[QUOTE=No Party Hats;48746622]if there's a derail in OOC just fucking say 'hey can we play the game', harden the fuck up
[editline]23rd September 2015[/editline]
like i said, quit using voice for IC because that's not what any of us are talking about[/QUOTE]
It's a bit different for me since I only do irl campaigns instead of online but one of the people in my group consistently derails our sessions because he's physically incapable of being silent for more than two seconds and talks so loud that he'll always drown out the dm. Then he takes offense to anyone telling him to shut up too. We basically have to tolerate him because our typical group is only 4 people including the dm as it is and the other people we've had are actually worse. (My least favorite being the one who didn't bother learning the game rules, never paid attention to what was going on, and basically relied on everyone else to play the game for him at which point why even bother playing?)
[QUOTE=Alice3173;48749263]It's a bit different for me since I only do irl campaigns instead of online but one of the people in my group consistently derails our sessions because he's physically incapable of being silent for more than two seconds and talks so loud that he'll always drown out the dm. Then he takes offense to anyone telling him to shut up too. We basically have to tolerate him because our typical group is only 4 people including the dm as it is and the other people we've had are actually worse. (My least favorite being the one who didn't bother learning the game rules, never paid attention to what was going on, and basically relied on everyone else to play the game for him at which point why even bother playing?)[/QUOTE]
yeah but at that point it's not the problem of the format, it's the problem of the players
that's my whole point here, if you've got bad players than that sucks, but that doesn't change the fact that games run a hell of a lot faster when you do OOC out of the main stew of text chat. It's more natural that way, because you're just having a convo about the game/whatever you want.
settling for the least bad person you can find is still settling.
[editline]23rd September 2015[/editline]
also yeah who the fuck plays a tabletop without reading the rules haha am i right boys (twitzle im calling you out my negro read the fuckin' savage worlds book before i go savage on your world!!!!!!)
[QUOTE=No Party Hats;48749660]yeah but at that point it's not the problem of the format, it's the problem of the players
that's my whole point here, if you've got bad players than that sucks, but that doesn't change the fact that games run a hell of a lot faster when you do OOC out of the main stew of text chat. It's more natural that way, because you're just having a convo about the game/whatever you want.
settling for the least bad person you can find is still settling.[/QUOTE]
Having to type out IC chat slows the game down tremendously, though I can see how it would be preferred if you have roudy players.
[QUOTE=IrishBandit;48749668]Having to type out IC chat slows the game down tremendously, though I can see how it would be preferred if you have roudy players.[/QUOTE]
yeah but then you can archive your game and actually play a character that isn't the computer nerd behind the screen without sounding like a douchebag
[QUOTE=IrishBandit;48748493]I much prefer IC Voice Chat. It makes it so the characters can actually have a conversation rather than a stilted text chat, including things like shouting and talking over eachother.[/QUOTE]
The issue with that, though, is not every mic is created equally. Some people have better mics that pick up their voice better and are thus louder, some people are [I]barely[/I] understandable because of how bad their mic is. And then there's shit like anxiety that can get in the way, leading to some players never actually doing anything because they're afraid to talk/don't know what to say.
Going back to the second of the games I mentioned before, the GM said before the first session that he wanted it to be entirely voice-based. I was alright with idea, at first, because I'd never tried it before. Then, of course, when we were playing, I barely spoke because my mic was a piece of shit, and even when I tried someone usually interrupted me because they had no idea I was talking. I ended up resorting to mostly typing everything in roll20.
[QUOTE=Rats808;48749725]The issue with that, though, is not every mic is created equally. Some people have better mics that pick up their voice better and are thus louder, some people are [I]barely[/I] understandable because of how bad their mic is. And then there's shit like anxiety that can get in the way, leading to some players never actually doing anything because they're afraid to talk/don't know what to say.
Going back to the second of the games I mentioned before, the GM said before the first session that he wanted it to be entirely voice-based. I was alright with idea, at first, because I'd never tried it before. Then, of course, when we were playing, I barely spoke because my mic was a piece of shit, and even when I tried someone usually interrupted me because they had no idea I was talking. I ended up resorting to mostly typing everything in roll20.[/QUOTE]
That sounds more like a configuration issue than the mic being bad, unless it's actually broken.
[QUOTE=IrishBandit;48749740]That sounds more like a configuration issue than the mic being bad, unless it's actually broken.[/QUOTE]
No, it was quite literally a Rock Band usb mic. I had it at max volume, and it was still really quiet according to the rest of the group.
Either way, point is not everyone is going to be able to communicate their thoughts in-character with a mic.
I also forgot to mention that the game took place in Poland and as a result 2 of the other players decided to put on what they imagined a Polish accent sounded like when they were speaking in-character. It was pretty bad.
Question.
I wanna make a multiclass Sorcerer in 5e. I want the character to be proficient with finesse weapons, and I'm thematically aiming for a character that bends luck, so I want to make do with a Sorcerer's Wild Magic Surges and (of course) Bend Luck.
