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

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The modiphus 2d20 one
Good luck running it, it tries really hard to emulate mechanics from Fallout 4 and runs into some issues because of it. Enemies seem to be balanced around the idea of players spending time picking up scrap, crafting/upgrading gear, and eating food for temporary buffs beforehand even if it's the basic level 1 raider.
 
I treat prison and such under 'death' since the character is gone for a long time, absolutely no way anyone else in the group is waiting one month since that gives the evil villain of the campaign an easy way to reach whatever goals he has without any resistance. but yes, the good ending will be out of reach too.
If it's one character, they just die. If it's TPK, the party goes to prison. Maybe I roll to see if some of them were killed. Next few sessions is breakout.
 
Good luck running it, it tries really hard to emulate mechanics from Fallout 4 and runs into some issues because of it. Enemies seem to be balanced around the idea of players spending time picking up scrap, crafting/upgrading gear, and eating food for temporary buffs beforehand even if it's the basic level 1 raider.
Worst of all: it is 2d20, so it feels identical to every other 2d20 game, so if you've ever played one, then beware! Also, unlike other games with a metacurrency, 2d20's momentum and doom (I was introduced to it through Conan, don't know the terms in the other versions), are a hostage situation in a way that the LS-DS tokens, Edge, and Artha of Star Wars FFG, Shadowrun, and Burning Wheel, respectively, aren't.
 
The other idea is to either run it in the Cyberpunk adaptation, GURPS ( Lord I fucking hope not), or I just go for a D100 custom build. Honestly I think making a simpler d100 homebrew. Though it's damage calculation I struggle with, perhaps armor is more about reducing damage than making it harder to hit.
 
The other idea is to either run it in the Cyberpunk adaptation, GURPS ( Lord I fucking hope not), or I just go for a D100 custom build. Honestly I think making a simpler d100 homebrew. Though it's damage calculation I struggle with, perhaps armor is more about reducing damage than making it harder to hit.
Actually I will propose another: Shadowun. You can easily use the systems for magic for the various insane nonsense going on. It is something I have considered for running a Fallout game in, should I ever actually get around to it.
 
Actually I will propose another: Shadowun. You can easily use the systems for magic for the various insane nonsense going on. It is something I have considered for running a Fallout game in, should I ever actually get around to it.
Though Twilight 2000 might also be solid choices but Shadowrun minus the magic would be an interesting choice indeed.
 
Worst of all: it is 2d20, so it feels identical to every other 2d20 game, so if you've ever played one, then beware! Also, unlike other games with a metacurrency, 2d20's momentum and doom (I was introduced to it through Conan, don't know the terms in the other versions), are a hostage situation in a way that the LS-DS tokens, Edge, and Artha of Star Wars FFG, Shadowrun, and Burning Wheel, respectively, aren't.
I've played a couple games of Conan and the GM was good but the system left a little to be desired. The character creation seemed to take forever but we randomly rolled everything, not sure how well just picking the stuff I would want would work out.

The other idea is to either run it in the Cyberpunk adaptation, GURPS ( Lord I fucking hope not), or I just go for a D100 custom build. Honestly I think making a simpler d100 homebrew. Though it's damage calculation I struggle with, perhaps armor is more about reducing damage than making it harder to hit.
You could try Genesys, it uses those dice from the fantasy flight starwars game (with slightly different symbols). I played in a very fallout-like post apocalypse game using that system and it seemed to work out well. Problem with it is that you're not going to pick up a ton of tactical combat from it and a lot of the die rolls come down to interpreting things on the fly. Works for some people, doesn't work for others but I had a lot of fun with it. The Keyforge book was really cool, there's a lot of weird options for players to make their own races in it, so if you want to have a bunch of mutants that would be a good start.
 
Though Twilight 2000 might also be solid choices but Shadowrun minus the magic would be an interesting choice indeed.
Also (at least in 5th, don't remember off the top of my head) it has rules for radiation, and really robust drug addiction rules, so you can really get the great trade off for using Jet for additional initiative dice or psycho for pain resistance and whatever bonuses you feel are appropriate.
You could try Genesys, it uses those dice from the fantasy flight starwars game (with slightly different symbols). I played in a very fallout-like post apocalypse game using that system and it seemed to work out well. Problem with it is that you're not going to pick up a ton of tactical combat from it and a lot of the die rolls come down to interpreting things on the fly. Works for some people, doesn't work for others but I had a lot of fun with it. The Keyforge book was really cool, there's a lot of weird options for players to make their own races in it, so if you want to have a bunch of mutants that would be a good start.
Genesys is great, yeah, I also considered using it, though the lack of really tactical gameplay nixed it early on for Shadowrun instead.
 
