[QUOTE=JesseR92;49863239]The weapon I ended up with is a Bow of Soup no idea what im gonna make it do though.[/QUOTE]
Bowl over the competition and serve up some hot death.
[QUOTE=gufu;49863322]Targets hit with an arrow bleed SOUP.[/QUOTE]
THERE'S ONLY SOUP
[QUOTE=Confuzzed Otto;49864421]THERE'S ONLY SOUP[/QUOTE]
Then get out of the SOUP ISLE!
soup for the soup aisle
bowls for the bowl throne
While it's slow I will take the opportunity to [URL="https://drive.google.com/file/d/0B9jeP-OQaLURN3F5T2l5RS10dzA/view?usp=sharing"]share this again[/URL], which is now tentatively finished and I could really do with some feedback to write about in my report/evaluation
pdf's about 40mb now it has page backgrounds and about twice as many pages but it shouldn't lag or anything - if it does, I'm only getting marked on the actual content so I'm not too concerned about looks/presentation
There is a small form for feedback [URL="http://goo.gl/forms/v4dUcSk8cq"]here[/URL] if you have the time to give me something more technical than just a reply. I'd really appreciate it.
[QUOTE=Mellowbloom;49865012]While it's slow I will take the opportunity to [URL="https://drive.google.com/file/d/0B9jeP-OQaLURN3F5T2l5RS10dzA/view?usp=sharing"]share this again[/URL], which is now tentatively finished and I could really do with some feedback to write about in my report/evaluation
pdf's about 40mb now it has page backgrounds and about twice as many pages but it shouldn't lag or anything - if it does, I'm only getting marked on the actual content so I'm not too concerned about looks/presentation
There is a small form for feedback [URL="http://goo.gl/forms/v4dUcSk8cq"]here[/URL] if you have the time to give me something more technical than just a reply. I'd really appreciate it.[/QUOTE]
I've skimmed through it a bit.
First and most important issue, distances are measured in feet. Why are we using Imperial measurements in the future, is this a grimdark setting or something? In the grim darkness of the future, the metric system is banned.
The dice system seems needlessly complex. Every point in an attribute being +4 to a roll is a bit of a pain, and at higher levels it seems you could be rolling a not insignificant amount of dice. A lot less than most dicepool systems, but also unlike most dicepool systems it's not simple matter of each die being a success or a failure. Seems like it could probably bog down real life games a bit, not really a problem if you play online though.
I've barely looked at the advantages/disadvantages, but just having them is a huge bonus, although as far as I could tell they all have the same cost which seems rather silly.
Like a lot of other point buy games, there seems to be absolutely nothing stopping you from putting all your points in one skill and just dominating everything. Most at least mildly discourage it by having higher costs for higher skill ratings, but this game has linear skill costs so you can just do it no problem.
Your skill rating being capped at the associated Attribute seems pretty cool though
I ended up spending a long ass time in the equipment section, mostly looking at weapon stats. This is probably the weakest aspect of the game, honestly. There seems to be some ridiculous discrepancies in the amount of damage different weapons do, and more powerful weapons generally don't seem to cost as much as I would expect in relation to much weaker ones.
For example, for pistols you have the Hand Cannon. It's damage is magnitudes higher than the regular Light Pistol, at 1d10+20 vs 1d10+2, and 6 AP vs none. It even massively outdamages a [i]pump action shotgun[/i], at 1d10+20 vs 2d10+6, and it's just short of having the same damage as the single shot [i]anti-material rifle[/i], at 1d10+20 vs 2d10+20. And it's somehow just as accurate, and has significantly [i]less[/i] recoil, and the same Armor Piercing. As an [i]ANTI-MATERIAL RIFLE[/i]. The rifle costs slightly more more, and every single bullet costs 50 gamedollars against the Hand Cannon's 70 per 6 bullets. It's damage is also higher than a frag grenade (2d10+5), an anti-armor grenade (3d10+5), and roughly equal to a rocket launcher (3d10+10). And on the subject of the rocket launcher, it seems pretty underpowered.
And then there's the Personal Assault Cannon. Holy shit the PAC. Jesus Christ. Somehow, this gun does more damage than most [i]starship weapons[/i]. Like the the laser caster, which does 5d10+20 damage versus the PAC's 4d10+30 damage. Although the laser does have slightly higher armor piercing, at 9 rather than the PAC's 8. It also does slightly more damage than the Autocannon ((2d10+5)*3, so 6d10+15), which has the same AP rating, and quite a bit more damage than both the Slipstream Missile and Broadside Gun (6d10+10 and 3d10+20), despite both of them having some of the highest Blast ratings among any weapons in the game.
