Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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So, I was wanting to ask; for tabletop games in general, what kind of classes do you guys tend to prefer? You guys have any specific playstyles or anything that grew you to the classes, or what?
Rogue or Paladin. Burst damage skillmonkey with fun roleplay opportunities, or frontline tanking/support with fun roleplay opportunities. Sometimes Sorcerer when I'm feeling spellfling-y, but that hasn't happened in a long time. The more time goes on, the more I lean towards keeping things simple on the character sheet, and having fun with being useful both in and out of combat.
 
So, I was wanting to ask; for tabletop games in general, what kind of classes do you guys tend to prefer? You guys have any specific playstyles or anything that grew you to the classes, or what?
I enjoy caster-type characters mostly, partly for the fantasy and partly for the versatility. I've played two so far, wizard and bard, with a cleric waiting in the wings for an alternate campaign. Because my group has a couple people that just want to smash face and not think about it, casting duty has to fall on someone's shoulders, so I tackle the more complicated role.

Even so, I try to use varied classes to keep things fresh, unlike my friend who keeps making practically the same wizard over and over. But hey, different strokes.

Speaking of, things have taken a turn in our campaign. We've had an NPC in our party for a while now, one who happens to have an artifact on hand (literally), the Ring of Winter. Without even knowing what it does, the wizard immediately began coveting it and being very obvious about it, all the way through the jungle and into the city of Omu. The party has been a bit confused but laughing it off.

After a battle with some Red Wizards and a giant teleporting T-rex, while the party was busy looting the bodies, the wizard made his move, casting Suggestion on the NPC and having him hand over the ring. He only realized after the fact that that's all he told him to do, so it's very likely the spell will end as he's handing the ring over, making it very obvious to the party what happened once the NPC reacts and probably having a few get upset (the NPCs and paladin mostly, though my bard is already peeved at him for being less than helpful in the fight). Even the paladin's player was flabbergasted at this turn of events, unaware that this is kind of par for the course at our table.

What he intends to do is interesting, though. Because of this mistake, he's going to try and go invisible and escape immediately; considering we don't really have any counter to that, he should be able to make a getaway, or at least far enough to where we'd have a time tracking him down. Right after this, however, a drow warlock will appear, a mage hunter who's been tracking him down for some undetermined reason. He'll join the party to stop the Soulmonger since he sees that as a bigger threat, then we'll see what happens next, possibly introducing the wizard as an antagonist later on down the line. Fun times.
 
So, I was wanting to ask; for tabletop games in general, what kind of classes do you guys tend to prefer? You guys have any specific playstyles or anything that grew you to the classes, or what?
I usually end up playing Support style classes. It initially started because no one in my group was willing to but over time I've come to really like it. I am usually a ForeverDM but recently I got to be a player and I chose a more damage focused class as a change of pace and 3 sessions in I was like "Man I'd rather be helping our other damage dealer get bigger numbers than rolling them myself and helping stand our poor bullied Fighter back up when he gets his once per combat knock out than chasing down enemies".

Even in games where you don't really need a healer/support I still feel to the urge to. Like in Pokemon Tabletop a character I've wanted to play for a while is a Medic/Scientist who runs around keeping my and my friend's Pokes topped off with heals and X item boosts.
 
After a battle with some Red Wizards and a giant teleporting T-rex, while the party was busy looting the bodies, the wizard made his move, casting Suggestion on the NPC and having him hand over the ring. He only realized after the fact that that's all he told him to do, so it's very likely the spell will end as he's handing the ring over, making it very obvious to the party what happened once the NPC reacts and probably having a few get upset (the NPCs and paladin mostly, though my bard is already peeved at him for being less than helpful in the fight). Even the paladin's player was flabbergasted at this turn of events, unaware that this is kind of par for the course at our table.

The target of a suggestion spell isn't supposed to know that it was under the influence, since the effect is subtle, and the request must be reasonable.
 
The target of a suggestion spell isn't supposed to know that it was under the influence, since the effect is subtle, and the request must be reasonable.
It fails on one of those since "give me your most valuable possession" isn't really reasonable. As a GM I probably wouldn't allow a second level spell to have that powerful an effect.

The outcome would really be the same, though. Everyone would go "what the fuck" and wizard boy would be out on his ass or worse (the character not the player).
 
@King Dead
Speaking of, things have taken a turn in our campaign. We've had an NPC in our party for a while now, one who happens to have an artifact on hand (literally), the Ring of Winter. Without even knowing what it does, the wizard immediately began coveting it and being very obvious about it, all the way through the jungle and into the city of Omu. The party has been a bit confused but laughing it off.

