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captain innocuous posted:Give it a rest, guys. I think that's what they're all trying to do, yes.
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# ? Jul 22, 2018 17:42 |
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# ? Jun 5, 2024 04:39 |
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AlphaDog posted:Somewhere between "D&D with an item that lets you change one letter in your spell", and Nomic, yeah. So Wisher, Theurgist Fatalist.
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# ? Jul 22, 2018 17:50 |
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Splicer posted:Wasn't this touted by the 5e team as a selling point? And also one of the advantages of natural language? Or was that just hangers-on, I forget. The complaints about 4e were that abilities and spells lacked flowery language and was very basic "you do X damage of Y type with Z effect." With 5e they went a more descriptive route and that also more vague. 5e is the best selling D&D ever so in general one can assume they were correct to go back to that type of description. I started on 4e and preferred how abilities were described because I had no problems adding my own fluff to them. That said I didn't like how loving long 4e combats took nor did I like how few abilities you had to use so I prefer the speed of 5e and being able to do more than have 3 abilities per day 3 per combat then just using some lovely at will abilities for the rest of the 9 rounds of combat.
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# ? Jul 22, 2018 17:55 |
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doctor 7 posted:The complaints about 4e were that abilities and spells lacked flowery language and was very basic "you do X damage of Y type with Z effect." With 5e they went a more descriptive route and that also more vague. Best selling D&D ever most likely has 0% to do with Mearls' pile of rotting poo poo and crappy load-bearing grog and more to do with social stuff like D&D becoming really popular at the same time it came out.
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# ? Jul 22, 2018 18:01 |
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doctor 7 posted:5e is the best selling D&D ever so in general one can assume they were correct to go back to that type of description.
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# ? Jul 22, 2018 18:01 |
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doctor 7 posted:The complaints about 4e were that abilities and spells lacked flowery language and was very basic "you do X damage of Y type with Z effect." With 5e they went a more descriptive route and that also more vague. source you are quotes
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# ? Jul 22, 2018 18:03 |
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gradenko_2000 posted:source you are quotes gently caress I can't remember which 2hr video interview with Mike Mearls I was listening to while doing other poo poo man.
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# ? Jul 22, 2018 18:08 |
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However you read the other parts of the paragraph, the first sentence says that "a long rest is a period... during which a character which a character sleeps or performs light activity: reading, talking, eating or standing watch for no more than 2 hours." Any other activity is obviously an interruption to the long rest, but more importantly not part of the long rest, because you're not sleeping or performing light activity. If you rest for 4 hours and then decide to hike for an hour, you still have to rest for 4 hours after that to satisfy the requirements for a long rest. (Yes, this means that the "period" might be non-contiguous, but in this case interruptions are explicitly mentioned.) Now this does mean that you could technically take a long rest piecemeal over an adventure if you, for example, took short rests no more than an hour apart (although each character would have to actually sleep during 6 of those short rests, and at that point you'd be at least doubling the time you were taking), but it does at least rule out just having a normal adventuring day with 1-minute naps here and there and getting everything back 8 hours in.
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# ? Jul 22, 2018 18:53 |
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It’s impossible for me to take a long rest since my goonbod makes breathing while prone a strenuous activity.
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# ? Jul 22, 2018 19:14 |
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Resting is a calculated gamble. It specifically procludes adventuring activity, presumably so you whatever cost you are paying (time) can't be sidestepped by working toward the goal (the adventure) while you wait. The question of whether or not getting jumped in the night costs you your rest will naturally vary from table to table; the players are making the informed choice to rest, while it is the DM who both enforces the consequences of resting, and the one who determined whether or not you get jumped in the first place. Only he knows what the intent was.
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# ? Jul 22, 2018 19:19 |
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Okay this is an idea that's I'm been stewing on since I heard about it and still not sure yes or no. I was listening to the angry gm, and he keeps ranting about the original red box set is perfect for introducing people whom never run a game in their life in getting people who are fairly isolated into the gaming hobby. Would a 5e version of this model work? Why or why not? If so, how would be different? If not, what would work better?
