Annoying Game Questions You Want Answered
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I'm going to look into a more faithful conversion of the original ToH (apparently the 3.0 update is less lethal), but I'm also looking at other dungeons and writing my own.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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.
- OgreBattle
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Well, this isn't "instead" of, but you find players who think playing a meat grinder will be fun.
But also just fill it with stupid creative traps and actually put in some tension breaks.
Like, so far I've got an antechamber with a bridge that can only bare about 15 lbs, and a pressure plate that lets it bare more when loaded down; a room with a river people have to cross that also has a swarm of animated gauntlets and a cage that will trap them if they try to just run headlong through the open door; a room with a super obvious and easy to disarm antigrav trap that has to be used to actually exit the room because the door behind it is fake; a room with an invisible heat wall maze; culminating in a respite of a positive-energy giant bee hive that allows players to heal if they don't just charge in killing bees.
Like, if I just stuck to random corridors and rooms with traps pulled out of the DMG, yeah, it'd be boring, so you have to give people creative death traps.
But also just fill it with stupid creative traps and actually put in some tension breaks.
Like, so far I've got an antechamber with a bridge that can only bare about 15 lbs, and a pressure plate that lets it bare more when loaded down; a room with a river people have to cross that also has a swarm of animated gauntlets and a cage that will trap them if they try to just run headlong through the open door; a room with a super obvious and easy to disarm antigrav trap that has to be used to actually exit the room because the door behind it is fake; a room with an invisible heat wall maze; culminating in a respite of a positive-energy giant bee hive that allows players to heal if they don't just charge in killing bees.
Like, if I just stuck to random corridors and rooms with traps pulled out of the DMG, yeah, it'd be boring, so you have to give people creative death traps.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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.
Since my Google-fu failed me I thought about just asking it here:
I remember there being a post on IMHO by IIRC Frank or AH about why exactly Adept Metamagics are so weak compared to those for Mages and why the Adept powers are overpriced.
Anyone know which one I mean?
I remember there being a post on IMHO by IIRC Frank or AH about why exactly Adept Metamagics are so weak compared to those for Mages and why the Adept powers are overpriced.
Anyone know which one I mean?
Mord, on Cosmic Horror wrote:Today if I say to the man on the street, "Did you know that the world you live in is a fragile veneer of normality over an uncaring universe, that we could all die at any moment at the whim of beings unknown to us for reasons having nothing to do with ourselves, and that as far as the rest of the universe is concerned, nothing anyone ever did with their life has ever mattered?" his response, if any, will be "Yes, of course; now if you'll excuse me, I need to retweet Sonic the Hedgehog." What do you even do with that?
JigokuBosatsu wrote:"In Hell, The Revolution Will Not Be Affordable"
There's a brief version with some suggested re-costs here:
http://www.tgdmb.com/viewtopic.php?p=58685#58685
http://www.tgdmb.com/viewtopic.php?p=58685#58685
I know about that post
But there was a big one about how in early editions initiating for adepts was far more useful than for mages, so they gave mages better metamagics to compensate
I just can't find it
But there was a big one about how in early editions initiating for adepts was far more useful than for mages, so they gave mages better metamagics to compensate
I just can't find it
Mord, on Cosmic Horror wrote:Today if I say to the man on the street, "Did you know that the world you live in is a fragile veneer of normality over an uncaring universe, that we could all die at any moment at the whim of beings unknown to us for reasons having nothing to do with ourselves, and that as far as the rest of the universe is concerned, nothing anyone ever did with their life has ever mattered?" his response, if any, will be "Yes, of course; now if you'll excuse me, I need to retweet Sonic the Hedgehog." What do you even do with that?
JigokuBosatsu wrote:"In Hell, The Revolution Will Not Be Affordable"
I know in 4th, adepts can choose to take an extra power point instead of a metamagic, which is pretty useful.Trill wrote:But there was a big one about how in early editions initiating for adepts was far more useful than for mages,
I don't know why they'd decide mages need a buff (unless JH is some sort of idiot), or why adepts not using metamagic means the mages need better ones, but that's what I remember. Also, because adepts use magic instead of being dirty technology-users, their powers got cheaper in 5th edition.
