• D&D V6 - Edition jokes don't really make sense anymore
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[QUOTE=Amakir;51596823]Any game can be a joke game if the GM wills it.[/QUOTE] Except FATAL. There's nothing funny about FATAL. It's just sad.
[QUOTE=TrannyAlert;51596522]But I thought Shadowrun isnt a joke game?[/QUOTE] shadowrun is top tier joke game dude if you build your character right you can literally get into a sportscar and drive around at like mach 300
Or on foot.
[QUOTE=Nerts;51597695]Or on foot.[/QUOTE] thats slightly more difficult but you can probably at least reach mach 1 if you're really persistent
[QUOTE=elowin;51597678]shadowrun is top tier joke game dude if you build your character right you can literally get into a sportscar and drive around at like mach 300[/QUOTE] That's primarily because GMs enable the players to boost their characters into borderline fucking unbelievable territories. I did that too, and honestly letting players get too strong carries the same bullshit problems you have to deal with in other max level endgame tabletops. Lower level Shadowrun is basically ragtag team joint suffering as corp security tears your ass up and it turns out your Johnson fucked you over for the fifth time.
[QUOTE=Alsojames;51595919]Did not expect the backwards firing bow to get that much attention.[/QUOTE] I mean we all play Tabletop games here so I'm pretty sure grappling to random, useless items is just innate to all of us.
hey i don't play much tabletop but my friends who do constantly talk shit about D&D
[QUOTE=croguy;51598678]That's primarily because GMs enable the players to boost their characters into borderline fucking unbelievable territories. I did that too, and honestly letting players get too strong carries the same bullshit problems you have to deal with in other max level endgame tabletops. Lower level Shadowrun is basically ragtag team joint suffering as corp security tears your ass up and it turns out your Johnson fucked you over for the fifth time.[/QUOTE] i can drive a car at mach 100 at chargen. without magic. with magic i can drive a car at FTL speeds.
Elowin what kinds of TTRPGs [I]do[/I] you play? [editline]30th December 2016[/editline] Also am I the only one that finds it ironic that the guy hating on D&D has a Beholder avatar?
Beholders are ascended far beyond mere systems and settings.
They're most commonly associated with D&D though.
[QUOTE=Alsojames;51600044]They're most commonly associated with D&D though.[/QUOTE] Yeah, but they have lives beyond D&D as well. They have beholder houses and beholder families. Every beholder, after a long day of killing adventurers, loves to come home to his beholder kids and beholder dog and watch some beholder television. They're not just props for some game, they have lives of their own too. Just think of how many little beholder children had their lives ruined because daddy beholder got killed by some random adventurers. His little beholder children are now scarred for life.
I like playing the tabletop role-playing game Fifth Edition Dungeons and Dragons.
[QUOTE=Alsojames;51599950]Elowin what kinds of TTRPGs [I]do[/I] you play?[/QUOTE] the fun kind usually
[QUOTE=Alsojames;51599950]Also am I the only one that finds it ironic that the guy hating on D&D has a Beholder avatar?[/QUOTE] No, it's extremely fitting, beholders hate everything that's not them, they kill each other and have wars against other beholders for looking slightly different.
[QUOTE=Nerts;51601400]No, it's extremely fitting, beholders hate everything that's not them, they kill each other and have wars against other beholders for looking slightly different.[/QUOTE] to be fair they live in the underdark, and everything in the underdark is awful [sp]just like D&D in general[/sp]
don't you play pathfinder
My players are gonna have a chance to encounter a Beholder Lair next session. It's going to be a burned out, largely raided husk but the Beholder in question had a fixation on becoming a Death Tyrant so most of his minions were undead and still wandering around. They'll fight a Beholder Zombie at the end of the crawl, who was reanimated after spending weeks bathed in some spilled chemical fluid. I need some suggestions on traps. I'm thinking primarily pit traps, nets, and other capture based abilities filling a fairly modestly sized hold. I figure this creature was pretty cruel and would have liked have a a good amount of prisoners at his disposal to brainwash or experiment with.
