• D&D General v3
    11,241 replies, posted
[QUOTE=Shortyish;40345233]I bought the pound of dice, and it came with about ~20 d6s. If you just pool them all together you should be fine. [b][u]You don't even have to roll them all at once[/u][/b], if you don't have enough you can just remember what you got and reroll some.[/QUOTE][h2]BLASPHEMY[/h2]
[QUOTE=HellSoldier;40381076]I hate the guys who go to read the source book just to determine how strong something is right after learning what they were fighting.[/QUOTE] Jokes on them, I fudge the shit out of everything to make the campaign interesting.
It's funny because I fudge the monster's rolls to make things easier when the dice gods frown upon my party. [editline]22nd April 2013[/editline] Usually not by much, though, when I do. (IE giving an orc chef -5 on initiative because he's surrounded and surprised instead of the +1 I think he technically would have gotten idk.)
[QUOTE=Rats808;40382073]It's funny because I fudge the monster's rolls to make things easier when the dice gods frown upon my party. [editline]22nd April 2013[/editline] Usually not by much, though, when I do. (IE giving an orc chef -5 on initiative because he's surrounded and surprised instead of the +1 I think he technically would have gotten idk.)[/QUOTE] Well that's sort of understandable given we not only ambushed him but had passed a bluff check to lull him into a false sense of security. A better example would be you making the Werewolf easier to kill due to the fact that it was clearly way too powerful for us, despite its CR2.
A guy I know is doing a one off dungeon crawl, I'm taking advantage of this to play a gimmick pirate character, using [url=http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/freebooter]this ranger archtype[/url], and wielding a cutlass and a boarding axe :v:
[QUOTE=RearAdmiral;40382184]Well that's sort of understandable given we not only ambushed him but had passed a bluff check to lull him into a false sense of security. A better example would be you making the Werewolf easier to kill due to the fact that it was clearly way too powerful for us, despite its CR2.[/QUOTE] I didn't fudge any rolls with the werewolf, though, just made his AC and DR lower. :v:
I maintain that nothing that's supposed to be CR2 has any business having DR that high.
[QUOTE=DiscoInferno;40380332]Same here, though in some games it can bite you in the arse and it's hard to play the same game twice while truly keeping to the rule.[/QUOTE] Thankfully every game I've been in is a story made up by the DM :v: In the 3 games I've been in (not including DH), I've never encountered similar enemies in any of them
[QUOTE=Rats808;40382073]It's funny because I fudge the monster's rolls to make things easier when the dice gods frown upon my party. [editline]22nd April 2013[/editline] Usually not by much, though, when I do. (IE giving an orc chef -5 on initiative because he's surrounded and surprised instead of the +1 I think he technically would have gotten idk.)[/QUOTE] Currently I am running from a module (and looking forward to it being over so I can improv) and the party ended up splitting briefly. 2 people stayed at camp or whatever, and the other two (Dwarf fighter and human druid) went to explore a shipwreck. Inside the shipwreck was a monster that was supposed to be a challenge for 4 level 1 players. I was worried about the difficulty, and figured I would have to downlevel it just so they didn't die on the second encounter of the game. The druid missed every attack, the dwarf landed three max damage hits in a row, and the monster missed every attack. I ended up having to make the monster have more health and fudged a roll so it would at least land a hit, just so it wasn't embarrassingly easy.
The title character of my 'genestealer cult of notre dame' dark heresy game was pretty much 100% bullshitted as far as his wounds and such. Still a wonderfully climactic finale.
[QUOTE=Newbienice99;40381594]Jokes on them, I fudge the shit out of everything to make the campaign interesting.[/QUOTE]"What's that? You killed the crazy-looking shadowy beast of unknown origin and didn't examine the body? It regenerates when in contact with living things." :v: [sp]I liek GURPS[/sp]
[QUOTE=LobsterPastry;40386164]"What's that? You killed the crazy-looking shadowy beast of unknown origin and didn't examine the body? It regenerates when in contact with living things." :v: [sp]I liek GURPS[/sp][/QUOTE] Oh that's just a dick move :v:
[QUOTE='[Green];40386175']Oh that's just a dick move :v:[/QUOTE]Well maybe they should fucking examine shit. [sp]Godammit.[/sp]
[QUOTE=LobsterPastry;40386164]"What's that? You killed the crazy-looking shadowy beast of unknown origin and didn't examine the body? It regenerates when in contact with living things." :v: [sp]I liek GURPS[/sp][/QUOTE] We had that exact problem in the CoC game with Nitrowing, doomkiwi, and Vinh. 'cept our beast of unknown origin becomes the fucking fog-of-war that instagibs if you leave the screen while it is constantly moving.
