples in RPG books helpful? I don't mean, so much, the long-form ones some books throw at the very beginning, but the running "relevant snippet" style of examples.
In general, do you ever find those little "fake gameplay session" examples in RPG books helpful? I don't mean, so much, the long-form ones some books throw at the very beginning, but the running "relevant snippet" style of examples.
Very much so. It highlights the way that various rules interact and gives me a second chance to catch rules I missed when I was just reading the rules.
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
In general, do you ever find those little "fake gameplay session" examples in RPG books helpful? I don't mean, so much, the long-form ones some books throw at the very beginning, but the running "relevant snippet" style of examples.
For sure.
I am often kinda bad at reading RPG books sometimes and the extra context really helps.
Similar question about "Under the Hood" sidebars, like those in Mutants and Masterminds. I was always sort of fond of getting a look at the reasoning behind the rules. Do people agree? Disagree? Feel complete apathy?
In general, do you ever find those little "fake gameplay session" examples in RPG books helpful? I don't mean, so much, the long-form ones some books throw at the very beginning, but the running "relevant snippet" style of examples.
Rarely. I tend to skim past them, only going back over them if I find the interpretation tricky or not immediately obvious. I'm sure there's whole passages of rulebooks I own I've never read.
That said, so many rulebooks are so poorly written the rules are sometimes incomprehensible without them.
Similar question about "Under the Hood" sidebars, like those in Mutants and Masterminds. I was always sort of fond of getting a look at the reasoning behind the rules. Do people agree? Disagree? Feel complete apathy?
These I read without fail. It gives me insight and latitude to understand design considerations, especially where I might want to make house rules or try to expand on what already exists, so I can see what has been considered and use that knowledge in my own revisions.
@Fishman, if you've got the time, I'd love to have you take a run through of my system's draft. I'd be very curious what you think about it.
@DE?AD I'm honoured that you think my opinion is worth anything. I'm a bit frazzled creatively at the moment and time is definitely not in big supply, but if you'd like me to look at it feel free to shoot it over to me and I'll see if I can find some time to give it at least a once over. Be aware, though, my answer might be something like "I really wanted to wrap my head around this but it's just too much for me to do right now".
A friend's 12-year-old daughter is interested in trying D&D if I run it for her and her dad. I'm sort of torn between 4e and Pathfinder as far as what would be the easiest to grasp at 1st level. She's smart but roleplaying in general is a lot to throw at someone all at once. I'm leaning towards 4e just because I've been playing it the most lately and the rules are freshest in my mind.
I want to walk her through character creation too instead of just going with a pregen. There's something exciting about playing a character that you created as opposed to just a generic fighter/rogue/cleric.
I want to walk her through character creation too instead of just going with a pregen. There's something exciting about playing a character that you created as opposed to just a generic fighter/rogue/cleric.
FishmanPut your goddamned hand in the goddamned Box of Pain.Registered Userregular
I find 4e has the greatest accessibility for the most amount of fun. It's a great start point.
It does this through fierce streamlining and enforced game balance, which does lead to restrictive and inside-the-box play, but for what it is, it's great.
I want to walk her through character creation too instead of just going with a pregen. There's something exciting about playing a character that you created as opposed to just a generic fighter/rogue/cleric.
4e For sure. Pathfinder has too many ways where you can accidentally make a character which isn't actually fun to play.
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was, I mean
These days I use googledocs spreadsheets because laziness.
Depending on how much work you plan on doing, uh, "manually" with a notebook and pencil in front of you, you could get away with only learning about importing images and the vision/lighting. Macros and their interaction with tokens can get hilariously complex if you let it.
I just want it to act like a big dry erase mat.
And do a test-connect with some people to make sure you can host. Having the game delayed by an hour while you try to puzzle out your connection issues is awful.
Also because a buddy of mine is playing it and seems to like it, and it looks like a pretty interesting game.
pretty excited
In general, do you ever find those little "fake gameplay session" examples in RPG books helpful? I don't mean, so much, the long-form ones some books throw at the very beginning, but the running "relevant snippet" style of examples.
Good for beginners. Makes you have to write your rules for a base level of understanding.
Very much so. It highlights the way that various rules interact and gives me a second chance to catch rules I missed when I was just reading the rules.
I am often kinda bad at reading RPG books sometimes and the extra context really helps.
Similar question about "Under the Hood" sidebars, like those in Mutants and Masterminds. I was always sort of fond of getting a look at the reasoning behind the rules. Do people agree? Disagree? Feel complete apathy?
Reasoning is good, it helps with Rules as intended things when things are left open to interpretation.
Rarely. I tend to skim past them, only going back over them if I find the interpretation tricky or not immediately obvious. I'm sure there's whole passages of rulebooks I own I've never read.
That said, so many rulebooks are so poorly written the rules are sometimes incomprehensible without them.
These I read without fail. It gives me insight and latitude to understand design considerations, especially where I might want to make house rules or try to expand on what already exists, so I can see what has been considered and use that knowledge in my own revisions.
@DE?AD I'm honoured that you think my opinion is worth anything. I'm a bit frazzled creatively at the moment and time is definitely not in big supply, but if you'd like me to look at it feel free to shoot it over to me and I'll see if I can find some time to give it at least a once over. Be aware, though, my answer might be something like "I really wanted to wrap my head around this but it's just too much for me to do right now".
:rotate:
Nope.
Yep.
Also wharbargle pathfinder hiss etc.
Wasn't that a half ass action movie?
It does this through fierce streamlining and enforced game balance, which does lead to restrictive and inside-the-box play, but for what it is, it's great.
4e For sure. Pathfinder has too many ways where you can accidentally make a character which isn't actually fun to play.
But I wanna be a dude who attacks really fast and I don't wanna have to make a half dozen of rolls like in 3E. That was boring.