D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
[QUOTE=F.X Clampazzo;52056204]Yeah maybe if you're a boring huff who wants to argue about what constitutes a grapple for 6 hours just because you're a buzzkill. Rules lite systems are the future, gramps.[/QUOTE]
What constitutes a grapple is when a character says "I'll try to grapple" and succeeds on their opposed athletics check, or when a monsters ability says it grapples the target.
[QUOTE=Mellowbloom;52055960]alternate take: rules are there for a reason, you're playing a game not freestyle jazz[/QUOTE]
What sort of weird tabletop rpgs have you been playing??
[QUOTE=Glent;52056296]What constitutes a grapple is when a character says "I'll try to grapple" and succeeds on their opposed athletics check, or when a monsters ability says it grapples the target.[/QUOTE]
It's a joke calm down. Seesh
Finally found a stash of magical items in our campaign, we got all excited cause our party is shit poor and can barely afford to stay at an Inn.
Get back to town and discover is all a bunch of magical garbage (all worth about 120gp at the most) like self cleaning socks and a magical comb that compliments you on use (which I kept).
Their was a fucking riot and the neutral characters went at each others throats with one party member maybe trying to murder another in his sleep. DM got the clue and finally made a quest with proper loot to motivate the party :v:
[QUOTE=Omilinon;52055450]Hey guys, so a group of friends started to play DnD recently. They wanted to invite me to be DM because they know I used to love writing stories and worldbuilding; I've always wanted to try out the game, so I accepted. The only problem is, that I've never played DnD in my life, and I really don't have a clue on where to start. Could you guys give me any tips or point me to the right direction to really be a good DM? Especially since they wanted to do an original story.
They're using DnD 5th Edition as far as I know. There's four of us altogether.[/QUOTE]
[QUOTE=F.X Clampazzo;52055853]Clamps fast and loose rules to GMing:
1. Fuck the rules, they're not important, just read through them to get a rough idea how it works and learn to wing it.
[/QUOTE]
Bending the rules here and there, when they are getting in the way of fun or something is fine in discretion, however do it too often or too bluntly and they just become kinda meaningless in addition to your world losing internal consistency, which in turn makes everything less believable and less cool. If you need to actively change the circumstances of your game, do it with in-world stuff. For example, if the players fail to lockpick a plot important door, don't make it magically open, retroactively add another way of accomplishing the goal, by either providing alternative means to open it (e.g. You knock on the door and let someone on the inside open it), or provide a different entry to that room alltogether (windows, balcony etc.). It's going to be multitudes more interesting than just letting the players move on without resistance. As the GM you have the unique ability to make stuff happen in the background, without the players ever knowing you just kinda made it up on the fly, make use of it.
Also to add more to GM tips, try not to railroad your players into the plot by not allowing them off the intended path. If your plot depends on a "bottleneck" quest, or a particular NPC it might become very vulnerable to the players' actions in ways you only have limited control over. Try to account for players fucking things up for you, and always have a plan B ready for cases like these. Alternatively, what I do is not having an overarching plot at all, just provide the world, factions and characters, with a few general hooks for the players to engage into, and take it from there. It requires more improvisation and getting a feel for your players, but you won't have to worry about your players breaking anything, because there is nothing to break. In general I found it to also help to just ask the players what their major ambitions are and try to work that in somehow, for that extra bit of investment.
[QUOTE=F.X Clampazzo;52056436]It's a joke calm down. Seesh[/QUOTE]
My point was that D&D 5e isn't anywhere near as complicated as you were making it out to be. Referring to and making use of the rules doesn't require any great effort or time.
[QUOTE=Glent;52056823]My point was that D&D 5e isn't anywhere near as complicated as you were making it out to be. Referring to and making use of the rules doesn't require any great effort or time.[/QUOTE]
I said the guide was fast and loose, it clearly doesn't apply to the game at hand, which I haven't played, so that's fair. Vanilla DnD is boring to me, I played the shit slogs that were first and 3rd editions, sour taste in my mouth honestly. Rules heavy games aren't my forte I guess. Rules lite games focus more on story and consistency comes from the world, the mechanics aren't major important because they're there to supplement the consistency of your world and add the feeling of variance, not enforce it.
Good news: My campaign is almost over, my folks just reached level 20 and are going to the final boss.
Bad news: Our Bard Cleric got killed by Rumblebee's HoneyChrome 2000 and in trying to preserve his body in Coldergeist's freezer, he himself was converted into a spook.
This is one of our party members now.
[img]https://i.gyazo.com/d128924650c297d5f9646225a5216f21.png[/img]
We put a funny hat on him.
