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Advanced Table-Top RPG Thread: 2nd Edition

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    webguy20webguy20 I spend too much time on the Internet Registered User regular
    Aistan wrote: »
    I've kind of stopped caring about my pathfinder 2 game and I don't know what to do about it.

    I like my character in concept but I have no idea how to play her. This came to a peak months ago when the party was removed from everyone's memory including her husband and children, and instead of a big emotional moment when she met her husband and he didn't recognize her I couldn't think of anything to do or say and instead did nothing then we moved on. It should have been a defining moment of her character but instead it was just a missed opportunity and the other players stepped in to do their more interesting roleplays instead to fill the space.

    And that's been the theme for the entire game. After that point I lost any investment in the setting because I don't know how to roleplay so why bother caring, which just makes me even worse at playing the character and it compounds steadily. But i've stayed in the game because there's only four of us and it would be hard for them to play the game without me even if i'm not really contributing anything.

    It's gotten worse though. I've always had trouble remembering what happened previous sessions even the last week, but now i'm barely able to focus on what's happening in the session as it's happening.

    The thing I look forward to most each week is for it to be 10pm when the session ends so there's the longest amount of time before I have to do it again.

    But they all really enjoy the game and I don't want to ruin that by leaving, even if I don't understand how my presence helps in the first place.

    Dude if you hate it don't play. They'll figure something out.

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
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    AistanAistan Tiny Bat Registered User regular
    edited January 2021
    But then at the end of this session I had my character talk to the citizens of the city saying that it was the result of their actions that the inquiry into the senate (our group) was set up, that these corrupt senators have been removed from power and some changes have been made. That they have power and if they want it and take steps and actions they can make whatever changes they want for their city.

    Basically trying to get her to have fomented a socialist revolution by the end of the game.

    So that's the problem. It's incredibly inconsistent. I spend 80% of the session frustrated at myself then part of it is fun. And I like the idea of the game, I want to be enjoying it. And I know if I quit i'd be even more disappointed in myself.

    It's just... I dunno. It's more complicated than I can get across in one post here every few months that's concentrated negativity.


    I'm not going to quit. I just don't know how to do it better, because this group has been going for three years now and I still suck at it.

    Aistan on
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    NaphtaliNaphtali Hazy + Flow SeaRegistered User regular
    Aistan wrote: »
    But then at the end of this session I had my character talk to the citizens of the city saying that it was the result of their actions that the inquiry into the senate (our group) was set up, that these corrupt senators have been removed from power and some changes have been made. That they have power and if they want it and take steps and actions they can make whatever changes they want for their city.

    Basically trying to get her to have fomented a socialist revolution by the end of the game.

    So that's the problem. It's incredibly inconsistent. I spend 80% of the session frustrated at myself then part of it is fun. And I like the idea of the game, I want to be enjoying it. And I know if I quit i'd be even more disappointed in myself.

    It's just... I dunno. It's more complicated than I can get across in one post here every few months that's concentrated negativity.


    I'm not going to quit. I just don't know how to do it better, because this group has been going for three years now and I still suck at it.

    Have you talked to your group at all about this? Roleplaying games are a team-effort in the end. You're not alone.

    Steam | Nintendo ID: Naphtali | Wish List
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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    If you're having trouble focusing and remembering what happened from session to session, maybe start taking notes? They'll both keep your attention up in the moment (hopefully) and give you something to reference back to. Personally I prefer to do in-character notes, as like, diary entries or letters home or whatever else my character would be into, as it encourages me to write stuff down even if we're not like, trying to solve a mystery or something else that classically necessitates note taking.

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    HefflingHeffling No Pic EverRegistered User regular
    Hexmage-PA wrote: »
    I'm thinking up loot to hand out to my PCs and just had an idea for a fun magic item.

