• D&D 4e: This edition sucks edition
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Next thing you're gonna tell me is gurps has a skill for Ballroom Dancing.
[QUOTE=M.Ciaster;48547291]:wow:[/QUOTE] [t]http://i.imgur.com/JjA9fa9.jpg[/t]
I think we should add a rule about not saying GURPS or Savage Worlds when anybody asks if someone can recommend them any good systems based in X genre, unless GURPS and Savage Worlds are the only ones around.
[QUOTE=No Party Hats;48546601]has anyone tried building a character that uses a Daihatsu-Caterpillar Horseman in Shadowrun 5e? what kind of dope ass mods can you throw in that bad boy[/QUOTE] Well, with vehicles at the moment you can add turrets, or camo. Or use stuff from 4e, although the speed and acceleration rules are totally different and won't carry over at all
[QUOTE=Alsojames;48548403]I think we should add a rule about not saying GURPS or Savage Worlds when anybody asks if someone can recommend them any good systems based in X genre, unless GURPS and Savage Worlds are the only ones around.[/QUOTE] I say the opposite. If anyone asks for a setting or a system for anything, we should always point our GURPS.
rip in that case whats the best way to cover/hide your aura? what if you don't want forensic mages to come knocking on your door after doing some bad shit?
[QUOTE=Alsojames;48548403]I think we should add a rule about not saying GURPS or Savage Worlds when anybody asks if someone can recommend them any good systems based in X genre, unless GURPS and Savage Worlds are the only ones around.[/QUOTE] Maybe GURPS and SW are just good systems? While I can't recommend GURPS for any kind of settings (I haven't played it), I can definitely recommend SW to anyone looking for plupy or any game with larger than life characters. Also SW's got unique settings out the bum. Weird Wars (from the founding of Rome to the grimdark unholy future of 2350), Rippers, Deadlands, Day After Ragnarok, Space 1889 ect. And it's got a ton of companions and toolkits that allow you to easily create your own setting on the fly.
[QUOTE=No Party Hats;48548564]rip in that case whats the best way to cover/hide your aura? what if you don't want forensic mages to come knocking on your door after doing some bad shit?[/QUOTE] Full chemical sealed suit, caseless ammo, don't touch anything that might leave blood/hair/skin flakes on you, get an astral ward up in your hide out, if you're a mage there's a couple of metamagics for fucking with auras. But the best defence is that hiring mages to do that and have a team go kick someone's door in is very expensive.
[QUOTE=No Party Hats;48548564]rip in that case whats the best way to cover/hide your aura? what if you don't want forensic mages to come knocking on your door after doing some bad shit?[/QUOTE] cast sterilize everywhere you go
[QUOTE=Rents;48548653]Full chemical sealed suit, caseless ammo, don't touch anything that might leave blood/hair/skin flakes on you, get an astral ward up in your hide out, if you're a mage there's a couple of metamagics for fucking with auras. But the best defence is that hiring mages to do that and have a team go kick someone's door in is very expensive.[/QUOTE] yeah but any job against a bigger corp or crime unit is gonna have some big mage resistance if a particularly dangerous aura is detected. Astral travel is wicked fast and the mages dont need to be there physically to counterspell the mage into oblivion
[QUOTE=Joekirk;48548069]I don't believe there's a skill for that. Surely you can't be serious.[/QUOTE] forget it, Joekirk, it's GURPStown
[QUOTE=No Party Hats;48548824]yeah but any job against a bigger corp or crime unit is gonna have some big mage resistance if a particularly dangerous aura is detected. Astral travel is wicked fast and the mages dont need to be there physically to counterspell the mage into oblivion[/QUOTE] Go to a talismonger and buy some FAB III(I think 3 is the kind that damages astral/dual-natured beings that pass through it, whatever that one is) and spread it around the area outside your home/hideout. Have the party mage summon and bind a spirit of whatever type his tradition associates with Detection, and use it as a security camera/alarm system. Buy ALL THE AUGS so you have no aura left anyways. Alternatively, find a way to do runs without pissing people off.
Got bored, made a bracket for the Smash Mekton tournament. [t]http://i.imgur.com/FWBYdqj.png[/t] The circular tokens next to their avatars represent their Mek on the map.
Also have the mage set up astral barriers out the wazoo. [editline]26th August 2015[/editline] :ninja:
Discussing Picard from Star Trek yesterday with a friend randomly gave me a great idea for a sorcerer in D&D. It'll be called a baldromancer and they'll specialize in spells that can make use of their chrome dome to function.
I've only DM'd a game of dungeon delvers before, but I have some ideas bouncing around in my head about 5e one shots. I don't want to look at the MM or DMG until I have to, as not to spoil things for myself. But I do have a question regarding Mimics, is it possible to trap / bind them? With something like heavy set, rune covered chains enchanted with some kind of binding spell. Which would keep the Mimic trapped in it's object form until the chains are removed. Would that be out of place?
