• D&D General v3
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How many people would be interested in an open world campaign centered around Chicago? I'm running a campaign of the sort locally, but it's a matter of if I should make a sourcebook that other people can use or not. [editline]28th July 2013[/editline] Just a heads up though, it probably won't be much good.
So at 6th level, my guntank has the ability to end encounters by himself. Six shots, horrible bonus to hit, but god help you if I crit.
Been playing in a Legend of the Five Rings campaign since early January, and the closest I've come to dying so far was last night when we were in a wind storm. Everybody outside had to roll a d10, 1-2 and you get hit by debris. After a couple turns of nobody getting hit, myself and the other guy outside both rolled 1s and got hit. Again we had to roll to see what we got hit by. 1-5 it was a small object, 6-9 it was a medium object, 10 it was a large object. Other guy rolls low, and gets hit by a shingle blown off a house. 1d10 damage, and he rolled a 1. Naturally I rolled a 10, and got decked by a big solid iron cooking pot. 3d10 damage. I rolled 28. The winds were getting even worse, so we decided it was best that we went back inside after that. We had to do an athletics roll to make it inside. The GM said "You guys better hope you make this roll" Other guy makes it, but I fail because of wound penalties. My progress towards the door begins to slow down, until eventually I start moving away from the door. The guys inside are shouting at the villagers for rope, but nobody can find any. Eventually they tie several kimonos together. They throw it to me and I catch it. I had to roll athletics again, this time with a +10 from the rope, and then roll to see if the kimonos stayed together. I needed a 20 to make it, and with the +10, and -7 from my penalties, I got 21. Then, I rolled a d10 for the kimonos, 1-3 and they came apart. I rolled a 4. I was nearly to the door, and one of the kimonos started ripping. At the last second somebody grabbed my hand and pulled me inside.
One day I will play an artificial teenage pop idol robot in Eclipse Phase and inside my anime exterior will be a chain smoking ex-cop that's been on the beat for close to fifty years. I will be the black guy from lethal weapon but also hatsune miku
[QUOTE=RearAdmiral;41639152]One day I will play an artificial teenage pop idol robot in Eclipse Phase and inside my anime exterior will be a chain smoking ex-cop that's been on the beat for close to fifty years. I will be the black guy from lethal weapon but also hatsune miku[/QUOTE] That is one of the best character concepts I have ever heard.
I'm pretty certain I've finally designed an encounter that can challenge my players while still technically being beatable, because I really want to finally express the 'shit has gotten real' point (also, I want to give them a slight break in the rising action, where it can cool down and they do some army management instead of direct fighting before the current sections BBEG) Since my group is all 9th level (although they've been stopping stuff CR11 and up with few problems), I'm throwing them up against an 8th level factotum who has the functional equivalent of two scrolls of time stop, a whole bag full of grenades, poisoned caltrops, and tanglefoot bags; explosive runes, dispel magic, and hold person prepared; a repeating crossbow that does extra damage to neutrals (since save our paladin that's my entire group), and a whip that has a chance to stun on hit. Basically, every dickbag trick in the book save throwing a dust of sneezing and choking at them Basically, I want someone to bloody die, because that hasn't happened since literally our 3rd meet, so this seems an adequate way to raise the stakes Plus if this person escapes I've got a new recurring foe to play with I love being an evil GM
[QUOTE=SiberysTranq;41651051]I'm pretty certain I've finally designed an encounter that can challenge my players while still technically being beatable, because I really want to finally express the 'shit has gotten real' point (also, I want to give them a slight break in the rising action, where it can cool down and they do some army management instead of direct fighting before the current sections BBEG) Since my group is all 9th level (although they've been stopping stuff CR11 and up with few problems), I'm throwing them up against an 8th level factotum who has the functional equivalent of two scrolls of time stop, a whole bag full of grenades, poisoned caltrops, and tanglefoot bags; explosive runes, dispel magic, and hold person prepared; a repeating crossbow that does extra damage to neutrals (since save our paladin that's my entire group), and a whip that has a chance to stun on hit. Basically, every dickbag trick in the book save throwing a dust of sneezing and choking at them Basically, I want someone to bloody die, because that hasn't happened since literally our 3rd meet, so this seems an adequate way to raise the stakes Plus if this person escapes I've got a new recurring foe to play with I love being an evil GM[/QUOTE] Make him a lich too, so that even if they DO kill him he's still around to get revenge. Some Golem bodyguards wouldn't hurt either.
[img]http://i.imgur.com/ooIemY7.jpg[/img] pathfinder
I drew the poop.
I would literally kick people who drew that all over my beautiful maps. [editline]31st July 2013[/editline] Mainly because I put like an hour plus into making them
[QUOTE=Rents;41665349]I would literally kick people who drew that all over my beautiful maps. [editline]31st July 2013[/editline] Mainly because I put like an hour plus into making them[/QUOTE] As if HellSoldier ever puts efforts into his maps. :v:
is that a strongbad mask i see in the top?
