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Rogue Cunning lets you add 2 boons (and subsequently 2d6 damage if it's an attack) to the same roll.
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# ? Mar 29, 2018 07:17 |
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# ? Jun 6, 2024 15:05 |
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Jeffrey of YOSPOS posted:Lol okay I remember reading the "horrid joining" capstone and thinking it was cool but indeed, those are pretty gross. My rpg experience has been just fine without any dicks falling off.
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# ? Mar 30, 2018 05:48 |
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The GM's chapter has a pretty cool sidebar about handling the gross stuff in the setting. Tl;dr: talk to your players, set boundries, make sure your players are not too uncomfortable during play, and be ready to end the scene if you know it's gone too far. Usually I don't really like grossout stuff, but I'm willing to give SotDL a pass because it's up front about it's content and tells you to be responsible when running it.
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# ? Mar 30, 2018 08:08 |
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Elysiume posted:Dehumanize yourself and face to dicks falling off.
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# ? Mar 30, 2018 13:46 |
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Yeah, it's not a dealbreaker, if anything it was kinda comical. I was skimming the book with my co-host and, being huge fans of the Book of Vile Darkness specifically because it is so tryhard PG-13 all-caps EDGY when we got to magic it was "oh, well, OF COURSE we need to read the Forbidden spells first." As the discomfort grew she says "well... I mean, they are forbidden." The pitch of "tonally similar to Dark Souls/Darkest Dungeon" means we weren't turned off so much as a little surprised. Also, yeah, I'll take poop over gratuitous sexual violence. SotDL has its share of exploding genitals and penis monsters, for sure, but from what I've seen it's steered clear of the whole "rape a virgin as part of the ritual to cast this spell" subgenre of dark fantasy horror.
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# ? Mar 30, 2018 18:03 |
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I appreciate that a lot of the instances of "horrible things happen to your genitals" in SotDL are non-gender-specific.
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# ? Mar 30, 2018 19:04 |
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FoldableHuman posted:Also, yeah, I'll take poop over gratuitous sexual violence. SotDL has its share of exploding genitals and penis monsters, for sure, but from what I've seen it's steered clear of the whole "rape a virgin as part of the ritual to cast this spell" subgenre of dark fantasy horror.
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# ? Mar 30, 2018 20:50 |
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Tuxedo Catfish posted:I appreciate that a lot of the instances of "horrible things happen to your genitals" in SotDL are non-gender-specific. That's even worse!
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# ? Apr 2, 2018 01:51 |
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It's DeMonday y'all. New Poisoned Pages focusing on the effects of corruption including some new marks of darkness. One of them is dick fingers.
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# ? Apr 2, 2018 12:56 |
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Is there an easy way to track down all the spells for different paths that are scattered throughout the sourcebooks? putting all the one off poo poo like Maddening Screams for Telepathy in one location would be awesome
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# ? Apr 2, 2018 23:42 |
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Gay Horney posted:Is there an easy way to track down all the spells for different paths that are scattered throughout the sourcebooks? putting all the one off poo poo like Maddening Screams for Telepathy in one location would be awesome I mean they keep this pretty well updated- http://schwalbentertainment.com/play-aids/shadow-of-the-demon-lord-reference-tables/, which will let you look at spell name/level/tradition/type across pretty much every official SotDL product but there's not like a master list of reprinted spell rules (though it's possible the forthcoming Occult Philosophy will get at least partway there)
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# ? Apr 2, 2018 23:55 |
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Hey, I know relatively little about this game: how easy is it to make the game Not Dark fantasy? I see the Forbidden Rules book has some stuff, but are the mechanics very on the "You are going to get wrecked, son" side of things, or is that relatively easy to adjust for?
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# ? Apr 3, 2018 01:55 |
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Glukeose posted:One of them is dick fingers. See, I just don't know how you play that as horrific and dark when its just funny. Dicks for fingers should be some body horror nonsense but I can't imagine it without laughing. It's almost as absurd as the "every week a child within 10 miles of you sickens and dies." I just don't know how you make that serious in a tabletop context. Gharbad the Weak posted:Hey, I know relatively little about this game: how easy is it to make the game Not Dark fantasy? I see the Forbidden Rules book has some stuff, but are the mechanics very on the "You are going to get wrecked, son" side of things, or is that relatively easy to adjust for? In the basic game character start off very weak, but they quickly rise in power and versatility with every level. By the time they hit Expert (level 3), they have tons of tools and tricks they can use to stay alive against pretty long odds. Of course you can offset this by throwing powerful monsters or Tomb of Horrors esque bullshit at them but if you just run the game straight they won't have much to worry about after a few levels. Forbidden Rules can let you jack this up with the Endurance (4e-style healing surges) and Fortune Point (Fate-like bennies) systems.
