D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
[QUOTE=Smas;50471259]I'll probably have a story time shortly.[/QUOTE]
Alright so basically for our home pathfinder games we basically do dungeon runs; less about the story, more about trying out fun characters in different settings. This last game we played, I was playing as !Link, a bard who had rolled too high for his own good in all his stats so he was basically OP despite his lack of direct combat feats, while the others played as an Alphonse-esq magical suit of living armor and a Metal Gear Rising villain reject with Nano-machines everywhere.
They ended up wandering the dungeon, and the usual sort of things happened; find things like bugbears, orcs, and the like. Happened to make a pretty good amount of money and found some nice loot for the 4-5 rooms they explored. But then we started getting deeper into the more cavernous part of the dungeon, and things started to go south quicker than in any other game I've played.
First it was the giant crabs. Two of them managed to sneak up on us and one of them nearly stole away the MGR-esq character in a webby net thing. We only managed to beat them in time to save her through sheer luck and a well timed Crit. We laughed, brushed it off, and were glad that was over with.
But then we found their nest. Thousands of baby crabs, just crawling over the floor. It was the first time we'd ever come across a swarm enemy, and none of us, besides me, had any blast or AoE attacks to hit them with. The MGR character, who had previously vocalized IC that after those crabs that she was done, immediately ditched the party and left the dungeon, running past traps and piles of dead monsters to escape in a ridiculously quick 2 rounds. Basically dropped everything on her person that wasn't loot.
That left me (!Link) and the Alphonse-esq suit of armor to deal with the thousands of crabs. Realizing that the only possible strategy we had was basically a suicidal one, the suit of armor ditched its oversized weapon, picked me up, and slowly carried us through the dungeon while I vigorously lute-d at the crabs in order to kill them using Chord of Shards, the only attack that could really damage them. Through sheer luck, divine favor, and a couple high damage rolls, they failed to dodge enough times that the suit of armor managed to live, albiet with only a few HP left.
... We then realized it was all in vein as there was no point to fighting the crabs, as the "loot" they were protecting was really just more crabs and crab eggs. We called it quits after that. Now I can never look at crabs the same way again.
Does anyone know some short, simple to moderately-complex systems that would be good to run small adventures or quests in?
I want to gather some experience GMing, since in the past I've tried to run my bigger game ideas and end up stopping after 3 or 4 sessions, for several different reasons that are mostly on my part. I'm thinking the best way to get past that is to actually finish an adventure with a small party, but I really just don't know what would be best for that.
[QUOTE=MeltingData;50474583]Does anyone know some short, simple to moderately-complex systems that would be good to run small adventures or quests in?
I want to gather some experience GMing, since in the past I've tried to run my bigger game ideas and end up stopping after 3 or 4 sessions, for several different reasons that are mostly on my part. I'm thinking the best way to get past that is to actually finish an adventure with a small party, but I really just don't know what would be best for that.[/QUOTE]
I'd say it's really best to start on the system you want to use in the end, but of the big ones right now I'd say 5e is pretty easy to DM compared to PF/3.5e
[QUOTE=MeltingData;50474583]Does anyone know some short, simple to moderately-complex systems that would be good to run small adventures or quests in?
I want to gather some experience GMing, since in the past I've tried to run my bigger game ideas and end up stopping after 3 or 4 sessions, for several different reasons that are mostly on my part. I'm thinking the best way to get past that is to actually finish an adventure with a small party, but I really just don't know what would be best for that.[/QUOTE]
I'd say you can start search either through your favorite system or through a specific setting you are aiming for.
[QUOTE=MeltingData;50474583]Does anyone know some short, simple to moderately-complex systems that would be good to run small adventures or quests in?
I want to gather some experience GMing, since in the past I've tried to run my bigger game ideas and end up stopping after 3 or 4 sessions, for several different reasons that are mostly on my part. I'm thinking the best way to get past that is to actually finish an adventure with a small party, but I really just don't know what would be best for that.[/QUOTE]
5E
[QUOTE=MeltingData;50474583]Does anyone know some short, simple to moderately-complex systems that would be good to run small adventures or quests in?
