• D&D General v3
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[QUOTE=DiscoInferno;42625908]Romance of the Three Kingdoms: the RPG, maybe? Same sort of setup being a battle for the throne you'll just have to ignore the actual history.[/QUOTE] From what I've seen it has a lot of similarities to legend of the five rings. And yeah ASOIAFRPG would be my port of call for doing a "realistic" medieval campaign.
[QUOTE=Newbienice99;42625715]VTT? Virtual Tabletop? Is that the name of a program, or just the type of program, because I haven't noticed much difference in turn speed of other virtual tabletop programs like Roll20 vs normal graph map and tokens.[/QUOTE] That's because the ones like Roll20 are bare bones so as to allow a wide variety of games to be played. My group sticks to one game (at the moment and for the foreseeable future), Pathfinder. So we use [URL="http://www.d20pro.com/index.php"]d20Pro[/URL], which was created and designed specifically for 3.5/Pathfinder. It automates combat and statistics and has official [URL="http://wolflair.com/index.php?context=hero_lab"]Hero Lab[/URL] importing support (also PCGen, but I don't believe the staff at d20Pro work together or have personal lines to them like they do with Hero Lab so it's not officially supported the same way). We make our characters in Hero Lab and then import them over to d20Pro, do a little modifying to fix any errors that might occur (usually attack modifiers being slightly off because of some random trait or feat that d20Pro doesn't recognize) and then play. I really discovered how useful this was when I decided to import all the stock-made monsters from all the bestiary shit I bought for Hero Lab. Now I have a few thousand creatures and have only done half the list; I'm kinda overwhelmed with how many monsters and NPCs I have now. Anyways, d20Pro handles all the math in the background i.e the shit that slows everything down. For example, attacking is as simple as clicking on your character, pressing A, clicking on your attack, and clicking on the enemy. d20Pro does all the rolling so you just watch the magic happen (unless you're the DM and have set it so all attacks must be OK'ed by you). Here's what it looks like in action via pictures, keeping in mind that as the DM I see more stuff than the players would: So this is what you see after clicking on your character and pressing A (which is default for opening the Declare Attack menu) [IMG]http://img69.imageshack.us/img69/4565/9xoj.png[/IMG] I have 2 pages of attacks, so I click to my 2nd page and choose my bow with the 30 feet (I have a feat that gives me a bonus if they're within 30 feet, the easiest way of doing this in d20Pro is to just make a separate attack with the stats already entered). In addition I have a feat that basically amounts to power attack for bows so I'll just leave that checked and it will apply to the attack, automatically applying the bonuses and negative modifiers. [IMG]http://img823.imageshack.us/img823/328/c5rz.png[/IMG] Now I drag my mouse over to the Gnoll. Here we can see some basic information about the Gnoll (which I'm fairly sure only the DM can see), and the Target Attack box which lets you know how much distance (the type of which you can change, we're using the standard Pathfinder measuring) the attack is to the target. [IMG]http://img6.imageshack.us/img6/4682/i2j3.png[/IMG] Now this is something only the DM sees, and only if you have it set so the DM must OK every attack. This is the stage just before the attack actually goes through and damage is done, so you can add or change anything you feel needs to be done [IMG]http://img854.imageshack.us/img854/9565/co30.png[/IMG] Fudging can be done here if you wanted [IMG]http://img21.imageshack.us/img21/5642/ifqh.png[/IMG] Here I fudged my roll and made it a crit before sending the attack through [IMG]http://img844.imageshack.us/img844/8504/2h0u.png[/IMG] The attack has gone through, this little page is just to inform me of the damage done (other people will see the blinking lines that lead from your character to the creature at this point) before it goes to the Game Log, a redundant popup actually. [IMG]http://img59.imageshack.us/img59/161/9zcx.png[/IMG] It now displays the damage done on the token, automatically taking away 30 health. Since I killed the Gnoll it automatically overlays it with the death icon. [IMG]http://img14.imageshack.us/img14/2508/9v9s.png[/IMG] And then lastly this appears in the Game Log for everyone to see [IMG]http://img9.imageshack.us/img9/5749/vrig.png[/IMG] Minus the fluff. If you're going to use the same attack for a long period of time you can also press Q which will attack with your last attack without having to go through the attack screen. My group has gotten so quick with that we can finish a round in less than 10 seconds if no one wants to add fluff or in-character talking in between. If you're playing Pathfinder/3.5 there's nothing better if you want to speed up the busy work. All it needs is dynamic fog of war (which it's getting) and I'll be completely content with it. Roll20, however, is good if you're not going to dedicate yourself to Pathfinder since d20Pro requires you purchase (one time) a license to use it. Although it does have a month long trial that lets you try out all the features first (you have to be connected to the internet while using the trial, a real license can be used offline). If you use Hero Lab for Pathfinder/3.5 (other than the cost I don't know why anyone wouldn't) then there's really no reason to ever use anything lacking importing functionality.
