Tempted to try convincing my friend to try GMing. He seems like he'd have a good time of it and also I have been the only GM in my group for over half a year now and I want a break :v:
today in shadiwrun: i reach near death in overflow 3 times and still make it after slamming into the atlantic
death refuses me, the cruel bitch
[QUOTE=Aperture fan;49995127]Whatever faith I had in Roll20 has now vanished completely and without a trace.[/QUOTE]
Technically isn't that normal for a random system? We expect a random distribution of numbers to never have consecutive identical results but it's completely possible, albeit improbable, right?
[QUOTE=ElectricSquid;49996182]Technically isn't that normal for a random system? We expect a random distribution of numbers to never have consecutive identical results but it's completely possible, albeit improbable, right?[/QUOTE]
As probable as any set of numbers, we just assume theyll be a messy jumble
All those numbers mean is that you haven't been preforming enough blood sacrifices in the name of RNG.
[QUOTE=Jackald;49996520]Anyone got any good maps? I need to shit out a few dungeons.[/QUOTE]
Look up floor plans of real places and trace over it, add extra rooms and traps and shit
Everyone keeps saying Roll20's random number generator is fine, but it regularly produces duplicate results on a d100 roll, or when rolling multiple d10s in our 40krpg games. It's not necessarily consecutive duplicates, somtimes there are like one or two rolls between the duplicate rolls, but I NEVER EVER rolled duplicates on d100 with physical dice at all.
Do not question the lords of laser entropy. Although I wish r20 would include an option for a regular pseudorandom number generator.
Myself, a friend and a few of his friends are starting a Pendragon 5th game tomorrow, playing through the Grand Campaign or whatever it's called. Does anyone have any experience with the game, and any advice to share? We're not a mixmaxy group or anything, so it's not a matter of trying to 'win', but any experiences you all have would be great.
I still maintain that roll20 as a whole is fine, but certain specific roll20's and individuals are blessed/cursed
Like, Apertures mekton roll20 which is where probability goes to die, or how Rearadmiral has never had good dice luck in the last two years, or how Trooper rolls at least 5 crits every time he GM's
[QUOTE=SiberysTranq;49997293]I still maintain that roll20 as a whole is fine, but certain specific roll20's and individuals are blessed/cursed
Like, Apertures mekton roll20 which is where probability goes to die, or how Rearadmiral has never had good dice luck in the last two years, or how Trooper rolls at least 5 crits every time he GM's[/QUOTE]
Or how, in the last session of my Demon game, across 4 different rolls, I rolled 7 dice and got 1-2 successes each time, but the player I was rolling against had 5 dice and got 0 successes [I]every[/I] time.
This resulted in some Angel with the Cover of a guy who looked like an office worker throwing him to the ground after keeping him pinned to the wall for a bit.(The only reason he didn't die is he kept silent the whole time and he looked like a hobo, so the Angel figured he actually was just a hobo.)
[QUOTE=SiberysTranq;49997293]Rearadmiral has never had good dice luck in the last two years[/QUOTE]
I don't believe in luck
And it doesn't believe in me :(
[QUOTE=elowin;49997788]I'm still 99% certain that while over longer periods it produces evenly distributed rolls, at certain times during certain days in certain Roll20 rooms, it's just more likely to produce certain results.
Certainly.[/QUOTE]
Laser entropy
[QUOTE=No Party Hats;49999772]Laser entropy[/QUOTE]
Yes we know it's fucking laser entropy, doesn't change the fact that getting, say, 77 three times on a d100 within 10 rolls is highly fucking suspicious
I think it's more that the system needs to dump numbers on people sometimes in order to keep the balance site-wide or something. It would be better if it was based on the local dice rolls, but that would probably be ridiculously hard to implement.
The problem is roll20 gives you legitimately random numbers, but you're expecting psuedo-random numbers, where it intentionally tries to avoid repeating a result.
It's like when iTunes made their shuffle thing give you a random song, but people bitched because it would give them a song by the same band or off the same album as the last one they heard, so they changed it to be psuedo-random and do that less often.
