[QUOTE=Muggi;47293588]I've been playing Pathfinder for, like, 4-5 years or so now and I've spent a shit ton of money on books... but now I hear people in my area is slowly, but surely, moving to DnD 5th edition. I want to give it a shot, but I feel committed to Pathfinder now with all the money I've spent on it, and I don't know if I can justify moving to a new system...
So, to any previous Patfinder players who have switched to DnD 5th edition, could you share your experiences with DnD 5 in comparisson to Pathfinder? I would appreciate it.[/QUOTE]
5e is easier to get in to, without being overly simplified. Character creation and leveling them up is faster and more streamlined. Combat is at least twice as fast without sacrificing any depth (less math to bog it down), which keeps games moving at a steady pace.
There's a starter kit you can buy with some pre-gen characters and a small adventure, as well as a simplified ruleset if you want to at least try it out.
i won't lie, i greatly preferred the complexity of pathfinder compared to 5e. especially considering one of the wizard's cantrips is a 1d10+int fireball.
[QUOTE=lintz;47294310]i won't lie, i greatly preferred the complexity of pathfinder compared to 5e. especially considering one of the wizard's cantrips is a 1d10+int fireball.[/QUOTE]
What I like about 5e is that combat doesn't get bogged down in a numbers game (+2 this, +4 that). A lot of situations in combat are dealt with via the advantage/disadvantage system.
Also, WotC just released mass combat (armies) rules as a free supplement online.
So I learned something last night while GMing Rogue Trader
Namely, that no matter how fucking stacked that giant beastie's stats are (The party fought a carnosaur the size of a hab block, with a TB of 14, 7 armour, and 170 wounds, with attacks that did some absolutely ludicrous damage) that they'll kill it anyway given enough time, and the only one who took a hit the whole time was the ork
Though I guess they now deserve some kind of ludicrous title for killing something like that on foot
Also the party found mad xenos ruins and spent something like 40 minutes trying to figure out how to get all the loot out, which was funny to watch
and the void-master took an untrained shot at the thing with a sniper rifle but still managed to do 45 damage
[QUOTE=SiberysTranq;47294481]So I learned something last night while GMing Rogue Trader
Namely, that no matter how fucking stacked that giant beastie's stats are (The party fought a carnosaur the size of a hab block, with a TB of 14, 7 armour, and 170 wounds, with attacks that did some absolutely ludicrous damage) that they'll kill it anyway given enough time, and the only one who took a hit the whole time was the ork
Though I guess they now deserve some kind of ludicrous title for killing something like that on foot
Also the party found mad xenos ruins and spent something like 40 minutes trying to figure out how to get all the loot out, which was funny to watch
and the void-master took an untrained shot at the thing with a sniper rifle but still managed to do 45 damage[/QUOTE]
The bigger the beast, the bigger the size bonus when attacking it.
Now hordes upon hordes of disposable mooks, that can be quite a headache to deal with! (And an absolute nightmare for the GM to keep track of)
[QUOTE=Muggi;47293588]I've been playing Pathfinder for, like, 4-5 years or so now and I've spent a shit ton of money on books... but now I hear people in my area is slowly, but surely, moving to DnD 5th edition. I want to give it a shot, but I feel committed to Pathfinder now with all the money I've spent on it, and I don't know if I can justify moving to a new system...
So, to any previous Patfinder players who have switched to DnD 5th edition, could you share your experiences with DnD 5 in comparisson to Pathfinder? I would appreciate it.[/QUOTE]
Check out [url="http://dnd.wizards.com/articles/features/basicrules"]D&D Basic[/url] first, it's free.
So I just found a copy of the End of the World, that apocalypse game that FFG released, where you're encouraged to play yourself as your character. As expected, the rules are really shit.
[quote]The character creation process is broken into four steps. First, your group gets together and takes turns voting on each other's characteristics [on a scale from 1-5].[/quote]
So basically, you have to tell everyone else in your group how smart and likeable you think they are, and they tell you the same thing. And no, the characteristics aren't abstract, they're Dexterity, Vitality, Logic, Willpower, Charisma, and Empathy.
