Roach Warehouse posted:But just before that happens, someone shows up in a futile attempt to kill it with their fire-arm. Because he's a wizard. Yes, a wizard with comically tiny arms that are continually aflame. Small arms fire, only.
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# ? Dec 12, 2014 17:04 |
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# ? Jun 11, 2024 06:04 |
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Bad Munki posted:Yes, a wizard with comically tiny arms that are continually aflame. Small arms fire, only. Our D&D 4e campaign has a pixie desert wind monk, and we've made it to level 12 without this joke occurring to anyone. Next session is tomorrow. My conscience is clear.
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# ? Dec 12, 2014 18:01 |
Once you say it, it becomes canon.
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# ? Dec 12, 2014 18:04 |
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Bad Munki posted:Once you say it, it becomes canon. Sadly, the 4e campaign is ending in the new year, so it will be short-lived canon. We had a fight (one fight) capping off Heroic tier that lasted two whole game sessions. It was a painful slog. Combined with revolving-door attendance and occasionally high attendance (7 players), 4e is just not turning out to be the right system for this group. We're switching to 5e because our DM is really only comfortable improvising with D&D, and 5e is both the best third edition and the third best edition of D&D.
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# ? Dec 12, 2014 18:09 |
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Bad Munki posted:Also, take a page from the Princess Bride and its ROUSes and name your bulletbeast something like Great Unkillable Nastiness or something, but of course people just prefer to say GUN.
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# ? Dec 12, 2014 18:24 |
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homullus posted:Sadly, the 4e campaign is ending in the new year, so it will be short-lived canon. We had a fight (one fight) capping off Heroic tier that lasted two whole game sessions. It was a painful slog. Combined with revolving-door attendance and occasionally high attendance (7 players), 4e is just not turning out to be the right system for this group. We're switching to 5e because our DM is really only comfortable improvising with D&D, and 5e is both the best third edition and the third best edition of D&D.
Jackard fucked around with this message at 19:04 on Dec 12, 2014 |
# ? Dec 12, 2014 18:55 |
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Jackard posted:Unless you've already bought the 5e books I'd recommend switching to 13th Age instead I threw out a variety of suggestions, and I think 13th Age was among them (I do own both 5e and 13th Age). My reasoning was that he could still use published adventures from D&D for the overall adventure, and then improvise based on that. He started playing D&D with 3.0, though, and played it to death, so 5e feels easiest to him (though he still likes 4e more as a game per se).
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# ? Dec 12, 2014 19:02 |
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homullus posted:I threw out a variety of suggestions, and I think 13th Age was among them (I do own both 5e and 13th Age). My reasoning was that he could still use published adventures from D&D for the overall adventure, and then improvise based on that. He started playing D&D with 3.0, though, and played it to death, so 5e feels easiest to him (though he still likes 4e more as a game per se). Jackard fucked around with this message at 19:42 on Dec 12, 2014 |
# ? Dec 12, 2014 19:07 |
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Everything good about 5e can be easily transplanted into 13th Age.
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# ? Dec 12, 2014 23:05 |
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Babylon Astronaut posted:Everything good about 5e can be easily transplanted into 13th Age. Sadly, he's already purchased all the 5e books. I'll try one more time though.
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# ? Dec 12, 2014 23:13 |
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As a fully fledged Kool-Aid drinker in the cult of Dungeon World, I would be seriously amiss if I did not point out to you how Dungeon World takes all the fun that happened by accident in all the most awesome sessions of D&D you had, and then builds a set of rules that make it statistically likely that that fun will happen every session.
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# ? Dec 12, 2014 23:32 |
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Whybird posted:As a fully fledged Kool-Aid drinker in the cult of Dungeon World, I would be seriously amiss if I did not point out to you how Dungeon World takes all the fun that happened by accident in all the most awesome sessions of D&D you had, and then builds a set of rules that make it statistically likely that that fun will happen every session. I agree with this, but it's not like you couldn't move some of the DW ideas back into your D&D game, especially if everyone's already on board with "houseruled D&D" but not with learning a new system (which isn't much of a problem with DW, but you know).
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# ? Dec 12, 2014 23:58 |
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homullus posted:Sadly, he's already purchased all the 5e books. I'll try one more time though. Condolences for your loss. Jackard fucked around with this message at 00:17 on Dec 13, 2014 |
# ? Dec 13, 2014 00:14 |
HatfulOfHollow posted:The campaign I just started is high fantasy and post-firearms. Gunpowder exists and has it's uses but guns are seen as loud, noisy and archaic. You could definitely build or find a gun, but it would most likely be a novelty or an antique. A wand of magic missile is generally accepted as the preferable alternative. Common folk prefer a bow and arrow for huinting because it won't scare away your target when used. Something I've been wanting to do was an urban fantasy campaign like the Dresden Files (not just a straight Dresden universe thing, though) where magic doesn't gently caress up technology or exist in a vacuum like in most other series. So wizards can still use the internet and get high tech medical care, and they can use magic to enhance or protect from firearms and explosives.
