• D&D 5e: Nobody Talks about D&D
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Huh. Everywhere else where it talks about buying power points it doesn't really specify that it has to be at chargen, and honestly it doesn't look so much like a "you can only do it at chargen" as a "this is how you do it at chargen" to me. But most places I've looked on the internet, everyone else seems to think it's at chargen only. It would be pretty weird from an in character stand point though. I mean, if you can only get them at chargen and you can't develop them later, what's that implying? Are born with all your adept powers or some shit? Is it pre-ordained that you'll have these exact powers immediately as soon as you awaken? That doesn't make any sense. I mean for one you generally aren't supposed to be able to tell that you've awakened, they even test for it in schools and stuff, but it'd be pretty noticeable if you just suddenly out of nowhere got a ton of adept powers for seemingly no reason. And if you get your full 6 power points, that would imply you had your full 6 magic attribute and full 6 power points from the very beginning, when basically everywhere else it's implied that having magic 6 on awakening is ridiculously rare, and most of the few people who have the full 6 magic spent some time increasing their abilities afterwards.
It might be moreso that before they errataed it to be 5 karma/pp instead of 2 karma, it was seen as more balanced to require that initial investment, and then further advancement through initiation like normal mages and adepts But then they adjusted it to be more in line with the actual benefits you got from those points, and it was never really clear in the first place, so people just assumed it was the old way I know in my game if any players rolled MA's after one of their chars died, I'd let them buy the excess PP at 5 karma per, which is pretty fair for what you get from it
Me and some friends found a werewolf at like level 4-5, there was 4 of us, our party consisted of a Ranger, a (very wounded) Rogue, a Warlock, and I was a Monk. We were all very well wounded but the rogue had probably 2 hp and went down twice already in this dungeon. While fighting said werewolf that came out of almost nowhere with probably 2 of us that can actually really hurt the thing I was the closest to the wolf and the Rogue was running away. I didn't have anything to damage the werewolf besides a moldy poison that I had to mix with water to work. I ran to a bowl that was on a table in the room we were fighting the werewolf in, the warlock was trying to shoot fire and what not at the werewolf. I mixed the poison as a bonus action and then ran towards the werewolf with a rag soaked with poison. My turn came, I did the one thing I could. I shoved the poison soaked rag down this werewolves throat and rolled a 4 on a strength check. I'm thinking "I'm going to get my arm bitten off by a werewolf" at this moment, and then I hear our DM go "Are you kidding me right now" (He rolled a 1 on a save for the werewolf). After rolling a 1 for the wolf, the thing started choking on the poison soaked rag but was trying to cough it up, I decided to ride the werewolf and hold the poison down it's throat. I rolled an 18+6 dexterity save. The werewolf swallowed the poison rag and died. According to the DM the poison I used was literally a plague that I put in this werewolf.
[QUOTE=SiberysTranq;49977142]god I am having too much fun making this Shadowrun character been too long since I've been able to just make an entry-level street sam classic, order now and get free move-by-wire system and FN HAR. And since it's 4e, I get all the fun of relearning the entire system and also using the insane Arsenal rules for weapon modification which is probably how I've ended up with 8 guns and a taser by the end of chargen. I mean, granted, can only reasonably bring along a couple of the pistols, then maybe a rifle and an SMG without falling over from sheer bulk, but god the ability to go to town on options is great especially with the knowledge that I will probably be the cause of at least one Matrix lobby scene[/QUOTE] wtf why dont you let us play the good shadowrun edition???
Honestly, other than vehicle speed rules, 5e is either better, easier to play or more or less the same across the whole system.
TBH, I love the scalability of char gen of 5th ed. SR.