What multiclass should I aim for (thinking Warlock)? What levels should I shoot for in each class? Feats? Any other tips?
[QUOTE=Alsojames;48749340][URL="http://siliconangle.com/blog/2015/07/29/cd-projekt-announces-witcher-tabletop-rpg-game/"]Witcher RPG coming![/URL][/QUOTE]
how the fuck are they going to balance wizards
[QUOTE=GastricTank;48749769]Question.
I wanna make a multiclass Sorcerer in 5e. I want the character to be proficient with finesse weapons, and I'm thematically aiming for a character that bends luck, so I want to make do with a Sorcerer's Wild Magic Surges and (of course) Bend Luck.
What multiclass should I aim for (thinking Warlock)? What levels should I shoot for in each class? Feats? Any other tips?[/QUOTE]
For feats, you gotta get Lucky, obviously. If you want to do warlock, then Fiend Patron has Dark One's Own Luck. That'll take at least 6 levels in each, if you just want those two classes you'll probably want to aim for an uneven split between them (get both to at least level 7, then either raise only one of them or raise one of them 2 levels higher than the other, for example if you were going to go for level 20, you could do either 11/9 or 13/7.). That kind of build will take really high level to get to though and most characters aren't going get that high, fair warning. Controlled Chaos also fits your character idea if you want to get to 14 levels of Sorcerer (Sorcerers are kind of lame, but go for it if you want it for the character theme). Portent is also kind of like luck manipulation, if you wanted two levels of diviner, but it has different kind of flavour than Bend Luck.
[QUOTE=SiberysTranq;48748484]Holy shit
party actually completed two shadowruns in a single session
involving a car chase, a gunship fight, and several near-party-deaths at the hands of Renraku corpsec
A good 4-hour session[/QUOTE]
I think any group I've been in manages two sessions per run.
[QUOTE=IrishBandit;48748493]I much prefer IC Voice Chat. It makes it so the characters can actually have a conversation rather than a stilted text chat, including things like shouting and talking over eachother.[/QUOTE]
Yeah, but if I have to go pee I competely miss everything and the game has to stop for someone to fill me in. Plus voice without body language/actions is awkward to me, I'd much rather just use text or do it in person (usually not viable).
[QUOTE=Rents;48751092]I think any group I've been in manages two sessions per run.
[/QUOTE]
We've been keeping a pretty steady clip of 1 run per session, mostly because it was the first set of jobs so comparatively simple stuff while they build reputations and the like. That and save for the AWACS plane bombing they've been pretty light on the legwork, which of course saves time
Though considering all that and almost every job has gone loud, I'm sure KE is very interested in them by this point
Last week I pulled off a retardedly amazing shot as a gunslinger in our pathfinder session.
The druid we'd been chasing had turned into a bird and started running away. I pulled out my musket and tried to shoot at it when it was over 400ft away. Everyone in the session was saying I better roll a 20 on it and what do you know, I rolled a natural 20. Sadly it didn't crit so it didn't die but it was still an impressive shot considering my gunslinger at this point has a prosthetic hand that consists of a fork attached to the stump and is missing an ear (I have the worst luck when it comes to enemies rolling crits on me)
[QUOTE=elowin;48750133]how the fuck are they going to balance wizards[/QUOTE]
the same way you balance psykers in dark heresy
make them dangerous even to themselves....
[QUOTE=Soren;48751702]the same way you balance psykers in dark heresy
make them dangerous even to themselves....[/QUOTE]
psykers in dark heresy aren't especially powerful though
they can be gaylords and spam faggy buffs on themselves, but destroying entire armies with a few spells is a little out of their league
[QUOTE=elowin;48751874]psykers in dark heresy aren't especially powerful though
they can be gaylords and spam faggy buffs on themselves, but destroying entire armies with a few spells is a little out of their league[/QUOTE]
it might just be made into one of those 'dont give players this' or maybe player character wizards will just be weaker and just learning
[QUOTE=Soren;48751902]it might just be made into one of those 'dont give players this' or maybe player character wizards will just be weaker and just learning[/QUOTE]
booooooriiiiiiiiiiiiiiiiiiiing
[QUOTE=Soren;48751902]it might just be made into one of those 'dont give players this' or maybe player character wizards will just be weaker and just learning[/QUOTE]
The article does say that players will have access to a "myriad of spells, rituals, and curses."
alright you disgusting nerd goblins i've got the monster manual and player handbook
give me some sweet ass encounter ideas that you've been brewing so I can steal them
[QUOTE=Cloak Raider;48753799]alright you disgusting nerd goblins i've got the monster manual and player handbook
give me some sweet ass encounter ideas that you've been brewing so I can steal them[/QUOTE]
All right, get this.
Three wizards jump out of the bushes.
They got huge sticks, cool robes and pointy hats
They prepared sleep this morning.