    False Decanter of Endless Water - Though the Identify spell registers this as a Decanter of Endless Water, and it appears to be a transparent container of water, removing the stopper and using one of following three command words has these effects:
    - "Stream" produces one swarm of spiders.
    - "Fountain" produces five swarms of spiders.
    - "Geyser" produces three giant spiders and twelve swarms of spiders.

    In Path of Exile, there is a strongbox called the Strange Barrel, whose flavor text is:
    Just an ordinary barrel, used to store sensible objects.
    Not swarms of things.

    When you open it, it spawns a few waves of spiders and will drop a poison themed unique item.

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    Endless_SerpentsEndless_Serpents Registered User regular
    edited January 2021
    Naphtali wrote: »
    Aistan wrote: »
    But then at the end of this session I had my character talk to the citizens of the city saying that it was the result of their actions that the inquiry into the senate (our group) was set up, that these corrupt senators have been removed from power and some changes have been made. That they have power and if they want it and take steps and actions they can make whatever changes they want for their city.

    Basically trying to get her to have fomented a socialist revolution by the end of the game.

    So that's the problem. It's incredibly inconsistent. I spend 80% of the session frustrated at myself then part of it is fun. And I like the idea of the game, I want to be enjoying it. And I know if I quit i'd be even more disappointed in myself.

    It's just... I dunno. It's more complicated than I can get across in one post here every few months that's concentrated negativity.


    I'm not going to quit. I just don't know how to do it better, because this group has been going for three years now and I still suck at it.

    Have you talked to your group at all about this? Roleplaying games are a team-effort in the end. You're not alone.

    Along with these good suggestions, you could always ask to have the character retired into an NPC socialist revolutionary for a bit, and take on a different kind of character for awhile. A fresh start might clear your head; be a flamboyant zeppelin captain, a silver haired thief that’s after one last job, or a thawed out goliath caveman. Something direct and obvious.

    When/if you want to take the character back up, they come with some more detailed ties and an eye patch.

    Endless_Serpents on
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    Der Waffle MousDer Waffle Mous Blame this on the misfortune of your birth. New Yark, New Yark.Registered User regular
    edited January 2021
    Polaritie wrote: »
    The 4th Ed Monster Manuals also had lists of monsters by level and alphabetically, each monster had example encounters to demonstrate how they would be found in the wild, and tiers of knowledge that characters would know about each monster for various DCs of either Nature or Dungeoneering checks

    Plus their spells were all in their stat blocks so you didn't need to keep flicking back through the PHB to check how all their spells worked

    Honestly, comparing the two editions, I'm getting angry now that they threw all of that out - last night I had the option to learn Polymorph when we levelled up, but I decided against it because I couldn't be arsed to work out what beasts of CR5 or below would be available to us as a party

    ...so basically the anti-4th backlash was so bad they couldn't do anything remotely the same, even the good ideas that shouldn't have been controversial at all? Next you'll tell me there's no table of contents.

    *thinks back to Monte Cook in one of the NEXT articles before he got shitcanned talking about this amazing mechanic they discovered where instead of constantly rolling perception you could just have your perception score as a set DC to see if you could notice things. Like some sort of Passive test of Perception*

    edit: ghosted by denada because I couldn't be arsed to read the next couple of posts.

    Der Waffle Mous on
    Steam PSN: DerWaffleMous Origin: DerWaffleMous Bnet: DerWaffle#1682
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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Playing in another one-shot tomorrow, bringing a level 8 moon druid to it. Took the grappler feat, and I'm going to grab things as a cave bear and the maul the everloving fuck out of them. Also going to polymorph the fighter into a giant ape (I have resilience (con) and warcaster so it should be able to keep up concentration).

    She's a tiny, feral, human swamp witch that occasionally freelances for Wilderness and Dungeon Manpower Solutions Incorporated (the company we've been using for the past several one-shots to easily explain why we're doing super dangerous shit)

    Here's some artwork I found that kind of captures what I had in mind when creating her. Except she's not quite so old, but I liked this picture enough that I kept the missing nose (alligator bit it off):
    iytkwb4biz7m.jpg

    JtgVX0H.png
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    gavindelgavindel The reason all your software is brokenRegistered User regular
    My LORD GHIDORAH campaign nears its end. What better last dungeon than a museum devoted to extolling the virtues of the final boss? The party enters via the abandoned wing which recounts the (hideously flamed out) romance between LORD GHIDORAH and Tiamat in ages past. Now the former workers are cursed undead shuffling through their duties.

