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FactsAreUseless
Feb 16, 2011

Reene posted:

Discworld Elves would make a fantastic antagonist.
Discworld elves are just the older version of elves.

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Serf
May 5, 2011


In my games I've pretty much done away with the idea of "savage" people as consequence-free enemies because that inevitably leads to some pretty gross parallels. No species is meant to be any less than the others, and there are no nations or groups that are species-exclusive. There's no orc tribes or elf-kingdoms, just nations made up of various species. There are plenty of actual monsters you can use as punching bags for your players without endorsing the wholesale slaughter of sapient beings.

Fun fact: in the setting I use at home, halflings used to run a continent-spanning empire built on magic and slavery. It collapsed, but the stereotype of the evil halfling wizard has never really gone away.

Arivia
Mar 17, 2011

Lightning Lord posted:

So like I said in another thread I'm starting up a pirate D&D campaign with some friends. Some of them are new to tabletop RPGs but they all have one thing in common, they've all played at least one of Baldur's Gate, Icewind Dale, and the Neverwinter games. I've decided it would be cool as a result to set the game in the Forgotten Realms North. I'm looking at what I want to keep or eject and one of the latter is the whole thing where Amn colonizes Maztica. I'm a little unsure of whether I should just remove the event entirely, or say the attempt happened but the wannabe colonizers had their poo poo pushed in totally. What do you all think?

Jumping in on this if its not too late. Canonically, Amn DID get their rear end kicked, basically. Maztica was a failure that destabilized the government and lead to Amn's shattering in the 1360s-1370s and the rise of the Sothilissian Empire. If you want more details, look at Lands of Intrigue for 2e.

If you're just playing in the North, keep Maztica as a failure. It sets up strife among the Waterdhavian noble houses, and Amn's issues open up new trade opportunities for the northern ports. Luskan, Neverwinter, and Waterdeep can all benefit from filling gaps the Amnish trade opens up beyond Velen. In other words, Maztica as failure is the perfect opening for new intrigues, like your pirate group.

Lightning Lord
Feb 21, 2013

$200 a day, plus expenses

Arivia posted:

Jumping in on this if its not too late. Canonically, Amn DID get their rear end kicked, basically. Maztica was a failure that destabilized the government and lead to Amn's shattering in the 1360s-1370s and the rise of the Sothilissian Empire. If you want more details, look at Lands of Intrigue for 2e.

If you're just playing in the North, keep Maztica as a failure. It sets up strife among the Waterdhavian noble houses, and Amn's issues open up new trade opportunities for the northern ports. Luskan, Neverwinter, and Waterdeep can all benefit from filling gaps the Amnish trade opens up beyond Velen. In other words, Maztica as failure is the perfect opening for new intrigues, like your pirate group.

There's a description I've read somewhere of the colony being extremely profitable for Amn so I didn't realize this. Was it a failure in the Maztica boxed set, that was quite early on if I remember? I'm less knowledgeable about late 2e FR stuff since that was when I was a kid and I was mostly focused on how rockin' Drizzt was then, and I've been refocusing on early FR. You know Arivia your FR knowledge is pretty drat extensive and useful, thanks for sharing it.

Arivia
Mar 17, 2011
Oh, Maztica was profitable. It made a TON of money for Amn. The problem was the cost: specifically the number of troops they were sending to their death. Even if the troops weren't dying, they weren't in Amn, which left the country vulnerable to the Stinger War and then the ogre rebellion.

I haven't read much of the Maztican stuff, but I don't think it was a failure right from the get-go. This is later, after the adventure and novel trilogies. New Waterdeep is utterly destroyed (getting egg on the faces of many noble families), allowing Amn to plunder heedlessly. (Some form of Maztican trade continues until 1374, per Power of Faerun.)

The general rule of thumb for colonial additions to the Realms is that they themselves are usually trash that should be avoided, but the influences and effects they have on Faerun are really cool and worth exploring.

And you're welcome! I like talking about the Realms, if it isn't obvious.

PS: even though trade occurred across the ocean between Faerun and Maztica, piracy wouldn't. It's just too large to even try anything like that. Think more coastal, with each side preying on their own. The only people who could possibly pirate both coasts are the elves of Evermeet, and they're way too isolationist for that. (Nimbral and Lantan are still much too far east and serve better as exotic places to head west to.)