[QUOTE=RearAdmiral;42625970]From what I've seen it has a lot of similarities to legend of the five rings. And yeah ASOIAFRPG would be my port of call for doing a "realistic" medieval campaign.[/QUOTE] I'd be up for a game o' Lot5R, or as I call it, Lotta Fivers.
So dicking about with that time travel system I made earlier Since I mostly built the behind-the-scenes stuff out of 'how to fuck up history and then fuck your new history enough that it goes back to normal' I decided that, at least for the initial stuff, the PC's would be the only group with time travel, probably because they were the first people to actually invent it and not die but my main problem is, that just starting and giving them a time machine doesn't really make a ton of sense, so I wanted to set up some kind of reasonably important starting stage of the game where you do research and experiments to build your time machine, but I'm trying to figure out how to translate that into interesting gameplay because as it stands most of my ideas are basically just 'run around duct taping things together and hoping you end up with a time machine before whoever's funding you pulls the plug' because most of the stuff that would be new and interesting mechanically would be once you actually have the time machine and you start making history your bitch, but like I said, I don't want that to come lightly Basically, I'm asking how to make the scientific process into an interesting RP mechanic
[QUOTE=SiberysTranq;42627803]So dicking about with that time travel system I made earlier Since I mostly built the behind-the-scenes stuff out of 'how to fuck up history and then fuck your new history enough that it goes back to normal' I decided that, at least for the initial stuff, the PC's would be the only group with time travel, probably because they were the first people to actually invent it and not die but my main problem is, that just starting and giving them a time machine doesn't really make a ton of sense, so I wanted to set up some kind of reasonably important starting stage of the game where you do research and experiments to build your time machine, but I'm trying to figure out how to translate that into interesting gameplay because as it stands most of my ideas are basically just 'run around duct taping things together and hoping you end up with a time machine before whoever's funding you pulls the plug' because most of the stuff that would be new and interesting mechanically would be once you actually have the time machine and you start making history your bitch, but like I said, I don't want that to come lightly Basically, I'm asking how to make the scientific process into an interesting RP mechanic[/QUOTE] Play some sort of logic game, but not Towers of Haonoi or whatever it's called.
[QUOTE=SiberysTranq;42627803]So dicking about with that time travel system I made earlier Since I mostly built the behind-the-scenes stuff out of 'how to fuck up history and then fuck your new history enough that it goes back to normal' I decided that, at least for the initial stuff, the PC's would be the only group with time travel, probably because they were the first people to actually invent it and not die but my main problem is, that just starting and giving them a time machine doesn't really make a ton of sense, so I wanted to set up some kind of reasonably important starting stage of the game where you do research and experiments to build your time machine, but I'm trying to figure out how to translate that into interesting gameplay because as it stands most of my ideas are basically just 'run around duct taping things together and hoping you end up with a time machine before whoever's funding you pulls the plug' because most of the stuff that would be new and interesting mechanically would be once you actually have the time machine and you start making history your bitch, but like I said, I don't want that to come lightly Basically, I'm asking how to make the scientific process into an interesting RP mechanic[/QUOTE] Maybe the future-thems drop off the time machine after they finish using it and present-them have to go through time collecting components for the machine and then finishing it so they can deliver it to past-them. Perhaps have a clear list of parts for future-them to follow - a sort of scavenger hunt across time and space. You could probably get away with any discrepancies in what they saw on future them with alterations to their memories of what they saw. For example: if they saw themselves arrive mostly fine but end up losing an arm or something along the way, inform the party that they vaguely remember seeing that party member minus the arm but nothing seemed odd about it at the time. Call it Retroactive Amnesia or some BS like that. Can't have the players defy the GM or temporal continuity now can we?
The problem with time travel is that you invariably run into temporal paradoxes that you have to resolve somehow. Without cheaping out on the explanation.