    I included a gift shop stationed by a level 0 kobold, cursed with utter invulnerability at his station behind the register of said gift shop. Figured it'd be a good laugh. ha ha, undeath, ha ha, retail. The players would see the locked cabinet with the magical loot and go look for the keys.

    Except the bard immediately decided to stomp up to said undead kobold and harass him like an omega-karen, demanding to see his manager.

    What other choice did I have? I aggro'd the entire museum at once, dragging a huge mass of undead retail employees led by a slightly deleveled lich right into the gift shop. (Naturally, this is the only place in the museum wing i did not prepare a dungeon map!) I then had the undead spellcasters viciously and singularly target the bard so that no act of retail harassment might remain unpunished. The lesser undead each resurrected every round with 1d10 hp each - after all, their shifts weren't over. They weren't allowed to die.

    This is a metaphor for my entire campaign, really. "I prepared a theme park for my players; they got in a fist fight in the gift shop."

    Book - Royal road - Free! Seraphim === TTRPG - Wuxia - Free! Seln Alora
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    FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    So my second VtM session went well. First session was a Camarilla Job, meant for second session to be downtime, but it morphed into Anarch job, which will finish next week.

    Then downtime!

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    UrielUriel Registered User regular
    somebody remind me to buy Mork borg in March

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Hey Uriel, buy Mork Borg in March

    JtgVX0H.png
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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Hyuk hyuk hyuk

    JtgVX0H.png
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    ZonugalZonugal (He/Him) The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    Okay, I spent the last few days thinking on my system, particularly skills.

    I collected those thoughts and this is what I put together this morning.
    Attributes & Skills

    Attribute Overview
    Every creature in the game is governed by five primary attributes: Toughness, Agility, Intellect, Spirit, Charisma

    -- Toughness
    A creature’s strength, durability, and physical prowess is represented by their Toughness score. Vigor and wound points, melee attacks and damage in combat, acts of general athleticism, and more are all governed by Toughness.

    -- Agility
    A creature’s dexterity, speed, and physical swiftness is represented by their Agility score. Defense, reactions, ranged attacks, and damage in combat, as well as initiative and acts of acrobatics, piloting, stealth, and more are all governed by Agility.

    -- Intellect
    A creature’s education, cunning, and mental aptitude is represented by their Intellect score. Skill allocation, gadgeteering capabilities, and acts of science, mechanics, and know-how, and more are all governed by Intellect.

    -- Spirit
    A creature’s ability to manipulate and resist supernatural elements is represented by their Spirit score. Mana allocation, magical capabilities, and the ability to combat supernatural effects are all governed by Spirit.

    -- Charisma
    A creature’s social magnetism, ability to influence, and sometimes physical allure to others is represented by their Charisma score. All social interaction, from acts of persuasion, deceit, & intimidation, to the intuition to negate others attempts at manipulation, is governed by Charisma.

    When initially creating your character, you are allotted fifteen points to spread out between the five primary attributes, with the only stipulations being that you must use all fifteen points (you can’t save them in reserve) and that an attribute can’t have a starting score higher than five.

    Abilities & Skill Overview
    An ability check tests a creature's innate talent and training in an effort to overcome a challenge. The Game-Master calls for an ability check when a creature attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
    For every ability check, the Game-Master decides which of the five attributes is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

    - 4 -- Simple/Easy
    - 8 -- Basic
    - 12 -- Standard
    - 16 -- Difficult
    - 20 -- Very Difficult

    To make an ability check, roll a collection of d6’s, as determined by your training (represented by your skills, discussed below). If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the creature makes no progress toward the objective or makes progress combined with a setback determined by the Game-Master.