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I was reading through 3.5's Dungeonscape supplement when I came across this passage:

quote:

Automatic Searches: Dungeon adventures can be grindingly slow if the PCs make Search checks to scour every last inch of the place. You can keep things moving along by assuming that, as experienced adventurers, the party searches as it travels unless circumstances dictate otherwise. The searching specialist (usually the rogue) simply takes 10 as the PCs explore the dungeon, which is enough to reveal basic traps, hiding places, and obstacles. But never abuse this arrangement by jacking up the Search DCs of traps and hidden items. If the players start to suspect they are missing things, their characters will just revert to frequent Search checks.

This book was released in Feb 2007, and closely matches the modification to skill checks that was previewed for 4th Edition in Dec 2007:

quote:

Another idea that’s been bandied about lately is converting some skills to passive “defense” values. Spot and Listen are good examples. Telling the players to roll Spot checks, first of all, tells them that something is up. Also, if you have everybody roll every time there’s something to see, there’s a high probability at least one party member will see it just due to a lucky roll. Skills like this might work better as passive values: Every player character could have a value equal to 10 + skill bonus. Then, when there’s something to see, the Dungeon Master can compare the DC to notice it to the player characters’ “take 10” numbers. So far in playtests, no one has batted an eye and it’s easier on the Dungeon Master—and on your d20.

And then of course the final product we got in 4th Edition's PHB in Jun 2008:

quote:

Passive Checks

When you’re not actively using a skill, you’re assumed to be taking 10 for any opposed checks using that skill. Passive checks are most commonly used for Perception checks and Insight checks, but the DM might also use your passive check result with skills such as Arcana or Dungeoneering to decide how much to tell you about a monster at the start of an encounter.

For example, if you’re walking through an area you expect to be safe and thus aren’t actively looking around for danger, you’re taking 10 on your Perception check to notice hidden objects or enemies. If your Perception check is high enough, or a creature rolls poorly on its Stealth check, you might notice the creature even if you aren’t actively looking for it.

Along with a space in your character sheet specifically noting down your Passive Perception Score as 10 + modifiers

What I haven't been able to figure out is where Monte Cook fits into all of this. I've heard it repeated several times that he said something about passive perception that was really out-of-place, but I cannot find the original article anymore.

As near as I can tell, it was because he started claiming he "invented" passive perception years after 4e's release, and that it wasn't even in keeping with d20 mechanics?

My Lovely Horse
Aug 21, 2010

I think the thing about Monte Cook's idea was that he started talking about passive skill checks like he was coming up with the idea on the spot and it was this whole new unheard of concept that might still just work out if you didn't rush things and considered it carefully.

It was like a Blackadder moment when a plan has just failed and Baldrick surprisingly comes up with a cunning plan that he totally obliviously reveals to be exactly the same.

My Lovely Horse fucked around with this message at 13:50 on Jul 16, 2015

oriongates
Mar 14, 2013

Validate Me!


That gives me flashbacks to the DM's suggestions from the World's Largest Dungeon where they basically went the opposite route. Their brilliant idea was that not only should players have to declare they're searching every room and door in their enormous mega-dungeon but that doing things like taking 10 or 20 was somehow "too easy" and so should be disallowed...or even better just increase all DC's by 10 to make sure it's utterly pointless, or require making Concentration checks whenever you try and take 10 or 20. They even suggest giving monsters deadlier weapons with better crit ranges...FOR REASONS.


God, I hate that book.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
In the lead up to 5e, Monte Cook basically retyped what passive perception is, then said "Now, this is a new idea I like to call passive perception..."

Plutonis
Mar 25, 2011

Reene posted:

Discworld Elves would make a fantastic antagonist.

FactsAreUseless posted:

Discworld elves are just the older version of elves.

Mark Rein⋆Hagen and Ethan Skemp like these posts.

Plutonis
Mar 25, 2011

Mark Rein☆(・ω<)Hagen

Potsticker
Jan 14, 2006


TheLovablePlutonis posted:

Mark Rein☆(・ω<)Hagen

Magic Rabbit Hat
Nov 4, 2006

Just follow along if you don't wanna get neutered.

