• D&D V6 - Edition jokes don't really make sense anymore
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I'm having fun making an emotionally unstable street samurai, dependent on both other people's approval and kamikaze, and they have epilepsy from too much cyberware, probably the last person who should have a flamethrower implanted in their arm really.
[QUOTE=Nerts;50649619]I'm having fun making an emotionally unstable street samurai, dependent on both other people's approval and kamikaze, and they have epilepsy from too much cyberware, probably the last person who should have a flamethrower implanted in their arm really.[/QUOTE] Gee, spoiler alert!
[QUOTE=elowin;50649845]Gee, spoiler alert![/QUOTE] Different game. [editline]5th July 2016[/editline] Or is it?
surprisingly i had NEVER experienced what a toxic player was until last sunday. it was literally my brother, by the way. and no he isn't young. he's 32, playing with other 21-32 people. he threw a fit because he wasn't hitting gnolls and quit the session mid game. it wasn't a skype session though, it was an actual live session, so you can picture how awkward and childish it looked. citation needed: this guy has been playing D&D for 19 years. anyway, the reason he threw his fit was because he never properly read the player's handbook so he wasn't using any of his spells or channel divinity (he was a paladin of vengeance) to aid him during combat. he was literally just rolling his d20. he didn't even write down his skills on his sheet lol. it's a very good thing he quit, though. throughout the session he kept pressuring people to move on forward (off character) when they wanted to explore. he also got pissed because we use maps and "using maps kills the immersion". he was making the session a pain for everyone. needless to say, as soon as he went away everyone had a blast. it was one of the most immersive sessions i've ever witnessed.
It can be fun to map stuff out yourself instead of using a map the GM made and do it totally theatre-of-the-mind, but constantly pushing forwards instead of giving a chance to explore and roleplay is frustrating.
in the campaign i've been running for my gf it's pretty much been 5 sessions of world building and character interaction and 1 session of kobold killing
[QUOTE=Chronische;50650060]It can be fun to map stuff out yourself instead of using a map the GM made and do it totally theatre-of-the-mind.[/QUOTE] we only use maps for combat, though!
[QUOTE=Nerts;50649619]I'm having fun making an emotionally unstable street samurai, dependent on both other people's approval and kamikaze, and they have epilepsy from too much cyberware, probably the last person who should have a flamethrower implanted in their arm really.[/QUOTE] Note to self: street sam has no minimum safe distance, endeavor to do all decking work from as far away as possible
I'm finally getting settled into my new house, and the renovations are nearly complete, so I've been wanting to get the DnD group back together for our home brew SciFi campaign. They are essentially agents within a government sanctioned mercenary corps deployed to various corners of the galaxy to fulfill contracts. During their previous adventures, they killed a massive, unstable cyborg with Minigun arms, and then shot down his warship using orbital defense cannons; raided the drone ship of a whiny gnomish Technomancer, capturing both; struck a deal with a yakuza boss, and his CyberSamurai bodyguard, in New Tokyo to assassinate the son of his primary competitor, the Don of the Italian mob (which they accomplished by leveling a city block with a high yield explosive); and awakened an ancient race of sentient crystal beings while investigating the mysterious disappearance of a research team on an "uninhabited" planet. There were also clones, robots, monsters, amnesia, and telepaths. It's been a fun campaign. Next time, I believe I will have them infiltrate a bloodsport in a mission to demolish an all female, and highly lethal, roller derby team.
What's a good way to break through armor in shadowrun 5e as a melee character outside of half swording/acid weapon focus?
[QUOTE=Crimor;50650512]What's a good way to break through armor in shadowrun 5e as a melee character outside of half swording/acid weapon focus?[/QUOTE] Monowhips.
[QUOTE=SiberysTranq;50650247]Note to self: street sam has no minimum safe distance, endeavor to do all decking work from as far away as possible[/QUOTE] It's fine, don't worry, I had to get rid of the nerve gas because it was too expensive to have that and a bike. [editline]5th July 2016[/editline] [QUOTE=Crimor;50650512]What's a good way to break through armor in shadowrun 5e as a melee character outside of half swording/acid weapon focus?[/QUOTE] Elemental weapon/strike is the best way to get AP in melee, other than that you just have to crank up your strength for base damage, and dice pool/accuracy for better hits.
[QUOTE=SiberysTranq;50650600]Monowhips.[/QUOTE] Shoulda been more specific, blades. [QUOTE=Nerts;50650661] Elemental weapon/strike is the best way to get AP in melee, other than that you just have to crank up your strength for base damage, and dice pool/accuracy for better hits.[/QUOTE] which element would you suggest?
