[QUOTE=Te Great Skeeve;45661850]Can anybody help a bunch of new d&d players get started? We tried playing it but the rules were extremely confusing and we just got messed up, is there any video tutorials out there that can explain how to play the game step-by-step without fail?[/QUOTE]
If you're running standard 3.5 and you don't plan to do anything funny like playing as animals or anything non-standard download PCgen and between that and a rule book you should be able to easily figure out what you're doing with character creation because PCgen will do nearly all of the calculations and shit for you, which makes learning the game so much easier. I've always used it for the first time a person plays because there is so much information to absorb, after they get the basics of how to play, we add in physical character creation and then we roleplay. You'll still need the book for explanations on some topics anyway with PCGen, such as alignment and other stuff it doesn't bother to explain. It just works really well at making sure you follow the rules with character creation.
Page 111: has the table for starting gold and goes on to explain equipment stuff. Remember, you can always throw rules out at GM discretion, a lot in my experience pretty much neglect the food/drink rules, but I as a player do not.
Basically combat happens in rounds, each round is a turn based move set for each creature and they get one move action and one standard action, as well as whatever free actions they do. There's also full actions that use both your move and standard action.
Turn order is based on an initiative roll, higher initiative goes first.
Beyond that,
[url]http://www.dandwiki.com/wiki/How_Combat_Works_(Basic_D%26D)[/url]
This wiki has a lot of good explanations and shit as well.
For skill related checks and stuff you roll a d20 and then add your skill modifier to it. That is then checked with the DC (difficulty class) of the action you are trying to take. Your skill modifier is determined by your relevant ability modifier + skill ranks (your skill points spent on that skill) + misc modifiers. If you are not in any time critical or potentially dangerous environment where you would have as much time as you need to complete the task, or the task has no real risk element to it, your GM can either let you take 10 or take 20, which basically means you take a roll of either 10 or 20 as if you had rolled a dice.
For example, I walk into a library and want to search for a specific book, I am not under any pressure and the book isn't really hard to find, nor is it that important, the GM lets me take 20 on a search check for the book, my roll is now 20 + skill modifier to search, we'll use 5, my total skill roll is 25, this is checked against the DC of the task, which is average and the GM has given it a DC of 10, I rolled 25, 25 is more than 10, I pass really easily and I have my book.
This page covers everything about skill checks and difficulty classes:
[url]http://www.dandwiki.com/wiki/Difficulty_Class#Difficulty_Class[/url]
If you have any specific questions we'll gladly help you out.
so my traveller game went well
my PC's went all 'Fire everything!' on an invisible, reactor-destroying alien supermonster composed of non-baryonic matter, which just gave me an excuse to write about fifty lines of michael bay film in space because their ship has so many guns
also they found a planet-moving thruster array, aliens that communicate with glowing tentacle sign language, and a starship graveyard
I'm really having a lot of fun running this game, being able to pull out all the ridiculous high-scifi cards that I love to imagine and having them actually fit in with the setting I've written is awesome
My friend just bought this RPG called Burning Wheel or something like that. From the little he told me it seems sort of neat, but I haven't been able to dig up much on it aside from the obvious stuff. Anyone here played it? I wanna know how garbage it is.
Advice for new players, counter-intuitively, rules-light systems are more difficult for new players to learn. Though someone might think "Oh yeah, less rules = easier" thats not the case when you have an almost ENTIRELY new concept and ALL this freedom at your disposal, it's really daunting, and with systems with good medium crunch rules like Pathfinder and D&D 3.5/5E, it's easier to get into it because you KNOW what you can do, you have some limits.
Like, explaining something like Fiasco to people is difficult because it's ENTIRELY narrative, and you control the narrative yourself, despite the fact that there are three dice rolls the entire game.
I both love and hate my luck, I usually roll well when it matters, but when I have to deal with like, a guy covering in a corner two health from crit, I spend at least three turns before I hit him.
[QUOTE=Funktastic Dog;45665677]Advice for new players, counter-intuitively, rules-light systems are more difficult for new players to learn. Though someone might think "Oh yeah, less rules = easier" thats not the case when you have an almost ENTIRELY new concept and ALL this freedom at your disposal, it's really daunting, and with systems with good medium crunch rules like Pathfinder and D&D 3.5/5E, it's easier to get into it because you KNOW what you can do, you have some limits.
Like, explaining something like Fiasco to people is difficult because it's ENTIRELY narrative, and you control the narrative yourself, despite the fact that there are three dice rolls the entire game.[/QUOTE]
Bad example, Fiasco's whole purpose is to be a mess. It's a Coen Bros. film in tabletop form.
