• D&D General 2e
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[QUOTE=DiscoInferno;38021980]No, I've not actually read any of the books but it just doesn't appeal to me at all.[/QUOTE] If you are completely unfamiliar with the material, you probably should not make those assumptions.
[QUOTE=No Party Hats;38021685]I'd imagine some kind of Psionic Rogue would be my best bet, any classes that are like that, or would I need to multiclass[/QUOTE] probably best off with rogue-sorcerer/wizard (sorcerer makes more sense to me, less spell diversity but you can cast them more) with some meta magic feats like silent spell etc.
I guess if I was going for complete authenticity I'd wanna go for Psionics, but Sorc may have more to it. I'll have to look it over
[QUOTE=No Party Hats;38023505]I guess if I was going for complete authenticity I'd wanna go for Psionics, but Sorc may have more to it. I'll have to look it over[/QUOTE] Well in the game the magic isn't really psionic i don't think, looks more like regular magic imo
[QUOTE=Muggi;38017688]What, is CoC really that bad? I thought it sounded really interesting, and I heard a lot of good things about it.[/QUOTE] It's a game where the actual mechanics aren't as important as the story your gm tells, atmosphere and all. I had a particularly amazing/harrowing game of it once that I've still not recovered from, and it was an exercise in storytelling brilliance. We started off mid-afternoon playing d20 modern, investigating a murder, fun characters and such. I was a Spanish football player, had sweet kicks. Now, these murders were particularly gruesome, and we finally track down the people responsible in the main office of a warehouse. The room is covered in blood and the walls are pulsing, and the guy shows us a stone with a distinct marking and everything fades. Now, and this is the masterstroke, the gm pulls out CoC character sheets for everybody at the table. We'd made them two months prior thinking we would play a game starring ourselves, but it had fallen out of mind. After scavenging the room we were sitting in for some improvised weapons, we turn to the ominous tunnel that had opened in the wall, and set forth. We find some unsettling chambers with sourceless flames and what seem to be cultists saying we need keys or something, but come out the other side in the gm's house. Thankfully he has firearms so we were able to not be entirely defenseless, and a few of us were reasonably competent with a firearm. And then we went outside, and all hell was breaking loose. There were amorphous floating blob creatures, translucent but filling red as they drained the blood of the mad in the streets. Our town was ringed with inexplicable, massive growths of fungus, and we steered clear because the spores were not benign. People had turned to madness, to looting, to banding together in thuggery. We as players were reaching the limits of normal play time and sleep deprivation was starting to set in. I set to studying the tomes in the house that he ruled were legitimate in game, and we learned of a cult a short distance away that was indeed set on summoning some sort of unearthly being. I learned of magic to disrupt theirs at great cost, and convinced the leader of a nearby gang that we could aid them if they were to raid the cultists. Now, during all of this the gm had been making good use of notes and side conversations to absolutely break me. While on watch at night a pale, needle-toothed figure appeared to me in windows, lurking in shadows, skulking behind vents. As we traveled I saw him at the edge of vision, smiling and staring me down with a hunger. Expert presentation combined with the aforementioned marathon lack of sleep took its toll, and I was low on sanity in and out of game. Now, we were also aware of another faction in the city, those who had given in to those amorphous bloodsuckers I mentioned. They'll be relevant later. The time comes for the thugs to wipe out the cultists, and we come along for the ride. I'm fully intending to slit the leader's throat as the necessary blood sacrifice for the sealing ritual, but that winds up not being important because the cultists are already dead. We approach the site and find out that their ritual isn't even set up. And right about then, all of the dead cultists get up and start shambling towards us. So, as is natural, we flip the fuck out and leg it. The thugs get overwhelmed and we get split up. The neighborhood we were in, we had heard stories of some unnatural creature stalking it, and there was gruesome evidence scattered across the streets. We got split up in the confusion, myself in one building, to others actually seeing the creature and booking it for the boundary, the fourth frantically shooting down zombies as he tried to avoid being surrounded. I find a journal next to a large white splotch on the floor and a bloodstain. The gm hands me a note as he handles the other players, and. It's the birth of that pale-faced demon. The man who lived here had watched it grow as a shapeless mass, feeling it watch him, until the day it vanished and he feared he soon would too. So, I do the only natural thing and run the fuck out of there disregarding the other beast I mentioned, seeing the pale-faced behind all corners and wasting far too much ammunition against it before finally just running away, the lot of us regrouping at the house. Now, by this point out of game I was pretty damn similar to my psyche ingame. Reduced to soft causeless laughter, rolling a pair of large dice in my hand to keep from being still. With nobody else to turn to, we go to those who embraced the madness. They had developed a sort of parasitic relationship with the blobs, where they allowed them to feed for some amount of protection. Their leader, a young girl, I sincerely don't remember what she talked to us about, but we finally realized that the mark upon her chest was the same as the one on the stone from the very beginning. Not thinking I reach out, and her flesh gives way like soft cream until I pull the stone from her heart, and she falls dead. We left quickly after that because we were kind of in the lair of a vast host of bloodsucking floaters. Back to the house, back to the tunnel, back to the flames, and the door opens back to the room we as players sat in. In which a cheery man introduces himself as Nyarlethotep. He goes on about madness and chaos and life being a game, to which I had a minor epiphany of sorts and rolled the dice I had been fondling all this time. Double sixes. Down to the floor I went in sobs of mad laughter and now that I think on it I don't remember how it ended, except that that's where it did. The moral of the story is that sleep deprivation is a powerful tool for horror, and that's not even the only time that gm has used it against us to amazing effect
My urge to find a shadowrun group is rising, or a Warhammer 40k group.