Although on the subject of those, the Slipstream Missile will occasionally not be able to actually damage targets out around the very edge of what it's radius is technically at, because it's damage will be reduced to nothing. The Broadside Gun, on the other hand, can [i]NEVER[/i] affect people at the edge. Literally, it can't roll damage high enough, no matter how ridiculously lucky the roll is. And you have to be pretty lucky to do any damage at much more than half it's possible blast radius.
Besides the weapons, I'm not really a huge fan of how "all or nothing" the armor system is.
Anyway, since I'm the grand wizard king supreme, I obviously also took a good long look at the [del]magic[/del] psychic chapter. It's pretty cool, it's got plenty of big flashy magic shit which is exactly what I want, and it's got a few really cool high power... powers. like Event Horizon and Obliterate. Oh, but about Obliterate, it says it has a Blast 50 area, which it then says is 1250 feet radius. But a Blast 50 is just 50 feet. I'm presuming the 1 is a typo?
And this is a very personal and highly subjective complaint, and pretty much entirely about the fluff, but I'm not exactly a huge fan of psychic powers only being usable by non-gays by implanting magic gray organs into your body. Stabbing yourself full of alien genes to get magic powers certainly has it's own appeal, but it largely undermines the idea of the magic powers being yours, which is a big part of the appeal of [del]magic[/del] psychic powers, in my opinion.
Also, wow, Project Guardian is just blatantly a Stand. Just straight up a stand, no shame. I love it.
Despite it being pretty cool, I do have 3 big issue with the mechanics. Well, the two first ones are quite a bit smaller than the last. The last one is big though.
First problem is that, well, there's not a lot of it. There could be more. I want there to be more.
Now, I mean this in two ways. Both that there aren't enough powers in the document, especially more minor powers. But also that you can't learn nearly as many powers as I would like.
The second problem is similar to what I said about advantages, all the powers are valued equally. Unlike advantages, I've actually looked at these and I think I can safely judge that not all of these powers are equal. At all. It's ridiculous that a puny little thing like Psykbolt (Is that a typo by the way?) and the massive Obliterate are completely equally easy to learn. Plus, it ties into the first issue, because if lesser powers were somehow priced cheaper, someone could have quite a few more powers without it becoming ridiculous.
And then there's the third one. Balance. Again.
Now, before anything, I actually like Toxicity. Something like that is essential for limiting [del]mages[/del] Psychics. However, Toxicity is [i]extremely[/i] punishing because of the penalty it gives you as it accumulates. And it accumulates really fast when you use your powers, and you can only get rid of a little bit of it every day without killing yourself.
Now, that's not [i]inherently[/i] a problem. What makes it a problem is that it's not even [i]nearly[/i] strong enough to warrant this. At least, most powers aren't. Most powers are extremely easily outdamaged by strong weapons, which don't have to deal with toxicity. And that's [i]before[/i] toxicity completely fucks your damage, since the penalty it gives applies to [i]all[/i] rolls.
Anyway, that's about it from my skim. That ended up way, way longer than I was originally planning. And a lot harsher. I hope I didn't seem too critical, just trying to help.
[sp]Also is the guy in the play examples, Alex playing as Mercer, a Prototype reference? Sneaky.[/sp]
[t]http://i.imgur.com/6uOAOVL.png[/t]
Behold, the first hostile monster my players have tracked down and revealed in my Monsters & Other Childish Things game.
Truly a terror beyond imaginings.
jesus christ how horrifying
i might just piss my pants
[QUOTE=elowin;49866369]I've skimmed through it a bit.
First and most important issue, distances are measured in feet. Why are we using Imperial measurements in the future, is this a grimdark setting or something? In the grim darkness of the future, the metric system is banned.
The dice system seems needlessly complex. Every point in an attribute being +4 to a roll is a bit of a pain, and at higher levels it seems you could be rolling a not insignificant amount of dice. A lot less than most dicepool systems, but also unlike most dicepool systems it's not simple matter of each die being a success or a failure. Seems like it could probably bog down real life games a bit, not really a problem if you play online though.