I really can't understand the mindset of people. So Pathfinder and Warhammer 40k RPG are popular at my college. People seem to believe that if you want to run a setting that isn't medieval fantasy or grimdark sci-fi fantasy, you must make your own homebrew ruleset. Like, say you wanted to run something where technology was at about early 1900's, there's no other races but humans, and magic and supernatural creatures are rare? Well Pathfinder is sure as shit not going to handle that, not without some serious overhauling on the GM's part. Warhammer 40k is no go. So where do you go from there? Make your own bloody ruleset. This is what a friend at my college wants to do. I told him about Savage Worlds and how its a generic ruleset whose core book is under 200 pages, and you can learn the basics of the game within 1-2 sessions. "I'll take a look at it." Next day, declares that alpha testing for his homebrew rules is beginning. It's twenty pages of untested, clunky, unnecessarily complicated rules, and it's a blatant bastardization of both Pathfinder and Warhammer 40k RPG. When I asked him, "what happened to Savage Worlds?" he shrugged and said, "I don't want to learn a whole new system." It's not just him either. It's this whole college. Maybe I'm not finding the right people, but I cannot find anyone who shows any interest whatsoever in a game that's not A) Pathfinder, B) WH40k, or C) a homebrew ruleset. I can understand people wanting to stick to rulesets that they're familiar with, and work for them. But hell if I get people assuming that you only have two choices if you want to run a custom campaign setting, Pathfinder (or insert mainstream RPG here, like Shadowrun or WH40k) or make your own system. Stop being lazy you fucks. Pathfinder's core rulebook is half a thousand pages long, Savage World's is under 200 pages, and you can run almost any kind of setting with the latter. And yes, I have a blatant bias against homebrew rulesets. I've seen way too many people go down that route, then get frustrated when people say "It feels too much like 3.5/Pathfinder" when it was pretty much just 50% 3.5/Pathfinder, 50% unbalanced and clunky homebrew rules. Why re-invent the wheel when there are systems out that that specifically cater to GMs that want to have a lot of customization and adaptability, a la FATE, Savage Worlds, and to a lesser extent, GURPS?
A whole new system is a daunting thing, I'm still scared of any RPG which doesn't use D10's.
I think 40k and D&D 2e are the only common systems I haven't used.
[QUOTE=cyclocius;40388255]A whole new system is a daunting thing, I'm still scared of any RPG which doesn't use D10's.[/QUOTE] Yeah, I get that. But there are ways to introduce new people to entirely new systems that isn't "here, I'm gonna throw this 300+ page rulebook at you to make a character. You have a week to read the rules and learn about the setting's lore and history, have fun!". For me, as a GM I think you need to just give players the basics and teach them the rules as you play the game, and make it mandatory for players to use pregenerated characters first. ESPECIALLY if you as the GM is also new to playing with that particular ruleset. I made the mistake of not doing that. Twice. The first time was in the Facepunch Eclipse Phase game, where I should have made it mandatory to use pregenerated characters in a pregenerated adventure, so we can all get a feel for the rules. Now the game has been put on indefinite hiatus. Second time, when I tried out Strands of FATE with some friends, since I really liked the ideas behind it. Yet again it crashed and burned when those same ideas absolutely baffled all of us (Aspects, combat that wasn't tactical-based positioning, Fate Points, the amount of narrative control the players have, etc. etc.), since no one knew what Aspects to put for their character, and some just used really overpowered Aspects. That's why, for this Savage Worlds game I'm running, everyone is using a pregen character. Every single one. The first few sessions will be a one-shot scenario. I'm only going to explain the basics of the game, and teach the rules from there as situations pop up. I despise taking 3-4 hours of non-stop explaining, since most players at that point will just be sitting there, eyes glazed over, wondering when they get to actually play.