    Advantages & Disadvantages
    Sometimes a special ability and/or circumstance affords a creature a general bonus or penalty to an ability check, a saving throw, or an attack roll, which is represented through the advantage or disadvantage sub-system. When granted advantage you choose a d6 to be rolled and you roll it twice, taking the highest of the two rolls. When granted disadvantage you choose a d6 to be rolled and you roll it twice, taking the lowest of the two rolls. For example, if you have disadvantage and roll a 2 and a 5, you use the 2. If you instead have advantage and roll those numbers, you use the 5.
    If multiple abilities and/or circumstances affect a roll and each one grants advantage or imposes disadvantage on it, they affect as many d6’s as a creature has to roll (in accordance with their abilities). If two favorable situations grant advantage, for example, you would roll two d6’s with advantage.
    If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d6 as normal. If multiple circumstances impose disadvantage and only one grants advantage (or vice versa), you simply combine the advantage & disadvantage to negate the imbalance. For example, if circumstances have granted you two disadvantages and one advantage, you would use the advantage to negate one of the disadvantages, leaving you with one disadvantage left over.
    When circumstances have provided you multiple advantages or disadvantages, but you are only rolling one d6, you only roll it once (with the advantage or disadvantage in play).
    You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. The Game-Master can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

    Contests
    Sometimes one creature's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a key that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal--for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
    Both participants in a contest make ability checks appropriate to their efforts. The Game-Master decides on the appropriate ability check and both creature’s roll (all appropriate bonuses and penalties), but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That creature either succeeds at the action or prevents the other one from succeeding.
    If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a key off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

    Skills
    Each attribute covers a broad range of capabilities, including skills that a creature can be proficient in. A skill represents a general aspect or field of an attribute score, and an individual's proficiency in a skill demonstrates experience or training within that general area (a character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)
    For example, an Agility check might reflect a character's attempt to pull off an acrobatic stunt, to pilot a motorcycle, or to stay hidden. Each of these aspects of Agility has an associated skill: Acrobatics, Pilot, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Agility checks related to sneaking and hiding.

    A creature with no training or expertise in relation to an ability check is provided a single d6, plus their attribute score as a bonus modifier, to the ability check. For example, while the thief may have an Agility score of 4, they aren’t proficient in the Acrobatics skill, so to safely tumble past the obstacle they’ll only get to roll a single d6, then add four (their Agility score) to the result. A creature with experience in the ability (represented by having proficiency in a skill in it) is provided 2d6’s, plus their attribute score as a bonus modifier, to the ability check. Going back to our example, our thief, while not particularly acrobatic, is stealthy. With an Agility score of 4, to sneak past a guard they’ll get to roll two d6’s, then add four (their Agility score) to the result. Finally, a creature can spend a skill point to specialize in a skill, thus providing them three d6’s, plus their attribute score as a bonus modifier, to ability check that calls upon their specialized training & experience. Returning to our thief, with specialized training in handling motorcycles, to safely drive one off an improvised ramp they’ll get to roll three d6’s, then add four (their Agility score) to the result of their Pilot ability check.

    Thoughts?

    Ross-Geller-Prime-Sig-A.jpg
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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    edited January 2021
    So to be clear, the highest number of dice you could roll for any given test is 3d6, correct? Plus your attribute modifier as well of course, so like 3d6+5 or whatever?

    Looking at a very difficult task then, you could be doing that with between 3d6+3 (attribute of three, skilled and specialized) to 3d6+5 (attribute of 5, skilled and specialized). There's about a 2% chance on that first roll, and 9% chance on the second. If you can keep increasing your attribute beyond 5, you would need to get up to a 9 in an attribute to have a 50% chance of success.

    That all seems very slim to me, but maybe that's what you're looking for.