I've barely looked at the advantages/disadvantages, but just having them is a huge bonus, although as far as I could tell they all have the same cost which seems rather silly.
Like a lot of other point buy games, there seems to be absolutely nothing stopping you from putting all your points in one skill and just dominating everything. Most at least mildly discourage it by having higher costs for higher skill ratings, but this game has linear skill costs so you can just do it no problem.
Your skill rating being capped at the associated Attribute seems pretty cool though
I ended up spending a long ass time in the equipment section, mostly looking at weapon stats. This is probably the weakest aspect of the game, honestly. There seems to be some ridiculous discrepancies in the amount of damage different weapons do, and more powerful weapons generally don't seem to cost as much as I would expect in relation to much weaker ones.
For example, for pistols you have the Hand Cannon. It's damage is magnitudes higher than the regular Light Pistol, at 1d10+20 vs 1d10+2, and 6 AP vs none. It even massively outdamages a [i]pump action shotgun[/i], at 1d10+20 vs 2d10+6, and it's just short of having the same damage as the single shot [i]anti-material rifle[/i], at 1d10+20 vs 2d10+20. And it's somehow just as accurate, and has significantly [i]less[/i] recoil, and the same Armor Piercing. As an [i]ANTI-MATERIAL RIFLE[/i]. The rifle costs slightly more more, and every single bullet costs 50 gamedollars against the Hand Cannon's 70 per 6 bullets. It's damage is also higher than a frag grenade (2d10+5), an anti-armor grenade (3d10+5), and roughly equal to a rocket launcher (3d10+10). And on the subject of the rocket launcher, it seems pretty underpowered.
And then there's the Personal Assault Cannon. Holy shit the PAC. Jesus Christ. Somehow, this gun does more damage than most [i]starship weapons[/i]. Like the the laser caster, which does 5d10+20 damage versus the PAC's 4d10+30 damage. Although the laser does have slightly higher armor piercing, at 9 rather than the PAC's 8. It also does slightly more damage than the Autocannon ((2d10+5)*3, so 6d10+15), which has the same AP rating, and quite a bit more damage than both the Slipstream Missile and Broadside Gun (6d10+10 and 3d10+20), despite both of them having some of the highest Blast ratings among any weapons in the game.
Although on the subject of those, the Slipstream Missile will occasionally not be able to actually damage targets out around the very edge of what it's radius is technically at, because it's damage will be reduced to nothing. The Broadside Gun, on the other hand, can [i]NEVER[/i] affect people at the edge. Literally, it can't roll damage high enough, no matter how ridiculously lucky the roll is. And you have to be pretty lucky to do any damage at much more than half it's possible blast radius.
Besides the weapons, I'm not really a huge fan of how "all or nothing" the armor system is.
Anyway, since I'm the grand wizard king supreme, I obviously also took a good long look at the [del]magic[/del] psychic chapter. It's pretty cool, it's got plenty of big flashy magic shit which is exactly what I want, and it's got a few really cool high power... powers. like Event Horizon and Obliterate. Oh, but about Obliterate, it says it has a Blast 50 area, which it then says is 1250 feet radius. But a Blast 50 is just 50 feet. I'm presuming the 1 is a typo?
And this is a very personal and highly subjective complaint, and pretty much entirely about the fluff, but I'm not exactly a huge fan of psychic powers only being usable by non-gays by implanting magic gray organs into your body. Stabbing yourself full of alien genes to get magic powers certainly has it's own appeal, but it largely undermines the idea of the magic powers being yours, which is a big part of the appeal of [del]magic[/del] psychic powers, in my opinion.
Also, wow, Project Guardian is just blatantly a Stand. Just straight up a stand, no shame. I love it.
Despite it being pretty cool, I do have 3 big issue with the mechanics. Well, the two first ones are quite a bit smaller than the last. The last one is big though.
First problem is that, well, there's not a lot of it. There could be more. I want there to be more.
Now, I mean this in two ways. Both that there aren't enough powers in the document, especially more minor powers. But also that you can't learn nearly as many powers as I would like.
The second problem is similar to what I said about advantages, all the powers are valued equally. Unlike advantages, I've actually looked at these and I think I can safely judge that not all of these powers are equal. At all. It's ridiculous that a puny little thing like Psykbolt (Is that a typo by the way?) and the massive Obliterate are completely equally easy to learn. Plus, it ties into the first issue, because if lesser powers were somehow priced cheaper, someone could have quite a few more powers without it becoming ridiculous.