[QUOTE=Rents;40382200]A guy I know is doing a one off dungeon crawl, I'm taking advantage of this to play a gimmick pirate character, using [url=http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/freebooter]this ranger archtype[/url], and wielding a cutlass and a boarding axe :v:[/QUOTE] We had so much fun with this we're wanting to turn it into a regular game, the party is great, we've got a sorcerer that hates religion, a gnome cleric that uses a syringe spear, an annoyingly upbeat bard, a very utilitarian rogue and your standard barbarian that could punch down a brick wall but lose to it in a battle of wits, and me, the lesbian pirate. So far we've headed up to the remains of a monastery that got blew to pieces by a hundred lightning strikes and found the stairs to the basement were intact despite the fact that the rest of the building was scattered across the surrounding countryside. Heading in and poking around we found a mummified head that screamed at us to leave, but since it didn't do anything else after that we kicked it across the room and continued on. One pit-trap later we find a trail of blood and a smashed up door and obviously the sensible thing to do is follow the blood, which lead into an octagonal room with a corridor on either side of it, the opposite one had some kind of magic darkness in it though, so no one wanted to go in, and the sorcerer noticed something magicy in the middle of the room, despite the fact it looked empty. The barbarian wanders over to investigate and [I]boom[/I], she turns into a light show of lightning, starts yelling about killing undead and a greataxe materialises in her hands, we all ask what the fuck just happened and she tells us the Iron God wants us to go murder undead and we have to go into the creepy dark corridor. At the other end of the corridor there's a camp with three people, one standing guard, one guy out cold and the third tending to him, being dumb I walk right up to them and introduce myself, and it turns out they're all ghosts, the female figure starts dragging the KO'd guy away and the guy on guard starts yelling about goblins, tries to stab me and rolls as high as he can on the damage roll putting me on 2HP, but thankfully me and the rogue hit him and he vanishes, I get patched up and we press on. And then things get interesting, the next room is a cave with the real corpse of the third ghostly figure, and nothing else, we search the body and find nothing useful, until the sorcerer points out the hood she's wearing is magic, but he doesn't know what it is other than "Divine bullshit". The barbarian immediately puts it on, of course, and starts acting creepy. We're all assuming it's affecting her mind somehow because she's acting pretty bizarre and tell her to take it off, she keeps refusing until I'm pointing a cutlass at her, the rogue is sneaking around behind her and the sorc is pointing at her with sparks jumping between his fingers, but finally takes it off. Given that the barbarian has been consistently dumb and doesn't give straight answers to things, I elect to hand my weapons to the sorcerer and try it on. Turns out it just lets you see through the magic darkness, and the barbarian's afraid of the dark :v:
[QUOTE=Rents;40388857]We had so much fun with this we're wanting to turn it into a regular game, the party is great, we've got a sorcerer that hates religion, a gnome cleric that uses a syringe spear, an annoyingly upbeat bard, a very utilitarian rogue and your standard barbarian that could punch down a brick wall but lose to it in a battle of wits, and me, the lesbian pirate. So far we've headed up to the remains of a monastery that got blew to pieces by a hundred lightning strikes and found the stairs to the basement were intact despite the fact that the rest of the building was scattered across the surrounding countryside. Heading in and poking around we found a mummified head that screamed at us to leave, but since it didn't do anything else after that we kicked it across the room and continued on. One pit-trap later we find a trail of blood and a smashed up door and obviously the sensible thing to do is follow the blood, which lead into an octagonal room with a corridor on either side of it, the opposite one had some kind of magic darkness in it though, so no one wanted to go in, and the sorcerer noticed something magicy in the middle of the room, despite the fact it looked empty. The barbarian wanders over to investigate and [I]boom[/I], she turns into a light show of lightning, starts yelling about killing undead and a greataxe materialises in her hands, we all ask what the fuck just happened and she tells us the Iron God wants us to go murder undead and we have to go into the creepy dark corridor. At the other end of the corridor there's a camp with three people, one standing guard, one guy out cold and the third tending to him, being dumb I walk right up to them and introduce myself, and it turns out they're all ghosts, the female figure starts dragging the KO'd guy away and the guy on guard starts yelling about goblins, tries to stab me and rolls as high as he can on the damage roll putting me on 2HP, but thankfully me and the rogue hit him and he vanishes, I get patched up and we press on. And then things get interesting, the next room is a cave with the real corpse of the third ghostly figure, and nothing else, we search the body and find nothing useful, until the sorcerer points out the hood she's wearing is magic, but he doesn't know what it is other than "Divine bullshit". The barbarian immediately puts it on, of course, and starts acting creepy. We're all assuming it's affecting her mind somehow because she's acting pretty bizarre and tell her to take it off, she keeps refusing until I'm pointing a cutlass at her, the rogue is sneaking around behind her and the sorc is pointing at her with sparks jumping between his fingers, but finally takes it off. Given that the barbarian has been consistently dumb and doesn't give straight answers to things, I elect to hand my weapons to the sorcerer and try it on. Turns out it just lets you see through the magic darkness, and the barbarian's afraid of the dark :v:[/QUOTE] That's on some level of adorable.
Kind of, she's generally creepy, has bad ideas everytime she opens her mouth and keeps rolling ones, takes away the cute factor for me.
What is best in life? To crush your enemies, see them driven before you, and to make sure your nightlight has enough batteries.
[QUOTE=Newbienice99;40293184]None of my players ever appraise stuff. The dwarf is carrying about 40lbs of copper coins around, meanwhile they give away stuff to npcs worth a thousand gold because they didn't bother to appraise or cast detect magic when they find a treasure trove of stuff.[/QUOTE] Played another session. Not even sure my players understand how treasure works. One of the players just willingly opted out of a boss's treasure, and had everyone else split everything between them. So now everyone has enough gold to live a comfortable, simple life for 20 years, and he has enough to pay for tavern meals for for a month.
