• D&D 5e: Nobody Talks about D&D
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[QUOTE=Smas;49123966]Mekton would also make for a good system, assuming you want realistic mecha fighting. Just... don't get too complicated with the designs. Bad times if you do.[/QUOTE] Is there even mecha fighting in Lost Planet? Maybe I'm thinking of a different game, but I coulda sworn that was about fighting giant insects and your typical evil futuristic corperation. Then again, I'm a dipshit, so what do I know :v:
[QUOTE=Dwarfy77;49124541]Is there even mecha fighting in Lost Planet? Maybe I'm thinking of a different game, but I coulda sworn that was about fighting giant insects and your typical evil futuristic corperation. Then again, I'm a dipshit, so what do I know :v:[/QUOTE] Vital suits are a huge part of Lost Planet, because how else are you going to exterminate the huge glowing bugs other than with excessive firepower? [t]http://fast1.onesite.com/capcom-unity.com/user/bthr_zero_x/lost_planet_wiki/e5ce332751e8096f55afdc68ce909168.png[/t] Pictured: a vital suit
[QUOTE=FetchingToaster;49124595]Vital suits are a huge part of Lost Planet, because how else are you going to exterminate the huge glowing bugs other than with excessive firepower? [/QUOTE] Fighting spirit? Excess critical hits? Breaking the Fallout PnP's unarmed combat? ...At least that's how I'd attempt such a thing
...I fucking undertaled an azzie magehunter beast thing, defaulted animal handling as an extended test on my face character to get it to fuck off, while my team couldn't hit the broad side of a barn against this thing :v:
Out of curiosity, has anyone here tried playing a Tau character in Rogue Trader?
[QUOTE=_Vendetta_;49125388]Out of curiosity, has anyone here tried playing a Tau character in Rogue Trader?[/QUOTE] We had a guy consider it once, check out the unofficial splat called Fear and Loathing on the Outer Fringe (?). It's homebrew but its got some decent rules for playing a few of the less popular xenos like Tau or Dark Eldar iirc
[QUOTE=_Vendetta_;49125388]Out of curiosity, has anyone here tried playing a Tau character in Rogue Trader?[/QUOTE] I don't honestly remember the title of it but there definitely is a small splat for it somewhere Only stuff for the fire caste, though Also don't be the guy who specs into battlesuits, your group will start to wonder if they're even needed in combat Tau character guide, thats the name. Not sure how official it is though so def check with your GM But like all the xeno races, they can get super cheese super fast. Which makes up for the fact anywhere but the ass end of nowhere you're liable to get wasted first opportunity
[QUOTE=SiberysTranq;49126236]I don't honestly remember the title of it but there definitely is a small splat for it somewhere Only stuff for the fire caste, though Also don't be the guy who specs into battlesuits, your group will start to wonder if they're even needed in combat Tau character guide, thats the name. Not sure how official it is though so def check with your GM But like all the xeno races, they can get super cheese super fast. Which makes up for the fact anywhere but the ass end of nowhere you're liable to get wasted first opportunity[/QUOTE] aren't Tau on like semi-kinda-sorta-almost peaceful footing with the empire though
[QUOTE=elowin;49126306]aren't Tau on like semi-kinda-sorta-almost peaceful footing with the empire though[/QUOTE] They had a few clashes with one another but it never escalated to ridiculous levels. Mostly because the filthy xeno space commies back down every time but hey at least that's a breath of fresh air when you consider that every race other race is built to be nearly comically lethal. I figure Tau would work a lot more in either a support or high tech combat role, since their schtick is diplomacy and huge investment in tech. But that's the general idea; since Tau are caste-based they are specialized on a cultural level, so a fire warrior wouldn't really be a smooth talker.
