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https://twitter.com/FUTOCHIMPO/status/913645732778852352
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# ? Sep 29, 2017 20:36 |
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# ? May 14, 2024 18:54 |
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I get the joke with the American one but why does the Japanese one look terrified?
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# ? Sep 29, 2017 22:09 |
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Getsuya posted:I get the joke with the American one but why does the Japanese one look terrified? the fighter keep cooking the monsters
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# ? Sep 29, 2017 22:11 |
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Red Metal posted:the fighter keep cooking the monsters
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# ? Sep 29, 2017 22:22 |
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Latest blogpost for The Next Project is now up, for your friday evening reading pleasure: Short version:
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# ? Sep 29, 2017 23:41 |
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Getsuya posted:I get the joke with the American one but why does the Japanese one look terrified? You'd be terrified too if you were that close to the USA elf.
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# ? Sep 30, 2017 00:09 |
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USElf appears to have strapped firecrackers to a cat
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# ? Sep 30, 2017 00:36 |
Nuns with Guns posted:Dusklings are like wild fey things that channel Incarnum. Dark ones are the human equivalent to drow or the million other underground humanoid races. Oh...I got the impression dark ones were short and halfling-like.
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# ? Sep 30, 2017 03:00 |
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senrath posted:To be fair I was just listing what I didn't like. I didn't mention that I like the second by second tactical combat, or the fact that (at least in my experience) every class has something to bring to the table that's useful, or that flaws are an interesting (if flawed themselves) system to use. The shot-clock combat (AFAIK adapted from Aces and Eights) is definitely one of the high-points of HackMaster 5e.
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# ? Sep 30, 2017 03:02 |
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Lurdiak posted:Oh...I got the impression dark ones were short and halfling-like. There are two types: tall and thin (the "dark stalker") and short and squat (the "dark creeper").
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# ? Sep 30, 2017 03:22 |
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gradenko_2000 posted:The shot-clock combat (AFAIK adapted from Aces and Eights) is definitely one of the high-points of HackMaster 5e. How'd it work?
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# ? Sep 30, 2017 05:22 |
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Fights are measured out in 1-second rounds. Something like running/moving from one square to the next takes 1 "count", attacking involves waiting a certain number of counts based on weapon speed in-between attacks, and casting a spell takes a certain number of counts for the caster to "cast" a spell before it executes. Initiative is based on rolling a determine to determine which count you can begin to act at, so lower is better, and different circumstances call for different die rolls. That is, if you're surprised, you'd roll a much larger die than you would if you were engaging "normally", with the higher number meaning you get to engage "later". The DM calls out ONE! ... and then TWO! ... and then THREE! and so on, with players and the DM moving their pieces and taking their actions step-wise as the counts progress. A Fighter might wait until the FOUR count to begin to act, spend the next five counts moving into position, make an attack roll at the TEN count, and then wait out the next eight counts until they can strike again.
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# ? Sep 30, 2017 05:36 |
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So it's basically Runequest's strike ranks, but with a random starting rank, and without the 12 rank rounds?
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# ? Sep 30, 2017 13:03 |
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That's not at all what I expected when you said "shot clock".
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# ? Sep 30, 2017 15:05 |
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Subjunctive posted:That's not at all what I expected when you said "shot clock".
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# ? Sep 30, 2017 15:22 |
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Yawgmoth posted:You have to make an attack every 24 seconds or else you get a delay of game penalty. Or lose possession of your weapon or 2 spell slots.
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# ? Sep 30, 2017 15:22 |
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Haystack posted:So it's basically Runequest's strike ranks, but with a random starting rank, and without the 12 rank rounds? I don't know about that analogy, but there's a sort of relationship with AD&D 1e's round getting divided into 10 segments, and then everything taking a certain number of segments. If you took an action that took more segments than there were left in the round, the excess segments would be tacked on the next round. HackMaster just went the extra step and removed the "round" division between every 10 segments altogether.
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# ? Sep 30, 2017 15:36 |
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After reading all this Hackmaster-stuff I'm still a bit baffled. I always thought that game was pure fiction, invented solely for Knights of the Dinner Table.
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# ? Sep 30, 2017 19:53 |
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I mean, that's how it started.
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# ? Sep 30, 2017 19:57 |
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Libluini posted:After reading all this Hackmaster-stuff I'm still a bit baffled. I always thought that game was pure fiction, invented solely for Knights of the Dinner Table. It started out that way, yes. What happened was that in 1999 Wizards of the Coast published a digital archive of Dragon Magazine on CD, but they failed to secure all the various content rights before they did so...which included a bunch of Knights of the Dinner Table comics they'd published in the original print magazines. There was a lawsuit and the settlement was basically an agreement that allowed Kenzer to publish an actual, for-real Knights of the Dinner Table RPG as a derivative work.
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# ? Sep 30, 2017 20:06 |
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That is so beautiful.
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# ? Sep 30, 2017 20:07 |
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It was honestly kind of a coup for Kenzer because the OSR had yet to come about, digital RPG publishing was still in its infancy, and TSR was dead, which meant that if you wanted a contemporary game based on the AD&D ruleset that Hackmaster had you covered.
