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![]() I’ve got two things planned, first I’ll be setting up a discord server to run a campaign where most of the mechanics are kept hidden, both to help players focus on the world (since I don’t want “playing the mechanics”) and also because I’m testing out various mechanics and this way I need less buy in from players and less explanation about them. They are supposed to be simulationist anyway. The second thing is that I will be working on programming a game, a sort of mix between minecraft and dnd. This first iteration is mostly just a simulation sandbox so I can test out my AI designs and such, but it lays the groundwork for building and playing your own character. The end goal will eventually be a mix of minecraft, dnd, and breath of the wild, where the terrain is alterable, you can climb and glide and fly, use skills, cast spells, etc. The sandbox simulation part will be using the 3.5 ogl as I saw a paper once where someone supposedly ran a simulation to see how common various levels of magic items and spells would actually be, but I think I can do better. ![]()
![]() DungeonmasterCal wrote:
It hasn’t gone yet. I’ve got like a week before start and it doesn’t end till partway through next month. So right now is job interview. ![]()
![]() Oh, I’m up to a rough sketch of six encounters guaranteed to make for at least a 50% chance of a tpk each, and built with all low level enemies, so it’s the return of Tucker’s Kobolds. }:) I’m excited to see how it comes out. Once they’ve played it, I’ll post here the full evil glory of Silnyseoyl and her minions. I can’t wait. ![]()
![]() bigrin42 wrote: If the devs wanted the gladius to count as a shortsword in all things, they could have said so. They didn't. But they did, if indirectly. Though PFS tends to be it’s own thing, so contradictory rulings abound there. Not much concern of mine unless people start paying me to run it. But the writing describing the Gladius includes a reference that only works if the Gladius is considered a short sword. We know this because if you swapped out “gladius” for “mace” then the sentence sounds wrong. Why, because the comparison made is of sort exclusively used for same category comparisons, therefore sticking an item in that phrase from a different category makes it sound odd to a native speaker. That said, it is clear that the author felt it was so obvious that they didn’t think it needed clarifying. Happens a lot in writing. Interestingly, most people don’t read into a text on such a level. I do though, and even analyzed bits of the regulations for the sergeants in my unit in the army when they were confused (my god does military regulations make the most complicated game rules seem simple). So naturally, you get issues like this. ![]()
![]() Selena moved snow into the building, ”Alright, I’ll send out some scouts. You Maka are the inspiration for this so I figure on calling it Selena’s Maka Seekers, or maybe Maka’s Minions, something like that.” Selena puts her hand on the pile of snow she magically pulled in from outside,
The pile of snow collapsed into many little snowballs that started to roll away from the pile like they had been dropped. They started to wriggle and cute little faces appeared on them, then they sprouted little limbs and started looking around the room. Removed mention of Fin Fine size gets +16 size mod to stealth and +8 size mod to dex I believe (It’s clear that size modifies ab scores, specifics need to be inferred. Reference a chart on creating monsters of different sizes.) That gives +20 stealth untrained. Being made of snow, moving through a snowscape, camouflage as thou will. ![]()
![]() Hey guys, checking in. I’m rather lucky getting a chance to log in today, but in the next week or three (depending on the orientation stuff) I’ll be starting a new security post. If all goes well, I’ll be able to start posting regularly at that point. In any case, I’m sorry about being missing lately. Good luck everyone. ![]()
![]() glass wrote:
Hmm, you were assuming strength 18 at start and all ability ups went to strength. Neither was stated, and frankly you are already pretty darn high on the point buy to get even a single score to 18. You’re basically asking for broken just from that, but still it had not occurred to me to make that assumption. I went with what was stated which was having 18 str at lvl 20. ![]()
![]() Oceanshieldwolf wrote:
Hmm. My experience is usually the opposite. People come up with a gimmick of mechanics, often just a race/class, and then they build everything else around that mechanical choice. The character concept becomes secondary and subservient to the mechanical concept. The one thing I like better about “old school” gameplay is that the lack mechanics means most players create character concepts first, and mechanics second or not at all. ![]()
