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clusterfuck posted:No but okay. You probably are but just be up front with your players that you want cool poo poo to happen, but that you will reign it in if they start getting munchkin with it. You're all there to have fun after all.
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# ? Nov 20, 2018 02:59 |
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# ? May 30, 2024 15:22 |
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For sure, I trust my players for stuff like this. I started off thinking maybe there is a really good reason why the RAW says what it does but now I think it's just a bit of a loose end, don't sweat it. This bit of chat caught my eye: http://www.enworld.org/forum/showthread.php?465933-The-Object-Interaction-Rule-and-how-it-s-changed-our-action-economy stuff like this: quote:Yes! As a DM, I used to hate that it would take some kind of action to open a door, meaning that quite frequently a bad guy trying to get away would have to stop his turn in the doorway, thus allowing the PCs to catch up to him. Now, though, people can mostly move through doors freely without having to stop. Not having played 4e is that correct re 3e / 4e? The consensus here in this thread seems to be gently caress all that noise just make the story work, which is fine, I'm just sperging a bit on how 5e RAW has it as quoted but my change has the bad guy able to also close the door and use an action to barricade it, perhaps. But yeah, wtvr. clusterfuck fucked around with this message at 03:39 on Nov 20, 2018 |
# ? Nov 20, 2018 03:30 |
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i can't recall 4e's exact rules on something niche like that but even if it was a minor action to open a door you could still have your bad guy move to the door as a move action, open it with their minor, then use their standard action as a move action to move their speed again and hell if they're a big enough deal to have an action point they can burn that for another standard action spent on movement
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# ? Nov 20, 2018 04:11 |
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Opening a door is a move action in 3.5/PF so you can't go through a closed door in one turn unless you were standing next to it at the start of your turn.
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# ? Nov 20, 2018 04:36 |
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ok good truly material social progress lol congrats 5e https://www.youtube.com/watch?v=qsKoT__cmAw
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# ? Nov 20, 2018 06:09 |
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I don't even think it takes anything to open a door in 5e.
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# ? Nov 20, 2018 06:36 |
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It's more whether one use interact with an object to open and close a door, as it's one object. Whether one can use interact with an object to stow and then redraw a sword in one turn, as it's one object. It's also progressively getting more absurdly reductive to discuss this spergy minutiae without thinking of about 5 different Python sketches, none of which quite match.
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# ? Nov 20, 2018 06:45 |
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MonsterEnvy posted:I don't even think it takes anything to open a door in 5e. PHB page 90 posted:You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe. It takes your free-object-interaction-action-that-if-you-use-it-you-can't-do-another-one-but-it-isn't-an-action to open a door.
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# ? Nov 20, 2018 07:18 |
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AlphaDog posted:It takes your free-object-interaction-action-that-if-you-use-it-you-can't-do-another-one-but-it-isn't-an-action to open a door. Whereas I'm all about houseruling to the free-object-interaction-action-that-if-you-use-it-you-can-do-another-one-but-only-once-with-the-same-object-if-it's-ergonomically-very-convenient-but-it-isn't-an-action.
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# ? Nov 20, 2018 08:23 |
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Why are you all having a discussion about opening doors when the only true way is to roll a nat20 on kicking one in and smash it off its hinges?
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# ? Nov 20, 2018 10:38 |
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Why would a nat 20 matter when you're kicking a door in?
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# ? Nov 20, 2018 11:32 |
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AlphaDog posted:Why would a nat 20 matter when you're kicking a door in? Your DM doesnt treat nat20s as "you just did the thing, but awesome in everyway"? Wheres the fun?
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# ? Nov 20, 2018 11:53 |
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Not really, it messes with the tone if it isn’t a goofy game, the gm doing description takes control away from the player and if the game is about PCs doing cool poo poo it should probably happen every success rather than just one in twenty.
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# ? Nov 20, 2018 12:32 |
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e ^^^^^^ That's what I get for leaving the reply window while I go feed the kid. Nutsngum posted:Your DM doesnt treat nat20s as "you just did the thing, but awesome in everyway"? Wheres the fun? Here's what we do and why it's fun: If, in the fiction, your character clearly can't do the thing, you don't get to roll dice because 5% of the time you'll succeed anyway, because that doesn't fit the tone of game we enjoy. We get critical hits in combat. Out of combat, we don't roll unless failure would be meaningful, which means the roll is always exciting and success is always important. Also, if kicking the door in was important to you, whether or not you had to roll for it, you get to describe what happens when you succeed, so in-fiction it's exactly as awesome as you want it to be. You want it to just bang open as you rush through? That's what happens. You want it to fly off its hinges? That's what it does. You want to kick the whole frame out and be menacingly silhouetted in the jagged hole? Yep! You want the planks themselves to break as your massive <BOOM>, inexorable <BOOM> hammer blows strike <BOOM> fear into the hearts <BOOM> of the occupants <CRASH>? That's what happens. You don't need to wait for the one special die result that means your success is also awesome. We don't do crit fails, either. At all. Competent people don't badly gently caress up 1/20 times they do the things they're good at. (A baseline competent sword fighter in D&D with crit fails badly fucks up swordfighting once every 2 minutes, on average. A godly swordfighter... reduces that time to 30 seconds. This is not the imaginary world we are trying to portray). Elector_Nerdlingen fucked around with this message at 12:46 on Nov 20, 2018 |
# ? Nov 20, 2018 12:42 |
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Next month I'm starting a new campaign with 3 players who are completely new to D&D, a 4th one is joining us and she is a veteran. I've done countless campaigns myself but this is the first time I've done it with 3 new players and starting at level 1. After reading Dragon Heist that adventure looks like a good introduction to D&D, Faerun and Waterdeep in particular. Has anyone here run the adventure and are there any common mistakes, pitfalls or tips you can give me?