IIRC it was because in 1e-3e initiation for a magician gave them one more MAG, which only set some target numbers, so values above 6, especially 7, were pretty useless. For adepts meanwhile initiation got them another PP which they could spend on more cool powers. So the developers said: both get metamagics, but since adepts gain more from pure initiation than mages do, well make the mage metamagics better than the adept ones
But the post I'm referring to was more elaborate and that's why I'd like to find it again
But the post I'm referring to was more elaborate and that's why I'd like to find it again
Last edited by Trill on Mon Mar 19, 2018 6:33 pm, edited 1 time in total.
What would it do for 5e if I took every d20 roll, subtracted 7 from the DC and made it a d6?
virgil wrote:Lovecraft didn't later add a love triangle between Dagon, Chtulhu, & the Colour-Out-of-Space; only to have it broken up through cyber-bullying by the King in Yellow.
FrankTrollman wrote:If your enemy is fucking Gravity, are you helping or hindering it by putting things on high shelves? I don't fucking know! That's not even a thing. Your enemy can't be Gravity, because that's stupid.
It would make everything spectacularly more deterministic, and make Lucky even more of a god feat than it already is.
FrankTrollman wrote:I think Grek already won the thread and we should pack it in.
Chamomile wrote:Grek is a national treasure.
The idea isn't to reduce variance, but to escape bounded accuracy.
virgil wrote:Lovecraft didn't later add a love triangle between Dagon, Chtulhu, & the Colour-Out-of-Space; only to have it broken up through cyber-bullying by the King in Yellow.
FrankTrollman wrote:If your enemy is fucking Gravity, are you helping or hindering it by putting things on high shelves? I don't fucking know! That's not even a thing. Your enemy can't be Gravity, because that's stupid.
Does anyone know of an extant random generator for D&D 3.x magic items that generates fully random items, including chance of intelligence and curse and glowy shit?
(it's for my casual meat grinder, the fact that randomly generating cursed and intelligent items is bad for a campaign isn't an issue here)
(it's for my casual meat grinder, the fact that randomly generating cursed and intelligent items is bad for a campaign isn't an issue here)
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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.
- angelfromanotherpin
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The donjon one does most of that, but it doesn't do intelligence (and associated traits) because there isn't a fixed rate for it, just <1%.
Huh, I didn't realize that included curses.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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.
- Hiram McDaniels
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Sorry if this has already been covered numerous times, but it is the annoying game questions thread...
What are the Den's opinions on systems where either one side of the GM screen or the other rolls all the dice? Like games where the players roll for attack and defense vs. static TN's and the game master just narrates the outcome?
I'm of different minds on the subject. I definitely don't like systems where only the GM rolls dice because I feel players should have more of a hand in their own destiny or at least that of their characters.
I'm more on the side of systems where the players get to roll the dice because it encourages them to remain engaged on their off turns, and it keeps the GM honest. However, making players roll damage against themselves seems a little sadistic.
What are the Den's opinions on systems where either one side of the GM screen or the other rolls all the dice? Like games where the players roll for attack and defense vs. static TN's and the game master just narrates the outcome?
I'm of different minds on the subject. I definitely don't like systems where only the GM rolls dice because I feel players should have more of a hand in their own destiny or at least that of their characters.
I'm more on the side of systems where the players get to roll the dice because it encourages them to remain engaged on their off turns, and it keeps the GM honest. However, making players roll damage against themselves seems a little sadistic.
The most dangerous game is man. The most entertaining game is Broadway Puppy Ball. The most weird game is Esoteric Bear.
- OgreBattle
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- deaddmwalking
- Prince
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Agree with OgreBattle. If PCs fight against each other, it can't be as simple as 'PCs make all rolls' because then it is unclear which PC should make rolls in that situation.
I've found that players prefer to make their own attack/damage rolls. They also like to believe they have a chance to 'resist' effects. If given a choice between 'attacker rolls to overcome resistance' and 'defender rolls to resist attack', players tend to prefer to roll to resist - consequently, they cede the resist check to team monster against their own attacks.