[QUOTE=No Party Hats;49985430]wtf why dont you let us play the good shadowrun edition???[/QUOTE] So that we can actually have people play hackers and not have that role relegated to a GMPC for lack of desire to deal with it in gameplay
In our D&D session yesterday we entered the sewers and had some fun times. I walked into a hallway to stun a guy holding a tower shield and took 3 arrows to the chest, then next round I cast confusion into the room and confused half of the enemy group allowing the party to kill all but one guy who we kinda grew attached to (we learned his name was Tim later) because every round he was only able to babble and the DM gave him some great lines. We interrogated him a couple times, once normally and once after the sorcerer maximized a touch of idiocy. I got him to investigate an unknown religious symbol that detect magic was lighting up on. he got burned multiple times by it because he wasn't smart enough to know better, but we found what the enemy was using to safely hold it and he screwed it in, getting burned again in the process. Another enemy sneaking up on us then tried to kill Tim, but he rolled bad enough on damage that Tim survived and the party killed him swiftly. After all of that we led Tim to safety and had the Thieve's Guild take him home. When we started exploring the secret passage they opened up in the fight, we got challenged to an honourable duel by the captain of another group of guards, with 11 of them total. The rules were that it was a series of 1v1s, last group standing wins, everyone from both sides fights at least once if able. Our duelist stepped up first against presumably their strongest guy, while our party was on one wall and theirs were on the opposite wall, with the sorcerer having a twinned orb of acid ready. The fight starts with the other guy swinging really hard and missing. Around this time out of character I realize something and tell the group that none of us decided to Sense Motive the captain and the DM started laughing hard when I said that, because after the guy missed his swing he made a gesture with his hands to signal the 9 people on the other wall and they pound on the wall to each trigger an arrow trap. You know, with us all neatly lined up on the other wall to get hit by them. The minotaur of our group gets hit by 4 arrows, 4 other party members get hit by an arrow each, and I dodged 2 arrows. The sorcerer doesn't lose concentration and he's fairly pissed, so he targets the captain with the orb of acid and he's melted. The real fight begins so the rest of the party rolls their initiatives and the sorcerer gets to open the fight with a maximized fireball, killing some guys and wounding most of them. The minotaur then charges and crushes 2 guys against the far wall, I blind 2 people with glitterdust, the duelist crits the opponent he was fighting and kills him, the barbarian runs up and claws a man to death, and the enemy's cleric starts freaking out and casts sanctuary, trapping one of the blinded men in the corner and leaving 2 party members and 2 other enemies with her. We dispatch with the 2 others, and interrogate the cleric, who we learn is like Tim in that she was forcibly conscripted by these guys, but other than that we didn't learn anything new. She gave us some healing, then left for the Thieve's Guild. I'm pretty happy, we're getting pretty good at interrogating people without killing them in the process, and only using the minimum amount of force to do it.
I'm gonna try DM'ing for my first time ever in a couple of weeks and I'm trying to create this weird/fun magical item in the form of a conch that creates some random liquid once a day by rolling a d20. So far I've got normal water, saltwater, some sort of healing water, oil, mead, wine, mud, blood, potion of healing, sap, milk, soup, soapy water (adventuring is dirty), acid and potion of supreme healing. That makes a total of 15, but I can't figure out what I should do for the last 5. Anyone got some suggestions?
[QUOTE=Sandvich9;49987056]I'm gonna try DM'ing for my first time ever in a couple of weeks and I'm trying to create this weird/fun magical item in the form of a conch that creates some random liquid once a day by rolling a d20. So far I've got normal water, saltwater, some sort of healing water, oil, mead, wine, mud, blood, potion of healing, sap, milk, soup, soapy water (adventuring is dirty), acid and potion of supreme healing. That makes a total of 15, but I can't figure out what I should do for the last 5. Anyone got some suggestions?[/QUOTE] You can always have some fluids be more likely to appear, like saltwater or milk.
[QUOTE=Sandvich9;49987056]I'm gonna try DM'ing for my first time ever in a couple of weeks and I'm trying to create this weird/fun magical item in the form of a conch that creates some random liquid once a day by rolling a d20. So far I've got normal water, saltwater, some sort of healing water, oil, mead, wine, mud, blood, potion of healing, sap, milk, soup, soapy water (adventuring is dirty), acid and potion of supreme healing. That makes a total of 15, but I can't figure out what I should do for the last 5. Anyone got some suggestions?[/QUOTE] Mayonnaise.
[QUOTE=Sandvich9;49987056]I'm gonna try DM'ing for my first time ever in a couple of weeks and I'm trying to create this weird/fun magical item in the form of a conch that creates some random liquid once a day by rolling a d20. So far I've got normal water, saltwater, some sort of healing water, oil, mead, wine, mud, blood, potion of healing, sap, milk, soup, soapy water (adventuring is dirty), acid and potion of supreme healing. That makes a total of 15, but I can't figure out what I should do for the last 5. Anyone got some suggestions?[/QUOTE] Varnish Paint (any color) Weak snake venom Tea Coffee, or some other highly caffeinated drink. There's an item called an Alchemy Jug that does something similar to what you're thinking, here's the list it uses for reference. Acid, Basic Poison, Beer, Honey, Mayonnaise, Oil, Vinegar, Fresh Water, Salt Water, Wine.
