• D&D V6 - Edition jokes don't really make sense anymore
    5,003 replies, posted
[QUOTE=gufu;50682642]What if they just piss on the fire?[/QUOTE] better hope they haven't read Gulliver's Travels
[QUOTE=gufu;50682642]What if they just piss on the fire?[/QUOTE] The fire jumps up the piss stream and they take 12d8 fire damage right in the dick hole, obviously.
[QUOTE=SiberysTranq;50682219]Never forget my SR group who hazed new members by jumping them and coming within inches of murdering them[/QUOTE] thats when you bust out the mob mind spell and have them all kill each other
[QUOTE=elowin;50685364]thats when you bust out the mob mind spell and have them all kill each other[/QUOTE] Nah with the mage they just moved his body while he was astral to the bathroom and drew funny faces on him
[QUOTE=RaxaHax;50676518]I had trouble fitting three games into my schedule as a player, having to do the legwork to keep six campaigns up and running sounds like a good way to end up like one of those people who pass away in internet-cafes.[/QUOTE] It was more of a retroactive statement—I've been running most of my games (1 PF {used to be 2, with one-offs every now and again}, 2 Shadowrun {used to be 4}) for years now. I just recently decided to up my game count by adding the Pathfinder games because of the high demand (and I just remembered I have [I]another 2[/I] Pathfinder games two different people wanted me to run for them—both solo games, luckily—but I haven't finalized it yet since they're dragging ass). I think it's just all finally caught up to me, more often than not I just want to sit down and do nothing instead of prep one game or another—I have other hobbies I need to maintain too. Anyways, I'm actually a player in four different games right now too (eight if I include my own games and the various times I have to play our, now iconic and required, GM PC's). I'll be ending my commitments to all of them soon, except maybe one ran by a friend. I always have to play in his games because he invents new systems for every one he runs and they're always wildly weird and surreal. I can honestly say his game is the first time I've had to make serious, life altering rolls as the consciousness of amniotic fluid for an egg—one of the lesser strange things I've seen in his games. Another is a Battle Royale game with a few dozen people which don't tend to last very long due to the focused PvP nature of it. [QUOTE=MenteR;50676575]why[/QUOTE] People keep wanting me to run games for them. I've always been the GM Guy of our circle, but many of my friends didn't have the time or willingness to play when I started years ago. Recently more and more of them keep finding that, as they're older now, they have more free time to play or they're ready to give PnP a go. Pathfinder isn't that bad to run since I've already spent a lot of time back loading world data on a super-wiki of sorts. Running a game in PF doesn't take too much effort when you have millions of words worth of world building at your beck and call, pretty much just put them where I want and start a plot or let them sandbox. All I need to do is come up with the creative forefront as the background is well maintained. Still, keeping every game at a consistent level of quality is the hard part. It's too easy to be bogged down and start washing the experience which has been my fear lately.
Anyone who decides to design an area so that combat happens in a 5ft wide corridor can die in a fire.
[QUOTE=Nerts;50685934]Anyone who decides to design an area so that combat happens in a 5ft wide corridor can die in a fire.[/QUOTE] I did that once with spiders. Didn't last long though they were weak spiders.
[QUOTE=Alxnotorious;50685974]I did that once with spiders. Didn't last long though they were weak spiders.[/QUOTE] You heard me
How many times have you gone out of your way to make unique, individually-tooled items with special designs and abilities... only to have the player instantly sell it, given the first opportunity? One of the most disheartening parts of GMing.
[QUOTE=Nerts;50685934]Anyone who decides to design an area so that combat happens in a 5ft wide corridor can die in a fire.[/QUOTE] 5 ft wide corridor with shifting walls, portcullises, floor chutes, poison gas and spike traps everywhere, and it's twisted up like a ball of string. Then you release the gelatinous cubes coming from either direction.
There's a lot of spells in D&D 5e that Wizards can't (aren't supposed to) have. Like, Faerie Fire? Why not? I get things like Hunters Mark but several spell restriction choices seem arbitrary.
