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

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I need a favor from some one in this thread that has a few minutes of time in the next 1-1.5 hours I set up a mumble serve and I think it works properly but I need to test if people can actually connect to it, if it works and there is a need/interest in it I'll look in to get this thing set up permanently

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Because kings aren't 5th level. They're 10th level. By the time you're strong enough to wade through armies and conquer kingdoms...well, you should be conquering a kingdom for yourself.

One of my core complaints of modern D&D campaigns, not the mechanics, is that characters who have the ability to kill gods are sent on fetch-quests by local nobodies.
This is very true and one recommendation I have is that if there are kingdoms or politics you'd rather not have your players fuck up once they reach this point, give them land or realms that are more convenient to conquer. The players will not often take the path of resistance, especially if it offers less potential reward. Colonialism is often preferable than conquest, especially if they don't have to bother with logistics or nation-building. Helps to mitigate having to railroad your players away from parts of the world you'd rather exist.

I need a favor from some one in this thread that has a few minutes of time in the next 1-1.5 hours I set up a mumble serve and I think it works properly but I need to test if people can actually connect to it, if it works and there is a need/interest in it I'll look in to get this thing set up permanently
Did this end up working properly?
 
Just be aware 4E has some absolutely horrendous books (War! being the ur-example) caused by all of the original freelancers leaving because of the company's fuck up.
Oh, almost anything from after they used up the last of the original freelancer material. I think that was their legendary runner series or whatever it was. Can't remember what it was called - was just tiny little PDFs of NPCs along a theme. Think it may originally have intended to be a free site download or something. I don't know. But yeah, anything post their departure like War!, gods help us!

Did you hear what Loren Colman's original plan was? He wanted some kind of interdimensional war with floating tree castles. I don't think the guy actually knew the Shadowrun setting at all. He just heard "magic in the real world" and wanted some sort of D&D fantasy stuff.
The real bonus to fifth is the aforementioned limits. Putting a restriction on how successes you can use, it can serve as a serious deciding factor, where a gun with high damage and a mediocre accuracy might serve you well in the early levels, like a shotgun, you might have to switch, trade up for accuracy or get into modifications to up your limit, which means hitting enemies with higher defence tests and doing more damage from additional successes. Want to go up against a hard nosed Johnson in the negotiation? Better put on the proper duds for that addition to your social limit. Need to do deep research in an extended test but don't have much time? Pop those drugs or cast that magic to improve your mental limit. Or if all else fails, spend some edge to break it altogether.
I have to say, I don't really get this. In 4th, you dress appropriate for the meet and the GM gives you +1 bonus to your dice pool, in 5th you say it raises your limit by 1. In both cases a player action is reflected mechanically. I'm not edition warring, I genuinely don't get what you're getting out of these limits.
 
One of my core complaints of modern D&D campaigns, not the mechanics, is that characters who have the ability to kill gods are sent on fetch-quests by local nobodies.
the problem is most people want/play modern dnd campaigns these days, so...
my personal solution is just not using dnd for that, for some reason players are less inclined to crunch numbers as hard with forbidden lands. if I do everyone understands the main goal is simply get bigger numbers, kill the baddie and get the babe (initially at least); smaller scope, defined stakes.

There are also plenty of "Reap the whirlwind" things you can do if the players go full sociopath. Maybe you let them just murderize the town guard, but now they have high-level bounty hunters on their ass.
and there is always good ol' divine intervention if you want to check those murderhobo impulses. Dying guard prays to Pelor and gets an answer; now three Angels descend to mete out divine justice.
imo actions always should have consequences, otherwise the whole setting has no consistency and makes no sense (dnd or not) and there's no point. that's what I mean when the party chimps out and suddenly there's a big dude in the town they messed with. a town guard with a big number is just the most simple/inelegant solution. I wouldn't do it that way myself, but I can see why some people do.

part of the whole discussion reminds me of the old "4e is shit for roleplaying" hate, because people apparently really need extensive rules for treating it like combat (and then to bitch about them till they get ignored).