[QUOTE=lintz;42629089]The problem with time travel is that you invariably run into temporal paradoxes that you have to resolve somehow. Without cheaping out on the explanation.[/QUOTE] That's basically what all of the behind-the-scenes stuff is Which is to say, the universe rolls a lot of dice to see if you get reverted back into your subjective past, or having fate conspire to prevent you from causing it, or it fixes the problem by rewriting parts of the timeline that normally wouldn't, or if you've really fucked up the universe basically breaks itself apart to a substantial degree to un-fuck whatever you've done by throwing you into pocket dimensions, or making whatever you wanted to do disconnect from causality, or you start Groundhog Daying, or existence explodes completely, and so on. Basically, paradoxes cause whacky things to happen. It wouldn't be infinite cosmic loops, because those aren't terribly fun to play, and there's also no evidence of them ever happening, and since you'd at least start out in a world that's mostly normal, it would be more likely that the universe has some kind of bugfixer that responds to people violating causality and making themselves not exist and so on by changing a few family trees or preventing them from successfully carrying out their plans or whatever so you don't end up a paradox loop and potentially destroy all of space-time
Our DM is making us fight a 5-headed hydra at level 4/3 rip I'm making another character incase mine dies. Going to be a Warforged Juggernaut based on grappling and punching motherfuckers
[QUOTE=TrannyAlert;42630927]Our DM is making us fight a 5-headed hydra at level 4/3 rip I'm making another character incase mine dies. Going to be a Warforged Juggernaut based on grappling and punching motherfuckers[/QUOTE] In my experience just attacking it and dealing regular HP damage was more efficient than screwing around with the heads.
Yeah, I deal around 20-25 damage on my attacks at level 4 It has 60hp total. 15hp fast regen though only problem.
At level 4 you could probably just bum rush it and try and out-damage it.
[QUOTE=RearAdmiral;42631796]In my experience just attacking it and dealing regular HP damage was more efficient than screwing around with the heads.[/QUOTE] It helps that for that fight I could not into hydra attacks. It only attacked with 1 head per turn because I wasn't sure if they could attack with all of them or not.
[QUOTE=Rats808;42632130]It helps that for that fight I could not into hydra attacks. It only attacked with 1 head per turn because I wasn't sure if they could attack with all of them or not.[/QUOTE] An all head attack would make it pretty OP, don't you think? It'd be able to deal like, five times more damage :v:
Yeah, if the DM's not going to nerf it any for the fight, I'd either bum rush it (if you have a healer) or try to get in a position where you can just pelt it with ranged attacks.
[QUOTE=croguy;42632178]An all head attack would make it pretty OP, don't you think? It'd be able to deal like, five times more damage :v:[/QUOTE] Well, if it full attacks, it trades all but it's 5 foot step for that opportunity also it probably wouldn't be able to hit as well
Yeah we don't have a healer or tank. A 2h Fighter A 2h Evil Paladin type guy A Crossbow gnome A feral shifter druid A dread necromancer help
[QUOTE=TrannyAlert;42632381]Yeah we don't have a healer or tank. A 2h Fighter A 2h Evil Paladin type guy A Crossbow gnome A feral shifter druid A dread necromancer help[/QUOTE] Hahahahahah
[QUOTE=TrannyAlert;42632381]Yeah we don't have a healer or tank. A 2h Fighter A 2h Evil Paladin type guy A Crossbow gnome A feral shifter druid A dread necromancer help[/QUOTE] DPS tank is only tank plus unless it's one of those variants with breath weapons your ranged guys should be able to pelt it without worrying too much about their health plus two-handers do some pretty mean damage anyway
I'll just rush it anyway since I'm an Orc with 6 INT The Dread Necro is gonna summon a bugbear zombie with 60~ hp to tank it, so that's useful.
Yeah let the zombie get its attention and then just, like, kill it. I'm pretty sure a hydra is actually the right CR for y'all
[QUOTE=TrannyAlert;42632381]Yeah we don't have a healer or tank. A 2h Fighter A 2h Evil Paladin type guy A Crossbow gnome A feral shifter druid A dread necromancer help[/QUOTE] Get that Paladin on a horse and give him a lance, for Pete's sake.
He's prestiging as a blackguard at level 5 I think I'm prestiging into a War Hulk Don't know about the rest
Just buy a bunch of stoneskin and barkskin potions and bathe in them.
Potions of mage armour are for fights what five hour energy is for studying
Oh, completely forgot about mage armour.
I'm also pretty sure stone and bark skin doesn't stack.
Pathfinder game with my Uni's tabletop club's been going pretty well. The way things turned out, our party of 6 is actually 4 people I hang out with daily, 1 guy of my course I'm on good terms with anyway and the guy that lives downstairs that I play league and warframe with. And the gm's a cool guy. All is well.
So the spell Fabricate transforms material into a finished product of equal material value. The description has no restrictions against using already-finished products for their materials, so theoretically you could use it to turn one item into another one of the same cost and back again. [url=http://youtu.be/5YEKf88IyLs]Two sets of clothing, for example[/url]
Anyone have any ad&d 2e modules that they'd recommend? Preferably ones that don't come in a bunch of separate parts, for low-level-ish groups of 4-6? My current 2e sessions are going pretty well, especially considering that this is the first time that the DM has DM'd. But he has had trouble finding decent campaigns or picking out published modules in the normal D&D settings. I've heard of a pretty large one titled Greyhawk, but nobody I know even played it.
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