[QUOTE=munky91;50688764]There's a lot of spells in D&D 5e that Wizards can't (aren't supposed to) have. Like, Faerie Fire? Why not? I get things like Hunters Mark but several spell restriction choices seem arbitrary.[/QUOTE] ~balance~ You want an edition that has spells on the classes that really feel like they should have them? Play 2e. Otherwise, you have to suffer with all the choices that have been made in the past 2 decades of game design.
[QUOTE=Chronische;50688787]~balance~ You want an edition that has spells on the classes that really feel like they should have them? Play 2e. Otherwise, you have to suffer with all the choices that have been made in the past 2 decades of game design.[/QUOTE] 2e Wizards didn't get the majority of its spells until like 1996 onwards. Nor do any versions I remember give Wizards Faerie Fire.
[QUOTE=plunger435;50688967]2e Wizards didn't get the majority of its spells until like 1996 onwards. Nor do any versions I remember give Wizards Faerie Fire.[/QUOTE] They got plenty. Faerie fire isn't among them yeah, but there was not much in the way of divine/arcane mixing like 3e had, spells tended to be exclusive, or were altered in some way between the two. Charm Person, for instance, or Protection from Evil. Even the core PHB has a ton of wizard spells, though Dragon magazine and Tome of Magic add quite a lot as well. The classes feel distinct, and have what feels appropriate, as opposed to the difference between divine and arcane be primarily healing magic and high level BOOM spells. In 5e, there's not as much spell sharing as there was in 3e, but it's still there (especially with bards around, thieving assholes).
[QUOTE=Chronische;50689086]They got plenty. Faerie fire isn't among them yeah, but there was not much in the way of divine/arcane mixing like 3e had, spells tended to be exclusive, or were altered in some way between the two. Charm Person, for instance, or Protection from Evil. Even the core PHB has a ton of wizard spells, though Dragon magazine and Tome of Magic add quite a lot as well. The classes feel distinct, and have what feels appropriate, as opposed to the difference between divine and arcane be primarily healing magic and high level BOOM spells. In 5e, there's not as much spell sharing as there was in 3e, but it's still there (especially with bards around, thieving assholes).[/QUOTE] After FF there definitely needs to be a proper PHB2, though slotting spells into higher slots for added effect and how cantrips were changed to supplement damage both feel like good additions to the DnD magic formula. I'm chalking it up to a lack of sources for now.
DrivethruRPG has all their CP2020 and Mekton stuff half price for the PDFs right now; [url]http://www.drivethrurpg.com/browse/pub/13/R-Talsorian-Games-Inc[/url]
[QUOTE=JCDentonUNATCO;50679359]I love this. Same thing happened where my group managed to kill a flesh golem that was meant to keep us away from some mid-game story stuff. We were level 1.[/QUOTE] Sometimes I feel like the new 5E dms are way too nice with their players. :X Also sometimes I feel like a dick for saying this about other people's campaigns, like... if they're having fun, that's what really matters. But what kind of irritates me about your DM is that if you make it so your players can kill a flesh golem at level 1, all the mystery and challenge of eventually fighting these stronger foes goes away. My players are level 4 and fought a helmed horror and almost died, and I'm doing 5E. I designed it so they would fight the construct in a mine environment, so they were able to use the environment to flank it, disengage and hide somewhere, etc, maybe even use cave ins to damage the foe. The rogue baited the construct a lot using dodge but both the rogue and the wizard fell unconscious. If it wasn't for a NPC I had created, which is a dwarf with a super-crafty heavy crossbow (which I hope one of the players earns enough trust from the dwarf to get that crossbow eventually) they would've died. The NPC didn't kill the thing (I wouldn't even take a boss kill away from a player) but dealt a lot of damage with its explosive bolts. This is cool because it encourages players to find other ways of fighting creatures. Like, they know they're not tough shit. At level 4, they can wipe off the goblins they had trouble fighting off at level 1, this shows them sense of progression. But when they find these formidable foes and almost meet their demise, it encourages the players to read more about their characters and use EVERYTHING in the player's handbook and think outside the box. [B][I]It's important[/I][/B] that you read all about your character, your feats, your spells and read about the combat options in 5E. It's not just about rolling your d20, it's about taking the "ready" action, dodge, disengage, etc. Rules aren't boring. If everyone knows them, it's fun because then you can really bend them and be creative instead of disregarding them. Combat can be super dynamic in 5E. If I were the DM and had the party face a flesh golem at level 1, I'd show you guys how POWERFUL a golem is, even the most lesser one. I'd probably knock a character unconscious with one hit and design a scenario where you guys could make the golem fall to a chasm or something, and even then, still survive. Which would make everyone go "SHIT SHIT SHIT, HEAL THE DUDE AND LET'S GET THE HELL OUT OF HERE". The DM could've introduced the party to a sort of crane mechanism beforehand, something the wizard had in his laboratory to help him move heavy parts. When the time of combat came, there could be a similar crane there, prompting the party to drop something heavy on the golem. Even then, it's important to show the party that whatever thing they did against the golem only delayed it by a couple turns. Give these turns a chance for the party to heal their friend and escape. Golems are tough foes crafted by advanced wizardry. If a bunch of nobodies can take on a golem, something is very wrong!
