Count Dookkake
Member
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Oof.
What did you think of the dice?
Which I think will help the people transition even better from Beginner Box rules to full-fat. Plan is to transition if they're still enjoying things after Fangs from the Past, and dive into Rise of the Runelords.
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Apparently, the Fate Core rulebook and Accelerated edition are currently pay-what-you-will. Pretty cool: http://www.evilhat.com/home/fate-core-downloads/
How is FATE? Quite intrigued by the notion of a generic RPG system (which I suppose at its core D20 is, though FATE seems much more streamlined and open). Obviously its strength is likely its broad range of applications, but then how does it fare on a specific setting/style basis?
Are people preferring Core or Accelerated?
The only thing FATE is bad at is when you want the player characters to fail as much as possible and look like incompetent shmucks while the DMPC solves all the main problems and gets all the plot moving (like my DND DM from last semester!)
Does anyone else think that DND (3.5e) gets more love than it deserves? I struggle to see why people like the system, at least the core system. Perhaps with splatbooks and competent house rules it actually manages to be a decent game, but at that point why not go with a different system?
Well, 3.x DND and its derivatives have a nice ludological feel about them. The ruleset fits the thematic workings of the setting, which is one reason why very few games other than DnD-types that used D20 as their core felt right.
Which is something I do wonder about FATE and other generics - with a ruleset as broad as possible, are you losing that "the rules really fit the theme" feeling a tailored ruleset can give?
Like, I understand Cyberpunk 2020 is woefully obtuse at times in its rules, but they feel appropriate and 'right' given the theme and setting.
It does, including its derivative Pathfinder. Don't get me wrong, I like Pathfinder (and SAGA). But, it (and SAGA) still has the same wonky SRD underpinnings of 3E/3.5E, and you have to accept that going in.Does anyone else think that DND (3.5e) gets more love than it deserves? I struggle to see why people like the system, at least the core system. Perhaps with splatbooks and competent house rules it actually manages to be a decent game, but at that point why not go with a different system?
I can also do a Warhammer, 40k, or cyberpunk game with 3.5 if I file off serial numbers for while. But, as noted above... that takes time and inclination.I'm not sure what you mean. You can easily do a DND style sword and sorcery type game using Fate. The game encourages you to pick the skills, stunts, and extras. All of which you can tailor to fit the theme of the game. I suppose it takes a bit more work than just using the premade DND 3.5e for a sword and sorcery game, but I don't think it is that hard to do honestly.
Which is something I do wonder about FATE and other generics - with a ruleset as broad as possible, are you losing that "the rules really fit the theme" feeling a tailored ruleset can give?.
It's not about difficulty or if the rules allow a setting, but if the ruleset enhances a setting. There is thematic worth to certain rule mechanics. Ludological design feeds into narrative design.I'm not sure what you mean. You can easily do a DND style sword and sorcery type game using Fate. The game encourages you to pick the skills, stunts, and extras. All of which you can tailor to fit the theme of the game. I suppose it takes a bit more work than just using the premade DND 3.5e for a sword and sorcery game, but I don't think it is that hard to do honestly.
If I was going to play FATE (probably Stands of FATE), I would also prefer using a heavily modified version... so what's the point? I don't think there is a system I would play as is, unless just so I can say I've played that system as is.
A heavily house-ruled 3.5 (or Pathfinder) that uses splatbook may be preferred to any other system, so I don't see the point of suddenly switching to something completely different like FATE. 3.5 lends itself to that kind of customization, so it makes sense. I mean 3.5 doesn't get really stupid until somewhere in the last 8-12 levels and that is not going to be a problem at all unless you are in the last 8-12 levels (which is most campaigns I take it).
I think you can get away with focusing on Strength & Con more than Charisma because Smite Evil's damage and uses per day are based on level. Charisma is definitely a runner up stat though, and they don't get very many spells per day to begin with (along with a spell list that's mostly supplementary even compared to their Charisma-based abilities).The Wizard at most needs Int/Con, while the Paladin has abilities that key off Charisma, but he needs Strength and Con to fight. And don't his spells key off wisdom?
I enjoy Fate's aspect system the most, and Fate points in general. I also like its heavy customizability. DND is customizable no doubt, but the fact that it has rigid rules by default seems to encourage new DMs and players to stick with those rigid rules. Oh and Fate handles grappling better than DND, and combat better than DND in my opinion.
