• D&D 4e: This edition sucks edition
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[QUOTE=amorax;48433132]What aspect of RPGs does everyone here most enjoy? Secondly, how do you handle bookkeeping and keeping track of everyone's stats in your games, online and off?[/QUOTE] I like the combat, figuring out the rules. I like dungeoncrawling, dealing with nasty traps and situations. I like social stuff, things you can solve with charm, fear, or having connections. I like basically everything! Book keeping, well it depends on the game. Roll20 has pretty good sheets for a lot of systems, but some it either lacks or has ATROCIOUS sheets for so I use mythweavers for that. Offline I'd just use mythweavers or roll20 too, just because the online whiteboard is simpler than using an actual whiteboard.
[QUOTE=PaperBurrito;48433278]When are we doing meks? And can I still sign up as a contender?[/QUOTE] Too little too late. Already have a full roster, and I'm not stupid enough to think I can handle a 16-person tourney. Especially not for a little $20 prize for the victor, it's just not worth the effort.
[QUOTE=Aperture fan;48432964]Well I [I]was[/I] gonna randomly roll people to fight one another but if you two would rather duke it out with each other I can make it happen.[/QUOTE] yeah man cdr has just been itchin to fight me
[QUOTE=amorax;48433132]What aspect of RPGs does everyone here most enjoy? Secondly, how do you handle bookkeeping and keeping track of everyone's stats in your games, online and off?[/QUOTE] Honestly, I really love the roleplay aspect and oddly enough character creation. I just like deciding on all the options and building something. It's fun to me.
So when you guys make characters, do you prefer to make serious characters that mesh well with the setting or do you prefer to make ridiculous characters who are a bit outlandish in the context of the setting? I thought I was the former, but I recently rolled something silly for a system stress test one-shot and it was a lot more fun than I expected to come up with a ludicrous character. [editline]11th August 2015[/editline] [QUOTE=amorax;48433132]What aspect of RPGs does everyone here most enjoy? Secondly, how do you handle bookkeeping and keeping track of everyone's stats in your games, online and off?[/QUOTE] Roleplaying far more than stats/mechanics/record keeping, though I'm not really keen on "free RP" and would prefer to have a GM there to wrangle things. The only RPGs I really play are set in established settings like Fallout or Halo, so I'm more about having an adventure within the setting and all that.
It depends on the context of the campaign but usually, 99% of the time, I just build whatever sounds fun. So if that means completely outlandish and seemingly not functional in any way, so be it.
[QUOTE=ElectricSquid;48434600]So when you guys make characters, do you prefer to make serious characters that mesh well with the setting or do you prefer to make ridiculous characters who are a bit outlandish in the context of the setting? I thought I was the former, but I recently rolled something silly for a system stress test one-shot and it was a lot more fun than I expected to come up with a ludicrous character.[/QUOTE] Bit of both, player characters are always going to be something out of the ordinary, but you need a character who is believably weird.
[QUOTE=Chronische;48424310]You can't make magic items at all in 5e, at least without a specific recipe and GM approval, so the 'level' of the fireball doesn't matter so much, but if you DID make it more powerful (by using it as a higher slot) it would just use more charges than normal based on other, similar magic items.[/QUOTE] ...what i said was that caster level doesn't give you more damage dice. [editline]11th August 2015[/editline] [QUOTE=draugur;48424322]Nah because it takes more damage from water pressure every round than it is capable of regenerating, it doesn't get the chance to move once it drowns and either dies as the rules say it should or it never comes out of negative hit points because it physically cannot.[/QUOTE] The Tarrasque heals 40 hit points every turn, I can practically guarantee that water pressure doesn't do that much damage, considering it's about three times as much as an average human can take before dying instantly. Even being hit directly in the face by the absolute largest catapult you can possibly get only does 8d6, averaging about 28 damage. And that's a goddamn gargantuan catapult, It's literally throwing giant boulders.