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# ? Jul 22, 2018 19:48 |
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doctor 7 posted:That said I didn't like how loving long 4e combats took nor did I like how few abilities you had to use so I prefer the speed of 5e and being able to do more than have 3 abilities per day 3 per combat then just using some lovely at will abilities for the rest of the 9 rounds of combat. This is very confusing to me, my last 5e experience was "you can do maybe two interesting things per encounter and do double attack/eldritch blast/vicious mockery at all other times" and in my 4e game interesting effects are going off six times a round.
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# ? Jul 22, 2018 19:50 |
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Jeffrey of YOSPOS posted:I get it because adjudicating attacks on objects is super-weird - how the hell do I decide if shatter breaks something or not? What HP does a bridge have?
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# ? Jul 22, 2018 21:05 |
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Amazon leaked the new campaign setting book Ravnica
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# ? Jul 22, 2018 21:16 |
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Toebone posted:Amazon leaked the new campaign setting book I have never heard of this
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# ? Jul 22, 2018 21:28 |
Magic the Gathering setting. Big city, lots of guilds.
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# ? Jul 22, 2018 21:30 |
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It's Sigil but you want to crossmarket your more successful IP.
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# ? Jul 22, 2018 21:37 |
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I guess that would be why. But why would a deck building game need a story and setting? You can't have adventures in it though. I mean, I guess you can now (or when the book comes out) but this setting clearly existed before the book.
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# ? Jul 22, 2018 21:38 |
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It's Sigil but without the Metaphysical Stuff. It's still cool in its own way but eh. It's probably their best fleshed out of the MTG settings. doctor 7 posted:I guess that would be why. The theming and setting of each block, along with the art illustrating those places, is a HUGE part of the appeal of MtG for most people. People didn't get excited about Ixalan because it was the return of the Crew keyword, they got excited because it was Aztec Dinoriders and Vampire Conquistadors and poo poo.
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# ? Jul 22, 2018 21:42 |
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That's a bit unfair to Sigil, which is a kickin' rad torus with the city covering the inner surface, and is a functional crossroads for the whole multiverse. Ravnica is just a fantasy ecumenopolis with loose ties to Slavic folklore, that the few people in the Magic setting who can planeswalk just happen to congregate around because it's one of the few planes with working plumbing
Autism Sneaks fucked around with this message at 21:46 on Jul 22, 2018 |
# ? Jul 22, 2018 21:44 |
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doctor 7 posted:I'd say you'd basically have to have a dick GM to not use the rest rule pretty clearly intended to just be like "yeah you can get a long rest broken up by something as long as an hour, one surprise fight isn't going to ruin it." The bolded parts are things that if I saw like 2 of, I would leave the game. I'd want to comment on how they're individually bad, but I'd hope that'd be obvious. The DM is either unaware or doesn't care that people aren't having fun, is antagonistic to the characters as a DM, is willing to bend or break rules to make the player's lives harder, and on top of that he will lie about it. There is no system that can handle that. I'm not going to say that you should leave, but I will say that if you don't, then you're a more patient man than I am. You should post in the Notable Gaming Stories thread, if you haven't already.
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# ? Jul 22, 2018 22:03 |
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doctor 7 posted:I guess that would be why. Aesthetics and stories through art are how you differentiate and flesh out your more similar cards in card games. Whats is the real difference, mechanically, between identically statted creatures? None. But if one is a bear with sickles for arms and the other is just some dude with a bow? You field the bear. And who would want to run the completely ludicrous and impossible to get out creatures if they arent kickin rad Rigged Death Trap fucked around with this message at 22:17 on Jul 22, 2018 |
# ? Jul 22, 2018 22:14 |
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Brutal DM. Would not hang with that dude for sure. The DM's job should be to make heroes out of the PCs not murder them for no reason.