Reene posted:

Within reason, of course. Undead are probably a pretty safe fallback if you and your players really want a murderhobo-style campaign, IMO.

I once brought a campaign to a dead stop when my Lawful Good Paladin negotiated a peace treaty between the undead monsters and god-fearing citizens of a theocracy, so even then you're not completely safe from a player determined to talk his way through every encounter.

inklesspen
Oct 17, 2007

Here I am coming, with the good news of me, and you hate it. You can think only of the bell and how much I have it, and you are never the goose. I will run around with my bell as much as I want and you will make despair.
Buglord

Serf posted:

In my games I've pretty much done away with the idea of "savage" people as consequence-free enemies because that inevitably leads to some pretty gross parallels. No species is meant to be any less than the others, and there are no nations or groups that are species-exclusive. There's no orc tribes or elf-kingdoms, just nations made up of various species. There are plenty of actual monsters you can use as punching bags for your players without endorsing the wholesale slaughter of sapient beings.

How and where do you draw the line between monster and sapient beings? INT score? ability to communicate? ability to interact with others without immediately trying to kill/enslave them?

Magic Rabbit Hat
Nov 4, 2006

Just follow along if you don't wanna get neutered.

inklesspen posted:

How and where do you draw the line between monster and sapient beings? INT score? ability to communicate? ability to interact with others without immediately trying to kill/enslave them?

"How adorable will the crying orphans be after we wipe out these monsters."

Magic Rabbit Hat
Nov 4, 2006

Just follow along if you don't wanna get neutered.
Realistically you just need to make them unrelatable to the PCs. I mean, this takes knowledge of your players, but basic things like having no appreciable (or an abusive and violent) culture, or the showing the average citizens being oppressed by a warlord and his constituent thugs. Often times you can simply make the opposing monsters the aggressors with no interest in diplomacy; it's easy to be morally assuaged when the pile of dead bodies surrounding them started it.

Plutonis
Mar 25, 2011

Magic Rabbit Hat posted:

Realistically you just need to make them unrelatable to the PCs. I mean, this takes knowledge of your players, but basic things like having no appreciable (or an abusive and violent) culture

inklesspen
Oct 17, 2007

Here I am coming, with the good news of me, and you hate it. You can think only of the bell and how much I have it, and you are never the goose. I will run around with my bell as much as I want and you will make despair.
Buglord

Go away please.

Serf
May 5, 2011


inklesspen posted:

How and where do you draw the line between monster and sapient beings? INT score? ability to communicate? ability to interact with others without immediately trying to kill/enslave them?

I guess INT score isn't a bad measure. Like a griffin or a manticore or whatever is basically just a badass animal, so yeah go wild on them. No one is going to go to bat for a bulette or a displacer beast.

I mean I'm not opposed to the players indiscriminately murdering anything that looks at them funny, it's just not going to be rewarded in the fiction for the most part.

My Lovely Horse
Aug 21, 2010

I keep thinking of Fury Road and the Warboys. They've got a civilization and laws, they're still human beings, but their whole culture has shaped them such that if you're up against a group of them you better "retaliate first" or you're liable to end up as a blood bag. When they cooperate with other societies those will generally be as violent as they are, just differently. They can be swayed and it isn't even terribly difficult but if you do have one joining you, he's still not the guy that gets you into the group so you can finally try diplomacy, he's the one that helps you bring down the others.

Magic Rabbit Hat
Nov 4, 2006

Just follow along if you don't wanna get neutered.

I try to keep weird sex stuff out of my games.

Arivia
Mar 17, 2011

Magic Rabbit Hat posted:

I try to keep weird sex stuff out of my games.

I play Pathfinder, so whenever I take it out, Paizo adds it back in.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Finding out that the fantasy setting I'm playing in is actually Dominic Deegan is a surefire way to make sure I'd set fire to everything at the drop of a hat.

Kai Tave
Jul 2, 2012
Fallen Rib
Well I guess that's one way to bring the thread back around to the topic of "rapists: are they really that bad, or just misunderstood?"

Magic Rabbit Hat
Nov 4, 2006

Just follow along if you don't wanna get neutered.

Kai Tave posted:

Well I guess that's one way to bring the thread back around to the topic of "rapists: are they really that bad, or just misunderstood?"