The worst 3.5 holdouts are the ones who have never played any TSR-era D&D at all and think a whole bunch of 3.5-isms are foundational D&D, like they have no idea that feat chains, lego-style multiclassing, prestige classes, and so on are 3rd and only 3rd. They tend to get the most virulently angry about the differences between 3.5 and 5e.
If I were rebuilding D&D from the ground up, weapons rules and prestige classes would be the only things that I would keep from the 3/3.5 era. I miss the ability to hop into another class that continues the one that you're on in an interesting and flavorful direction... or not, it's up to you.

@Adamska
5e fuckers will actively refuse to take suggestions and would rather reinvent whole games using a jankier d20 build than to just try something fucking new. I've never seen people able to get them to really try anything new at all, which is damning.
Because most of these people are tourists who want to play D&D brand D&D for the cultural cache and the prospect of learning something even slightly different is scary. It's kind of fucking depressing.
 
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Im glad I branched out to other systems aside from D&D. I mean I still love Becmi 2e and 3.5 but yeah there's more to tabletop than that.
My Dragonquest 3e game is going strong. Ill be running a game tomorrow that's 5 players deep. Maybe 4 because one player might be ousted permanently.
My Mork Borg game is flat out pure gonzo madness and a Frankensteins monster of stuff. At this point I've probably slapped more homebrew stuff in there than the book itself. I dig it because its fast and loose. Plus it's just everyone being bastards to a world of bastards.
 
To be blunt I think it relying heavily on the Deck of Many Things in general just makes it a weak module in general in my eyes. That RNG sounds really neat until the proliferation of bad RNG results culls the game early.

It just sounds like an annoying gimmick that is used as a crutch to me personally. Well that and reee cards *autistic shrieking*, but that's besides the point.
I'm not sure what you mean by "proliferation of bad RNG results culls the game early"
The DM draws the whole deck and the card results just determine how certain events play out (where/when you meet some NPCS, motivation of the Villian, etc) so there is no "Fail state" or games being culled. Hell I don't even think any of the results can be declared "bad".

The only thing that is variable is what card activates during battle, and while that can shift the tide of battle its hardly "culling the game early".

The Deck is integrated as an important item the party is after, its not any worse than any other MacGuffin hunt.

You can get a 3.5e grog to step down and try different systems with a bit of coaxing;
The other thing with 3.5 is that the d20 system has been hacked to death such that you can pitch anything based on d20 as "3.5 homebrew" and trick them into playing another system. Just take your favorite game, make a half-assed d20 conversion, get your group to try it out, then say "A lot of these mechanics are similar to [SYSTEM] want to give it a try?"

5e fuckers will actively refuse to take suggestions and would rather reinvent whole games using a jankier d20 build than to just try something fucking new. I've never seen people able to get them to really try anything new at all, which is damning.
I guess, from my experience, is 5e players are less grogs and more frightened of leaving their comfort zone; they are gaming shut-ins.

The difference is fairly thin but
A grog will not play/try a system that isn't their preferred one and speak poorly of it, usually using agruments that are false or also apply to their own favorite system. They are actively hostile to new systems/ideas.
A shut-in will not play/try a new system because its unfamiliar or they just want to run what they know. They are passively hostile to new systems/ideas.

If you say "I don't want to get burgers, lets try the new chinese place"
A grog will rattle off stuff about MSG, fried fats, "its not actual chinese"
A shut-in will just say "I'm just hungry for burgers"

in a practical sense, even if you peer pressure a grog into a new system they will be resistant and look for any opportunity to compare the new system unfavorably to their grog system. They will never enjoy a new game becasue they have pre-decided they won't (or at least it is inferior to their system).
A shut-in has a chance they will enjoy the new game .

I treat prison and such under 'death' since the character is gone for a long time, absolutely no way anyone else in the group is waiting one month since that gives the evil villain of the campaign an easy way to reach whatever goals he has without any resistance. but yes, the good ending will be out of reach too.
I've never had to make a PC Enjoy Prison, but I have also learned Gygax's lesson about the importance of time keeping. That is, there is always a ticking clock for the party. It might not be a very tight time limits, but any imprisonment is likely going to be longer than the Necrocult needs to complete their ritual.

Thankfully a lot of those concepts can be shut down when people actually suggest implementing them before the game starts by the DM simply saying "That idea doesn't fit this campaign, do you have any other character ideas?" After potentially getting a few ideas shot down they'll move on to bother some other table. Also it goes well with keeping a limit to how many times someone can switch their character like a rule where you can only try three different concepts unless your character dies or otherwise becomes unplayable (which is determined only by the DM)
On one hand, a lot of busted Reddit builds depend on either obscure splats that can easily be excluded or questionable interpretation of rules the GM might just say "no, fuck you".