At risk of starting an edition war and because the last real discussion on Shadowrun editions was on Page 462 I have a question. For a group of people that have played D&D5e, some of 3.5, Call of Cthulhu and PF2e which Shadowrun edition would be the best to start with? From what I've read in this thread SR4e seems king for attempting to merge the hacker archetype into the ground team for better or worse and generally being a well constructed book.
https://github.com/Chaithi/ShadowrunGenesys (unironically)
or just stick with the official android splat, it has most what you'd need for a cyberpunk setting (you might like it more than shadowrun, it's more like bladerunner/neotokyo), sans the fantasy parts, but you can use the terrinoth books for that (or even crib from the star wars games if you're crazy enough).

if you play online you don't have to worry about the special dice either.
 
https://github.com/Chaithi/ShadowrunGenesys (unironically)
or just stick with the official android splat, it has most what you'd need for a cyberpunk setting, sans the fantasy parts, but you can use the terrinoth books for that (or even crib from the star wars games if you're crazy enough).

if you play online you don't even have to worry about the special dice.
The android netrunner campaign I played in was wild. Fun setting. We were supposed to uncover a grand conspiracy involving a bunch of stage musicians from history that faked their own deaths and were controlling earth from a moon base but accidentally ended up blowing up the moon.

I used to hate the Genesys system until I learned the secret of how to play properly: Dump all creation points into the attributes you like and then play it like you're in a B-rated action flick from the 80s. Also, seconding using an app for the special snowflake dice, it'll make things flow a lot faster than tallying up 5 or 6 different symbols that make them not like the other dice.
 
I have to say, I don't really get this. In 4th, you dress appropriate for the meet and the GM gives you +1 bonus to your dice pool, in 5th you say it raises your limit by 1. In both cases a player action is reflected mechanically. I'm not edition warring, I genuinely don't get what you're getting out of these limits.
In terms of like mechanical purpose, it is to keep things more subdued, to prevent insane dice results from neutralizing something by chance alone, and prevent extremely improbable events from occurring, like shooting through the armour of a HTR goon with a hold-out or a gnome out-punching a troll. This doesn't mean that high dice numbers are nullified, just means that you now reliably hit the cap, but when you really need to push beyond you pre-edge it, so you can find the chink in the armour with the streetline you had on you for emergencies, or your gnome can suddenly find the strength to barrel over that troll, but it will never occur by chance alone. Also it might seem like I am focusing on PCs, in my experience as a GM, it is just as (if not more) relevant to enemies, where in combats I have had a total jobber with a garbage gun roll spectacularly well whereas a PC rolled like shit, it prevents the PC from just eating it then and there, not getting away unscathed, but he lives another day and learns not to underestimate a ganger with a Barrens Special ever again. Generally I find the effect is that you can make better judgements, for both PCs and GMs. Want to have them fight a group of people that are threatening but unlikely to gank the PCs by random chance, give them garbage guns with 4 accuracy, enough to make the PC's day worse but unlikely to kill him outright. But if you want to really make this fight tense, you give em better stuff with better accuracy, where if they do get an insane 8 hits with that Yamaha Raiden where the PC got 1, whelp, bad luck, shouldn't have gotten hit, 19 damage, -2 AP is more than enough to kill a PC out right and probably will. Since accuracy is such a key mechanic for weapons, it also means that weapon damages are all the higher, you don't rely on generating your damage via additional successes, was something I recognized when I looked at my copy of 4A to make sure I wasn't mischaracterizing anything from 4th, damage values and AP are practically anaemic in comparison since the Condition fomulae are the same, it's BECAUSE you are supposed to be generating most damage via extra hits. This also means you can go toe-to-toe with more skilled enemies, since they are unlikely to bury you in dice, and to do damage you just need 1 more than them. If that last part is good or bad, up to you. Sorry if a bit disorganized, this was really stream of thought tbh.
 
