• D&D General v3
    11,241 replies, posted
[QUOTE=Chronische;43179396]If it's that much of a problem why not join a different group, or better yet run a session of your own that only those you invite will play?[/QUOTE] Been with most of these guys for over three years now, and man I'm not too good at looking for clubs or new folks to play with. I'm also not too good as a DM, very inexperienced with it and I feel I'm a way better player than session-runner. [QUOTE=DiscoInferno;43179465]Oh my[/QUOTE] Whee taric template, I chose a type of giant scorpion and silverbrow human. (Scorpion-taurs are so friggin' sexy.)
[QUOTE=Levithan;43179722]Whee taric template, I chose a type of giant scorpion and silverbrow human. (Scorpion-taurs are so friggin' sexy.)[/QUOTE] prove it
Has anyone played with the Vigor/Wound rule in Pathfinder? If so, how does it work in practice?
[QUOTE=Levithan;43179722]Been with most of these guys for over three years now, and man I'm not too good at looking for clubs or new folks to play with. I'm also not too good as a DM, very inexperienced with it and I feel I'm a way better player than session-runner. [/QUOTE] Try getting an online group together? Could probably advertise in here, I've not been here long but I've seen plenty of games being put together
Say I was trying to write a homebrew game how good an idea, on a scale of awful to genius, is a system where during char creation people can pick certain bonuses for their character (extra starting money, fame, bonuses towards certain things etc etc), but for each one they take the gm of the game gets to roll against a table of Drawbacks (which could range from more commonly rolled annoyances or stat changes, to rarer psychological issues like immense paranoia or being very weak to addictive substances)? These drawbacks would be completely at the GM's liberty if he wants to tell the players what Drawbacks they've rolled, though certain ones that require cooperation on the players side with how it affects the character would obviously be required/advised to be discussed with them. I'll use Paranoia as an example. Drawback: Paranoia [I]This character believes everyone is out to get them. Any Investigate checks made by the character will, regardless of the result, also find something that suggests some aspect of a plot being formed against them. In addition, any Identify checks made against another character or npc will discover they plan to kill the player at some point, regardless of the Identify result.[/I] The GM wouldn't be required to tell the player that his character has Paranoia. An example of something they may wish to share would be; Drawback: Illiterate [I]This character is illiterate, and unable to read anything longer than a few simple words without assistance.[/I] As the character would obviously be aware of the fact that they cannot read, this is the sort of thing the gm would want to discuss with the player. As some of them have a large impact on the character, it's entirely upto the gm how many Bonuses people can take, if any. I also thought a good idea might be to have all the worse Drawbacks at the top end of the hypothetical table, so that instead of rolling for one Drawback per Bonus, the gm might want to take two Bonuses worth of rolls and add them together to have a higher chance at a more significant Drawback. E.g; [I]Colin has taken 3 Bonuses, giving the gm 3 rolls(let's just say they're d20 for now) on the Drawback table. The gm rolls the first d20 on it's own, resulting in 7. We'll pretend that result is Illiterate. The second two, however, he rolls together, resulting in 10+8 = 18. We'll say that's Paranoia.[/I]
[QUOTE=Mellowbloom;43181271]:words:[/QUOTE] I think it might work in a short kind of game where the PCs aren't expected to survive especially long, but in longer games where the players are likely to grow attached to their characters I think it would be terrible. Additionally, the players will most likely manage to figure out things like paranoia eventually, so that's another reason it should probably be kept on the short end.
[QUOTE=elowin;43181316]I think it might work in a short kind of game where the PCs aren't expected to survive especially long, but in longer games where the players are likely to grow attached to their characters I think it would be terrible. Additionally, the players will most likely manage to figure out things like paranoia eventually, so that's another reason it should probably be kept on the short end.[/QUOTE] Yeah, that's mostly why I added the bit about gm's restricting them. It'd be completely optional- you wouldn't have to take them to succeed, it'd just be a kind of risk-reward sort of thing. In which you risk your character having severe mental issues in exchange for bonuses. I don't think I'd ever take more than one/two. Some of the potential combos that could come out of it are fun to think about too; say there was a Bonus that made the character always pass awareness/perception/something similar checks, but as their drawback they ended up having a character that hallucinated sometimes. So the party would trust them knowing that if something happened, they saw it, not knowing that half the stuff they saw might not have actually been there at all. Edit: Also, it's going to be in a futuristic setting, so maybe if they can figure out what's wrong with their characters they can sidetrack to seek out a way of resolving it?