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# ? Dec 13, 2014 03:08 |
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armoredgorilla posted:Anyone have thoughts on how to add rennaissance style firearms into a game while A) foreshadowing that they'll be used so that it doesn't come out of nowhere but B) not making it completely obvious what the players are looking at. The PCs would be from a culture that has never encountered firearms before, they're completely new innovations from a secretive enemy. I know this is a bit broad, but a broad spectrum of thoughts would help here. Terry Pratchett's "Men At Arms" covers EXACTLY this. The book involves the night watch investigating some murders connected with a mysterious weapon stolen from the Assassin's Guild called a "gonne."
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# ? Dec 13, 2014 03:22 |
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Make a weapon that fires BIG bullets. Like, .50 caliber plus. And fires them fast. Big bullets hitting in the wrong place just tear off limbs. Then have the wielder police their brass and collect their expended bullets. Or make a blackpowder weapon that shoots quarrels or harpoons or something. Much less obvious then.
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# ? Dec 13, 2014 11:19 |
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HatfulOfHollow posted:The campaign I just started is high fantasy and post-firearms. Gunpowder exists and has it's uses but guns are seen as loud, noisy and archaic. You could definitely build or find a gun, but it would most likely be a novelty or an antique. A wand of magic missile is generally accepted as the preferable alternative. Common folk prefer a bow and arrow for huinting because it won't scare away your target when used.
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# ? Dec 13, 2014 11:21 |
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I've been playing 5e for a couple of months now. The DM has asked me to take the reins to give him some time off and a chance to play. We're playing through the Lost Mine of Phandelver adventure from the starter set. What I thought I would do is take the group off on a planar adventure. This way I can leave the other DM's world the way he left it without having to touch base as much. We've taken over the old manor house in Phandalin as our base. Slowly repairing the above ground sections as funds come in. There is a ravine in the hidden underground section chock full of necromatic energy. Not sure if this works out thematically or not but I thought I would use that as a jumping off point. My old character was planning to dig around there to see if he could find the source. I'm going to have it be a planar portal. It will link the manor's basement with a crypt on an island in the elemental plane of air. I'm looking for any old adventure modules set in that area or that could be adapted. If not directly then at least for inspiration. Any other adventure ideas are welcome. The group will consist of 5 players at either 5th or 6th level.
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# ? Dec 15, 2014 19:18 |
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My Lovely Horse posted:I really like this solution by the way.
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# ? Dec 15, 2014 20:24 |
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thespaceinvader posted:Make a weapon that fires BIG bullets. Like, .50 caliber plus. And fires them fast. Big bullets hitting in the wrong place just tear off limbs. Then have the wielder police their brass and collect their expended bullets.
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# ? Dec 15, 2014 21:11 |
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Goon GM's I have a short question, wich is probably going to turn into a big answer. I'm looking to run a PbP game here in wich the players get to stomp around in giant robots. This in itself is not that hard too find, there's a buncha poo poo. What I'm looking for though is a system in which i can have most of the players start out in grunt suits and work their way up to eventual elite pilot suits such as tallgeeses, or nineball or white glint or what have you. The only issue I'm running into is that most of these systems are rather crunch heavy. I need something light and fast as I'm going to attempt to have all the suits that show up in the game, and are thus piloted by the players to be represented as digital LEGO models(which I'd have to build) Considering that a basic suit takes about half an hour to put together in the tools i use to build models most of my time would go to that, and not into working out rules and such. I looked at LEGO specific things such as MFZ and Mechaton but those end up with most of the mechs destroyed at the end of combat. any suggestions?
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# ? Dec 15, 2014 21:18 |
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AzMiLion posted:Goon GM's A hack of Monsters and Other Childish Things could work. It's low crunch, and your "monster" (mech suit)'s character sheet is straight-up a picture that you drew of it, with a pool of points/dice that you can assign to various body parts as a power or skill relevant to that part. In this system you also have a "kid" (pilot) who is your actual PC, and has regular RPG stats and stuff.