[QUOTE=Rents;45661546]I kinda like hearing of people completely new to tabletop RPGs trying it out, a lot of people just consider it nerdy as all shit but it's actually pretty good fun. And actually requires you to be social and well spoken, despite the stereotype.[/QUOTE]
Yeah, I'm trying to get into it. Found two guys who are even willing to do it and they're cool dudes. Unfortunately we still need more people right now. Perhaps I'm going to check a gamestore sometime soon but when I always walked passed them, it looked like a place full with awkward people. Not trying to be condescending or anything. I once went my ex-girlfriend to a Games Workshop and oh man, that was quite an experience.
[QUOTE=Funktastic Dog;45665677]Advice for new players, counter-intuitively, rules-light systems are more difficult for new players to learn. Though someone might think "Oh yeah, less rules = easier" thats not the case when you have an almost ENTIRELY new concept and ALL this freedom at your disposal, it's really daunting, and with systems with good medium crunch rules like Pathfinder and D&D 3.5/5E, it's easier to get into it because you KNOW what you can do, you have some limits.
Like, explaining something like Fiasco to people is difficult because it's ENTIRELY narrative, and you control the narrative yourself, despite the fact that there are three dice rolls the entire game.[/QUOTE]
Personally I think Dungeon World hits that sweet spot between rules heavy and rules light.
If you didn't know already from my posts, I think everyone should give dungeon world a try... :v:
[QUOTE=deltasquid;45666649]Personally I think Dungeon World hits that sweet spot between rules heavy and rules light.
If you didn't know already from my posts, I think everyone should give dungeon world a try... :v:[/QUOTE]
There is some rpgs that fucking require homebrew rules to be playable though, like shadowrun and its decking.
[QUOTE=junker154;45666528]Yeah, I'm trying to get into it. Found two guys who are even willing to do it and they're cool dudes. Unfortunately we still need more people right now. Perhaps I'm going to check a gamestore sometime soon but when I always walked passed them, it looked like a place full with awkward people. Not trying to be condescending or anything. I once went my ex-girlfriend to a Games Workshop and oh man, that was quite an experience.[/QUOTE]
Yeah, stereotypical nerds are worst people to play with.
[QUOTE=evilweazel;45665099]My friend just bought this RPG called Burning Wheel or something like that. From the little he told me it seems sort of neat, but I haven't been able to dig up much on it aside from the obvious stuff. Anyone here played it? I wanna know how garbage it is.[/QUOTE]
It has some really cool ideas, but it's way more complicated than it needs to be.
[editline]12th August 2014[/editline]
[QUOTE=Crimor;45666955]There is some rpgs that fucking require homebrew rules to be playable though, like shadowrun and its decking.[/QUOTE]
It's fine in 5e though.
[QUOTE=Stren;45666968]Yeah, stereotypical nerds are worst people to play with.[/QUOTE]
I always thought like "hey, it's probably just cliché and all" but when I entered there it felt very real.
[QUOTE=junker154;45667022]I always thought like "hey, it's probably just cliché and all" but when I entered there it felt very real.[/QUOTE]
My experience of games shops is that the terrible, self absorbed and pendantic players form like minded cliques and alienate everyone else unless the shop staff try and counteract it.
[QUOTE=elowin;45667012]It has some really cool ideas, but it's way more complicated than it needs to be.
[editline]12th August 2014[/editline]
It's fine in 5e though.[/QUOTE]
Haven't played SR in forever, what changed in 5e?
[QUOTE=Stren;45667035]My experience of games shops is that the terrible, self absorbed and pendantic players form like minded cliques and alienate everyone else unless the shop staff try and counteract it.[/QUOTE]
That's a shame because I don't look like a huge typical nerd or anything and when I went into that shop I got weird looks and people were like "is he lost or something?"
That said there aren't many gamestores like that here at all, it's shame because I really want to get into some roleplaying and boardgames in general.
[QUOTE=Stren;45667035]My experience of games shops is that the terrible, self absorbed and pendantic players form like minded cliques and alienate everyone else unless the shop staff try and counteract it.[/QUOTE]
Your local stores are shit, then. While yes, there is a usual divide between Wargamers, Magic/Pokemen player, and Roleplayers, they are almost never in conflict. At least, here in US.
[QUOTE=No Party Hats;45666486]Bad example, Fiasco's whole purpose is to be a mess. It's a Coen Bros. film in tabletop form.[/QUOTE]
Is this actually the case? If so I need to get into a game of that
[QUOTE=gufu;45667067]Your local stores are shit, then. While yes, there is a usual divide between Wargamers, Magic/Pokemen player, and Roleplayers, they are almost never in conflict. At least, here in US.[/QUOTE]
All the groups in here are almost always highly secluded, though. And that's even when accounting for being a very limited community.