    One consideration I would think about making is changing how advantage and disadvantage work. Instead of giving you a pre-decided reroll, why not have it reroll your lowest (or highest) die afterwards? Or just add/subtract a die from the roll? It makes having advantage more valuable overall, but I feel like that might be necessary for difficult tasks.

    Straightzi on
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    WhelkWhelk Registered User regular
    edited January 2021
    Combining advantage with a dice pool is messy looking. I'm sure it might be fine in play, but have you thought of advantage or disadvantage just being a score and you reroll numbers of that range? So Adv starting at 1 and going up while Disadv starting at 6 and going down?

    Edit: Secondarily, I do like the Warmachine version of critical hits for d6 systems being whenever you roll doubles. Might be something to think about. I also like what @Straightzi said about adding/subtracting dice.

    Whelk on
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    ZonugalZonugal (He/Him) The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    edited January 2021
    Straightzi wrote: »
    So to be clear, the highest number of dice you could roll for any given test is 3d6, correct? Plus your attribute modifier as well of course, so like 3d6+5 or whatever?

    Correct, yes. Initially I was going to add a proficiency bonus as well but I thought on the words expressed here and I think that was just adding too many numbers. I wanted this skill/ability system to be rather simple in its execution.
    Straightzi wrote: »
    Looking at a very difficult task then, you could be doing that with between 3d6+3 (attribute of three, skilled and specialized) to 3d6+5 (attribute of 5, skilled and specialized). There's about a 2% chance on that first roll, and 9% chance on the second. If you can keep increasing your attribute beyond 5, you would need to get up to a 9 in an attribute to have a 50% chance of success.

    That all seems very slim to me, but maybe that's what you're looking for.

    That is my intended goal. I want a very difficult task to be very difficult (but not literally impossible for a character who has immense aptitude and training in it).

    But players will get the chance to improve their attributes as their characters progress (every four levels they get a +1 to an attribute of their choice).

    I've also been thinking on what numerical bonuses would look like. Ideally I'd like this system to treat a +1 magic weapon as an important item.
    Straightzi wrote: »
    One consideration I would think about making is changing how advantage and disadvantage work. Instead of giving you a pre-decided reroll, why not have it reroll your lowest (or highest) die afterwards? Or just add/subtract a die from the roll? It makes having advantage more valuable overall, but I feel like that might be necessary for difficult tasks.

    I'll think on advantage/disadvantage allowing players to re-roll after their initial roll, but I don't want to subtract die from a roll, as I want a player who has built a character around a specialized skill to always have access to that (represented by having that 3d6 to their roll).
    Whelk wrote: »
    Combining advantage with a dice pool is messy looking. I'm sure it might be fine in play, but have you thought of advantage or disadvantage just being a score and you reroll numbers of that range? So Adv starting at 1 and going up while Disadv starting at 6 and going down?

    How would this look in game? Would it just be a flat "bonus" score that is applied to every roll, thus advantage/disadvantage manipulating it?
    Whelk wrote: »
    Edit: Secondarily, I do like the Warmachine version of critical hits for d6 systems being whenever you roll doubles. Might be something to think about. I also like what Straightzi said about adding/subtracting dice.

    I'll think on what to do with rolling doubles, because I think that's a really fun & unique aspect of utilizing d6's as opposed to a d20.

    Zonugal on
    Ross-Geller-Prime-Sig-A.jpg
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    AistanAistan Tiny Bat Registered User regular
    edited January 2021
    Naphtali wrote: »
    Aistan wrote: »
    But then at the end of this session I had my character talk to the citizens of the city saying that it was the result of their actions that the inquiry into the senate (our group) was set up, that these corrupt senators have been removed from power and some changes have been made. That they have power and if they want it and take steps and actions they can make whatever changes they want for their city.

    Basically trying to get her to have fomented a socialist revolution by the end of the game.

    So that's the problem. It's incredibly inconsistent. I spend 80% of the session frustrated at myself then part of it is fun. And I like the idea of the game, I want to be enjoying it. And I know if I quit i'd be even more disappointed in myself.

