I decided to make a Spiked Chain build for a pirate scenario a friend of mine was hosting, and boy does it work. I've gone one level fighter, and the rest sorcerer, so I can enlarge myself. I've focused my spells on Mage Armor and Shield and stuff like that, and with Imp. Trip and Combat Reflexes, I usually get to trip people all the time with a +10 strength check modifier. But I must admit, it only works as support - if I didn't have a fighter and a barbarian to deliver the real blows, I wouldn't be worth much.
[QUOTE=Rats808;41721299]I was just glad I could actually pull some face shit. And I didn't even need to shoot anybody. :v:
(The only bullet I shot the entire session was at the reaper, but it didn't do very much to it.)[/QUOTE]
Stay tuned for a brand new series of: "HellSoldier uses maps not drawn by free hand in Roll20"!
I just sort of walked around wondering what was going on and trying to find the opportunity to clear the confusion on what both parties were doing in the facility but all the sudden heads are getting cut off, Reapers are attacking, green goo is trying to poop on shorty, and slitheroids are telling us to get the fuck out. So I opted to lean against the wall like a cool-guy and be all 'Whatever.'
Probably going to actually give my character a name and expand on his concept by next session.
[QUOTE=M.Ciaster;41714847]I'm hard at work rebalancing the homebrew Fallout RPG, so you might want to wait till I finish and put it all into a nice .pdf.
Pimping my work aside, I heard some really good stuff about Apocalypse World.[/QUOTE]
That sounds cool.
I took a look at apocalypse world, but is seems like it puts too much into supernatural/mutant powers. Taking it out would take a huge chunk out and possibly leave things very unbalanced. I'm okay with there being mutant monsters, because I can take them out very easily, or refluff them as other things maybe.
Also, the manual seems really immature, and seems to try to be edgy by swearing over and over in descriptions and talking about sex a lot. Actually, more than just talking about it. Sex is a game mechanic, and apparently the player classes have special abilities when having sex?
No thanks, I'll pass.
[QUOTE=Newbienice99;41726510]That sounds cool.
I took a look at apocalypse world, but is seems like it puts too much into supernatural/mutant powers. Taking it out would take a huge chunk out and possibly leave things very unbalanced. I'm okay with there being mutant monsters, because I can take them out very easily, or refluff them as other things maybe.
Also, the manual seems really immature, and seems to try to be edgy by swearing over and over in descriptions and talking about sex a lot. Actually, more than just talking about it. Sex is a game mechanic, and apparently the player classes have special abilities when having sex?
No thanks, I'll pass.[/QUOTE]
"Apocalypse World"? How generic a name can you get? Sounds like a really bleak world in Mario.
[QUOTE=DiscoInferno;41727473]"Apocalypse World"? How generic a name can you get? Sounds like a really bleak world in Mario.[/QUOTE][img]http://i.imgur.com/TiX5Rrt.jpg[/img]
?
Would anyone in the Shadowrun campaign object to me naming my character Slippy Toad?
[QUOTE=LobsterPastry;41729648]Would anyone in the Shadowrun campaign object to me naming my character Slippy Toad?[/QUOTE]
[t]http://upload.wikimedia.org/wikipedia/en/thumb/f/f0/SlippyToad.JPG/200px-SlippyToad.JPG[/t] ?
[QUOTE=LobsterPastry;41729648]Would anyone in the Shadowrun campaign object to me naming my character Slippy Toad?[/QUOTE]
As long as you're a rigger with piss poor combat skills.
[QUOTE=LobsterPastry;41729648]Would anyone in the Shadowrun campaign object to me naming my character Slippy Toad?[/QUOTE]
not only will i not object to it
i will fucking kiss you
virtually
[QUOTE=LobsterPastry;41729648]Would anyone in the Shadowrun campaign object to me naming my character Slippy Toad?[/QUOTE]
reminds me of my grippli alchemist named Smipply
So it looks like the Mutants and Masterminds game that would have been my first game isn't happening. Yay.
Unreliable people are the worst.
hehe yeah they suck
wait.......
[QUOTE=No Party Hats;41733483]hehe yeah they suck
wait.......[/QUOTE]
hey look two jokes in one post
Flakes are the worst. I have had a few of those that were so consistent I had to impose rules and penalties for it. I invented systems just for the flakes, because of said flakes.
All this time later I realized the only rule is "Do it and you're not welcome anymore", anything else is catering to their bullshit.
does anyone know what the hell "hands like spatchcocks" means? does it mean my hands look like chicken claws, or that they look like cooked chicken?
