• D&D V6 - Edition jokes don't really make sense anymore
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[QUOTE=Nerts;51155797]You're not even a wizard, you always play charisma traditions in SR[/QUOTE] I'm the party wizard, bro.
[QUOTE=elowin;51155808]I'm the party wizard, bro.[/QUOTE] More like the party pooper
[QUOTE=No Party Hats;51155990]More like the party pooper[/QUOTE] [I]No Party Hats[/I] posted
bitch you think i need hats to get crunk, im party alchemist for a reason my nigga
[QUOTE=The Jack;51155335]So dark ages: vampire became extraordinarily difficult to run when a player wanted to center themselves around 11th century islam. I thought I knew stuff about Islam, At least more than the average infidel. Turns out not enough to run someone who's method of staving off the beast is too trust in god. He's rather unforgiving of mistakes, but he's a religious studies student, not a real-life muslim. Already have to research both real and fictional history to run the game. Guess I'm gonna have to learn old arabic and read the Koran a bit. Or tell him to change characters because his is too hard. I suppose that'd be less insensitive seeing as how he's not a genuine muslim. Also. You shouldn't make difficult characters.[/QUOTE] just watch team america world police :v: jk
[QUOTE=The Jack;51155335]So dark ages: vampire became extraordinarily difficult to run when a player wanted to center themselves around 11th century islam. I thought I knew stuff about Islam, At least more than the average infidel. Turns out not enough to run someone who's method of staving off the beast is too trust in god. He's rather unforgiving of mistakes, but he's a religious studies student, not a real-life muslim. Already have to research both real and fictional history to run the game. Guess I'm gonna have to learn old arabic and read the Koran a bit. Or tell him to change characters because his is too hard. I suppose that'd be less insensitive seeing as how he's not a genuine muslim. Also. You shouldn't make difficult characters.[/QUOTE] Eh I feel like you should play who you want, I'd say just ask him to go easy on you. You're not an expert on the subject, so if there's anything that strikes you odd have him explain his motivations behind it. Remember that you're dealing with a Character, one that hopefully has flaws and a Human mindset (if they're good at rp and not just picking a difficult character to be difficult). You don't need to be spot on because simply put -no one- is truly 100℅ a follower of their faith. Exploit their weaknesses, make them work for this character
[QUOTE=The Jack;51155335]So dark ages: vampire became extraordinarily difficult to run when a player wanted to center themselves around 11th century islam. I thought I knew stuff about Islam, At least more than the average infidel. Turns out not enough to run someone who's method of staving off the beast is too trust in god. He's rather unforgiving of mistakes, but he's a religious studies student, not a real-life muslim. Already have to research both real and fictional history to run the game. Guess I'm gonna have to learn old arabic and read the Koran a bit. Or tell him to change characters because his is too hard. I suppose that'd be less insensitive seeing as how he's not a genuine muslim. Also. You shouldn't make difficult characters.[/QUOTE] Just tell him you're going to get things wrong, and when you're wrong you don't need him to tell you about it. Despite the fact that it's a historical setting, he's in [I]your[/I] world. You could make Muhammed and Jesus the same person and youd be right.
So my DM is the leader of the rpg part of my schools tabletop club and last weekend he made me DM a group of brand new players at an event he arranged for people at school that has never played tabletop rpgs. He told me he's never seen anyone RP like I do (I won't toot my own horn. True, I like to immerse myself in my characters and make sure everyone has fun, but I think he's just played with bad RPers in the past) I think I handled combat and rules fairly well but the fight with six skeletons, two ghouls and no battle map/miniatures was a nightmare to keep track of. At one point I was reduced to rolling random dice behind the screen and approximating the damage dealt to what the PCs had left so as not to forget the positions :v: It was fun though, and some of the guys I played with immediately wanted to join the club and start up campaigns, so mission success I guess. [editline]7th October 2016[/editline] Question though: I've got a level 3 Warlock with a fiendpact and path of the tome. (We're doing curse of Strahd) With no ritual caster in the party I'm going with a book of Shadows and ritual casting. My group has found a Spellbook with Identify in it so that's in the bank, but what should my two starting 1 lvl rituals be? Right now I'm thinking Alarm (no more guarding camp at long rests) And Find Familiar (getting a bat, to essentially give myself blindsight and advantage on hearing checks) What do you guys think?
Alarm and Familiars eh? But thing of all the use you could get out of Illusory Script... kidding. Both seem like good choices. But keep in mind if you use Alarm, it's still a good idea to set watches so if something does happen, you at least have some people in their armor.