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# ? Apr 3, 2018 01:59 |
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Serf posted:In the basic game character start off very weak, but they quickly rise in power and versatility with every level. By the time they hit Expert (level 3), they have tons of tools and tricks they can use to stay alive against pretty long odds. Of course you can offset this by throwing powerful monsters or Tomb of Horrors esque bullshit at them but if you just run the game straight they won't have much to worry about after a few levels. Forbidden Rules can let you jack this up with the Endurance (4e-style healing surges) and Fortune Point (Fate-like bennies) systems. Demon Lord's Companion 2 also has optional "Group Themes" that give reasons a party might stick together and grant fairly potent themed mechanical benefits (often similar to Fortune Points, but some are passive), which the group can swap around at each tier
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# ? Apr 3, 2018 02:29 |
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Gharbad the Weak posted:Hey, I know relatively little about this game: how easy is it to make the game Not Dark fantasy? I see the Forbidden Rules book has some stuff, but are the mechanics very on the "You are going to get wrecked, son" side of things, or is that relatively easy to adjust for? If you just cut the corruption/insanity stuff and maybe skip level 0, you’re mostly mechanically set and the rest is the gm establishing the tone and skipping the random tables.
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# ? Apr 3, 2018 03:33 |
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rumble in the bunghole posted:If you just cut the corruption/insanity stuff and maybe skip level 0, you’re mostly mechanically set and the rest is the gm establishing the tone and skipping the random tables. and it's worth pointing out that this is very easy to do- like 95% of the stuff people object to comes from random tables associated with the corruption mechanic (which isn't necessary for game balance or anything), demons, the nastier types of fae (devils, etc.), or a single magical tradition (out of ~40), which is basically the "horror movie spells an evil witch uses to deliver ironic punishments to the villagers who antagonized them" school (and which can be easily excised, since nothing about the game requires either players or NPCs to use the "instant-dysentary" or "Cronenbergification ray" spells if that's not the tone you're going for)
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# ? Apr 3, 2018 04:02 |
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Keep in mind there's a bunch of ancestries and paths that rely on Insanity as a mechanic, so you'll probably need to figure out how to houserule them if you straight up get rid of it.
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# ? Apr 3, 2018 10:39 |
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I circumvent "insanity" by simply calling it "stress." It isn't unreasonable to say that adventuring, even not strictly dark fantasy adventuring, can tire out PCs. Plus, heroes being pushed to their breaking point is something that even happens in the coloful world of superhero comics, so it doesn't necessitate a grim tone. Just introduce mechanical penalties or narrative elements which are suitable for your game's tone and you can keep the insanity and corruption stuff mostly intact.
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# ? Apr 3, 2018 12:58 |
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Glukeose posted:I circumvent "insanity" by simply calling it "stress." It isn't unreasonable to say that adventuring, even not strictly dark fantasy adventuring, can tire out PCs. Plus, heroes being pushed to their breaking point is something that even happens in the coloful world of superhero comics, so it doesn't necessitate a grim tone. That works, though you'd also need to make insanity tests "fear tests" instead, and rewrite the quirk and madness lists. Also, I don't think corruption is incompatible with a more heroic tone - just ignore the marks of darkness entirely and keep corruption as evil points that are gained via doing evil things.
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# ? Apr 3, 2018 13:05 |
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I removed Insanity as a mechanic but kept the underpinnings of the Frightening and Horrifying traits. I just reflavored them as Intimidating and Awesome, so that you still get the mechanical effects from dealing with especially powerful foes.
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# ? Apr 3, 2018 13:15 |
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Serf posted:I removed Insanity as a mechanic but kept the underpinnings of the Frightening and Horrifying traits. I just reflavored them as Intimidating and Awesome, so that you still get the mechanical effects from dealing with especially powerful foes. Yeah, but that doesn't solve the issue of stuff like the orc ancestry or berserker path interacting with insanity points/madness specifically, hence the stress suggestion.
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# ? Apr 3, 2018 16:22 |
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Serf posted:I removed Insanity as a mechanic but kept the underpinnings of the Frightening and Horrifying traits. I just reflavored them as Intimidating and Awesome, so that you still get the mechanical effects from dealing with especially powerful foes. e: Also why does SotDL measure everything in yards. What the heck Elysiume fucked around with this message at 04:21 on Apr 4, 2018 |
# ? Apr 4, 2018 04:12 |
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nothing says dark fantasy like imperial units
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# ? Apr 4, 2018 04:35 |
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Gharbad the Weak posted:Hey, I know relatively little about this game: how easy is it to make the game Not Dark fantasy? I see the Forbidden Rules book has some stuff, but are the mechanics very on the "You are going to get wrecked, son" side of things, or is that relatively easy to adjust for? I haven't read it myself, but there is Godless. quote:Drown in Fire and Blood! http://schwalbentertainment.com/shadow-of-the-demon-lord/sourcebooks/
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# ? Apr 4, 2018 05:03 |
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Lemon-Lime posted:Yeah, but that doesn't solve the issue of stuff like the orc ancestry or berserker path interacting with insanity points/madness specifically, hence the stress suggestion. I made my own orc, so that's why I didn't think about that aspect. Totally forgot about the berserker path, I'll work on something for that. Elysiume posted:Did you remove it as a balance thing, or as a flavor thing? Flavor. Insanity and whatnot isn't something I'm really into as part of a fantasy game. I can totally run it that way, but I'm always going to veer more towards comedy than seriousness in that sense. But I kept the mechanics of it as it applies to monsters because the effects of Frightening and Horrifying are important for the math. I then rolled Insanity and Fortune into a single system that all PCs interact with that lets them push themselves at a risk of overextending and damaging the world around them. It was inspired by how magic works in Dark Sun.