[QUOTE=Archimedes;51602498]My players are gonna have a chance to encounter a Beholder Lair next session. It's going to be a burned out, largely raided husk but the Beholder in question had a fixation on becoming a Death Tyrant so most of his minions were undead and still wandering around. They'll fight a Beholder Zombie at the end of the crawl, who was reanimated after spending weeks bathed in some spilled chemical fluid. I need some suggestions on traps. I'm thinking primarily pit traps, nets, and other capture based abilities filling a fairly modestly sized hold. I figure this creature was pretty cruel and would have liked have a a good amount of prisoners at his disposal to brainwash or experiment with.[/QUOTE] Pit that looks like it's only a 5ft jump to get across. (it's an illusion the pit is much bigger.) Hallway gets blocked by massive walls that slam shut either end. (Hallucinogenic gas is leaked in)
Plates that warp players away, replacing them with an illusory duplicate psychically controlled by the comatose player (so nobody probably finds out for a while). Spiders. An elevator that jams a ways up. A room filled with way too much copper to carry all at once. Prisoners that also need springing and are desperate to escape or earn favor by narcing. Escher-esque hallways that loop forever (perhaps an exhausting spiral staircase). Bear traps. Diseases, and promises of cures in exchange of loyalty. A few empty rooms with the word "overthinking" on the wall (several people may recognize this). Hope some of those inspire you.
[QUOTE=Archimedes;51602498]My players are gonna have a chance to encounter a Beholder Lair next session. It's going to be a burned out, largely raided husk but the Beholder in question had a fixation on becoming a Death Tyrant so most of his minions were undead and still wandering around. They'll fight a Beholder Zombie at the end of the crawl, who was reanimated after spending weeks bathed in some spilled chemical fluid. I need some suggestions on traps. I'm thinking primarily pit traps, nets, and other capture based abilities filling a fairly modestly sized hold. I figure this creature was pretty cruel and would have liked have a a good amount of prisoners at his disposal to brainwash or experiment with.[/QUOTE] Short pit with invisible wall of force halfway across. Good ol' pit full o' poison shit. Pressure plates that activate chutes leading to prison cells (full of undead, one hopes). Split chutes, for added party separation fun. "Pit" that is an illusion, the "outer edge" that the party is likely to use to avoid it is, in fact, the trapped bit causing any number of nasty traps to activate. The falling cage trap is a classic, not been used in a long while! That, or falling portcullis that close either end of a hallway trapping you inside.
i bring tales from today's ttrpg session i just finished playing: [url=http://pastebin.com/XyVbSLtw]the tales of autistic john wick[/url]
[QUOTE=NightmareX91;51603835]i bring tales from today's ttrpg session i just finished playing: [url=http://pastebin.com/XyVbSLtw]the tales of autistic john wick[/url][/QUOTE] John Wick the hitman or the game designer?
[QUOTE=ElectricSquid;51604197]John Wick the hitman or the game designer?[/QUOTE] hitman
So in my session, the players have finally arrive at the capital after a long journey. After burning down a cabin, cheating in a dice game to win a better crossbow, (the guy they won the crossbow from owns the cabin and is completely unaware the players burned it down.) And finally paying the toll to get into the city. (It was amusing to see what lengths they would go to avoid paying the toll.) After some business in the city, the session ends with the players in the tavern. One of the players reveal to the others he has letter from a messenger in the first session and that he must deliver it to the queen only. Everyone agreed upon doing this, so this is likely what the next session will begin with. The twist is the letter is from a member of a secret organization plotting to kill the queen, the messenger was just a disguise. The letter is fused with explosive runes and will kill the queen if she opens it and the players will be guilty of her assassination. All sorts of things could happen, but it's likely gonna be a prison escape of some sort. Or the players are able to convince they had no idea about the letter and have to find the real people behind the letter to prove their innocence. Also, if the queen dies I plan for a war to start for the throne. So that is gonna be interesting as well.
[QUOTE=Chronische;51603348]Short pit with invisible wall of force halfway across. Good ol' pit full o' poison shit. Pressure plates that activate chutes leading to prison cells (full of undead, one hopes). Split chutes, for added party separation fun. "Pit" that is an illusion, the "outer edge" that the party is likely to use to avoid it is, in fact, the trapped bit causing any number of nasty traps to activate. The falling cage trap is a classic, not been used in a long while! That, or falling portcullis that close either end of a hallway trapping you inside.[/QUOTE] [QUOTE=_Maverick_;51602545]Pit that looks like it's only a 5ft jump to get across. (it's an illusion the pit is much bigger.) Hallway gets blocked by massive walls that slam shut either end. (Hallucinogenic gas is leaked in)[/QUOTE] [QUOTE=munky91;51602787]Plates that warp players away, replacing them with an illusory duplicate psychically controlled by the comatose player (so nobody probably finds out for a while). Spiders. An elevator that jams a ways up. A room filled with way too much copper to carry all at once. Prisoners that also need springing and are desperate to escape or earn favor by narcing. Escher-esque hallways that loop forever (perhaps an exhausting spiral staircase). Bear traps. Diseases, and promises of cures in exchange of loyalty. A few empty rooms with the word "overthinking" on the wall (several people may recognize this). Hope some of those inspire you.[/QUOTE] Great suggestions guys! I like the mix of conventional trickery and illusory magic. I feel like most of the really deadly traps would have been sprung prior so cage traps, constant illusions, and maybe some zombie chutes would work really well on top of some paranoid scribblings dotting the walls.