"Oh okay... uh Ted... I gave you a Logic of 1 and uh... Charisma of 1 as well... but hey, I gave you a willpower of 5! Oh wait.. you're crying now... let's change that to 1 as well."
I played end of the world. I wouldn't call it shit but it's not a game you'd play for any longer than 5-9 sessions.
[QUOTE=LiquidNazgul;47295353]I played end of the world. I wouldn't call it shit but it's not a game you'd play for any longer than 5-9 sessions.[/QUOTE]
It's just... you're asking for trouble statting out the people around you. Imagine how devastating it would be to just be chilling out and everyone gives you 1 logic, effectively calling you an idiot right to your face. So brutal.
They should've made it so the attributes system was way more abstract. Goddamn.
lol, if you're going to make the players play themselves you should just go all the way and make it statless and diceless
make your success in-game depend on your real life success at somewhat related stuff instead
try to shoot someone in the face? throw darts at a picture of someone
try to drive? play a round of burnout
try to lift a car? go out and try to lift a car
pretty much the perfectest game ever
warning: only to be played while drunk as fuck
[QUOTE=elowin;47296455]lol, if you're going to make the players play themselves you should just go all the way and make it statless and diceless
make your success in-game depend on your real life success at somewhat related stuff instead
try to shoot someone in the face? throw darts at a picture of someone
try to drive? play a round of burnout
try to lift a car? go out and try to lift a car
pretty much the perfectest game ever
warning: only to be played while drunk as fuck[/QUOTE]
Seducing the barmaid would be disastrous
[QUOTE=Funktastic Dog;47294992]So I just found a copy of the End of the World, that apocalypse game that FFG released, where you're encouraged to play yourself as your character. As expected, the rules are really shit.
So basically, you have to tell everyone else in your group how smart and likeable you think they are, and they tell you the same thing. And no, the characteristics aren't abstract, they're Dexterity, Vitality, Logic, Willpower, Charisma, and Empathy.
"Oh okay... uh Ted... I gave you a Logic of 1 and uh... Charisma of 1 as well... but hey, I gave you a willpower of 5! Oh wait.. you're crying now... let's change that to 1 as well."[/QUOTE]
The thing is if you're playing a game where something like that actually does happen, there's clearly a problem of some sort that is not the fault of the game.
[QUOTE=Vengeful Falcon;47296536]Seducing the barmaid would be disastrous[/QUOTE]
you mean amazing
Tabletop RPs have always been so interesting to me, but they have always scared me too. The rules, the dice, the everything .And I doubt anyone nearby where I live plays D&D.
So, how is someone like me going to play a tabletop RP?
[QUOTE=Damian0358;47298661]Tabletop RPs have always been so interesting to me, but they have always scared me too. The rules, the dice, the everything .And I doubt anyone nearby where I live plays D&D.
So, how is someone like me going to play a tabletop RP?[/QUOTE]
Roll20 + your choice of mumble/other voip or skype/steam to communicate with other players/the gm.
[QUOTE=Damian0358;47298661]Tabletop RPs have always been so interesting to me, but they have always scared me too. The rules, the dice, the everything .And I doubt anyone nearby where I live plays D&D.
So, how is someone like me going to play a tabletop RP?[/QUOTE]
Blind, stinking drunk. That's how.
[QUOTE=Damian0358;47298661]Tabletop RPs have always been so interesting to me, but they have always scared me too. The rules, the dice, the everything .And I doubt anyone nearby where I live plays D&D.
So, how is someone like me going to play a tabletop RP?[/QUOTE]
Play a game with someone who can help you through the character creation process. After that, it's as simple as roleplaying and rolling dice.
[QUOTE=Alsojames;47299394]Play a game with someone who can help you through the character creation process. After that, it's as simple as roleplaying and rolling dice.[/QUOTE]
Also figure out what you want. D&D is what a lot of people here started on, possibly everyone. Maybe you want a sci fi game, or a high fantasy game. Maybe you want investigation in a gritty modern setting. THere's a SHITLOAD of RPGs out there.
i love the fate spinner class
[QUOTE]Class Features
Weapon and Armor Proficiency: Fatespinners gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: At each level except 5th, a fatespinner gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming a fatespinner, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Spin Fate (Ex): A mage of many fates understands that "chance" is not as random as many believe it to be, and he can adjust the probability of certain events by applying a force that fatespinners refer to as "spin." Each day, a fatespinner can use a number of points of spin equal to his fatespinner class level. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a 5th-level wizard/3rd-level fatespinner casting fireball could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A fatespinner's spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer).
