• D&D 4e: This edition sucks edition
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:snip: misread
My party wandered into a temple inhabited by flail snails. One of our new members has an insane amount of ranks in Linguistics and he managed to communicate with them and we made it through 4 encounters in minutes by just communicating. DM got super pissed and we walked into a plane that was slowly trying to tear the souls from our bodies.
[QUOTE=Saxon;48510929]My party wandered into a temple inhabited by flail snails. One of our new members has an insane amount of ranks in Linguistics and he managed to communicate with them and we made it through 4 encounters in minutes by just communicating. DM got super pissed and we walked into a plane that was slowly trying to tear the souls from our bodies.[/QUOTE] Gm has good taste if they are using flailsnails. You encountered a Wolf-in-sheeps-clothing or a froghemoth? Or, most importantly, a flumph?
I feel like actually running something in 5e or PF for bunch of my pals in IRC after I am done with the games I am playing in. Namely, Return to Tomb of Horrors. It is going to be [B]hella killy[/B], so I kinda wonder if I should convert it, and how and if I should give players chances or just tell them to prepare ton of extra characters. Or maybe I should just try to figure out campaign of my own devices in spirit of the forementioned campaign, since I read it and I am kinda fond of the tone.
[QUOTE=Sasupoika;48511098]I feel like actually running something in 5e or PF for bunch of my pals in IRC after I am done with the games I am playing in. Namely, Return to Tomb of Horrors. It is going to be [B]hella killy[/B], so I kinda wonder if I should convert it, and how and if I should give players chances or just tell them to prepare ton of extra characters. Or maybe I should just try to figure out campaign of my own devices in spirit of the forementioned campaign, since I read it and I am kinda fond of the tone.[/QUOTE] Tomb of Horrors too easy, and people already know too much about it. Here's the deal: Make it NOT JUST Tomb of Horrors. Mix in White Plume Mountain and fucking Expedition to the Barrier Peaks. Trust me, it'll be fucking great. Make all 3 interconnect, so they have to survive the death gauntlet of all 3.
The problem I've found is that when running pre-mades is that some players will often go through a session or two and then go try and find the story online or something and then the meta gaming begins. That's when you throw wrenches in the gears and suddenly you're no longer in pre-made adventure, you're in anti-pre-made adventure that punishes you for making meta game decisions you'd only know from reading pre-made adventure.
One encounter I remember distinctly from my old school D&D games was when our party was exploring some ruins (we were about 4th level average at the time) and the party fighter spotted a large "fountain" that was flowing with fresh water. The fountain had a large pile of loot in it. The fighter, being impetuous, started scooping everything into a bag, but then the water grew two pseudopods and lashed out at the fighter, who avoided one but was grabbed by the other. The water, which was none other than an aballin, then proceeded to attempt drowning the captured fighter. They'd be dead meat if not for the wand of lightning our PC wizard just happened to have, though the lightning bolt didnt leave them in much better shape.
[QUOTE=Chronische;48511120]Tomb of Horrors too easy, and people already know too much about it. Here's the deal: Make it NOT JUST Tomb of Horrors. Mix in White Plume Mountain and fucking Expedition to the Barrier Peaks. Trust me, it'll be fucking great. Make all 3 interconnect, so they have to survive the death gauntlet of all 3.[/QUOTE] My idea was to keep the start ( until atleast the tomb itself ) obscure, plus it is [I]Return to Tomb of Horrors[/I], which has some adventuring before and after the Tomb itself ( going to home of some giants, entering some shitty demiplane where you can fall off into negative energy plane and the BBEG castle ).
[QUOTE=draugur;48511140]The problem I've found is that when running pre-mades is that some players will often go through a session or two and then go try and find the story online or something and then the meta gaming begins. That's when you throw wrenches in the gears and suddenly you're no longer in pre-made adventure, you're in anti-pre-made adventure that punishes you for making meta game decisions you'd only know from reading pre-made adventure.[/QUOTE] Just don't tell them what it is, obviously. If they know what it is, the temptation is there and hard to escape. On top of that, it already won't REALLY be a pre-made due to the conversion process.