In terms of like mechanical purpose, it is to keep things more subdued, to prevent insane dice results from neutralizing something by chance alone, and prevent extremely improbable events from occurring, like shooting through the armour of a HTR goon with a hold-out or a gnome out-punching a troll.[...] Sorry if a bit disorganized, this was really stream of thought tbh.
Oh, it's coming back to me now. The whole 4th edition era had some of the earlier edition players going full Trump Derangement Syndrome over it. One of the obsessions was about crazy high dice pools. It was like the "Trump called White Nationalists very fine people" or "told people to inject bleach" things TDS sufferers latch onto. You could show them it right there in black and white and they'd still return to it 5 seconds later. The two bogus examples I recall the most were "the pornomancer" and "Mr. Lucky", neither of which were problems in practice.

Anyway, to your post: the caps on hits already exist in SR4. It's a very simple rule and says "total hits scored on any test are limited to no more than the character's Skill rating x 2". SR4A, pg. 75. It's one of the optional rules and is a very quick and simple handling of limits for those as want them. This whole thing already exists in SR4. If you want it. The limit doesn't apply to Edge so if you as GM want to not have enemies bypass it but you want players to be able to on occasion, that's handled.

Personally I never used that because in all my years running 4th, it was never an issue. We did have the occasional outlandish dice roll and honestly it was fun that it happened. And the fact that even lowly gangers could be a threat to the PCs with a lucky shot kept the vibe that I wanted - talk your way out of a gunfight if you could, if you couldn't strike hard and fast.

EDIT:
like shooting through the armour of a HTR goon with a hold-out
I actually don't find it unrealistic that on a rare shot that should be possible. Armour isn't a Terminator suit from WH40K. A hold-out pistol is still a firearm and there are gaps, visors, etc. Limits that prevent this are actually making the game less realistic. But for fun here's some back of the envelope numbers on it, too:

A hold-out pistol has damage of 4P. Full Body Armour with helmet is 12 Balistic armour. Lets say defender has Body 3 (conservative value). They're rolling 15 dice on damage resistance. So average 5 hits. Lets say that the guy in armour is standing there like a lemon and just has standard defence. Lets give them fairly average Reaction and they get just 1 hit. Lets say attacker is pretty skilled: Pistols 4, Agi 5. Holdouts are single shot so no bonuses from auto or anything. Lets say he rolls really, really well and gets 5 hits. That's 4 net hits. So the modified damage value of 8 (4 + 4 from the gun) is actually still less than the armour's 12 Balistic rating meaning the gun is doing Stun damage, not Physical. So the target takes maybe 4 stun. Which is entirely reasonable from a bullet hitting you in the chest or on the side of the noggin even if it doesn't penetrate.
 
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Anyway, to your post: the caps on hits already exist in SR4. It's a very simple rule and says "total hits scored on any test are limited to no more than the character's Skill rating x 2". SR4A, pg. 75.
That's a totally different thing though, skill-based limits aren't what 5th's limits are. Inherent limits are based on attributes, accuracy is a quality of the gun or sword or whatever. Have lots of skill dice? Get a more accurate gun. Want a higher mental limit? Increase your logic. It puts a focus on attributes and metatype attribute spreads more. Anyone can increase a skill to 6 in creation, 12 in career, having 10 body and 10 strength is exclusively the domain of trolls (higher if you choose some sub-types).
 
That's a totally different thing though, skill-based limits aren't what 5th's limits are. Inherent limits are based on attributes, accuracy is a quality of the gun or sword or whatever. Have lots of skill dice? Get a more accurate gun. Want a higher mental limit? Increase your logic. It puts a focus on attributes and metatype attribute spreads more. Anyone can increase a skill to 6 in creation, 12 in career, having 10 body and 10 strength is exclusively the domain of trolls (higher if you choose some sub-types).
I don't think they're totally different. They're both ways of preventing unusually high outcomes. 4th is presented as an optional rule and has a simpler basis of just saying "no more than your skill rating x2". So a skilled marksman can pull off that amazing shot but the amateur boob cannot. As I said, I actually consider that a negative - I'm fine with some amateur pulling off the 1 in a 100 chance now and then. I find it fun and it keeps the group on their toes. Even if in practice it's more a "so there's a chance" than actually comes up. 5th edition does it in a more involved way, and it ties it to things like weapons - so the unskilled person uses a lesser gun, the skilled a more accurate one. I actually find that a bit weird, conceptually. Quite... gamey. I.e.: "I'm good enough to benefit from a better gun now".