I cannot find a direct answer to this anywhere.
[QUOTE=ief014;41736002]does anyone know what the hell "hands like spatchcocks" means? does it mean my hands look like chicken claws, or that they look like cooked chicken?
I cannot find a direct answer to this anywhere.[/QUOTE]
Probably chicken claws, but I think it's open to interpretation. Go for cooked chicken hands if you want.
[editline]6th August 2013[/editline]
Or rather if the DM is okay with it and you want to.
[QUOTE=Newbienice99;41726510]That sounds cool.
I took a look at apocalypse world, but is seems like it puts too much into supernatural/mutant powers. Taking it out would take a huge chunk out and possibly leave things very unbalanced. I'm okay with there being mutant monsters, because I can take them out very easily, or refluff them as other things maybe.
Also, the manual seems really immature, and seems to try to be edgy by swearing over and over in descriptions and talking about sex a lot. Actually, more than just talking about it. Sex is a game mechanic, and apparently the player classes have special abilities when having sex?
No thanks, I'll pass.[/QUOTE]
Damn, I had no idea -that- was actually a thing. Oh well.
I've actually done most of the work on the Fallout rebalance - just need to put all the stuff I've got in loose .txt files into a nice .pdf and it'll be done. I'm gonna post it here, too!
Just mucked about with two of my players as test subjects on Roll20.
Turns out Roll20 is fucking fantastic. Definitely going to use it more often, assuming I can work up the necessary effort to actually make the maps :v:
I really dig the soundscape streaming they have. If I ever do some non-Pathfinder stuff I'll probably use Roll20 for it since it's the best general purpose VTT at the moment (MapTools aside).
[QUOTE=Aperture fan;41738932]Just mucked about with two of my players as test subjects on Roll20.
Turns out Roll20 is fucking fantastic. Definitely going to use it more often, assuming I can work up the necessary effort to actually make the maps :v:[/QUOTE]
The only reason I'm not using Roll20 anymore, really, is because of my 5 players, 1 has darkvision, 2 have lowlight vision, 2 have normal vision; 1 got a longsword that can catch fire and act as an everburning torch, 1 is a cleric with Light, 1 has a glowing composite longbow. I was tired of having 20 different auras set up to help figure out how far everyone could see, then individually clearing bits of the fog as I told them what each character could see.
Now, with maptool, I just set their vision radius then add/remove light sources, and it does the rest for me. :v: (Biggest issue being that it doesn't always auto-update the fog of war, but all I have to do to fix that is press ctrl+i each time they move a square.)
That and I can no longer use sound effects unless I want to play them over mumble, which would still exclude 1 player since he refuses to get mumble.
You can get that in roll20, but you have to pay for it.
[QUOTE=Rats808;41739552]...1 has a glowing composite longbow. [/QUOTE]
I can understand glowing arrows so you could mark your target, but why a glowing longbow? It's like having a spotlight on you that says "HEY, I'M THE GUY WHO SHOT YOU"
Glowing is the default effect for saying "HEY SHITLORD THIS IS MAGIC". I usually describe stuff with a cooler and more subtle effect, like the guy playing a paladin in my game has a +1 longsword that's always shiny and never has any dirt or blood on it.
Well then a level 20 character can retire and become a lighthouse bulb with all their glowing gear
[QUOTE=Newbienice99;41739752]Well then a level 20 character can retire and become a lighthouse bulb with all their glowing gear[/QUOTE]
Only if the GM actually gave them that much glowing magical loot. Not everything [i]has[/i] to glow, it's just one of many things that can happen to magical gear.
EG the burning sword iirc I described as having some runes on it, and being warm to the touch. (If not I totally should have and my players should totally act like I did because it only makes sense.)
Hell in older editions of D&D I'm pretty sure there was like a 50% chance that any given magical weapon would glow
[QUOTE=DarkMonkey;41740456]Hell in older editions of D&D I'm pretty sure there was like a 50% chance that any given magical weapon would glow[/QUOTE]
Yeah, and in older editions Identify had like... 1% chance to detect if an item was cursed, cost 100GP to cast, and fatigued you.
Yeah, the glowing bow is really fucking good, and Im level 3, so that's why I use a glowing bow.
[QUOTE=Funktastic Dog;41740481]Yeah, the glowing bow is really fucking good, and Im level 3, so that's why I use a glowing bow.[/QUOTE]
you gotta admit how retarded it must look to a random commoner you walk by though
"oh god his bow is so bright why does he even have that god damn"
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