Bear World.OgreBattle wrote:What tabletop games use 2d6 as their RNG?.
... what? You asked.
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Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
The U.S. isn't a democracy and if you think it is, you are a rube.DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
The concept of a class based system is that each class gives you a package of stuff that collectively means that you can meet the minimum requirements for playing the game. So you get all the shit like hit points and saving throws that keep you from dying when level appropriate enemies look at you. Ideally, it also gives you a package of abilities that let you contribute in many common circumstances you might find yourself in at your level. For example: at low levels the Ranger gets proficiency with martial weapons in general, allowing him to fight enemies up close with his sword or far away with his bow - but also allows him to use a magical ranseur or Bohemian ear spoon if you find one.virgil wrote:The current board consensus (such that can exist) is that Tome feats should be supplanted with piles of feats like Wings of Evil or Tomb-Tainted Soul. At first impression, the a typical class feature besides the handful of big stuff (spellcasting) and a feat are roughly comparable in power. This leaves me with an annoying question: if feats are on par with class features, and you give everyone piles of feats, aren't classes left with a smaller ratio of discernible differences and leave us to question the nature of a class-based system?
Obviously this doesn't apply to Wizards & Clerics.
Agree completely. But I want to add something here as well. If you have a selectable ability that allows you to have incorporeal attacks at Level 5, but you also grant an immutable class feature at level 7 that provides the same benefit, you should have a way of 'repurposing' that selectable talent. Ie, you have to have Feat retraining - if a feat you have selected becomes obsolete, you should be able to recover that resource.FrankTrollman wrote:If every Monk needs to be able to punch incorporeal creatures, you might as well make them have magic or ghost-touch punches as a fixed class feature around the level they need to do that.
While I agree with the sentiment, I have to raise the question, if everyone gets ghost-touch by the time ghosts show up, then why have ghosts at all? It seems like pointless treadmilling.FrankTrollman wrote: If every Monk needs to be able to punch incorporeal creatures, you might as well make them have magic or ghost-touch punches as a fixed class feature around the level they need to do that.
-Username17
Incorporeality could just be part of the 'you must be this tall' system; the reason the PCs have to roust the ghost and not the police is that the police aren't level 6 (or whatever) yet. Even if you are that tall, the tactical opportunities provided by e.g. Spring Attacking in and out of walls or whatever are not uninteresting.hyzmarca wrote:While I agree with the sentiment, I have to raise the question, if everyone gets ghost-touch by the time ghosts show up, then why have ghosts at all? It seems like pointless treadmilling.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Ignore everything after Season 5, and they pretty much are, especially in the first three seasons.Prak wrote:I've been on a bit of a Hellblazer/Constantine kick, and of course I like Supernatural, too.
The last time my group talked about trying a new game over my frustration about being unable to properly challenge the group, one player raised interest in playing something like Supernatural, where the characters are mortal* hunters who are primarily empowered with knowledge, and I like the Kitchen Sink Occultism of Constantine. Is there a game that is well suited to this?
*yes, yes, I laugh at calling the Winchesters mortal too...
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
The fact that alchemy works or not does not in and of itself tell you jack diddly shit about what effect it has on the setting. We live in a world where you can transmute base metals into gold through nuclear chemistry, and no one does it because it's more expensive than mining it and the byproducts are very poisonous. We live in a world where a majority of the deaths in the ancient world are curable with chemical infusions of various kinds and the life expectancy is approximately doubled.Prak wrote:So, assume a setting where alchemy works, ie, people can transmute lead to gold through chemical reaction, probably through a chain of transmutations. And theoretically they can use alchemy for its historical main goal of an elixir of immortality.
What would the ramifications of this be on the wider world? Let's say that actual transmutation of lead into gold is roughly equivalent to brain surgery in terms of required expertise.