I was moments away from finishing the world map of my new D&D setting and then GIMP decides to crash because I tried to flip a fucking text layer aaaaaaaaaaaaaaa :suicide:
[IMG]http://i.snag.gy/mDAMh.jpg[/IMG]
It still amuses me how easy it is to make characters who move fast enough to paste themselves on the wall if they actually hit something
Like, extreme example would be Exalted, where my character can, with all my movement charms activated, top out at something just short of Mach 2
and Shadowrun GM figured out my wared-up sammy runs at ~100kph before combat drugs and sprint tests
Combat speed game too stronk
[QUOTE=SiberysTranq;46026972]It still amuses me how easy it is to make characters who move fast enough to paste themselves on the wall if they actually hit something
Like, extreme example would be Exalted, where my character can, with all my movement charms activated, top out at something just short of Mach 2
and Shadowrun GM figured out my wared-up sammy runs at ~100kph before combat drugs and sprint tests
Combat speed game too stronk[/QUOTE]
[t]http://puu.sh/bG0lC.jpg[/t]
[QUOTE=Rats808;46027096][t]http://puu.sh/bG0lC.jpg[/t][/QUOTE]
Have I ever mentioned I have a monowhip?
Imagine how easily accidents can happen with that
like around, say, your mage's hands
[QUOTE=SiberysTranq;46027287]Have I ever mentioned I have a monowhip?
Imagine how easily accidents can happen with that
like around, say, your mage's hands[/QUOTE]
[t]http://puu.sh/bG2wn.jpg[/t]
every time a pc uses a monowhip god kills a kitten
[QUOTE=Rats808;46027367][t]http://puu.sh/bG2wn.jpg[/t][/QUOTE]
Try it
I dare you
I bet mages make some very funny noises when you take them apart piece by piece
especially useless mages whose only skill lies in hindering the party instead of the enemy
and you don't even have that spell
So today I learned that having both Disguise as well as Bluff over 100 is the best thing ever.
My party was in dire need of a local Kings help, but he refused to help us unless we showed him an impressive feat. I then proceeded to convince him that not only was I a flaming, flying lamp, but also his father.
[editline]19th September 2014[/editline]
this is the second best campaign I've ever had I swear, right behind the nudist druid colony campaign I had
Not a fan of social skills in any game being utilized like brainwashing skills. "I rolled a natural 20 and my bonus to Bluff is +37, why didn't I successfully convince the angry dragon to hand over its hoard to us?"
It's not being used as a brainwashing skill by itself really, I just happen to be a psychic ghost embodying a non-static effigy and because of that I get ridiculous bonuses to both passive psychic stuff but also bluff/disguise.
Basically what I'm saying is that I spooked him so hard he shat his brains out :v:
[editline]20th September 2014[/editline]
Huge effective level change because of all the shit I have to haul onto my character, but it was totally worth it.
[QUOTE=LiquidNazgul;46028413]Not a fan of social skills in any game being utilized like brainwashing skills. "I rolled a natural 20 and my bonus to Bluff is +37, why didn't I successfully convince the angry dragon to hand over its hoard to us?"[/QUOTE]
well, that's how it is at high levels in Dungeons and Dragons.
you're basically a demigod
[QUOTE=LiquidNazgul;46028413]Not a fan of social skills in any game being utilized like brainwashing skills. "I rolled a natural 20 and my bonus to Bluff is +37, why didn't I successfully convince the angry dragon to hand over its hoard to us?"[/QUOTE]
A good player will never put the game in a position where that's the case. Any lie given should be plausible in its own right.
A good DM will never put the player in the position where an outlandish lie is the only way out.
I'd just play it out in a way where you just give it a philosophical question. Forcing it to do whatever we want it to do, by making it think that it is obligated to by some law of nature.
[media]http://www.youtube.com/watch?v=qjGRySVyTDk[/media]
So me and my friend are mid-campaign, one of our party members is a pirate captain, with a ship and crew. We've just stumbled into a conspiracy involving changelings that all bear specific tattoos and belong in different houses, and one of our party members turned out to be a changeling that belongs to a house that has become targeted by every other house, and most have already been assassinated. We retreated to the Captain's ship, and we're discussing ways to check the crew to see if any were replaced with changelings. The captain points out that if that changeling was on the ship, interrogating them would allow the changeling to escape over-deck and alert his or her house, and if we were to interrogate them at sea, they could get to the ammunition, they could easily bring the whole ship down in flames.