    It's just... I dunno. It's more complicated than I can get across in one post here every few months that's concentrated negativity.


    I'm not going to quit. I just don't know how to do it better, because this group has been going for three years now and I still suck at it.

    Have you talked to your group at all about this? Roleplaying games are a team-effort in the end. You're not alone.

    Along with these good suggestions, you could always ask to have the character retired into an NPC socialist revolutionary for a bit, and take on a different kind of character for awhile. A fresh start might clear your head; be a flamboyant zeppelin captain, a silver haired thief that’s after one last job, or a thawed out goliath caveman. Something direct and obvious.

    When/if you want to take the character back up, they come with some more detailed ties and an eye patch.

    Yeah, maybe.

    I did do that exact thing the last game, when I was having the same problem not being able to come up with stuff though with that character it was her lack of investment in the situation since she was an outsider at the start of the game.

    The new character had even less investment and was even more of an outsider. Didn't last long, but bringing the first one back did result in a stronger hook in that now she felt like she abandoned these people when they needed her. I'm not sure I can replicate that here. The only new character idea I have right now would be tough to shoehorn in to joining this group, and any character would be tough this late along.

    But y'all are right, talking to the other people is the correct answer. For basically everything.

    Aistan on
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    WhelkWhelk Registered User regular
    @Zonugal You'd have to come up with more concrete rules but I was thinking something along the lines of Advantage starting at rerolling ones and multiple sources could let it reroll higher numbers. Like , if you have Advantage 3 on a roll, you could reroll dice of 3 or less, but are stuck with the rerolls. Disadvantage works the opposite way being you reroll 6s by default then it lowers to say 4 or higher being rerolled. Each rank cancelling the other. You could set a max penalty if you wanted.

    I do like the idea of the default advantage just being one more die. It cuts down on rolling and is pretty clean. You can only have advantage, there is no granularity to it. So it's pretty swingy, but it cuts out a lot of stacking.

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    PolaritiePolaritie Sleepy Registered User regular
    Lancer's accuracy mechanic, perhaps? If you're at +2, roll 2d6 and take the highest as the bonus. negative is subtract highest. So it has inherent diminishing returns.

    Steam: Polaritie
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    Endless_SerpentsEndless_Serpents Registered User regular
    Rolling more dice is just fun, but one idea for a DC based game would be to just have it lower or raise the score you’re trying to beat.

    GM: You need to beat 12 to do an ollie off the dinosaur.
    Melf: Okay, I turn my hat backwards for advantage.
    GM: Mhm, the DC is now 9.

    I say this while I’m making a d6 game about throwing lots of dice.

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    The one-shot was a success! I mean, we failed in our mission but we mostly survived!

    First we attacked a fortress wall, and with me polymorphing the fighter into a giant ape let her just set us on top of the wall. Then I turned into a cave bear, the barbarian forced his way into a tower, the healer threw a fireball, and I lost concentration on the polymorph so the fighter had to scale the wall with a grappling hook lol. The enemies were some kind of humanoid (the DM never really specified what kind) wielding some strange wands that unleashed beams of radiant damage and one spewed a cone of fire! After I tore through three of them on the wall and then scaled the outside of one of the towers I tried to reach the person at the top but couldn't fit through the window as a bear. So I dropped wild shape, climbed in, then went back into bear form on the next turn, pinning the guy against the wall as I mauled him in a shower of gore. The rest of the party managed to clear the other tower, so we took a short rest before climbing down on the other side of the wall, where we suddenly found ourselves facing a large metal beast and two flying insects, along with some kind of black powder cannons on top of the main fortress.
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    I had polymorphed the barbarian into a giant ape for this encounter, which let him jump and grab one insect and pile drive it into the ground before stomping it to death, then he ripped off two cannons from the walls and threw them at the other insect which killed it. Myself and the fighter managed to murder the metal beast (our healer NPC just got fucking shot non-stop and nearly died)!
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    Inside the fortress we ran into a menagerie of animal experiments, and while individually they were weak, there was a lot of them for us to handle.
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    Eventually we murdered most of them, scaring the rest back into their cages. Going down the final hallway we found a room containing what we had come for: an artifact in the shape of a large crystal rose. It was unfortunately guarded by a cyber beholder, which was the first time any of us players had ever encountered one. We kinda knew what to expect, but it turns out that they're much nastier than we had imagined! I nearly died when I failed my save against a death eye beam so I wild shaped into an eagle and ran away. The fighter and barbarian tried to fight and reach the crystal but ended up getting charmed, paralyzed, pushed with telekinesis, and battered so much they couldn't quite do it. Then the healer NPC and fighter lost their saves against petrification beams, so the barbarian and myself grabbed their statues and ran (the beholder let us go because it was nearly dead and had taken the crystal back from us with another telekinetic beam, so it had no reason to give chase). So we failed, but at least we survived!

