• D&D 5e: Nobody Talks about D&D
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[QUOTE=Sunkite;49725580]Are you gonna compile all the stuff you've made and share it with the rest of us? It sounds like it could be a lot of fun to try out. Also. I can't decide if I should let the guys in my OW game meet some Slaanesh daemons at the druglab they're gonna bust. Or if I should stick to mutants and gangers. Would it be too harsh with daemons? I mean, it is WH40K after all. Horrible stuff happens on a daily basis.[/QUOTE] Yeah, sure! I've still got lots to do, though. I have converted all weapons, armor, and adventuring gear already, added a new class of weapons (blaster pistols, 1D4 ranged damage), added several new adventuring gear items (grapple launchers powered winches, grenades, landmines, etc), but I still haven't made rules for ship-to-ship combat, and I'm basically just creating enemies on a mission-by-mission basis. Last mission included flying droids called Blasterballs (basketball sized scouts with cameras and a light blaster), two varieties of basic gangscum, and the big bad Krash-Bo. Next mission will have several new robots and another Big Bad.
Made an area that is littered with booby traps intended to knock out the party so they can/could be captured. Wanted to make a couple of comedic ones. The way I did it was that I picked out the areas where their are traps and if the players walk over them (without noticing them) I roll a d6 and pick from the table I made which trap goes off. I decided that a result of 1 would make the player steps on a hidden rake. They take piss all damage but I then roll a d4, on a 1 or 2 they instantly step on another when they move away. The cycle continues until they I roll a 3 or 4. Their character is also forced to make the "mmhhrrmmmr" sound Sidshow Bob makes. In a nutshell I created potential for this to happen: [video]https://youtu.be/0w6L93kD3xw[/video] And on a result of 6...a huge log with a boxing glove attached to it's front comes down and smashes into the player who triggered it. Making traps is fun...
Traps? You call those TRAPS? BAH! Gygax spits upon those traps! Don't even have a simple trapdoor that splits the party via multiple chutes, landing them DIRECTLY into the prison cells that you wanted them to be in! A very direct solution, that, though it leaves them all their gear. Can combine that with either a sleep spell of some sort, or knockout poison of some kind. That, or a mass Hold Person, where the jailers come and take their gear while they are held, THEN slide them into cells. With traps, ANYTHING is possible! Traps make the dungeon go 'round.
For all that 3.5's dungeoneering book was written by hacks (acid breathing sharks never cease to amuse) they had the right ideas about traps I like the frictionless slide made out of negative energy that feeds you into an owlbear pit
[QUOTE=SiberysTranq;49726823]For all that 3.5's dungeoneering book was written by hacks (acid breathing sharks never cease to amuse) they had the right ideas about traps I like the frictionless slide made out of negative energy that feeds you into an owlbear pit[/QUOTE] Pathetic. When you have a frictionless slide, it should not only have envenomed razorblades that slice up the party as they go down it, it should just lead straight into a massive pool of green slime! What, are they trying to baby the party?
urgh, was meant to be dming a session today but a player overslept so now it's cancelled this blows how can i create a set of 5 golems who will obediently play my campaigns in exactly the way i desire who do not need sleep or food
[QUOTE=Cloak Raider;49726862]urgh, was meant to be dming a session today but a player overslept so now it's cancelled this blows how can i create a set of 5 golems who will obediently play my campaigns in exactly the way i desire who do not need sleep or food[/QUOTE] But it's not GMing if it doesn't go off the rails
[QUOTE=leonthefox;49724858]The party split in two in an online game, then a combat happened, I thought it would be over quickly since the GM was expecting us to split. Nope, combat lasted 2 damn hours for the first group, then when the gm gets back to our group everyone says they are tired and stuff, that's fine, but I'm pissed I wasted two hours watching others play.[/QUOTE] imo while splitting the party can be relevant and even exciting story-wise it nearly always turns out to be maximum suck
[QUOTE=Mellowbloom;49727477]imo while splitting the party can be relevant and even exciting story-wise it nearly always turns out to be maximum suck[/QUOTE] My group split up once only for us to waste two-three hours pretty much accomplishing nothing, it wasn't fun.
[QUOTE=Mellowbloom;49727477]imo while splitting the party can be relevant and even exciting story-wise it nearly always turns out to be maximum suck[/QUOTE] I always always always aim to minimize any party-splitting that lasts longer than maybe a short encounter because the last time I let them get away with it one guy ended up being alone for literally a month of real-world time instead of going off with the rest of the party's horrible adventures in Tokyo
Also another thing that annoyed me about that game, group who went first had like 3 NPCs, and only two PCs, so most turns were the DM rolling and moving characters. I dont understand some GMs and their obsession of adding so many NPCs to the party, makes combat last forever and takes focus away from the PCs [QUOTE=cdr248;49722805]what the fuck is roll20 gonna do when soundcloud goes under[/QUOTE] Was baffled when i found out the site doesn't allow to play audio from youtube.