Depends how deep we're talking, the sea bed in the deep ocean can be about 4km deep, which is 400 atmospheres/6000 psi of pressure, probably enough to make your lungs explode and crush bone.
Catapult hits aren't even close to the danger of water pressure. It'd simply knock all the air out of the Tarrasque and shatter its bones/ribcage every time it'd regenerate, and that's if the 40HP regeneration would assume that the water gets automatically ejected out of the Tarrasque every round. The Tarrrasque would basically be doomed to an eternity of having its guts pummeled by the oceans, with no way to get out. You can't even roll that stuff; even the most epic of heroes wouldn't survive past over a thousand meters depth.
[QUOTE=Rents;48435941]Depends how deep we're talking, the sea bed in the deep ocean can be about 4km deep, which is 400 atmospheres/6000 psi of pressure, probably enough to make your lungs explode and crush bone.[/QUOTE] Yeah, but that's for a human you forget. A completely normal human at level 1 with around 1-6 hit points or so.
[QUOTE=elowin;48436856]Yeah, but that's for a human you forget. A completely normal human at level 1 with maybe 3 hit points.[/QUOTE] Indeed, we are talking about a monster who, in real life, would collapse under it's own weight. Heavy pressure is jack shit compared to the already impossible nature of it's existance. If a GM EVER lets you kill a Tarrasque, he's running it wrong.
[QUOTE=elowin;48435665]The Tarrasque heals 40 hit points every turn, I can practically guarantee that water pressure doesn't do that much damage, considering it's about three times as much as an average human can take before dying instantly. Even being hit directly in the face by the absolute largest catapult you can possibly get only does 8d6, averaging about 28 damage. And that's a goddamn gargantuan catapult, It's literally throwing giant boulders.[/QUOTE] Ocean pressure at those depths would be more comparable to that of a freefall from terminal velocity. That's 20d6 in 3.5e which is equivalent to about 70 damage. Ocean pressure is high enough that it's actually easy for submarines to lose integrity and be crushed like a tin can if they aren't built properly.
[QUOTE=Alice3173;48436882]Ocean pressure at those depths would be more comparable to that of a freefall from terminal velocity. That's 20d6 in 3.5e which is equivalent to about 70 damage. Ocean pressure is high enough that it's actually easy for submarines to lose integrity and be crushed like a tin can if they aren't built properly.[/QUOTE] Actually, just found the OFFICIAL WATER PRESSURE RULES! Yeah that's a thing now. [quote=D20PFSRD]Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. [/quote] Due to the fortitude save the Tarrasque would be able to be under any amount of water for quite a while before being impeded at all. After that, if deep enough underwater, it'd instantly incapacitate it... for 3 turns, after which it'll regenerate back to 1 hit point and be just fine for the next 7 turns, which will then repeat until it gets out of the water, at which point I'd have to assume it'd be fairly pissed off.
[QUOTE=elowin;48437114]Actually, just found the OFFICIAL WATER PRESSURE RULES! Yeah that's a thing now. Due to the fortitude save the Tarrasque would be able to be under any amount of water for quite a while before being impeded at all. After that, if deep enough underwater, it'd instantly incapacitate it... for 3 turns, after which it'll regenerate back to 1 hit point and be just fine for the next 7 turns, which will then repeat until it gets out of the water, at which point I'd have to assume it'd be fairly pissed off.[/QUOTE] I wasn't even aware there were actual rules for water pressure. Definitely doesn't account for extreme depths properly but I suppose for any sort of situation the player characters would be in that wouldn't even be necessary anyways. (Though I did just think of something. How would water pressure be handled in the elemental plane of water since it's just kinda an endless expanse of water?)
