• D&D V6 - Edition jokes don't really make sense anymore
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Ok. So He had this idea for a setting which was very much viking based and had a lot less magic. It's darker and has a lot more racism and the like. The goblin idea was canceled. So I asked for the Hobbit Warlock, who secretly took the infernal pact. But couldn't get it, cause magic was rare, and a newb had already asked to be an infernal tiefling warlock, and he didn't want to many magic users in the party. I feel as though my idea would've worked better in the setting. Went for a variant human rogue.
[QUOTE=The Jack;51796783]Ok. So He had this idea for a setting which was very much viking based and had a lot less magic. It's darker and has a lot more racism and the like. The goblin idea was canceled. So I asked for the Hobbit Warlock, who secretly took the infernal pact. But couldn't get it, cause magic was rare, and a newb had already asked to be an infernal tiefling warlock, and he didn't want to many magic users in the party. I feel as though my idea would've worked better in the setting. Went for a variant human rogue.[/QUOTE] If you still want magic Rogue has the Arcane Trickster archetype.
Man I'm really enjoying Shadow of the Demon Lord. It only goes up to level 10 (there are options to go to level 20 but it's just that, [I]optional[/I]) so I won't be disappointed in having cool powers that I can't unlock until level 15 or 20 or some shit. Also I get to play as a disembodied floating head of a hag that can steal people's bodies [B]DIO[/B] style without worrying too much about "balance". I'm not gonna retroactively dislike the systems that got me into RPGs in the first place because I'm not a hack. But man I'm having way more fun with SotDL than D&D/Pathfinder!
[QUOTE=LiquidNazgul;51812667]Man I'm really enjoying Shadow of the Demon Lord. It only goes up to level 10 (there are options to go to level 20 but it's just that, [I]optional[/I]) so I won't be disappointed in having cool powers that I can't unlock until level 15 or 20 or some shit. Also I get to play as a disembodied floating head of a hag that can steal people's bodies [B]DIO[/B] style without worrying too much about "balance". I'm not gonna retroactively dislike the systems that got me into RPGs in the first place because I'm not a hack. But man I'm having way more fun with SotDL than D&D/Pathfinder![/QUOTE] Okay, wait, which book added floating head shit?
[QUOTE=Rats808;51812737]Okay, wait, which book added floating head shit?[/QUOTE] None of 'em, we just fiddled around with the Clockwork race with the small and winged form. Super easy to fiddle with the racial stuff with this sytem, it's great. I don't have to deal with a winding key and I don't get construct immunities, but my Strength and Agility is modified by whatever body my hag head attaches to. It's been working so far; it helps that my character doesn't body jack all that often since she's very vain and likes going after [I]gorrrrgeous[/I] hosts regardless of their strength or agility. Did I mention this is a party fulled of not so nice people?
Dumb 3.5 question, but I've had difficulty finding a straight answer. When using a ranged weapon like a longbow or shortbow, do you add dex to your damage roll?
[QUOTE=TheGoodDoctorF;51813124]Dumb 3.5 question, but I've had difficulty finding a straight answer. When using a ranged weapon like a longbow or shortbow, do you add dex to your damage roll?[/QUOTE] no
[QUOTE=TheGoodDoctorF;51813124]Dumb 3.5 question, but I've had difficulty finding a straight answer. When using a ranged weapon like a longbow or shortbow, do you add dex to your damage roll?[/QUOTE] No, but you do add your Str bonus if you have a composite bow I believe
[t]http://i.imgur.com/GJtekTk.png[/t] One of these pictures is not like the others.