Halfway through our discussion about how to find this turncoat without risking him bringing us all down in flames, someone pointed out that we were essentially living out a Fantasy version of The Hunt for Red October.
[QUOTE=elowin;46029798]well, that's how it is at high levels in Dungeons and Dragons.
you're basically a demigod[/QUOTE]
With a +37 modifier, you're practically a *god*. Under 3rd edition at least, not sure how other versions handled it.
Having a single +1 is already statistically uncommon for a global population. Having a first-level elite array (+2/+2/+1/+1/0-1) ability scores is better than 95% of the population, or two-sigma. Skill check bonuses follow a similar pattern - a +12 is Olympic-grade, +15 is once-in-a-century.
A person with a +30 modifier is basically only going to come around every ten thousand years or so. +37 is so rare you'll see maybe two people with it in a million years. (This is assuming a relatively static world population, as D&D tends to have - I don't want to get bogged down in population growth curves).
The human race only has six thousand years of history. Considering population curves, I'd give about even odds that we haven't even gotten that +30 guy yet. And we definitely haven't ever had anyone with a +37. It's literally beyond what we have seen in reality.
and this is why D&D tends to fall apart on higher levels.
[QUOTE=M.Ciaster;46033354]and this is why D&D tends to fall apart on higher levels.[/QUOTE]
Unless the GM and players actually realizes that the characters are basically demigods.
I am the Moon.
[QUOTE=LiquidNazgul;46028413]Not a fan of social skills in any game being utilized like brainwashing skills. "I rolled a natural 20 and my bonus to Bluff is +37, why didn't I successfully convince the angry dragon to hand over its hoard to us?"[/QUOTE]
For real though, with Difficulty checks, that's basically how D&D works.
That DC would be like, 50. But if it was a very weak willed dragon who likes the players and isn't too interested in his gold, the DC would be like 30.
This is like, the basics of D&D.
I like how games powered by the apocalypse handle it. You can't make up outlandish shit because a prime requirement is that it makes at least some sense.
It also helps that the characters in those kind of games already start out awesome and any leveling is mostly sidegrades than upgrades.
[QUOTE=elowin;46033840]Unless the GM and players actually realizes that the characters are basically demigods.[/QUOTE]
I've done this.
A problem I have with games is I GM super carefree ruleswise, to speed up combat and the like, but my players are all super strict about the rules, and end up getting powergamey. It's a little obnoxious, and it's one of the reasons I prefer to play in person, because I can hold onto the rulebook, and nobody else can look. Anyone else have this problem?
I think a good rule to have is that once you start playing, nobody is allowed to look at the rules except the GM.
depends on the game
I know at this point for, say, Traveller, more often than not I'm just making up the mechanics themselves on the spot, since the framework is very loose
but like, I don't think anyone should be forced to go without for, say, pathfinder or shadowrun or anything more crunchy and like
Can't you just say look here, house rules, none of that powergamey shit
And if it ruins the game for them they're probably not the group for you
[QUOTE=MakoSkyDub;46036542]Can't you just say look here, house rules, none of that powergamey shit
And if it ruins the game for them they're probably not the group for you[/QUOTE]
Well problem is it isn't technically powergaming, but it slows the game down to a tremendous halt when they're looking up each rule and correcting me on them.
One of my players tries to backseat DM a lot and argue over rules whenever possible.
It's gotten to the point where I'll often just say "it is how it is, deal with it", because it's either that or a long, drawn-out argument over semantics.
I can understand if it was spells, but for like tripping, grappling, etc. That shit gets boring really quick. Especially if they just look up a new rule every damn round. I really hate that.
[QUOTE=Funktastic Dog;46036578]Well problem is it isn't technically powergaming, but it slows the game down to a tremendous halt when they're looking up each rule and correcting me on them.[/QUOTE]
Get something to physically strike them with when they misbehave
[QUOTE=Funktastic Dog;46036578]Well problem is it isn't technically powergaming, but it slows the game down to a tremendous halt when they're looking up each rule and correcting me on them.[/QUOTE]
I've not had this problem, but I've got an idea:
Put a time limit on turns. Get a timer - if you take more than sixty seconds from your initiative starting, you lose whatever other actions you have. Talk, look up rules, whatever you want, but after sixty seconds it's the next initiative even if you haven't "done" a single thing.
Does anyone have any games that they'd like another player for? I'm mostly familiar with Pathfinder, but I can force myself to learn a new system.
I'm pretty sure I brought this up before, but I got my school priorities straight so I have more free time now.
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