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- Apr 13, 2021
Does anyone have any good tips on running a military style campaign?
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Unless the players enjoy grand strategy and bean counting, have them play as irregulars.Does anyone have any good tips on running a military style campaign?
It's not that they have to sing kumbaya, it's that they should hate each other for reasons the players can interact with. If the PCs are dealing with a NPC that is simply "lol fuck elves", there's nothing interesting to do with that other than make the elf player stand outside.Everyone holding hands and singing kumbaya is certainly an option if you want it to be, but that's just a little too saccharine for my tastes.
I'm on the opposite side of the fence. People are sick of having to deal with American style racial politics bullshit at work, on the news, on TV, on the internet. Who wants that in their once-a-week DnD game?it's a safe way to explore concepts that have become increasingly verboten in reality
I considered this, but I might have to make minimum damage (eg. 1 always goes through) since if we assume 5ac from plate, and maybe a +1 ring of protection. All d6 and under attacks make him immune. Maybe that's a good thing so that a dedicated tank never takes damage from small things? It's why I considered making a resource you can spend to ignore attacks outright, but not sure.Attacks in melee auto-hit and armor grants a melee DR instead of AC.
What do you mean? A single defense roll for all mooks, or replace every attack rolls with the same number of dodge rolls?For mooks, have the players roll a defense roll for the round instead of the mooks rolling attacks to speed up resolution.
See, that's what I don't get about your argument. Nobody is pushing for American-style racial politics bullshit. We're talking about history. And throughout the entirety of human experience, we have split ourselves based on looks, religion, place of birth, neighborhood... really, anything that can sets us apart, has done so. Excluding a fundamental biological element like race, one that results in distinct visual, physiological and psychologic differences between peoples? That's leaving a lot on the table.I'm on the opposite side of the fence. People are sick of having to deal with American style racial politics bullshit at work, on the news, on TV, on the internet. Who wants that in their once-a-week DnD game?
Either have every attack deal at least 1 damage, or allow damage dice to explode. That last one gives you both critical hits baked into the system, and the benefit of weapons historically known for being good at looking for weak spots like daggers being far more likely to deal extra damage. A 1d4 dagger will deal 2d4 25% of the time (and 3d4 6% of the time), while a 1d12 greataxe will only give you 2d12 damage 8% of the time.I considered this, but I might have to make minimum damage (eg. 1 always goes through) since if we assume 5ac from plate, and maybe a +1 ring of protection. All d6 and under attacks make him immune. Maybe that's a good thing so that a dedicated tank never takes damage from small things? It's why I considered making a resource you can spend to ignore attacks outright, but not sure.
When I did this for an OSR one-shot (with 6 3d6, +1d6 freepoints eat your shitty rolls for stats), designed be fairly high the lethality:I considered this, but I might have to make minimum damage (eg. 1 always goes through) since if we assume 5ac from plate, and maybe a +1 ring of protection. All d6 and under attacks make him immune. Maybe that's a good thing so that a dedicated tank never takes damage from small things?
Something I was thinking on, but never tested, was giving "armor points" that (as you said) could be 'spent' to block attacks. PCs could loot armor off dead foes to restore AP after fights and repair AP(trading time).It's why I considered making a resource you can spend to ignore attacks outright, but not sure.
At the start of the round when there are mooks, all players roll one defense roll, its basically an inverse attack roll. Save vs. mooks, effectively. Succeed, mooks all miss you that turn. Fail, mooks do damage (average damage if its not already fixed). IF you want to be autistically fair, have your mook groups declare targets (at least behind screen) before players roll.What do you mean? A single defense roll for all mooks, or replace every attack rolls with the same number of dodge rolls?
You can have different cultures. Thoughts and feelings on said cultures (even if they're negative). Even small things like turning up to a dwarven village and the tall characters having to duck to get into buildings work to add flavour.Excluding a fundamental biological element like race, one that results in distinct visual, physiological and psychologic differences between peoples? That's leaving a lot on the table.
I might give it a try then, see how it goes.Something I was thinking on, but never tested, was giving "armor points" that (as you said) could be 'spent' to block attacks. PCs could loot armor off dead foes to restore AP after fights and repair AP(trading time).
The system I'm planning on using is Knave. One feature of that is you can choose to break a weapon to deal double damage. This means that some fighters go to dungeons with half a dozen dispossible weapons with the intention of burning through them early on.There was also a hardness table I was using and there was a chance critting would shatter your weapon.
Yeah you have to add in a mechanism where getting removed from the city center was almost certain death like back in the day. Animals, bandits, invaders, disasters... and no state actors willing to lift a finger.This makes me wonder if 5e/PF1 is the problem. I know survival based games don't work in 5e due to PCs having so many options to bypass hunger, thirst, darkness, etc. So maybe it's the same with racism.
I might give it a try then, see how it goes.
The system I'm planning on using is Knave. One feature of that is you can choose to break a weapon to deal double damage. This means that some fighters go to dungeons with half a dozen dispossible weapons with the intention of burning through them early on.
Well, they fucking are. Filthy drow scum. ALL elves not of the evil race feel this way. I am sorry you were banned for elf race realism.Somehow, I managed to get banned for fantasy racism. Played an elf and called drow a bunch of disgusting black creatures. Repeatedly. How the hell do you get offended by drow racism, they are one of the worst races in terms of lore and writing.
Immediately kick out anyone with an unnatural hair color.Does anyone have any good tips on running a military style campaign?
