D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
Hard enough to chop through solid bone without blunting or breaking?
Again, you still have to do that if you attack a person, and then you also have to consider at least heavy leather in terms of armor.
[url=https://youtu.be/_hfLZozBVpM?t=85]Like I'm not sure you realize how little swords that are meant for fighting, rather than cutting peasants, give a shit about bones[/url]
god i wish i could draw, i just had a really good idea for my cleric's armor design and i'm a dumb idiot incapable of drawing it myself
Speaking of drawings, my girlfriend drew my half-orc war cleric from the new campaign I'm in.
[img_thumb]http://i.imgur.com/tHcgzPe.jpg[/img_thumb]
[QUOTE=Aperture fan;51699057][img]http://i.imgur.com/cSAtyYl.jpg[/img][/QUOTE]
Every time the thing that amuses me the most is the guy dual wielding candles. I have a player that would do that unironically too because fuck me.
So in this session my character raised an army of hobos and then a magical orb ate them all and turned into a monster that the party all had to fight and also my character revealed his true identity.
Everyone loves complaining about how DnD fails to simulate stuff, but no one is willing to learn GURPS.
[QUOTE=Regularjoe;51702417]Everyone loves complaining about how DnD fails to simulate stuff, but no one is willing to learn GURPS.[/QUOTE]
Because GURPS sucks for anything but gritty low-powered games.
[editline]20th January 2017[/editline]
Savage Worlds is where it's at.
[QUOTE=Axznma;51701902]Every time the thing that amuses me the most is the guy dual wielding candles. I have a player that would do that unironically too because fuck me.[/QUOTE]
i like ron jeremy with a hammer
[QUOTE=Rats808;51702427]Savage Worlds is where it's at.[/QUOTE]
It's a shame that the only the Savage worlds game I was part of died so quickly. It looks like a good, crunchy system from what little I played of it.
tonight in D&D
my bard, on a solo tour of the kingdom, advertising for our adventurer's guild during the six months of downtime our party has, has literally the BEST FUCKING ADVENTURE
highlights include: Saving a random hunter, trapped beneath a tree, by convincing some badgers to help dig a tunnel out. Nearly being killed by a massive thunderstorm. Being ambushed by tieflings. Encountered a herd of sheep-bandits. And running into a wyvern along the road and managing to talk it out of eating me, and nearly convincing it to team up with me for mutual profit and yummies. Along with partying my way across over 400 miles of kingdom spreading the word of how awesome my guild is, and making a hefty amount of gold in the process
and this only took a little over a month
bard life is superior to all other lives
also, never let anyone tell you that Speak to Animals is not literally the most useful spell ever
So, I finished reading over the 5e rules, and I'm really split on how I feel about it. The overall better balance is definitely better, but the change to how skills works really bothers me. It seems like it takes a lot of the uniqueness of building characters out. My first character back in 2e was Blag, a Gnomish "thief", the friendly sort who sold his skills as a security expert; until his city was destroyed by demon summoning in the first game. He couldn't pick pockets to save his life, but he knew locks like the back of his hand, if not better. Its really too bad that feeling of skillful progression is lost. As a dm I like to challenge my players to do research and advance themselves in game based on what they faced. A lot of that is gone now and makes all characters feel more generic overall.
This is a bit of a ramble but I'm curious to the thoughts of other players/dms on their thought to this; especially those who've played earlier editions, though I admit I never played 4e, I have played the other 3 editions.
[QUOTE=E = MC Hammer;51701454]god i wish i could draw, i just had a really good idea for my cleric's armor design and i'm a dumb idiot incapable of drawing it myself[/QUOTE]
Well, I'm sure if you post the details one or two of us might have a go.
5e is not the edition I'd play to do complex rule-fuckery, for that it's basically 3.5 or bust. And it has extremely little in common with that, to the point that there really is very little customization whatsoever, unless you play a spellcaster or decide to go hog-wild on feats
That said, once I stopped comparing it to 3.5, I started liking it a lot more. It's very much a 'don't worry about it' game. You don't have to compile up a million random bonuses and modifiers for attacks and spells, you don't have a million pieces of mechanically intensive loose gear, there is a lot of flexibility it how non-combat spells can be interpreted for use, and cantrips make the magic system fun as shit. Character creation actually feels like you're making a character first and a block of stats second thanks to the addition of backgrounds.
It's not a simulationist nightmare, and the creation doesn't go as deep, so that's kind of a downside, but the simplicity of it also means anyone can pick up and play really fast, even if they're not experienced. The removal of magic items as an optimization equation and making them feel like a real boost instead of being essential to even compete is also extremely nice.
At this point the worst I can say is I still dislike single-die systems, but that gripe is never going away so in the scope of 'compared to other D&D's' it's a minor quibble
tl;dr, play it softly instead of like a 3.5er and don't get super anal about exact rules and it's fun. Mechanically shallower overall but with basically no barrier for entry either
"Have we got enough water for the trip across the desert?"
"In a pinch, I can just make water."
"We can all 'make water' lad, it's nothing to brag about."
- The Dwarf misunderstanding the Elemental Monk.