Found [URL="http://dndwithpornstars.blogspot.com/2010/05/chokers-and-chandlers.html"]this[/URL] blog about some D&D basic concepts to sandbox and railroading DM'ing; thought it might prove useful for anyone new to the concepts. Suppose you could apply it to anything though too.
Shadowrun is really, REALLY fun, but you can't run it with THAT much of a big overarching plot in mind. You really have to just plan out events, major or minor, that the player might intercede in. It's really great for showing smaller plot arcs, though. The episodic nature of missions means you can, for example, give them a few missions for a Mafia contact that ends in a gang-war without having to come up with contrived ways to persuade them to care. Where it really shines is character-based campaigns, though. Get all your players to write out some goals their characters have, then run varied and sundry missions for a while in order to get the game going and provide them with resources. Sooner or later, the players will take over with their own machinations, whether it's establishing a hippy commune or toppling the city government. Right now my Shadowrun group is in deep shit in San Francisco. They had several runs under their belt when they got a job to quietly steal shipping schedules in a city Customs office from some mysterious elves. A single botched hacking attempt lead to the team's rigger/hacker being tracked down by the facility's security team to his mobile semi-truck base a few blocks away. The other members of the team, who had been patrolling around the area, rush back to the truck but can't get there before the two security officers arrive. The officers ask the rigger a few questions (as the team's infiltrator, a rich girl running from her family, tries to distract one of them with a story about her purse being stolen), but the rigger is unable to lie effectively. The officer asks to open the back of his truck. Now this is really bad, because he has some REALLY illegal stuff in there. The most obvious thing would probably be his custom-built hardsuit, based off a cut-up Shing Hyaung with Walker Mode installed. The rigger consents while the third member of the team, a Polynesian ex-pirate captain with a sword and revolver, slips into the back of the truck and lays in wait with her gun trained on the back doors. As the officer opens the back of the truck, she shoots him dead with a single bullet as the rich girl beats the other one half to death. The rigger hops out, finishes off the beaten-up officer with a shotgun blast, hops back in, and speeds off with the other two. They manage to slip onto the highway as police rush to the scene. They park outside the pirate's apartment and head inside, but are shocked when the news-nets show a special report on the crime scene they just left. They settle in for the night as the rich girl contacts her hacker friend and gets him to try to erase camera footage. I roll for the hacker and the police team, and they're neck-and-neck until around 5am, when the police team grabs the security footage and sends it to the news nets. The rigger, who had been staying at a fellow drone-repairman's house, is woken up by him angrily and shown the news footage of the murders. The rigger has to leave, as the repair man doesn't want to get involved. The rigger then calls the other two members of the team and informs them of the situation. He has to cancel the mission by calling the elves, which infuriates them. The rigger rents a suspiciously cheap warehouse next to the Z-Zone (really, REALLY bad part of town) with a door the owner has made him promise not to open. He can hear scratching and other mysterious noises behind him. The rich girl and Polynesian were in the same apartment until the Polynesian got picked up by the cops on account of her distinctive patch-cybereye. She's currently being processed - we'll see how it goes down next session. As it stands now, they're lying low. The police have been running patrols, finding tips, and setting up roadblocks as the police chief decides to make an example of the team when they find them. Throw in a Nancy Grace stand-in who's currently obsessed with the rich girl's "disappearance", the elves' attempts to recover the up-front payment for the mission, and Ares Private Security's independent efforts to locate them, and you have a mixture for a great campaign.
anyone have an open 3.5e or pathfinder game that me and possibly someone else could join?