Our DM is very kind and lets us sleep in our armor with no drawbacks when we're out adventuring :pudge:
So, I had a thought to do something: Specifically, take Phoenix Command and turn it into a simple computer sim that uses the game mechanics for the gameplay purposes. Just gotta track down the pdfs, and I just might give it a try.
I'm not sure pheonix command and simple belong in the same sentence
just play jagged alliance
I feel like Phoenix Command is one of those games you play as a joke, like the-game-that-must-not-be-named.
Since when has saying D&D 4e been taboo?
So I'm about to run a Halloween-themed session of my current 5e campaign - the players are going to be asked to go into a 10,000+ year old elven castle held by a family known to have a famous necromancer in it's past. It will have spontaneously come to life and started animating dead, horrible creatures. So, I need more ideas for creative undead encounters to add to what will be a spooktacular number of skeletons. Ideas?
[QUOTE=UzumakaiPatch;51166517]Since when has saying D&D 4e been taboo?[/QUOTE] [URL="https://1d4chan.org/wiki/FATAL"]I wasn't talking about 4e...[/URL]
[QUOTE=Alsojames;51166931][URL="https://1d4chan.org/wiki/FATAL"]I wasn't talking about 4e...[/URL][/QUOTE] I was aware. Sadly text isn't the best medium for tone based humour.
[QUOTE=AtomicWaffle;51166660]So I'm about to run a Halloween-themed session of my current 5e campaign - the players are going to be asked to go into a 10,000+ year old elven castle held by a family known to have a famous necromancer in it's past. It will have spontaneously come to life and started animating dead, horrible creatures. So, I need more ideas for creative undead encounters to add to what will be a spooktacular number of skeletons. Ideas?[/QUOTE] Depending on the party level, a mohrg might be pretty gnarly. I'm not sure if they have a stat block in 5e, but generally they're evil folk raised by the merits of their own hatred who run around licking corpses and raising them as fast zombies. [Quote][IMG]http://4.bp.blogspot.com/-ieo1jR65rgg/VUAjYorKh9I/AAAAAAAAF7k/K7ux3MTSE30/s1600/mohrg_by_prodigyduck-d5ph31r.jpg[/IMG][/quote] They could serve as an end/mid-boss or as a growing threat persisting through the dungeon as the party tries to kill it whilst it sprints through the dungeon raising corpses as it goes. It has varying degrees of intelligence, but usually the human average unless it was a wizard in a previous life.
[QUOTE=AtomicWaffle;51166660]So I'm about to run a Halloween-themed session of my current 5e campaign - the players are going to be asked to go into a 10,000+ year old elven castle held by a family known to have a famous necromancer in it's past. It will have spontaneously come to life and started animating dead, horrible creatures. So, I need more ideas for creative undead encounters to add to what will be a spooktacular number of skeletons. Ideas?[/QUOTE] Well, even without looking for different types of undead, just your bog standard skeletons give you pretty much unlimited choices since almost any creature could be raised as one. You can make all kinds of interesting skeleton variants. Maybe the elves at the castle had some others living with them. Say, maybe they had a few stout dwarven smiths living there, they're significantly tougher than the elven skeletons but slower. Maybe there was an envoy of halflings at the castle for some reason, and now their skeletons are sneaky fighters, launching tiny skeleton ambushes from on top of furniture, or hiding out in a closet just waiting for someone to open it. Maybe the reason the castle is abandoned now is because the previous inhabitants were slaughtered by an invading force of orcs or some other monstrous race, and once they were done they just left all the corpses to rot. Maybe they brought allies too, like ogres or trolls or bugbears. Maybe some of them rode on giant spiders, or brought monstrous pets. Plenty of options to chose from. Or maybe the castle used to have a zoo with many exotic creatures. That pretty much gives you carte blanche to bring one or two skeletonized versions of whatever strange monsters you can think of. And just because it's a necromancer doesn't mean it sticks entirely to undead. There's no reason you couldn't throw a flesh golem or two in there, or a few demons. Hell, it could even have some living help. Maybe the necromancer is the head of a creepy (un)death-worshiping suicide cult.
Spookiest mode: Skeletons aren't actually evil raised undead, but merely continuation of previous lives of the those who lived in the castle. Just in skelly mode. [QUOTE=elowin;51165570]just play jagged alliance[/QUOTE] Wow, imagine playing an enjoyable game that doesn't even have 52 tables for damage resolution and doesn't even have HORSE DAMAGE RESOLUTION TABLES! How plebian AF.
Well I was thinking that once the party found & secured the MacGuffin, the humanoid undead in the castle would be broken of the control of foul magic, and would essentially just be non-hostile awakened undead. Perhaps they will have a skeleton party.