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# ? Sep 30, 2017 20:20 |
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SJG has started advertising a Munchkin CCG. God help us all.
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# ? Sep 30, 2017 20:55 |
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Hopefully I'm not intruding but I'm looking for a system recommendation and I'm not sure the right place to ask. I'm looking for a system that is fast & fun for dungeon crawling. I have a sandbox campaign I'm looking to do and it's got a big focus on exploring a mega-dungeon. I'm also looking to trying out hex-crawling in this, which is something I haven't done before. Mostly the point is that there's a pretty heavy focus on exploration and combat but there's a hub town with plenty of NPCs to interact with. It's potentially gonna be a longer campaign with plenty of level ups, hopefully. Any suggestions? I have a lot of experience with Pathfinder and a decent amount with Strike. I'm pretty exhausted by 3e edition games, to be honest, though. And I don't think Strike really all that suitable for dungeon crawling but I'm willing to make it work, I'm just worried that encounters will be bogged down a bit for Strike. I'm thinking maybe 5e but I know that game's got a host of balance issues that I'm not particularly fond of.
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# ? Sep 30, 2017 21:01 |
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Vinchenz posted:Hopefully I'm not intruding but I'm looking for a system recommendation and I'm not sure the right place to ask. Pathfinder can work for this, but you have to be really sold on Pathfinder to make it a thing. You want a retroclone of some sort - Swords and Wizardry, Labyrinth Lord, maybe Rules Cyclopedia D&D.
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# ? Sep 30, 2017 21:05 |
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There's also the system-selection megathread: https://forums.somethingawful.com/showthread.php?threadid=3430847
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# ? Sep 30, 2017 21:20 |
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That elf ain't right.
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# ? Sep 30, 2017 21:21 |
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Vinchenz posted:I'm looking for a system that is fast & fun for dungeon crawling. I'd recommend Dungeon World, but it may have a bit of a longevity problem if you were planning an epic campaign -- the PCs will hit the level cap pretty sharpish.
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# ? Sep 30, 2017 21:28 |
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Dungeon World also isn't very good. Grab an OSR; Shadow of the Demon Lord is good.
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# ? Sep 30, 2017 21:52 |
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Vinchenz posted:Hopefully I'm not intruding but I'm looking for a system recommendation and I'm not sure the right place to ask. Retroclones are this. Tbh Second Edition or OD&D is really cool for this, 2e having a neat thing where fighters end up being knight and lords later in levels, with all of the holdings and retainers that comes with. Strike can work as a dungeon crawl (use the adversarial play rules) but it's not interested in resource management, which many might consider very important to that style of game. Torchbearer might also be worth looking into for this reason.
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# ? Sep 30, 2017 22:14 |
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Tendales posted:SJG has started advertising a Munchkin CCG. Seems two decades too late, doesn't it?
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# ? Sep 30, 2017 22:18 |
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No see it's genius, by waiting until all the MtG ripoffs have died off they're entering an untapped market e: Haha, looking at the GTM preview, and holy hell Tom Siddell is wasted on this generic rubbish Tendales fucked around with this message at 22:33 on Sep 30, 2017 |
# ? Sep 30, 2017 22:29 |
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Tendales posted:untapped market
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# ? Sep 30, 2017 22:33 |
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Kai Tave posted:It started out that way, yes. What happened was that in 1999 Wizards of the Coast published a digital archive of Dragon Magazine on CD, but they failed to secure all the various content rights before they did so...which included a bunch of Knights of the Dinner Table comics they'd published in the original print magazines. There was a lawsuit and the settlement was basically an agreement that allowed Kenzer to publish an actual, for-real Knights of the Dinner Table RPG as a derivative work.
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# ? Sep 30, 2017 22:58 |
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Vinchenz posted:Hopefully I'm not intruding but I'm looking for a system recommendation and I'm not sure the right place to ask. This sounds like exactly what Dungeon Crawl Classics was made for. Shadow of the Demon Lord is also fantastic if you want a more fleshed out advancement system. The nice thing is you can always take the aspects of DCC you like and apply them to other games.
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# ? Sep 30, 2017 22:58 |
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Tendales posted:No see it's genius, by waiting until all the MtG ripoffs have died off they're entering an untapped market it'll be quite the draw on their resources main phase
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# ? Sep 30, 2017 23:05 |
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Stop it with the Magic puns or I'll have to deck you!
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# ? Sep 30, 2017 23:07 |
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Vinchenz posted:Hopefully I'm not intruding but I'm looking for a system recommendation and I'm not sure the right place to ask. Oh also look into 13th Age's living dungeons for some cool dungeon setting inspiration; they're a fun idea.
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# ? Sep 30, 2017 23:08 |
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No way, keep on adding them to the stack
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# ? Sep 30, 2017 23:09 |
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# ? May 14, 2024 18:54 |
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RIP Monty Haul, the guy who invented being a generous GM
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# ? Sep 30, 2017 23:41 |