And then there's the third one. Balance. Again.
Now, before anything, I actually like Toxicity. Something like that is essential for limiting [del]mages[/del] Psychics. However, Toxicity is [i]extremely[/i] punishing because of the penalty it gives you as it accumulates. And it accumulates really fast when you use your powers, and you can only get rid of a little bit of it every day without killing yourself.
Now, that's not [i]inherently[/i] a problem. What makes it a problem is that it's not even [i]nearly[/i] strong enough to warrant this. At least, most powers aren't. Most powers are extremely easily outdamaged by strong weapons, which don't have to deal with toxicity. And that's [i]before[/i] toxicity completely fucks your damage, since the penalty it gives applies to [i]all[/i] rolls.
Anyway, that's about it from my skim. That ended up way, way longer than I was originally planning. And a lot harsher. I hope I didn't seem too critical, just trying to help.
[sp]Also is the guy in the play examples, Alex playing as Mercer, a Prototype reference? Sneaky.[/sp][/QUOTE]
Thankyou!
Harsh or not this is a lot of stuff I can consider in my report, balance being the biggest thing I've had the least feedback on thus far (so especially thankyou for depth on that).
I have a good week or so before hand in so I actually have a lot of time to give things a second pass now too, probably primarily the weapon stats and a second look at the psychic stuff.
And that was just a coincidence, actually. Might have done it subconsciously, I did enjoy Prototype
[editline]5th March 2016[/editline]
quick core roll replacement idea
attributes determine how many automatic successes you get using that attribute on rolls
skills give you more dice as they are now
lucky 7's and above to succeed, minor bonuses reduced to +1
less adding, doing away with the bonuses means I can balance guns more individually without them all getting more damage from the user than themselves as well as smaller numbers overall
better/worse?
So we just finished a game of Fiasco
Two space Samurai FBI agents tried to stop one of the agent's evil clones and a mexican skeleton hitman from blowing up the Emperor of the moon. A random joe saves the day.
The cast was:
Agent Hayato - The son of a successful Lunar-Japanese Businessman and a damn fine cop. Very by the book.
Agent Stryker - A Japanese-Lunar-American Maverick Cop that plays hard and by his own rules. A clone of an unspecified but shamed donor.
Scythe Yamamoto - A crime boss that hates the emperor for shaming his genestock. Identical to Stryker genetically.
Jonathan Baker - A random American spacer that found out about Scythe's plan to blow up the colony. A drifter.
[url=https://s3.amazonaws.com/files.d20.io/images/16867146/tUsr8jXY9Na9dtofPvRpxg/med.jpg?1457125755]El Arma Roja[/url] - A Mexican Skeleton, complete with laser revolvers, a sci fi poncho and latin guitars playing wherever he goes. His bounty is Baker, who he needs to silence to protect Scythe's plans.
The story took place on the Japanese lunar colony of New Nippon, where the luxury cruiser The Lunar Lagoon was docked carrying the Emperor and his son. The son's beloved toy mask was stolen and, the Emperor being the Emperor, he dispatches two Imperial Agents to try and find it. Cue a misadventure of heroism, sacrifice, skeletons, betrayal and explosions.
All in all, a pretty fun session.
[editline]5th March 2016[/editline]
[QUOTE=elowin;49866369]but I'm not exactly a huge fan of psychic powers only being usable by [u]non-gays[/u] by implanting magic gray organs into your body.[/QUOTE]
Oh my
Game Idea: A modern game focusing on a party of disenfranchised youths in gangland America, as they struggle to get out of poverty.
Basically, The Wire: The Game.
[QUOTE=Funktastic Dog;49869502]Game Idea: A modern game focusing on a party of disenfranchised youths in gangland America, as they struggle to get out of poverty.
Basically, The Wire: The Game.[/QUOTE]
"Roll for your nightly starvation damage. No saving throw, your family is too poor for savings."
[QUOTE=Mellowbloom;49868886]Thankyou!
Harsh or not this is a lot of stuff I can consider in my report, balance being the biggest thing I've had the least feedback on thus far (so especially thankyou for depth on that).
I have a good week or so before hand in so I actually have a lot of time to give things a second pass now too, probably primarily the weapon stats and a second look at the psychic stuff.