    So we fought dudes with lasers, flamethrowers and machineguns, then we fought a tank, two helicopters with missiles and machine guns, while being bombarded with artillery, then a bunch of fucking mutant circus animals, and finally a cyber beholder (just a regular beholder but the DM had a real cool cyborg beholder mini he wanted to use lol). It was pretty fuckin rad

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    ZonugalZonugal (He/Him) The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    Rolling more dice is just fun, but one idea for a DC based game would be to just have it lower or raise the score you’re trying to beat.

    GM: You need to beat 12 to do an ollie off the dinosaur.
    Melf: Okay, I turn my hat backwards for advantage.
    GM: Mhm, the DC is now 9.

    I say this while I’m making a d6 game about throwing lots of dice.

    Ooooooh!

    That is an easier mechanic...

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    tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    You could also do some sort of "4e's Brutal trait" as a modifier - any dice that rolled lower than Brutal X were treated as X. Was more useful on D8/10/12 than on D4/6, but raising the floor is always nice to have for the simpler tasks that really shouldn't be failed by one skilled in the art.

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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    I've been checking out Unbound recently which does a similar thing as its proficiency bonus

    It's a card based resolution, but it's essentially the same - low values turn into tens (which are good but not the best possible, providing its own wrinkle) when you're proficient in the skill

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    GlalGlal AiredaleRegistered User regular
    You could also do some sort of "4e's Brutal trait" as a modifier - any dice that rolled lower than Brutal X were treated as X. Was more useful on D8/10/12 than on D4/6, but raising the floor is always nice to have for the simpler tasks that really shouldn't be failed by one skilled in the art.
    You rerolled any dice that were equal to or less than the Brutal value (until you got a value higher than it).

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    StraightziStraightzi Here we may reign secure, and in my choice, To reign is worth ambition though in HellRegistered User regular
    Gonna quote my own tweet to share the commission I got of my Dungeon World character

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    LalaboxLalabox Registered User regular
    the fun thing about Mage is that there are a few spells which are "I solve this puzzle"

    we were trying to figure out how to activate a portal gate (and apparently we were most of the way there, but didn't combine our ideas) but then one of our fate mages cast

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    and we tricked the portal into thinking that we'd done the right thing to open it


    we also had a really fun time when, upon entering this Atlantean temple, we got challenged by a lion spirit guardian who was fighting us so that we could prove that we were worthy of passing and then we had mind spell that just made the lion spirit think that we were worthy, and so they stopped attacking and let us pass

    this was a slightly better idea than our spirit mage throwing a coin, and trying to command the spirit to "fetch"

    the spirit won that clash of wills, and did not fetch

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    PiptheFairPiptheFair Frequently not in boats. Registered User regular
    entropy magic has always been 'fuck the storyteller, I'm not playing by game rules'

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    LalaboxLalabox Registered User regular
    morgan has had to reassure us that we're expected to use these spells and this is really valid, because we keep on apologising for breaking the puzzles

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    GrogGrog My sword is only steel in a useful shape.Registered User regular
    It's great. I had a mana-eating cryptid menacing an Obrimos and their sleeper friend undergoing an Awakening (and therefore filled with SuperMana), who then had the amazing idea to manipulate the creature's senses so that it homed in on ley lines instead of mana.