Wow gaming system wars. How enlightening.
Like what you like and play what you play. Stop being a huge fucking dick about it.
This is the last time I ask a question about how specific rule design can enhance a specific theme/setting
The Rule of Jared (coined by Kirt "Loki" Dankmyer)
Only roll the dice when it's important.
Nah it's cool. I was just surprised at the near-war that just broke out! In many ways I'm glad to only have a beginner's experience with PnP RPGs!It's an interesting question and one that is worth discussing, because it matters and is important. I don't mean to be abrasive or combative in my posts and I hope it didn't come across as such. It has been noted that I don't like D&D previously and why and so I don't go into that any further, nor do I have it colour my opinion because it is not relevant to it. If others enjoy playing a particular game, who is anyone to say that they are wrong?
That's stupid.Q. Does anyone know DND houserules for things like throwing sand in the enemies' eyes? Or lighting a fire to block off a path? My last DM did not let us do stuff that because apparently he couldn't find any game mechanics in the core (d20srd website) that could handle that. I think we were allowed to set things on fire but that only did like... 1d4 damage if they were in the square and like 3 turns after or so, and at higher levels that meant kind of nothing. It sure annoyed the hell out of our rogue. Hell, he didn't even let our rogue have poisons
That's stupid.
DnD/Pathfinder/Whatever is like every other RPG - if there's no specific rule for an action, you just make a roll on a skill that would best suit the proposed player action, or failing that, roll against an ability like dexterity. No need to construct some specific house rules.
In that specific sand-in-eyes example, I'd just ask the PC to make a ranged attack check (with a -4 penalty as sand is an improvised weapon), then if successful just apply the "blinded" condition for a round (zero sight), then the "dazzled" condition for 1d4 rounds after that (-1 to attack rolls and sight-based checks).
I mean, the rules are there to enable the creativity of the GM and the Players, not the other way around.
Also, was your GM actively checking the SRD for something like that? I'd understand if it was a huge action with lasting repurcussions, but for something small like that I don't think the GM should fret enough to double check the rules. Just go for whatever makes sense at the time, then clarify the rules after that session, informing the players if you made a mistake.
But there are no "illegal" actions in DnD per se - the various core rulebooks at various times advise you to not worry about being constrained by the rules or being 100% accurate. But I don't see what grappling has to do with sand in eyes? DnD isn't meant to have a rule for every action, it's meant to have rules for common actions. You are also advised to improvised based off most-applicable skills and abilities.Wut... DND has specific rules for specific actions like grappling though. Which is why my last DM was so adamant about sand throwing not being a legal action.
But there are no "illegal" actions in DnD per se - the various core rulebooks at various times advise you to not worry about being constrained by the rules or being 100% accurate. But I don't see what grappling has to do with sand in eyes? DnD isn't meant to have a rule for every action, it's meant to have rules for common actions. You are also advised to improvised based off most-applicable skills and abilities.
There's no specific rule for lifting a heavy object - instead, you make a strength roll to see if you pull it off.
As for "any old shmuck" - any old shmuck can also grab a chair leg and club someone, but it's an improvised weapon so standard is -4. Anything you're not trained to use (that includes your own fists) is a -4 "untrained weapon" penalty.
Don't think of it as "you are 4 worse than you should be" when using an improvised weapon, instead think "you are not as good as with the weapon you trained with". Unless the players have a roleplay reason why they're experts at flinging sand with accuracy (maybe they were street brawlers?), it's a -4 penalty to that roll.
But again, if that doesn't make sense
My personal approach is only to create house-rules when something is a reoccuring problem, or I see an issue with the game I want to fix.Yeah I can see how there are no "illegal actions" but I'm being honest when I say that none of the 3 DM's I've had thought that way. They thought the rules were the rules and things not covered by them were either illegal actions or things needing to be houserules "in the future."
