• D&D 4e: This edition sucks edition
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[QUOTE=croguy;47887422]Did they fuck(shit up)?[/QUOTE] Basically it was a personal sidequest where the monk got trapped in a gang war because his entire holy bok was actually a thieve's guide of tricks that he mistranslated. [sp]He also fell in love with the other party member's character. They're a married couple though so it's OK.[/sp] Actually, do you guys want me to post it? It's decently well-written.
[QUOTE=PaperBurrito;47887520] Actually, do you guys want me to post it? It's decently well-written.[/QUOTE] Sure, [quote=PaperBurrito;47887520] his entire holy bok was actually a thieve's guide of tricks that he mistranslated. [/quote] if only to figure out how this is supposed to happen.
[QUOTE=Gas/spg;47887629]Sure, if only to figure out how this is supposed to happen.[/QUOTE] Aight, here you go. Enjoy?? [URL="http://www.mediafire.com/view/vrpw6yxar6kjd6k/SignandAlaric.pdf"]here[/URL]
Ah, the absent quest. I've yet to need to do one in DnD. Though In VtM I'm an angry ventrue who really hates men ( She had a Rough mortal life. It's the world of darkness. Less Feminist, more literal Man-eater. ) Anhow. Downtime is something like this: Acquire brothel. Look after the girls there (for humanity, which I might need), Herd (preference is sexual men, which are the customers) Finance, contacts (because I'ma need to set things up to keep it runnin) Second step is to find Criminal males and reform them into good ghouls. Dominate,Presence, Blood binding, Maybe the occasional castration. Keep them held up in a spartan little safehouse and call them to me when I need them. I essentialy get my own Dehumanized army to play most of the combat for me. I may need that Brothel humanity back. Love the WoD universe. It's much more free-form than DnD and you're not expected to be the perfect teammate. (both cooperatively and morally) Also, Lore's pretty well written and the mechanics work well (except for the fact that the starting player has too many things they need to get, causing hours of madness)
[QUOTE=leonthefox;47881635]Reading shadowrun rules for the first time made my head hurt, I now get why some people have trouble finding players.[/QUOTE] Just read the parts relevant to your character, like I'm just rolling decker and idgaf about magic so I am not reading that shit So far with my experience with shadowrun the best part is taking Resources A and going on your pre-game spending spree.
[QUOTE=gufu;47883138]Just roll lots of dice and BS through everything. When in doubt, have it take place somewhere beside Seattle.[/QUOTE] I ran Mekton Zeta for a year with only the briefest understanding of the rules possible, and I'll be damned if that wasn't my best campaign to date :v:
Our group started The Emerald Spire today in Pathfinder. Before actually getting to the spire, we accepted a side quest to save some female wizard's friends who went to the spire but never returned, and uncovered a shape shifter who was posing as a high ranking council member. Next week we'll probably enter the emerald spire.
[QUOTE=MeltingData;47884608]Snip this before Ciaster sees, please. He'll have a heart attack from excitement.[/QUOTE] hel- *hurgh* [editline]6th June 2015[/editline] [QUOTE=Dwarfy77;47889108]I ran Mekton Zeta for a year with only the briefest understanding of the rules possible, and I'll be damned if that wasn't my best campaign to date :v:[/QUOTE] Isn't that like all your games :v:
[QUOTE=Aldawolf;47889051]Just read the parts relevant to your character, like I'm just rolling decker and idgaf about magic so I am not reading that shit So far with my experience with shadowrun the best part is taking Resources A and going on your pre-game spending spree.[/QUOTE] Yeah it's really not that bad. It is one of the few systems I would generally not recommend a newbie GMing in, though, because unlike a player you will need at least a decent grasp of every big facet of gameplay, and you'll need to juggle all of it.
Yeah, it can be helpful to think of SR as having three separate systems, one for the physical world, one for cyberspace and another for astral space/magic. Things are simple enough until they start interacting with each other, which they always will.
Newbie GMing Shadowrun is definitely a way to melt your brain. I should know, it's what I've been doing! Oh, and my group was hired to kill a guy last night, so the decker used biofeedbacked dataspike to explode his brain. On the plus side, my dumbass street sam player got himself caught on camera puttering around sticking a data tap on things in the enemy compound, so I finally (In week 7) have a hook to strike back at my players with.
[QUOTE=Pax;47891792]Newbie GMing Shadowrun is definitely a way to melt your brain. I should know, it's what I've been doing! Oh, and my group was hired to kill a guy last night, so the decker used biofeedbacked dataspike to explode his brain. On the plus side, my dumbass street sam player got himself caught on camera puttering around sticking a data tap on things in the enemy compound, so I finally (In week 7) have a hook to strike back at my players with.[/QUOTE] hi five confusing cyberpunk system newbie GM! I started with Cyberpunk 2020, which I think is a little simpler since it doesn't have the whole astral/magic layer, but it sure makes up for it with the (literally based on real life FBI shootout statistics) Michael Mann-esque combat system. Pretty much every shootout is this [media]https://www.youtube.com/watch?v=UrK9_WR767Q[/media]
Got my Mutants and Mastermind rule book (and the Supernatural Handbook) Great shout by those of you who suggested the Supernatual Handbook, its pretty awesome. Now to get this campaign put together.