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# ? Nov 20, 2018 14:01 |
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Wrestlepig posted:Not really, it messes with the tone if it isn’t a goofy game, the gm doing description takes control away from the player and if the game is about PCs doing cool poo poo it should probably happen every success rather than just one in twenty. AlphaDog posted:e ^^^^^^ That's what I get for leaving the reply window while I go feed the kid. For context, it was us trying to con our way into the Mill in curse of Strahd using the deed from the Death house. The "old lady" was having none of it so I threw sand in her child kidnapping face whilst our paladin kicked the door she was holding open.. which then came off its hinges as poo poo hit the fan. It wasnt goofy at all but did result in a hilarious and fun fuckup on our part which we quickly retreated from. Im not entirely sure I agree with your sentiment in a game that is absolutely dominated by dice rolls. Besides the random chance does add something to the game.
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# ? Nov 20, 2018 14:35 |
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What does "a big burly motherfucker kicks a wooden door and it barely moved because sorry you only rolled a '3'" add to the game exactly?
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# ? Nov 20, 2018 14:49 |
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In our Ixalan pirate game our DM is learning to fail forward because we are running a Masks (PBTA) game and he is loving it. So last night we were gonna kick down a door to go kill some guy who has sent goons to try and hurt us twice now. The fighter rolled really low (to the tune of a 2 pre athletics) so when she went to kick the door down, she didn't notice the door was slightly ajar, and instead ended up kicking one of the guys we are trying to kill in the stomach as he walked out the door.
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# ? Nov 20, 2018 14:54 |
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Dragonatrix posted:What does "a big burly motherfucker swords an orc and it barely moved because sorry you only rolled a '3'" add to the game exactly? All sorts of narrative events can happen even when it's about a strength check vs a combat role. Heck, in my last session we had people who didn't want to fight pulling against each other - my character wanted to stay where he was (believing he was doing a ritual to clear a curse) vs, the npc paladin who was yelling he was here to rescue me and I was charmed, meanwhile lightning bolts were flying around and stuff got tenser and tenser each time combat restarted. Without the roll off we wouldn't have had that happen
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# ? Nov 20, 2018 14:56 |
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That's a nice anecdote and all, but it's completely irrelevant to the example given. When "5% of the time, you fail to open the door" has the result of "I try again," what does that random chance add inherently that would be missing if you skipped the pretense altogether?
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# ? Nov 20, 2018 15:08 |
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lockdar posted:Next month I'm starting a new campaign with 3 players who are completely new to D&D, a 4th one is joining us and she is a veteran. I've done countless campaigns myself but this is the first time I've done it with 3 new players and starting at level 1. After reading Dragon Heist that adventure looks like a good introduction to D&D, Faerun and Waterdeep in particular. Has anyone here run the adventure and are there any common mistakes, pitfalls or tips you can give me? I'm currently playing the adventure as a player and don't think particularly well of it in general, and even less as an intro for new players.
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# ? Nov 20, 2018 15:15 |
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Dragonatrix posted:That's a nice anecdote and all, but it's completely irrelevant to the example given. When "5% of the time, you fail to open the door" has the result of "I try again," what does that random chance add inherently that would be missing if you skipped the pretense altogether? Don't roll if there's no consequence of failure If you're attacking an orc that's already dead you shouldn't roll to hit
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# ? Nov 20, 2018 15:25 |
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Toshimo posted:I'm currently playing the adventure as a player and don't think particularly well of it in general, and even less as an intro for new players. Same. It’s plot is very OK and the setting is cool but it’s led to a very low combat campaign for us (which can be fine but check with your group.) If you want to give them the more typical D&D experience, LMoP is hard to beat for an official product. It has also been out much longer than the Waterdeep stuff so we can give you advice on things to tweak or watch out for. I ran LMoP for a group of total newbies last year and it went really well.