[QUOTE=Sandvich9;49987056]I'm gonna try DM'ing for my first time ever in a couple of weeks and I'm trying to create this weird/fun magical item in the form of a conch that creates some random liquid once a day by rolling a d20. So far I've got normal water, saltwater, some sort of healing water, oil, mead, wine, mud, blood, potion of healing, sap, milk, soup, soapy water (adventuring is dirty), acid and potion of supreme healing. That makes a total of 15, but I can't figure out what I should do for the last 5. Anyone got some suggestions?[/QUOTE] leucrotta urine if you throw the flask and it breaks: similar effects to stink cloud, but smaller radius. if you decide to drink it, do a DC 8 saving throw. if you fail, you're unable to even get your mouth close to it due to its rancid smell. if you succeed, you're "okay" to drink it. you manage to shrug off the terrible stench, although it takes real will to do it. kind of like when you're drunk and battling yourself not to puke. if you do drink it: do a DC 15 saving throw against disease (constitution). if you fail, you get sick and immediately puke. if you succeed, you get bad breath for 5 whole days.
[QUOTE=Sandvich9;49987056]I'm gonna try DM'ing for my first time ever in a couple of weeks and I'm trying to create this weird/fun magical item in the form of a conch that creates some random liquid once a day by rolling a d20. So far I've got normal water, saltwater, some sort of healing water, oil, mead, wine, mud, blood, potion of healing, sap, milk, soup, soapy water (adventuring is dirty), acid and potion of supreme healing. That makes a total of 15, but I can't figure out what I should do for the last 5. Anyone got some suggestions?[/QUOTE] No trap options on there? Rolling a 1 should make something dangerous like acid or lead laced water
[QUOTE=Nerts;49987558]No trap options on there? Rolling a 1 should make something dangerous like acid or lead laced water[/QUOTE] I mean, acid [I]is[/I] on the list. :dog:
Random thought: Holy shit Adept Accident is the best fucking face adept power, just shake their hand.
[QUOTE=Sandvich9;49987056]I'm gonna try DM'ing for my first time ever in a couple of weeks and I'm trying to create this weird/fun magical item in the form of a conch that creates some random liquid once a day by rolling a d20. So far I've got normal water, saltwater, some sort of healing water, oil, mead, wine, mud, blood, potion of healing, sap, milk, soup, soapy water (adventuring is dirty), acid and potion of supreme healing. That makes a total of 15, but I can't figure out what I should do for the last 5. Anyone got some suggestions?[/QUOTE] Critical Fail (Roll to confirm, it should not be a 1/20 chance.) Spiders "As you pour the conch what appears to be thousands or tens of thousands of wriggling creatures descend from its orifice. They are tiny, and flow as liquid, but quickly begin to clump into a black writhing mass flecked with red and then scatter in random directions as they hit a hard surface. Their destination is unknown, however they do tend to gravitate to shade or dark places, such as caves or pants legs. Any attempt to stop the flow, barring destruction of the conch or its magic, is unsuccessful and the spiders continue to erupt from the conch for 4 + 1d6 rounds, even if the conch is righted. In the pit of your stomach you know that somewhere a malicious god is laughing as he pours you a brimming glass of spiders." Roll a DC 15 saving throw for anyone within one square the square that the conch is in to dodge the spiders spewing forth and avoid getting bitten. Those who fail must make a DC 10 constitution roll. On a pass take 1 point of damage as hundreds of small fangs dry bite your flesh, on a fail take 2d6 points of poison damage. If poured into a space smaller than 9 squares the spiders will continue to crawl along the floor and up onto the walls causing the need for further saving throws for every round a character is in one of these squares, otherwise the spiders will dissipate into random cracks or holes and will not be a danger unless deliberately sought out. [B]Spider Lore[/B] The Following is gleaned on a successful nature check: DC 15: Spiders are known to seek out cool moist places that get occasional sunlight (like your mouth when you're asleep!) Dire spiders are savage hunters. DC 20: These are not dire spiders and you should really get that bite looked at. Each spider has 1 HP and is weak to cold. DC 35: [sp] These spiders are spawn of legendary frost elemental spiders. If left to grow they may exceed the size of a horse and have a bite that could stop an elephant dead, but only grow to said size if touched by frost. But you shouldn't care unless you froze them... which you didn't, right? [/sp]