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# ? Dec 15, 2014 22:12 |
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Lallander posted:I've been playing 5e for a couple of months now. Have you read House of Leaves? e: AzMiLion posted:I have a short question, wich is probably going to turn into a big answer. Iron Edda doesn't quite fit on the 'level to awesome' criterea, but it does fit on mecha and , it's FATE-based, so fairly rules-light, and throws in bonus vikings: black101 posted:Dwarven Destroyers march across Midgard, laying waste to all before them. Probably closer to what you actually asked for is Camelot Trigger, again FATE-based because I will hump FATE's leg all day erry day. If you've not come across it, think 'rules-light gurps, where you powerup by triggering your disadvantages'. petrol blue fucked around with this message at 02:00 on Dec 16, 2014 |
# ? Dec 15, 2014 23:58 |
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deadly_pudding posted:This would be an incredible way to spring some sort of horrendous brony trap. I know thoughtcrime isn't technically illegal but right now I'm reconsidering my entire philosophy on the subject.
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# ? Dec 16, 2014 01:12 |
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It's not illegal per se, it's just a valid defence in a murder trial.
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# ? Dec 16, 2014 01:48 |
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Motherfucker posted:I know thoughtcrime isn't technically illegal but right now I'm reconsidering my entire philosophy on the subject. You waited six months to post this?
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# ? Dec 16, 2014 02:46 |
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AzMiLion posted:Goon GM's Remnants is an RPG about post apocalypse, self upgrading mecha. The setting probably doesn't quite suit, but it has a simple/streamlined, low number curve system and has mechs improving from bog standard grunts into highly customized, unique creations built into it from the start. Possible reskin? Of course, it might be a bit too simple for some mech heads.
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# ? Dec 16, 2014 07:33 |
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Captain Walker posted:You waited six months to post this? I can appreciate that it takes six months for somebody to validate my shitposts.
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# ? Dec 16, 2014 09:45 |
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deadly_pudding posted:I can appreciate that it takes six months for somebody to validate my shitposts. Looking at his rap sheet it looks like he's intimately familiar with the stinky science. I feel like I should stop now before this turns into the 5e thread (is that still a bad thread? I don't check) but I wanted to use the phrase "stinky science" as a euphemism for shitposting at least once. Content!: How would you guys deal with a group of players who are usually too busy to make characters? We alternate GMs and systems a lot simply because of scheduling conflicts, but I'm tired of Dungeon World one shots, and quite frankly I think most of them would rather go for a full campaign. I don't enjoy running 13th Age largely because I'm not advanced enough as a GM for that side of things to be fun for players, at least from a story angle. I tried to run Strike! but people just didn't get there in time, and I didn't have enough pre-gens. Worst case scenario, is there a good RPG-lite board game? Descent is pretty dice-dependent I guess, but I hear good things about Mage Knight and the later D&D adventure system games.
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# ? Dec 16, 2014 17:49 |
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Mage Knight is a cool game, and while it has "few rules" if you just count rulebook pages by RPG standards, it's very deep in how you interact with your cards and analysis paralysis can be a huge problem, nearly as bad as it can be in a rules heavy RPG. Also, it does not really do the "four murderhobos enter a lair, three emerge with loot" thing at all, it's more like "four murderhobos rampage through the land, pillaging villages and press-ganking people into service, occasionally being dicks to each other for no reason".
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# ? Dec 16, 2014 18:35 |
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I usually just roll up a couple of characters for my players to use since they are busy with the caveat they can fine tune them later. Right now I have a 13th Age one shot were I have been making pregens for them. If anything, I also ask them if they had any role they had in mind too, if I get the chance. If not, they can come pick up a sheet and have fun. They can create a character too as well. Now for a system that is apt for campaigns and has really quick character generation. That is the ORE there is just a dice pool you can allocate into skills and stats and be ready in 15 minutes or less. It only gets complicated if it is like Wild Talents were you create your own super power on the fly. And don't worry about feeling inadequate for 13th Age, your players will be making the main campaign plot hooks such as a musical band going around stopping an end of the world plot. It was also the first system I ran so don't feel overwhelmed. Your job is to help facilitate the story like in Dungeon World.
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# ? Dec 16, 2014 18:36 |
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Captain Walker posted:Looking at his rap sheet it looks like he's intimately familiar with the stinky science.
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# ? Dec 16, 2014 23:34 |
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Has anyone ever worked other games into their campaign? I was thinking what if some king grants a plot of land to the players for a completed quest, then as they work their way up in levels they invest their gold in building towns, strongholds, gaining influence. Eventually, (when they are nearly lvl 20 or things seem to be winding down) the king becomes uncomfortable with how much power they've attained and declares war. At this point you whip out a custom Risk map and a massive battle ensues. Do the players band together to defeat him, or does someone broker a deal with the king in exchange for even more land and power? Seems like a climactic way to end a campaign. It'll be probably a year before I try it, so I'm curious if people have done it (or incorporated any other board game) before.