Fickle Finger of Fate (Ex): On reaching 2nd level, a fatespinner gains the ability to affect the luck of others. Once per day as an immediate action (see page 86), he can force any other creature—friend or enemy—to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it's higher or lower than the original roll.
Spin Destiny (Ex): Beginning at 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin to adjust other random events. The method is identical to increasing a spell's save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll.
Deny Fate (Ex): At 4th level and higher, a fatespinner has a better chance of beating the odds should he ever be rendered unconscious and dying. Once per day, on the first occasion when a fatespinner must make a check to become stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally.
Resist Fate (Ex): A fatespinner of 4th level and above embraces his extraordinary good luck. Once per day, he can reroll one roll that he has just made. He must abide by the result of the reroll, even if it's worse than the original roll.
Seal Fate (Su): A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. Once per day as a free action, the fatespinner selects a target creature he can see within 30 feet with Hit Dice equal to or less than his. The creature receives either a —10 penalty or a +10 bonus on its next saving throw, as decided by the fatespinner. If the selected target has more Hit Dice than the fatespinner, the ability doesn't work but the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature's fate is no longer sealed.[/QUOTE]
[QUOTE=Chronische;47299972]Also figure out what you want. D&D is what a lot of people here started on, possibly everyone. Maybe you want a sci fi game, or a high fantasy game. Maybe you want investigation in a gritty modern setting. THere's a SHITLOAD of RPGs out there.[/QUOTE]
But first he must pass the F.A.T.A.L hazing test.
WotC just released a free "Player's Companion" supplement in preparation for the 5e Princes of the Apocalypse story arc.
[url]http://www.escapistmagazine.com/news/view/140064-Wizards-of-the-Coast-Releases-Dungeons-Dragons-Elemental-Evil-Players-Companion-For-Free[/url]
Includes four new player races, and over 40 new spells, many dealing with elemental magic.
[QUOTE=mastfire;47300366]i love the fate spinner class[/QUOTE]Seal fate + disintegrate would wreck, especially since you can just make the guy reroll if he makes the save.
Anyone interested in playing a Call of Cthulu 5.6E game with Roll20 and skype sometime tonight? I'm going to do my best at GMing The Haunting. I have two players, would be cool to have a third. You can use a premade character (the book has a bunch) or roll your own.
Shit, I just got reminded earlier today why I run tabletop RPGs, Two players are key in this: Zed, an insanely egotistical thief, and Caius, a dumb illiterate brute who has no sense of self preservation. In this story they do pretty dumb shit and it works out pretty well.
My players are gang leaders in a post apocalyptic city, they've got some territory, they've got a handy force of 15 men, they've got a bizzarely knowledgeable publican, they've got shit to lose. A bloody army turns up, starts grabbing territory a few blocks over from them. The players have two different gangs acting as a bit of a buffer zone between them and the new guys, but these two gangs are seriously underequipped to deal with this shit, so they ask the players for an alliance in the vain hope that the new guys will see this and keep their distance. Instead this unwelcome intruder sees three gangs that even standing together does not match his forces by half. An attack is launched, and the players head off to help with the fighting. Players get in a skirmish in one allied gangs territory, handily defeat the small enemy force and steal a fire truck from them. Gunfire to the north, this attack was only to divert attention from the main offensive. So the players head up to meet them. Another skirmish goes by, one player (Zed) manages to recruit an enemy mid gunfight with a lucky diplomacy roll and a shit eating grin (and diving through a window by jumping off a goddamn firetruck).