And that was just a coincidence, actually. Might have done it subconsciously, I did enjoy Prototype
[editline]5th March 2016[/editline]
quick core roll replacement idea
attributes determine how many automatic successes you get using that attribute on rolls
skills give you more dice as they are now
lucky 7's and above to succeed, minor bonuses reduced to +1
less adding, doing away with the bonuses means I can balance guns more individually without them all getting more damage from the user than themselves as well as smaller numbers overall
better/worse?[/QUOTE]
I'm glad it was helpful. Was pretty fun writing it all up.
Dicepools are tried and true, can't go wrong there, although I'd personally switch it skills and attributes around in your example, make the skills give you the automatic successes while attributes determine your dice. Partially because otherwise, your attributes are going to become way more important than your skills, despite being much more general, and there'll essentially be no reason to increase your skills, at least before your attributes are maxed.
And it just makes more sense to me, having skill be a bit more rote and predictable while your attributes are more raw unfocused ability and thus a bit random.
Seems like a lot to change system wide in just a week though, no?
Actually though, I'm a bit curious, just how long did you work on this anyway? And did you work alone, or was it a group project?
Also, kind of a side note because it's not really related to the game itself at all, just a formatting thing; only the headers are picked up as actual text by the PDF reader, so you can't search for text snippets or copy paste sections, which are two pretty big advantages to PDFs especially for online games. Not sure if you can even change it at this point though? I don't know shit about PDF formatting.
[QUOTE=elowin;49869985]I'm glad it was helpful. Was pretty fun writing it all up.
Dicepools are tried and true, can't go wrong there, although I'd personally switch it skills and attributes around in your example, make the skills give you the automatic successes while attributes determine your dice. Partially because otherwise, your attributes are going to become way more important than your skills, despite being much more general, and there'll essentially be no reason to increase your skills, at least before your attributes are maxed.
And it just makes more sense to me, having skill be a bit more rote and predictable while your attributes are more raw unfocused ability and thus a bit random.
Seems like a lot to change system wide in just a week though, no?
Actually though, I'm a bit curious, just how long did you work on this anyway? And did you work alone, or was it a group project?
Also, kind of a side note because it's not really related to the game itself at all, just a formatting thing; only the headers are picked up as actual text by the PDF reader, so you can't search for text snippets or copy paste sections, which are two pretty big advantages to PDFs especially for online games. Not sure if you can even change it at this point though? I don't know shit about PDF formatting.[/QUOTE]
I hadn't noticed the formatting thing, not sure how I'd change that. Might have to look at the export options in a bit more depth.
It's been a solo project over the last few months, though I've had 2-3 other modules to work on alongside it, one of which is a big group project and another of which was a written module too.
edit: While I'm changing stuff with the guns and making toxicity a little less painful, changing the core system can wait until after hand-in. It's university work but I'm still going to work on it afterwards
[QUOTE=Mellowbloom;49870044]I hadn't noticed the formatting thing, not sure how I'd change that. Might have to look at the export options in a bit more depth.
It's been a solo project over the last few months, though I've had 2-3 other modules to work on alongside it, one of which is a big group project and another of which was a written module too.
edit: While I'm changing stuff with the guns and making toxicity a little less painful, changing the core system can wait until after hand-in. It's university work but I'm still going to work on it afterwards[/QUOTE]
wow, that's pretty fucking impressive for just a few months work
[QUOTE=elowin;49872927]wow, that's pretty fucking impressive for just a few months work[/QUOTE]
Thanks! It helps that it was very much a passion project - I've started things like this a bunch of times and never had the drive to take it further than a page of notes, so sometimes having a deadline bearing down on you can be the best encouragement you can get
Hey guys, I was wondering if anyone fancied DM'ing for our mostly nubby party? We had plans to start tonight but our DM had to cancel it allllllll so we've basically got a party with nowhere to go.
Would be great to make it a once a week or once a month thing ideally.
[QUOTE=Kilgore 2nd;49873389]Hey guys, I was wondering if anyone fancied DM'ing for our mostly nubby party? We had plans to start tonight but our DM had to cancel it allllllll so we've basically got a party with nowhere to go.
Would be great to make it a once a week or once a month thing ideally.[/QUOTE]
sounds like a good time to learn how to DM!
seriously, any people who announce they're looking for players here are immediately swamped by applications (unless they're running a hipster rpg like cyberpunk 2020) so unfortunately a chance you'll find a gm who wants to step in for a ready made party is pretty close to nil
This week on Shadowrun, the melee adept pukes on the mage's bed, everyone actually gets some sleep this time, the mage rolls about 200 dice trying to summon spirits because he keeps getting shit results but no drain, and they accidentally accept a job to kidnap a stripper for the world's most obvious stalker, he sends them creep shots to help identify their target, and call him back five minutes later to turn the job down because it's too creepy for them.