[QUOTE=Shortyish;38036696]anyone have an open 3.5e or pathfinder game that me and possibly someone else could join?[/QUOTE] Me and this guy come as a 2 for 1 package btw so im looking for the same
Just had the most amazing session of dark heresy. We are on a planet looking for an assassin. After asking the count for help, we are directed, by his assistant, to a meeting. Turns out, he's a rebel leader. Our psyker of course, throws a fit at first, but accepts it. We go around midnight, to some fishing hut on a pier. Meeting starts, everything's looking good, a couple ideas get tossed around, until someone shoots a device through a window which starts whirring and whining extremely loudly. I, of course, think it's a bomb of some sort, so I grab the priest nearest to me and dive out the window with him. You see, we've figured out that he's a necessary character, so I'm guarding him with my life. Clerics for life, you know. Anyways, I dive out successfully... right into the gun-sights of about 6 sub-sentinels with las-guns pointed at my face. I stand up calmly, and say "Lower your weapons, or you will regret it." I raise my hands, in surrender. 3 of them tackle me. Bad move. In a feat of fury, I throw them off, and activate an exterminator cartridge in my hand, burning all 6 of them to ashes. Unfortunately, all 6 had frag grenades, which were going off next round. I dive out the way, thinking the meat shields would save me, but then I realize, I'd left an unconscious priest there. Nu-uh. Not happening. I leap over the confused sentinels, grab the priest, flip them the bird and yell "EXURO EN SANCTUS INCENDIA, BITCHES" as all 16 frag grenades go off, blowing me and the priest back into the room and down the stairs, and taking out about 30 more sentinels. As a result, the entire dock was consumed in flames, explosions, and a lot of very angry but wounded or dead sentinels. Cleric class is the best class.
[QUOTE=MrBob1337;38036598]Shadowrun is really, REALLY fun, but you can't run it with THAT much of a big overarching plot in mind. You really have to just plan out events, major or minor, that the player might intercede in. It's really great for showing smaller plot arcs, though. The episodic nature of missions means you can, for example, give them a few missions for a Mafia contact that ends in a gang-war without having to come up with contrived ways to persuade them to care.[/QUOTE] Wish I had known that before we ran our own game. That was one of the primary reasons my group decided to ditch Shadowrun and return to D&D. Interesting game, but wasn't for us. I did make my favorite concept character in it though, still miss him.
I remember there being 2 groups around ATM, STALKER and New Vegas. either of those groups still running/have an open slot?
PF question Haven't played in a while. How do you gen health for a non level one campaign character? Hitdice or what?
I haven't read pf but assuming it works the same as 3.x dnd, you get the full hit die for first level, then roll it for each level after that. and then you add your constitution bonus for each level.
[QUOTE=DarkMonkey;38041516]I haven't read pf but assuming it works the same as 3.x dnd, you get the full hit die for first level, then roll it for each level after that. and then you add your constitution bonus for each level.[/QUOTE] That is correct. It's also listed here, if you want the hit dice/official source/fancy tables. [url]http://www.d20pfsrd.com/basics-ability-scores/character-creation[/url]
-snap snip-
So I want to try out a tabletop game like D&D, and I'm looking for something more suited to my group's taste. Less fantasy, more luchadores. Gurren Lagann levels of testosterone and action, without breaking the game. Is there a tabletop game to suit me, or does the DM really determine all that shit from the get go?
Mutants & Masterminds.
Thanks, I'll check it out.
Are there any PVP table-top games? Also I have a roll20 campaign im putting together so I can learn the game. Is anyone interested in joining?
Any could be used, but I can only really think of Paranoia for one that's built around PVP. It's more like a table-top game of Trouble In Terrorist Town, except EVERYONE is a traitor. In a classic game, you all get a single mission you are obstinately working together on. In reality, you get separate secret objectives from various secret societies [read: the GM] that are completely contradictory.
[QUOTE=TahHeX;38042728]Is anyone interested in joining?[/QUOTE] Totally. And I'm sure I'm not the only one, two others were asking a page back.
[QUOTE=Jax Strife;38043378]Totally. And I'm sure I'm not the only one, two others were asking a page back.[/QUOTE] Can you add me on skype? my name on there tahhex aswell
Added.
[QUOTE=TahHeX;38042728]Are there any PVP table-top games? Also I have a roll20 campaign im putting together so I can learn the game. Is anyone interested in joining?[/QUOTE] I wouldn't mind tagging along if you still have room.
[QUOTE=MrBob1337;38043065]Any could be used, but I can only really think of Paranoia for one that's built around PVP. It's more like a table-top game of Trouble In Terrorist Town, except EVERYONE is a traitor. In a classic game, you all get a single mission you are obstinately working together on. In reality, you get separate secret objectives from various secret societies [read: the GM] that are completely contradictory.[/QUOTE] I GM'd Paranoia once. It's quite the experience
[QUOTE=Géza!;38044059]I GM'd Paranoia once. It's quite the experience[/QUOTE] Tell me about it. (not being sarcastic, I want to know)
[QUOTE=MrBob1337;38042503]Mutants & Masterminds.[/QUOTE] Character creation in Mutants and Masterminds is loads of fun once you've figured it out, but personally I find the combat to be pretty much horrible.
[QUOTE=Hoboiam;38042488]So I want to try out a tabletop game like D&D, and I'm looking for something more suited to my group's taste. Less fantasy, more luchadores. Gurren Lagann levels of testosterone and action, without breaking the game. Is there a tabletop game to suit me, or does the DM really determine all that shit from the get go?[/QUOTE] if you want to go for super over the top anime levels of action you could try exalted, i haven't played it myself but if you have a good group it can be decent
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