I want to gather some experience GMing, since in the past I've tried to run my bigger game ideas and end up stopping after 3 or 4 sessions, for several different reasons that are mostly on my part. I'm thinking the best way to get past that is to actually finish an adventure with a small party, but I really just don't know what would be best for that.[/QUOTE]
Traveller and Savage worlds are both relatively generic systems that are easy to learn but can have a lot of depth (Traveller is more for if you love your hard scifi, while Savage Worlds has modules for literally everything). Numenera is very simple to learn and pretty cool, but you basically need to use it's existing setting to get the most out of it, if you can stand that it's actual mechanics are basically 100% 'roll the dice once, succeed yes/no'
I'm also one who loves to shill for Pathfinder, which can be dauntingly complex if you jump straight into the deep end but if you start at low level most of the most complex mechanics aren't in play so you can just start with the basics and as people master them and you level up it grows more and more advanced
[QUOTE=SiberysTranq;50475129][B]Traveller[/B] and Savage worlds are both relatively generic systems that are easy to learn but can have a lot of depth (Traveller is more for if you love your hard scifi, while Savage Worlds has modules for literally everything). Numenera is very simple to learn and pretty cool, but you basically need to use it's existing setting to get the most out of it, if you can stand that it's actual mechanics are basically 100% 'roll the dice once, succeed yes/no'
I'm also one who loves to shill for Pathfinder, which can be dauntingly complex if you jump straight into the deep end but if you start at low level most of the most complex mechanics aren't in play so you can just start with the basics and as people master them and you level up it grows more and more advanced[/QUOTE]
That's a crazy dense RPG. Especially considering the character creation.
nevermind
[QUOTE=SiberysTranq;50475129]Traveller and Savage worlds are both relatively generic systems that are easy to learn but can have a lot of depth (Traveller is more for if you love your hard scifi, while Savage Worlds has modules for literally everything). Numenera is very simple to learn and pretty cool, but you basically need to use it's existing setting to get the most out of it, if you can stand that it's actual mechanics are basically 100% 'roll the dice once, succeed yes/no'
I'm also one who loves to shill for Pathfinder, which can be dauntingly complex if you jump straight into the deep end but if you start at low level most of the most complex mechanics aren't in play so you can just start with the basics and as people master them and you level up it grows more and more advanced[/QUOTE]
Traveller I love the idea of, but don't trust myself to run, and the others I'll definitely take a look at! Thank you for the hard suggestions, and thanks to everyone else as well, even if I'm not replying directly.
Fuck "moderately-complex", be a man and run 3rd edition Shadowrun with the German tax and lifestyle rules.
[QUOTE=Nerts;50476472]Fuck "moderately-complex", be man and run 3rd edition Shadowrun with the German tax and lifestyle rules.[/QUOTE]
Just go straight to Phoenix Command
[img]http://i479.photobucket.com/albums/rr158/boberamatheclown/overlycomplexbutstillfun.jpg~original[/img]
But does it have rules for tax evasion on your fake identity that belongs to someone who's dead? I refuse to play anything where I don't have to roll to see if anyone figured out I got plastic surgery to look like someone, killed them and threw the body in a lake to steal their identity.
[QUOTE=elowin;50476487]Just go straight to Phoenix Command
[img]http://i479.photobucket.com/albums/rr158/boberamatheclown/overlycomplexbutstillfun.jpg~original[/img][/QUOTE]
finally someone who isn't me posted this
it is the holy right of the d&d thread for phoenix command to be brought up at least once per iteration
I'm currently running an Only War game and looking to fill the party out with another player or two, basically it's about a guerrilla survivalist regiment who's homeworld turned traitor.
If you're interested get in contact with me and I can bring you up to speed on what's happened (only one session in so not a great deal)
[QUOTE=M.Ciaster;50478719]finally someone who isn't me posted this
it is the holy right of the d&d thread for phoenix command to be brought up at least once per iteration[/QUOTE]
I don't think anyone even played Phoenix Command people just know it because of the fuckhuge spreadsheets.
working on something
[img]http://i.imgur.com/TEhGTUt.png[/img]
Hot damn that's one pleased looking kobold
[editline]9th June 2016[/editline]
Also, shoutout to Ryuutama having one of the best looking books I've seen in a while. It's nicely laid out and is really easy to read.