[QUOTE=Crimor;50650684]Shoulda been more specific, blades. which element would you suggest?[/QUOTE] Electricity is by far my favourite since it fucks up drones and vehicles, with unarmed it can still be nonlethal but you're using a sword anyway, and it makes people lose initiative if they fail a body+will roll, but a lot of people but non-conductivity on their armour. Fire is alright, but if something fails it's roll to not catch fire you probably just one-shot it anyway, and fire resistance is the second most common armour mod. Cold is awful, if they roll armour and get 0 hits (near impossible) it shatters. Acid sorta sucks because it only procs once per combat turn, but in a prolonged fight or against things with hardened armour it can be useful. Water is just useless for melee powers, it knocks people over sometimes, you're probably getting more knockdowns from the regular attacks. Pollution and radiation are amazing but to be a toxic mage you have to hate all life and be a bad guy from Captain Planet.
[QUOTE=Nerts;50650751] Pollution and radiation are amazing but to be a toxic mage you have to hate all life and be a bad guy from Captain Planet.[/QUOTE] That sounds wonderful and everyone should do it.
[QUOTE=Chronische;50650821]That sounds wonderful and everyone should do it.[/QUOTE] It's an OP bad guys only ability. "Armor provides no dice to resist a Pollutant attack. Armor upgraded with a Chemical seal (p. 437, SR5) provides immunity to the damage and toxic effects. If the damage from the attack with this effect is not completely resisted, the victim enters anaphylactic shock, resulting in muscle spasms and autonomic system failure if left untreated. The victim continues to take 1 box of unresisted Physical damage each Combat Turn until death, or until the victim is treated as per Stabilization (see Stabilization, p. 209, SR5)." [editline]5th July 2016[/editline] Toxic mages are probably one of the few people that are just 100% evil and everyone else recognises it in Shadowrun, doesn't matter what your opinions on ecology or anything are, someone who wants to kill everything is gonna be something you oppose.
So I've been toying with an idea as a character for 5e, but I'm not really sure how to approach it. I was having a conversation with a friend, and we came up with a self proclaimed genius tinkerer and inventor. However, while his designs are very successful under his own operation, it's because of his unrealized magic that they work. He utterly believes that he has no magical talent whatsoever with the conviction of a paladin's faith in their god. When he does fight, assuming he doesn't have some sort of gadget tucked away somewhere to get around it, it is through the help of his other inventions or designs. I've had a couple ideas myself, but what do other people think about such a character? What would be the best character to play as, and how would be the best way to go about "magic" weapons in that sense. Part of me would love to put together a unique set of rules and rolls for such a character, but I'd also like to figure out a way to playing it, while trying to keep depth and not horribly gimping the character.
[QUOTE=Ogopogo;50653256]So I've been toying with an idea as a character for 5e, but I'm not really sure how to approach it. I was having a conversation with a friend, and we came up with a self proclaimed genius tinkerer and inventor. However, while his designs are very successful under his own operation, it's because of his unrealized magic that they work. He utterly believes that he has no magical talent whatsoever with the conviction of a paladin's faith in their god. I've had a couple ideas myself, but what do other people think about such a character? What would be the best character to play as, and how would be the best way to go about "magic" weapons in that sense. Part of me would love to put together a unique set of rules and rolls for such a character, but I'd also like to figure out a way to playing it, while trying to keep depth and not horribly gimping the character.[/QUOTE] Mercer's gunslinger mixed with an artificer mage would work great for this if you guys allow homebrew/UA. I had an idea like that once, though more related to making machinery that mimicked magical effects, like instead of just a magical flaming sword, it had a mechanism that held oil and could light the blade by striking a paddle or something. Your character sounds great though, I can just imagine him striding proudly into an anti-magic field with his clearly superiorly designed weaponry, only to be incredibly frustrated that they just don't work right.
[QUOTE=ntzu;50653292]Your character sounds great though, I can just imagine him striding proudly into an anti-magic field with his clearly superiorly designed weaponry, only to be incredibly frustrated that they just don't work right.[/QUOTE] Yeah, I've been thinking having about the weapons and gadgets count as casting a spell for the purposes of attacks. In the absence of magic (blocking or out of spells slots) the devices might function as it's non-magical equivalent, or fail to work. For weapons being operated without magic, example of a crossbow-ish design, on a 1 or 2, the device critically fails (snaps, breaks, explodes). On a 3-18 functions as a comparable size crossbow. On a 19 or 20, the device functions normally as though the spell was used. The effects of crits of 1 or 20 still apply as normally. Part of the idea there would be to give a little more flavor to the character. While a lot of his things do rely on his magic, he's not exactly a bad inventor to begin with, quite good actually. The problem is he is incapable of recognizing the point at where his machine ends and magic starts and that it is magic. Magic isn't the cornerstone of his inventions, but merely the final piece to (some of) them. Part of the problem I am having is how to combine the effects of the spells and weapons without overpowering/underpowering either. The real simple way would be to say that the weapon is the arcane focus for a corresponding spell. His crossbow could count as a firebolt spell. It would work, but things might be a little plain unless I get creative. It would also fall flat when it comes to spells which might come with a odd duration of effect (and a lot of concentration ones). It would be easy enough to avoid spells which fall into that category or work them in a different method, however. Alternatively I could try and come up with slightly different spell effects. The problem is I would have to run them by the DM, and that could get tedious for him or he just might like it. And I would have to take care to make sure they are somewhat balanced. Just as an example, barkskin, concentration 1 hour for AC 16 on target normally. My character instead would be able to design prototype armour, with barkskin as a component to activate it, stiffening it. He still working out the bugs for it to run continuously without re-calibrating it or overheating a component. Stats would be 16 AC. While not active, it is 12+Dex AC. Unlike the spell though, it would have to be constructed (finding components and taking the time to design it) and could be dropped onto any target at a moment's notice only those wearing the armour. Also, maybe rather than requiring concentration on the caster's part, it could be pushed to hits upon the person where the armour, representing it "overloading", or some other sort of roll. No problem role-playing the character as a whole whichever way I take it.