I went to a comic book shop and played DnD IRL for the first time today. Oh the neckbeards. . .
[QUOTE=Alsojames;48548403]I think we should add a rule about not saying GURPS or Savage Worlds when anybody asks if someone can recommend them any good systems based in X genre, unless GURPS and Savage Worlds are the only ones around.[/QUOTE] or just to only recommend them those games for the few genres they actually work for. Despite these games being billed as "universal systems", they generally only really work in a few specific settings. GURPS only really works for very low powered games, if you get into the very high point totals it just falls completely apart. It works very well for games that are trying to be decently realistic, it works for any time period (except possibly the far future), and it works for low amounts of fantasy and supernatural bullshit in general. Meanwhile, like cdr was saying, Savage Worlds works well for pulpy characters, sort of in the D&D power scale, where you're very powerful personally, often through sheer skill but possibly through some mystical ability. But without extremely large scale powers or anything of that sort, similarly to GURPS Savage Worlds still doesn't really work that well for very high power games. Which is where I'm going to throw in the third big "universal system", HERO, which conveniently takes up that third space; the absolutely ridiculously high powered shit. HERO is extremely good for anything up there, whether it's super heroes who can lift buildings, arch mages who can cast spells that wreak country wide or even greater destruction, or fighters who are so strong that they can create earthquakes with their fists, it works well for all those kinds of things. It can also do high powered shit which is still in the sort of pulpy level decently, but it does not work well for low powered games whatsoever.
[QUOTE=Joekirk;48550365]I've only DM'd a game of dungeon delvers before, but I have some ideas bouncing around in my head about 5e one shots. I don't want to look at the MM or DMG until I have to, as not to spoil things for myself. But I do have a question regarding Mimics, is it possible to trap / bind them? With something like heavy set, rune covered chains enchanted with some kind of binding spell. Which would keep the Mimic trapped in it's object form until the chains are removed. Would that be out of place?[/QUOTE] While it is, it would be simpler to just negotiate with the mimic (which is, after all, a fairly intelligent creature) and get it to remain in object form until further notice. Of course, if you're in a location with a hostile mimic, that's probably a good enough idea to keep such things around.
[QUOTE=Joekirk;48548362]Next thing you're gonna tell me is gurps has a skill for Ballroom Dancing.[/QUOTE] nope, sorry You get a big penalty on your dance skill if you aren't familiar with the dance, though.
Just played my first ever session of DnD. 5e with some creepy internet friends. We're fighting/sneaking our way out of a kobold den and I'm working hard to keep everyone from dying. Had a lot of fun and I'm looking forward to next week :smile:
So I had a halfling rogue that got a pair of spiderwalking shoes. Our party was getting fucked so I tried running away by climbing up the wall and through the hole we came from. Then a slurk stuck me to the wall until my spiderwalking ran out. At which point I fell and our party got eaten by slurks
just spent all night rolling up a satyr magician for a shadowrun game i wont even really get to play today the struggle is real :tired:
[QUOTE=No Party Hats;48551725]just spent all night rolling up a satyr magician for a shadowrun game i wont even really get to play today the struggle is real :tired:[/QUOTE] I have dozens of Shadowrun characters made that I'll never get to play, most of them are stupid jokes. Also gnomes are better.
i am still unaware as to whether tatsu ever managed to fucking play his disabled shadowrun character
[QUOTE=lintz;48552118]i am still unaware as to whether tatsu ever managed to fucking play his disabled shadowrun character[/QUOTE] Elo played a mage who was a paralysed little girl in a wheel chair once. Not even a motorised or drone one either, my character and Mellow's had to push her around if she wasn't casting levitate on the chair.
[QUOTE=Rents;48552290]Elo played a mage who was a paralysed little girl in a wheel chair once. Not even a motorised or drone one either, my character and Mellow's had to push her around if she wasn't casting levitate on the chair.[/QUOTE] most helpful thing I did in that campaign
[QUOTE=Rents;48552290]Elo played a mage who was a paralysed little girl in a wheel chair once. Not even a motorised or drone one either, my character and Mellow's had to push her around if she wasn't casting levitate on the chair.[/QUOTE] and she was the most OP character in the game, by far
[QUOTE=elowin;48552417]and she was the most OP character in the game, by far[/QUOTE] Yeah, but then you got nerfed in errata and powerpoints cost way more karma for mystics. Also everyone else's characters were kinda sub-optimal to start.
[QUOTE=Rents;48552581]Yeah, but then you got nerfed in errata and powerpoints cost way more karma for mystics. Also everyone else's characters were kinda sub-optimal to start.[/QUOTE] pfft wouldn't have changed much the power of mob mind is too great to contain
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