[QUOTE=AtomicWaffle;51166660]So I'm about to run a Halloween-themed session of my current 5e campaign - the players are going to be asked to go into a 10,000+ year old elven castle held by a family known to have a famous necromancer in it's past. It will have spontaneously come to life and started animating dead, horrible creatures. So, I need more ideas for creative undead encounters to add to what will be a spooktacular number of skeletons. Ideas?[/QUOTE] an undead slug-like blob comprised of a mass of stomachs and intestines stitched together that spits acid and grapples with gut vines.
[QUOTE=AtomicWaffle;51166660]So I'm about to run a Halloween-themed session of my current 5e campaign - the players are going to be asked to go into a 10,000+ year old elven castle held by a family known to have a famous necromancer in it's past. It will have spontaneously come to life and started animating dead, horrible creatures. So, I need more ideas for creative undead encounters to add to what will be a spooktacular number of skeletons. Ideas?[/QUOTE] It's not undead, per-say, but this is one of my favorite "spooky" D&D monsters, courtesy of the 3.5th edition Monster Manual 3: the web golem. [IMG]http://i.imgur.com/CUl6bll.png[/IMG] These things are [I]terrifying[/I] if used correctly, and should lend themselves spectacularly to a halloween themed session.
[QUOTE=AtomicWaffle;51166660]So I'm about to run a Halloween-themed session of my current 5e campaign - the players are going to be asked to go into a 10,000+ year old elven castle held by a family known to have a famous necromancer in it's past. It will have spontaneously come to life and started animating dead, horrible creatures. So, I need more ideas for creative undead encounters to add to what will be a spooktacular number of skeletons. Ideas?[/QUOTE] It's not a classic D&D Halloween game unless one of them triggers a curse (that can not be easily dispelled) that will make their skeleton become sentient after a certain amount of time. Failure to dispel the curse will result in the skeleton literally ripping their body apart to get free of the flesh prison. Can also have it be a slow progression with their body misbehaving at inopportune moments as the skeleton becomes more aware. [QUOTE=xeo xeo;51164534]Our DM is very kind and lets us sleep in our armor with no drawbacks when we're out adventuring :pudge:[/QUOTE] fuckin casuals
[QUOTE=Axznma;51168990]It's not a classic D&D Halloween game unless one of them triggers a curse (that can not be easily dispelled) that will make their skeleton become sentient after a certain amount of time. Failure to dispel the curse will result in the skeleton literally ripping their body apart to get free of the flesh prison. Can also have it be a slow progression with their body misbehaving at inopportune moments as the skeleton becomes more aware. fuckin casuals[/QUOTE] And then you ally with the skeleton and become skeletonman, the greatest hero who has ever lived.
[QUOTE=elowin;51169053]And then you ally with the skeleton and become skeletonman, the greatest hero who has ever lived.[/QUOTE] No no, Skeletonman is a wereskeleton, part man part skeleton. A skeleton wearing human skin is Skinman, a skeleton disguised as a human.
[QUOTE=DiscoInferno;51169127]No no, Skeletonman is a wereskeleton, part man part skeleton. A skeleton wearing human skin is Skinman, a skeleton disguised as a human.[/QUOTE] but the entire point is allying with the skeletons instead of just being worn by one, so that's not right either we must make up a new name for this phenomenon... man-skeleton!
So I got the collector's edition of that new Polaris game (because Traveller was sold out YET AGAIN from the one store near me that currently sells it), and I have to say it's pretty neat. Some type issues aside (a couple lines runtogetherlikethis or a r e s p a c e d o u t), it seems a lot like post-apocalyptic, underwater Traveller, which is a good thing. There's a similar life path system, minus the randomness of both the stats and profession, a rather large equipment section, and rules for submarine combat. I wouldn't say it replaces traveller as the system is on the whole more complex and requires 2 books (sold together at $95 CAD) to be playable, but it's definitely a cool game that I'd play if I had more than 3 friends who want to play TTRPGs who weren't already involved in a D&D game I'm running. [editline]8th October 2016[/editline] Also, FUCK MY LUCK there's nowhere to buy Dark Heresy 1e core any more. What to do with all these expansions? :saddowns:
[QUOTE=Alsojames;51169528]Also, FUCK MY LUCK there's nowhere to buy Dark Heresy 1e core any more. What to do with all these expansions? :saddowns:[/QUOTE] [url]https://www.amazon.com/Dark-Heresy-RPG-Core-Rulebook/dp/1589944542[/url] unless you mean only in physical stores
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