for this part of the whip feat "You cannot drag a creature unless you move away from the creature unless you start your turn or move adjacent to the creature first." I would change it to "As an action have the grappled enemy make a strength save, on failure enemy is dragged towards you up to 3 squares".
for this part of the whip feat "You cannot drag a creature unless you move away from the creature unless you start your turn or move adjacent to the creature first." I would change it to "As an action have the grappled enemy make a strength save, on failure enemy is dragged towards you up to 3 squares".
Get over here!!
There's not one reason the battlemaster's pushing attack can't push the enemy monster 15 feet straight in the air due to a sick upper cut... yes that could cause a d6 of fall damage.
Netflix Castlevania Whip Mastery: When determining the length of the whip for doing cool shit, instead slam dunk those number in the garbage can. The whip is now an arbitrary length that changes in every shot to whatever will allow it to do whatever radical stunts you want.
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webguy20I spend too much time on the InternetRegistered Userregular
for this part of the whip feat "You cannot drag a creature unless you move away from the creature unless you start your turn or move adjacent to the creature first." I would change it to "As an action have the grappled enemy make a strength save, on failure enemy is dragged towards you up to 3 squares".
Get over here!!
Other house rule i was thinking about, how does this sound? "Exhaustion, take 1 level of exaustion to take a single attack, or cast a spell of 6th level or below. Take two levels of exhaustion to take a full attack action or cast a spell of 9th level or below. Levels in Exhaustion are taken after the attack or spell has been cast. Can only be done once per round"
I think it would be an interesting last ditch kind of thing. Like the players are facing certain death but can muster up a final Hail Mary action. I'm just going off the top of my head here right now, but thematically I think it sounds cool in a big heroes setting type game.
I stopped dinking around made a discord channel to talk about organizing It's Always Sunny in Fantasyland so we can do that. Hit me up if you want the link.
4e-wise, the Space Dragons sound pretty boss. I've also still got the Points of Light paths to run through at some point.
you ever have that constant need to be playing rpgs? cause man, i certainly do. wanna stab some monsters.
If I could do it for a living I would. I'd run a different setting for folks every day of the week. Genesys on Monday, 5e on Tuesday, 13th age on Wednesday, Blades in the Dark on Thursday and probably a different 5e campaign on Friday.
you ever have that constant need to be playing rpgs? cause man, i certainly do. wanna stab some monsters.
If I could do it for a living I would. I'd run a different setting for folks every day of the week. Genesys on Monday, 5e on Tuesday, 13th age on Wednesday, Blades in the Dark on Thursday and probably a different 5e campaign on Friday.
hello i would like to talk to you about your monday and friday games.
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webguy20I spend too much time on the InternetRegistered Userregular
you ever have that constant need to be playing rpgs? cause man, i certainly do. wanna stab some monsters.
If I could do it for a living I would. I'd run a different setting for folks every day of the week. Genesys on Monday, 5e on Tuesday, 13th age on Wednesday, Blades in the Dark on Thursday and probably a different 5e campaign on Friday.
hello i would like to talk to you about your monday and friday games.
Well my current Genesys game is a low fantasy (D&D esque) Pirates of the Caribbean type game where Magic disappeared due to a cataclysm a couple thousand years previously, and the world has worked back up to the age of sail, and now magic might be coming back and a threat to the world. The D&D campaign I'm tinkering with is spelljammer Firefly/Expanse. I really lean hard into Crazy bullshit when it comes to my Orcs and Elves fantasy. I love Ebberon for example.
Fantasy Flight Games is proud to announce the Allies and Adversaries sourcebook for Star Wars™ Roleplaying!
This sourcebook collects the profiles for heroic Rebels, evil Imperials, and galactic scum and villainy drawn from all three Star Wars Roleplaying game lines, along with a host of brand-new individuals who have never before been profiled. This sourcebook is an essential collection of NPCs, whether you're playing Edge of the Empire, Age of Rebellion, or Force and Destiny. In all, over 130 NPCs are fully statted throughout the book for use in any Star Wars Roleplaying campaign!
Oh. Well that's neat I guess. I suppose some people who want to have occasional encounters with major characters will be happy. I'm generally not that kind of player or GM though--
Part of the Tribe
Ewoks are a species of short, furry, bipeds native to the forest moon of Endor. Their fur coloration ranges from white and tan to brown and even black, with the occasional member having blotchy spots or stripes. Deceptively strong for their size, Ewok hunters are capable of besting larger opponents...