[QUOTE=elowin;48510129]not killing the wizard while you had the chance was a mistake[/QUOTE] the problem with that was the party sorcerer jumped in an dimension doored out with the wizard. Also I plan on taking the full brunt of the blame and then I can use my /plausible/ defense. Still though this all happened because gnolls stole our furniture.
"You guys really should heal up, you know, big fight coming up..." - Quote from rearadmiral before we flawlessly destroyed the three orks and flesh golem in a spooky asylum, without taking a single hit
[QUOTE=SiberysTranq;48512679]"You guys really should heal up, you know, big fight coming up..." - Quote from rearadmiral before we flawlessly destroyed the three orks and flesh golem in a spooky asylum, without taking a single hit[/QUOTE] I think being crushed by a flesh golem would have been a preferable outcome to seeing what was yet to come.
So let me see if I have this right in the world of calculating a basic, normal Melee attack: (This char as an example: [url]http://www.tabletopping.net/uploads/1/4/0/2/14029933/5e_lvl_1_half_orc_barbarian.pdf[/url]) It's the Str Mod + Proficiency Bonus (3+2), + the Weapon damage (1d12), + the Str Mod again. For a total of (1d12+8). How do you calculate accuracy though? Deciding if the hit lands? (5th Edition)
[QUOTE=General J;48513792]So let me see if I have this right in the world of calculating a basic, normal Melee attack: (This char as an example: [url]http://www.tabletopping.net/uploads/1/4/0/2/14029933/5e_lvl_1_half_orc_barbarian.pdf[/url]) It's the Str Mod + Proficiency Bonus (3+2), + the Weapon damage (1d12), + the Str Mod again. For a total of (1d12+8). How do you calculate accuracy though? Deciding if the hit lands? (5th Edition)[/QUOTE] Pretty sure accuracy(Attack Bonus) is str+proficiency bonus, and damage is just weapon damage+str. [editline]21st August 2015[/editline] Granted, I say this as someone who hasn't played 5th edition and doesn't have access to any of the books right now, so I might be wrong, but +8 damage at level 1 sounds a little OP.
Oh I meant basic AC calculation lol. Are there things that modify AC rolls every time?
To hit is a d20+attack bonus, checked against the target's AC.
And "Attack Bonus" is Str+Proficiency?
in pathfinder news my cleric is the only remaining original member of the flying squirrels adventuring party, and thus the leader just according to keikaku
What if you use a finesse weapon? Then your Attack bonus is Dex + Prof?
[QUOTE=General J;48514249]What if you use a finesse weapon? Then your Attack bonus is Dex + Prof?[/QUOTE] That's right, or using a ranged weapon (although some ranged weapons can also use strength.) Spell attacks are similar. A wizard casting firebolt would use Int+prof to hit, though spells don't add your stat modifier to damage (unless it specifically says otherwise.)
lmao my Cyberpunk players just accidentally killed a lot of people again [editline]22nd August 2015[/editline] well ok it [I]was[/I] an accident and they did get rammed off the road by a SUV full of more or less crazy Russians, but still at least two of them walked away! well, hobbled, since they had three broken legs between them [editline]22nd August 2015[/editline] also I'm looking for a fourth player, I remember quite a lot of people were interested so uh if you were holla @ me via steam/PMs again preferably a Solo or some other role with a combat focus since we've got a techie, a cop turned fixer, and a netrunner about to enter
[QUOTE=General J;48514249]What if you use a finesse weapon? Then your Attack bonus is Dex + Prof?[/QUOTE] Possibly. When you're attacking with a finesse weapon, you use your choice of STR or DEX and use the same stat modifier for the to-hit and damage rolls. In your example, you'd be rolling 1d20 + 3 (STR mod) + 2 (Proficiency) to hit and for damage you'd be rolling 1d12 + 3 (STR mod).