Random shadowrun 5e rules question, because even if this character I've made is purely theory and potential at this point, I'd rather not screw this up before a session even begins. Anywho, question is: aside from the obvious dangers of suffering the consequences of taking multiple flavors of combat stim at a time, is there anything actually preventing you from taking two different drugs and getting both their effects? Or does only the strongest for a given deal apply? The drugs section doesn't mention anything on it, but it seems like the sort of thing that should have some sort of limitation so I don't find myself popping both Jazz and Kamikaze at the start of every fight and turning into a blur of death
Well honestly, I don't think there are. It'd be as per GM discretion of course. I'd personally rule that you'd take 1/4th of the effect for both drugs at the specific dosage or you'd have to make a save of some kind to prevent you from simply collapsing into a drug induced coma with the full effect at 4 doses of each drug.
[QUOTE=SiberysTranq;45667806]Random shadowrun 5e rules question, because even if this character I've made is purely theory and potential at this point, I'd rather not screw this up before a session even begins. Anywho, question is: aside from the obvious dangers of suffering the consequences of taking multiple flavors of combat stim at a time, is there anything actually preventing you from taking two different drugs and getting both their effects? Or does only the strongest for a given deal apply? The drugs section doesn't mention anything on it, but it seems like the sort of thing that should have some sort of limitation so I don't find myself popping both Jazz and Kamikaze at the start of every fight and turning into a blur of death[/QUOTE]
They stack completely. But so do the negative effects. And the addiction.
By the way addictions will permanently fuck your character so have fun with that.
[QUOTE=SiberysTranq;45667806]Random shadowrun 5e rules question, because even if this character I've made is purely theory and potential at this point, I'd rather not screw this up before a session even begins. Anywho, question is: aside from the obvious dangers of suffering the consequences of taking multiple flavors of combat stim at a time, is there anything actually preventing you from taking two different drugs and getting both their effects? Or does only the strongest for a given deal apply? The drugs section doesn't mention anything on it, but it seems like the sort of thing that should have some sort of limitation so I don't find myself popping both Jazz and Kamikaze at the start of every fight and turning into a blur of death[/QUOTE]
They don't stack, and you count as overdosed on both drugs and take stun damage equal to both of their addiction ratings, which is usually 4+ each for combat drugs, not really worth it unless you've got really high body or toxin resistance.
[QUOTE=elowin;45668105]They stack completely.[/QUOTE]
[QUOTE=Stren;45668163]They don't stack[/QUOTE]
How helpful.
Or is it only extra initiative dice that doesn't stack?
[QUOTE=Stren;45668184]Or is it only extra initiative dice that doesn't stack?[/QUOTE]
Drugs stack with basically anything, including other drugs. Even the extra initiative dice. The maximum of 5 initiative dice still applies, obviously.
[url=http://www.shadowrun.com/forums/discussion/comment/162215#Comment_162215]Atleast according to this nigger, and he generally knows what he's talking about.[/url]
the crash and addiction will both buttsmash you though
If we're running today I might not make it. Sorry about the late notice, but I'd assumed we'd be travelling yesterday and not today, so I'm not at a pc/laptop for a few hours
dear diary, today I made a jaeger out of rocks and uppercutted a nun into a set of torture spikes. It was a good day.
In regard to those that use VTT, you may be interested in this [URL="https://www.kickstarter.com/projects/magehand/d20pro-unlimited-virtual-tabletop"]Kickstarter[/URL].
So I was reading the Dungeon World rules trying to come up with a new character build and discovered that if you know what you're doing, you can make a wizard that deals 3d4+2d8 damage per punch. That might not seem like much, but due to the way that monsters are statted in Dungeon World, a solidly connected punch to a dragon's face has a 16,5% chance of outright one-hit killing it.
[IMG]http://i.imgur.com/kWFBcs6.jpg[/IMG]
My next character shall henceforth be known as Regnum the Ripped!
[QUOTE=deltasquid;45672258]So I was reading the Dungeon World rules trying to come up with a new character build and discovered that if you know what you're doing, you can make a wizard that deals 3d4+2d8 damage per punch. That might not seem like much, but due to the way that monsters are statted in Dungeon World, a solidly connected punch to a dragon's face has a 16,5% chance of outright one-hit killing it.
[IMG]http://i.imgur.com/kWFBcs6.jpg[/IMG]
My next character shall henceforth be known as Regnum the Ripped![/QUOTE]
For real tho, you probably shouldn't play a rules light system and powergame it, haha.
Sorry, you need to Log In to post a reply to this thread.