Within this section in Allies and Adversaries, Game Masters will find everything they need to add Ewoks to a campaign, including stats for an Ewok Hunter and an Ewok Shaman, and instructions on how to create an Ewok player character!
god
DAMMIT
(quietly sets aside money)
Still I am kind of disappointed in the post WEG star wars RPG as there were stats for Mandalorian armors and the mods that you could do them and you could play Empire characters or such
Not everyone wants to be the rebels
You can totally play Imperials, Sith, full-fledged Jedi instead of wild talents, even jerks who don't have hearts of gold. None of the careers or specializations are titled, e.g., Rebel Sharpshooter.
As for Mandalorian armor, it's there. It's just sectioned off in sourcebooks. And there's plenty of attachments and mods for armor.
This is true, but I personally feel that not having explicit options for people who want to play evil death cultists and/or their fascist stooges is a feature and not a bug.
I generally agree. Maybe a few years ago I'd feel different, but these days I'm a bit wary of people who still want to play the Empire (looking at you, Angry Joe) as the Empire, and not as people who eventually figure out they're the bad guys and defect. There's nothing wrong with playing the bad guy, but specifically wanting to play a fascist these days...eh.
I'm just saying there's nothing mechanically stopping players and GM from doing so with FFG's Star Wars roleplaying game. Or a Sith. Or even DJ, instead of Han.
you ever have that constant need to be playing rpgs? cause man, i certainly do. wanna stab some monsters.
If I could do it for a living I would. I'd run a different setting for folks every day of the week. Genesys on Monday, 5e on Tuesday, 13th age on Wednesday, Blades in the Dark on Thursday and probably a different 5e campaign on Friday.
hello i would like to talk to you about your monday and friday games.
Well my current Genesys game is a low fantasy (D&D esque) Pirates of the Caribbean type game where Magic disappeared due to a cataclysm a couple thousand years previously, and the world has worked back up to the age of sail, and now magic might be coming back and a threat to the world. The D&D campaign I'm tinkering with is spelljammer Firefly/Expanse. I really lean hard into Crazy bullshit when it comes to my Orcs and Elves fantasy. I love Ebberon for example.
interesting
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webguy20I spend too much time on the InternetRegistered Userregular
Man you could do a pretty good side business If you were a good DM and people were willing to pay. Do like 4 hours sessions for $100, that's $20 for a 5 player group per person. Run each group every other week thats $40 per person per month which isn't too bad, especially if you can provide all the materials needed. You'd need 10 groups to keep your nights busy.
If you were a good DM and had some fun campaigns you could really do some cool stuff. Plus you could really hone the same campaigns across multiple groups, maybe do some adventure publishing.
there is also trying to do professional podcasts and stuff, streaming games if you have an interesting enough group. though you'd certainly want a job that could support you in the mean time with that one.
also that genesys game sounds like my kind of thing, the spell jammer like game, maybe less so. maybe it's because i don't like firefly, though. whenever firefly come sup a part of my brain just echos abort, and i get distracted and end up wandering away, and then where did i get this cookie? huh/
Man you could do a pretty good side business If you were a good DM and people were willing to pay. Do like 4 hours sessions for $100, that's $20 for a 5 player group per person. Run each group every other week thats $40 per person per month which isn't too bad, especially if you can provide all the materials needed. You'd need 10 groups to keep your nights busy.
If you were a good DM and had some fun campaigns you could really do some cool stuff. Plus you could really hone the same campaigns across multiple groups, maybe do some adventure publishing.
It's been something I've been toying with for awhile as an idea. Part of the trick is having groups that are interested in paying for a DM. Other than people saying I should run professionally, no one's said "Hey, I'll pay you to run a game for me and my friends" Though I suppose that would come to marketing at.
When people are willing to pay you to run a game for them, not all of them are going slam dunk good times games. Like, people who will pay for a GM will do so for various reasons, some of which will be due to the fact they can't keep a friendly GM for reasons. That comes with setting proper rates and ground rules and such.
