Slim Jim wrote:
Then I guess I'll have to throw in with the die-rollers: D&D needs rolled characters for my sake. I've had far more fun with rolled stats than point buy or (shudder) array. Most of my players agree, or don't much care either way. Sure, sometimes you get s~!* characters in good groups, sometimes you get god characters. Never has this significantly impacted gameplay or enjoyment.
And this whole discussion falls into the trap I tried to warn of in of my first point in my last post: Fun is the Number 1 priority. What works for a group works for a group and you shouldn't worry if other people don't like it. If your group likes point buy, fine. If your group wants to roll, fine.
By all means be aware of what others have found problematic in order to fix easily issues that may pop up, but don't assume that because some people find something problematic that it is inherently so for everyone.
This bit is actually the most believable bit of the episode for me.Some people just naturally try to come up with what seems to them to be a believable story but which sounds nuts to everyone else. I have one of these in my gaming group. He loves to play social characters but his attempts at bluffs and persuasions are just plain whack to everyone else.
Some general philosophy.
The game is supposed to be fun
No. 'Checks' are rolls to see if you hit a specific number, while caster level is a static component of spell power. It's the Dispel Magic that is making the caster level check, not the WoF.
A cross between Ledger and Nicholson, methinks. Good actor, but what we've seen of the character looks pretty tame and uninteresting. I dislike giving the Joker an origin story. Part of what makes him good is that whatever he was before is mysterious and possibly irrelevant to what he is now.
I know Leto wasn't terribly popular but it was a take on the character we 8or at least I) hadn't seen before and I would like to see where they could have taken him.
*insert joke about incorrect use of player vs. character *
Short answer, yes. Take any undead in the game, allow player to play it. Done.
If you want an undead race balanced against core races, you're out of luck in PF core. The best thing to do would be to introduce the necropolitan. Just remove the bit about giving them d12 HD and you're good to go.
Generally I'm in the camp of number 3. If s*$* happens, it happens. The notable exception is if a TPK occurs because I as the GM have messed up somewhere, like given faulty information that causes bad choices, if I've misread an ability the enemies have, if I've made bad calls during the fight, etc. TPKs that are on the players or the dice are fine, those that are on the GM are not.
Never 2 do unless this is plainly stated to be how things work when you start the game. Then find out why it only works for the PCs and no one else.
There is also option 6:
One thing I did when faced with a TPK was bring in backstory. One of the PCs was a princess and her great-uncle was a powerful sorcerer who was grooming her to be a potential heir (mostly just a convenient guinea pig), and though the PC had run away, the great-uncle kept a magical eye on her adventures and exploits and when he discovered she was dead and her friends weren't in any condition to bring her back, he intervened and killed the baddies, left the other PCs to live or die as their stabilization rolls dictated and spirited his great-niece away (the less said about his experiments on her the better).
Then the remaining PCs had to get themselves back to full strength and quest to save their friend from the unpleasant great-uncle. Technically an arse-pull solution to a TPK, but one which had background character justification and, most importantly, lead to more story down the road.
I'd rather no movies were Citizen Kane, but that's just me.
My gf thought the movie was ok, for much of the same reasons I did. The most poignant feminist point, according to her, was all the sexist s#&* she had to go through on Earth and how she figuratively told everyone to go f++~ themselves and showed she was better than anyone, woman or no.
Putting it in the 90s might not have been necessary for the story itself, but does work well for the MCU as a whole because Carol has to be an established badass who can be a credible threat to Thanos, and who doesn't setting-wise get thrown in last minute. Now she's got the power, some time to master her control and personality, and reasons why she wasn't around for anything else that has happened on Earth recently.
Oh, and I am really, really sick of this (usually American?) thing of telling people to not think but go with their feelings. I truly hate this cliché and every time it gets trotted out my enjoyment of a work takes a serious hit.
I know. And it's not like all the cqc action in the Marvel movies is bad. just enough of it and (seemingly) it's getting worse as time goes on.The DCU has managed to have good fight/action scenes in pretty much everything they've dpme. Say what you will about the movies otherwise, the action has always been very good. Snyder, whatever faults he may have, knows how to do superhero action, and the others they have hired for the other movies have done a good job as well.
MMFR is one of my favorite action movies in forever. John Wick has good action but suffers in everything else.Also Atomic Blonde, by the action choreographer of John Wick and starring Charlize Theron, has some great fights. Very good, underrated movie.
Just got back from the movie, and it was OK+. Pretty standard Marvel fare, not their best, not their worst.
The good: some decent spaceship and pew-pew stuff, Goose
The Meh: Carol, the 90s, Coulson, obvious secret baddies are obvious, the skrull
The Bad: Fury (nothing but a joke), cqc fight scenes (the unfortunate tendency in some MArvel movies of being filmed too close to the action and wanting to move the camera around all the time to prevent you from getting a good look at things).
The problem with this sort of thing is these people are all one-trick ponies. At will, in some cases quite powerful, but still rarely more than can be modeled with a single spell or Su ability.