[QUOTE=MeltingData;50475495]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.[/QUOTE] Fun fact I actually came here just to ask about playing 5e with someone
[QUOTE=Nerts;50650852]It's an OP bad guys only ability. "Armor provides no dice to resist a Pollutant attack. Armor upgraded with a Chemical seal (p. 437, SR5) provides immunity to the damage and toxic effects. If the damage from the attack with this effect is not completely resisted, the victim enters anaphylactic shock, resulting in muscle spasms and autonomic system failure if left untreated. The victim continues to take 1 box of unresisted Physical damage each Combat Turn until death, or until the victim is treated as per Stabilization (see Stabilization, p. 209, SR5)." [editline]5th July 2016[/editline] Toxic mages are probably one of the few people that are just 100% evil and everyone else recognises it in Shadowrun, doesn't matter what your opinions on ecology or anything are, someone who wants to kill everything is gonna be something you oppose.[/QUOTE] Yeah, toxic mages are terrible. Blood mages are like sunshine and rainbows in comparison.
[QUOTE=elowin;50656206]Yeah, toxic mages are terrible. Blood mages are like sunshine and rainbows in comparison.[/QUOTE] At least blood mages are killing people for a reason.
Anyone I can add on steam to discuss some ideas about a 5e character today? We might be playing a session tomorrow and I don't really have a whole lot of time to wait for replies :v:
[QUOTE=pHLucy;50656351]Anyone I can add on steam to discuss some ideas about a 5e character today? We might be playing a session tomorrow and I don't really have a whole lot of time to wait for replies :v:[/QUOTE] Have you considered bouncing ideas off your GM, or the other players? They're more likely to know what's going to work in your game than random internet people. :dog:
[QUOTE=Rats808;50656648]Have you considered bouncing ideas off your GM, or the other players? They're more likely to know what's going to work in your game than random internet people. :dog:[/QUOTE] I have been doing, they just keep referring me to the players handbook and there's not a whole lot of source material for Evil Druid characters unfortunately :v: 5e's campaigns are great fun so far though, in on a curse of strahd one at the moment.
Has anyone tried multiclassing as an Eldritch Knight & Arcane Trickster in 5e here? I'm currently attempting it as a dex-based character (level 3 in fighter & rogue as we leveled to 6 at the end of last session) but thinking I'll be weak until I level fighter 1 more time to get more spell slots.
why does the book for exalted have no TOC lol i am literally going through hundreds of pages of lore just to find character creation >.>
[QUOTE=Fire Kracker;50660415]why does the book for exalted have no TOC lol i am literally going through hundreds of pages of lore just to find character creation >.>[/QUOTE] Third Edition? It should have one, unless you're using an outdated copy from the Kickstarter. First or Second Edition? Because White Wolf sucks at making books.
[QUOTE=Rats808;50660628]Third Edition? It should have one, unless you're using an outdated copy from the Kickstarter. First or Second Edition? Because White Wolf sucks at making books.[/QUOTE] ah nevermind i found it haha it was so small compared to the fluff
Hey guys! As of recent, I've been working on starting up a new a Cyberpunk 2020 campaign, was wondering if anyone from Facepunch would be interested in joining. The gig I'm running is a campaign revolving around a small group of entrepreneur spies trying to make their living in the more or less classic cyberpunk setting (re: shitty authoritarian hellhole). Taking their jobs off of a shitty imageboard, and using an arsenal of makeshift utilities and shady, pirated software, the group’s goal is simple: retrieve the data and score a profit. On our end, we're mostly looking writers to join the campaign. The campaign will likely be a lot more focused on character development and storytelling than it will be dice-rolling and item-hoarding, and thus, we're looking for players that can help develop an interesting and unique story to tell. We’re a fully text-only game, and we’ll be playing on Sundays at 7PM CST, most likely starting on July 10th. If you're interested, feel free to add my Skype; username is 'monkahboy'. [thumb]http://i.imgur.com/dRrQKTO.jpg[/thumb]
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