I haven't played the module, but from what I heard online about it, it's one of those infamous classic modules like Tomb of Horrors and Expedition to Barrier Peaks. But Temple of Elemental Evil's big claim to fame is it was delayed many times and was eventually written by someone else.Forgive me since I know this is more tabletop focused, but I wanted to ask if anyone here has played Temple of Elemental Evil (video game idk if it is a module) and cares to give their quick thoughts or recommendation?
Forgive me since I know this is more tabletop focused, but I wanted to ask if anyone here has played Temple of Elemental Evil (video game idk if it is a module) and cares to give their quick thoughts or recommendation?
Neverwinter Nights: Am I joke to you?3/3.5 edition is what I first started playing d&d with and I haven't gotten back into it since. I didn't know they made a crpg in that ruleset so I was looking into it.
That's where I am approaching it from. I think it is lame to deny your setting all this potential, and it doesn't necessitate American style self righteous pandering and groveling to le poor oppressed negro.See, that's what I don't get about your argument. Nobody is pushing for American-style racial politics bullshit. We're talking about history. And throughout the entirety of human experience, we have split ourselves based on looks, religion, place of birth, neighborhood... really, anything that can sets us apart, has done so. Excluding a fundamental biological element like race, one that results in distinct visual, physiological and psychologic differences between peoples? That's leaving a lot on the table.
I personally prefer having simple rules for these as a way to remember players that the drawbacks do exist, although some flavor text in a book might be enough for that to happen. The main problem with addiction rules is how overly detailed they are and force you keep track of stuff.I've been going back on forth on how drugs should work in my system, and I've firmly settled on giving them zero drawbacks whatsoever and providing zero rules for addiction. My reasons are as follows:
1. Addiction rules are universally terrible. No system does it well, and having players just roleplay their character's addiction results in either the player scratching themselves and asking for more crack every five minutes, or else completely forgetting that they're addicted to crack until the GM reminds them.
2. Giving benefits to drugs with no drawbacks not only slims down how much room they take up on a page, it also speeds up gameplay because the player no longer has to keep track of the drawbacks.
3. Most importantly, removing drawbacks and addiction incentivizes characters to take drugs. You no longer do a cost/benefit analysis, you just do it. Eventually some characters are going to find themselves snorting a line of coke for the bonus every time they have to talk to someone, and THAT'S the real addiction mechanic.
I take a similar attitude to cybernetics. There is no cyberpsychosis that makes you go mad from interfacing too much with technology or turning yourself into a corporate product or cutting you off from the ancestor spirits or whatever bullshit excuse Cyberpunk and Shadowrun use. If a player installs a machine gun in their arm, they're going to look for any excuse to pull it out and use it.
I've been going back on forth on how drugs should work in my system, and I've firmly settled on giving them zero drawbacks whatsoever and providing zero rules for addiction. My reasons are as follows:
1. Addiction rules are universally terrible. No system does it well, and having players just roleplay their character's addiction results in either the player scratching themselves and asking for more crack every five minutes, or else completely forgetting that they're addicted to crack until the GM reminds them.
2. Giving benefits to drugs with no drawbacks not only slims down how much room they take up on a page, it also speeds up gameplay because the player no longer has to keep track of the drawbacks.
3. Most importantly, removing drawbacks and addiction incentivizes characters to take drugs. You no longer do a cost/benefit analysis, you just do it. Eventually some characters are going to find themselves snorting a line of coke for the bonus every time they have to talk to someone, and THAT'S the real addiction mechanic.
I take a similar attitude to cybernetics. There is no cyberpsychosis that makes you go mad from interfacing too much with technology or turning yourself into a corporate product or cutting you off from the ancestor spirits or whatever bullshit excuse Cyberpunk and Shadowrun use. If a player installs a machine gun in their arm, they're going to look for any excuse to pull it out and use it.
As an extreme short hand, that's a pretty good way to do it.I personally enjoy the way Metal Head does it: Drugs don't have any negative effects but once you use a specific drug 3 times, you have to start using it at least once every 3 days due to addiction. If you don't buy and use it mid-session but have money to do it, the Game Master will immediately take away that money from your sheet as your character buys and uses the drug without your control.
That's a pretty elegant way of doing it, I like it. An addiction like that only really matters when it's not being fulfilled, after all. Otherwise it just becomes part of their routine. Some things like compulsions really should be out of the players' hands, and if they complain... well, they're the ones who chose to give the characters those compulsions.I personally enjoy the way Metal Head does it: Drugs don't have any negative effects but once you use a specific drug 3 times, you have to start using it at least once every 3 days due to addiction. If you don't buy and use it mid-session but have money to do it, the Game Master will immediately take away that money from your sheet as your character buys and uses the drug without your control. The main negative consequence of this (besides money loss if your character doesn't get a doctor's help to go clean) is that your character becomes more susceptible to going berserk in combat (unable to do anything but attack) the more drugs you continue using. It's a generic drawback for all drugs, so each drug only cover a small space on pages.
Fair enough. I'll try the "if you do it X number of times" thing mentioned earlier, see how that works out. Another factor I used is to make it so that drugs take time to kick in, to further incentivize players to take them more often so as not to miss out on the benefits when a surprise situation pops up where they would be useful.The problem with what you're proposing "The player wanting to max stats is the real addiction" falls apart when there are literally no drawbacks to snorting coke. If its inconvenient to get their hands on crack, the players just won't do it this time.
Giving benefits to drugs with no drawbacks not only slims down how much room they take up on a page, it also speeds up gameplay because the player no longer has to keep track of the drawbacks.
Genius.Eventually some characters are going to find themselves snorting a line of coke for the bonus every time they have to talk to someone, and THAT'S the real addiction mechanic.