It can indeed be a problem with d20 systems, but can I ask what the monster in question was? Outside of you fighting a monster way beyond your power level, I can only imagine a 19 not hitting if the monster specifically had physical resistances, in which case your spellcasters should be buffing the fighter and debuffing the monster.As for the sand in eyes reasoning, ok I can see that. But in 3.5e at least a -4 penalty is insane. My group was fighting monsters with high enough AC that the party Fighter was missing on rolls of 19 (14 roll + 4 str modifier + 1 bard buff). A -4 penalty would mean that nobody would ever hit. Which again means that actions that aren't direct attacks, moving to flank, or spells aren't rewarded well. It's my personal gripe with the game, based on my experience with it.
Part of the reason d20 systems appeal to me is what I was trying to hint at earlier - for some reason (and I lack the vocabulary to explain why) the rules feel 'correct' for an epic dungeon-crawling game. It enhances the theme.I'd change my tune if I had a DM who didn't follow the rules as written as a rigid sacred script never to be altered, but that isn't the case. Part of the reason I wanted to move to a more open "rules light" or "asspull" system as Riposte called it was because of these complaints.
For example, "Swim" as a skill is fucking stupid. Either you can swim or you can't, and that would be decided entirely by your character history, not your training. Also, swim as a class skill is even worse - why should a fighter automatically be better at swimming than a wizard? What if the fighter grew up in a desert and the wizard in a coastal town?
So in my games, if you character history means your character can swim, you get 5 skill ranks in swim for free, which is the smallest amount needed to be able to swim in choppy waters when undistracted if taking 10, effectively allowing us to ignore the swim skill except in storms or something, where dice rolls would add a wonderful sense of tension as the character fight to keep from drowning.
If you have a character history reason why your character should be an especially strong swimmer, then for the cost of one skill rank I allow you to make it into a class skill, giving you that +3 bonus.
You can't carry any heavy objects when swimming, else you sink.
It can indeed be a problem with d20 systems, but can I ask what the monster in question was? Outside of you fighting a monster way beyond your power level, I can only imagine a 19 not hitting if the monster specifically had physical resistances, in which case your spellcasters should be buffing the fighter and debuffing the monster.
If the spellcasters don't have those sorts of abilities, the GM shouldn't have used the monster in the first place.
further re: the sand, in the case of a monster with such a high AC, I'd adjust the DC of the sand blindness roll to make it easier (and then the sand can function as the debuff I mentioned). Player creativity when facing difficult odds should always be given a fair chance for success, in my opinion.
Part of the reason d20 systems appeal to me is what I was trying to hint at earlier - for some reason (and I lack the vocabulary to explain why) the rules feel 'correct' for an epic dungeon-crawling game. It enhances the theme.
d20 can and has been modified to fit various other themes, but it never works, save for a few shining examples such as d20 Modern and the original Game of Thrones RPG. For a Dungeons and Dragons themed game, d20 just fits beautifully, its various flaws and all.
Someone should have told my last DM this. The fucker made me roll a spot check to see two people in front of me. Literally not 5 feet away from my face. The only two people in an empty prison.
Y'know what? I apologize for my rant about DND. I'm sure it is probably a lovely system for certain game types when you dont have a fucking awful DM. I think I'm letting my awful experiences cloud my judgement.
Q. Does anyone know DND houserules for things like throwing sand in the enemies' eyes? Or lighting a fire to block off a path? My last DM did not let us do stuff that because apparently he couldn't find any game mechanics in the core (d20srd website) that could handle that. I think we were allowed to set things on fire but that only did like... 1d4 damage if they were in the square and like 3 turns after or so, and at higher levels that meant kind of nothing. It sure annoyed the hell out of our rogue. Hell, he didn't even let our rogue have poisons
So Sandpoint (town in Pathfinder's canon campaign setting) is consuming my life. As it'll be the home base for my players for the foreseeable future, I wanted to create a quick reference sheet or two with the major locations, important NPCs etc.
It has now morphed into a (so far) 10 page monstrosity, with pages of random encounters, details of every building of note on every street, the full backstories and motivations of all major NPCs, plus a few vague plot-hooks just in case the players make a decision that goes against my adventure plans and I need something in a pinch.
The more I add, the more I feel like I could further add.
And so now I'll need to create a summary reference sheet for my reference sheets.
Will be interesting to see if this actually ends up creating a more 'alive' location when I end the hand-holding training period of the new players and just let them loose.
Nah it's cool. I was just surprised at the near-war that just broke out! In many ways I'm glad to only have a beginner's experience with PnP RPGs!
