I think at this point if I presented fully evil orcs or goblins (with no exceptions) to them at this point, they would think I was fucking with them. Through various games I've run over the years in Pathfinder and DnD, I've had a lot of fun playing with ideas of orcs and goblins. Some have been openly violent and stereotypical, others have just wanted to live their lives, some groups have been very intelligent tinkerers and leaders, etc. Hell, the second to last Pathfinder campaign I ever ran lead to the orc nation becoming the most powerful force in the world, which caused another technical revolution (eventually leading to the cyberpunk campaign I ran).
The flip is most of my players, thankfully, are not openly bloodthirsty monsters. In the Tomb of Annihilation campaign I'm still running, even when they ran into a goblin tribe whose leader was a horrible person that lead to the death of a family of Chultans, they still let anyone who was a non-combatant goblin runaway with no threats. One of the survivors of the tribe, Grubteeth, they met weeks later in the jungle, saved him from dying, and adopted him to the party as a secondary guide and (recently) friend.
One thing I'm really happy with in 40K recently is that for a long time the technology of the Imperium was pretty set out. You had your stand guns, your standard armour, standard equipment etc
But for a while now they've just thrown new equipment types in and it's awesome. A setting that's ten thousand years old on top of thousands of years of weird technological development should result in more gear variation than you can shake a stick at and they're going back to that. Adrathic Disintegrators! Phosphex launchers! Arae-Shrikes! Plasma Syphons! You can now be equipped with truly bizarre stuff and it adds so much to the setting as an RPG background.
One thing I'm really happy with in 40K recently is that for a long time the technology of the Imperium was pretty set out. You had your stand guns, your standard armour, standard equipment etc
But for a while now they've just thrown new equipment types in and it's awesome. A setting that's ten thousand years old on top of thousands of years of weird technological development should result in more gear variation than you can shake a stick at and they're going back to that. Adrathic Disintegrators! Phosphex launchers! Arae-Shrikes! Plasma Syphons! You can now be equipped with truly bizarre stuff and it adds so much to the setting as an RPG background.
But like, wasn't the reason they didn't have super varied gear is because all that stuff was deemed heretical and shit?
One thing I'm really happy with in 40K recently is that for a long time the technology of the Imperium was pretty set out. You had your stand guns, your standard armour, standard equipment etc
But for a while now they've just thrown new equipment types in and it's awesome. A setting that's ten thousand years old on top of thousands of years of weird technological development should result in more gear variation than you can shake a stick at and they're going back to that. Adrathic Disintegrators! Phosphex launchers! Arae-Shrikes! Plasma Syphons! You can now be equipped with truly bizarre stuff and it adds so much to the setting as an RPG background.
But like, wasn't the reason they didn't have super varied gear is because all that stuff was deemed heretical and shit?
Yeah but I've long subscribed to the idea that 1) just tell them your Adrathic Disintegrator is a special plasma gun, who's going to know 2) the galaxy is massive and ancient, there's all manner of weird shit floating around, and 3) Inquisitors and Rogue Traders and such generally when questioned say "fuck off" so if someone does say "that Transuranic Arquebus is ancient and not yours, you can flash the credentials and ignore them
Also a lot of this stuff isn't tech heresy, it's just ancient and stupidly rare/lost. If you've got an Arae-Shrike you're in trouble but an Archeotech multi-tool is just an awesome, irreparable piece of gear, nothing really suspicious about it.
I want to play a fighter who is just a pro wrestler.
a battlemaster with tavern brawler is the closest we can get right now (it's considered one of the primo candidates for grappling builds in 5e)
it's actually a lot of fun if your GM is generous with how much damage improvised weapons do
I'm really looking forward to playing my Monk again in Pathfinder, since here usual MO was to get up in people's faces and throw them onto the ground repeatedly, or to grapple huge monsters and rip them apart
I want to play a fighter who is just a pro wrestler.
a battlemaster with tavern brawler is the closest we can get right now (it's considered one of the primo candidates for grappling builds in 5e)
it's actually a lot of fun if your GM is generous with how much damage improvised weapons do
The other approach is either a Barbarian with Tavern Brawler & a level dip into Rogue or a V/Human/Half-Elf/Half-Orc Barbarian with Tavern Brawler & Prodigy (athletics).
Getting expertise in athletics is a solid gain for grapplers.