Okay, okay okay okay. Lemme run this by you, because I think it's super cool. For spaceship combat, ye? I have been trying to figure out, "okay, I need rules for ship combat, but they gotta be simple, intuitive, and if possible not make use of any mechanics that are too new or different than anything already in the game. And I spent all day thinkin' about it, and I think I have something cool! What if I made the ships the same way I made player character, and treated ship combat the same way I treated regular combat? Which is to say, I base a ship off of the character classes already in the game, taking the main points of each class and reflavoring them for a ship. Hitpoints are the same, AC works the same, attacks per round work the same, etc. For Example! What are the defining characteristics of the fighter class? Extra attacks each round, Action Surge, a fighting style, Second Wind, and Indomitable. I either won't go with Archetypes, or I'll pick one or two features from the Archetypes that I feel really define the class. So with Fighter, that could be some Superiority Dice maneuvers, or maybe the Survivor feature from the Champion archetype (healing each round). So I roll up a fighter, translate the character sheet into ship terms, and represent level ups as upgrades the players pay for using the bounties they earn from their missions! Rogues could be stealth bombers or light assault frigates, barbarians are represented by tanky dreadnoughts, rangers by drone carriers (beastmaster), etc. Not exactly sure how to handle every class yet. If I'm going to get held up anywhere, it'll be caster classes. Either way, I just take the main features of each class, translate them to ship terms, and presto! It might sound kind of roundabout, but in practice I think it would work really well! You treat ships as characters, and when ships fight other ships it's basically the same thing as a player attacking a creature. You think this could work? [editline]12th February 2016[/editline] For ranges, I just translate them from feet to kilometers.
[QUOTE=Big Dumb American;49729033]Okay, okay okay okay. Lemme run this by you, because I think it's super cool. For spaceship combat, ye? I have been trying to figure out, "okay, I need rules for ship combat, but they gotta be simple, intuitive, and if possible not make use of any mechanics that are too new or different than anything already in the game. And I spent all day thinkin' about it, and I think I have something cool! What if I made the ships the same way I made player character, and treated ship combat the same way I treated regular combat? Which is to say, I base a ship off of the character classes already in the game, taking the main points of each class and reflavoring them for a ship. Hitpoints are the same, AC works the same, attacks per round work the same, etc. For Example! What are the defining characteristics of the fighter class? Extra attacks each round, Action Surge, a fighting style, Second Wind, and Indomitable. I either won't go with Archetypes, or I'll pick one or two features from the Archetypes that I feel really define the class. So with Fighter, that could be some Superiority Dice maneuvers, or maybe the Survivor feature from the Champion archetype (healing each round). So I roll up a fighter, translate the character sheet into ship terms, and represent level ups as upgrades the players pay for using the bounties they earn from their missions! Rogues could be stealth bombers or light assault frigates, barbarians are represented by tanky dreadnoughts, rangers by drone carriers (beastmaster), etc. Not exactly sure how to handle every class yet. If I'm going to get held up anywhere, it'll be caster classes. Either way, I just take the main features of each class, translate them to ship terms, and presto! It might sound kind of roundabout, but in practice I think it would work really well! You treat ships as characters, and when ships fight other ships it's basically the same thing as a player attacking a creature. You think this could work? [editline]12th February 2016[/editline] For ranges, I just translate them from feet to kilometers.[/QUOTE] I can't remember if it was GURPS or another system which handled vehicles this way, they were treated as another character. So go ahead.
Yeah, I think it's a pretty good solution! Not to toot my own horn. The physical attributes represent the ship, the mental attributes represent the onboard AI. Strength, Dexterity, and Constitution will be renamed Power, Agility, and Resilience for terms of ship scores. Otherwise, they work the same way. Intelligence, Wisdom, and Charisma are now Intelligence, Wisdom, and Logic. Again, work the same way. "Spells" targeting these attributes will be reflavored as electronic warfare targeting various ship subsystems. Alternatively, if the players are infiltrating an enemy ship, they may attempt the usual social rolls and such when communicating with the AI.
our fighter doesn't have any sort of magical weapon yet, so he tried to get his weapon silvered or find some type of silver weapon just in case. He failed. Later on we came across werewolves, who are immune to weapons of the non magic/silver variety, or at least that's what I figured since the fighter wasn't doing jack against them. He'd already been bitten, so he thought he would intervene in the fight by taking a fist full of silver coins and cramming them straight down the werewolf's throat. He killed it.