[QUOTE=MakoSkyDub;43181035]Try getting an online group together? Could probably advertise in here, I've not been here long but I've seen plenty of games being put together[/QUOTE] Already sorta working on that, but it's not quite the same as goin' out to play with people. Now all I do these days are hermit in my dorm and rarely come out. [editline]14th December 2013[/editline] [QUOTE=Mellowbloom;43181271]Wordles[/QUOTE] That sounds pretty neat for something like a Call of Cthulhu game. :o
[QUOTE=Levithan;43181825]Now all I do these days are hermit in my dorm and rarely come out.[/QUOTE] I know that feel, bro. I go weeks without leaving my house. I started playing Tabletop RPGs online via Roll20 one year ago on the 21st. It's pretty much the only social interaction I get.
Yo speaking of recruitment: I'm running a pathfinder Pirate based game and I need at least two more people. It's going to be a bit loose, levels 1-5 I'm homebrewing and from 5-?? is going to be something exciting. I'm open to all races/classes, just pick a piratey theme. Probably going to run some house rules to help mitigate the necessity of a dedicated healer. If you're new and feel like experimenting thats fantastic, if you feel like playing one of those new experiment classes, please do. (In fact, i'm almost begging someone to play that fighter/monk hybrid, that's the character I'd play if I wasn't dming). Currently we have an Alchemist and a Gunslinger(Buccaneer). A bard/duelist would be cool, as with any spell caster. Love to see a raging barbarian use the rage throw to fling crates across ships. If you're at all interested get at me on Steam immediately. We'll be using Skype for organization/mics but mics aren't mandatory. Using myth-weavers for character sheet collection/storage, and finally roll20 for roles and the FEW maps. Don't expect a lot of maps for this one, maybe a really quick rough drawing for combat purposes. [editline]14th December 2013[/editline] Also, I have the rule book for customizing ships and sea combat, so expect a lot of voyaging/pillaging.
i'm interested
[QUOTE=Mellowbloom;43181271]stuff n' thangs[/QUOTE] There are many systems that use an advantage/disadvantage thing though. I do like the idea of having the disadvantage randomized or at the GM's discretion; it's a good twist. [editline]14th December 2013[/editline] [QUOTE=Levithan;431790]Sorry about this huge dumb rant, it's about to be a whole month since I last played D&D, and it's really bumming me out.[/QUOTE] Do you live in New England?
[QUOTE=Alxnotorious;43182606]There are many systems that use an advantage/disadvantage thing though. I do like the idea of having the disadvantage randomized or at the GM's discretion; it's a good twist. [editline]14th December 2013[/editline] Do you live in New England?[/QUOTE] He (probably) doesn't but I do. What what New England role players? Where do you live?
[QUOTE=Oliolio;43182724]He (probably) doesn't but I do. What what New England role players? Where do you live?[/QUOTE] Northeastern Mass. [editline]14th December 2013[/editline] Southeastern when I'm not home.
[QUOTE=Alxnotorious;43182749]Northeastern Mass. [editline]14th December 2013[/editline] Southeastern when I'm not home.[/QUOTE] I live in southern NH. We're potentially close! You're near the Boston metro I take it?
[QUOTE=Oliolio;43182761]I live in southern NH. We're potentially close! You're near the Boston metro I take it?[/QUOTE] No, norther than that. Near the border of NH.
is having stereotypical greys as one of the alien races in my game a good idea their backstory being that their meeting with humanity centuries ago with roswell and area 52 and stuff actually started a shitload of political and religious turmoil in their home system, resulting in their technology never advancing very far beyond what they had then, leaving them as the race most behind in their technology and making them the only 'major' race that actually harbours a general dislike of humanity
In regards to Jax, I may be interested in the game as well.