Is there any PnP games where you can get spaceships and travel/fight in them, while also having rules and the likes for groundbased stuff, besides Rogue Trader?
[QUOTE=Sunkite;52063080]Is there any PnP games where you can get spaceships and travel/fight in them, while also having rules and the likes for groundbased stuff, besides Rogue Trader?[/QUOTE]
Tons of them. Just about any sci-fi game out there has rules for it. The FFG Star Wars games, for instance, or Traveler.
[QUOTE=Chronische;52063087]Tons of them. Just about any sci-fi game out there has rules for it. The FFG Star Wars games, for instance, or Traveler.[/QUOTE]
I can't believe I forgot about the Star Wars games..
Haven't heard of traveler, will check it out!
Anything more, sci-fi and cyberpunk-ish?
[editline]5th April 2017[/editline]
Traveler seems to be what I am looking for, but more possibilities are always great.
[QUOTE=Sunkite;52063099]I can't believe I forgot about the Star Wars games..
Haven't heard of traveler, will check it out!
Anything more, sci-fi and cyberpunk-ish?
[editline]5th April 2017[/editline]
Traveler seems to be what I am looking for, but more possibilities are always great.[/QUOTE]
There's Stars Without Number, if you want something in the vein of traveler, setting-wise, but with mechanics closer to D&D.
There's also Coriolis, Fragged Empires, and a handful of others.
Thanks. I'll be sure to check them out!
There's always...
[img]https://upload.wikimedia.org/wikipedia/en/f/f8/Spelljammer_-_Pirates_of_Realmspace_Coverart.png[/img]
Fantasy spaceships spelljamming through the planescape. Fuck yea.
Spelljammers is absolute insanity and I love it.
No material exists for 5e yet, but I think there are some 3.5 conversions out there.
Playing Spelljammer in 3.pf is a god damned travesty. I worked on a 5e conversion that was OK, but honestly it's like Planescape: best played in 2e, where the most material exists for it.
Spelljammer space combat is actually pretty fun, even more fun when you consider the Phlogeston.
[QUOTE=Sunkite;52063080]Is there any PnP games where you can get spaceships and travel/fight in them, while also having rules and the likes for groundbased stuff, besides Rogue Trader?[/QUOTE]
I believe Eclipse Phase has spaceship combat rules, though I recall them seeming like they'd be a little bit clunky.
If you want combined spaceship and ground-based action, Traveler and FFG Star Wars are your best bets. Traveler lets build your own spaceships too.
There's also a new game that came out recently called Coriolis. It's got a pretty simple system and lets you build your crew's spaceship base as part of character creation.
[QUOTE=Sunkite;52063080]Is there any PnP games where you can get spaceships and travel/fight in them, while also having rules and the likes for groundbased stuff, besides Rogue Trader?[/QUOTE]
You can also try GURPS and take whatever rules you deem necessary.
I've managed to get Stars Without Numbers for free on DrivethruRPG, and found a pdf for Traveller. They both look really cool.
I've also been looking into Coriolis. The setting and rules/system looks pretty good as well!
[QUOTE=Alice3173;52065427]I believe Eclipse Phase has spaceship combat rules, though I recall them seeming like they'd be a little bit clunky.[/QUOTE]
It has spaceship combat but it is definitely a tad clunky.
Also if you're wanting something between, you can always use FATE and at worst homebrew something. FATE has a LOT of settings and custom rule books for the system, I'm sure one of the SCI-FI books has spaceship combat rules in it. And it's a really, really easy system. Though as previously established I am pretty head-up-ass/in-sky about rules-lite systems and narrative/rp presence so if that's not for you then maybe don't pick FATE.
I would rather not make up my own system.
Also, it's not that I'm specifically looking for games for combat with spaceships.
I'm more looking for games where it is a possibility, along with exploring a galaxy/space traveling. While also having alot of ground-based stuff. The games I've looked at so far seems to have a really good mix of these.
In all my years I still maintain that Rogue Trader, refluffed or otherwise, has the most satisfying space combat. Traveller comes a close second, and both of them have fantastic random-generation for star systems and encounters within them to make exploring fun (though both take a hefty chunk of time, too, so better to roll up a bunch of possibilities before the game than do so during one)
Other systems tend to either lean too heavily into abstraction or crunching to make the ship part of the game something actually fun to focus on, as opposed to an ancillary part of everything else
Character idea: A Lore Bard, with the Sage background, based off of Diogenes the Cynic. Take Vicious Mockery as your only damage source and use it alongside Cutting Words to sarcastically shout things at Goblins like the drunken philosopher you are while supporting your team with heals and buffs.
