Man running a game in the historically-accurate middle east would be baller as hell
[QUOTE=Rents;47639360]Yeah, they simplified barbarian a good bit and buffed rage powers, and the rogue changes everything I didn't like about it and give them the agility ability as a class feature with certain weapons.[/QUOTE]
Pathfinder just needs to get over their Dex to damage bias and let anyone use it if they want. I got tired of my players being forced into certain builds if they wanted to be remotely optimal with a Dexterity based build and just gave them the damn feat Pathfinder should have always had.
[img]http://i.imgur.com/O7ZD1YB.png[/img]
I want my players to play whatever flavor they want, without needing to punish their characters unnecessarily in the process. There's plenty of funner and more imaginative ways to flaw a character than restricting 90% of their damage to a scimitar.
As for balance negotiation; you aren't GM'ing right if you can't find a way to challenge someone that dumped strength. I've almost killed all my parties Dex characters multiple times on [I]accident[/I]. People forget dumped Strength means dumped Skills based on the stat. My players have actually taken to having some strength on their Dex characters after dumping it so many times and nearly dying from simple skill checks (that they otherwise wouldn't have had trouble with) going horribly wrong -- occasionally even finding themselves in none-lethal but impossible situations that require GM fiat to continue playing. I don't think people give Strength its due and entirely overplay the "superiority" of Dexterity. Maybe if all you ever do is fight over and over and forgo every other aspect of the D&D concept it matters more.
Whatever; Unchained is one of the better books they've released and I'd like to see them continue this kind of idea to expand the other classes and mechanics.
[QUOTE=DarkMonkey;47640166]Man running a game in the historically-accurate middle east would be baller as hell[/QUOTE]
*Female PC puts on any MMORPG style armour*
*Gets stoned to death as a harlot*
[sp]sorry[/sp]
[QUOTE=DiscoInferno;47640587]*Female PC puts on any MMORPG style armour*
*Gets stoned to death as a harlot*
[sp]sorry[/sp][/QUOTE]
It's not their fault. Better armor simply requires an increasing amount of exposed skin.
[QUOTE=Axznma;47640640]It's not their fault. Better armor simply requires an increasing amount of exposed skin.[/QUOTE]
Armour only holds women back. Nudity=invinciblity when you're one o' them lady-types.
RPGs hold secret misandric feminazi agenda someone get those game gaters on the phone
[QUOTE=Axznma;47640640]It's not their fault. Better armor simply requires an increasing amount of exposed skin.[/QUOTE]
[url=http://oglaf.com/newmodelarmy/]Relevant.[/url]
[QUOTE=Axznma;47640477]Pathfinder just needs to get over their Dex to damage bias and let anyone use it if they want. I got tired of my players being forced into certain builds if they wanted to be remotely optimal with a Dexterity based build and just gave them the damn feat Pathfinder should have always had.
[img]http://i.imgur.com/O7ZD1YB.png[/img]
I want my players to play whatever flavor they want, without needing to punish their characters unnecessarily in the process. There's plenty of funner and more imaginative ways to flaw a character than restricting 90% of their damage to a scimitar.
As for balance negotiation; you aren't GM'ing right if you can't find a way to challenge someone that dumped strength. I've almost killed all my parties Dex characters multiple times on [I]accident[/I]. People forget dumped Strength means dumped Skills based on the stat. My players have actually taken to having some strength on their Dex characters after dumping it so many times and nearly dying from simple skill checks (that they otherwise wouldn't have had trouble with) going horribly wrong -- occasionally even finding themselves in none-lethal but impossible situations that require GM fiat to continue playing. I don't think people give Strength its due and entirely overplay the "superiority" of Dexterity. Maybe if all you ever do is fight over and over and forgo every other aspect of the D&D concept it matters more.
Whatever; Unchained is one of the better books they've released and I'd like to see them continue this kind of idea to expand the other classes and mechanics.[/QUOTE]
Yeah, not sure why they do that, strength will always have the better damage potential due to two handing and weapons with higher base damage not being finesselable.