[QUOTE=Alxnotorious;43182788]No, norther than that. Near the border of NH.[/QUOTE] Excellent! PM me- I propose we chill the fuck out.
physical disguising as the other gender. dirt and grime, beards, longer hair, changing hair colour, using a raspy voice, changing the way you walk etc
Girdle Of Masculinity/Femininity
Severe facial burns, also explains the lower social skill bonuses.
[QUOTE=Axznma;43179301]In a world where Monks are mystical fighters (i.e D&D/PF) that would be easy. I can explain that away thematically with ease; his innate Ki provides protection from attacks, his body has been trained to harness said Ki and as a result his body is not like the average person. When damaged his injuries do not affect him like the average person; thus the reason he forgoes armor, he doesn't need it like the Fighter does. Monk is the worst example you could have used since there's so many worlds where they [I]are[/I] mystical fighters that essentially use magic in every part of their function.[/QUOTE] [QUOTE=elowin;43179194]in a world where mythical heroes capable of killing entire armies on their own exist[/QUOTE] You guys are proving my point here really. You're justification for the monk is basically what I'm trying to say. Damage doesn't affect everyone in the same way. As for them being able to kill entire armies, this also means different things, a fighter charging headlong is able to take all of those blows, whereas a rogue dodges and narrowly misses attacks. We're saying the same thing guys. Why are we even arguing?
[QUOTE=Jax Strife;43182423]Yo speaking of recruitment: I'm running a pathfinder Pirate based game and I need at least two more people. It's going to be a bit loose, levels 1-5 I'm homebrewing and from 5-?? is going to be something exciting. I'm open to all races/classes, just pick a piratey theme. Probably going to run some house rules to help mitigate the necessity of a dedicated healer. If you're new and feel like experimenting thats fantastic, if you feel like playing one of those new experiment classes, please do. (In fact, i'm almost begging someone to play that fighter/monk hybrid, that's the character I'd play if I wasn't dming). Currently we have an Alchemist and a Gunslinger(Buccaneer). A bard/duelist would be cool, as with any spell caster. Love to see a raging barbarian use the rage throw to fling crates across ships. If you're at all interested get at me on Steam immediately. We'll be using Skype for organization/mics but mics aren't mandatory. Using myth-weavers for character sheet collection/storage, and finally roll20 for roles and the FEW maps. Don't expect a lot of maps for this one, maybe a really quick rough drawing for combat purposes. [editline]14th December 2013[/editline] Also, I have the rule book for customizing ships and sea combat, so expect a lot of voyaging/pillaging.[/QUOTE] Added you to steam - hopefully not too late.
[QUOTE=Jax Strife;43182423]Pirates yo[/QUOTE] Oooh me, me, me, me, me, me, me, me, me, me x infinite. Im probably too late but this is my fucking dream right here. I love pirates. And I really wanna try the swashbuckler class.
[QUOTE=Funktastic Dog;43185128]Oooh me, me, me, me, me, me, me, me, me, me x infinite. Im probably too late but this is my fucking dream right here. I love pirates. And I really wanna try the swashbuckler class.[/QUOTE] too late i took your place and the class :V
Yeah, sorry guys. That filled up really fast. If it goes well/doesn't go well I'll attempt with a new party. Or some of you can show up as the occasional NPC or something. Not sure, but I'll keep everyone in mind.
[QUOTE=Alxnotorious;43182606]Do you live in New England?[/QUOTE] Naw, Texas.
[QUOTE=Jax Strife;43185360]Yeah, sorry guys. That filled up really fast. If it goes well/doesn't go well I'll attempt with a new party. Or some of you can show up as the occasional NPC or something. Not sure, but I'll keep everyone in mind.[/QUOTE] Super sad.
I just started a new game with some friends, and i decided to try my luck out with a Barghest (from savage species 3.5). I'm at level 8 with it, and besides our DM buffed my bite to a 1d6 and srushing despair instead of emotion (Greater spell-like ab), i was wondering if any of you could give me some guide lines on how to make the Barghest awesome. so far i only have Improved toughness x 2 as feats on him. Rp wise he's pretty cool, but in a scenario fighting mostly undead (so far we have only been fighting the undead) he feels pretty weak in a strategic fight.
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