We were using Roll20 so he created unique tilesets and everything for us. The only downside is that it's hard to improvise on the spot with cranes and whatnot. And we had no idea it was a flesh golem, even though I figured it out pretty quickly after some previous perception checks and the description of it. He didn't expect us to actually try and fight it and I think he was impressed enough at our ingenuity in trying to do damage to it that he let us slide. Like I said earlier though, all our DND campaigns die because no one comes online, so we kind of just try to squeeze whatever we can out of a few hours. Props to anyone that can find reliable friends.
sounds like your gm made it a lot easier than it should have been really a flesh golem should be one-shotting the majority of lv1 characters with its average damage if he wants to put strong monsters in early he should commit and not bow over if you try and fight things - what if that enemy had been plot important or even the bbeg? he'd probably have to give them an asspull escape which is lame for everyone involved
[QUOTE=JCDentonUNATCO;50690680]He didn't expect us to actually try and fight it and I think he was impressed enough at our ingenuity in trying to do damage to it that he let us slide. [/QUOTE] It's fine, he's probs a new DM and this kind of stuff happens and he'll take this into consideration for the next sessions. Everyone had their slips as DMs when they started doing it. I don't want to bother you with these tips, but if you feel like I'm being constructive, just keep reading. Maybe he could've introduced the flesh golem like... inactive? I don't know the context of where you guys met it, but maybe laying in a metal table with this big, mechanic device over it, and a set of levers? Have a few levers close to eachother and then one lever standing out from the rest. Each smaller lever activates or interacts with a different part of the mechanism, and then the big lever shoots a lightning bolt straight towards the golem's head, and if the correct order of levers are pulled, it comes to life and the party realizes they made a huge mistake... or something like that. If you DEFINITELY DON'T WANT your party to do something, let them know beforehand. If they're exploring an arcane laboratory, have a bunch of scrolls and notes of the wizard, pages of a golem building tome telling about its destructiveness and how a wizard shouldn't be careless when building one, etc. Add these elements and inform them subtly throughout the session that doing X thing is not favorable. And even then if they ignore all these cues, have them face the consequences. Don't be afraid to kill a player, [sp]or even the whole party.[/sp]
[QUOTE=Aperture fan;50687699]How many times have you gone out of your way to make unique, individually-tooled items with special designs and abilities... only to have the player instantly sell it, given the first opportunity? One of the most disheartening parts of GMing.[/QUOTE] I've yet to have that happen in my games (aside from a few minor instances in RT but that was excusable because RT has tables to let you make kick-ass uniques in a minute or two and I threw like, a ton of those at my players because they make for great loot) but goddamn that sucks even so like goddamn the GM gave you something cool step outside your comfort zone and try it out. Why even bother with loot at all if it's not going to affect the way you play your character (unless this is, say, 3.5/PF and you aren't using automated magic item progression, in which case you desperately need those plusses in specific things so I can understand that)
Yeah, if players are wading into fights with little thought going "Pfffft, hold my beer, I can take him." you should probably dispel that line of thought just so you can keep encounters interesting, games where all you're doing is marching forwards and beating on things that can't kill you are kinda boring.