The battle ends, most of the enemy dead, a few lucky ones beating a retreat. The bloke in charge of this territory and his army of skeletons are in hiding, one of the players jacks an old police car, the others get back on the fire truck, and they start driving around to track him down, the players need all the allies they can get for this. While driving down the street, a black SUV turns up behind them, filled with suited blokes, and more importantly their munitions. Zed makes the notice check so that they don't get caught off guard, and so begins a high speed chase. There's some gunfire exchanged between the SUV and the lads atop the fire truck. One of the suits pulls out an RPG, and one shots the police cruiser with Zed in it (and kills the poor sod he just convinced to join them only minutes earlier). Meanwhile, Caius climbs from the passenger seat on top of the fire truck and starts sprinting across it. Aces a goddamn brutal agility check, and ends up jumping from the fire truck, onto the police cruiser as it flips through the air, and spring boards off the thing onto the SUV. Zed on the other hand pulls out his grappling hook, fires at the fire truck, and kicks the door off his car, surfing away from the firey explosion. The rest of the fight had every suit in the car trying and mostly failing to shoot the mad man who just landed on their bonnet. Meanwhile the firetruck ramps into a deserted mall, where it comes to a gentle stop.
Hey, so me and a few friends are trying out D&D for the first time soon. We don't know of any GMs in the area, so whoever ends up being GM is going to be new too. We're considering using 3.5 since we're all in an improv comedy troupe together and from what I've been reading 3.5 is based more around improv. Any suggestions to help make our first shot at this successful?
I'd say all games are pretty improv focused, and if you are more focused on story you should probably move over to a more rules-lite system like FATE instead of 3.5 (which can contain a whole lotta math)
[QUOTE=The Worm;47305914]Hey, so me and a few friends are trying out D&D for the first time soon. We don't know of any GMs in the area, so whoever ends up being GM is going to be new too. We're considering using 3.5 since we're all in an improv comedy troupe together and from what I've been reading 3.5 is based more around improv. Any suggestions to help make our first shot at this successful?[/QUOTE]
Might as well use Pathfinder. You can get all the rules (including splatbooks) online for free in wiki-format at the PFSRD.
Preparing a Call of Cthulhu game set in a very noir 1940/1950s setting.
It's going to start off with news of people disappearing around the city, and the PCs are all linked by being very close to this one girl that just recently disappeared. The family of said girl hired a private detective (me, acting as the quest giving NPC/glue that binds the team) to gather a bunch of other people from varying walks of life (the PCs) to help piece together where the girl was when she disappeared and where she went.
Naturally, that's only the first session at the most, and the group discovers a cult to one of the gods that needs to be stopped. Next thing you know there's cultists, dark magic, and shoggoths.
nothing like watching an enemy you expected to be a serious threat get absolutely annihilated by the dice
My RT party jumped their fleet into a system while hunting for xeno relics, and got ambushed by an Eldar frigate, even after I literally gave them all the chances in the world to spot it (like, 4 sets of tests) and it wasn't till the rogue trader himself looked out the window and saw it that they noticed that they were about to get creamed
And, despite OVERWHELMING surprise, the enemy ship missed every single shot from it's main battery in the surprise round, ditto when it rocked the initiative and went first, then it got boarded by murder servitors, lost thrusters, ran headlong into a wave of torps, somehow survived, keeps trying to fire, only to have all of its shots get absorbed by the armor of a bloody raider, murder servitors do so much damage that the entire ship loses power, and then the party boarded them and slaughtered them to the last man
I have never had a greater case of not as planned in all my GMing experience
For the last three or so days I have been busy coding the wannabe Mekton Zeta player's wet dream.
By using the sheet I linked a few days ago as a base, I set about expanding and automating the [I][B]entire[/B][/I] Mek-making process, with the help of Smas. Servos, weight, free spaces in the servos, costs, movement systems like thrusters, the cost multiplier systems, even [I]weapons[/I] (and anyone who has seen the Mekton Zeta+ Technical Manual will know just how fucked that shit is). I got damn near all of it automated, so no autism (or math) is required. Well, everything except making projectile weapons, but I was going to get to that, this is still a WIP.
Check it out, I'm entirely too proud of it: [url]https://docs.google.com/spreadsheet/ccc?key=0ApSq162n1NlQdGpPbjZlelRFTHpZYkJKdUxxOUJUTXc#gid=0[/url]
It only seems to really work in Google Drive, so downloading it as an Excel file is unfortunately out of the question in terms of functionality. In any case, I should have this in complete working order very, very soon. Look forward to it, because with this, any old schmuck can make a Mek with only a basic knowledge of the system.
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