Seinfeld, Heroes, Star Trek (any), Star Wars Clone Wars, CSI (any), all those american sitcoms revolving around a dysfunctional relationship (King of Queens, According to Jim, Anger Management etc.), 'reality' tv, talent shows, Big Bang Theory, the Nanny, Fawlty Towers, any of those 60's shows like MASH, Knight Rider, Dukes of Hazzard, Lost, any hospital series, any and all soaps (including modern variants like Sex + City, Desperate Housewives), the A Team, The Walking Dead, The X-files, Doctor Who, Angel, Buffy, Charmed, Dexter, Battlestar Galactica, 24, Stargate (both) and House. That's just off the top of my head.
Since everyone will have a +1 at least from somewhere eventually, it would instantly ruin every spell that gives a bonus to anything useless, it would remove the need for many magic items and it would render plenty of feats useless. Why take Weapon Focus when you can have a +1 - +5 weapon?
The new cool stuff of the day would be magic weapons, cloaks of resistance, a piece of armour or bracers of magic armour and a few skill boosting items. Whatever brings the biggest bonus wins, but outside these items you need (and do not benefit from) anything for numbers. There would be a great deal more horizontal advancement of course, everyone would get more different options because the normal spell/feat slots are available for something else. All in all it also requires a huge rewrite of the monster book.
For melee Zero I recommend sticking to a few melee skills that will work most of the time (Execution is the most important one) but not relying on it. A good mix is to pick a few gun skills from Cunning. Since all the melee skills multiply each other the most important ones are Counter Strike, Execution and Killing Blow. Strategy is to shoot guys until Deception activates, then run behind someone, wait till the timer runs low, and backstab one. Run away if it does not kill.
Tsukiyomi wrote: I didn't even know people were rage warring over this. It is called the Stormwind Fallacy. That is has a name coined should tell you everything, but it has been around in the rpg community for a while. There is a reason some of the first replies were 'both'. What I see as harmful is that by posing the question in the thread like this, and by making people contribute their comments on this, the idea is perpetuated that there it is possible to prefer one over the other, while in reality they have inherently nothing to do with each other. And you can actually tell by the replies that the majority of posters do believe in a schism between these two concepts. People actually mean different things (even if they don't realize it) when they say 'rollplay versus roleplay', and it has more to do with pet peeves, playstyles and experiences with jerks as players or gms than it has with an imaged tension between rules and playing. If you pose the question as 'what is your playstyle' you get a much more meaningful discussion, that doesn't focus on "rules vs acting" because it doesn't restrict anyone to either of those choices. For instance, I find the possibility of modelling any character concept in the ruleset of the world important, and being able to connect the rules with my character in a non-metagame way (I am not a 'fighter'). Furthermore I like structure in the GM story, with less room for GM having to make stuff up on the fly just because the players want to do something outside the box. I want mechanically sound encounter design so that there is an actual tactical challenge in combat. That answer is not possible given the question. The answer has equal elements of rollplay and roleplay, that contribute to making a better experience. Those concepts are not at odds at all. I do not prefer, and indeed cannot prefer, any of the two because the question is meaningless.
First thing is to get into your head that the whole thing isn't that complex or hard, there's just a lot of it. Everything basically boils down to 'd20 + X meets target number or not'. I'd further recommend to read the combat chapter, and read it well. It isn't that much, but it is the only part of the book everyone needs to know. Then, make sure you know every detail pertaining to your character. Class abilities, skills, spells and so on. Write stuff down on index cards so you can easily grab the ability you are going to use with all important rules right in front of you. It is mostly a matter of attitude. If you go into this with a motivation of 'I hate reading' or 'Rules are for the weak' then you're not going to learn any of this, except maybe through practice. If you have a hard time sifting through all the options, try sticking to a concept you had in mind when building a character. If you want to do a certain thing well (for example: be a good combat ranger), read one of the guides.
Whale_Cancer wrote:
Sorry, but by that logic according RAW you cannot choose to sit on a chair or do a little dance either. Demanding an opponent is just rules malarkey. Assuming the helpless state to receive a coup-de-grace is as simple as saying "my character willingly accepts the the blow". Committing suicide is well simulated by the coup-de-grace rule, given that you might involuntarily survive due to a Fort save. Mechanically it should be easy to allow 'normal' hits like that as well, but that is not as well-supported by the rules. However, if you are hurting yourself with the intention of triggering some power or gaining an advantage or such nonsense, you are well advised to exercise the GM arbiter role to say NO (even to yourself). I'm thinking of a barbarian that gains rage powers from damage on self, then starts hitting himself to start the battle with powers. Situations such as the turn-undead move as posted above are acceptable.
My dips are always to mechanically fit the concept I had in mind. I mostly use rogue/martial combinations when that happens. I'm a simulationist, and I refuse to let the class name determine the flavour. Levels are an abstraction, that have no direct bearing in the game, only indirectly through the abilities gained. When I take my first multiclass level, my character doesn't suddenly change, it is just to reflect better what he already is. When I am a fighter/rogue of some combination, I am NOT a 'fighter/rogue', I am a warrior who uses some dirty fighting techniques and have some skills in my utility belt. I was that before I took the rogue level. If I take wizard/rogue, I am NOT a 'wizard' who had a sudden interest in 'rogue', I am a nifty spellcaster who dabbles in some skillmonkeying. I was that before I took the rogue level. For me, the classes do not exist in the game world, only the abilities that actually interact with the world. Sometimes the terms for classes and the names ingame to describe stuff overlap, sometimes they conflict. For instance, we happen to have an elven fighter in a party, with archery specialization and decent survival skills. That fighter is constantly referred to as 'the ranger' because that's what his actual role is for us in-character. Similarly, a Sorcerer may be referred to as a 'mage' just as much as a Wizard could be.