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# ? Nov 20, 2018 15:43 |
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Being able to use an action to do a small thing without using some kind of action sounds like it should be some kind of bonus action
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# ? Nov 20, 2018 16:23 |
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Gharbad the Weak posted:Being able to use an action to do a small thing without using some kind of action sounds like it should be some kind of bonus action I kind of get why it isn't though. Some classes really depend on bonus actions to be effective and they shouldn't be gimped by being the first in the marching order.
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# ? Nov 20, 2018 16:40 |
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Seems like somebody should have named these better.
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# ? Nov 20, 2018 16:59 |
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kidkissinger posted:I kind of get why it isn't though. Some classes really depend on bonus actions to be effective and they shouldn't be gimped by being the first in the marching order. I agree, it shouldn't be a bonus action. I'm completely on board with opening a door just being a thing that happens. I'm being an rear end about naming conventions.
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# ? Nov 20, 2018 17:23 |
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free action to open the door, move five feet inside the room and go prone on the floor, polymorph into a t rex, use the rest of your movement to get up and walk
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# ? Nov 20, 2018 17:27 |
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https://venturebeat.com/2018/11/20/amplitude-cofounder-mathieu-girard-has-a-new-rpg-studio-tactical-adventures/amp/quote:Girard left Amplitude in January, and now, he’s ready to talk about his next adventure … a tactical one. Today, he’s announcing his new company, Tactical Adventures. It’s a studio in Paris that wants to make PC role-playing games that blend the rich stories of classics like Baldur’s Gate with the tactical choices you make in games like XCOM. It’s working on a yet-to-be announced game, one that will use the Dungeons & Dragons Fifth Edition Open Game License (OGL). This means that it’ll use the base rules, but it won’t feature any of the worlds (such as the Forgotten Realms) that belong to Wizards of the Coast.
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# ? Nov 20, 2018 17:37 |
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frajaq posted:https://venturebeat.com/2018/11/20/amplitude-cofounder-mathieu-girard-has-a-new-rpg-studio-tactical-adventures/amp/ Maybe two wrongs will make a right
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# ? Nov 20, 2018 17:52 |
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I've been trying to come up with a not-overly-fiddly way for doing rolled stats in 5e D&D, but in testing it out, it still merits rerolling about 10% of the time. Basically what I've got so far looks like this:
Any thoughts/suggestions to make this work a little bit faster and smoother (and with less rerolling)?
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# ? Nov 20, 2018 17:55 |
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If you want fast, roll 4d6, drop lowest. If total is less than standard array, take that instead.
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# ? Nov 20, 2018 18:03 |
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P.d0t posted:I've been trying to come up with a not-overly-fiddly way for doing rolled stats in 5e D&D, but in testing it out, it still merits rerolling about 10% of the time. Yeah, make it so it also shoots toast on your breakfast plate and turns your kids beds sideways so they get to the bus on time. Maybe with the use of a blowtorch on a balloon or an old-fashioned clothes iron falling on a lever that strikes a match.
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# ? Nov 20, 2018 18:04 |
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There's a heroic mode I've seen a few times where you get an 18, an 8, and 4x 4d6 drop lowest. Everybody gets a solid main stat, a weakness and a higher than average rest.
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# ? Nov 20, 2018 18:07 |
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P.d0t posted:I've been trying to come up with a not-overly-fiddly way for doing rolled stats in 5e D&D, but in testing it out, it still merits rerolling about 10% of the time. 3d6 keep 2 add 4.
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# ? Nov 20, 2018 18:15 |
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Just use a safety net. Go for as much variance as you want, but minimum stats never below the standard array , or whatever else you want to choose. Maybe guarantee two 18s. Who cares as long as the whole table has access to it Or you can really open it up and give the choice of safety net but cap rolls (so no 18s), vs no cap but no net.
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# ? Nov 20, 2018 18:15 |
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P.d0t posted:Any thoughts/suggestions to make this work a little bit faster and smoother (and with less rerolling)? Roll 4d6 drop 1 (3d6) 3 times, minimum 7 (5). Subtract each one from 25 (23). There's your six scores. You can use the parens for a lower-powered variant.
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# ? Nov 20, 2018 18:19 |
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Alternatively, don't use stat rolling because it's a stupid artifact of when the system was both more simple and expected characters to be put through the grinder.
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# ? Nov 20, 2018 18:20 |
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Just have everyone roll a big pile of dice, marvel at the fascinating results, then give them a good array to pick from. Discard the die results.
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# ? Nov 20, 2018 18:20 |
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# ? May 30, 2024 15:22 |
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Conspiratiorist posted:3d6 keep 2 add 4. I'd probably change the 4 to a 6, but I think this method puts it closest to where I want the stats to come out. If anything it's sorta not fiddly enough; rolling stats is supposed to be a fun mini-game, and this makes it a little too clinical. I will ponder.
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# ? Nov 20, 2018 18:32 |