[editline]5th March 2016[/editline]
And I mean literally about 200 dice, eight attempts and ~30 dice between him and the spirit each time
[QUOTE=Rents;49874770]This week on Shadowrun, the melee adept pukes on the mage's bed, everyone actually gets some sleep this time, the mage rolls about 200 dice trying to summon spirits because he keeps getting shit results but no drain, and they accidentally accept a job to kidnap a stripper for the world's most obvious stalker, he sends them creep shots to help identify their target, and call him back five minutes later to turn the job down because it's too creepy for them.
[editline]5th March 2016[/editline]
And I mean literally about 200 dice, eight attempts and ~30 dice between him and the spirit each time[/QUOTE]
important to note that the adept is also my cat
[QUOTE=M.Ciaster;49874637]sounds like a good time to learn how to DM!
seriously, any people who announce they're looking for players here are immediately swamped by applications (unless they're running a hipster rpg like cyberpunk 2020) so unfortunately a chance you'll find a gm who wants to step in for a ready made party is pretty close to nil[/QUOTE]
Was worth a shot I guess.
[QUOTE=elowin;49875875]important to note that the adept is also my cat[/QUOTE]
~Nya~
[QUOTE=M.Ciaster;49874637]sounds like a good time to learn how to DM!
seriously, any people who announce they're looking for players here are immediately swamped by applications (unless they're running a hipster rpg like cyberpunk 2020) so unfortunately a chance you'll find a gm who wants to step in for a ready made party is pretty close to nil[/QUOTE]
'hipster rpg'
yea if you mean by far the greatest cyberpunk system ever made, then sure
[QUOTE=No Party Hats;49877851]'hipster rpg'
yea if you mean by far the greatest cyberpunk system ever made, then sure[/QUOTE]
to be fair there is a lot about CP2020 that makes it very unfriendly to casuals
like the recoil rules, or the nightmare of bookwork that is hacking
[QUOTE=SiberysTranq;49878085]to be fair there is a lot about CP2020 that makes it very unfriendly to casuals
like the recoil rules, or the nightmare of bookwork that is hacking[/QUOTE]
its puts hair on newbies' chests though
I've said it before and I'll say it again, but how outdated the tech in CP2020 is is really distracting for me. It makes me feel like I'm playing in a 40k RPG only with less shouting and burning people.
What's a good way to get CP2020 rulebook these days?
[QUOTE=SiberysTranq;49878085]to be fair there is a lot about CP2020 that makes it very unfriendly to casuals
like the recoil rules, or the nightmare of bookwork that is hacking[/QUOTE]
tbh half of those hacking rules never come up in game
after a read through of the netrunning section, i realized that the cyber-dungeon crawling shit is only for hacking into large networks or buildings. Other electronics (from cars to weapons to billboards) can be hacked by just having a deck, rolling your netrun skill, and declaring what you want to do with it.
[editline]6th March 2016[/editline]
[QUOTE=gufu;49878416]What's a good way to get CP2020 rulebook these days?[/QUOTE]
[url]http://www.drivethrurpg.com/product/50354/Cyberpunk-2020-The-Second-Edition-Version-201[/url]
or Amazon for a physical copy
[QUOTE=Kilgore 2nd;49873389]Hey guys, I was wondering if anyone fancied DM'ing for our mostly nubby party? We had plans to start tonight but our DM had to cancel it allllllll so we've basically got a party with nowhere to go.
Would be great to make it a once a week or once a month thing ideally.[/QUOTE]
what ruleset are you using
[editline]6th March 2016[/editline]
or were going to use
[QUOTE=Cloak Raider;49878462]what ruleset are you using
[editline]6th March 2016[/editline]
or were going to use[/QUOTE]
Not really sure man, I've never played DnD before in my life - was going to be the first taste of it for 3 of our 4 man party with the 4th guy the only one who was experienced in it, well except the DM of course.
I know he said he liked the style of Matt Mercer's DM'ing on crit role so may have taken inspiration in that.
[editline]6th March 2016[/editline]
Oh, 5e..
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