This is something my character would do, and he is Lawful Good, therefor

Helical Nightmares
Apr 30, 2009

paradoxGentleman posted:

Are there any settings where dwarves are evil, for example?

Hmm. I can't think of a setting where dwarves are intrinsically evil at the moment. Naturally the Derro of Forgotten Realms (2nd and 3rd edition) and Chaos Dwarves of Warhammer come to mind, but those are twisted versions of the normal "good" dwarves.

There was a failed wargame called Chronopia that had an interesting take on races. The Dwarves there were more amoral, feral and animistic. So essentially each dwarven clan had their own god that was incarnate and resided with them. Then their gods started to go feral and degenerate into a beast form for some reason. This mirrored the decline of the dwarven culture until most of the dwarf tribes were feral like their gods.

http://www.chronopiaworld.com/artikel.php?id=89


paradoxGentleman posted:

I am pretty sure there is no such thing as an evil halfling.


Lightning Lord posted:

Dark Sun's cannibalistic halflings are pretty horrible.

If I remember my Dark Sun lore, haflings (in the Green Age? Blue Age?) were responsible for making the world a blasted wasteland because they went on a genocidal crusade to kill off the other races. As I recall, the Dragon Kings (or maybe just the Dragon?) are "evolved" halfling genocidal warriors. One was "Bane of pixies" another was "Orc bane", which explains why you don't see those races in Dark Sun.

Edit: I'm taking this from the Prism Pentad books.

The feral cannibalistic amoral halflings you find west of the ringing mountains in the only surviving forest are degenerate survivors of the original proud halfling race that had a world spanning empire.

In the D&D Birthright setting, halflings may have been intrinsically evil or descended from evil I don't know. As a halfling leveled they would get access to shadow magic, specifically dimension door. This was explained as halflings originating from the intrinsically evil Shadow Plane from which they emigrated.

Pathfinder published a book on halflings and as I recall halflings were emigres from the fae world.

In Tome of Ineffable Evil there was an evil halfling race introduced.

Helical Nightmares fucked around with this message at 19:10 on Jul 16, 2015

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
From what little I remember, Mystara Halflings were refugees from a backwards world where Chaos was good and law was evil and their villages were built around black fire that burns cold, or something along those lines.

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!

inklesspen posted:

Go away please.

I've got to agree here. Sorry Plutonis is being...Plutonis in your chat thread, Queen Fiona.

As for what makes a monster in a D&D setting...aren't there a ton of spells that allow one to talk to plants and animals and extradimensional beasties and stuff? And since all these griffins and the like have to cast spells, don't they get high INT scores to do so? So sapience or INT score or ability to communicate in a language don't seem like they get the desired effect.

Yawgmoth
Sep 10, 2003

This post is cursed!

Davin Valkri posted:

I've got to agree here. Sorry Plutonis is being...Plutonis in your chat thread, Queen Fiona.

As for what makes a monster in a D&D setting...aren't there a ton of spells that allow one to talk to plants and animals and extradimensional beasties and stuff? And since all these griffins and the like have to cast spells, don't they get high INT scores to do so? So sapience or INT score or ability to communicate in a language don't seem like they get the desired effect.
Creatures with spell-like abilities don't need any particular stat to be high to use them, and usually the stat tied to them is charisma.

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.
This may be a weird place to ask this, but what are the odds that a game store could function as a tax mitigation scheme situation? Like I look at the revolving door of opening/closing stores in my area, and it seems like they're a surefire way to lose money. If I could be like, modestly unprofitable and lose enough to offset my earnings elsewhere, while also having a decent place to play games on weeknights, that wouldn't be that bad I guess?

I dunno, something I've been kicking around. I know you can't have a business lose money forever or the IRS reclassifies it as a hobby, but I feel like as long as you sell Magic cards and snacks/sodas you could probably make enough money to avoid that? I'd probably have to draw up an actual business plan here.

As a way to make a living, it seems suicidal. As a way to almost-break-even most of the time while also paying for a place to play and store a ton of loving wargames, that makes more sense to me. Does this make any sense?