[editline]1st May 2015[/editline]
Even if it were a fighter feat that'd be fine, include it in a ranger style or something.
[QUOTE=Rents;47641268]Yeah, not sure why they do that, strength will always have the better damage potential due to two handing and weapons with higher base damage not being finesselable.
[editline]1st May 2015[/editline]
Even if it were a fighter feat that'd be fine, include it in a ranger style or something.[/QUOTE]
and it requiring two feats already kinda balances it out a fair bit
[QUOTE=Alxnotorious;47639911]I was already smiling at the top half of the map, but once I saw "Arabian Nights on Crack" I couldn't help burst out laughing.[/QUOTE]
I started singing that until I saw "On Crack" and started choking. :v:
Somebody showed me this, it's [url=https://a.tiles.mapbox.com/v4/naron5.lo7kdjjj/attribution,zoompan,zoomwheel,geocoder,share.html?access_token=pk.eyJ1IjoibmFyb241IiwiYSI6IndPaEctYncifQ.vq21nRyJlrrIllHa-L0tNQ#15/53.3408/-6.2503]a paper map of anywhere in the world![/url]
[QUOTE=Te Great Skeeve;47642440]Somebody showed me this, it's [url=https://a.tiles.mapbox.com/v4/naron5.lo7kdjjj/attribution,zoompan,zoomwheel,geocoder,share.html?access_token=pk.eyJ1IjoibmFyb241IiwiYSI6IndPaEctYncifQ.vq21nRyJlrrIllHa-L0tNQ#15/53.3408/-6.2503]a paper map of anywhere in the world![/url][/QUOTE]
Holy shit that's awesome! Whoever took the time to do this deserves a reward.
[QUOTE=Zernbrog;47642667]Holy shit that's awesome! Whoever took the time to do this deserves a reward.[/QUOTE]
Nah it's done via an algorithm and texture replacement system on a height map of the earth. Not a whole lot of time besides rendering time really.
Finally got in my second session running Shadowrun. Sent my players to retrieve a crate from the heart of a biker gang's stronghold, but instead of adventuring into the detailed stronghold I drew up, they lured the gang out with the goods and stole it via hacking and remote controlling the delivery truck, while the Mage made the truck invisible for the escape.
Such is gamesmastering.
[QUOTE=Pax;47643371]Finally got in my second session running Shadowrun. Sent my players to retrieve a crate from the heart of a biker gang's stronghold, but instead of adventuring into the detailed stronghold I drew up, they lured the gang out with the goods and stole it via hacking and remote controlling the delivery truck, while the Mage made the truck invisible for the escape.
Such is gamesmastering.[/QUOTE]
In that case, the best solution is to creatively repurpose the map. They'll never know the difference.
[QUOTE=Aperture fan;47644175]In that case, the best solution is to creatively repurpose the map. They'll never know the difference.[/QUOTE]
Best solution is not to waste your time making maps before the game, imo.
[QUOTE=elowin;47644196]Best solution is not to waste your time making maps before the game, imo.[/QUOTE]
i dont think the players would appreciate waiting half an hour for you to set up the map for the next section
[QUOTE=ThatSprite;47644281]i dont think the players would appreciate waiting half an hour for you to set up the map for the next section[/QUOTE]
It's fine, if they complain just threaten to railraod the party into the bandland map you've been working on and they will shut right up.
[QUOTE=ThatSprite;47644281]i dont think the players would appreciate waiting half an hour for you to set up the map for the next section[/QUOTE]
Then don't spend half an hour setting up the map for the next section, lol.
[QUOTE=elowin;47644306]Then don't spend half an hour setting up the map for the next section, lol.[/QUOTE]
maps take a pretty long time to make, yo
[QUOTE=M.Ciaster;47644380]maps take a pretty long time to make, yo[/QUOTE]
No, they really don't.
Unless you go all super detailed on them which is a waste of time.
[QUOTE=elowin;47644415]No, they really don't.
Unless you go all super detailed on them which is a waste of time.[/QUOTE]
I appreciate when the GM puts in time to make a nice looking map, actually. Kinda shows they care enough about the game to invest their time into it.
