[QUOTE=Fippe;47473663]
a fireball isn't actually very deadly
i mean, it's gonna hurt and shit but it's not gonna really cause much damage other than burns[/QUOTE]
At the level you can cast a fireball, it does 6d6 damage, which on average kills a person. (even a level 2 commoner!)
The chance that a level 3 wizard fireball will not kill a normal person is around 3.6%, which I think is comparable to a grenade.
Realism in d&d is double-dumb because of the sliding scale of how much of an abstraction hit points are.
[QUOTE=elowin;47473112]I think you're massively underestimating how OP D&D characters are.
Even a heavy machine gun would do something like 2d12 damage, as a ranged touch attack. Nothing a level 10+ character wouldn't be able to deal with.[/QUOTE]
in 2e guns had potentially infinite damage, because they exploded. so an arquebus only did 1d10 damage, but every time you rolled a 10, you rolled another 1d10. not alot of damage on average but the very slim potential to instantly kill almost anything.
[editline]7th April 2015[/editline]
[QUOTE=Android phone;47472594]Is 5e any good? I've heard nothing but good things about it, with the exception of a masochist who never shuts up about 2e being the only pure Aryan blah blah blah
I haven't played in about two years, and the rest of my old group is gone, so tomorrow I want to go get everything needed to start a game from the ground up. I'd be the only person in the group who's ever played before so I thought 5e would be the perfect choice.[/QUOTE]
5e is fantastic.
[QUOTE=Fippe;47473663]a fireball isn't actually very deadly
i mean, it's gonna hurt and shit but it's not gonna really cause much damage other than burns[/QUOTE]
it could be deadly as fuck, its just a matter of how hot it is. considering how much damage it does, it can be assumed it's REALLY FUCKING HOT
or its just magic who knows
It's ball of fire. Not a ball of flying molten metal.
Besides, there's a lot of nastier effects that are undermined in DnD. Like electricity. And acid.
[QUOTE=croguy;47473907]It's ball of fire. Not a ball of flying molten metal.
Besides, there's a lot of nastier effects that are undermined in DnD. Like electricity. And acid.[/QUOTE]
its a ball of fire which is magically 100000 degrees
[QUOTE=SiberysTranq;47471972]I thought Magic Burst was already full of ERPers[/QUOTE]
Rude :c I'll have you know my Burst game is good and pure and wholesome and in fact Dwarfy was the lewdest of them all so he had it coming. Karma bites back.
[QUOTE=gman003-main;47471999]Find a way to make everything go wrong for them. Like, make every NPC ludicrously oblivious to everything they're trying to do.
If absolutely forced to let them ERP, go full tilt the opposite way. Make it too disgusting, or too weird, even for them.
Basically, troll the everloving [I]shit[/I] out of them.[/QUOTE]
I have an NPC in Burst who is exactly like that! She's great. Someone [sp]Dwarfy[/sp] just outright kissed her full on the mouth for like, 10 seconds, and the girl pulls away, scrapes at her teeth with her fingernail and genuinely asks "Was there something in my teeth?"
[QUOTE=Canuhearme?;47472929]Prepare for Yuri.[/QUOTE]
HAHAHHAHAHAHAHHAHA
HAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAH
heh. Cute. I'd say something witty but just see the above. He doesn't [I]need[/I] to prepare.
Major gripes with 5th Edition:
Attributes are capped at 20
All classes have the same BAB
All full caster classes have the exact same number of spell slots
Magic Items are underwhelming in the extreme
Spells don't scale with level
Other stuff that's less memorable than the above.
[QUOTE=Oliolio;47474223]Major gripes with 5th Edition:
Attributes are capped at 20
All classes have the same BAB
All full caster classes have the exact same number of spell slots
Magic Items are underwhelming in the extreme
Spells don't scale with level
Other stuff that's less memorable than the above.[/QUOTE]
And yet those are literally all the things I like about it.
[QUOTE=Oliolio;47474223]Major gripes with 5th Edition:
Attributes are capped at 20
All classes have the same BAB
All full caster classes have the exact same number of spell slots
Magic Items are underwhelming in the extreme
Spells don't scale with level
Other stuff that's less memorable than the above.[/QUOTE]
See that's what i liked in concept about 5e compared to pathfinder, made things a little more scaled down which works well with my dm'ing style. cause i don't throw ridiculous challenges everywhere :v everyone else is like "eh" about 5e though.
[QUOTE=Oliolio;47474223]Major gripes with 5th Edition:
Attributes are capped at 20
All classes have the same BAB
All full caster classes have the exact same number of spell slots
Magic Items are underwhelming in the extreme
Spells don't scale with level
Other stuff that's less memorable than the above.[/QUOTE]
also:
Customization is pretty much just gone. There's very little left over here, and it's all very underwhelming.