Oh another problem? We had one player who played an acrobat turned monk. He was new to the game. In battle he spent 3 or so turns climbing a pillar to get really high up. Then he jumped down onto the enemy. What did the DM give him for those 3 turns spent climbing and getting in perfect position for a drop down assassination? His bonus for using the force of gravity to deliver a blow with more force than otherwise would be possible? +2 to hit. I've either had bad DM's or DND isn't good at rewarding actions that aren't "direct attack" "flank" "cast spell".
Paladins aren't required to worship a diety, as far as I can tell, they're just forbidden from breaking conduct and performing evil acts.
What is your Fighter's BAB and why isn't it included in that roll? You're eventually expected to be able to hit with -5 and -10 penalties from successive attacks from high BAB.
Using your above example, the player clearly wanted to do something cool as a result of his climbing. He sacrificed 3 of his turns to set it up, 3 turns which could have been spent doing damage. If it all culminates in the 4th turn payoff being nothing, then that's boring, depressing and uninteresting. Looking at it like that, there is no great loss giving him a great big bonus to make it happen. The GM could have at least given a bigger attack modifier and the monk could deal fall damage as a bonus on top; the guy used to be an acrobat, he knows how to land on a net to avoid death so he could surely deliver death from above. That's at the absolute minimum, if you were playing Dungeon World, the enemy would've been dead. Why? Because it's cool and appropriate.
I'm actually smiling because I almost wrote a paragraph about Olympic athletes earlier...1. Swim as a skill isn't dumb I don't think. Micheal Phelps can certainly outswim me any day and I can swim... But yeah I never got class skills for shit like spot/listen/swim. One DM did away with class skills, but that hurts the skill monkey classes slightly.
It's just a suspension of disbelief thing. We can buying into people summoning fireballs or singing songs so beautiful they make violent enemies stop everything to listen mid-combat, as that fits the lore and setting of the world we're in. We can't buy into the idea that someone is able to swim at all while in full plate-mail.2. I don't see a problem with carrying heavy stuff while swimming. DND is a fantastical setting. Can't even mundane DND people already do things not physically possible in real life at level 1?
Then I would say this was a case of your GM fucking up somewhat. GMs are meant to provide encounters suitable to the party of players: enough to challenge without making it near-impossible. What you're describing simply does not sound very fun at all, and I'm a great believer in it's a GM role to make sure everyone is having fun.3. That particular enemy was either an orc, a human, or a homebrewed water elemental. I think the latter. But more often than not our Fighter was the only one able to hit the majority of enemies. And even then only on a 12 dice roll with flanking, charging, and two handed bonus. So higher than 50% miss chance. The party monk couldn't hit shit until the DM gave her (his girlfriend) a homebrew werewolf form. And me (bard) couldn't hit much of anything and my spells happened to fail against enemies with a will save of 1 like 80% of the time. Even though that was a statistical anomaly. (This DM rolled in secret and openly dislikes me).
We only had a group of three. There were no dedicated spellcasters. I was a bard but I couldn't buff that much. And then the bard died to a random critical hit so we had no spellcaster for awhile until I played a wizard focused in Conjuration. And my battlefield control spells mostly didn't work because of the DM magic will saves.
I can't! I seriously lack the analytical skills and vocabulary here, as I've never really taken the time to think about ludology and system design.Also what rules specifically (give examples) do you think make DND perfect for dungeon crawling? I'm curious because the only thing I see that makes it seem particularly dungeony is the monster compendium and the lack of modern items but that doesn't seem to be what you mean.
Well, in terms of "to hit", I think the +2 is fair. Gravity doesn't make someone more accurate. If anything, that fall would make him inaccurate. If Armour Class represents a combination of armour's ability to absorb damage and the target to use their dexterity to parry and dodge an attack, I don't think a falling attack like that makes someone much more capable of beating the Armour Class. +2 seems fair; if anything, generous.Also how would you have handled the example I gave about the monk who spent 3 turns climbing a tall pillar for a drop down stab attack?
Interesting idea, but not one I think fits my role as so far understood by myself or the players. There's a pretty strong breakdown so far of the GM presenting the world variables, and the players reacting to them. I don't think either the players or I have even considered the notion of the players adding to the variables in any way other than through their character's actions.I'd say let the players add some details of their own. If they ask about something, maybe turn it around on them: "I don't know, you tell me" or something to that effect. They might add something cool or interesting and it can help them feel a part of the world because they get to create some of it. You get to save yourself some effort and get the players invested, a win for everyone.