Streaming/Podcasting professionally would be nice, that route is very well-trod at this point though and would need more investment to get anywhere than setting up a shingle and per diem DMing.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
Hail Hydra
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webguy20I spend too much time on the InternetRegistered Userregular
Man you could do a pretty good side business If you were a good DM and people were willing to pay. Do like 4 hours sessions for $100, that's $20 for a 5 player group per person. Run each group every other week thats $40 per person per month which isn't too bad, especially if you can provide all the materials needed. You'd need 10 groups to keep your nights busy.
If you were a good DM and had some fun campaigns you could really do some cool stuff. Plus you could really hone the same campaigns across multiple groups, maybe do some adventure publishing.
It's been something I've been toying with for awhile as an idea. Part of the trick is having groups that are interested in paying for a DM. Other than people saying I should run professionally, no one's said "Hey, I'll pay you to run a game for me and my friends" Though I suppose that would come to marketing at.
When people are willing to pay you to run a game for them, not all of them are going slam dunk good times games. Like, people who will pay for a GM will do so for various reasons, some of which will be due to the fact they can't keep a friendly GM for reasons. That comes with setting proper rates and ground rules and such.
Streaming/Podcasting professionally would be nice, that route is very well-trod at this point though and would need more investment to get anywhere than setting up a shingle and per diem DMing.
Also have a very good session zero document that outlines player expectations, and just like the service industry, reserve the right to refuse service if they end up being fucknuts. A single refunded session is better than dealing with rape fantasy RPing and stuff like that.
I'd maybe run it like a bowling league honestly enough. Sign up for a season, first session is discounted to make sure the players and DM fit, then off to the races.
As far as streaming that doesn't interest me. I don't want to be putting on a show for the world, just my players.
Man you could do a pretty good side business If you were a good DM and people were willing to pay. Do like 4 hours sessions for $100, that's $20 for a 5 player group per person. Run each group every other week thats $40 per person per month which isn't too bad, especially if you can provide all the materials needed. You'd need 10 groups to keep your nights busy.
If you were a good DM and had some fun campaigns you could really do some cool stuff. Plus you could really hone the same campaigns across multiple groups, maybe do some adventure publishing.
It's been something I've been toying with for awhile as an idea. Part of the trick is having groups that are interested in paying for a DM. Other than people saying I should run professionally, no one's said "Hey, I'll pay you to run a game for me and my friends" Though I suppose that would come to marketing at.
When people are willing to pay you to run a game for them, not all of them are going slam dunk good times games. Like, people who will pay for a GM will do so for various reasons, some of which will be due to the fact they can't keep a friendly GM for reasons. That comes with setting proper rates and ground rules and such.
Streaming/Podcasting professionally would be nice, that route is very well-trod at this point though and would need more investment to get anywhere than setting up a shingle and per diem DMing.
Also have a very good session zero document that outlines player expectations, and just like the service industry, reserve the right to refuse service if they end up being fucknuts. A single refunded session is better than dealing with rape fantasy RPing and stuff like that.
I'd maybe run it like a bowling league honestly enough. Sign up for a season, first session is discounted to make sure the players and DM fit, then off to the races.
As far as streaming that doesn't interest me. I don't want to be putting on a show for the world, just my players.
I posted in a meet-up group looking for players and was inundated with 3x the number I could actually run for. So I put together a survey to figure out what games, genres, and playstyles people liked. I totally think I could extend that into an analytics driven RPG matching service if I had a ton of spare cash lying around.
Pretty much. Lots of the same rules would apply running professionally versus casually.
I'd likely have a couple recorded sessions for people to look at on a site so they can preview a couple different games styles so that they aren't "picking blind" so to speak.
There's a couple different ways to go about it. Just getting the foot in the door and finding a group who's good with paying for the session and doing so consistently is the part I'm currently stuck at.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
Netflix Castlevania Whip Mastery: When determining the length of the whip for doing cool shit, instead slam dunk those number in the garbage can. The whip is now an arbitrary length that changes in every shot to whatever will allow it to do whatever radical stunts you want.
they did so much work to make the whips awesome and cool that I will absolutely forgive them mucking around with how long they actually were
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Whips in Castlevania have variable length, that's just canon
RingoHe/Hima distinct lack of substanceRegistered Userregular
So 5e people - what's the most glass cannon build you can come up with? Are there any classes with good or interesting trade-offs between survivability and utility?
15 feet long is pretty standard for a bullwhip I feel.