[QUOTE=Dwarfy77;47889108]I ran Mekton Zeta for a year with only the briefest understanding of the rules possible, and I'll be damned if that wasn't my best campaign to date :v:[/QUOTE] Can you really call it "running Mekton" when what you did amounts to chucking dice around and following literally none of the conventions the book provides? You outright cheated for literally every single mek you made :v:
[QUOTE=leonthefox;47881635]Reading shadowrun rules for the first time made my head hurt, I now get why some people have trouble finding players.[/QUOTE] I'm flipping tables and freaking out while people try to explain me gun licenses and stuff. I think i got brain problems. edit: I decided not to play mystic adept just so i wouldn't have to read magic rules.
[QUOTE=leonthefox;47892901]I'm flipping tables and freaking out while people try to explain me gun licenses and stuff. I think i got brain problems.[/QUOTE] They operate pretty simply. In most areas you'll need a gun license to openly or concealed carry firearms and swords and stuff. You can fake them the same way you can fake a SiN.
[QUOTE=leonthefox;47892901]I'm flipping tables and freaking out while people try to explain me gun licenses and stuff. I think i got brain problems.[/QUOTE] The book doesn't explain what you need licenses for exactly very well, but I've only very seen it done as "License: Guns", separate licences for firearms, explosives, concealed carry, etc. or if your GM hates you, a separate license for every single R rated item you have.
Depends on where you are of course. A Corp neighborhood'll probably be pretty strict but even then I don't know if most of them will check for concealed pistols. It's sort of to be expected that most folks'll be carrying downtown.
[QUOTE=leonthefox;47892901]edit: I decided not to play mystic adept just so i wouldn't have to read magic rules.[/QUOTE] A summary of 5e Magic: [quote]You pick a tradition, there's 2 listed in core and several more in the Street Grimoire. This decides your Drain attribute. Casting a spell requires you to make 2 rolls; one to cast, and one to resist drain. Casting is simple; (Magic+Spellcasting), assuming you're using sorcery. This is all it takes for the spell to be cast; it counts as the attack roll for indirect damage spells, the damage roll for direct damage spells, and everything else that another player or an npc would have to roll against if they wanted to resist the spell. Enchanting something with Alchemy works much the same, but replace Spellcasting with Alchemy. Drain differs for each spell(listed as "Drain: F-#", usually, in the spell's info, F meaning Force). You want to try and keep the final drain value you're resisting as low as possible(2 is the minimum, so if you're casting Heal, a F-4 spell, the lowest you should ever cast it is force 6). You resist drain by rolling (Willpower+Drain attribute) and subtracting hits from the drain value; anything left over is taken as Stun damage, or Physical if your casting roll scored more hits than your Magic rating. Summoning, again, requires just two rolls; (Magic+Summoning), opposed by a Force roll for the spirit you're summoning, and a Resist Drain roll(as described above) against the amount of hits the spirit got on it's roll to avoid being summoned(whether you succeed or not). If you succeed, the spirit owes you one service for every net hit you got in the summoning test(eg if you rolled with Magic 6 Summoning 6 and got 4 hits against a Force 6 spirit who got 3 hits, you would get 1 service). An entire combat counts as 1 service, but it can also be set to just about any other mundane task, or sustain one of its spirit type-specific powers. If you [I]bind[/I] the spirit, you make a roll of (Magic+Binding) opposed by a Force*2 roll for the spirit, and the drain value is equal to twice the spirit's net hits. Once a spirit is bound though, you can have it assist you in sorcery, enchanting, and learning spells, as well as sustain a spell you've cast for up to it's Force in Turns for each Service you spend on said sustaining. You can have it sustain for longer, though the spirit's Force will permanently decrease by 1 for every day(or part thereof) it sustains a spell, and it will die once it hits 0. Word gets around in the spirit world, and this is considered abusive, so if you do it too much spirits will begin to outright refuse your summons.[/quote] Artificing and Counterspelling/Disenchanting/Banishing aren't explained, but that's partly because I've never gotten to experience of them actually get used in a game, so you might be better off reading the book's stuff, or a cheat sheet. Adept powers also not explained because that shit is simple as hell.