This is something I was also trying to articulate but failing to. "The player clearly wanted to do something cool". Absolutely. It's another degree of rewarding creativity, lateral thinking, and roleplaying their character well.Using your above example, the player clearly wanted to do something cool as a result of his climbing. He sacrificed 3 of his turns to set it up, 3 turns which could have been spent doing damage. If it all culminates in the 4th turn payoff being nothing, then that's boring, depressing and uninteresting. Looking at it like that, there is no great loss giving him a great big bonus to make it happen. The GM could have at least given a bigger attack modifier and the monk could deal fall damage as a bonus on top; the guy used to be an acrobat, he knows how to land on a net to avoid death so he could surely deliver death from above. That's at the absolute minimum, if you were playing Dungeon World, the enemy would've been dead. Why? Because it's cool and appropriate.
Oh, sure. But then I think someone competent at swimming should be able to always stay afloat in anything up to rough (not stormy) conditions. Oxygen-breathing creatures naturally float, after all. So my players all get 5 free skill ranks, as the DC for staying afloat in rough conditions is 15. Now everyone can just take 10 when swimming in up to rough conditions so we don't have to roll dice every turn to determine if people good at swimming don't drown for some unknown reason.I see swim as more of a "how well can you not die in these great rapids" than "how well can you win the olympics" since the swim skill alone doesn't actually improve your swimming speed, it just checks to see if you can even move at all and stay above water. I can see the ability to handle rough and dangerous situations like that coming with being a Fighter.
Well, in terms of "to hit", I think the +2 is fair. Gravity doesn't make someone more accurate. If anything, that fall would make him inaccurate. If Armour Class represents a combination of armour's ability to absorb damage and the target to use their dexterity to parry and dodge an attack, I don't think a falling attack like that makes someone much more capable of beating the Armour Class. +2 seems fair; if anything, generous.
However, I would instead interpret the situation as giving extra damage. The drop from above doesn't make him more likely to hit, but the force of gravity does make any hit he lands connect with more force. Given that the player had spent three turns trying to achieve this, I think I'd be most likely to say their attack if successful was automatically a crit or something.
For a standard game, the numbers average out that you want the PCs at level one to have something like 75 total attribute points.Q. Does anyone know a tested method for balancing out the classes? Random roll for stats fucks up those that rely on multiple stats, and even point buy isn't fair. I was thinking of just letting players have: one 18, two 16, one at 14, one at 12, one at 10. Before racial bonuses/detriments. That might make them "too good" but it is a game for brand new players so I don't mind them being extremely competent in multiple stats.
For a standard game, the numbers average out that you want the PCs at level one to have something like 75 total attribute points.
My method is to have everyone do the "roll 4d6, discard lowest" to generate six scores that they can assign to whichever abilities they want. Then they must either add points until they reach 74, or reduce points until they reach 76. This allows for a bit of luck/variance, without making any one PC feel like its unfairly powerful in comparison to the others.
For experienced players that like to optimise builds and enjoy the crunch, point-buy is certainly the way forward. I personally avoid it for my current group because:I'm also not a fan of luck or variance for stats. I prefer point buy systems typically, but don't want to bother new players with that.
For experienced players that like to optimise builds and enjoy the crunch, point-buy is certainly the way forward. I personally avoid it for my current group because:
a) They're very inexperienced, so it's easier for them and I to say "put your highest score into this attribute" than to say "distribute the most points to this attribute"
b) As you can probably tell from my recent posts, I play loose with the rules when they interfere with roleplaying. Build optimisation doesn't have a place in that, really.
c) Rolling gives a more organic approach that feels like it's better replicating the luck of genetics in some super-abstract way. It avoid players having a "dump stat" or whatever. I don't care if it makes for more optimised play, a fighter that has lived through multiple encounters probably has more smarts about him than a that 7 in intelligence would suggest, you know?
But really that's just me. Having played a lot of Neverwinter Nights, I certainly can appreciate the strengths of a stat-pool system, and the appeals of customising that 'perfect' build within a set of strict guidelines.