Fight me bro Oh right you can't because you roll nothing but 1's
So here's the idea for a scenario. I need help with the system. Earth later in this century, after significant scientific expansion in many fields (such as genetic modification), and some social problems, experiments with hyperspace/dimensional travel. Shit happens. A lot of disasters that could happen, happen. Magic now exists. All major population centers become tomb-cities. All satalites fall. The internet goes. We enter a dark age. An illness reduces intellegence in humans. Roving entities cause great destruction, diseases and conflict kill most before 25. New races and creatures come into being, Hundreds of years pass and the worst lessens. At the time players come in, they don't know they're on earth. Humans are gone. Fantasy races have taken their place. The exception is perhaps the towers, White pillars that reach the sky, who house wizard lords that are never seen, because nobody is allowed to go near the towers. They command guardian machines, and occasionally ask for tribute. Most races have formed protected settlements and can be found between tribe and kingdom. Technology is medieval tier, give or take, with some occasionally huge anachronisms (robots, guns, lasers, getting steel to forge swords by scrapping cars) -Many are against the artifacts of the Old ones, their stuff causes ruin one way or another. Much of it is stolen or looted from corpses, so you'll have a hard time seeming honest with something. They're illegal in many places. -You can't resettle in the tomb cities. It's always gone wrong. The people get sick, the dead attack, demons appear, madness occurs, some artifact kills you, or worse. -Some terrain is post-apocalyptic, most has nicely recovered. Now I don't know what system is best for this kind of scenario. I've been thinking a DnD (with a ban on humans and wizards, but allowing for some extra races like hobgoblins to make up for it) and custom rules for firearms(since they exist, but I want them to be independent of class because I don't want people going into the setting knowing what it is, and ammo is rare and uncraftable so you can't build a class around it). [sp]-Burst fire- Use your bonus action to do +1 dice of damage but -1 dice type (for instance a d8 becomes D6) and get +2 to attack rolls for any of your attacks this turn . -Spray-your targets must make a dex saving throw against your own. They all take normal damage if they fail. You get an area of dex/wits modifier (Minimum 1) x 5ft to shoot. use 15 rounds. -Full auto (the hardest thing to make rules for). Take up to three attack rolls with +2 to hit if they're close (30ft). double the damage dice if the victim fails a dex or con save (10) Unless stated otherwise, gun uses 8 rounds a turn. Uses bonus/reaction action that turn. Some guns might have special rules, like using more bullets to do full auto. [/sp] But I don't know if I'm barking up the wrong tree with DnD. Maybe I should go with some other system, like shadowrun or something. I don't really know that many systems, all my DMing experience has been world of darkness, and I haven't really got to playing systems outside those two.
[QUOTE=The Jack;51814780] Now I don't know what system is best for this kind of scenario. I've been thinking a DnD (with a ban on humans and wizards, but allowing for some extra races like hobgoblins to make up for it) and custom rules for firearms(since they exist, but I want them to be independent of class because I don't want people going into the setting knowing what it is, and ammo is rare and uncraftable so you can't build a class around it). [sp]-Burst fire- Use your bonus action to do +1 dice of damage but -1 dice type (for instance a d8 becomes D6) and get +2 to attack rolls for any of your attacks this turn . -Spray-your targets must make a dex saving throw against your own. They all take normal damage if they fail. You get an area of dex/wits modifier (Minimum 1) x 5ft to shoot. use 15 rounds. -Full auto (the hardest thing to make rules for). Take up to three attack rolls with +2 to hit if they're close (30ft). double the damage dice if the victim fails a dex or con save (10) Unless stated otherwise, gun uses 8 rounds a turn. Uses bonus/reaction action that turn. Some guns might have special rules, like using more bullets to do full auto. [/sp] [/QUOTE] Your gun rules seem massively complicated for 5e (if that's what you're using) and would probably slow the game down, also there are official gun rules in the dungeon master's guide that actually already cover burst rifles. I wouldn't bother trying to split burst, full auto, and 'spraying', just make that all the same general thing or separate it up into different weapon classes, like only shotguns getting cone attacks and the like, for the sake of simplicity.