[QUOTE=Cummed Pants;51703321]So, I finished reading over the 5e rules, and I'm really split on how I feel about it. The overall better balance is definitely better, but the change to how skills works really bothers me. It seems like it takes a lot of the uniqueness of building characters out. My first character back in 2e was Blag, a Gnomish "thief", the friendly sort who sold his skills as a security expert; until his city was destroyed by demon summoning in the first game. He couldn't pick pockets to save his life, but he knew locks like the back of his hand, if not better. Its really too bad that feeling of skillful progression is lost. As a dm I like to challenge my players to do research and advance themselves in game based on what they faced. A lot of that is gone now and makes all characters feel more generic overall.
This is a bit of a ramble but I'm curious to the thoughts of other players/dms on their thought to this; especially those who've played earlier editions, though I admit I never played 4e, I have played the other 3 editions.[/QUOTE]
2e might be my favourite edition but it really didn't give you this vast array of choice in progression. For a fighter the only thing that changed as you leveled up was how many weapons you knew how to use. Everyone got a NWP every couple of levels but you could see ASI and feats as filling that role. Every four levels (and a couple of more for some classes) you get to choose which ability score you want to develop, or choose to get a feat instead. It's about the same level of character choice as in 2e, maybe more, and then you also have your choice of class archetypes and in some cases choices within your archetype like which maneuvers to take. Even Blag could exist in 5e, since you never have to take sleight of hand.
[QUOTE=_Maverick_;51703658]Well, I'm sure if you post the details one or two of us might have a go.[/QUOTE]
okey doke. I'll spare personality details for the most part
so she's a dragonborn (life) cleric of kelemvor. i'm thinking that in an effort to get as close to her god's symbol as possible, her holy symbol is a pair of scales and she has a tattoo on her left arm so it looks like a skeleton arm (so when she's holding the symbol it basically looks exactly like [url=http://cdn.obsidianportal.com/assets/28137/Symbol_of_Kelemvor.png]this[/url]
I'm thinking she got the tattoo more as a personal way of devotion (because you won't really see it with like armor on) but I do like the idea that if she ever tries to help out sick people around a town they'll see a dragon lady with a skeleton arm coming towards them and not react in a generally positive way (which was obviously not the intent) and maybe she doesn't really understand the concern because death is just a part of life, etc
I considered painting the armor that way, but I think the tattoo makes a lot more sense (for a variety of reasons)
I had vague proportions sketched out but I haven't been able to decide on anything very specific (and i can't really draw vaguely feminine proportions (like i'm not expecting it to have giant boobs or something but just enough to suggest that it's a female, I guess)
[url=http://i.imgur.com/doNCVML.png]here's my sketch[/url] and i know it's huge, that's what imgur does for some reason so I'll just hotlink it
i know the proportions aren't perfect but that's because i'm not good at art
All this DnD content is making me crave old school adventuring, and all I've got is this goddamn occult mystery game
so today in Shadowrun, we were engaged in a run to hunt down a minor vigilante who had been being a nuisance. Wasn't a high-paying job but we were down several members of the party so seemed like good relaxation
turns out, there's no such thing as a milk run. The target locked himself in his saferoom, and even after we tricked him into detonating it's defense mechanism (and thus falling three stories out of the apartment it was in, demolishing it in the process), he took off running, and we actually couldn't keep up. The decker was driving the van and blew out a tire on a curb because she crit-glitched so we couldn't chase that way, and as the only sammy present at the time all of my guns were out of range
so I did something stupid. I'd bought a bow using the money from our last run, a very nice shiny collapsible one. So, while sprinting at full tilt, I draw this bow I've never used before, pray to the dice gods, edged it, and rolled.
16 dice turned into 5 succeses. With 3 6's. Those exploded into ANOTHER 3 6's. Which exploded into another 6. And then again.
Suffice to say, our target did not survive taking 21 damage of high-explosive arrow straight into his knee.
It was fucking glorious.
[QUOTE=No Party Hats;51706043]All this DnD content is making me crave old school adventuring, and all I've got is this goddamn occult mystery game[/QUOTE]
It's funny because before I settled on running UA, I was trying to decide between it and Lamentations of the Flame Princess, which is about the same amount of weird but in OSR format.
[t]http://www.drivethrurpg.com/images/2795/115059.jpg[/t]
[editline]21st January 2017[/editline]
Despite how much that cover makes it look like Fantasy Eldritch Horror: The Game, it's basically just a fantasy rpg with a single spell of weird shit, in the core book, and most of the fucked up shit is in the adventures they put out for it.(See: Death Love Doom, A Single Small Cut, etc)
[QUOTE=SiberysTranq;51706152]The decker was driving the van and blew out a tire on a curb because she crit-glitched so we couldn't chase that way, and as the only sammy present at the time all of my guns were out of range[/QUOTE]
Hey, I didn't hit anything, my burn out was just too sick for the van to handle. And I was the only person on the team that knows how to change a tyre anyway so I only really caused problems for myself.