Cantrips being spellcasters' "standard attack" now instead of just minor tricks, basically goes against everything D&D spellcasters are about in my opinion.
And ironically, as they're the one kind of spell that happens to scale with your level, they'll literally completely outdo your lower level spells after the first few levels.
Dragonborn, Tieflings, and fucking Drow all being standard player race choices in the players handbook. At least gnomes are back.
and the absolutely laughable amount of known spells sorcerers have now, combined with having the same number of spell slots as wizards do.
Hell, my campaign was supposed to finally start up yesterday but we had to postpone it again because one player somehow lost his character and didn't save the text file he was using to store stats as he made it and didn't have time to roll up a new one and the other two managed to forget things. I was the only one who managed not to forget stuff apparently...
Finally ran my first adventure just now, Secrets in the Dark. Man, DM'ing is actually a lot of fun.
speaking of starting games: my oft-delayed seemingly pipe dream cyberpunk low-level game is finally starting next friday! am excite
[QUOTE=elowin;47474527]also:
Customization is pretty much just gone. There's very little left over here, and it's all very underwhelming.
Cantrips being spellcasters' "standard attack" now instead of just minor tricks, basically goes against everything D&D spellcasters are about in my opinion.
And ironically, as they're the one kind of spell that happens to scale with your level, they'll literally completely outdo your lower level spells after the first few levels.
Dragonborn, Tieflings, and fucking Drow all being standard player race choices in the players handbook. At least gnomes are back.
and the absolutely laughable amount of known spells sorcerers have now, combined with having the same number of spell slots as wizards do.[/QUOTE]
Customization is obviously still there, it's just more about branching paths (which are all pretty much viable), and way more about storytelling than stats. Pathfinder and 3.5 became a clusterfuck or feats and rules and optional races, it was super difficult to know which choice would be effective.
The other stuff is your personal preference, I like that stuff about casters. And complaining about those races being included is ridiculous. If a GM wants to fiat them out, that's his prerogative. It's not like they're kender.
[QUOTE=Funktastic Dog;47476108]Customization is obviously still there, it's just more about branching paths (which are all pretty much viable), and way more about storytelling than stats. Pathfinder and 3.5 became a clusterfuck or feats and rules and optional races, it was super difficult to know which choice would be effective.
The other stuff is your personal preference, I like that stuff about casters. And complaining about those races being included is ridiculous. If a GM wants to fiat them out, that's his prerogative. It's not like they're kender.[/QUOTE]
Thankfully they didn't even add those FOUL abominations to the DMG. Anyone complaining about races being core now can look to 4e as the fault. 5e also added Svirfneblin as a core race too, and re-added genasi (my favorite planetouched).
[QUOTE=elowin;47474527]
Dragonborn, Tieflings, and fucking Drow all being standard player race choices in the players handbook.
[/QUOTE]
I'm sorry, what? What's the problem with this?
[QUOTE=Sir Whoopsalot;47476270]I'm sorry, what? What's the problem with this?[/QUOTE]
RA Salvatore ruined Drow for everyone, duh.
[QUOTE=Banned?;47476280]RA Salvatore ruined Drow for everyone, duh.[/QUOTE]
Personally I'm not a fan of dragonborn or tieflings in my settings, and drow tend to be one of two things: Either embracing the drow bullshit or being a rebel against it, rarely anything else. Still, that's not really a problem since like anything you can just ban it if you don't want it at your table.
Dragonborn, Tieflings, and Drow are only a problem with being standard choices in my book 'cause they've been forced to become prominent in 4e. I'd rather much like a setting which incorporates them better(which is why I'm making one that does so)
My friends want to do a 5e basic campaign, I don't have a lot of experience DMing so does anyone have any good adventure we could try out.
[QUOTE=Kingy_who;47476705]My friends want to do a 5e basic campaign, I don't have a lot of experience DMing so does anyone have any good adventure we could try out.[/QUOTE]
Check out the Lost Mine of Phandelver. It's pretty good.
[QUOTE=Funktastic Dog;47476108]Customization is obviously still there, it's just more about branching paths (which are all pretty much viable), and way more about storytelling than stats. Pathfinder and 3.5 became a clusterfuck or feats and rules and optional races, it was super difficult to know which choice would be effective.
The other stuff is your personal preference, I like that stuff about casters. And complaining about those races being included is ridiculous. If a GM wants to fiat them out, that's his prerogative. It's not like they're kender.[/QUOTE]
"Branching paths" in the sense of DND 5e isn't customization. It's literally just a sub-class.
It's one of the exact same problems 4e had, although not quite as aggravated.
And yeah, a GM can fiat them out, but now they're standard. That's the problem. I don't have a problem with them being choices, but as standard, corebook choices? I have everything against that.