The total recall mindwarp aspect would have been interesting in both movies if it would have played an actual role. In both movies all it really does is throw one half-hearted scene which should make you question everything but doesn't, and gets swallowed in all the action. Which is what the movies are actually, action flicks. As action flicks go, the first movie is so much better, as it isn't trying so hard all the time. Having a lead like Arnie makes it all fun in an over-the-top way.
They can be elemental. RE: Guns:
Qua brands I find Dahl almost completely worthless (specials can be decent). The bursts are too inaccurate to be good. Recoil is too much of a factor. You can make some nasty builds with Tediore and the reload-bombs, but it isn't my cup of tea. Hipfire with Hyperion shotguns and pistols is just too good. It ends up my staple for everything not-sniper/closerange. I love gunzerking with two Hyperion pistols. I even dig the Hyperion snipers even though the first shot is hard to get on target. I cry inside cause I expected the rotating-barrel guns to be awesome but they are not. I have always loved gatling guns in any game.
I wanted to comment about the lack of any build up but then I saw you wrote it pretty much as segments. That's exactly how I experienced it, a bunch of segments with some good elements (but repeating the melodies for a minute or two doesn't help). Then again, one of the reasons why I think neo-prog stinks. Looking at the segments separately, it shows great promise. You seem to have a decent grasp of making each instrument fill a niche so that they work together. If there is one thing to contribute, it would be to find some way of not repeating the riffs during segments, but make micro-build-ups. At this point, as soon as you have heard 10 seconds of a segment, you've heard the entire thing. Now that I think of it, it sounds like it is written with a singer/lyrics in mind. I don't like that kind of songwriting anyways, but lyrics/singing would probably a good addition. If it uses a different melody.
Diego Rossi wrote: Actually, looking the number of death for carbon monoxide inhalation that happen every winter thank to bad heating systems, not noticing is fairly easy. the change in the room air is gradual and you fail to notice it. Actually, no. Carbon monoxide inhalation is a totally different ballgame, because it is technically a poison. CO steals your oxygen meaning acute lack which you don't have time to detect. And when you detect it there's nothing you can do about because it already entered your bloodstream and prevents your blood from giving out the oxygen present in it. The air going stale in a room is more comparable to climbing a mountain, also in timeframe. That is definitely noticeable. That is why that decompression room is also a moot point. The room is clearly established by OP to have a slow suffocation effect, stretched over hours. When you get back in normal air, the difference will be nearly instantaneous, unlike with CO.
I find it hard to believe that you wouldn't notice the air going bad, and find it silly to let dice determine if they notice before the crucial point. I also find it hard to believe that room is so tightly isolated that no oxygen can come in from outside. I assume the door was closed again after the mantis ran. Also, unless this is specifically called out as not possible, you can rouse people from sleep by taking a standard action.
Ilja wrote:
Well, that has convinced me that the greatsword/spikes combo isn't necessarily unbalanced. That's a build with a hefty investment in Dex though. I wonder how much of a difference it makes to have a more Str-focused build, for instance when using a ranger. Also, I wonder how a double weapon TWF build stacks up to this, since it does benefit from focus et al. on one weapon. It seems a more optimal choice than greatsword/spikes.
Can'tFindthePath wrote:
Weren't you the guy who really liked my previous set of houserules? :P Granted I posted them a while back... Most of the talents/powers are in there if you still have the files.
Every day I work on a new version of an overhaul, currently doing an E6 version. Some of the things that are in all my versions:
nick pater wrote:
Sent PM, check inbox.
1. Self defence is never an evil act (in itself).
If the conclusion is that you performed an evil act, I cannot see how one can use those arguments to defend the action of the cleric. Thus feeding into a loop of evil vs. evil acts, which would make your action justified as neutral and perhaps even good. Conversely, if you were a bystander while above paladin is killing said innocent person and intervene, I would certainly not call that an evil act, even if it involves killing said paladin (who can be very tenacious as we all know).
But she's a witch.... BURN HER!!! I'm more appaled by the Paladin's lack of looking at the bigger picture. If he lets this child could and it performs evil, he's responsible for that. He should be taking a real close look at what happens to the child, and be the first to arrive when it does perform evil. Too many people in this thread are using metagame knowledge to damn an act as evil or not. You can only speak about morality in the face of party knowledge. Since they don't know the child has no particular evil tendencies, the moral thing to do would be to play it safe and not let the child go without keeping a close eye. Straight murder would be going too far, but making sure a suspicious child is kept in check isn't an evil act. The first thing to do should be to learn more about hag children.
Terronus wrote: They presented me with an analogy that if a couple park rangers were in the woods and heard the "scream" of a mountain lion, they might not at first realize what it was. If someone told them what it is, they would then "roll" to see what they know about mountain lions from their education. That's a good analogy. Now let us apply it to the situation: Party = rangers.
Did an NPC come to tell them that it was a Wendigo? Nope. => no reroll. |