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# ? Jul 22, 2018 22:34 |
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Pretend this post is really smug and angry in a TG way: https://www.sageadvice.eu/2016/09/07/will-participating-in-1-round-of-combat-break-a-long-rest/
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# ? Jul 22, 2018 22:54 |
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There are supposed to be two setting books I heard.
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# ? Jul 22, 2018 23:10 |
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Jeffrey of YOSPOS posted:Pretend this post is really smug and angry in a TG way: Mearls is the worst
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# ? Jul 22, 2018 23:15 |
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Brief summary of the settings and guilds, as of the original Guildpact era: Ravnica is a giant vaguely european megacity. After an era of horrible strife like a thousand years ago, the leaders forged a magical contract called the Guildpact to create compromise and order out of the chaos. The pact fully established Azorius Senate: The civil government and lawmakers of society. Stodgy and legalistic, founded by a Sphinx. Boros Legion: Police force and, when needed, organized military force. Righteous justice. Founded by a fiery angel. Golgari Swarm: Agriculture and waste disposal. Plants, fungus, goth druids, and necromancers. Big focus on both decay and fecundity. Live in the Undercity/sewers. Founded by a Lich. Gruul Clans: Loosely affiliated tribes of mostly monsterfolk living in what passes as the "wilds" of Ravnica. Ostensibly wardens of the wilderness, they're mostly chaotic and destructive. Founded by a Cyclops. Izzet League: Engineering and research for Ravnica. A collection of alchemist and mad scientists making things explode as often as they innovate. Founded by a Dragon. Orzhov Syndicate: The city's financial organization and vaguely roman catholic style religious hierarchy. Lots of ghosts. Founded by the ruling council of church patriarchs who have since died but remain on the modern ruling council as ghosts. Cult of Rakdos: Entertainment industry. A bunch of violent sociopaths who organize public entertainment ranging from juggling shows to murder sports and frequently both at the same time with audience participation. Founded by a Demon. Selesnya Conclave: Agriculture, public works, public beautification, and charity. Centaurs and prep druids. Founded by a nature Elemental. Simic Combine: Medical and biology. Better living through genetic recombination. Different flavor of mad scientists creating hybrids that are an affront to the gods. Founded by a Vedalken (a type of hairless, blue humanoid across the MTG Multiverse who tend to be smart, logical, and a tendency toward amorality.) House Dimir: Secret 10th house of spies and betrayers actually set up by the Guildpact to keep the other 9 houses in balance. Spies, saboteurs, black market and intelligence brokers. Stewards of the true history of Ravnica. Founded by a Vampire who recently sundered the Guildpact by revealing House Dimir and attempting to usurp control of the city. It did not go well.
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# ? Jul 22, 2018 23:15 |
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My condolences to MaRo, who has apparently had a stroke. On the other hand, it will be the first wizards book I’ve considered buying in years.
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# ? Jul 23, 2018 00:02 |
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Everyone is mad about fighters, so WotC shoves (one of many) a lovely MTG setting down their throats to finally choke them to death on wizard supremacy.
