i want a fighter who fights in full plate and uses their fits as weapons.
I mean that’s not far off where a lot of fighting in full plate went historically.
But that would be a fun character, though DnD doesn’t have much support for armor + unarmed combat typically.
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WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Realized today that there's no reason I need to stat out EVERY item my players might pick up in the heist. Just put a bunch of flavorful, interesting items in there, let them take what they want, and then at the end of the chapter have them check in with a guy to identify their items. Anything I'm not sure about, "This one, I'm not too sure about...gimme a little bit, I gotta talk to my guy about this one." Takes off a lot of the stress I've been feeling about prep for this adventure.
Co-DM and I have also decided we're implementing a two-tier currency system to the game: Resources and Treasure. Resources are an abstraction of coins, jewels, precious metals, anything people would generally consider as money in a marketplace, represented as a number on their character sheet. This is what the players will use for buying basic equipment, healing potions, etc. It can also be drained on failed rolls with ranged weapons and such, as a representation of the fact that if you keep missing your shots, you're gonna use up more ammo.
"Treasure", on the other hand, is not tracked by number on the character's sheet like Resources. Instead, it's a tag that specific items can have. If an item is especially rare, powerful, or significant, it has a value that cannot be expressed solely in monetary terms. So while a simple broadsword might be tagged as "3 harm, slashing steel", an heirloom broadsword stolen from a noble family might be tagged as "3 harm, slashing steel treasure". Players will eventually be offered upgrades to their home base, some of which can only be purchased by trading a Treasure in addition to Resources. For example, a player might use resources to purchase potion-brewing equipment for their base, allowing them one free healing potion per chapter. Later, they might trade a treasure to upgrade that equipment with rare alchemical reagents and advanced brewing guides to get more/better/more varied potions per chapter. Also, while players may sell treasures to gain resources if they wish, it will be highly unusual for them to find an item for sale that has the treasure tag. Generally, treasures can only be acquired through adventure.
Anyone been keeping an eye on the Pathfinder 2E playtest? I browsed through the playtest rulebook when it first came out but that's about it. Now I hear that during the playtest they decided to overhaul the Paladin class into the Champion class, making it an alignment-based class with Paladins being the Lawful Good version. The final book will include the Neutral Good and Chaotic Good versions as well.
More or less, yeah, except I think they're just calling it Paladin, but I'm not certain. Although personally I say that if your Paladin-style class "has" to have an alignment, then I think it should be "must be L or N" so hopefully we'll get LN and LE at some point. That'd be neat.
Anyone been keeping an eye on the Pathfinder 2E playtest? I browsed through the playtest rulebook when it first came out but that's about it. Now I hear that during the playtest they decided to overhaul the Paladin class into the Champion class, making it an alignment-based class with Paladins being the Lawful Good version. The final book will include the Neutral Good and Chaotic Good versions as well.
More or less, yeah, except I think they're just calling it Paladin, but I'm not certain. Although personally I say that if your Paladin-style class "has" to have an alignment, then I think it should be "must be L or N" so hopefully we'll get LN and LE at some point. That'd be neat.
They've written up paladins for the whole 9 step alignment spectrum at least twice. The chaotic ones are just obsessed with personal freedoms and work out okay.
Anyone been keeping an eye on the Pathfinder 2E playtest? I browsed through the playtest rulebook when it first came out but that's about it. Now I hear that during the playtest they decided to overhaul the Paladin class into the Champion class, making it an alignment-based class with Paladins being the Lawful Good version. The final book will include the Neutral Good and Chaotic Good versions as well.
More or less, yeah, except I think they're just calling it Paladin, but I'm not certain. Although personally I say that if your Paladin-style class "has" to have an alignment, then I think it should be "must be L or N" so hopefully we'll get LN and LE at some point. That'd be neat.
They've written up paladins for the whole 9 step alignment spectrum at least twice. The chaotic ones are just obsessed with personal freedoms and work out okay.
Oh I know, I remember in 3.x Unearthed Arcana they had Paladins of LG, CG, LE, and CE.
One of my players is taking a break for a couple of months due to exam timetable pressure
From a session planning perspective, this is a good thing, as now all of her rise to power in the criminal underworld can be dealt with "off screen" rather than having to sprinkle it through the main plot
Now I can focus on forcing the spy into situations where she might have to reveal that she isn't a magic user after all
Ya know I like the idea last page with the fighter and being good and having abilities with different weapons. Like maybe at level 1 they choose 2 proficiencys and a fighting style, so if they choose axe and sword and decide to be a shield fighter, they get bonus with an axe and a sword and then every few levels they get to pick more off the list and eventually they can get higher level bonuses for ones they already have.
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Figured out a solution to a problem I was having with how to handle the heist during the actual session.
