D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
today in my 1 on 1 dnd5e game with my gf
her character has a minor BSOD as he unintentionally convinces an NPC he's a master wizard with a slight of hand penny warp and a sarcastic joke
he has too much power he must be stopped
today
in recognition of the fact that I realize we're all probably going to die in Shadowrun soon (and also the fact that out of our party, my character is the most likely and most deserving of death) I decided to start making a cybersam with Shiva Arms basically just for fun
and then I realized this means I could JUST KEEP STACKING GYROMOUNTS
The endgame is now having 24 RC by default and dual-wielding assault rifles, or possibly one day MMGs, or quad-wielding SMGs
I could in theory take it all the way up to 6 arms and thus triple/sextuple wielding but I get the feeling the GM would cry and/or slap me for it
Is it bad form for a GM of an online to completely disappear whenever not running the session? Like they dive into a Vietcong foxhole until gametime?
It's not great, no, but it's also not good for players to do that either (and I've had both happen). The GM doing it is worse in a way, since you occasionally need to ask questions of the GM and you don't want to take up valuable game time with something that might take a while to answer.
[QUOTE=Chronische;50917202]It's not great, no, but it's also not good for players to do that either (and I've had both happen). The GM doing it is worse in a way, since you occasionally need to ask questions of the GM and you don't want to take up valuable game time with something that might take a while to answer.[/QUOTE]
I also want to know just what sort of GM he is, what his inspirations are, what he enjoys most about the hobby... He sounds reliable but that doesn't mean we're looking for the same RPG experience.
Last night in Pathfinder, I Alter Self into a catgirl to wrestle a woman in the street while Bill and Ted watch and fistbump each other.
[QUOTE=SiberysTranq;50916504]
I could in theory take it all the way up to 6 arms and thus triple/sextuple wielding but I get the feeling the GM would cry and/or slap me for it[/QUOTE]
But this is Shadowrun, dual wielding is a terrible idea by itself, how could you even make MULTIPLE GUN WIELDING (!!!) viable?
the best way to duel wield in shadowrun is to hold two guns and fluff shooting one of them as shooting both
[QUOTE=gufu;50918665]But this is Shadowrun, dual wielding is a terrible idea by itself, how could you even make MULTIPLE GUN WIELDING (!!!) viable?[/QUOTE]
See, it works by having so much RC I can full-auto at all times, meaning all but the most heavily auged enemies have almost no chance to dodge, if they even have a dice pool at all, up against 6/10 dice per gun (quad-dual wielding respectively), which your average mook can't really compete with, and the absolute human max for dodge is 12 dice (suffering a -9 penalty for full-auto), and even if you are auged to the gills your max to dodge is 16 dice, down to 7.
And that's not even counting other shenanigans like suppressing with one gun, then firing with the others in the next phase
I thought that you just divided up your total dice pool amongst multiple guns after applying the negative modifier, rather than each gun having it's own dice pool?
[QUOTE=gufu;50919208]I thought that you just divided up your total dice pool amongst multiple guns after applying the negative modifier, rather than each gun having it's own dice pool?[/QUOTE]
Well I've got a 16-dice pool, but because of various modifiers I end up with +2 dice per weapon anyway, so with 4 guns that comes to 6 dice appiece, 2 guns to 10, and if in theory I was nuts and using 3 it's be 8/7/7
Yeah assuming you're playing 5e whenever you split your dicepool all the modifiers like specialties and laser sights apply after it's split, so you can get a fairly respectable dicepool if you stack a decent amount of mods.
On the downside the same applies to penalties so those are extra super terrible, making adept centering even more useful if you want to go all John Woo.
It's a very niche kind of build, though.
You just can't be the right kind of a hex-wielding octopus with Shadowrun.
It's actually ok, takes a lot of expensive gun mods and cyber, and you have to SURGE, but as long as the other guy's armour doesn't turn SMG rounds into BBs it can be some pretty crazy burst damage against several people at once. Triple/double wielding assault rifles might work better though, or mixing ARs and SMGs since they're the same skill anyway.
[editline]20th August 2016[/editline]
Although nothing beats taking Sharpshooter and Strive For Perfection so you can make called shots to the balls to instantly put anyone without crazy body+will on the floor no matter how much damage you actually did.
Hex wielding grenade launchers is also pretty effective at destroying everything in a massive radius.
Not cheap though.
[QUOTE=elowin;50919632]Hex wielding grenade launchers is also pretty effective at destroying everything in a massive radius.
Not cheap though.[/QUOTE]
"everything" includes yourself.
Did I ever share my story of autistic dnd with you guys?