And they're all naked.
[QUOTE=elowin;48753920]All right, get this.
Three wizards jump out of the bushes.
They got huge sticks, cool robes and pointy hats
They prepared sleep this morning.
And they're all naked.[/QUOTE]
comeon man i can't have every encounter be naked men jumping at them with huge sticks fuck
[editline]24th September 2015[/editline]
have you been reading my notes
[QUOTE=elowin;48753920]All right, get this.
Three wizards jump out of the bushes.
They got huge sticks, cool robes and pointy hats
They prepared sleep this morning.
And they're all naked.[/QUOTE]
And then the party's secret antipaladin eats their faces off.
Mindflayers.
I always say this, just a shitload of mindflayers.
Anyone have some good mystery plot ideas? I did one recently where illithids had cleared out a town of people so they could eat their brains etc, and were starting to replace people with doppelgangers so they wouldn't attract too much attention, so the party had to wander around the town figuring shit out, and it was so much fun listening to their ideas they shared with each other trying to piece together the mystery. I'd love to do that again but I can't really think of much else.
The place I play at has two tables for D&D, running the same stuff. That way, you can switch tables if you want to for whatever reason. Tonight was...well...
We enter a room underneath an old temple. We find an old man possessed by a demon, 4 braziers that seem to keep said possession in place and cultists (because it's always cultists). First two braziers go down with relative ease. Monk runs for the third one and meets a cultist standing between him and it with another one standing behind him. He wants to stab the cultist in front and have his corpse tumble into the brazier. He stabs the cultist, his corpse tumbles into the brazier...and so does the monk. He gets set alight, flails about in panic and sets the other cultist alight, killing him too.
Our cleric decided to cast protection from good and evil on the possessed man. This results in the two getting separated, yay! Except that one brazier is still up and the shadow is therefore still invulnerable. He rushes to the last one. Ranged fighter wants to take down the final brazier from long distance with the shadow in place. DM says okay but since it's an amazingly difficult shot, I'll make it AC 20, followed by a DC 13 strength check to give the arrow enough power to knock it over. He makes both checks, I run in and slaughter the hell out of the shadow.
Meanwhile, the other party had 3 unconscious members, the last remaining member managed to put out 3 braziers before finally succumbing too, resulting in a TPK.
[QUOTE=Cloak Raider;48753799]alright you disgusting nerd goblins i've got the monster manual and player handbook
give me some sweet ass encounter ideas that you've been brewing so I can steal them[/QUOTE]
You encounter an unusually friendly ogre named Kerhs who invites you to his home. After a warm welcome, he excuses himself for a moment. You take advantage of this by snooping around. You find mail orders for gay elf hentai and really bad drawings of his yaoi OCs. He returns, only to discover that you've unearthed his biggest secret, sending him into a murderous rampage.
You have disadvantage during the entire encounter with gay elf dick fresh in your mind.
[QUOTE=Cloak Raider;48753799]alright you disgusting nerd goblins i've got the monster manual and player handbook
give me some sweet ass encounter ideas that you've been brewing so I can steal them[/QUOTE]
You enter a cave and find three dragons and a phoenix sitting around a giant table, on it you can see dice, paper sheets, pencils and a book whose cover says "Humans and Households 5e"
[QUOTE=Obvious Shizz;48748309]Anyone know any good way to make a pirate ship prop for my campaign without spending infinite money?
I was thinking I could get some cardboard glued together and throw a grid on top but that seems like a real shite idea after seeing [URL="http://imgur.com/a/2PvId"]this[/URL] but I only have about 6 bucks to spend. :v:[/QUOTE]
Props don't need to be 3D to impress your players. It helps, but people are also impressed with pretty basic arts and crafts.
- Draw out the top deck on a piece of paper, preferably sturdy. Brown construction paper would probably be ideal.
-Take tongue depressors like Chronische said and chop off the rounded bits so they're rectangular. Don't mind the splintering, it adds character.
-Arrange them on your outline and mark the edge-crossing ones to cut, like you were arranging and cutting tiles on a floor.
-Cut, arrange once more to final check, and glue them to the backing. Cut out the now-decked outline and voila, one textured battlemat prop.
Bonus objectives:
-Draw an appropriate grid or hexes on top of the finished deck, either in marker or paint or toothpicks glued down or scoring it with a knife or by arranging the 'planks'
-Cut the paper with a margin to fold up over the edges, or otherwise cover the edges.
-Add stand-up props like a mast or wheelhouse or rails, though err on the side of being sturdy rather than looking cool.
-Insead of folding up, fold the excess paper down into a partial hull/stand if you're handy with paperwork.
-Break the toothpicks lengthwise and cut them up even more for smaller planks.
-Drybrush the finished deck, or apply a wash to the 'planks' before glying them on.
-?????Imagination
That feeling when you roll a critical hit and you have to roll 12 die to get the damage :v
That poor lemure
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