![]() Phishing? That’s when someone is trying to con someone into giving their personally identifiable info, the sort necessary to access bank accounts and such. How exactly is my post inviting people to give me such personal info? Really I posted here because I played the pf2 playtest and found it dropped the most important things I want from a system so I didn’t bother wasting my time playing further, but as essentially a d20 based system, my modification would work for it. I just didn’t know if the problem existed here or not, hence finding out. Thanks for answering that at least, along with your bizarre accusation. ![]()
![]() Don't mind me, I'm thoroughly enjoying the dysfunctional back and forth between Quasit and Selena. Really seems to fit the pair actually, given that Selena is a noble and sees it as her place to lead but having been supplanted by Quasit, but she also knows she is still on the young side and also not surprised she isn't trusted. No worries. I'm a GM, so keeping characters separate from myself is quite easy. Reflexive really. ![]()
![]() There is a thread around here for advice. I'll see if I can find it (my focus list got destroyed so I don't know where to find it right now). Some basics,
don't go posting too fast unless you're dealing exclusively with one other player. it can be quite frustrating to make a post and come cack the next to find half the group has a couple dozen posts while the other half never had a chance to respond. That said, having a bit of a side discussion moving quickly is just fine, and when done well, gives the slower posters something interesting to read when they come back for their next post, just make sure you only do that when the only characters involved are the ones posting quickly. Edit: Wow! I critted my google check!
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![]() Sibelius Eos Owm wrote: Reminder that auditory spells/effects depend on whether you need to hear them for them to take effect, not just the ability to speak or make sounds. Verbal components needed one but not the other, so it's unlikely spells would ever be given the auditory trait to denote a need to speak, rather than the more significant need to hear the caster. This loses some important restrictions. First, verbal components are specifically a need to speak load enough to be heard, which draws attention and doesn't work with stealth. Second, silence kills the ability to cast spells with verbal components. The metamagic to cast silently thus is specifically important to counter these two drawbacks. Additionally, these two drawbacks create interesting problems and situations. ![]()
![]() Fun idea, run a special campaign in which each player gets twelve standard npc characters and a party of four pcs. Then have them face off tourny style, npcs vs pcs. Do it repeatedly with difficulty kinds of npc races. Let the players get creative in tactics and consumables use. Npcs live in a world of magic, I think it's only logical to assume that even goblins would learn to avoid being bunched up for a fireball when it can be avoided. Doing this exercise will help everyone develop better tactics, and the gm can include more sensible tactics that account for the quirks of the world. That said, doing this should stick to the levels commonly found in the world. 9th level spells are basically legendary and thus no warriors have significant experience facing such magic and so unlikely to gave tactics adapted to them. ![]()
![]() Mathmuse wrote: "Tucker's Kobolds" ... They put up little resistance when the adventuring party entered the dungeon, mostly retreating into small tunnels. But when the party was departing after a successful raid on the deeper levels, out of their strongest spells but loaded with treasure, the kobold tribe emerged to assault the party much stronger than before. This is incorrect. It was on the way into the dungeon. They escaped down to level 10 (much less scary), and they dreaded when it would be time to leave. So they were facing the kobolds full and fresh. Of course, spell limits mattered more back then. For example, the wizard could not cast fireball because in the tight confines the area affected would spread further and hit the party too. ![]()
![]() Unicore wrote:
In the old days, encounters started when opponents were sighted, or understood to be enemies, which could happen at hundreds of feet away. There would be the question of how to approach an enemy. Archers and mages could be attacking multiple rounds before the martials ever get close enough to attack. Further, in the older days, you could not assume hostility unless clearly marked as an enemy faction currently at war. Even bands of savages aren't always out to slaughter everything. Sometimes you could just evade the enemy instead, either because they didn't notice you or they let you avoid contact. ![]()
![]() Mathmuse wrote:
Why would wolves ever attack like this? They wouldn't. Neither if basing tactics on slim knowledge of real wolf tactics nor on just logical tactics based on the wolves' goals. Wolves won't be attacking seeking a tpk, nor will they be acting like idiot bots in an mmo. The wolves are going to attack for either, desperate hunger, to defend territory, or feeling cornered/defending pups. If hungry, they aren't going to go for the whole party, they'll harrass and provoke until they can get a chance to isolate one member (by pack members hiding if possible) then trip and drag off the one member, likely expecting the rest of the group to leave. If pressed too hard, they'll retreat, and that would probably happen after the first or second solid hit the party gets on any of the wolves. Otherwise, they'll be defensive, trying to scare away the intruders, not kill them. Not even tripping because a tripped opponent can't run away. And if pushed so far they have nowhere to run, they'll be fighting to escape unless they can't see a way out or have pups they are defending. This fight you described with wolves is completely ridiculous as anything but a cosmetically altered mmo fight. It completely ignores the wolves' reason for being in the fight and how that impacts tactics and decision making for them. ![]()
![]() dirtypool wrote: I'm talking about the encounter design conceit, the way it works. If you think we should throw that mechanical underpinning out to replace it with a philosophy of "not playing videogames" that's great, but how do YOU propose we rewrite the game to account for your idea of how to design encounters? This is the first of two incorrect assumptions. What I'm talking about has nothing to do with the rules. Nothing to do with the mechanics or math. So why would the game need to be rewritten? Metaphorically speaking, I'm saying there are multiple different knots to use to tie your shoes, and you're asking me what we should replace the laces with. You don't need to replace the laces, just see what else can be done with them. ===
Everyone keeps making this assumption. Mathmuse even opens with "I love math discussions" when I'm not talking about the math. The truly weird entry here is Unicore describing how the player's preparation has a massive impact on difficulty, but describes it like that still requires balanced encounters. They even discuss it as a bad thing when the players can always succeed on anything but a crit fail. So here I bring back Tucker's Kobolds, a tale of players facing enemies so pathetically low that anything but a critical miss would kill the enemy in one hit, and yet they were terrifying to face despite how easy they were to kill. Mathematically, encountering a den of kobolds for mid level players should be so easy as to be boring. What made it scary? Absolutely nothing about the math. The math and mechanical balance, which was very unbalanced, had absolutely nothing to do with making Tucker's Kobolds a force to be feared. And yet everyone keeps contextualizing everything I say under the assumption that encounters will need to be balanced. ![]()
Aside from working 14+ hours doing deliveries, in between deliveries or while waiting on a restaurant, I'm working on preparing to run the Witchfire trilogy in my own setting, and thus I need to post all the rule changes to account for how my world works plus a few other tweaks. It's going to be awhile at this pace. ![]()
![]() Watery Soup wrote:
Well, I'm not able to run anything for free. Seeing that there is a market with an average price point of $20 per player on that site, I'm trying it because that's 3/4s my current daily income in 1/4 the time and that assumes only 4 players. If I got 6 players, that would be more in 4 hours than I currently make in 16 hours. GM rewards are not even worth my time to write down right now. That's literally that only way I'll get to run anything. Thus for me, it's not about rewards, it's the difference between running nothing or something. And I'm looking at it primarily just to make my financial situation better. I'm living in a car right now, in Texas summer heat, any improvement to my income is absolutely worth it. It just so happens I can actually run games. But I also know people are less likely to pay to play for some homebrew unknown system, hence considering PFS since I have a season and actually am familiar with pf1 which is still run. 5e is out because I dumped that after the playtest because I hate it and I have no adventure league modules to run for it anyway. I am looking at campaigns too obviously, but I'm not limiting myself till I know better about where I can get good customers. ![]()
![]() Gurnioc wrote:
But you're comfortable making a choice without really knowing what you're choosing? Also, having been that employee a long time ago, it's what we were there for. ![]()
![]() The Raven Black wrote: It's OK. For generic NPCs and monsters I will just go back to PFS (and other adventures too)'s staple of Fight to the death + Cannot be reasoned with. Remind me to never play in your games. I hate that way of handling bad guys. Generally speaking. It does make sense for robots and cornered animals.
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