Lightning Lord
Feb 21, 2013

$200 a day, plus expenses

Gotta love all the "What is a man? A miserable little pile of secrets!" posts in this thread.

frest posted:

This may be a weird place to ask this, but what are the odds that a game store could function as a tax mitigation scheme situation? Like I look at the revolving door of opening/closing stores in my area, and it seems like they're a surefire way to lose money. If I could be like, modestly unprofitable and lose enough to offset my earnings elsewhere, while also having a decent place to play games on weeknights, that wouldn't be that bad I guess?

I dunno, something I've been kicking around. I know you can't have a business lose money forever or the IRS reclassifies it as a hobby, but I feel like as long as you sell Magic cards and snacks/sodas you could probably make enough money to avoid that? I'd probably have to draw up an actual business plan here.

As a way to make a living, it seems suicidal. As a way to almost-break-even most of the time while also paying for a place to play and store a ton of loving wargames, that makes more sense to me. Does this make any sense?

Are you trying to get us to help you commit fraud?

Serf
May 5, 2011


Davin Valkri posted:

As for what makes a monster in a D&D setting...aren't there a ton of spells that allow one to talk to plants and animals and extradimensional beasties and stuff? And since all these griffins and the like have to cast spells, don't they get high INT scores to do so? So sapience or INT score or ability to communicate in a language don't seem like they get the desired effect.

I think that's a matter of tone and setting. Like, Speak with Plants is gonna be of dubious use if you ask me, because plants aren't exactly gonna be able to tell you much. And Speak with Animals should get you, at best, rudimentary animal communication that should be hard for the humanoid mind to understand.

Unless of course everything in your world is sapient and just lacks the ability to communicate with humanoids without magic, then you've either got a sorta goofy setting or a horrible nightmare world where your every meal requires butchering an actual being.

Potsticker
Jan 14, 2006


Lightning Lord posted:


Are you trying to get us to help you commit fraud?

Think of it like an exciting new live action roleplaying game!

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

Lightning Lord posted:

Gotta love all the "What is a man? A miserable little pile of secrets!" posts in this thread.


Are you trying to get us to help you commit fraud?

No, not at all. It would be a bad decision to open a store if your goal was to get rich quick or whatever. But I've been a customer at some lovely, low-effort stores and I'm wondering if they're just like, modest operating losses to offset other earnings while acting as a way to finance a gaming space.

I dunno I figured if anyone knew anything about the motivations of game store owners, TG might

E: the other option is that they were just terrible money pits being operated by incompetent people who honestly thought there was a huge profit to be made

Lightning Lord
Feb 21, 2013

$200 a day, plus expenses

They're generally just lovely stores run by people with no business sense who figure it's super easy to monetize their hobbies.

Kai Tave
Jul 2, 2012
Fallen Rib

frest posted:

E: the other option is that they were just terrible money pits being operated by incompetent people who honestly thought there was a huge profit to be made

It's this one.

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

Lightning Lord posted:

They're generally just lovely stores run by people with no business sense who figure it's super easy to monetize their hobbies.

That's actually what I was afraid of. They all seem to go out of business around here, some faster than others, but none of them seem to do well or anything.

Glagha
Oct 13, 2008

AAAAAAAAAAAAAAAAAAAA
AAAAAAaaAAAaaAAaAA
AAAAAAAaAAAAAaaAAA
AAAA
AaAAaaA
AAaaAAAAaaaAAAAAAA
AaaAaaAAAaaaaaAA

Just make your players fight demons. They're literally born evil it's fine.

Serf
May 5, 2011


In my last campaign, the players mostly fought the fae, who were basically stories made real. They materialized from nowhere, were made of this weird undifferentiated matter, faded away after being killed and would return for as long as their story was being told. They can't communicate beyond whatever the legends say, and are only as intelligent as the story says they are. They defy the laws of magic and science, and exist seemingly only to hurt or kill people, and they can't be reasoned with.

I just raided history for ideas, so my players ended up fighting Springheeled Jacks, Mad Gassers and Mothmen.

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frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.
I did some googling and the tax mitigation aspect of it is legit, so long as you're able to prove that you actually have a profit motive and you're treating it like a serious business etc. Apparently it's very common for people to try to make a failing business out of their hobbies so there's a whole thing about it (for example, a guy who loves vintage car restoration or whatever and is using all his purchases for the hobby as business expenses).

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