After a battle with some Red Wizards and a giant teleporting T-rex, while the party was busy looting the bodies, the wizard made his move, casting Suggestion on the NPC and having him hand over the ring. He only realized after the fact that that's all he told him to do, so it's very likely the spell will end as he's handing the ring over, making it very obvious to the party what happened once the NPC reacts and probably having a few get upset (the NPCs and paladin mostly, though my bard is already peeved at him for being less than helpful in the fight). Even the paladin's player was flabbergasted at this turn of events, unaware that this is kind of par for the course at our table.

What he intends to do is interesting, though. Because of this mistake, he's going to try and go invisible and escape immediately; considering we don't really have any counter to that, he should be able to make a getaway, or at least far enough to where we'd have a time tracking him down. Right after this, however, a drow warlock will appear, a mage hunter who's been tracking him down for some undetermined reason. He'll join the party to stop the Soulmonger since he sees that as a bigger threat, then we'll see what happens next, possibly introducing the wizard as an antagonist later on down the line. Fun times.
Ah, Tomb of Annihilation. An interesting romp. What level is your party right now?

EDIT for more fun.

Charms have always been a little finicky. But if this NPC is who I think it is, I question if a suggestion would be enough to get him to hand over the Ring of Winter.
 
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So, I was wanting to ask; for tabletop games in general, what kind of classes do you guys tend to prefer? You guys have any specific playstyles or anything that grew you to the classes, or what?
I'm a sword and board guy all day. The only time I played anything close to a true spellcaster was the one time I played a bard.
 
From my understanding of the spell, the effect ends when the task has been carried out, so it should end as soon as he hands the ring over, since he didn't also imply he should walk away for the next eight hours or something. When that happens, he might not be aware right that second that it's gone, but I would think that it would be pretty noticeable, and very obvious who just made him do it. On top of that, his companion was also paying attention, and would probably try and stop him.

I just had a lengthy conversation with said wizard player bringing up the unreasonable nature of his request, but he adamantly refused to admit that suggestion wouldn't work how he wanted it to in that situation. By his interpretation, all that matters is that the course of action can be worded in a reasonable manner that doesn't bring the target harm, and "give me that" fits the situation by that logic because it's simply handing an item over. Never mind that the ring was entrusted to him by his lost love, it's a clearly powerful and evil artifact that wouldn't make sense to part with willy nilly, the NPC specifically has been trying to keep the ring from falling into evil hands, and said wizard (who finally admitted he was an evil character OOC after trying to ride the line by saying he was just "amoral") has been obviously salivating over it since he saw it and making it very clear he wanted to take it from him; in his mind, all that matters is that giving it over isn't directly harming the NPC, and thus it's a reasonable request and perfectly legal.

This led to a discussion about what constitutes reasonable, using the example given in the spell of a knight giving his horse to the first beggar he sees. By his interpretation, that was no less unreasonable than giving over the ring because nobody would willingly give up their horse to a random person without magic involved. Thus, if the spell description said you could do something like that, then it was fair for him to do the same; to him, all that matters is the course is reasonable, no extenuating circumstances involved. I said that you could potentially word it in a way that giving up the horse would make sense to the knight (playing on his sense of honor, for instance), but in no way would it ever make sense for the NPC to give up his most prized possession; he countered by saying that if the horse was the knight's most prized possession then it would fail by my interpretation, and then you could never use suggestion at all.

(He also tried to retcon by saying that we didn't know what he said because he whispered it, so he could have put the request a particular way that worked, but I'm not letting him weasel out that way because I specifically remember him saying at the table that his request was "give me the Ring of Winter.")

I'm leaving it up to the DM to rule on, things were pretty chaotic at that point in the night and the DM might not have been thinking straight, but I think the wizard player just doesn't want to admit that his plan was actually a stupid one. Either way, he's still going with the idea to replace him, so it's just a question of whether we have our NPCs at full power or not for the rest of the campaign. I don't want to rain on his parade necessarily, but I agree with the rest of you, it shouldn't work by the logic of the spell description. (Also, I want to keep the ring in the party so we stand a better chance of living through the adventure, something said wizard player seems not to care about because he's not as attached to his character as the rest of us are to ours.)
Ah, Tomb of Annihilation. An interesting romp. What level is your party right now?
We just hit level 7 after said battle with the wizards and the King of Feathers. We're slowly working our way through solving the various temple puzzles, and doing a good job of it so far. Aside from this last bit of chaotic fuckery, we've been having a good time of it.
 