Bonus point if at some point you cast polymorph on a creature to turn them into a plucked chicken and shout "Behold! A man!"
meanwhile in neverwinter nights...
[editline]7th April 2017[/editline]
[t]http://i.imgur.com/nyTjN1Z.jpg[/t]
[img]http://i.imgur.com/CK8LfWg.png[/img]
[img]http://i.imgur.com/Ej2ctE5.png[/img]
Good choice of game.
[QUOTE=Chronische;52071655]Good choice of game.[/QUOTE]the roleplay servers are still veeeery active.
Took us a few months and a party wipe, but we finally crossed another quest off our list :v:
And in that instant we added 2 more
1. Death - You all die. (SUCCESS).
2. Death again - You all die... again? (In Progress)
4. Break that crazy magic fountain (GREAT SUCCESS)
5. Something about Werewolf
6. Something about Undead Horde
7. Paint picture of bartender's dog
8. Free Glarias from Dragon's Delve
9. Slay Young Black Dragon for Thaddeus
10. Investigate more about the Venom cult
11. Arrange an unfortunate accident for Zarutar (in progress)
12. Something about giants and trolls
13. Vanquish the beastial host
[I]As you cut into the Oni with your Shortsword of Giant Slaying you notice it begin to bend and warp. The creature falls to your assault, but the weapon now has a -1 to hit.[/I]
"Can I take a look at my weapon? Is it because I got it off that hag?"
[I]Sure, on closer inspection you realize that the weapon is made of some kind of warm wax. Sections of it have begun to warp and bend now, giving it an almost comical appearance. As you look closely you hear a shrill familliar voice pierce into your mind: 'Remember, good nephews get good gifts from their aunties.'[/I]
"Gah, I'm gonna kill that old hag."
[I]'I heard that.'[/I]
(Player grins and laughs)
[I]That was in character. She heard you say that.[/I]
(Player is no longer grinning or laughing)
- The Monk discovers that his Annis Hag 'auntie' had placed her Iron Token inside his requested weapon.
So this session I've managed to
-Move my token 1 tile away from an unseen opponent
-Move my token directly underneath a hanging opponent
-Move my token directly on top of an unseen trap
And by this I mean I ended my movement in the 1 square in largeass rooms that had the relevant thing
[QUOTE=Rudevinny;52079647]Everyone else in our company was congratulated and granted a boon of their choice by the king, while the barbarian is likely going to get court-martialed. Maybe? We actually don't know what happened to her yet.[/QUOTE]
Adding onto what he has said, when we arrived at the capital, after meeting up with another group, we fought against one of Thule's followers, who had lied about being a messenger to us earlier. He then brought out a flesh golem, causing all of us to curse the barbarian for leaving us.
What followed was a hard fought battle; for most of this serial four-shot, the entire group has largely had good rolls in combat, which sort of pissed off our GM because the group in general did not have good rolls. So, when we started getting terrible rolls in this boss fight, he was relishing the entire situation. However, slowly but surely, we killed the two thugs with the fake messenger, restoring our morale, before killing the necromancer as well.
At this point, we turned our attention towards the flesh golem, and I show my true potential as a tank as I go absolutely insane against it, rolling actual good rolls, ripping off pieces of it as I went [B]HOKUTO HYAKURETSU KEN[/B]! However, the fake messenger got up, and rushed immediately towards the gnome, who had killed him with a shot through his throat, in order to kill her. However, she survived and the kobold casted a critical Eldritch Blast, killing him on the spot, breaking his skull, which would be important since we would later find out he was a lich.
I would've gotten the final blow on the flesh golem, as almost everyone rolled terribly and missed, but the gnome rolled well and got just enough damage to kill it, allowing her to do an one liner. A trend through this series was that everyone was stealing my kills, so I only had two actual kills, one against a skeleton, who was later revived, and one against a bandit. I really wanted that kill.
Anyway, as Rude says, we got our boons of choice, whilst the barbarian became an outlaw. Speaking of the barbarian, we had a mini-session today, where we saw what happened to the barbarian. There were guards who had come to secure the caravan so that we could go to the capital, so our captain told them to watch the barbarian. In the end, she threw the keys into her bag and threw it into the cage, letting the prisoners escape in an attempt to distract the guards, but they killed the slaves she herself paid to free earlier (except for one that escaped), and then the guards, the bandits and the barbarian had a three-way fight, which led to all of them but the barbarian dying. She grabbed the caravan's horse and high-tailed it out of there.
My monk and the warlock would join the captain in investigating the area, leading to her formal recognition as an outlaw and a bounty being placed on her.
So yeah, fun mini-series, and our DM is planning more such mini-series set in this world.
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