I love how ridiculous my shadowrun game has become nothing like the mage and the sammy deploying via VTOL flyover, with no parachutes, onto a boat full of pirates, punching through the roof, and basically obliterating everyone inside with no injuries amongst the party members notable moments include the mage reducing 4 guys to a fine slurry District 9 style with ball lightning, twice, the sammy parrying a grenade with his katana down a flight of stairs into a mass of enemies, multiple wallbangs by both the VTOL's heavy machine gun and the sniper on the ramp (as it was orbiting the yacht), and one of the last guys alive saying 'don't shoot' just for the sammy to toss a throwing knife into his chest all in the space of like, 30 seconds, because Shadowrun combat is absurdly fast and then they got to go back to Saigon and continue on the stuff that's happening on this Evo mage job that just somehow keeps not getting concluded despite my generally best efforts, since it's on the 4th session of stuff for it now and it's still not done (which is fair, because the payout for this is going to be absurd)
I always imagined ball lightning making people smell like microwaved ham. If you want melty there's the acid spray :v:
[QUOTE=Crimor;49730200]I always imagined ball lightning making people smell like microwaved ham. If you want melty there's the acid spray :v:[/QUOTE] This was more 'so hilariously overkilled they popped like balloons' We had the acid on one of the old mages (who died in a fiery explosion of his own making) and man that wasn't pretty either :v:
I liked when he tortured a guy by making devil rats eat him alive
[QUOTE=SiberysTranq;49730076] all in the space of like, 30 seconds, because Shadowrun combat is absurdly fast [/QUOTE] So I tried world of darkness combat with six players last tuesday less than 15 seconds of in-character time Three hours of real life time.
I feel like scum, since I didn't plan anything for today's session, so it was enterely asspulls and last minute additions: Had players on a plane, with a man only one of them could see, was sending non-stop whispers to two players about what they say and what they didn't, was great have them figure out what the fuck was going on. THank god this kind of stuff is fine on JJBA
[QUOTE=The Jack;49730385]So I tried world of darkness combat with six players last tuesday less than 15 seconds of in-character time Three hours of real life time.[/QUOTE] To be frank if we were playing with real shadowrun initiative rules ours would probably be about a third as long, but I've been ignoring that and no one has been complaining, but it also means instead of having like, 1-second rounds we have 3 second ones which is much more reasonable. Killing 20 dudes in about as many seconds is intense. Killing 20 dudes in 6 seconds is terrifying
[QUOTE=leonthefox;49730931]I feel like scum, since I didn't plan anything for today's session, so it was enterely asspulls and last minute additions: Had players on a plane, with a man only one of them could see, was sending non-stop whispers to two players about what they say and what they didn't, was great have them figure out what the fuck was going on. THank god this kind of stuff is fine on JJBA[/QUOTE] I'm almost getting used to having to pull stuff out of my ass on a constant basis. Like, in yesterday's game I had the players start out manacled to chairs with bags over their heads. The bags were pulled off and they found themselves in a large, empty room. Sitting across from them were a gnome and a half-orc, both wearing black suits and dark sunglasses. A large window to the depths of space dominated the wall behind the two agents. Also in the room was another person manacled to a chair. Seemed as good a way to introduce them to the Office of Miscellaneous Activities, the agency they'll be working for, as any. It was supposed to be fairly whimsical, classic men in black shit, and while I got to hit most of the notes I wanted to with it, I forgot something really important. I had intended for the agents to offer the players (and the stranger) a chance to back out of joining the agency before being dispatched on their mission. The stranger was to refuse this offer, and be teleported outside the window where the players would watch him slowly drift off into space. But that didn't happen, and as a blast door came down from the ceiling, and the players watched the space station that had been docked at disappearing through the door's tiny window, I realized that I had just left them with a stranger, still manacled to a chair. I cursed a bit, since I had literally zero plans for him beyond jettisoning him. So I had to come up with this whole thing! They took the bag off his head, and I threw out the first thing I could think of. He was a [URL="http://vignette3.wikia.nocookie.net/venturebrothers/images/a/a0/Vlcsnap-2013-05-03-17h07m53s124.png/revision/latest?cb=20130503071316"]blue robot[/URL] who communicates explicitly through rapid beeping. Unlike Star Wars, nobody had any fucking clue what the rapid, sing-songy beeping actually meant, so they spent the next twenty minutes following him around their new spaceship trying to figure out what the hell he was all about before finally settling on the fact that he was just a repair droid. This is the repair droid they later stuck an antipersonnel mine to and pushed at my big bad boss, so it all worked out pretty wonderfully in the end!