I don't think there was a lack of focus on attributes in 4th, as you suggest. People definitely put a lot of points into them. They are after all the foundation for multiple skills so all else being equal it's better to have a point in the attribute than the skill.
 
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Even if practice it's more a "so there's a chance" than actually comes up. 5th edition does it in a more involved way, and it ties it to things like weapons - so the unskilled person uses a lesser gun, the skilled a more accurate one. I actually find that a bit weird, conceptually. Quite... gamey. "I'm good enough to benefit from a better gun now".
What? It isn't gamey at all, that is how they actually work. In the hands of a mediocre shooter, a high precision sniper rifle worth tens of thousands of dollars is functionally about the same as a low cost sport bolt-action because they can't actually take advantage of the higher quality of the weapon. It doesn't matter if a gun will hit the exact spot it is pointing if the idiot doesn't know how to use it better.

We should probably put a lid on this before it devolves into an actual edition war instead of just edition mechanic argument.
 
Remember when we weren't going to start an edition war? Good times.
That wasn't an edition war, those are far worse.

Anyway I have made a Matrix server for use, having tested it out with @Overly Serious I can say it indeed works, so anyone interested in doing Call of Cthulhu, just let me know and we can move forward.
 
3. Not really a question, but I'm putting thought into running a short Men In Black/Xcom style game. Is there anything I should look into? I know of Delta Green and Spycraft, anything else I should look in to?
I know I'm very late to respond to this post, but Delta Green is the best Men in Black simulator I've ever played/GM'd. My players aren't really ttrpg people (but they're willing to humor me) and the only system we've played with any kind of crunch that they've enjoyed is Delta Green. It's very easy to homebrew an adventure, but the premade modules for it tend to be brutally dense, at least the two major ones I've looked through (impossible landscapes and Iconoclasts) and it's much more investigating than fighting. My players are also very much not sandbox players and the official modules are clearly designed for players with a lot more agency. The best "modules" for Delta Green in my experience has been the shotgun scenarios, all of which are free online. The greenbox generators are also a really helpful resource.

The collection books I've read tend to have a very one-shot feel to them, mostly because of how oddly specific the pregen characters are. But if you pick up The Labyrinth you'll have some long term factions you can drop into a longer running homebrew campaign.

Combat feels like a last resort, so if you want a more X-com feel it might not be great unless you and your players are fine with sudden and instant death. As soon as guns come out it's super tense, especially with how the lethality rolls work.

You might also want to look into Silent Legions, which has a ton of generators for lovecraftian horror and will let you generate your own pantheons and the like. I haven't heard much about the core system itself, but I like the authors fantasy system. I've only played solo games with it, but I think it's cross compatible.

Liminal Horror is a lightweight system that has investigative horror elements but you don't get that "men in black" vibe so much as a "CoC investigator" vibe. Also the small community it does have is pretty pozzed.

Honestly I would just go with Delta Green because the system feels very elegant, even if the sanity system isn't perfect. And it has a ton of community support.
 
Anyway I have made a Matrix server for use, having tested it out with @Overly Serious I can say it indeed works, so anyone interested in doing Call of Cthulhu, just let me know and we can move forward.
Going to clarify: DM me with your matrix username and I will invite you, I cannot read your mind nor do I want anyone dropping anything in an open thread.
 
It was pointed out to me that the upcoming session in which the Rogue Trader will arrive at a Feudal World coincides with Gygax Day. I didn't plan that, but I'm reworking my notes to include an Ork guarding a chest in a 10'x10' room somewhere.
 
It was pointed out to me that the upcoming session in which the Rogue Trader will arrive at a Feudal World coincides with Gygax Day. I didn't plan that, but I'm reworking my notes to include an Ork guarding a chest in a 10'x10' room somewhere.
Make sure to include a strange floating alien or mutant with a single giant eye and eyestalks as well

 
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