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# ? Jul 23, 2018 00:03 |
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I had to write up a back story for a shadow monk today and I kind of liked it so I thought I'd post it here, though it's pretty simple: My village was a small one, sitting under a great bluff. From the bluff's underside hung crumbling ruins, like rotting teeth hidden from the light of day. My childhood was peaceful and my home life happy. We were not prosperous, but we wanted for little, and our lives were unclouded by the hard truths of the world. It was in my eighth year that I met the shadowy man. I remember playing with my friends, tossing a ball around, when I noticed a tall, dark man striding calmly through town. Odd as he looked, what truly struck me as strange was the lack of attention. Rarely did our village see visitors, especially one as queer as this, and yet no one was meeting him on the street, gretting him to our home, or asking about his business. It was if he wasn't there at all. My furtive glances soon drew his attention and his surpise. Walking to me with a smile, he said hello and asked my name. We spoke for a few minutes and he seemed kind enough. He told me that most people could not see him, that if I could then I must have something special inside me. He told me that it was faint, but it could grow with the proper training. Only eight, I really didn't know what to say. Our conversation was interrupted by my mother who seemed alarmed when I told her of the shadowy man, and insisted I return home immediately. I said my goodbyes and acquiesced. From time to time I would see the shadowy man around town and he would always greet me with a wave and a smile. It was exciting to see him striding down the village thoroughfare, a secret between him and I in plain daylight. Life was fun and easy, until the raids began. Large, dirty men in bright yellow robes began to appear around our town, harrying travelers and merchants alike. As their strength grew, so too did their boldness, and soon they began raiding the town proper. More and more frequently they would ride into town, taking what they wanted and killing who they pleased. The town watch would ring the bell and we would flee to our houses. I still sometimes hear the sound of that bell in my nightmares. This continued until our village could take no more. We were faced migration or confrontation, and both options seemed likely to end in extinction. My father, a sort of leader in our town, decided that he would not be chased from our home and proclaimed his intent to seek help to combat the bandits. He did not share his plan with me, but he was gone for two days and my mother spent most of his time away crying. When he returned, he did so sullenly and proclaimed that we would be saved. When next the bandits arrived, they were met with a unbelievable sight. Dozens of figures descended through the skies from the ruins above, floating through the air as easily as one sinks through water. The shadowy man was among them, and they shared his garb. Upon seeing me he smiled and gave me a wink. Then the killing began. The shadowy men cut through the yellow garbed bandits like so much paper, dispatching them with mighty blows and swift kicks. Though it felt like hours, it was done in minutes, and the village stood silent. One by one the men disappeared into the approaching evening, leaving only the bodies of their foes and the shadowy man himself. He approached my father, and once again with a smile, proclaimed the job done and demanded payment. Slowly and solemnly my father turned to me and then beckoned. I was the price. Though the village had been saved, it was no longer my home, and that night I began my training in the Way of the Shadow. I trained and trained, mastering the basics and honing my techniques. Though I looked down on my village daily, memories of my home and family slowly faded, replaced with mantras and forms. It would be years before I finished my training and learned the awful truth. I learned of the monks complicity in the arrival of the bandits, a catalyst to my enrollment, and of their callous betrayal of their partners in crime. I learned that despite everything I had learned I was no match for my master, a truth hard earned when he was confronted. I learned that I now had no place to call home and no one to trust but myself. I learned everything, and I know nothing.
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# ? Jul 23, 2018 00:06 |
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I love the idea of WTF but I've never found anyone willing to try to learn it, let alone play it. Imagine that, but less... intentionally weird and/or arguably an elaborate joke is the only way I can put it, and yeah.