Maybe a bit shorter, maybe like 12 feet, but with the way reach works in D&D that still wouldn't be unreasonable.
Edit: Pretty much any other type of whip would be shorter though, and the other types of whip might be more capable of actually serving as some form of weapon. But I assume we're talking big ol' bullwhips, because those have the most media representation.
Nah, bullwhips are typically 8 feet long. But for D&D that's an odd length, so extending it to 10 feet makes sense on a 5 foot square grid pattern. Then you can account for limb length and character lean by just saying yeah fuck it, 15 foot reach, done.
For Indiana Jones style whip shenanigans (wrapping the end a few times around an overhead log and swinging across a chasm too wide to make a running leap across), you'd need a whip that was too long and cumbersome to reasonably use as a weapon, 30-40 feet long.
what is a game with good polearms? polearms are cool.
Hackmaster 5E.
i have no idea the rules of hackmaster, but the halberd doesn't look that impressive.
It's got an entire two-page spread of polearms, though.
(Bec de corbin, bill-guisarme, fauchard, fauchard-fork, glaive, halberd, ranseur, short spear, spetum, and voulge.)
In addition to those (these following didn't make the spread for illustrations), it has the military fork, glaive-guisarme, guisarme-voulge, partisan, pike, spear, and trident.
(The halberd is also pretty devastating. It has a reach of seven feet; the character with a higher reach gets to attack first, so it almost always gets the first attack. 2d10p + 3 is a ton of damage; the p on the end refers to penetrating damage, which means that if you roll max, you reroll and add new roll -1 to the damage, the end result being an average damage of 15. 15 points is enough to force a Threshold of Pain check on weak creatures, having a chance to effectively one-shot most low-end creatures, and if you take out your target in one hit every time, its slow speed doesn't matter.)
(Hackmaster 5E has a very detailed combat system. You can get the basics of it with the free Hackmaster Basic PDF available on the KenzerCo website.)
yeah i was reading the basic rules. it only lists two pole arms there.
Fair enough! Yeah, there's a lot more in the full rules. (And probably in Basic+, but I don't actually know what's in that, I've only ever read Basic and the full version.)
Posts
Get over here!!
There's not one reason the battlemaster's pushing attack can't push the enemy monster 15 feet straight in the air due to a sick upper cut... yes that could cause a d6 of fall damage.
Other house rule i was thinking about, how does this sound? "Exhaustion, take 1 level of exaustion to take a single attack, or cast a spell of 6th level or below. Take two levels of exhaustion to take a full attack action or cast a spell of 9th level or below. Levels in Exhaustion are taken after the attack or spell has been cast. Can only be done once per round"
I think it would be an interesting last ditch kind of thing. Like the players are facing certain death but can muster up a final Hail Mary action. I'm just going off the top of my head here right now, but thematically I think it sounds cool in a big heroes setting type game.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Likely Rhapsody of Blood to be precise.
I stopped dinking around made a discord channel to talk about organizing It's Always Sunny in Fantasyland so we can do that. Hit me up if you want the link.
4e-wise, the Space Dragons sound pretty boss. I've also still got the Points of Light paths to run through at some point.
This is me. If I could devote my time to making and running games, I would be very content with my life.
If I could do it for a living I would. I'd run a different setting for folks every day of the week. Genesys on Monday, 5e on Tuesday, 13th age on Wednesday, Blades in the Dark on Thursday and probably a different 5e campaign on Friday.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
hello i would like to talk to you about your monday and friday games.
Well my current Genesys game is a low fantasy (D&D esque) Pirates of the Caribbean type game where Magic disappeared due to a cataclysm a couple thousand years previously, and the world has worked back up to the age of sail, and now magic might be coming back and a threat to the world. The D&D campaign I'm tinkering with is spelljammer Firefly/Expanse. I really lean hard into Crazy bullshit when it comes to my Orcs and Elves fantasy. I love Ebberon for example.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I generally agree. Maybe a few years ago I'd feel different, but these days I'm a bit wary of people who still want to play the Empire (looking at you, Angry Joe) as the Empire, and not as people who eventually figure out they're the bad guys and defect. There's nothing wrong with playing the bad guy, but specifically wanting to play a fascist these days...eh.