Ben's ability was basically Evard's Black Tentacles, and the only other ability we've seen Klaus have is an inconstant Speak With Dead, so either a cleric with a special spell, or a wizard with a special spell (or Limited Wish).
Do you count TSR/WotC as 3rd party?
Weirdest thing I've played in any game: a sentient photocopier called zzzzzzzDONK! - in TOON.
I don't really have any strong desires of weird stuff to play these days. Mostly I am fine just playing, since I mostly GM.
The physics of the medium are one thing, but the main point of the skill in both Fly and Swim are how to move your body effectively in that medium, which has zero applicability to knowing which controls to use on a craft. The fact that piloting small boats isn't hard has nothing to do with swimming. That just means the DC to do it isn't high.
Let's put it another way: do you really feel that someone should be able to swim because they can pilot a ship?
Has any RPG publisher ever kept publishing an 'obsolete' edition at the same time as a new one?
Anyway, converting adventures from one system to another is pretty easy* so publishing ones for multiple systems shouldn't be necessary. Even if you stick to P1, if you want more APs, I can't imagine that adapting P2 to P1 can be a problem.
*as long as you know the target system pretty well
Dave Justus wrote:
By this logic knowing how to swim should be the same as piloting a boat or submarine.
I hope we can agree that is not the case.
Um, why can't they use Piloting to fly the ship?
Or did you mean to say "But without the pilot skill from Starfinder"?
Personally, I'd introduce Piloting but not allow them put ranks into it without some actual practice. They don't have teachers, training sims, training vehicles, and they have no cultural background to indicate how this might work, so anything they do to learn the skill is with the ship itself, and probably going to end horribly.
Far more fun is if you can pull off a proper Doric accent.
I'm mostly the GM so my characters are not very many or all that often.
Currently: Viconia, 7th level bard in RHoD set in Norwold.
and....(thinks long and hard)
Some 3.5 rogue in an abandoned game from a few years back. Can't remember her name, only that she rarely got to SA things*.
*I would have suspected the GM of creating encounters that f$@#ed over my characters if it isn't for the fact that it would be very much against how he comes across in all respects. My supercharged could only charge three times in his career, being constantly stymied by terrain or positioning otherwise, and one of the three times he could he went up against someone who had Sidestep Charge. My rogue met nothing but elementals, constructs and undead after the first combat.
For those a bit unsure of what OE is, and how it relates to ME or EMdE.
Note that the older a language is, the more guesswork is involved in recreating sounds, and you can find wildly varying attempts at pronunciation and intonation. An actual person from 9th C England would no doubt be sorely puzzled by our atrocious attempts at their language.
Depends on the god. Some probably want a unique, exaggerated titles and constant epithets to stroke their egos (Oh magnificent One, Unparalleled in all the Multivers, please ....) Others are probably fine with a simple "Lord" or "Great One" or something.
On the subject of PCs telling gods to stuff it:
In one game the gods came to earth for certain reasons, and rather than stop a pointless civil war started taking sides. My character was fed up with this b***##~$, and strode up to them and said something to the effect of:
"What the hell?!? Why are you doing this? You're supposed to be better than us and You squabble like children, wasting the lives of your followers for petty pride. Now act like gods worthy of worship!"
Nevermind that speaking in this way was grave blasphemy and no one would have batted an eye if my PC and his entire clan was eradicated for such insolence, While the gods never actually admitted their mistake, they did stop the fighting and got one with the business they had come to do. And intense religious debates and exaggerated plays sprung up about the whole incident.
Marc Radle wrote:
To clarify my position:
I have generally enjoyed the Marvel movies - some have been less than good but most have been fun - but I'm feeling a little fatigued by them. They are very safe and by-the-numbers, and while that has worked well, it also gets old after a while and Marvel has been cranking these movies out like there's no tomorrow.
The Snap is obviously going to be undone somehow and I don't care about who most of the ones who 'died'. All I'm here for is the end of the story and hopefully some good flashy action that isn't yet another superhero slapfest.
Castle is chaotic. He doesn't give a damn about laws or how his actions affect society as a whole, just his own obsession, and damn anyone who gets in his way.
His extreme focus on killing anyone who offends his sensibilities, the refusal to admit that there may be other better ways to handle situations, his extremely self-absorbed worldview, puts him solidly evil in my book, in most interpretations I've seen. Netflix Castle may be more CN than CE, but there is certainly nothing Lawful or Good about the character.
Give all his worshippers the ability to cheaply and easily create kevlar vests? (or any other armor, introducing armor as DR for his followers)
More important than anything, what are the levels and classes of the gunners and the orcs? Levels and classes are really important in this game. Anything else depends on this answer. If Clangeddin gives his followers guns and Bane just ordains all 3000 as clerics or whatever, it won't take many levels before the gunners are screwed.
What sort of information do the various parties have on the other? How much preparation time does each side have? Where are they facing off? Again, we need to know all this to help.