How did that kobold dig up a perfectly cut gem? That's amazing!
[QUOTE=Chronische;50480982]How did that kobold dig up a perfectly cut gem? That's amazing![/QUOTE]
it's supposed to be a dragon egg :(
he's stares at the egg like he's about to start a revolution.
The [url=http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf]feats from the latest unhearted arcana[/url] seem fun
And unrelated: I wanna run a campaing set on a fantasy version of the age of discovery (think european merchants discovering the americas), but I'm unsure what system I should use, I had D&D 5e or d6/mini d6 in mind, I considered savage worlds, but the game is ass for boss fights
So what I am looking for is a system that lets me customize stuff (weapons, monsters, playable races) easily , has some rules for exploration and (maybe) sailing.
[QUOTE=MenteR;50480994]it's supposed to be a dragon egg :(
he's stares at the egg like he's about to start a revolution.[/QUOTE]
Or eat it.
[editline]8th June 2016[/editline]
[QUOTE=leonthefox;50481137]The [url=http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf]feats from the latest unhearted arcana[/url] seem fun
And unrelated: I wanna run a campaing set on a fantasy version of the age of discovery (think european merchants discovering the americas), but I'm unsure what system I should use, I had D&D 5e or d6/mini d6 in mind, I considered savage worlds, but the game is ass for boss fights
So what I am looking for is a system that lets me customize stuff (weapons, monsters, playable races) easily , has some rules for exploration and (maybe) sailing.[/QUOTE]
You want AD&D bucko! It's got ALL THAT and more! (It actually does but I don't think you want to go that far back for rules.)
You'd be fine with 5e probably, exploration and sailing rules you'd have to steal from previous editions.
[QUOTE=leonthefox;50481137]The [url=http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf]feats from the latest unhearted arcana[/url] seem fun
And unrelated: I wanna run a campaing set on a fantasy version of the age of discovery (think european merchants discovering the americas), but I'm unsure what system I should use, I had D&D 5e or d6/mini d6 in mind, I considered savage worlds, but the game is ass for boss fights
So what I am looking for is a system that lets me customize stuff (weapons, monsters, playable races) easily , has some rules for exploration and (maybe) sailing.[/QUOTE]
GURPS'd probably be pretty good!
[QUOTE=leonthefox;50481137]The [url=http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf]feats from the latest unhearted arcana[/url] seem fun
And unrelated: I wanna run a campaing set on a fantasy version of the age of discovery (think european merchants discovering the americas), but I'm unsure what system I should use, I had D&D 5e or d6/mini d6 in mind, I considered savage worlds, but the game is ass for boss fights
So what I am looking for is a system that lets me customize stuff (weapons, monsters, playable races) easily , has some rules for exploration and (maybe) sailing.[/QUOTE]
You might want to consider looking into OSR games.
AKA, basically what Chronisce said; OSR is newer stuff generally trying to mimic the feel and mechanics of 1e-2e D&D, which means different races get their own class and you generally get XP from finding cool shit instead of killing big things.
(Boss fights that stand between the players and a lot of loot, though, will of course give lodes of xp once they've gotten everything and brought it back to safety.)
[editline]8th June 2016[/editline]
I'd recommend Lamentations of the Flame Princess or Swords & Wizardry.
LotFP for a game that is at-its-core intended for an early-modern age(Columbus sailing to America to the Battle of Vienna, roughly) based setting. Ignore the cover art and a single spell from the list, and that's basically what it is--the published adventures, though, all deal with some degree of [I]weird ass shit[/I], and the default version of the Summon spell has you roll on tables to rip a random creature into the world from another dimension.
S&W is, from what I understand, basically the same, but it gives options for Descending AC, and simplified saving throws compared to LotFP.
(LotFP has you roll against a class-and-level-based number for one of 5 categories, S&W does the same without categories).
[QUOTE=Rats808;50481457]You might want to consider looking into OSR games.
AKA, basically what Chronisce said; OSR is newer stuff generally trying to mimic the feel and mechanics of 1e-2e D&D, which means different races get their own class and you generally get XP from finding cool shit instead of killing big things.