    So the Big Bad Wolf suddenly turned vegan, wandered away to chew on a node.

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    MechMantisMechMantis Registered User regular
    Grog wrote: »
    It's great. I had a mana-eating cryptid menacing an Obrimos and their sleeper friend undergoing an Awakening (and therefore filled with SuperMana), who then had the amazing idea to manipulate the creature's senses so that it homed in on ley lines instead of mana.

    So the Big Bad Wolf suddenly turned vegan, wandered away to chew on a node.

    and was then promptly fucking murdered by the Garou guarding that Caern.

    although I'm not sure if the Node=Caern equivalency exists in CoD.

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    GrogGrog My sword is only steel in a useful shape.Registered User regular
    I treat the ChroD lines as exclusive, I won't consider the ramifications to x number of supernatural societies unless it'd add something to my game.

    Even better is introducing vampires/werewolves/etc that work in completely different ways than their respective lines.

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    edited January 2021
    Hey @Zonugal I'll be running a one-shot this Friday and I was thinking about using your idea about having everyone be a level 0 commoner on a farm. Got any more info about how y'all did it, and how it turned out?

    Darmak on
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    ZonugalZonugal (He/Him) The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    Darmak wrote: »
    Hey Zonugal I'll be running a one-shot this Friday and I was thinking about using your idea about having everyone be a level 0 commoner on a farm. Got any more info about how y'all did it, and how it turned out?

    What system are you planning on doing it in?

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Zonugal wrote: »
    Darmak wrote: »
    Hey Zonugal I'll be running a one-shot this Friday and I was thinking about using your idea about having everyone be a level 0 commoner on a farm. Got any more info about how y'all did it, and how it turned out?

    What system are you planning on doing it in?

    5e

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    ZonugalZonugal (He/Him) The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    Darmak wrote: »
    Zonugal wrote: »
    Darmak wrote: »
    Hey Zonugal I'll be running a one-shot this Friday and I was thinking about using your idea about having everyone be a level 0 commoner on a farm. Got any more info about how y'all did it, and how it turned out?

    What system are you planning on doing it in?

    5e

    Okay, so,
    -- I'd suggest they have a severely restricted stat array (so instead of [15, 14, 13, 12, 10, 8] they instead get [12, 11, 10, 10, 8])
    -- They obviously get no levels in any classes (by virtue of being 0-level) so instead their backgrounds are going to be their "classes." That means each character will only have two skills (three if Human, four if Half-Elf) and no saving throw proficiencies.
    -- In terms of armor and weapon proficiencies, they obviously won't have any (unless they are an Elf or Dwarf), so I would allow them proficiency in two simple weapons of their choice.
    -- For hit-points, I think all of my farm commoners had 4+Con hit points.

    I think that wraps it up mechanically, for character creation.

    Beyond that I would really just play up the horror, so that means focusing on mood & tension.

    Which should be easy because they have basically no defense & can get taken out in one hit.

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    cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    I'm brainstorming the possibility of running a Mage Noir game with some friends tomorrow, tentatively set just after the end of WWII.

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    Will probably end badly!

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    ZonugalZonugal (He/Him) The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    Oh, @Darmak, are you going to let them choose their race?

    Because I think the game would go substantially better if they were all Humans.

    That way they have no supernatural features/defenses. No darkvision, elemental/poison/disease resistances, ect...

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Zonugal wrote: »
    Oh, Darmak, are you going to let them choose their race?

    Because I think the game would go substantially better if they were all Humans.

    That way they have no supernatural features/defenses. No darkvision, elemental/poison/disease resistances, ect...

    That's what I was thinking! And thanks for the other tips! I think it'll be interesting, even if it totally fucking fails lol

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