I want to play a fighter who is just a pro wrestler.
a battlemaster with tavern brawler is the closest we can get right now (it's considered one of the primo candidates for grappling builds in 5e)
it's actually a lot of fun if your GM is generous with how much damage improvised weapons do
The other approach is either a Barbarian with Tavern Brawler & a level dip into Rogue or a V/Human/Half-Elf/Half-Orc Barbarian with Tavern Brawler & Prodigy (athletics).
Getting expertise in athletics is a solid gain for grapplers.
moon druids are also a good option
lots of animals are fucking great at grappling
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
bleh I wish sorcerers got a slightly bigger known spell list, it's so hard to pick out anything but broadly generically useful spells with those space constraints. The tradeoff of versatility they used to have with wizards doesn't feel worth it at all anymore now that wizards just cast like sorcerers that can change their spell lists on rests.
It just struck me that Andrew WK, Paladin is a totally legitimate character concept
I our Starfinder game, I'm playing as Wilkes Krier, an Icon Soldier, with high strength and charisma. Diplomacy, Intimidation and my two fists are all I need to bring partying across the universe. I thought, "What would Andrew WK fight with?" and my heart told me he's a mosh guy so I have sonic gauntlets that I demolish motherfuckers with, if they will not join me in partying. I broadcast all our adventures to my band's webpage and hand out free show tickets wherever I go. My most recent item acquirements were a) a voice box implanted in my throat that let's me yell better; b) giant fuck-off black spikey armor that i spray-painted white with red on the helm; c) cyber legs what let me run faster and further (had to cut off my own for it WORTH IT); d) upgraded fists that are now also electric.
Wilkes Krier runs across battlefields, trailing lightning, blasting his own tunes and punches things to mist.
Wilkes Krier is the pilot of the ship and he yells debuffs onto enemy ships and shouts encouragement onto his beautiful crew.
In our last game, I uppercutted a space T-rex to death (almost, with a little help from our Envoy's sniper rifle) all by myself.
Andrew WK, Paladin, is a very fun concept and I totally recommend it.
Oh yeah I feel your pain. That being said I kinda like working under the restriction; when you're limited in that way you really need to make each spell count and be flexible and creative with them. I kinda wish all casters had limited spell lists like the Known-casters do. Maybe not 15 spells max restricted, but 20-24 tops seems fun.
i just recently remembered a character i had a while ago, and it is the rare character idea where they got a signature weapon instead of just having like a machinegun or some such. oi have no idea what is a good system for that kind of stuff.
As a DM I would like it if all the spellcasters would use the same dang spellcasting system
Or, alternatively, go wildly different with each
I can't keep track of five different versions of Known / Slotted / Prepared
That's the player's job, not the DM's job though.
except for that damned wild magic sorcerer. every single class ability just says "when the DM says you can,". It's a fucking omnishambles of bad design. No direction or guidance for the DM and hands them a bunch of extra shit to keep track of. Also the wild magic random table is short and super lame compared to the exact same thing in previous editions.
I don't think it's that complicated, there's really only 2 ways of handling "which spells can I cast" in the base classes, the preparation casters (wizard/cleric/druid/paladin) and the non-preparation casters (sorcerer/bard/ranger/warlock/eldritch knight/arcane trickster).
I don't think it's that complicated, there's really only 2 ways of handling "which spells can I cast" in the base classes, the preparation casters (wizard/cleric/druid/paladin) and the non-preparation casters (sorcerer/bard/ranger/warlock/eldritch knight/arcane trickster).
the prep ones have different rules about which spells they "know" and can prep from though.
My current group has 2 people totally new to tabletop RPGs and believe me this difference is not trivial and has required repeated explanation
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The flip is most of my players, thankfully, are not openly bloodthirsty monsters. In the Tomb of Annihilation campaign I'm still running, even when they ran into a goblin tribe whose leader was a horrible person that lead to the death of a family of Chultans, they still let anyone who was a non-combatant goblin runaway with no threats. One of the survivors of the tribe, Grubteeth, they met weeks later in the jungle, saved him from dying, and adopted him to the party as a secondary guide and (recently) friend.
But for a while now they've just thrown new equipment types in and it's awesome. A setting that's ten thousand years old on top of thousands of years of weird technological development should result in more gear variation than you can shake a stick at and they're going back to that. Adrathic Disintegrators! Phosphex launchers! Arae-Shrikes! Plasma Syphons! You can now be equipped with truly bizarre stuff and it adds so much to the setting as an RPG background.