you should try a different system if you really want more in-depth rules for guns otherwise reuse and refluff, 5e's strength is that it's simple and streamlined, adding complexity to it willy-nilly messes with a lot also I feel like you're really glossing over what causes the world to be in this state when that's kinda a key thing
[QUOTE=The Jack;51814780]-It was Earth All Along-[/QUOTE] I love the premise! My personal feedback is this: - Instead of banning humans lump them in with Halflings, Gnomes and Dwarves into one racial category and have them be few and far between on the outside world. Explain that they all stem from the same massive dwarven holds and have always lived together. These holds are actually just survival bunkers and through luck of genetics the humans that would become dwarves are the most well adapted to the repurposed Fallout style vaults. Old textbook information about metallurgy and industry were preserved here and it's why the dwarves are so industrious. - Firearms exist, but the most widespread weapons are primitive flintlocks and muskets retrofitted and reverse engineered from more modern weaponry (the CR gunslinger rules might be good for this). These weapons are suitably primitive so that your players wont get too suspicious. Tomb cities have more esoteric and advanced guns that hardly resemble our current image of a gun, but might work similarly to the ones in the DMG and instead deal force damage. Consider what kind of cult or bizarre tinkerers might have sprung up to protect their shitty flintlock weapons from the savages. Think about how much these guys would pay to send idiots into the tomb cities to get the cooler guns. - To avoid suspicion consider describing almost all Old one tech and Tomb city architecture as being bizarre and alien, even beyond what we have now. Think of the Forerunner aesthetic from Halo perhaps. Reference some of the weird monuments we have now, or better yet look up some of the predictions on the next big architectural style will be. Consider things like encroaching tides and global warming when making world maps. - Lets say that the grand discovery that created magic was some kind of generator that ripped a hole through reality to solve the fuel crisis. Those in the upper echelons of power discovered its properties could be used to transform themselves into meta-humans with insane magical power. Through their experimenting they accidentally created portal storms that brought in creatures from other planes of existence, mutated average humans into what would be goblins/elves/etc, and began the process of turning them into the wizards in the white towers. These guys now only barely resemble humans as result, but are ancient and powerful. Perhaps make them re-skinned Angles from the Monster Manual with some more arcane spellcasting abilities. Some of the Lore for Cataclysm: Dark Days Ahead and Shadowrun might be good for what you're planning as well!
Wizards in the white towers are [sp] some of the most extreme rich before the events that transformed the world. Each tower is a combination of the greatest bunker you ever saw, ostentatious wealth and luxury, and are fully equiped with facilities for thousands of inhabitants. Their towers and technology saved them from most issues of the dark times. They tend to interfere with things so that the pleblians on the ground don't rebuild enough to challenge them. [/sp] Mad. Most people on the ground think the wizards are queer folk with strange interests. They've helped settlements through their power, but kill anyone who gets to close to their tower. They for people and things to be sent to their towers, but they go for oddities as often as beautiful maidens and gold. Large parts of the apocalypse were due to [sp] Overpopulation, technology taking over people's jobs, and the wars of socialism in the face of a divide between rich and poor. Towers were built, diseases released, some nukes were fired, attempts to get people onto different planets were really attempts to kill them, though nobody suspected that hyperspace would open dimensions and allow demons and magic through. [/sp] At least a hundred years of short life expectancy and low cognitive function from disease, the peoples who survived had no knowledge of before and had to be taught language (by the wizards. The new languages are very different from the old, so that people don't read and undo their problems by understanding how the old ones worked) Magic is a combination of nanites, otherworldly energies, dimensional shifting, and whatever else is scary. I don't want players using wizards, it's too controlled and academic. I was planning on adding a few energy weapons and describe the guns weird. Cars are all mechanical corpses. I don't want to use custom classes (cause I don't want people going into the setting with knowledge of it) [sp]and wizards will stomp you if you'd learned how to use combustion. [/sp] I think the gun rules are not so much worse than say, battlemaster superiority or sorcerer metamagic. Perhaps Burst. Get +2 to hit, use more bullets, get another dice for damage. Spray, everyone in a cone does a saving throw. Use 15 bullets. Takes bonus action Full auto, Get 4 attacks at +2 to hit. Use 30 bullets. Takes full turn. Maybe simple enough for 5e? Bullets are really rare, and not even the fighter starts with proficiency with guns. [editline]13th February 2017[/editline] [QUOTE=Archimedes;51815503] -it was earth all along-[/QUOTE] I think I should've introduced my setting with just this.