Today in Elly's VTM game: We break into a church because we tracked a vampire hunter who tried to kill me to it, I get shot with a double-barrel shotgun and get away with only 1 bashing damage, the vampire hunter sets the room on fire, and my guy, the most morally bankrupt person in the group, is the one trying to save a mortal from somebody else. Also, I sort of adopted(and ghouled) a psychic teenager.
Currently looking for two players for a dystopian SciFi campaign (not Shadowrun) using the Fallout PnP system (with a couple of tweaks and modifications to it). It's about life in a city, that's trapped in a time bubble, that makes everything outside virtually frozen, thus isolating it from the rest of the world. Also there's a bunch of dudes who took advantage of that and are opressing everyone and being dicks. The campaign is already in progress, so I will have to dictate a few things during chargen, so I can work ya into the story properly, but other than that the plot isn't set in stone. Time is 12 mid-day GMT on Saturdays
[IMG]https://65.media.tumblr.com/907102347dc6b1557d2257f8a4df6caa/tumblr_o8om8jo0Wq1uquwc5o1_1280.jpg[/IMG] [IMG]http://i.imgur.com/47Xlq9n.png[/IMG] [I]Now he knows why the ex-owner sold him the tavern for mere 5 gp.[/I]
Good first session of Shadowrun, we killed 3 neonazis, electrocuted another while he was taking a shit, punched out an off duty cop, stole a bunch of medicine including the epilepsy meds I needed pretty badly, threatened and old man, the decker has an open invitation for a booty call and the rigger got her boob touched. [editline]13th July 2016[/editline] And half the team is scared of the infiltrator's troll striper girlfriend.
It's a fun experience being both the decker AND the highest-charisma member of the party Especially funny is hacking smartguns and making them empty themselves, like a shotgunner we fought who turned a corner, fired one shot, then watched his weapon cycle all it's ammo onto the floor He didn't even get the chance to reload with the physad next to him also it's totally fair to be scared of someone who probably weighs a quarter ton and is double your height, especially when you're a short, skinny elf
[QUOTE=SiberysTranq;50699637]It's a fun experience being both the decker AND the highest-charisma member of the party Especially funny is hacking smartguns and making them empty themselves, like a shotgunner we fought who turned a corner, fired one shot, then watched his weapon cycle all it's ammo onto the floorf[/QUOTE] Decker with the highest charisma in the party? What, you some sort of Smartlink-whisperer?
[QUOTE=DeeCeeTeeBee;50699886]Decker with the highest charisma in the party? What, you some sort of Smartlink-whisperer?[/QUOTE] I guess it mostly comes from the fact our mage is human, and the only other elf in the party is our rigger so she's not exactly stacking charisma, and I basically said to myself 'in all my other shadowrun games I play combat-heavy characters, let me play someone who's great at solving problems without guns'. So I did. Amazing at hacking, generally all-around good at social stuff even considering I don't have half the skills because I ran out of chargen karma, bunch of qualities to let me synergize all this (like the wonderful ability to use Charisma for full defense, so when I'm actually getting shot at I can hopefully dodge well, plus having a famous online reputation/being able to research people to get bonuses to social dealings with them), and that's basically the character. I'm without a doubt the worst direct combatant in the party, but that's also why I've got the dubstep gun so I can instantly disable anyone I do hit
first game of Maid the RPG went well, started off with one maid spilling the fridge, and having pickles land on her head, then said pickles' juices being soaked up in her socks, then it finally ends with a sock being snuck into the Master's coat, death of a news anchress and three workers she brought with her as all four of them and the Master fell down a flight of stairs, and then one maid chopped up one of the dead workers and threw them out an air lock. then they still made the news after they had the blind one edit out some shit with a voice reading editor software.
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