Turns out like 3 of the other players in my 5e group are starting to get "long-game fatigue" on their characters / the Curse of Strahd adventure. Might be losing Varren Mayne (playing that not-witcher class by Matthew Mercer multiclassing into barbarian), Caelestis the Cleric, and Weiss the dhampir rogue. Meanwhile, I'm sitting here smashing undead with my dire flail as "Gilles, paladin of the Raven Queen", and having more anger issues than the barbarian.
[QUOTE=Aezir;51707402]Turns out like 3 of the other players in my 5e group are starting to get "long-game fatigue" on their characters / the Curse of Strahd adventure. Might be losing Varren Mayne (playing that not-witcher class by Matthew Mercer multiclassing into barbarian), Caelestis the Cleric, and Weiss the dhampir rogue. Meanwhile, I'm sitting here smashing undead with my dire flail as "Gilles, paladin of the Raven Queen", and having more anger issues than the barbarian.[/QUOTE]
Do what I do when my players need a quick leg stretch. Run a one shot of some rules light system and make it fun and non serious. All out of Bubblegum, Straight to VHS, and Time Wizards are all great for this. Usually players will be down to return to their long format game after, and it's a nice cool down. Bonus points if someone other than your Curse of Strahd DM Dms this session. It's always been a great help to me.
[QUOTE=E = MC Hammer;51705876]okey doke. I'll spare personality details for the most part
so she's a dragonborn (life) cleric of kelemvor. i'm thinking that in an effort to get as close to her god's symbol as possible, her holy symbol is a pair of scales and she has a tattoo on her left arm so it looks like a skeleton arm (so when she's holding the symbol it basically looks exactly like [url=http://cdn.obsidianportal.com/assets/28137/Symbol_of_Kelemvor.png]this[/url]
I'm thinking she got the tattoo more as a personal way of devotion (because you won't really see it with like armor on) but I do like the idea that if she ever tries to help out sick people around a town they'll see a dragon lady with a skeleton arm coming towards them and not react in a generally positive way (which was obviously not the intent) and maybe she doesn't really understand the concern because death is just a part of life, etc
I considered painting the armor that way, but I think the tattoo makes a lot more sense (for a variety of reasons)
I had vague proportions sketched out but I haven't been able to decide on anything very specific (and i can't really draw vaguely feminine proportions (like i'm not expecting it to have giant boobs or something but just enough to suggest that it's a female, I guess)
[url=http://i.imgur.com/doNCVML.png]here's my sketch[/url] and i know it's huge, that's what imgur does for some reason so I'll just hotlink it
i know the proportions aren't perfect but that's because i'm not good at art[/QUOTE]
So I had my own go at drawing my own interpretation of your character.
[url=http://i.imgur.com/xAHeutQ.jpg] Dragonkin cleric [/url]
I think it came out okay, I'm just sorry for the low quality photo, but it does make the paper look much more... Parchment-y
(I also left the bottom blank because I don't know what kind of style to add.)
wow dude that's pretty great, nice job!
Got offered a spot in a Pathfinder game this summer. Started doing a little bit of homework on it and probably gonna play a Gunslinger if the DM okays it.
I've got a few years experience playing 5e. With that foundation how hard would it be to adapt to the crunch of Pathfinder?
be prepared for so many more rules and so much more number crunching
[QUOTE=Archimedes;51710401]Got offered a spot in a Pathfinder game this summer. Started doing a little bit of homework on it and probably gonna play a Gunslinger if the DM okays it.
I've got a few years experience playing 5e. With that foundation how hard would it be to adapt to the crunch of Pathfinder?[/QUOTE]
You get a feat every two levels and you needs to be careful with which ones you pick, especially for ranged combat
[QUOTE=Archimedes;51710401]Got offered a spot in a Pathfinder game this summer. Started doing a little bit of homework on it and probably gonna play a Gunslinger if the DM okays it.
I've got a few years experience playing 5e. With that foundation how hard would it be to adapt to the crunch of Pathfinder?[/QUOTE]
It's quite different, a lot more magic item dependency and stacking bonus. Try to look at some of the higher level feats to see what their prerequisites are so you know what lower level feats to take. For example if you want to go for shot on the run you need to first pick up dodge, mobility and point-blank shot so you would want to make sure to pick those up at lower levels so you can get the feat you want as soon as possible. And then, since you would already have some prerequisite feats, you might want to check what other feats those lead to, such as point-blank shot leading to precise shot or far shot. In terms of magic items it can vary a lot depending on how the DM runs the game but you're supposed to be able to buy them from large towns after a couple of levels so make sure you take a look at those too so you can plan what to spend your hard earned gold on. One cool item I remember is an oil you can put into your gun that silences it for a while, we had our gunslinger coup de grace a bunch of sleeping manticores when he got in a room with them alone using that once, to avoid waking them. But I would say the main thing is just taking a look at which feats you want to go for so you know what to build towards.
been wanting to at least try a tabletop rpg for a while but the only guys i know irl who would play are my 30some year old brother his gf and another dude and the only book we have is this one D&D book which i cant for the life of me figure out which edition it is
never played one before although ive roleplayed on other things before and understand the concept(and imo im decent at it)
are online tabletop sims good especially for a first time player
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