[QUOTE=elowin;49126306]aren't Tau on like semi-kinda-sorta-almost peaceful footing with the empire though[/QUOTE] Standard human policy is: It's not us, shoot it, burn it, then shoot it again If anything, the Tau trying to be peaceful is more threatening than purely violent adversaries, since they can indoctrinate whole populations out from under the imperium if they're just allowed free reign Really, anything inhuman that isn't a techpriest is going to be subject to a massive amount of honestly-justified paranoia in 40k. Especially aliens, which are in no way alike to humans, in a world where your neighbor having a harmless cosmetic mutation will probably lead them to a life of unending poverty, discrimination, and/or a burning at the stake Rogue Traders have a bit more leeway, but even if your command crew is the most open-minded group the tens to hundreds of thousands of guys actually running the ship probably aren't as enlightened
[QUOTE=elowin;49126306]aren't Tau on like semi-kinda-sorta-almost peaceful footing with the empire though[/QUOTE] I think pretty much every xenos except the 'nids(Even though if I remember right, the empire did work together with them against the necrons on one planet, somehow) and old necrons(pre "let's give the terminators personalities thing, no idea about the new ones), has some group that are neutral enough to have basic trade/backup arrangements with the empire if they stay out of the empires way. Probably would still get guns pointed at them on pretty much every station that's not a trader specific station.
I wish there was a smaller paperback version of the 5e rules, even if it was more pages or just filled with the core rules (Combat, Ability Scores, Classes, Races ect) I want to read through the rules more to learn them as a DM but I won't read them at home and carrying the hardback book is too much. I would love to read it everyday on my 1 hour journey to and from work but I can't warrant the added wait the PHB would add to my rucksack. I don't carry any kind of tablet with me either so .pdf reading won't happen.
[QUOTE=SiberysTranq;49126236]I don't honestly remember the title of it but there definitely is a small splat for it somewhere Only stuff for the fire caste, though Also don't be the guy who specs into battlesuits, your group will start to wonder if they're even needed in combat Tau character guide, thats the name. Not sure how official it is though so def check with your GM But like all the xeno races, they can get super cheese super fast. Which makes up for the fact anywhere but the ass end of nowhere you're liable to get wasted first opportunity[/QUOTE] I assume you mean this: [url]http://wh40klib.ru/rpg/Rogue%20Trader/Tau%20Character%20Guide.pdf[/url] It seems legit enough, though the Classified Competences probably won't be very useful since I'll most likely be the only Tau in the group if I choose to do so. Chances are we'll be playing a group of [i]really[/i] rogue traders, so interacting with the humans on board the ship itself shouldn't be too uncomfortable. Not sure what to do about those that we encounter otherwise, though. Maybe we'll just pull the "He's a SANCTIONED xeno" excuse.
[QUOTE=M.Ciaster;49124206]I've played in a few games ran by Dan and I can confirm this is usually the case the only time it wasn't was when I rewrote half the rules myself[/QUOTE] That's how I keep my games interesting, obviously. If you change up the rules every week and keep people guessing, they'll never get bored! Also I stand by all of my rule call judgements. I make them up as I go along to keep people alive from stupid boring deaths and invested so they don't fail to hit a rat in 30 minutes of combat.
[QUOTE=Crimor;49126516]I think pretty much every xenos except the 'nids(Even though if I remember right, the empire did work together with them against the necrons on one planet, somehow).[/QUOTE] Nah it was the other way around with the space marines teaming up with the necrons to kill the tyranids
[QUOTE=_Vendetta_;49126984]I assume you mean this: [url]http://wh40klib.ru/rpg/Rogue%20Trader/Tau%20Character%20Guide.pdf[/url] It seems legit enough, though the Classified Competences probably won't be very useful since I'll most likely be the only Tau in the group if I choose to do so. Chances are we'll be playing a group of [i]really[/i] rogue traders, so interacting with the humans on board the ship itself shouldn't be too uncomfortable. Not sure what to do about those that we encounter otherwise, though. Maybe we'll just pull the "He's a SANCTIONED xeno" excuse.[/QUOTE] Just remember to take the elite advance for it and hope that the crew never mutinies and strings you up as the cause for the ship's bad luck :v:
[QUOTE=SiberysTranq;49127583]Just remember to take the elite advance for it and hope that the crew never mutinies and strings you up as the cause for the ship's bad luck :v:[/QUOTE] Sure, blame the guy who's keeping the incoming enemies off your back with Pulse Rifle shots. Not like you need him or anything.