[QUOTE=Chronische;51603348]"Pit" that is an illusion, the "outer edge" that the party is likely to use to avoid it is, in fact, the trapped bit causing any number of nasty traps to activate. [/QUOTE] How do you guys get your players to say what they do detailed enough to spring a trap without you telling them they stepped in the wrong place or something? If I do that sometimes theyll argue otherwise or Ill feel cheap, but if I explain things with more detail they know somethings up and meta game some. For example this trap, they would usually say "I run and jump over the pit" without going up to the edge of the pit to look down, but if I say they step on the last bit of ground before the pit and fall through it they'll either try to argue out of it or feel like they got ripped off.
[QUOTE=TheJukebox;51606679]How do you guys get your players to say what they do detailed enough to spring a trap without you telling them they stepped in the wrong place or something? If I do that sometimes theyll argue otherwise or Ill feel cheap, but if I explain things with more detail they know somethings up and meta game some. For example this trap, they would usually say "I run and jump over the pit" without going up to the edge of the pit to look down, but if I say they step on the last bit of ground before the pit and fall through it they'll either try to argue out of it or feel like they got ripped off.[/QUOTE] I think he meant outer edges you could move along to avoid the pit.
[QUOTE=TheJukebox;51606679]How do you guys get your players to say what they do detailed enough to spring a trap without you telling them they stepped in the wrong place or something? If I do that sometimes theyll argue otherwise or Ill feel cheap, but if I explain things with more detail they know somethings up and meta game some. For example this trap, they would usually say "I run and jump over the pit" without going up to the edge of the pit to look down, but if I say they step on the last bit of ground before the pit and fall through it they'll either try to argue out of it or feel like they got ripped off.[/QUOTE] Typically the [URL="http://www.d20pfsrd.com/magic/all-spells/c/create-pit"]pit[/URL] [URL="http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/pit-trap-cr-1"]in question[/URL] is 10 feet wide, with a 5 foot area around the pit where you have to make reflex saves(DC 12+caster's Int, so usually 17-20) to not fall in. [URL="http://www.d20pfsrd.com/skills/acrobatics"]Jumping[/URL] from one side to the other, without stepping on one of the sloped sides, is a DC 25 Acrobatics check. [t]http://i.imgur.com/pCvilIB.png[/t] People are more likely to try and skirt around the edge than to try and jump the whole way, if they're familiar with the mechanics. The idea is to make the pit an illusion, and make the sides trapped instead. [editline]31st December 2016[/editline] -Your friendly neighborhood former rules lawyer :magic101:
[QUOTE=TheJukebox;51606679]How do you guys get your players to say what they do detailed enough to spring a trap without you telling them they stepped in the wrong place or something? If I do that sometimes theyll argue otherwise or Ill feel cheap, but if I explain things with more detail they know somethings up and meta game some. For example this trap, they would usually say "I run and jump over the pit" without going up to the edge of the pit to look down, but if I say they step on the last bit of ground before the pit and fall through it they'll either try to argue out of it or feel like they got ripped off.[/QUOTE] 1. Give subtle hints, and then ask them for clarification once they do something: [I]"You see a metal door locked with several arcane padlocks that glow in an ethereal manner, giving off faint blue smoke. Two locks are located on the right side, and one on the left."[/I] "I put the keys in the locks." [I]"Okay, in what order?"[/I] 2. If the players fail to notice the trap or check that's their fault and you're free to punish them. If they complain point out the fact that they didn't prepare or investigate it. A failure in clarification or miscommunication can be corrected, but complaining their way out of a bad decision should not happen. Do not let that slide, as it's toxic behavior. DM always has the final say. 3. If it suits the dungeon, design traps more to hinder rather than harm ([I]"You fall 10ft down into the large pit, as you get to your feet you see a lone zombie crawl from the shadows. Roll initiative!"[/I]) or give ample warnings prior using lesser traps (Small pitfalls, an alarm spell, snare traps). Traps often can feel uninteractive as they're typically just 'save or damage (or die)', so try to get interesting with them.
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