[QUOTE=The Jack;49730385]So I tried world of darkness combat with six players last tuesday less than 15 seconds of in-character time Three hours of real life time.[/QUOTE] That might be more related to having six players, to be fair. If you want to end a combat quickly, as a player, you can always just say 'fuck it, let's switch to Down and Dirty Combat'. The downside, of course, is it summarizes the rest of the fight into one contested roll. If you fail that roll, you lose the fight, and the enemy accomplishes whatever they wanted out of it. Usually, this means death or unconsciousness for you. Thank god[sp]-machine[/sp] my Demon group doesn't have a combat character, yet! :dog:
[QUOTE=Big Dumb American;49729033]Okay, okay okay okay. Lemme run this by you, because I think it's super cool. For spaceship combat, ye? I have been trying to figure out, "okay, I need rules for ship combat, but they gotta be simple, intuitive, and if possible not make use of any mechanics that are too new or different than anything already in the game. And I spent all day thinkin' about it, and I think I have something cool! What if I made the ships the same way I made player character, and treated ship combat the same way I treated regular combat? Which is to say, I base a ship off of the character classes already in the game, taking the main points of each class and reflavoring them for a ship. Hitpoints are the same, AC works the same, attacks per round work the same, etc. For Example! What are the defining characteristics of the fighter class? Extra attacks each round, Action Surge, a fighting style, Second Wind, and Indomitable. I either won't go with Archetypes, or I'll pick one or two features from the Archetypes that I feel really define the class. So with Fighter, that could be some Superiority Dice maneuvers, or maybe the Survivor feature from the Champion archetype (healing each round). So I roll up a fighter, translate the character sheet into ship terms, and represent level ups as upgrades the players pay for using the bounties they earn from their missions! Rogues could be stealth bombers or light assault frigates, barbarians are represented by tanky dreadnoughts, rangers by drone carriers (beastmaster), etc. Not exactly sure how to handle every class yet. If I'm going to get held up anywhere, it'll be caster classes. Either way, I just take the main features of each class, translate them to ship terms, and presto! It might sound kind of roundabout, but in practice I think it would work really well! You treat ships as characters, and when ships fight other ships it's basically the same thing as a player attacking a creature. You think this could work? [editline]12th February 2016[/editline] For ranges, I just translate them from feet to kilometers.[/QUOTE] Barbarian ships, ahoy!
[QUOTE=ElusiveBadger;49731191]Barbarian ships, ahoy![/QUOTE] [URL="https://docs.google.com/spreadsheets/d/1Bq5iMiznsEmFcp_5Y8vXFPqnqacqD_y8Z8uYZpP3utM/pubhtml"]Proof of concept! The incredible might of the DREADNOUGHT![/URL] Barbarian ships too cool. Based off a Hill Dwarf barbarian with the Bear Totem archetype. One Elk totem bonus thrown into the mix too for the ram damage. Each jump in class (1-4) represents five character levels. [editline]13th February 2016[/editline] It's basically identical to character generation. All I did was remove skills and proficiencies and change a few words. "Bruiser Class" weapons for example are basically just reflavored melee weapons, spun as short-range (5-10km) heavy hitters. Shotcannons, Rotary Bolters, Surge Generators, blah blah blah. Just take a melee weapon, come up with a neat sounding ranged weapon name for it that could reasonably be seen as having a short effective range, and badaboom. Bruiser Class weapons. I'll go through once I've made more ships and create a ship weapon compendium. [editline]13th February 2016[/editline] Main problem I'm having right now (not just with Stardate, but with 5e in general) is how to price things, and/or how much money to award in bounties and bonuses on missions. None of the books seem to offer useful references to that end so far as I can find.
God I just love writing fluffy pseudo-science descriptions for my M&M character's gear and superpowers going through my electromancer's kit and just upgrading everything since we got a huge haul of XP from beating a boss rush and the BBEG, along with adding a few new powers, and once again, I started at like midnight and it's almost 2:30 now. I lose track of way too much time working on this character and I continue to believe that electromagnetic control was probably the single best base power I could have picked, because with a little thought I can get away with basically anything I can think of. Because if I can't just do it directly, there's probably some little piece of superscience that can when hooked up to a limitless energy source. The utility of it is just goddamn staggering Hell, the only thing that's limiting me from breaking everything at this point is the conventions of the system, really. If I wasn't required to codify and lay out everything my character can actually do and pay for them, there is just... way too many things you can do with control over a fundamental force
curse my happy and stable relationship, gotta skip out on M&M this week for... valentines day... ughhhhhhhhHH
Tsk tsk, BDA. You either go Legend of Galactic Heroes for ship combat, or you are doing it a great disservice.
[QUOTE=No Party Hats;49733296]curse my happy and stable relationship, gotta skip out on M&M this week for... valentines day...ughhhhhhhhHH[/QUOTE]get her to play your nerdy tabletops yo. that's what i did.
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