[QUOTE=doomkiwi;49989312][B]Spider Lore[/B] The Following is gleaned on a successful nature check: DC 15: Spiders are known to seek out cool moist places that get occasional sunlight and spin webs to catch food. Dire spiders are savage hunters. DC 20: These are not dire spiders and you should really get that bite looked at.[/QUOTE] DC 15: Cave spiders live in caves. :dog:
[QUOTE=Rats808;49987576]I mean, acid [I]is[/I] on the list. :dog:[/QUOTE] Oh whoops, I can't read. Have a chance for lysergic acid then :v:
roll 1 three times, wasps start pouring out in amounts where it might as well be a liquid
I was concidering having the item be semi-cursed. If they were ever to drop it (or smash it immediately when they find it) it would continue spewing [random liquid] for 24 hours. Hopefully flooding a whole town with very flammable oil or something. And I'm [I]so[/I] adding those Critical Fail spiders, that's too good to pass up. But how would I roll a critical fail? Bunch of 1's in a row? Kinda new still :v:
if you roll a 1 that's a failure if you roll again and you get another 1 that's a critical failure. anything else is just a regular fail
[QUOTE=Sandvich9;49990183]I was concidering having the item be semi-cursed. If they were ever to drop it (or smash it immediately when they find it) it would continue spewing [random liquid] for 24 hours. Hopefully flooding a whole town with very flammable oil or something. And I'm [I]so[/I] adding those Critical Fail spiders, that's too good to pass up. But how would I roll a critical fail? Bunch of 1's in a row? Kinda new still :v:[/QUOTE] I kinda forgot that since this was a magical item and not a skill crit failing would be rather difficult. Maybe Just have it be a one time thing on a nat 1.
[QUOTE=doomkiwi;49989312]Critical Fail (Roll to confirm, it should not be a 1/20 chance.) Spiders "As you pour the conch what appears to be thousands or tens of thousands of wriggling creatures descend from its orifice. They are tiny, and flow as liquid, but quickly begin to clump into a black writhing mass flecked with red and then scatter in random directions as they hit a hard surface. Their destination is unknown, however they do tend to gravitate to shade or dark places, such as caves or pants legs. Any attempt to stop the flow, barring destruction of the conch or its magic, is unsuccessful and the spiders continue to erupt from the conch for 4 + 1d6 rounds, even if the conch is righted. In the pit of your stomach you know that somewhere a malicious god is laughing as he pours you a brimming glass of spiders." Roll a DC 15 saving throw for anyone within one square the square that the conch is in to dodge the spiders spewing forth and avoid getting bitten. Those who fail must make a DC 10 constitution roll. On a pass take 1 point of damage as hundreds of small fangs dry bite your flesh, on a fail take 2d6 points of poison damage. If poured into a space smaller than 9 squares the spiders will continue to crawl along the floor and up onto the walls causing the need for further saving throws for every round a character is in one of these squares, otherwise the spiders will dissipate into random cracks or holes and will not be a danger unless deliberately sought out. [B]Spider Lore[/B] The Following is gleaned on a successful nature check: DC 15: Spiders are known to seek out cool moist places that get occasional sunlight (like your mouth when you're asleep!) Dire spiders are savage hunters. DC 20: These are not dire spiders and you should really get that bite looked at. Each spider has 1 HP and is weak to cold. DC 35: [sp] These spiders are spawn of legendary frost elemental spiders. If left to grow they may exceed the size of a horse and have a bite that could stop an elephant dead, but only grow to said size if touched by frost. But you shouldn't care unless you froze them... which you didn't, right? [/sp][/QUOTE] weakness to cold sure does matter a lot when they have one hit point each Personally I'd just cast wall of fire on the conch
You madman, now you've got a gazillion tiny angry burning spiders. I'm fairly sure they're somehow gonna break the entire campaign with the conch.