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# ? Apr 4, 2018 05:08 |
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Elysiume posted:
Agreed, obviously should be metres.
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# ? Apr 4, 2018 06:01 |
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Hollandia posted:Agreed, obviously should be metres. 1 yard = 0.914 metres so at least you can switch them in your game with no changes.
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# ? Apr 4, 2018 06:14 |
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Imperial for fantasy, metric for sci-fi.
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# ? Apr 4, 2018 06:58 |
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ProfessorCirno posted:Imperial for fantasy, metric for sci-fi. Cause the imperial system is backwards, and antiquated and the only way any modern nation using it can be believable is if its some magical fantasy setting.
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# ? Apr 4, 2018 07:14 |
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Elysiume posted:e: Also why does SotDL measure everything in yards. What the heck Same reason it doesn't have power blocks or keywords.
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# ? Apr 4, 2018 08:55 |
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Lemon-Lime posted:Same reason it doesn't have power blocks or keywords. It just seems sort of needlessly different. A size 1 creature takes up a 3x3' space and has a reach of 3', with maps drawn on 3x3' squares, so it's functionally identical to having things measured in 5' increments. Just seems kind of odd. I feel similarly about rounds taking 10s instead of 6s--I'm really used to some things that have become standard in mainline PF/D&D, and having things be slightly different is jarring. Elysiume fucked around with this message at 09:18 on Apr 4, 2018 |
# ? Apr 4, 2018 09:16 |
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Helical Nightmares posted:I haven't read it myself, but there is Godless. Boom stick
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# ? Apr 4, 2018 11:33 |
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I really wish there was a good character management tool for this. I had to sit down with a spreadsheet the other day to help my two Warrior players figure out how many boons they had to their normal attacks, and how many +d6 damage they got. I know it's a relatively simple game, but when you have talents in three different classes and the character sheet is terrible, that's where we are.
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# ? Apr 4, 2018 14:36 |
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Yeah, it's alright for level 0, but gets less useful the more levels you gain. To be fair, that's an issue with most character sheets I've found. And warriors are arguably the easiest Path for this, by the time you hit Expert most spellcasters are running out of space for their spells.
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# ? Apr 4, 2018 14:54 |
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Elysiume posted:Power blocks? Are those 4e? ... What? The point is that a distance of 1 represents one grid tile. You get to skip the step where you arbitrarily multiply/divide by 5 to convert from a distance to a number of grid times. It's a quite welcome change and it makes d&d look a little silly for sticking to 5 feet. You've made up the part where you convert it to feet - treat it more like the arbitrary unit of distance that represents one grid space than the actual imperial distances.
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# ? Apr 4, 2018 16:08 |
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Jeffrey of YOSPOS posted:... What? The point is that a distance of 1 represents one grid tile. You get to skip the step where you arbitrarily multiply/divide by 5 to convert from a distance to a number of grid times. It's a quite welcome change and it makes d&d look a little silly for sticking to 5 feet. You've made up the part where you convert it to feet - treat it more like the arbitrary unit of distance that represents one grid space than the actual imperial distances. And the characters' move speeds further emphasize this difference.
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# ? Apr 4, 2018 16:30 |
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dwarf74 posted:I don't dig it because it makes my maps way too big. Effectively, each square on a 5' grid becomes 2x2 on a 1 yard grid. (Yeah I know, not precisely but practically.) I had been running Strike for years when I started running SotDL and when drawing a map for one of the published adventures one of my players informed me that the bar I had drawn for this isolated forest tavern was about 60 feet long.
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# ? Apr 4, 2018 16:37 |
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dwarf74 posted:I don't dig it because it makes my maps way too big. Effectively, each square on a 5' grid becomes 2x2 on a 1 yard grid. (Yeah I know, not precisely but practically.) Jeffrey of YOSPOS fucked around with this message at 16:44 on Apr 4, 2018 |
# ? Apr 4, 2018 16:41 |
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I imagine the game scales quite nicely to 1 yard being 25 feet (giant campaign) or 1 yard being 1 inch (honey I shrunk the demon lord).
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# ? Apr 4, 2018 16:58 |
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# ? Jun 6, 2024 15:05 |
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Jeffrey of YOSPOS posted:... What? The point is that a distance of 1 represents one grid tile. You get to skip the step where you arbitrarily multiply/divide by 5 to convert from a distance to a number of grid times. It's a quite welcome change and it makes d&d look a little silly for sticking to 5 feet. You've made up the part where you convert it to feet - treat it more like the arbitrary unit of distance that represents one grid space than the actual imperial distances. *: except for the one of us that uses metric
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# ? Apr 4, 2018 17:42 |