The Problem: I want it to feel like they have a lot of options for what to take, more than they could possibly carry, which requires a lot of lists of things. Even if they don't all have mechanical effects attached to them, they have to be described to the players in some way. My original inclination was that, when a player entered a room, I would hand them a printed list of the items they spot around the room, with a brief paragraph of description of the room itself at the top, then move on to another player so they have a chance to think about what they're seeing without slowing the game down. Talked with my partner about this, who needs blind-accessible versions of all materials we play with, and she pointed out that even if I provided her a digital copy of the list, she wouldn't be able to listen to what's going on at the table AND listen to her laptop read her the list at the same time, so she wouldn't be as much of a participant as the other players. The other solution, actually pausing to read the full list aloud whenever a player enters a room, is gameplay poison, and giving the other players printed lists while reading them aloud to her would single her out and make it seem like she was the one slowing the game down, which isn't fair for her.
The Solution: A move.
Case The Joint
Whenever you examine an element of the mansion (a room, the outer walls, the front gate, etc.) or your pre-mission intel (a list of guards, a stolen ledger of recent purchases, etc.), the DM will provide you a brief summary of interest points, from which you will choose one. This process will repeat, gradually narrowing in focus, until you have fully examined a specific detail. You may Case The Joint again on your next turn if you wish to get further detail about a different branch of the element. Example:
"You enter the hall. Lining it, each in its own alcove, are mannequins dressed as various types of adventurers. With a quick scan of the room, you are able to broadly group these mannequins into three categories: Warriors, Magic-Users, and Rogues. Which group would you like to examine?"
> Warriors
"So there's three of them. The center one is actually in a glass display case of its own, a tall armored figure atop a mannequin-style horse. Flanking it are two mannequins on foot: One is average-sized, with a sword and shield. The other is bare-chested, clenching an enormous battleaxe. Which one are you most interested in?"
> Mounted one
"The items on this mannequin that catch your eye as the most valuable: 1. The saddle is jewel-encrusted and gives off a faint, nearly-imperceptible glow. 2. The mannequin wields a lance. 3. He wears a shiny silver breastplate with a set of scales engraved upon it. While you take a second to think about that, we'll move back over to Dave, who's been checking out the potions equipment in the next room while watching for guards..."
----
This way, in addition to reducing the accessibility gap, I can...
1. Have an intuitive, unified mechanic for both pre-heist planning and mid-heist observation, so that it feels like a single adventure rather than two separate ones.
2. Create the illusion of even more variety than I have, because the players can imagine as much content as they want behind the unexamined branches.
3. Discourage choice paralysis, by reducing the number of items a player is actually trying to choose between at any one time.
I really prefer working with a system that is simple enough to mod like this, rather than something that supposedly has a rule for everything already like Pathfinder. It feels more freeing.
Ananasi are supposed to be non emotional and clinical to a fault which I am choosing to interpret as being incredibly chilled out and relaxed about everything.
Ananasi are supposed to be non emotional and clinical to a fault which I am choosing to interpret as being incredibly chilled out and relaxed about everything.
my players are gonna be encountering an ancient construct that speaks roboty lines in a language none of them know, celestial. I wanted to speak these lines while RPing in a real world language that my players won't understand to complete the effect. I was thinking Latin, but maybe theres something more fitting?
Ananasi are supposed to be non emotional and clinical to a fault which I am choosing to interpret as being incredibly chilled out and relaxed about everything.
The Dude as a vampire?
It's a race of werespiders that are a super obscure goofy part of WoD lore that no one ever uses.
Ananasi are supposed to be non emotional and clinical to a fault which I am choosing to interpret as being incredibly chilled out and relaxed about everything.
The Dude as a vampire?
It's a race of werespiders that are a super obscure goofy part of WoD lore that no one ever uses.
You still gonna describe their tits as floppy to the players?
Ananasi are supposed to be non emotional and clinical to a fault which I am choosing to interpret as being incredibly chilled out and relaxed about everything.
The Dude as a vampire?
It's a race of werespiders that are a super obscure goofy part of WoD lore that no one ever uses.
I remember from the last time you mentioned them, I'm just saying, is that basically a reference point for how they'll be roleplayed?
my players are gonna be encountering an ancient construct that speaks roboty lines in a language none of them know, celestial. I wanted to speak these lines while RPing in a real world language that my players won't understand to complete the effect. I was thinking Latin, but maybe theres something more fitting?
Latin seems like the obvious choice in some ways in a western centric point of view?
Five posts including my own until someone asked if the Ananasi would have floppy tits
It will not be specified I will let the players decide in their own minds.
OK but scenario: A player rolls a spot check (or whatever WoD does I don't remember) to see how floppy dem titties are. They roll a critical success, they know everything vis-a-vis titflop. You're the DM, this is your world, your tapestry of imagination, you're on the spot and on the clock, what do you do?
Five posts including my own until someone asked if the Ananasi would have floppy tits
It will not be specified I will let the players decide in their own minds.
OK but scenario: A player rolls a spot check (or whatever WoD does I don't remember) to see how floppy dem titties are. They roll a critical success, they know everything vis-a-vis titflop. You're the DM, this is your world, your tapestry of imagination, you're on the spot and on the clock, what do you do?
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I kid, but full plate brawler is my go to Elder Scrolls character.
The Fit is a very versatile car.
I mean that’s not far off where a lot of fighting in full plate went historically.
But that would be a fun character, though DnD doesn’t have much support for armor + unarmed combat typically.