[QUOTE=Alice3173;48437127]I wasn't even aware there were actual rules for water pressure. Definitely doesn't account for extreme depths properly but I suppose for any sort of situation the player characters would be in that wouldn't even be necessary anyways. (Though I did just think of something. How would water pressure be handled in the elemental plane of water since it's just kinda an endless expanse of water?)[/QUOTE] AFAIK: water plane does not possess subjective gravity, so no pressure
[QUOTE=Alice3173;48437127]I wasn't even aware there were actual rules for water pressure. Definitely doesn't account for extreme depths properly but I suppose for any sort of situation the player characters would be in that wouldn't even be necessary anyways. (Though I did just think of something. How would water pressure be handled in the elemental plane of water since it's just kinda an endless expanse of water?)[/QUOTE] It serves it's purpose just fine for a fantasy game about people who can survive being hit by a cannonball the size of a boulder directly in the face.
[QUOTE=elowin;48437167]It serves it's purpose just fine for a fantasy game about people who can survive being hit by a cannonball the size of a boulder directly in the face.[/QUOTE] Yeah, but if that happens, you can just apply the best rule: [t]https://www.happyspeedy.com/sites/default/files/tostitos-chunky-salsa-mild7213.jpg[/t]
[QUOTE=Zonesylvania;48437155]AFAIK: water plane does not possess subjective gravity, so no pressure[/QUOTE] That reminds me, how many people have actually done PROPER planar travelling in this thread? As in, more than a VERY quick jaunt just to grab something or shit like that. Doing exploration of multiple planes, not just the material, is great and it doesn't seem to happen much. Spelljamming is also great, and that's just Wildspace.
[QUOTE=Chronische;48437223]That reminds me, how many people have actually done PROPER planar travelling in this thread? As in, more than a VERY quick jaunt just to grab something or shit like that. Doing exploration of multiple planes, not just the material, is great and it doesn't seem to happen much. Spelljamming is also great, and that's just Wildspace.[/QUOTE] I've never based entire campaigns around planar travel in and of itself, but it has featured heavily as parts of adventure hooks for my longer campaigns, as well as shuttling between various settings, particularly with spelljammers and plane shifting via magic.
[QUOTE=Rats808;48437177]Yeah, but if that happens, you can just apply the best rule: [t]https://www.happyspeedy.com/sites/default/files/tostitos-chunky-salsa-mild7213.jpg[/t][/QUOTE] Honestly? That's a bad rule. Absolutely retarded, in fact. Shrugging off ridiculous damage is embedded deep into the very core of the system. There's no reason why something like that would instantly kill you, but you can shrug off, say, 50 arrows to the gut. Or for that matter, a dragon's breath doing say, 15d6 damage, thus making it quite demonstrably FAR more deadly. You would be ruling that any high level monster will instantly kill you if it ever hits. If you don't want to play a game where the heroes can take a cannonball to the head, the better solution would be to just keep it at low levels. Or just not play D&D at all. Quite frankly, if you're looking for something with an ounce of realism, there are far better games out there.
There are optional rules that account for deadlier combat, such as the critical hit tables and massive damage check rules. And in systems like rolemaster, the combat itself can be downright deadly at all levels, particularly if the players face a strong enemy they haven't yet seen before of equal or greater strength than the party of adventurers.
D&D is built for heroic fantasy where even a level 1 or 2 character can take on half a dozen regular dudes in a bar fight, it doesn't really do other scales of power very well.
[QUOTE=Rents;48437398]D&D is built for heroic fantasy where even a level 1 or 2 character can take on half a dozen regular dudes in a bar fight, it doesn't really do other scales of power very well.[/QUOTE] it's called high fantasy for a reason because everyone is so high they don't feel pain
[QUOTE=elowin;48437619]it's called high fantasy for a reason because everyone is so high they don't feel pain[/QUOTE] 4d20 blaze it
I should run a stoner themed game, everyone starts the game with a randomly rolled type and amount of drugs, someone's mum's minivan with a quarter tank of petrol between you, and no money. Everyone starts with a drug or munchies related objective, and as you complete them a random person gets assigned another one. The winner is the last person who's neither unconscious, arrested or sober.