[QUOTE]Well my most recent game was awful and confusing.
>playing a new dnd game with some people I've just started to get to know
>really nice high functioning autistic guy is the dm...
>but also the bard... Oh
>i mean I get it, I love playing both sides of dnd but it's better to just stick with one side right?
>ESPECIALLY if you've drawn all the dungeons and know where everything is.
>I roll as my typical wood elf ranger, typical stats ranging from 9 - 17
>He rolls as the bard
>"I have some good stats"
>STG 23
>DEX 24
>CON 30
>INT 25
>WIS 25
>CHA FUCKING 42
"fucking what?! You can't have stats like that how did you even get these?"
>"the normal way, rolled 2d20"
"that's not even... Then how did you get fortyT W O?"
>"I'm a half elf vampire."
I tried to explain it to him but he wouldn't have it he says the game is starting NOW
>I'm basically standing next to some kind of fucking eldergod
>find cryptic door
>"I KNOW THIS"
"you wrote this of course you do."
>PULLS OUT A FUCKING BOOK OF HAND WRITTEN ELVISH WRITING AND TELLS US TO READ IT TO FIGURE OUT THE DOOR.
Get to our first fight, some skellys.
"i use my longbow.. *roll* 16"
>"nope"
"how fucking protected are these things?"
>"n..no the have low health you just missed."
>He rolls
>"10! I pull out my FLINTLOCK PISTOL AND SHOOT THEM THROUGH THE HEAD
>He starts making gun noises and gurgling sounds.
>He apparently kills three with this attack.
>next player rolls a national
>"wow critical ok now roll again to see if you hit"
"what"
>"it's confirmation to confirm you hit it."
"it's a nat20 it is already..."
>He starts making whining noises
>give up.
>just play according to his rules
>finish for the day he puts stuff away upstairs.
>his mom starts telling us that she's so happy he has finally found some friends
>she starts crying.
I don't know what to do anymore.[/QUOTE]
That happened about two weeks ago, sorry it's in greentext format I copied my post from /tg/
God it was an awful game. But he's one of about 7 people that I can find who actually play near me :v:
[QUOTE=_Maverick_;50919674]Did I ever share my story of autistic dnd with you guys? [/QUOTE]
I want to say that "no game is better than a bad game" but that part at end was like being punched in the gut.
If you play Pathfinder, I could try and woo my DM in to pulling in a 5th victim. Issue is we play online and not everybody likes that, and we're near the end of Book 1 of RotRL.
[QUOTE=Nerts;50919647]"everything" includes yourself.[/QUOTE]
You might want to have a bit of distance
[QUOTE=_Maverick_;50919674]Did I ever share my story of autistic dnd with you guys?[/QUOTE]
Not sure if it's actually what he was going for, but to be fair, it's a somewhat common houserule to roll to confirm on crits.
Granted, that's to confirm the [I]crit[/I], not the hit. :vs:
[QUOTE=Rats808;50919790]Not sure if it's actually what he was going for, but to be fair, it's a somewhat common houserule to roll to confirm on crits.
Granted, that's to confirm the [I]crit[/I], not the hit. :vs:[/QUOTE]
thats not a house rule
[QUOTE=DeeCeeTeeBee;50919744]I want to say that "no game is better than a bad game" but that part at end was like being punched in the gut.
If you play Pathfinder, I could try and woo my DM in to pulling in a 5th victim. Issue is we play online and not everybody likes that, and we're near the end of Book 1 of RotRL.[/QUOTE]
Thanks but no, I don't have the ability to play online.
[QUOTE=elowin;50919855]thats not a house rule[/QUOTE]
Huh. I thought it was, for some reason.
I guess the opposite is true; it's a somewhat common houserule to [I]not[/I] have to roll to confirm.
[sp]I've never played in a game where I didn't have to roll to confirm, though.[/sp]
I talked to my saturday game DM and he agreed that the forced murder room was bullshit, and that he shouldn't have expected us to kill one of our extra-PCs to progress. He also agrees that this game is getting out of hand, which it really sorta is. I suppose that once he had done one game, he was ready to go full force on what is his SECOND game he's run. Not to say he's bad at DMing, he listens to our input and such and goes really up and above to make sure things are good for us, but he just goes too far and it has turned out poor in the long run. Also doesn't help pretty much all of his dungeons and adventures were ripped from other places, like the Mines of Madness adventure he got from Pax. As a result of them being already done, He can sometimes not go over them 100% which results in the mandatory sacrifice room incident. He also slowly started to take away our freedom in where we wanted to go until it eventually became a linear story with a path we had to follow to SAVE THE WORLD! That included gathering mystical magical artifacts and basically pre-writing our destinies. By the way, we're only level 5 at this point. I went over this with him, and he agreed that he has been taking on too much and making the game too linear for what we want and apologised. So, both of us decided to ask the rest of the party what they want; Either ditch the current linear story we're on and do the stuff we want, or do a full reset and make new characters if they want but start at level 5 so we don't have to slog through the early levels again. I'll be fine either way, but I'm wondering what I want to be if we do reset.