And depending on the age and color of the dragon, 400 guns are easily handled. Give me a great wyrm red and you'll have a lot of dead gunners.
I'm always impressed at how little damage firearms do in these shows.
Agent whatsisface continues to be an utter prick. I'm looking forward to him getting his comeuppance.
If someone is evil most of their life, but sees the light and turns good before they die, what happens?
Depends on the setting.
On Abeir-Toril (Forgotten Realms, Maztica, Al-Qadim, etc.) you go to your patron god no matter what. If you have no patron, it's the Wall of the Faithless, regardless of one's moral leanings or deeds.
Dragonlance is also vague, with things sometimes being portrayed as the Abyss being the only outer plane and afterlife there is, with very little detail about what goes on there.
Dark Sun doesn't have much beyond the Grey and the Black, so there isn't much choice.
Planescape seems to assume that if you don't have a patron Power that claims your soul you head to the Outer plane that matches your alignment. No real mention is made of kharma or some tallysheet of good-evil law-chaos acts that weigh against each other. Greyhawk probably works that way but I know little of that setting other than that the Great Wheel grew from it. Spelljammer probably works that way, and Birthright is also vague on the subject.
L. A. DuBois wrote:
Strangely, it hasn't been a problem for me. Possibly because I haven't given unlimited time travel. Yet.The group has experienced outright time travel and noticeable time dilation.
One of my players' characters is on the path to becoming a Time Immortal, which will require travel to other periods to intervene in events.
Time travel is a problem if you assume that the PCs and no one else have it, or that it is entirely unregulated. Add a few strictures and it's no biggie.
One was a perfectly normal encounter in a dungeon, not a boss encounter or anything. The PCs just waltzed right into a dragon lair, with the dragon having one round to prepare. The dragon snatched, flew off and killed two, over the course of five rounds and reduced the third to negatives before being killed. This was at a level where the PCs (and players) should have handled this easily.
In the appropriately titled "Death's Ride" adventure we had what was technically a TPK, but I fudged a bit and had the granduncle of one of the PCs come in and (sorta) save the day - by which I mean he killed the baddies, abducted his grandniece, and left the others to die.
"Talons of the Night" had everyone left standing by the end (even if there were some deaths during the fight), but the PCs did expend five or six Wishes and two Miracles to break even against a severely nerfed Immortal.
When I wanted a wee break from GMing my gf ran RHoD for us, set contemporarily with our normal campaign. We failed, so I took over, buffed Tiamat a little and let her loose on the 16th level PCs from our normal campaign. There were six deaths divided among four PCs, but they did manage to take her down.
Mark the Wise and Powerful wrote:
No - don't run APs, don't have problems converting on my own
No - see above
Yes and no. It makes no difference because I don't run APs, and even if I did, I can always convert something myself. I already spend lots of time converting old BECMI modules to P1, so having to do a little work in that regard isn't an issue.
Still not convinced that Cyborg should be here, but other than that the second episode was pretty damn good, quite possibly better than the first.
One thing I like about Titans and DP is how they are perfectly happy to acknowledge that the wider DC universe exists - none of this Marvel tv show pretending that nothing else happens outside what is shown onscreen.
There are several ways you can handle this.
If you already have the phylactery, the hard part is over with. You could:
- temporal stasis on both phylactery and lich
Swinging any sort of weapon around requires strength. Try actual sword/spear/staff/whatever exercises without having the muscles for it - you will feel your inadequacy very soon. The stronger you are, the faster you can swing something, and speed is essential in combat, both for hitting something that is trying to avoid you and injuring something. Though modern sport fencing is tangential to actual combat, just look at the sort of muscles in Olympic fencers' arms to move those knitting needles around.
Strength makes a lot of sense.
It was quite good. I'm usually not much into historical dramas and definitely not zombies other than Shawn of the Dead or Zombieland Saga, but Kingdom made both work. Good script, great costumes and general appearance, good drama, decent characters: it all works very well.
I know nothing about Korean history so I don't know if this is set with real historical characters or, as I suspect, fictional ones set in a (mostly) real historical period, nor do I have any idea how accurate the costumes or portrayal of society is. All I know is I liked it.
As for any sort of D&D campaign, it would have to be a very low powered, low magic one. Even considering these would be mindless ghouls instead of zombies in D&D terms, this sort of thing isn't really enough to pose a big threat to most worlds - it's a minor local problem at worst before 4-to-6 murderhobos come along and murder the unquiet dead.
Basically, Gar just lived at Doom Manor after having been rescued by Chief from a plague. The experimental treatment that saved his life also gave him the ability to shapeshift into a tiger. For the rest of Titans shown so far Gar can only shift to a tiger, but in the last episode this has probably been expanded to all animals.
Doing deaths like Fist of the North Star is the way to go, brutal, gory and fast deaths for mooks and other minor challenges, impactful and meaningful and detailed for named characters worth a damn.