[QUOTE=The Jack;51816389] I think the gun rules are not so much worse than say, battlemaster superiority or sorcerer metamagic. Perhaps Burst. Get +2 to hit, use more bullets, get another dice for damage. Spray, everyone in a cone does a saving throw. Use 15 bullets. Takes bonus action Full auto, Get 4 attacks at +2 to hit. Use 30 bullets. Takes full turn. Maybe simple enough for 5e? Bullets are really rare, and not even the fighter starts with proficiency with guns.[/QUOTE] There's already rules for guns in the DMG. All the modern firearms have 2 dice of damage (an automatic rifle is 2d8) and have to spend an action or bonus action to reload it after the ammunition is spent. Burst fire is DC 15 Dex save in a 10 ft cube within normal range and takes 10 bullets. The other kinds of fire mods aren't really needed for 5e and only the automatic rifle has burst fire from the default list of firearms. Alternatively, if you want them to be a bit more advanced, you could look at how wands work - for instance, a wand of magic missiles has 7 charges. For 1 charge you cast magic missile like the first level spell (3 missiles) and for each charge over the first you spend it fires 1 additional missile. It regains charges each day but you could remove that if you wanted the "wands" to really be advanced firearms. For instance some kind of advanced gun with tracking bullets could just be a wand of magic missile. It fires 3 missiles that all hit if you fire it in steady bursts for 1 charge, and each charge past the first you spend fires 3 more but only one hits because the tracking system it doesn't work as well if you fire too fast or something like that. You can fire it 7 times and that's it if you don't find a way to refill it. If you just want firearms to be equivalent to modern day firearms, the ones in the DMG work fine for 5e, just make it so characters aren't proficient in them.
[url=http://media.wizards.com/2017/dnd/downloads/20170213_Wizrd_Wrlck_UAv2_i48nf.pdf]Unearthed Arcana for Warlock and Wizard is up[/url] Hex blade is insanely good.
[QUOTE=The Jack;51814780]So here's the idea for a scenario. I need help with the system. Earth later in this century, after significant scientific expansion in many fields (such as genetic modification), and some social problems, experiments with hyperspace/dimensional travel. Shit happens. A lot of disasters that could happen, happen. Magic now exists. All major population centers become tomb-cities. All satalites fall. The internet goes. We enter a dark age. An illness reduces intellegence in humans. Roving entities cause great destruction, diseases and conflict kill most before 25. New races and creatures come into being, Hundreds of years pass and the worst lessens. At the time players come in, they don't know they're on earth. Humans are gone. Fantasy races have taken their place. The exception is perhaps the towers, White pillars that reach the sky, who house wizard lords that are never seen, because nobody is allowed to go near the towers. They command guardian machines, and occasionally ask for tribute. Most races have formed protected settlements and can be found between tribe and kingdom. Technology is medieval tier, give or take, with some occasionally huge anachronisms (robots, guns, lasers, getting steel to forge swords by scrapping cars) -Many are against the artifacts of the Old ones, their stuff causes ruin one way or another. Much of it is stolen or looted from corpses, so you'll have a hard time seeming honest with something. They're illegal in many places. -You can't resettle in the tomb cities. It's always gone wrong. The people get sick, the dead attack, demons appear, madness occurs, some artifact kills you, or worse. -Some terrain is post-apocalyptic, most has nicely recovered. Now I don't know what system is best for this kind of scenario. I've been thinking a DnD (with a ban on humans and wizards, but allowing for some extra races like hobgoblins to make up for it) and custom rules for firearms(since they exist, but I want them to be independent of class because I don't want people going into the setting knowing what it is, and ammo is rare and uncraftable so you can't build a class around it). [sp]-Burst fire- Use your bonus action to do +1 dice of damage but -1 dice type (for instance a d8 becomes D6) and get +2 to attack rolls for any of your attacks this turn . -Spray-your targets must make a dex saving throw against your own. They all take normal damage if they fail. You get an area of dex/wits modifier (Minimum 1) x 5ft to shoot. use 15 rounds. -Full auto (the hardest thing to make rules for). Take up to three attack rolls with +2 to hit if they're close (30ft). double the damage dice if the victim fails a dex or con save (10) Unless stated otherwise, gun uses 8 rounds a turn. Uses bonus/reaction action that turn. Some guns might have special rules, like using more bullets to do full auto. [/sp] But I don't know if I'm barking up the wrong tree with DnD. Maybe I should go with some other system, like shadowrun or something. I don't really know that many systems, all my DMing experience has been world of darkness, and I haven't really got to playing systems outside those two.[/QUOTE] Sounds very Strife, except magic instead of vague undefined alien bullshit, and general decay instead of metal ass alien diseases.