I'm back baby. [QUOTE=da_maul;40299967]i had a little question about something i've heard about in this thread a few times, i haven't been browsing this for very long so forgive me for my ignorance. what is this "mutants and masterminds" game that one of you hosted that was according to you guys, amazing. what happened during it? i'm always up for a good story.[/QUOTE] It is the Spawn of Satan. Imagine a game where every major character is somewhere inbetween 50% and 300% as hard to kill as motherfucking [b]SUPERMAN[/b] unless the character was made specifically to be weak as fuck, in which case he will die by from being poked. Now imagine me, the worst person in the world, running this game. The end result is a fight which never ended, the heroes never managed to do much more than scratch the big bad, and the big bad similarly barely even touched the heroes.
[QUOTE=Newbienice99;40391020]Played another session. Not even sure my players understand how treasure works. One of the players just willingly opted out of a boss's treasure, and had everyone else split everything between them. So now everyone has enough gold to live a comfortable, simple life for 20 years, and he has enough to pay for tavern meals for for a month.[/QUOTE] Sound like my characters...
[QUOTE=Newbienice99;40391020]Played another session. Not even sure my players understand how treasure works. One of the players just willingly opted out of a boss's treasure, and had everyone else split everything between them. So now everyone has enough gold to live a comfortable, simple life for 20 years, and he has enough to pay for tavern meals for for a month.[/QUOTE]I'm curious to see how my party reacts to treasure for their first time. Especially when the treasure is specifically suited for each party member except for the Telekinetic Donkey and the Robot.
Its always fun to have a character with the worst stats and then just do the most dangerous shit known to man. [editline]23rd April 2013[/editline] And still live
[QUOTE=cdr248;40392894]Its always fun to have a character with the worst stats and then just do the most dangerous shit known to man. [editline]23rd April 2013[/editline] And still live[/QUOTE] [url=http://1d4chan.org/wiki/The_Guy_Who_Cried_Grendel]Grendel is the patron saint of these characters.[/url] [quote]The very first person who got to act after the Charnel Daemon appeared was the Adept. He decides to charge the daemon, and hopefully buy a scant moment or two for the rest of the party to get a head start (noble sacrifice and all). So, he charges it with his knife (he had opted to trade in his staff for a knife earlier, just for flavor reasons). He successfully hits it (impressive, when he has a weapon skill of 27) and proceeds to roll a ten. We were all impressed, and then he successfully confirmed righteous fury, so he got to roll again. Ten. By this point we have started roaring, as we find this hilarious, and joke about how crazy it would be if he killed it. He kept rolling. Ten. Ten. Ten. Ten. Ten. Ten. Ten. Ten. Nine. A level two adept one shotted a Charnel Daemon with an ordinary knife with room to spare. Oh yeah, he also had a strength of 24, so he was both weak and had no talent for swinging things, and yet still killed a super monster in one hit. The GM already gave him a full 1,000 bonus xp (no one objected, fucker earned it) but still has no idea what the inquisition would have to say to a confirmed report from a batch of newbie acolytes that the bookworm absolutely curb stomped a daemon that can eat space marines. Anyway, we have finished talking with the GM and the player of Grendel, and here is what has been decided he will get, in addition to the bonus xp and adulation of Ambulon: The custom Talent Contempt(Daemons) which allows him to flat out ignore the fear rating and daemonic presence of daemons. Additionally, Grendel's Knife is now Sanctified and Mono, and can re-roll a missed attack once per round if the attack is made against a daemon. It is now called Grendel's Claw. Grendel is now that which daemons run in terror from. And he is still nothing more than a bookworm. Oh yeah, forgot this, but some funny things about Castus Grendel: He has not bought a single Sound Constitution, and rolled a 1 for starting wounds. He still has a wounds of 8 and a TB of 2 and no armor. He is from a forge world and rolled the Demesne background. I would say he proved his right to survive via superiority. He has not bought a single remotely combat related skill. He rolled his build off of Hive World, and rolled Stocky. He is a fa/tg/uy. He has an Agility of 28. He is essentially an fat, physically incapable fuck who still pulled this shit off.[/quote] And that's just part 1.
contempt(daemons) omg
[QUOTE=RearAdmiral;40395433][url=http://1d4chan.org/wiki/The_Guy_Who_Cried_Grendel]Grendel is the patron saint of these characters.[/url] And that's just part 1.[/QUOTE] Read that not too long ago. Long, but absolutely amazing read. I want to get some 40k books, mainly those regarding the Horus Heresy, and I can't help but wonder if they're anything like the story of Grendel.
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