[QUOTE=Hey I'm Grump;50919993]I talked to my saturday game DM and he agreed that the forced murder room was bullshit, and that he shouldn't have expected us to kill one of our extra-PCs to progress. He also agrees that this game is getting out of hand, which it really sorta is. I suppose that once he had done one game, he was ready to go full force on what is his SECOND game he's run. Not to say he's bad at DMing, he listens to our input and such and goes really up and above to make sure things are good for us, but he just goes too far and it has turned out poor in the long run. Also doesn't help pretty much all of his dungeons and adventures were ripped from other places, like the Mines of Madness adventure he got from Pax. As a result of them being already done, He can sometimes not go over them 100% which results in the mandatory sacrifice room incident. He also slowly started to take away our freedom in where we wanted to go until it eventually became a linear story with a path we had to follow to SAVE THE WORLD! That included gathering mystical magical artifacts and basically pre-writing our destinies. By the way, we're only level 5 at this point. I went over this with him, and he agreed that he has been taking on too much and making the game too linear for what we want and apologised. So, both of us decided to ask the rest of the party what they want; Either ditch the current linear story we're on and do the stuff we want, or do a full reset and make new characters if they want but start at level 5 so we don't have to slog through the early levels again. I'll be fine either way, but I'm wondering what I want to be if we do reset.[/QUOTE]
I worry my DMing is like that too, where I've set out this massive story filled with plotlines, betrayals, relationships, love, loss all that good stuff.
It'd make a good book, but not a good campaign.
Major tip for DM's, don't have them roll a check to do something if the plot depends on them succeeding the roll.
I was in a game the other day where we failed plot-crucial rolls 4 times, and the game ground to a halt. Super lame.
The problem is when they want to do something that would actually give them a nice advantage later in the session, and while you kinda want them to get it, it isn't at all necessary.
And so you have them roll for it, and they fail.
[sp]This happened in my Mage game, last session.[/sp]
[sp]The Moros tried to cast a Death spell to let himself see ghosts/things attuned to ghostly twilight before they entered a building where they saw some people enter ghostly twilight. Those people had already left the area, but there was still a ghost in the building that they could have gotten some good info about the place from if they'd been able to talk to him, but the roll failed, so they couldn't even see him.[/sp]
[editline]20th August 2016[/editline]
Granted, [sp]the current story they're on is sort of built around the idea that they're not alone in their city, and some things should be left to other Mages, so it's probably going to work out for the better, story-wise, that they didn't find the ghost.[/sp]
[QUOTE=Funktastic Dog;50920082]Major tip for DM's, don't have them roll a check to do something if the plot depends on them succeeding the roll.
I was in a game the other day where we failed plot-crucial rolls 4 times, and the game ground to a halt. Super lame.[/QUOTE]
Or maybe the roll means they're less successful. Like, for tracking it takes them longer to find whatever and the thieves have regrouped or the beast has healed up some.
I still think if there's anything good I learned from Numenera, it's that Fail Forward is absolutely the way to run a game
You can smack them in the face for failing a roll, or not doing things properly, but the fact of the the matter is unless you're operating in something like, combat, if dice are rolling even if they're not succeeding, the players should at least be getting pointers or hints on what they can do or where they can go or just SOMETHING they can do with it. Like, for example, first session of my new traveller game, party is searching for this alien space station in an unexplored system, everyone's dice are abyssal and they fail all their rolls. So it ended up that after (failing) to dodge a piece of debris and banging up their ship, they basically run into it by chance, and we just kept right on going
because the last thing you want in a game is 'we've failed every skill roll we can think of, what now?' and just everyone goes 'iunno?'
[QUOTE=SiberysTranq;50920581]I still think if there's anything good I learned from Numenera, it's that Fail Forward is absolutely the way to run a game
You can smack them in the face for failing a roll, or not doing things properly, but the fact of the the matter is unless you're operating in something like, combat, if dice are rolling even if they're not succeeding, the players should at least be getting pointers or hints on what they can do or where they can go
because the last thing you want is 'we've failed every skill roll we can think of, what now?' and just everyone goes 'iunno?'[/QUOTE]
Can you give some examples?
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