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So, I was wanting to ask; for tabletop games in general, what kind of classes do you guys tend to prefer? You guys have any specific playstyles or anything that grew you to the classes, or what?
Whatever the fuck has the least Vancian shit in it, from spells to "per resting period" gimmicks I'm always hesitant to deploy. So fighters or some sort of rogue, typically, at least when it comes to fantasy. Or, just whatever idea pops into my head that sounds fun and interesting and works with the setting and campaign. I've done everything from big tiddy doctors to sneaky bastards, both with stealth and words, to doorkickers with either blade or gun. Never done an outright assassin though. They're a struggle to integrate with the party given how solo they tend to operate.
 
It fails on one of those since "give me your most valuable possession" isn't really reasonable. As a GM I probably wouldn't allow a second level spell to have that powerful an effect.

The outcome would really be the same, though. Everyone would go "what the fuck" and wizard boy would be out on his ass or worse (the character not the player).

Loan me your cool ring for a minute, then go walk over to that tree, count to 100 and take a nap.
NPC counts to sixty, stops counting, trundles back over and expects his ring back; you said "a minute"
 
Loan me your cool ring for a minute, then go walk over to that tree, count to 100 and take a nap.
NPC counts to sixty, stops counting, trundles back over and expects his ring back; you said "a minute"
I always viewed the suggestion spell as doing something the NPC might be inclined to do already. I was never a fan of "me cast cantrip-level spell get god-tier results" thing.
 
I just had a lengthy conversation with said wizard player bringing up the unreasonable nature of his request, but he adamantly refused to admit that suggestion wouldn't work how he wanted it to in that situation

Leave to the DM, of course. FWIW, I've had similar situations come up, and my answer is always, "that's more appropriate for Dominate Person." The knight in the RAW example presumably does not immediately demand her horse back (IMO, it's also a terrible example, as the soy-fueled types who wrote the rules probably do not have any idea just how expensive a horse actually is). A reasonable request in this situation might be, "Give the ring for safekeeping - this area is dangerous, and if you get eaten by a grue, it could easily fall into the wrong hands. I'm quite a bit better at handling adversity than you, as you have seen."
 
Integration with the rest of the party was terrible and none of it really felt like it made sense to anyone with a reasonable understanding of the modern world.
that's because it clashes where "real world" meets "game". why should the decker run around with the party when he can sit in a secure room somewhere and do his own thing helping the party out? makes perfect sense, but a shit "party".

tbh the WIRELESS EVERYTHING was even more retarded and clashing with the real world than having to run around with a computer the size of a keyboard, because first of all it doesn't fix any of the "why should the decker run around with the party when he can sit in a secure room somewhere", and that's where most of the whining came from since it was shit to "play". it also reeked like it was written by absolute surface level normalfags than people actually into tech, which felt turning somewhat "hard" scifi into some technobabble bs that tried way too hard to sound smart (cue the sherlock copypasta).
 
that's because it clashes where "real world" meets "game". why should the decker run around with the party when he can sit in a secure room somewhere and do his own thing helping the party out? makes perfect sense, but a shit "party".

tbh the WIRELESS EVERYTHING was even more retarded and clashing with the real world than having to run around with a computer the size of a keyboard, because first of all it doesn't fix any of the "why should the decker run around with the party when he can sit in a secure room somewhere", and that's where most of the whining came from since it was shit to "play". it also reeked like it was written by absolute surface level normalfags than people actually into tech, which felt turning somewhat "hard" scifi into some technobabble bs that tried way too hard to sound smart (cue the sherlock copypasta).
Ironically, the Virtual Adept running remote support/interference using Correspondence in Mage the Ascension worked better than most iterations of the "decker/hacker" archetype I've seen so far in cyberpunk games. I guess embracing the magic really does do something in this case.
 
So, I was wanting to ask; for tabletop games in general, what kind of classes do you guys tend to prefer? You guys have any specific playstyles or anything that grew you to the classes, or what?
I was a perpetual GM and generally played complete assholes whenever I was playing characters, but my favorite was a very stable, competent, reliable NPC that would always be helpful to the PCs. Since it was always across campaigns, I made it blatant by giving him the same name everywhere. So they could know they could always trust this one particular dude.

My saddest moment as a GM was when even this dude finally lost his mind in a Cthulhu campaign.
 
I'll save you the time, it's not an adventure. It's a couple of paragraphs in War! one of the widely acknowledged worst books CGL ever shat out, because it was written by a bunch of talentless newfags after the old writers quit en-masse when the company jewed them and nearly collapsed.
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I know i'm late, but I want to say that even with my sense of humor and irreverence for our modern societies unquestionable Sacred Cows like the Holocaust, the concept of fighting ghosts at Auschwitz for treasure is absolutely tasteless and actually offended me. And it's just a bad idea for an RPG as well.
 