Utilitarian maps work fine (Ciaster would know, we once used Dropbox to continually update an MSpaint pencil map), but it's nice if you get a full-color type thing, with some clutter.
[QUOTE=MeltingData;47644876]I appreciate when the GM puts in time to make a nice looking map, actually. Kinda shows they care enough about the game to invest their time into it.
Utilitarian maps work fine (Ciaster would know, we once used Dropbox to continually update an MSpaint pencil map), but it's nice if you get a full-color type thing, with some clutter.[/QUOTE]
I completely disagree in every way.
Big color maps don't really any anything to the game, and in fact they massively detract from the game as now the GM has a huge stake in that map, since he presumably spent a long time making it.
I prefer systems that don't necessitate maps.
Maps are the bane of my fucking existence as a GM
I have a weird relationship with maps.
When I first started GMing I made my own in photoshop
[t]http://i.imgur.com/ViZ2Vr4.png[/t]
But then I realized my maps were utter shit and I should just use pre-made ones, which I did for a while.
And then the last game I ran I just used Roll20's polygon and box tools and the snap-to-grid button to make my own maps that still looked pretty decent(imo). I don't have any screenshots of them, though, because that game was like a year ago, now, and I deleted the Roll20 campaign after it ended.
Although I also remember, for a while, going out of my way to avoid using maps, to the point that I remember my players getting really confused about where stuff was in the Exalted game I did.
[editline]2nd May 2015[/editline]
And that's the problem with not using maps at all: It's really easy to lose track of where people are supposed to be in relation to everything else. Hence, in that Exalted game, I eventually just started using a hex grid for combat so people could at least know where they were in relation to everyone else.
i just use rpg maker, print screen my creations and piece them together with MS paint.
[t]http://puu.sh/hxRbA/4d71930344.png[/t]
simple but gets the job done
[QUOTE=Rats808;47645034]I have a weird relationship with maps.
When I first started GMing I made my own in photoshop[/QUOTE]
I still can't get over that massacred giant Jon Arbuckle.
[QUOTE=Rats808;47645034]And then the last game I ran I just used Roll20's polygon and box tools and the snap-to-grid button to make my own maps that still looked pretty decent(imo). I don't have any screenshots of them, though, because that game was like a year ago, now, and I deleted the Roll20 campaign after it ended.[/QUOTE]
this is the way to go imo
it works and you can do it super quick on the fly
the only real benefit a full map has is that it gives you a better idea of the actual aesthetic of the area, but imo a good description is way better at that anyway, so if anything it's counter productive
As someone who draws their own maps via roll20 (for the most part). I can still confirm that it can still takes a long time. I guess it's different with DnD and other melee focused systems but when guns are thrown in the mix you still gotta put some thought into how areas are laid out for cover and stuff along with points of interest where players can deal with the situation without doing straight up combat (which unfortunately are rarely used.)
[QUOTE=cdr248;47645400]As someone who draws their own maps via roll20 (for the most part). I can still confirm that it can still takes a long time. I guess it's different with DnD and other melee focused systems but when guns are thrown in the mix you still gotta put some thought into how areas are laid out for cover and stuff along with points of interest where players can deal with the situation without doing straight up combat (which unfortunately are rarely used.)[/QUOTE]
I generally don't even draw my maps with combat in mind, since it's rare that a place is going to be [I]built[/I] with people fighting in the space in mind. Generally, I just draw what I imagine the place looks like, and let the players run with what I've given them.
EG if you're doing an office building, you're not gonna be strategically placing the desks and cubicles so people can get good cover while still being able to shoot other people. Just lay it all out as space-efficient as possible, and generally there'll be some obvious spots that work for cover more than others.
The only real problems I have with doing Roll20 maps, which often makes shit take way longer than it needs to, is there's no snap to grid feature for when you're resizing or moving parts of the map, only when initially drawing it, and that sometimes it can be bit of a pain in the ass to get the dimensions right as there's no tool to draw and measure at the same time.
Other than the problems stemming from that it generally takes me like 5 minute tops to draw out a map of something.
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