Today in Shadowrun: We perform the world's first HANO (High Altitude No Opening) jump. [t]http://cdn1-www.playstationlifestyle.net/assets/uploads/2014/12/Major-Zero-Metal-Gear-Solid.jpg[/t] [editline]24th March 2016[/editline] I suck at storytime so will let someone else tell the story of how we fell out of space.
WE just fucking blew up EVO's orbital elevator and somehow survived falling from near the edge of the atmosphere because rearadmiral has levitate and sib can't bring himself to pull the fucking trigger on us so we live to fight another day.
I am too merciful to end a game I'm having a blast running, especially when the party thinks of a clever way out, even when they really just need to die For context, this was basically the timeline of the session Party fucks around doing fluffy BS for the first hour of the session. The mage wears a skirt because his girlfriend wants to match with him. The rigger and the face modify guns and gear. They get an in to an Evo facility, out of the interest in fucking up Evo. They head to said facility without any real planning. They fail to bluff their way past air-traffic control, get landing coordinates anyway. The Rigger, Face, and Samurai walk into an obvious trap. Mage and Decker stay in the VTOL. The Face, Samurai and Rigger get trapped, tell the guy giving them an out to fuck off. The warehouse that the Face, Sam, and Rigger are trapped in gets carpet-bombed. The Mage and Decker barely escape before the VTOL is likewise carpet bombed. Several injuries occur. The party sees 4 gunships inbound on their position. The party hotwires a crashed cargo drone, tries to book it. Instead of running out of the facility, they run in. Said facility is Evo's Orbital Elevator, a structure about the size of a mountain. The party somehow manages to not die, despite being under fire. The Rigger sacrifices his drone to suicide-rocket-jump one of the gunships. The sammy at one point MGR-slices several missiles. The mage botches a drain roll and accidentally summons a hostile earth spirit. The sammy takes out the rest of the gunships with missiles. The party reaches the elevator proper. An Evo security squad tries to stop them. Cargo drone is wrecked, decker thrown bodily from it in the crash, sammy catches up with party and slaughters the security squad. The party, not thinking clearly, rides up the orbital elevator. The party discovers the end point of the elevator is unfinished, with no escape craft or docked craft, matrix terminals not even connected to the Evo network, and the only real functioning system being life support. The party realizes Evo is probably laughing their asses off. The sammy sets up his 5 kilos of max-rated plastic explosives. Gets party back into the elevator back down. Thanks to based rolls, determines the blast will be enough to cause the elevator to lose stability and fall out of orbit. The sammy sets off the explosives halfway down. Elevator starts to crash. Party realizes the scale of destruction about to happen as a result, makes their peace. Evo self-destructs the elevator rather than risk being responsible, even in part, for an extinction-level event. The party watches the charges going off below them. The party breaks out of their elevator pod, about 15 kilometers off the ground, all holding the same rope from the face's grapnel gun. The Mage levitates the rope. The party is currently about midway over the Atlantic. The explosions and the turning of the earth are propelling them towards the Americas. The mage loses his grip on the rope. The sammy lets go, grabs the mage, then hurls the mage bodily back to the rope so the rest of the party can survive. The sammy, between insane free-fall rolls and the mage maneuvering the levitated rope, manages to rejoin the party. The party argues about whether to land on Cuba, Florida, or Bermuda. The mage directs the party towards Florida. The party crashes into the sea along the coast of Florida. The Rigger, Decker, and Mage are knocked out and into overflow on impact. The sammy and face manage to collect unconscious party members and swim to shore. The sammy performs first aid. The party dwells on the insanity of everything that has happened. The GM gets up and leaves to eat dinner and rethink his life.
Whatever faith I had in Roll20 has now vanished completely and without a trace. [quote]10:33 PM - Forever a GM: fucking what 10:33 PM - Eve Is(notusuallylate)hi: what is this 10:33 PM - Forever a GM: can we please review these last few dice rolls? 10:33 PM - Forever a GM: all d6s 10:34 PM - Forever a GM: 2, 2, 1, 2, 1, 1, 2, 1, 4, 5, 4, 1, 1, 1, 1, 5, 2, 1 [/quote]
As the face responsible for organizing the trip to the facility for the purposes of stealing data and possibly a stealthy kidnapping, I said before we arrived "Can we try having a lighter touch this time?" because I didn't want to be responsible for a whole pile of deaths. Things did not go as expected. But hey, we sure did fuck evo raw.
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