[QUOTE=elowin;41665601]is that a strongbad mask i see in the top?[/QUOTE] No it's Spiderman. He's hanging out with the other Ettercaps, the other real spidermen. [editline]31st July 2013[/editline] This Huge Earth Elemental is a bitch to kill holy shit
[QUOTE=Rents;41665349]I would literally kick people who drew that all over my beautiful maps. [editline]31st July 2013[/editline] Mainly because I put like an hour plus into making them[/QUOTE] I on the other hand would probably just join in on the fun. infact often im the one who starts it
[QUOTE=Rents;41665349]I would literally kick people who drew that all over my beautiful maps. [editline]31st July 2013[/editline] Mainly because I put like an hour plus into making them[/QUOTE] no fun ;(
[QUOTE=Rents;41665349]Mainly because I put like an hour plus into making them[/QUOTE] You need to get yourself some of the tile sets and prop packs floating around the web, you'll never look back once you start making maps with them. [IMG_thumb]http://img28.imageshack.us/img28/5663/6qf7.png[/IMG_thumb] [IMG_thumb]http://img713.imageshack.us/img713/4623/ftc6.png[/IMG_thumb] [IMG_thumb]http://img13.imageshack.us/img13/8072/1mul.png[/IMG_thumb] The bottom map took me about 5 minutes to make (note that's only the top half shown), mostly due to changing the layout I wanted. The middle one took about 15 minutes after trying a couple different tree placement designs -- it took longer to place those damn shadow overlays on the tree areas (to represent heavy growth and areas that grant cover bonuses) than it did to just make the map. The top one (which is not yet finished either) took about an hour, including all the prop goodies, monster placement, and DM notes I made. Tile sets 4 life man.
I like the giant statues of naked girls out front.
What did you make that with, Pymapper?
[QUOTE=ElTacoLad;41668290]I like the giant statues of naked girls out front.[/QUOTE] It's not a proper temple to the gods unless it has naked people. [QUOTE=Chronische;41668317]What did you make that with, Pymapper?[/QUOTE] I made it within the VTT my group uses, [URL="http://www.d20pro.com/index.php"]d20Pro[/URL], since it has layer support built in -- meaning I can make props and tiles moveable/editable dynamically during play since they're not baked into the map (which itself is just a bunch of tile image layers against a blank background). Only problem with this method is that the tile images (and most others) are massive (to retain quality) in dimensions, something like 20x20 on quite a few, when imported raw into d20Pro. Obviously that's too big (they're naturally the 6x6 standard, which is what I like them as visually and mechanically), so I have to resize them (which thankfully d20Pro also has dynamic support for) for play. The result in a big map like the first one is you have dozens and dozens and dozens of massive PNG images all condensed down; it's a resource hog. d20Pro comes standard with a 200-something-mb RAM resource limit, the top map itself hovers between 400-500mb from the images alone -- that will increase once you have all the dice rolling and combat calculations working too. [IMG]http://img542.imageshack.us/img542/3949/w9uc.png[/IMG] Unless you have a PC with [i]at least[/i] a few gigs worth of RAM you can dedicate to d20Pro (via your own .bat), it will lag like shit once it hits the Upper Memory Limit. Everyone in my group has a gaming PC, including myself, so I have the luxury of making my resource cap around 2gb. It would be easier to simply make the map in another program and import the whole thing, which is what most people do. But I like having the ability move my shit around at will, especially for the times my players do something with them. [IMG_thumb]http://img89.imageshack.us/img89/3517/ju3z.png[/IMG_thumb] Each one of the red squares is an image acting as its own layer, so I can move them whenever I want during play -- and by raising or lowering the layers order it will appear beneath or above another layer (like the trees covering the golden brick platform, and the statue covering the trees to visually represent it being taller than them), which works very well when using transparency-supported images. Not so useful for the blood image highlighted perhaps, but I've had to move around the braziers once when a player used them to try and block a door way. It's the little things.
So is it normal that you get the group together, everyone has fun (pestering you with questions about it afterwards to the point you're losing it), but then you can't get those fuckers to organize another time? "I don't have time/I'm occupied/Oh man I got so much work" [B]Bullshit[/B] neckbeard, I know you sit at home shut in your room writing code (or at least, you're nowhere near too busy to spare 3-5 hours once or twice in 2 weeks).
yep thats completely normal
[QUOTE=acds;41670884]So is it normal that you get the group together, everyone has fun (pestering you with questions about it afterwards to the point you're losing it), but then you can't get those fuckers to organize another time? "I don't have time/I'm occupied/Oh man I got so much work" [B]Bullshit[/B] neckbeard, I know you sit at home shut in your room writing code (or at least, you're nowhere near too busy to spare 3-5 hours once or twice in 2 weeks).[/QUOTE] It's infuriatingly normal. Get one or two sessions in, then they never ever "have time" to do it again. Jerks >:C
Good to see I'm not alone in my suffering.