D&D 5e question, does anyone know of a creature that isn't quite a dragon, but can demolish a small village by itself? Lets say a village of around 1,000 people.
I want to use it as a plot-hook for my 1 player adventure. Something that they can't fight to begin with, but gives them something to work toward in the future.
[QUOTE=slayer20;50001804]D&D 5e question, does anyone know of a creature that isn't quite a dragon, but can demolish a small village by itself? Lets say a village of around 1,000 people.
I want to use it as a plot-hook for my 1 player adventure. Something that they can't fight to begin with, but gives them something to work toward in the future.[/QUOTE]
The Tarrasque, for one. An archmage. A vampire. A werewolf, assuming no silvered weaponry. A lich. A mummy lord, though it benefits from having more mummy buddies. A balor or pit fiend. There's a whole lot of stuff, a quick read of the monster manual would give you all you need.
There's also things from adventures that could easily do it, like any of the Princes of Elemental Evil could easily slaughter 1000 commoners, possibly in 1 round if they are close enough.
[QUOTE=Chronische;50001830]The Tarrasque, for one. An archmage. A vampire. A werewolf, assuming no silvered weaponry. A lich. A mummy lord, though it benefits from having more mummy buddies. A balor or pit fiend. There's a whole lot of stuff, a quick read of the monster manual would give you all you need.
There's also things from adventures that could easily do it, like any of the Princes of Elemental Evil could easily slaughter 1000 commoners, possibly in 1 round if they are close enough.[/QUOTE]
Don't level 20 PC's shit their pants at the notion of fighting the Tarrasque? That's like, [I]the[/I] end all be all monster.
[QUOTE=slayer20;50001804]D&D 5e question, does anyone know of a creature that isn't quite a dragon, but can demolish a small village by itself? Lets say a village of around 1,000 people.
I want to use it as a plot-hook for my 1 player adventure. Something that they can't fight to begin with, but gives them something to work toward in the future.[/QUOTE]
So much variance here depending on what you want to run. Most anything CR 9 or above should do, or any kind of wizard.
[QUOTE=Glent;50001861]So much variance here depending on what you want to run. Most anything CR 9 or above should do, or any kind of wizard.[/QUOTE]
An evil wizard is a classic for a reason: they can easily harrass the party over a campaign without directly confronting them. Cursing a party member, sending servants to attack them, causing storms or other bad events while they are travelling and the like
[QUOTE=TectoImprov;50001856]Don't level 20 PC's shit their pants at the notion of fighting the Tarrasque? That's like, [I]the[/I] end all be all monster.[/QUOTE]
I mean, less so now than before, since anyone that can fly can avoid it's attacks (though it could throw huge boulders at you still), but yeah. It's a major monster, not really to be pulled out on lowbies.
literally anything with DR 10 or higher
no matter how many level 1-3 NPCs you throw at it they just can't hurt it
[QUOTE=elowin;50001992]literally anything with DR 10 or higher
no matter how many level 1-3 NPCs you throw at it they just can't hurt it[/QUOTE]
Lycanthropes are basically invincible unless they have non-weapon damage (or silver weapons)! There's really no way to stop them, and you could totally have the place just overrun by a massive horde of lycanthropes.
Wizards are more fun, as far as long term campaign enemies go, however. Especially an archmage or lich.
Obviously the solution is to have it start out as werewolves, then have the pack alpha or w/e reveal as he dies that they were all cursed by an evil wizard over yonder, and he's planning to do other bad shit.
Or something like that.
[QUOTE=Rats808;50002059]Obviously the solution is to have it start out as werewolves, then have the pack alpha or w/e reveal as he dies that they were all cursed by an evil wizard over yonder, and he's planning to do other bad shit.
Or something like that.[/QUOTE]
Worse yet, they are all were-wizards!
druid bad guys would be fun too
[QUOTE=Chronische;50002085]Worse yet, they are all were-wizards![/QUOTE]
Entire town is actually still alive, but were all merely wizards screwing with the players.
[editline]25th March 2016[/editline]
[QUOTE=Fire Kracker;50002120]druid bad guys would be fun too[/QUOTE]
It's a good way to add mystery to your game.
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