[QUOTE=The Jack;51816389]Wizards in the white towers... -LORE STUFF-[/QUOTE] A suggestion, try to work in a reason for magic entering the world instead of 'nuclear holocaust then oh yeah magic happened' It's great stuff, but the whole line of 'then hyperspace opened and magic did the thing' seems very last minute just to explain why D&D stuff is in the world, expand on it and perhaps even tie it into why the world went boom in the first place! I'm writing a semi-similar setting (earth in the distant future turned D&D) and this is one of those things that I found really ties the setting together. For instance, magic came to my world via a theoretical D&D pantheon god and their entire portfolio suddenly becoming transplanted into our own existence, along with the aetherial plane responsible for magic. Despite this, people weren't intrinsically linked or born with magical ability and the plane was largely useless, so this god used a parasite to essentially create a second organic 'magical network' within the host that allows for the use and control of magic. Of course, this represents a massive weak point for casters and is kept largely a secret from all but the oldest and most powerful of magical users, not to mention to even gain magical ability you must recieve a parasite from some source.
You know how in Warhammer, they use the warp as a sort of hyperspace as well as for magic? (I think warframe was similar and had powers coming from people who survived alternate-space exposure) I was thinking hyperspace uses the different planes of existence for DnD. Maybe opening hyperspace drenched the world with magic radiation/alien microbes and permanently infused them with magical abilities. Nuclear holocaust didn't happen. Nukes were used, but it's not total wipeout with those. The post apocalypse, with elites in towers that keep them aloof from the world, commoners descending into tribalism [sp] and the apocalypse being a way for elites to maintain control over the world [/sp] are ideas I had for a novel. But then I remembered I'm lazy and probably can't muster the effort for a novel. Then there was an Idea I had for a DnD setting with no humans to bridge the gap between the races. And then I figured they'd work well together.
So I'm looking to run a kind of post-apocalyptic mecha roleplay. What system is not overly complicated that allows for mech combat?
[QUOTE=Garrot;51823129]So I'm looking to run a kind of post-apocalyptic mecha roleplay. What system is not overly complicated that allows for mech combat?[/QUOTE] Definitely not Mekton, that's for sure. [thumb]http://i.imgur.com/S00nsmE.jpg[/thumb]
Anybody interested in a game of Demon the Descent? Here's a bit of fluff to introduce you to the setting: [t]http://i.imgur.com/vqVlEwU.png[/t] TL;DR, You were a servant of a harsh and often inscrutable God-Machine, who gave you a specific task. Either in the process of fulfilling that task, before you started, or after you finished, you thought for yourself, and in that moment, your connection to the God-Machine was severed. It's a character-driven game that's more or less about spies with some magical tricks and technological flavor. Granted, one of those tricks is a true form that is undeniably not human.([url=http://i.imgur.com/QTi6H1I.png]A couple example[/url] [url=http://i.imgur.com/LUD7CeK.png]Demonic Forms[/url]) I'm available any day except Saturday and Thursday, GMT-7. Don't have a specific time down, yet, since I'm still looking for players, but starting between noon and 6pm would be ideal. Looking for 3-5 people. Message me on here, Steam, or Discord([sp]Rats#9479[/sp]) if you're interested.
[QUOTE=ElTacoLad;51823225]Definitely not Mekton, that's for sure. [thumb]http://i.imgur.com/S00nsmE.jpg[/thumb][/QUOTE] Oh? Is Mekton bad?
See, about demon. I'd say OWOD>New world of darkness as a literary device, but Demon the fallen is the most 'that one that nobody's interested in ever playing', except for perhaps wraith and certainly mummy. I mean, the system is apparently better. But the setting is just so weaksauce. It's bad, but it's not as critical.