A friend put it on easier terms and could finally wrap my head around it ANyways, I wanted to get claws as a melee weapon, but the neither of the books have them. I want something in the style of wolverine claws or katars, what weapon could I rename or what stats could i give them? Guess the closest thing are the Forearm snap-blades
[QUOTE=leonthefox;47893286]A friend put it on easier terms and could finally wrap my head around it ANyways, I wanted to get claws as a melee weapon, but the neither of the books have them. I want something in the style of wolverine claws or katars, what weapon could I rename or what stats could i give them?[/QUOTE] I'd say probably either knucks or a combat knife, though you might have to talk with your GM about letting combat knife stats be used with Unarmed Combat, if that's what you were going for. [editline]6th June 2015[/editline] Forearm Snap-Blades could also work, as they're basically these: [t]http://i1118.photobucket.com/albums/k611/DarkLloyd1/GI%20Arms/ThePunisherFuturisticSword02.jpg[/t]
[QUOTE=leonthefox;47893286]A friend put it on easier terms and could finally wrap my head around it ANyways, I wanted to get claws as a melee weapon, but the neither of the books have them. I want something in the style of wolverine claws or katars, what weapon could I rename or what stats could i give them? Guess the closest thing are the Forearm snap-blades[/QUOTE] Arm mounted cyberspurs are literally Wolverine claws, and also the most powerful concealable melee weapon you can get.
[QUOTE=Rats808;47893307]I'd say probably either knucks or a combat knife, though you might have to talk with your GM about letting combat knife stats be used with Unarmed Combat, if that's what you were going for. [editline]6th June 2015[/editline] Forearm Snap-Blades could also work, as they're basically these: [t]http://i1118.photobucket.com/albums/k611/DarkLloyd1/GI%20Arms/ThePunisherFuturisticSword02.jpg[/t][/QUOTE] [QUOTE=Rents;47893337]Arm mounted cyberspurs are literally Wolverine claws, and also the most powerful concealable melee weapon you can get.[/QUOTE] Either of these could work And another question, I can't find rules for dual weilding pistols or sub machineguns, is that stated anywhere in the rules, or do you have to house rule it? Edit: found it, but doesn't go into much detail [quote] ATTACKER USING OFF-HAND WEAPON Trying to throw, shoot, or even pick your nose with your off-hand just feels plain awkward. Any time a character tries to make an attack with their off hand, either due to injury, angle, or trying to re-enact the latest scene from the Ares blockbuster series, they lose some precision. This modifier also applies to the attacker’s total dice pool if they are trying to fire two weapons at once. [/quote] So, if I use the ambidextrous trait, I won't have the accuracy penalty. edit 2: Friend just told me I gotta divide my total dice pool by 2 to calculate hit chance, alternative I can assign as many dice as I want to each gun.
[QUOTE=leonthefox;47893352]Either of these could work And another question, I can't find rules for dual weilding pistols or sub machineguns, is that stated anywhere in the rules, or do you have to house rule it? Edit: found it, but doesn't go into much detail So, if I use the ambidextrous trait, I won't have the accuracy penalty. edit 2: Friend just told me I gotta divide my total dice pool by 2 to calculate hit chance, alternative I can assign as many dice as I want to each gun.[/QUOTE] Yeah when firing two weapons you divide your dicepool between the two however you want.
Generally a shitty idea to reduce your pool though, one big pool is more effective than two much smaller ones unless your target can't dodge, or you've got a whole lot of recoil comp and go automatic.
[QUOTE=Rents;47893779]Generally a shitty idea to reduce your pool though, one big pool is more effective than two much smaller ones unless your target can't dodge, or you've got a whole lot of recoil comp and go automatic.[/QUOTE] Yeah, it seemed a bit complicated and felt it was not worth it, so i went with a rifle instead. ALso there are so much gear and stuff to get, I got interested on the eyewear and stuff, then i saw the rest and was like "NOPE". At least I'm done with that now.
[QUOTE=leonthefox;47893856]Yeah, it seemed a bit complicated and felt it was not worth it, so i went with a rifle instead. ALso there are so much gear and stuff to get, I got interested on the eyewear and stuff, then i saw the rest and was like "NOPE". At least I'm done with that now.[/QUOTE] All you really need for comms stuff is a commlink, something with imagelink (everyone wears glasses, goggles are suspicious but fit more fancy stuff, cybereyes are best but costs money and essence), a pair of earbuds and a subvocal mic. [editline]6th June 2015[/editline] Oh, and keep concealability in mind, you're not going to get a rifle into a nightclub or office or whatever.
The biggest problem with dual wielding in SR, is that there are no benefits in doing it at all, since instead of double the firepower, you end up with two inaccurate weapons.
[QUOTE=Rents;47893888]All you really need for comms stuff is a commlink, something with imagelink (everyone wears glasses, goggles are suspicious but fit more fancy stuff, cybereyes are best but costs money and essence), a pair of earbuds and a subvocal mic. [editline]6th June 2015[/editline] Oh, and keep concealability in mind, you're not going to get a rifle into a nightclub or office or whatever.[/QUOTE] Image link contacts are better, because then they can't be broken by a punch to the face.
It is okay, but not for firing both at once, moreso for using two pistols or SMG's and firing them alternately so you get twice the RC from your guns (if you have guns with good RC, of course) Pretty nice with two Praetors fully gyro-modded and with gas vents, since you can get something like 12 odd RC before your own strength
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