I know i'm late, but I want to say that even with my sense of humor and irreverence for our modern societies unquestionable Sacred Cows like the Holocaust, the concept of fighting ghosts at Auschwitz for treasure is absolutely tasteless and actually offended me. And it's just a bad idea for an RPG as well.
I love the absolute retardation of someone thinking having a campaign about fighting dead Jews for their Jewgolds at Auschwitz would somehow be politically tenable.
 
I know i'm late, but I want to say that even with my sense of humor and irreverence for our modern societies unquestionable Sacred Cows like the Holocaust, the concept of fighting ghosts at Auschwitz for treasure is absolutely tasteless and actually offended me. And it's just a bad idea for an RPG as well.
I love the absolute retardation of someone thinking having a campaign about fighting dead Jews for their Jewgolds at Auschwitz would somehow be politically tenable.
It's just what happens when you try to mix in real life with RPGs (and why settings like the World of Darkness was supposed to be like Real Life but not quite). I'm sure these idiots thought they were being clever porting the classic "crawling through a crypt dedicated to some horrible tragedy" adventure structure to a modern setting, without thinking about the consequences. Just like WW thought they had it in the bag when they blamed the persecution of gays in Chechnya on the fucking vampires of all people.
 
It's just what happens when you try to mix in real life with RPGs (and why settings like the World of Darkness was supposed to be like Real Life but not quite). I'm sure these idiots thought they were being clever porting the classic "crawling through a crypt dedicated to some horrible tragedy" adventure structure to a modern setting, without thinking about the consequences. Just like WW thought they had it in the bag when they blamed the persecution of gays in Chechnya on the fucking vampires of all people.
Without taking away from my condemnation of what Catalyst CGL actually wrote, there is something grimly amusing about how truly blind to their own racism some of these (typically progressive) people actually are. In addition to the Chechnya episode, don't forget that the V:tM authors made an entire vampire clan of gypsies whose powers all revolved around stealing. And whilst not offensive, the cultural stupidity of naming their Italian 'Giovanni' bloodline set countless Italian players into hysterics. Imagine it in translation:

"I am Perfidius of Clan Nosferatu"
"I am Miles Carmichael of Clan Venture"
"I am John of Clan, uh, John."

that's because it clashes where "real world" meets "game". why should the decker run around with the party when he can sit in a secure room somewhere and do his own thing helping the party out? makes perfect sense, but a shit "party".

tbh the WIRELESS EVERYTHING was even more retarded and clashing with the real world than having to run around with a computer the size of a keyboard, because first of all it doesn't fix any of the "why should the decker run around with the party when he can sit in a secure room somewhere", and that's where most of the whining came from since it was shit to "play". it also reeked like it was written by absolute surface level normalfags than people actually into tech, which felt turning somewhat "hard" scifi into some technobabble bs that tried way too hard to sound smart (cue the sherlock copypasta).
Then frankly you were playing it wrong. The game effect of the changes in 4th, as I said, moved you away from the Cyberspace "dungeon" model of earlier editions. The Matrix was now closely integrated into the physical world with drones, access points, enemies all being effectively mobile mini-Matrices and entry points in their own right. In doing so, the hacker was (a) running across numerous opportunities in the physical space to use their skills and (b) not some comatose dead weight working their way through some series of virtual nodes to get to the useful thing whilst physically wired into a wall. They were mobile and with lots of active overlap.

As to "surface level normiefags", my opinion as someone who has worked in IT and infrastructure for 20 years and argued with these critics at the time, is that 4th was FAR closer to how technology has actually turned out than 3rd and earlier was. The number of arguments I had with people who were what you actually accuse the writers of being - people who had a superficial understanding and fan approach to technology I have lost count of. People weren't upset because it wasn't accurate. In fact 4th was extremely well received and played superbly well in practice. The critics were a bunch of terminally online minority grognards who hated that "deckers" no longer had to walk around with a giant deck and no longer looked like this:
archetypes4.jpg

Then when CGL refused to pay the 4th edition writers what they were owed and you had a mass departure of 4th edition writers, this angry, axe-grinding grognard contingent leapt in to change it all back as much as possible to 3rd with lame in-game rationalisations and clunky rules because they didn't care what CGL had done or about not getting paid, they just wanted their 80's cyberpunk elven decker back and in his proper role in the party of liability meatsack.

Fuck anyone who defends 5th edition and what it did.
 
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