I'm not looking to start a debate, and I don't want to shit the next 3 pages up with talk of quantum dice rolling based on entropic magic radiation lasers or RNGesus or anything of the sort. I just want a simple poll done on ratings alone. Is Roll20 shit? That's what I'm trying to find out. I'm positive that the results aren't as random as they claim on the small scale. Sure, in the grand scheme of things it evens out, but as a single individual I'm absolutely sure the results aren't as random as they should be. [B]So basically: if you think Roll20 is shit and doesn't provide random enough results, rate agree. Otherwise rate disagree if you stand by Roll20 and think any abnormal patterns in results are flukes of luck.[/B]
the rolling system is bad, the site is great.
We know its random, but you know the dice is always rigged in somebody's favor that one session.
[QUOTE=croguy;48519899]We know its random, but you know the dice is always rigged in somebody's favor that one session.[/QUOTE] Certainly feels like it sometimes lol. Either our GM can't roll for shit, or one of us has a horseshoe up their ass. Having a middle ground rarely, if ever happens and I've been in a weekly game on roll20 for nearly two years now. Plus duplicate rolls are worryingly common, by which I mean rolling two sets of weapon attacks with the built in sheets and getting results like this: 12 | 8 12 | 8 When rolling twice in rapid succession.
[QUOTE=Joekirk;48520328]Certainly feels like it sometimes lol. Either our GM can't roll for shit, or one of us has a horseshoe up their ass. Having a middle ground rarely, if ever happens and I've been in a weekly game on roll20 for nearly two years now. [B]Plus duplicate rolls are worryingly common, by which I mean rolling two sets of weapon attacks with the built in sheets and getting results like this: 12 | 8 12 | 8 When rolling twice in rapid succession.[/B][/QUOTE] I've noticed this a lot too. It doesn't inspire confidence in Roll20's rolling system when shit like this happens so frequently, and it inspires less confidence when their 'supr entropy system' is mostly just used by them. I trust basic rands from javascript more than i trust those fucking light beams
Or the time I rolled two d10's and got the exact same rolls in the exact same order twice in a row. That was something. Though it does check out in basic statistics with being roughly 10% of the time it'll be a 1 in the 1d10, etc.. I might run more experiments to get actual statistically important figures.
I maintain roll20 is no more or less random than actual dice I've used in real life especially with people's ability to have preternatural luck, for good or bad, with them (mostly Rearadmiral's consistently garbage rolls and my ability to get fucking bonkers rolls whenever I'm doing stats) but nothing to the point that I'd even remotely say it's broken, or give up a wonderful combined tool that means I don't need to have four bloody programs open just to run a game besides, for every single weird occurrence there's still many dozens of completely routine rolls that go by just fine
[QUOTE=Aperture fan;48519851]Is Roll20 shit? That's what I'm trying to find out. I'm positive that the results aren't as random as they claim on the small scale. Sure, in the grand scheme of things it evens out, but as a single individual I'm absolutely sure the results aren't as random as they should be.[/QUOTE] While I won't provide an opinion on Roll20 otherwise, any suspicions on the rng are just placebo and paranoia. While it's truly random, no human would even notice during normal gameplay if it was just pseudo-random. [QUOTE=cdr248;48520754]I've noticed this a lot too. It doesn't inspire confidence in Roll20's rolling system when shit like this happens so frequently, and it inspires less confidence when their 'supr entropy system' is mostly just used by them. I trust basic rands from javascript more than i trust those fucking light beams[/QUOTE] the 'super entropy' thing is always used only by the server at hand, so most people wanting to do server-side true entropy create their own random generators. Can't utilize human input in the environment as rolling is server-side. Most client-side cryptographically secure true random generators take mouse inputs or keypresses for their randomness, which sort-of ensures true randomity. [QUOTE=draugur;48520770]Or the time I rolled two d10's and got the exact same rolls in the exact same order twice in a row. That was something. Though it does check out in basic statistics with being roughly 10% of the time it'll be a 1 in the 1d10, etc.. I might run more experiments to get actual statistically important figures.[/QUOTE] Any sufficiently large experiment will provide data equal to the one provided by roll20.
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