I would love to have a game where all the people have a set day of the week they are almost certain to have free for a couple hours, no backing out, no "Oh, I found out I work today an hour ago" nonsense. Just people who can guarantee some time off during a week to play D&D. Is that so much to ask, an hour or three a week that they won't back out of or delay for weeks on end?
[QUOTE=Chronische;41670974]I would love to have a game where all the people have a set day of the week they are almost certain to have free for a couple hours, no backing out, no "Oh, I found out I work today an hour ago" nonsense. Just people who can guarantee some time off during a week to play D&D. Is that so much to ask, an hour or three a week that they won't back out of or delay for weeks on end?[/QUOTE] Yeah I'm losing my sanity trying to organize people. Not sure this is worth it really.
[QUOTE=Axznma;41668727]It's not a proper temple to the gods unless it has naked people. I made it within the VTT my group uses, [URL="http://www.d20pro.com/index.php"]d20Pro[/URL], since it has layer support built in -- meaning I can make props and tiles moveable/editable dynamically during play since they're not baked into the map (which itself is just a bunch of tile image layers against a blank background). Only problem with this method is that the tile images (and most others) are massive (to retain quality) in dimensions, something like 20x20 on quite a few, when imported raw into d20Pro. Obviously that's too big (they're naturally the 6x6 standard, which is what I like them as visually and mechanically), so I have to resize them (which thankfully d20Pro also has dynamic support for) for play. The result in a big map like the first one is you have dozens and dozens and dozens of massive PNG images all condensed down; it's a resource hog. d20Pro comes standard with a 200-something-mb RAM resource limit, the top map itself hovers between 400-500mb from the images alone -- that will increase once you have all the dice rolling and combat calculations working too. [IMG]http://img542.imageshack.us/img542/3949/w9uc.png[/IMG] Unless you have a PC with [i]at least[/i] a few gigs worth of RAM you can dedicate to d20Pro (via your own .bat), it will lag like shit once it hits the Upper Memory Limit. Everyone in my group has a gaming PC, including myself, so I have the luxury of making my resource cap around 2gb. It would be easier to simply make the map in another program and import the whole thing, which is what most people do. But I like having the ability move my shit around at will, especially for the times my players do something with them. [IMG_thumb]http://img89.imageshack.us/img89/3517/ju3z.png[/IMG_thumb] Each one of the red squares is an image acting as its own layer, so I can move them whenever I want during play -- and by raising or lowering the layers order it will appear beneath or above another layer (like the trees covering the golden brick platform, and the statue covering the trees to visually represent it being taller than them), which works very well when using transparency-supported images. Not so useful for the blood image highlighted perhaps, but I've had to move around the braziers once when a player used them to try and block a door way. It's the little things.[/QUOTE] I use roll20.net, some of my players use their laptop or tablet to play, requiring 2GB of RAM for the program is going to mean people can't play unfortunately. [editline]1st August 2013[/editline] Also, I've been reading the Shadowrun 5e core book, they've made character creation suck less and more balanced, but do a piss poor job of explaining it. They've also kept up the tradition of Shadowrun books being disorganised as shit.
[QUOTE=acds;41671102]Yeah I'm losing my sanity trying to organize people. Not sure this is worth it really.[/QUOTE] I'd play, and be on time :3 [editline]1st August 2013[/editline] [QUOTE=Rents;41671414]I use roll20.net, some of my players use their laptop or tablet to play, requiring 2GB of RAM for the program is going to mean people can't play unfortunately. [editline]1st August 2013[/editline] Also, I've been reading the Shadowrun 5e core book, they've made character creation suck less and more balanced, but do a piss poor job of explaining it. They've also kept up the tradition of Shadowrun books being disorganised as shit.[/QUOTE] Roll20 seems really nice as a player, haven't touched it as a GM. It also meshes well with Pymapper, from what I understand. Sounds like it's keeping it oldschool in at least one way then, being a disorganized mess. Ever looked at, for example, the old AD&D player's handbook? Tables for saving throws, XP to level, class requirements all over the fucking book instead of consolidated into one place.
When it comes to "Face" characters, I've noticed a lot of people tend to play persuasive socialite types. I'm curious to hear if anyone's ever tried the persuasive sleazebag archetype. D&D and Pathfinder have your obvious rogue and professional criminals and modern settings like WoD and Shadowrun have your Sleazy Lawyers. High Charisma and Knowledge points invested in law and you too can be Saul Goodman [media]http://www.youtube.com/watch?v=ll7GSiad0ko[/media] Anyone ever played anything similar? If so, how did it go? [editline]1st August 2013[/editline] Come to think of it, playing a criminal lawyer for your typical player character party would be a great source of income, as you'd have to keep bailing them out of jail.
I played something like that in the one and only D20 Modern game I ever played. It went okay until the bullets started flying.
Yeah, I guess playing that kind of character assumes your characters' solution to getting out of jail isn't just shooting everyone.
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