Co-DM and I have also decided we're implementing a two-tier currency system to the game: Resources and Treasure. Resources are an abstraction of coins, jewels, precious metals, anything people would generally consider as money in a marketplace, represented as a number on their character sheet. This is what the players will use for buying basic equipment, healing potions, etc. It can also be drained on failed rolls with ranged weapons and such, as a representation of the fact that if you keep missing your shots, you're gonna use up more ammo.
"Treasure", on the other hand, is not tracked by number on the character's sheet like Resources. Instead, it's a tag that specific items can have. If an item is especially rare, powerful, or significant, it has a value that cannot be expressed solely in monetary terms. So while a simple broadsword might be tagged as "3 harm, slashing steel", an heirloom broadsword stolen from a noble family might be tagged as "3 harm, slashing steel treasure". Players will eventually be offered upgrades to their home base, some of which can only be purchased by trading a Treasure in addition to Resources. For example, a player might use resources to purchase potion-brewing equipment for their base, allowing them one free healing potion per chapter. Later, they might trade a treasure to upgrade that equipment with rare alchemical reagents and advanced brewing guides to get more/better/more varied potions per chapter. Also, while players may sell treasures to gain resources if they wish, it will be highly unusual for them to find an item for sale that has the treasure tag. Generally, treasures can only be acquired through adventure.
More or less, yeah, except I think they're just calling it Paladin, but I'm not certain. Although personally I say that if your Paladin-style class "has" to have an alignment, then I think it should be "must be L or N" so hopefully we'll get LN and LE at some point. That'd be neat.
They've written up paladins for the whole 9 step alignment spectrum at least twice. The chaotic ones are just obsessed with personal freedoms and work out okay.
Oh I know, I remember in 3.x Unearthed Arcana they had Paladins of LG, CG, LE, and CE.
why do i do this to myself?
first, you need to find some Germans
Don't forget pretzels.
right, of course.
and then do i set up a fan to waft the smell out and hope they float in like a cartoon character smelling pie?
From a session planning perspective, this is a good thing, as now all of her rise to power in the criminal underworld can be dealt with "off screen" rather than having to sprinkle it through the main plot
Now I can focus on forcing the spy into situations where she might have to reveal that she isn't a magic user after all
how do i get rid of them?
put an 'Irish Pub' sign on it
tow it away once all the americans are in there
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
The Solution: A move.
Case The Joint
Whenever you examine an element of the mansion (a room, the outer walls, the front gate, etc.) or your pre-mission intel (a list of guards, a stolen ledger of recent purchases, etc.), the DM will provide you a brief summary of interest points, from which you will choose one. This process will repeat, gradually narrowing in focus, until you have fully examined a specific detail. You may Case The Joint again on your next turn if you wish to get further detail about a different branch of the element. Example:
"You enter the hall. Lining it, each in its own alcove, are mannequins dressed as various types of adventurers. With a quick scan of the room, you are able to broadly group these mannequins into three categories: Warriors, Magic-Users, and Rogues. Which group would you like to examine?"
> Warriors
"So there's three of them. The center one is actually in a glass display case of its own, a tall armored figure atop a mannequin-style horse. Flanking it are two mannequins on foot: One is average-sized, with a sword and shield. The other is bare-chested, clenching an enormous battleaxe. Which one are you most interested in?"
> Mounted one
"The items on this mannequin that catch your eye as the most valuable: 1. The saddle is jewel-encrusted and gives off a faint, nearly-imperceptible glow. 2. The mannequin wields a lance. 3. He wears a shiny silver breastplate with a set of scales engraved upon it. While you take a second to think about that, we'll move back over to Dave, who's been checking out the potions equipment in the next room while watching for guards..."
----
This way, in addition to reducing the accessibility gap, I can...
1. Have an intuitive, unified mechanic for both pre-heist planning and mid-heist observation, so that it feels like a single adventure rather than two separate ones.
2. Create the illusion of even more variety than I have, because the players can imagine as much content as they want behind the unexamined branches.
3. Discourage choice paralysis, by reducing the number of items a player is actually trying to choose between at any one time.
I really prefer working with a system that is simple enough to mod like this, rather than something that supposedly has a rule for everything already like Pathfinder. It feels more freeing.
The Dude as a vampire?
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Sucks that d&d is on hiatus too
It's a race of werespiders that are a super obscure goofy part of WoD lore that no one ever uses.
You still gonna describe their tits as floppy to the players?
I remember from the last time you mentioned them, I'm just saying, is that basically a reference point for how they'll be roleplayed?
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Latin seems like the obvious choice in some ways in a western centric point of view?
Go crazy and do it in something no one expects
Like punjabi? I think that'd be interesting.
It will not be specified I will let the players decide in their own minds.
I'm sorry, I had to take a phone call.
Big tiddy goth spider girl friends
OK but scenario: A player rolls a spot check (or whatever WoD does I don't remember) to see how floppy dem titties are. They roll a critical success, they know everything vis-a-vis titflop. You're the DM, this is your world, your tapestry of imagination, you're on the spot and on the clock, what do you do?
This is getting a little weird.