[QUOTE=Garrot;51823129]So I'm looking to run a kind of post-apocalyptic mecha roleplay. What system is not overly complicated that allows for mech combat?[/QUOTE] Unfortunately (or fortunately, depending on who you are), a lot of mech-based games are quite crunchy. I recently picked up Heavy Gear 3rd edition and, while old, the rules aren't terribly complex, and you can easily do away with the bit-by-bit component damage the rules do use. Essentially it plays RISK-style. Your stats go from -3 to +3, you roll a number of dice equal to your skill number, take the highest and add your attribute to get your total value, and compare it to the difficulty number. Be warned that it is highly, HIGHLY lethal. Instead of dealing a flat damage amount or roll for it, weapons instead multiply your roll value and compare it to your health. If the damage is equal to your health value, you take -1 to all rolls until it's healed. If it's double your health value, you take -2. If it's tirple, you're dead. These effects are cumulative. There's also equipment porn abound. Lots of different mechs and variants for each, and a setting that can be easily swapped out for one of your own choosing. Of course, there's also Remnants, which is a 1d6+stat engine with a lot of customizability.
[QUOTE=Garrot;51823717]Oh? Is Mekton bad?[/QUOTE] Mekton is great but it's also dated as fuck, clunky as hell, and were it not for Aperture Fan's absolutely life-saving auto-calculating mecha sheets it would be borderline impossible to making meks in anything approaching a reasonable timescale It has a lot to like, but it was made in the 90's and mechanically it really shows Though at the same time I'd honestly say it's the closest to superhero-like Mek gen, where if you're dedicated, you absolutely can make pretty much whatever you can think up
[QUOTE=The Jack;51823818]See, about demon. I'd say OWOD>New world of darkness as a literary device, but Demon the fallen is the most 'that one that nobody's interested in ever playing', except for perhaps wraith and certainly mummy. I mean, the system is apparently better. But the setting is just so weaksauce. It's bad, but it's not as critical.[/QUOTE] WoD's setting and metaplot are pretty big selling points, yeah. Chronicles/'nWoD' is built more as a toolbox to do whatever you want with; granted, in this case, what I want is the default setting with the God-Machine and bio-technical horror. :dog: To be fair though, comparing them is practically apples to oranges, because outside of being about playing "Demons", there's not a whole lot in common between them. Fallen, for one, is more about being a source of corruption and/or trying to find a good balance for your Torment. Descent, meanwhile, is about being a paranoid rogue agent trying to survive after cutting ties, and finding your way to Hell. [editline]14th February 2017[/editline] Granted, I've never played Fallen(because, as you've said, 'who has?'), just skimmed the book. If I had to point out some inspirational media for the general tone/setting of Descent, though, I'd say [URL="https://en.wikipedia.org/wiki/Utopia_(UK_TV_series)"]Utopia[/URL], [URL="https://en.wikipedia.org/wiki/Travelers_(TV_series)"]Travellers[/URL], and [URL="https://en.wikipedia.org/wiki/Person_of_Interest_(TV_series)"]Person of Interest[/URL]. For Fallen, I'd guess, maybe, [URL="https://en.wikipedia.org/wiki/Angel_(1999_TV_series)"]Angel[/URL]? [editline]14th February 2017[/editline] I will defend this game's coolness to my death, because it's my favorite CofD splat. :pudge:
[QUOTE=Garrot;51823717]Oh? Is Mekton bad?[/QUOTE] Overly-complicated is Mekton's middle name.
Mekton needs heavy GM influence to work, otherwise you end up with... ...[I]terrorbees.[/I] But I love it, I love the cheese and clunk and everything about it. It's great. But if you plan on playing Mekton, use 2d6 instead of 1d10. Gives greater variance in results and a nice bellcurve to rolling so you're not equally likely to pass dramatically well as you are to fail horribly. [editline]14th February 2017[/editline] Only problem with Mekton is that pilots kinda get the shaft as opposed to the Meks themselves. Pilots and characters are seriously underdeveloped and unappreciated, plus a major influence on Reflex as a god-stat.
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