(Boss fights that stand between the players and a lot of loot, though, will of course give lodes of xp once they've gotten everything and brought it back to safety.)
[editline]8th June 2016[/editline]
I'd recommend Lamentations of the Flame Princess or Swords & Wizardry.
LotFP for a game that is at-its-core intended for an early-modern age(Columbus sailing to America to the Battle of Vienna, roughly) based setting. Ignore the cover art and a single spell from the list, and that's basically what it is--the published adventures, though, all deal with some degree of [I]weird ass shit[/I], and the default version of the Summon spell has you roll on tables to rip a random creature into the world from another dimension.
S&W is, from what I understand, basically the same, but it gives options for Descending AC, and simplified saving throws compared to LotFP.
(LotFP has you roll against a class-and-level-based number for one of 5 categories, S&W does the same without categories).[/QUOTE]
LotFP is uhh.. it's something alright. Weird ass shit is pretty accurate as a summary for it.
Even regular AD&D has rules for sailing, ship to ship combat, turning radius, aerial combat, all kinds of shit. That, and there's rules for making races (though reflavoring what's already there works just fine as there's a decent variety, though multi classing works pretty differently.
OSR in general is what it sounds like you want though. Some kind of hexcrawling setup, random encounter table, sailing rules, and customizable classes/races are all you want? Pretty much all of them can do that.
[QUOTE=Chronische;50481558]LotFP is uhh.. it's something alright. Weird ass shit is pretty accurate as a summary for it.[/QUOTE]
It's a completely normal fantasy game, as long as you ignore some of the artwork, the given Summon spell, and most of the published adventures. :dog:
On the last DnD 3.5 game i played, during a fight where everyone was fighting (except one), our rogue was on the Piano [sp]trying to steal it[/sp]
We also had a severely mean Paladin NPC yelling at us for killing weak goblins that a innkeeper told us to get rid.
Since some party member disliked him, our Warrior pushed him in a purple acid river (dealing 1D4 damage) and i can tell the NPC didn't liked that, and was really pissed at our Warrior. :v:
And lastly, after killing the Lich boss of our session and dropping a scepter with dark power, our Rogue decided to stab the Paladin in the back with that scepter, wich made him end his life with his dagger to stop his pain. :C
Playing my 8'6 solid steel orc with 22 strength (28 after belt of giant strength and gloves of ogre strength)
Roll an 1... throw my sword 25 feet away
Lesser Demon is clawin my shit
Beat his ass with my fists, 10 damage, 8 damage, he almost dead
Grapple him, lookin' for style points
"I roll to rip his arms off"
Natural 20 :smug:
"You pick him up by his arms, move in a little so they're slack and then jerk outwards, neither arm comes off but instead he begins to tear in half to the right of his neck.... hes dead"
I love this game
Orcs are fun, also new commission work of my Orc. It's like a handsome version of what he actually looks like
[img_thumb]http://i.imgur.com/TFIuQmZ.png[/img_thumb]
My Wednesday game is so dysfunctional in terms of our group can't agree on what to do or form strategies, so anything can happen. First, our cleric blasted us all with a fireball because a water elemental spooked him, then came the worst of it. We've beaten cultists before, and it was standard fare at this point. However, the first thing the DM had the cultists do was cast fog cloud. That meant we couldn't see in there, and thus mayhem starts. I was expecting to hold outside so i just waited a bit, but the NSE Wizard went and cast rupture earth at a random point in the fog, creating difficult terrain. Then the cleric shot a fireball into the fog burning plenty of stuff including the NSE Wizard's zombie to death. At that point i just started to make my way through the fog by feeling along the wall. The cleric uses some bright thing that winds up blinding me and the monk for a few turns (i fixed it quickly however) and all the non-healers ran off to another hallway where they almost all got downed. That took us around 1-1 1/2 hours to do, while the water elementals took about 20 minutes at most. Things could have gone by quicker if one of those guys had gotten Dispel Magic to drop the fog cloud, but good luck with that.
[QUOTE=Hey I'm Grump;50483987]First, our cleric blasted us all with a fireball because a water elemental spooked him, then came the worst of it.[/QUOTE]
His first mistake was casting a fireball when there's water elementals about
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