Mathematically, there isn't a difference between the attacker rolling to overcome a static resistance (like 3.x Spell Resistance) or the defender rolling to resist the attack (like 3.x Will Saves), but it all comes down to 'feels'.
Some of this is probably based on expectation. Players don't seem to object to team monster rolling to overcome their AC (static value), but they do object to team monster rolling to overcome their Willpower (if given a static value).
Ultimately, a mix that isn't entirely logical makes the most sense. In general, giving rolls to the attacker speeds up play (because they're engaged taking their turn). I'd go with attacker rolls everything if players didn't have emotional responses that DEMAND they get to roll to 'save themselves'. If a player fails a saving throw, they feel they had a chance to do SOMETHING as opposed to being told 'the beholder rolls a natural 20 on his disintegrate ray - you're dust'.
I've found that players prefer to make their own attack/damage rolls. They also like to believe they have a chance to 'resist' effects. If given a choice between 'attacker rolls to overcome resistance' and 'defender rolls to resist attack', players tend to prefer to roll to resist - consequently, they cede the resist check to team monster against their own attacks.
Mathematically, there isn't a difference between the attacker rolling to overcome a static resistance (like 3.x Spell Resistance) or the defender rolling to resist the attack (like 3.x Will Saves), but it all comes down to 'feels'.
Some of this is probably based on expectation. Players don't seem to object to team monster rolling to overcome their AC (static value), but they do object to team monster rolling to overcome their Willpower (if given a static value).
Ultimately, a mix that isn't entirely logical makes the most sense. In general, giving rolls to the attacker speeds up play (because they're engaged taking their turn). I'd go with attacker rolls everything if players didn't have emotional responses that DEMAND they get to roll to 'save themselves'. If a player fails a saving throw, they feel they had a chance to do SOMETHING as opposed to being told 'the beholder rolls a natural 20 on his disintegrate ray - you're dust'.
-This space intentionally left blank
Since you need 2 rolls to resolve a typical attack action (one to hit, one to soak) it appeals to me to have the attacker do one and the defender do the other. This also has the pro-engagement feature where if someone does a multi-target attack everybody at the table gets to roll. I've been thinking about an "attacker rolls damage (or other magnitude of effect as appropriate), defender(s) roll to dodge" system.
- OgreBattle
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This, but rolling dodge instead of soak makes the counter/reactions more plausible. It just makes more sense to have an ability that lets you move after a successful dodge roll or counterattack after a successful parry roll than to do either of those things after a successful soak roll. Also, it has the useful property that unattended inanimate objects only ever have static defenses, since they don't have a dodge score to roll with.OgreBattle wrote:Defender rolling soak can also double for activating counter/reaction abilities
FrankTrollman wrote:I think Grek already won the thread and we should pack it in.
Chamomile wrote:Grek is a national treasure.
What systems are good for a mystery/investigation campaign? Should it just be any rules-lite system with hopes that the DM is good at structuring the adventure? I know GUMSHOE was designed for it, but I've not heard it actually described as good.
Last edited by virgil on Thu Mar 29, 2018 6:52 pm, edited 1 time in total.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
- RobbyPants
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As for the rules-lite part, I imagine it has a lot to do with how much you want the players solving mysteries vs the PCs. The more you rely on the players, I think the more you need a GM who knows how to leave clues around.virgil wrote:What systems are good for a mystery/investigation campaign? Should it just be any rules-lite system with hopes that the DM is good at structuring the adventure? I know GUMSHOE was designed for it, but I've not heard it actually described as good.
- OgreBattle
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I've had fun with Fate Core for tracking spies and uncovering assassins. Mystery stories often have out of the box thinking, rules lite abstraction helps with players describing a neat "AHA!" moment. It generally involved the most handsome PC selling his body to a gay government officialvirgil wrote:What systems are good for a mystery/investigation campaign? Should it just be any rules-lite system with hopes that the DM is good at structuring the adventure? I know GUMSHOE was designed for it, but I've not heard it actually described as good.