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# ? Dec 17, 2014 04:17 |
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TheLastManStanding posted:Has anyone ever worked other games into their campaign? I was thinking what if some king grants a plot of land to the players for a completed quest, then as they work their way up in levels they invest their gold in building towns, strongholds, gaining influence. Eventually, (when they are nearly lvl 20 or things seem to be winding down) the king becomes uncomfortable with how much power they've attained and declares war. At this point you whip out a custom Risk map and a massive battle ensues. Do the players band together to defeat him, or does someone broker a deal with the king in exchange for even more land and power? Seems like a climactic way to end a campaign. It'll be probably a year before I try it, so I'm curious if people have done it (or incorporated any other board game) before. We played a game of Liar's Dice in my 13th Age campaign recently after my players challenged a notorious gambler and insisted we play the game out. That went well, I occasionally threw in skill checks for them to catch him cheating/ notice other stuff going on. With a longer game like Risk though, I'd be wary of springing a protracted game of something some players didn't enjoy on them. Mind you, you have a year to subtly check their opinions on it.
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# ? Dec 17, 2014 04:57 |
The de facto leader of my former tabletop group tried to include a Sudoku puzzle that we had to solve. Unfortunately, the majority of the players (including myself) had zero interest in Sudoku beforehand and thus not only didn't have a clue how to go about it, but we didn't even want to solve it. I ended up just leaving the room to gently caress around while the two guys who knew how to solve it went about things. So the short answer: make sure the guys at the table would actually be interested in changing the game.
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# ? Dec 17, 2014 05:03 |
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I could see a brief dice game or something working if the stakes are appropriate.
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# ? Dec 17, 2014 05:20 |
chitoryu12 posted:Sudoku That'd be grounds for an immediate Snowbank.
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# ? Dec 17, 2014 05:23 |
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chitoryu12 posted:The de facto leader of my former tabletop group tried to include a Sudoku puzzle that we had to solve. Unfortunately, the majority of the players (including myself) had zero interest in Sudoku beforehand and thus not only didn't have a clue how to go about it, but we didn't even want to solve it. I ended up just leaving the room to gently caress around while the two guys who knew how to solve it went about things. Roach Warehouse posted:Mind you, you have a year to subtly check their opinions on it. I've also though about having a dungeon played out on the amazeing labyrinth board. Have the characters find a magic map, which explains how they know the layout of the labyrinth, but they still have to deal with the shifting walls while avoiding a minotaur. I'd probably have to practice with myself a few times to work out the mechanics, but throw in a few encounters/traps and it should be fairly interesting. TheLastManStanding fucked around with this message at 05:44 on Dec 17, 2014 |
# ? Dec 17, 2014 05:30 |
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I am thinking about running a Monsterhearts scenario about orphans who get adopted by an eccentric billionaire and are taken to live in his mansion. My concept is basically Gossip Girls meets supernatural novels - angsty teenagers have money and privilege dropped in their laps, but still have to deal with the baggage that comes with growing up in foster care AND struggling with your insatiable lust for blood/carnage/revenge/magical fuckery/whatever. But there's one thing I need to figure out: why would an eccentric billionaire want to adopt a bunch of angsty monster teens? I can always change the billionaire's motivations around, but it will be easier if I have something to build towards at the outset. The only reason I can think of is that he's Professor X assembling a team of mutant superheroes, but that's a little on-the-nose, don't you think?
Pththya-lyi fucked around with this message at 12:12 on Dec 17, 2014 |
# ? Dec 17, 2014 12:09 |
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# ? Jun 11, 2024 06:04 |
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Pththya-lyi posted:I am thinking about running a Monsterhearts scenario about orphans who get adopted by an eccentric billionaire and are taken to live in his mansion. My concept is basically Gossip Girls meets supernatural novels - angsty teenagers have money and privilege dropped in their laps, but still have to deal with the baggage that comes with growing up in foster care AND struggling with your insatiable lust for blood/carnage/revenge/magical fuckery/whatever. But there's one thing I need to figure out: why would an eccentric billionaire want to adopt a bunch of angsty monster teens? I can always change the billionaire's motivations around, but it will be easier if I have something to build towards at the outset. The only reason I can think of is that he's Professor X assembling a team of mutant superheroes, but that's a little on-the-nose, don't you think? Billionaires wife has decided she wants to run a fostering house because she's bored and husband billionaire gives no fucks because he's a billionaire. Don't need to explain the whims of the rich dude. They do what they want because they can. Edit: Id play it that he's bought the old mansion and they're the last group of care kids in there, as part of the amazing good deal he got for the house he has to let them say out their time there or the contract to buy is null and void. Of course, this means that if things are trying to kill the players he's hardly going to want to help them, and might actually consider advancing the murder somewhat... AceClown fucked around with this message at 13:24 on Dec 17, 2014 |
# ? Dec 17, 2014 13:01 |