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# ? Jul 23, 2018 01:23 |
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After a long uninterrupted rest, I'm still curious what the designers would make of it. I agree that by Crawfords use of ‘an’ in the existing tweet it appears he reads period as contiguous. Maybe these questions to Sage Advice could clarify: quote:Our group took a long rest, then were ambushed and it took 45 minutes before they could rest again. Then they were attacked again and it took another 45 minutes before they could rest again. Do they have to start the rest again from the beginning? If he says yes then 'period' is intended as non contiguous. If he says no, then put Alphadogs exploit to him and see if he accepts that or sees a problem in it. quote:The party rests for 2 hours. Then adventures for 59 minutes. Then rests for 2 hours. Then adventures for 59 minutes. Then rests for 2 hours. Then adventures for 59 minutes. Then a final 2 hours of rest. They have now completed an 8 hour rest. Is this legit? That's my take on that exploit, there may be a better one. You get the idea, they can't say "Yes and Yes". They might say "No and No" if they insist characters need 6 hours sleep. "No and Yes" goes Alphadogs way, "Yes and No" goes my way. If you stress you are running a time sensitive campaign like ToA (haven’t played it but I gather it’s time sensitive) it should be clear why it matters. It also reminds me of the Two Towers scenario where Aragorn, Legolas and Gimli pursue the Orcs with no rest or very minimal rest. It may be a legitimate scenario and the exploit might be a legitimate approach, with it's own risks. Worst case they’d pull the standard ‘up to the DM’ card but they may also point to the rules implying a character needs 6 hours of sleep (Elves trance aside for now): quote:“A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours.” I agree with Jeffrey that all this is a weird consequence of the fixed length of rests and particularly the mechanics of resetting a rest. I made a similar call for our Beast Master when she had to bring back her dead companion, I allowed her to break the 8 hours of ritual into chunks rather than force the party to stop while she did it. I don't think it was a good call on my part, looking back, I could also have proposed she miss a long rest at a time she was at full hp and spell slots. Maybe that's also why I'm seeing a 'period' as not contiguous unless specified.
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# ? Jul 23, 2018 01:27 |
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mango sentinel posted:Brief summary of the settings and guilds, as of the original Guildpact era: It seems to me that the existence of the Dimir has to be an open secret. Anyone who understands magic on even a rudimentary level would look at the list of guilds, and say "Oh, somethings missing." Or maybe the official line was "Oh, those guys? Yeah, we kicked them out, they don't exist any more." I don't recall. Anyway, hype to do some investigative necrotopsies.
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# ? Jul 23, 2018 01:38 |
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Cubetheory, I like your story and find it funny you describe it as simple. I play high lethality games with friends who inevitably have their PCs turn on each other and thus never have backstories more than a few sentences long
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# ? Jul 23, 2018 01:57 |
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Same, I run a Shadow Monk and wish my backstory was as tight. There's a bit of Witcher in there, huh?
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# ? Jul 23, 2018 02:07 |
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I expect my players to come up with a rich, evocative backstory that fits in a tweet. Anything worth saying is worth saying concisely.
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# ? Jul 23, 2018 02:16 |
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Gharbad the Weak posted:The bolded parts are things that if I saw like 2 of, I would leave the game. I'd want to comment on how they're individually bad, but I'd hope that'd be obvious. Yeah it's like a slow creep. I mean I have had basically a year of fun about 90% of the time. So it wasn't back to back stuff and I feel wrong just writing all the bad stuff. That said looking back the lovely adversarial stuff has become more frequent and more lovely. Also why after venting that poo poo out I just go "man, this is not great." We alternate DMs and campaigns between his SKT and ToA with another guy. ToA feels more fair to us than SKT, in that you know the rules and that should not be the case in my opinion.
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# ? Jul 23, 2018 02:23 |
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Jeffrey of YOSPOS posted:I expect my players to come up with a rich, evocative backstory that fits in a tweet. Anything worth saying is worth saying concisely. I ask my players a few basic questions about their background, then a few follow up questions, then I generate four RP scenarios that they play through to help establish character and specific story beats that I can work in to the campaign. I figure if you're going to spend a hundred+ hours pretending to be someone, you can spend a few hours figuring out who that person is.
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# ? Jul 23, 2018 02:28 |
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doctor 7 posted:I mean I have had basically a year of fun about 90% of the time. Well, 90% is pretty good. I tend to jump off pretty early, I've had some games man
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# ? Jul 23, 2018 02:43 |
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# ? Jun 5, 2024 04:39 |
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Got killed in our game tonight. Playing a halfling dragon sorcerer with 16 AC, got hit once by a shadow for 8 and then crit for 10. RIP. The DM fudged it but it feels dumb. What is the point of the instant death rule anyway? Past fairly low levels it basically means nothing, so you're just making already brutal low levels even more ridiculous.
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# ? Jul 23, 2018 02:53 |