I'm just saying there's nothing mechanically stopping players and GM from doing so with FFG's Star Wars roleplaying game. Or a Sith. Or even DJ, instead of Han.
interesting
If you were a good DM and had some fun campaigns you could really do some cool stuff. Plus you could really hone the same campaigns across multiple groups, maybe do some adventure publishing.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
also that genesys game sounds like my kind of thing, the spell jammer like game, maybe less so. maybe it's because i don't like firefly, though. whenever firefly come sup a part of my brain just echos abort, and i get distracted and end up wandering away, and then where did i get this cookie? huh/
It's been something I've been toying with for awhile as an idea. Part of the trick is having groups that are interested in paying for a DM. Other than people saying I should run professionally, no one's said "Hey, I'll pay you to run a game for me and my friends" Though I suppose that would come to marketing at.
When people are willing to pay you to run a game for them, not all of them are going slam dunk good times games. Like, people who will pay for a GM will do so for various reasons, some of which will be due to the fact they can't keep a friendly GM for reasons. That comes with setting proper rates and ground rules and such.
Streaming/Podcasting professionally would be nice, that route is very well-trod at this point though and would need more investment to get anywhere than setting up a shingle and per diem DMing.
Also have a very good session zero document that outlines player expectations, and just like the service industry, reserve the right to refuse service if they end up being fucknuts. A single refunded session is better than dealing with rape fantasy RPing and stuff like that.
I'd maybe run it like a bowling league honestly enough. Sign up for a season, first session is discounted to make sure the players and DM fit, then off to the races.
As far as streaming that doesn't interest me. I don't want to be putting on a show for the world, just my players.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I posted in a meet-up group looking for players and was inundated with 3x the number I could actually run for. So I put together a survey to figure out what games, genres, and playstyles people liked. I totally think I could extend that into an analytics driven RPG matching service if I had a ton of spare cash lying around.
"The only real politics I knew was that if a guy liked Hitler, I’d beat the stuffing out of him and that would be it." -- Jack Kirby
I'd likely have a couple recorded sessions for people to look at on a site so they can preview a couple different games styles so that they aren't "picking blind" so to speak.
There's a couple different ways to go about it. Just getting the foot in the door and finding a group who's good with paying for the session and doing so consistently is the part I'm currently stuck at.
Wait....
But yah, I'm down to play games with folks on here.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
they did so much work to make the whips awesome and cool that I will absolutely forgive them mucking around with how long they actually were
A chilling exposé!
Nah, bullwhips are typically 8 feet long. But for D&D that's an odd length, so extending it to 10 feet makes sense on a 5 foot square grid pattern. Then you can account for limb length and character lean by just saying yeah fuck it, 15 foot reach, done.
For Indiana Jones style whip shenanigans (wrapping the end a few times around an overhead log and swinging across a chasm too wide to make a running leap across), you'd need a whip that was too long and cumbersome to reasonably use as a weapon, 30-40 feet long.
Hackmaster 5E.
DIESEL
Against the Fall of Night Playtest
Nasty, Brutish, and Short
i have no idea the rules of hackmaster, but the halberd doesn't look that impressive.
It's got an entire two-page spread of polearms, though.
(Bec de corbin, bill-guisarme, fauchard, fauchard-fork, glaive, halberd, ranseur, short spear, spetum, and voulge.)
In addition to those (these following didn't make the spread for illustrations), it has the military fork, glaive-guisarme, guisarme-voulge, partisan, pike, spear, and trident.
(The halberd is also pretty devastating. It has a reach of seven feet; the character with a higher reach gets to attack first, so it almost always gets the first attack. 2d10p + 3 is a ton of damage; the p on the end refers to penetrating damage, which means that if you roll max, you reroll and add new roll -1 to the damage, the end result being an average damage of 15. 15 points is enough to force a Threshold of Pain check on weak creatures, having a chance to effectively one-shot most low-end creatures, and if you take out your target in one hit every time, its slow speed doesn't matter.)
(Hackmaster 5E has a very detailed combat system. You can get the basics of it with the free Hackmaster Basic PDF available on the KenzerCo website.)
DIESEL
Against the Fall of Night Playtest
Nasty, Brutish, and Short
Fair enough! Yeah, there's a lot more in the full rules. (And probably in Basic+, but I don't actually know what's in that, I've only ever read Basic and the full version.)
DIESEL
Against the Fall of Night Playtest
Nasty, Brutish, and Short