But like, wasn't the reason they didn't have super varied gear is because all that stuff was deemed heretical and shit?
and now I want a monk subclass that uses heavy armor
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yeah this would be dope
Just like, constantly throwing down shocking grasps in between punches
some steelclad m-effer wading into battle and tearing a mindflayer apart with their bare hands
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just give me a dude clad in spiky armour who grabbles people to death
a battlemaster with tavern brawler is the closest we can get right now (it's considered one of the primo candidates for grappling builds in 5e)
it's actually a lot of fun if your GM is generous with how much damage improvised weapons do
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Thibbledorf Pwent says hello!
Yeah but I've long subscribed to the idea that 1) just tell them your Adrathic Disintegrator is a special plasma gun, who's going to know 2) the galaxy is massive and ancient, there's all manner of weird shit floating around, and 3) Inquisitors and Rogue Traders and such generally when questioned say "fuck off" so if someone does say "that Transuranic Arquebus is ancient and not yours, you can flash the credentials and ignore them
Also a lot of this stuff isn't tech heresy, it's just ancient and stupidly rare/lost. If you've got an Arae-Shrike you're in trouble but an Archeotech multi-tool is just an awesome, irreparable piece of gear, nothing really suspicious about it.
I'm really looking forward to playing my Monk again in Pathfinder, since here usual MO was to get up in people's faces and throw them onto the ground repeatedly, or to grapple huge monsters and rip them apart
fun stuff
yeah I had a lot of fun with it but it's extremely buggy and the kingdom building part of the game is kinda ass
I'm gonna wait til all the DLC is out and patched before I try it out again
The other approach is either a Barbarian with Tavern Brawler & a level dip into Rogue or a V/Human/Half-Elf/Half-Orc Barbarian with Tavern Brawler & Prodigy (athletics).
Getting expertise in athletics is a solid gain for grapplers.
moon druids are also a good option
lots of animals are fucking great at grappling
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Was my only MC but yeah, this leads to being real good at getting in other spellcasters' faces in Tyranny.
https://www.geekwire.com/2019/penny-arcade-partners-wizards-coast-publish-official-acquisitions-incorporated-dungeon-manual/
It just struck me that Andrew WK, Paladin is a totally legitimate character concept
And we know what his god would look like.
So if I was to introduce a Paladin I'd have him be a Triton who was boisterous and pumped for everything.
He'd be OUTRAGEOUS!
circumstances have made it so that my PnP group couldn't meet up for like, three weeks
but we're gonna play tomorrow
finally a little bit more of Amoral Assassin Robo-Belvedere
I got a SONIC GARROTE that I just cannot seem to use because fuck Combat Maneuver AC
Live the wild magic life
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I our Starfinder game, I'm playing as Wilkes Krier, an Icon Soldier, with high strength and charisma. Diplomacy, Intimidation and my two fists are all I need to bring partying across the universe. I thought, "What would Andrew WK fight with?" and my heart told me he's a mosh guy so I have sonic gauntlets that I demolish motherfuckers with, if they will not join me in partying. I broadcast all our adventures to my band's webpage and hand out free show tickets wherever I go. My most recent item acquirements were a) a voice box implanted in my throat that let's me yell better; b) giant fuck-off black spikey armor that i spray-painted white with red on the helm; c) cyber legs what let me run faster and further (had to cut off my own for it WORTH IT); d) upgraded fists that are now also electric.
Wilkes Krier runs across battlefields, trailing lightning, blasting his own tunes and punches things to mist.
Wilkes Krier is the pilot of the ship and he yells debuffs onto enemy ships and shouts encouragement onto his beautiful crew.
In our last game, I uppercutted a space T-rex to death (almost, with a little help from our Envoy's sniper rifle) all by myself.
Andrew WK, Paladin, is a very fun concept and I totally recommend it.
Or, alternatively, go wildly different with each
I can't keep track of five different versions of Known / Slotted / Prepared
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That's the player's job, not the DM's job though.
Satans..... hints.....
Ideally, the DM is also familiar with how the players function so he can challenge the party in the most interesting ways.
Real basic example is denying short rests can be very interesting against a Warlock, while not so interesting with a Wizard.
except for that damned wild magic sorcerer. every single class ability just says "when the DM says you can,". It's a fucking omnishambles of bad design. No direction or guidance for the DM and hands them a bunch of extra shit to keep track of. Also the wild magic random table is short and super lame compared to the exact same thing in previous editions.
the prep ones have different rules about which spells they "know" and can prep from though.
My current group has 2 people totally new to tabletop RPGs and believe me this difference is not trivial and has required repeated explanation