[QUOTE=Chronische;48436867]Indeed, we are talking about a monster who, in real life, would collapse under it's own weight. Heavy pressure is jack shit compared to the already impossible nature of it's existance. If a GM EVER lets you kill a Tarrasque, he's running it wrong.[/QUOTE] No he's not. He's just a GM that actually understands the drowning rule. Anyone who doesn't admit the writers were just fucking shit and tried to write the ultimate "I want to rocks fall but I don't want to be labeled "that guy"." creature but failed because they forgot their own rules has too much of a DnD fanboyism problem. If a GM brings out a tarrasque he's probably just a shit/newbie GM. Just because the tarrasque is an impossibly large creature doesn't mean it ignores other rules unless it is stated as so. ALSO technically you'd be suffocating even if you're so much of a shitler and gm fiat the drowning rules, so really if you actually read the rules, regeration doesn't work with hp lost from suffocation. (Regeneration does not restore hit points lost from starvation, thirst, or suffocation.) The Tarrasque will be constantly taking water pressure damage and also suffocation damage even if your GM doesn't understand the drowning rule, this is still going to keep that bastard at negative hit points. You could also reduce its wisdom (because they have shit fucking saves for that) to 0 and it'll just be out cold. Ensure it stays at 0 wisdom and it'll be effectively out either way. It can't move out of the ocean if it isn't awake. Also before you ask, no drowning isn't effected by regeneration either because it's not an attack or spell and doesn't deal damage.
I mean, if you want an "unkillable" monster just make something far beyond the players' level, but still -in theory- you can destroy it. That will make it so much more satisfying when they are finally strong enough and bring it down. That was what I did with the cyberdemon in mine.
[QUOTE=AtomicWaffle;48438688]I mean, if you want an "unkillable" monster just make something far beyond the players' level, but still -in theory- you can destroy it. That will make it so much more satisfying when they are finally strong enough and bring it down. That was what I did with the cyberdemon in mine.[/QUOTE] Yeah, something that's not about rules lawyering or combat stats is perfectly applicable when it comes to taking out epic threats. A MacGuffin or a technique or a puzzle that can be solved. My IRL D&D GM had it perfectly sorted out with the Orb of Retardation, a glowing blue orb granted to us by a demon which, when directed at any one person, massively reduces their INT. Using it against the wizardly Big Bad, whose power is unmatched in several dimensions thus far, makes him possible to kill.
Ditto for what basically happened in my old D&D campaign. Had been running a (highly modified) version of the Pandorym campaign from Elder Evils, and very very early on one of the players fucked up and ended up releasing the titular monster (through a series of die rolls of such improbability I've never seen since, all thanks to my cursed cthulhu die), and ended up having to rework the 'gather six maguffins to keep it sealed' to 'gather all of them to actually stand a chance of stopping it' still the campaign I actually put the most pre-game effort into, mostly around designing the aforementioned six maguffins so they could be useful items from level 1 on without (totally) breaking the balance, along with the rules for the inevitable final fight (which was in hindsight hilariously inspired by TTGL before I'd ever seen it, down to unearthing a giant space ship and engaging the thing in space after it had regained it's body to a background of utter cosmic insanity) but in any case, that was something that was more or less explicitly stated 'the instant it gets out and gets it's body, the campaign just ends' that I thought worked much better with it actually by putting some plot workaround to allow it to be stopped especially since they accidentally released it in literally the first session still sad my group's all too spread out over the country now to finish that game. Though I suppose ending it at the halfway point after having fucking nuked a city was a pretty good climax nonetheless. but basically, tactics that involve 'well this book says we can kill it this way technically' is generally not something I'm fond of for large, plot-item monsters. It entails a meta-knowledge that your character is unlikely to have in a fantasy setting, and hey, for all you know your DM could slap the Amphibious template on the thing for a single CR and then you're going to look like a massive fool when it Kaijus back out of the sea to eat you again
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