And yeah, that's my personal preference, lol. Everything is personal preference. Doesn't really change anything.
[QUOTE=elowin;47476855]Everything is personal preference. Doesn't really change anything.[/QUOTE]
This pretty much sums up my thoughts on edition wars.
I'm looking to start DM'ing a game of Mutants and Masterminds, even though I've never played it before.
Any tips regarding it? It looks like fantastic fun.
There are a lot of things that can very easily break the game (notably, amongst other things, insubstantiality, immortality, and regeneration) so you do need to set down guidelines and be there with the party during the creation process, so it does require a lot of interaction there
But bar those few things, it's a pretty great system, and you can literally make anything in it, which is fantastic
[QUOTE=Gubbinz96;47482293]I'm looking to start DM'ing a game of Mutants and Masterminds, even though I've never played it before.
Any tips regarding it? It looks like fantastic fun.[/QUOTE]
The damage system is horrible. I recommend at least one PC gets the Weaken power for toughness.
[QUOTE=croguy;47476348]Dragonborn, Tieflings, and Drow are only a problem with being standard choices in my book 'cause they've been forced to become prominent in 4e. I'd rather much like a setting which incorporates them better(which is why I'm making one that does so)[/QUOTE]
You can get away without banning nonstandard races like that by simply implementing proper discrimination against those races. People won't trust tieflings due to their lineage, even if they're doing good deeds. Drow will face even more discrimination like Salvatore's Drizzt did for a long time. Dragonborns would probably be feared or people would at least be nervous about them because they wouldn't know what to expect from them.
I'm actually doing stuff like that in my campaign so the players will be forced to either consider making a more standard character or persevere through the discrimination until they build up a proper reputation. (And by that point the levels they've gained should effectively remove any real advantages they might have originally had as well.)
I'm also handling ability scores slightly different than normal. The players in my group are used to getting at least one 18 each at a minimum and rarely getting anything below a 10. I'm changing the rolls to 3d6 for each ability score and they can choose to do up to two rerolls but they're required to accept the result whether it's higher or not. Should force them to be a little bit more creative with their builds.
I'm writing up some mass-scale battle rules, alongside base and army building to go with it, for use in my Mekton games. I intend to have the PCs be the heads of a force of soldiers and have their own bases that they can upgrade as they like.
Here's my (massively) WIP rules for the two so far. Any suggestions on upgrades for either the army or base?
[url]https://www.dropbox.com/s/z3xqddkz9syzytl/Mass%20Battle%20Rules%20WIP.txt?dl=0[/url]
[url]https://www.dropbox.com/s/bymljnneyjzeav5/Base%20Building%20Rules%20WIP.txt?dl=0[/url]
[QUOTE=Gubbinz96;47482293]I'm looking to start DM'ing a game of Mutants and Masterminds, even though I've never played it before.
Any tips regarding it? It looks like fantastic fun.[/QUOTE]
Make sure you understand all the systems that are in place, specifically the Power Effects for heroes and villains. Once you know how to represent certain abilities and superhero powers you'll be able to sit down and make what you need in minutes. Power Profiles and Gadget Guides help here if you have them for recommendations and suggestions. This is where it comes in that you don't need to worry about a power point restriction on villains, but don't over do it either or the party could be fighting Mastermind tier villains every adventure which won't be fun. Try to keep it near their range, maybe a bit above, give the villain some Lt's, a load of minions, and you got the start to a series of challenges ready for your heroes to take on.
The health system/damage system does a great job of reflecting superpowered beings able to beat the ever loving shit out of one another. This does mean combat can take awhile or some villains won't go down simply by you rolling to attack them over and over. This is especially the case if you give a villain immortality or regenerative abilities. They are easy to attain in the system and rather cheesy in hindsight unless you always bring up their 'kryptonite' which would get old after the first couple times. If you look at the damage system and feel heroes/villains should be taken down faster, then they do have optional systems in place for a more lethal and dangerous games.
Side note: If you want a supernatural and horror focused campaign they have a Supernatural Handbook for it.
Overall, as a GM of M&M right now, I thoroughly enjoy the system and I believe it's solid. It performs its job of acting as a system to play as superheroes (or villains) perfectly. They leave all options open for any type of game you want and provide advice and suggestions for anything you'd want to alter or flip on its head. Your players will likely have a stupid amount of confusion and overwhelming sensations at first when making their characters. Once they realize you can do nearly anything with the system the ideas will start cranking and they'll have their characters in no time. Do keep an eye out for cheese or unintentional power-builds that can and will throw your game off completely. This is mainly in the form of typical stat-dumping or pouring power-points all into one ability or attack. Let your players know it's O.K. to specialize but they should try to spread their points out evenly too.
I hope this is helpful!
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