[QUOTE=_Vendetta_;49127692]Sure, blame the guy who's keeping the incoming enemies off your back with Pulse Rifle shots. Not like you need him or anything.[/QUOTE] Anyone with a pulse rifle can do that, the least he could do is be a proper human
[QUOTE=_Vendetta_;49127692]Sure, blame the guy who's keeping the incoming enemies off your back with Pulse Rifle shots. Not like you need him or anything.[/QUOTE] Servents of the high holy emperor don't need any filthy xenos
[QUOTE=elowin;49127729]Servents of the high holy emperor don't need any filthy xenos[/QUOTE] ...I'll give you a rifle of your own and some cool armor if you let me join you.
[QUOTE=elowin;49126306]aren't Tau on like semi-kinda-sorta-almost peaceful footing with the empire though[/QUOTE] I'd rather put it this way: The Imperium and Tau battle on honorable (far as war goes) terms most of the time, not as desperately and hatefully as with other xenos.
[QUOTE=_Vendetta_;49125388]Out of curiosity, has anyone here tried playing a Tau character in Rogue Trader?[/QUOTE] There are actually rules for playing them in the Tau Character Guide. I had a player play one; They're very, very strong, but also very, very squishy. About what you might expect, really.
[QUOTE=Oliolio;49128043]There are actually rules for playing them in the Tau Character Guide. I had a player play one; They're very, very strong, but also very, very squishy. About what you might expect, really.[/QUOTE] I gathered as much from reading over the guide. Was your player the only Tau in the group, or were there others?
[QUOTE=Oliolio;49128043]There are actually rules for playing them in the Tau Character Guide. I had a player play one; They're very, very strong, but also very, very squishy. About what you might expect, really.[/QUOTE] And also very, very non-psykery. And therefore heretical.
When I started playing D&D Encounters with my nearest game shop at around January, we were 1 DM and around 4-5 players at a table. We are now 3 DMs with 2 tables, often with 6 each and now at the point where we're likely to have 3 regular tables. Kind of silly how fast we've grown.
[QUOTE=elowin;49128265]And also very, very non-psykery. And therefore heretical.[/QUOTE] The only heresy here is your refusal to accept the Greater Good, and your dependence upon insanity-inducing magics and religions.
[QUOTE=_Vendetta_;49128475]The only heresy here is your refusal to accept the Greater Good, and your dependence upon insanity-inducing magics and religions.[/QUOTE] Magic is the greatest good [i]All hail the wizard king![/i]
[QUOTE=FetchingToaster;49123899]All this talk about GMing reminds me that I gotta figure out shit for the Lost Planet style campaign I'm endlessly planning one of these days. [sp]Any suggestions for systems in a frozen, futuristic colony world? I'm split between Traveler, Savage Worlds and Cyberpunk at the moment.[/sp][/QUOTE] Cypher works pretty well if you throw in all the mad science additions
[QUOTE=Dominic0904;49126679]I wish there was a smaller paperback version of the 5e rules, even if it was more pages or just filled with the core rules (Combat, Ability Scores, Classes, Races ect) I want to read through the rules more to learn them as a DM but I won't read them at home and carrying the hardback book is too much. I would love to read it everyday on my 1 hour journey to and from work but I can't warrant the added wait the PHB would add to my rucksack. I don't carry any kind of tablet with me either so .pdf reading won't happen.[/QUOTE] You could print out the [URL="https://dnd.wizards.com/articles/features/basicrules"]Basic Rules.[/URL]
What's a good way to adjust encounters for dungeons where the players won't have time for a short rest in D&D 5e? Like, I think I get how to build single encounters that work out okay using the book, monster manual, and some encounter builders online, and the Adventuring Day info on page 84 of the DMG shows about how much experience the total encounters should add up to at the end of an adventuring day, but it also says an adventuring day should have two short rests. How should I adjust that for sessions that don't offer short rests? Since a full adventure day is supposed to factor in two short rests (one at 1/3 of the way through the adventure, the second at 2/3rds), should a small dungeon that only offers a rest period after clearing it have a fair experience budget of just 1/3 of that? For example, I've got a party of five characters at level 3. The budget for a full adventuring day, according to the book, would be a number of encounters adding up to 6000 exp, offering at least two short rest periods. So a small dungeon meant to be had in a single go, with a rest right after, should be budgeted for 2000 total experience. Or would that be too easy?
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