On the other hand, when the smug little munchkin with his shiteating grins gets told "No, your reddit power built doesn't work like that at this table" they never take it well and try to become disruptive little shits through other means.

Then you have fuckin Crossbow Expert....

Good luck running it, it tries really hard to emulate mechanics from Fallout 4 and runs into some issues because of it. Enemies seem to be balanced around the idea of players spending time picking up scrap, crafting/upgrading gear, and eating food for temporary buffs beforehand even if it's the basic level 1 raider.
Worst of all: it is 2d20
The other idea is to either run it in the Cyberpunk adaptation, GURPS ( Lord I fucking hope not), or I just go for a D100 custom build.

> Be software developer
> Make post-apocalyptic CRPG
> Use GURPS as a base for the system mechanics of your game
> 30 years later, someone makes TTRPG based off CRPG
"Anyone have any ideas of what system we should use?"

this the level of hoop-jumping sane people will go through to not play GURPS

Never done 2d20, care to explain the issues you are referencing?
 
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On one hand, a lot of busted Reddit builds depend on either obscure splats that can easily be excluded or questionable interpretation of rules the GM might just say "no, fuck you".

On the other hand, when the smug little munchkin with his shiteating grins gets old "No, your reddit power built doesn't work like that at this table" they never take it well and try to become disruptive little shits through other means.
A lot of the busted builds people post on reddit, forums, etc.(and this has been the case for ages) have another major issue. Unless you've found yourself a table that the DM has told you to make up a character for because the party is level 14 or whatever to actually start with some of the dumb builds out there, that player isn't doing shit. Congratulations, you've got a build from 6 different classes that doesn't start to contribute to the table until level 12, is finally busted at level 18, and you're starting the game at lvl 1 being a fucking boat anchor for everyone else for the next 6-12 months(lets be real most of these people's campaigns don't last that long either).

Much like DMs who let players just do whatever the hell they want at the table, people fail to realize that most busted builds aren't actualy usable even if you can treat the DM like a doormat because it's not the same as netdecking in a TCG.

I guess, from my experience, is 5e players are less grogs and more frightened of leaving their comfort zone; they are gaming shut-ins.
The idea of a 5e grognards at this point is funny, but I'm sure there's a few out there if you look at the corners of the internet throwing fits about D&D 2024 still. They just don't know they're the grognard yet. But yes, most of them are more like shut-ins too afraid to anything that isn't D&D 5e and if you can drag them into even a one shot with pregen characters in another system maybe wake up and realize there are other systems and even genres out there.
 
A lot of the busted builds people post on reddit, forums, etc.(and this has been the case for ages) have another major issue. Unless you've found yourself a table that the DM has told you to make up a character for because the party is level 14 or whatever to actually start with some of the dumb builds out there, that player isn't doing shit. Congratulations, you've got a build from 6 different classes that doesn't start to contribute to the table until level 12, is finally busted at level 18, and you're starting the game at lvl 1 being a fucking boat anchor for everyone else for the next 6-12 months(lets be real most of these people's campaigns don't last that long either).

Much like DMs who let players just do whatever the hell they want at the table, people fail to realize that most busted builds aren't actualy usable even if you can treat the DM like a doormat because it's not the same as netdecking in a TCG.
The smart ones though will look for things like the broken artificifier wizard so they can be super broken at 5th level. One of the PF1e grogs who (probably for the best) was too busy with real life to join the 4e game had done a build similar; they had bag with a couple of homunculi in it and they just crafted non-stop until his equipment was vastly OP and at that point didn't even need the other players anymore.

Those are almost worse than someone bringing in a highlevel broken build, because they aren't enjoying the campaign, they are just marking time and trying to advance faster so they can activate their feat chain.

The idea of a 5e grognards at this point is funny, but I'm sure there's a few out there if you look at the corners of the internet throwing fits about D&D 2024 still. They just don't know they're the grognard yet.
You touch on a fair point that Grognarding usually comes with age.

But remember:
5e was released in 2014. D&D 3e was released in 2003. D&D 4e was released in 2008. D&Done was released 2024. They've had twice as long to become 5e grogs as 3.5e grogs did for 4e.
 
One of the earliest 'broken builds' I remember seeing was for 3.5E which involved playing a cleric, taking the metamagic feat which let you spend turn attempts in lieu of actual spell levels for metamagic-upgraded spells, and carrying around a pack full of a magic item that gave you extra turn attempts.

My response to the smirking player (who was thankfully not a part of my group, thank God) telling me this, was that trying that in my game would result in being told 'no'. Firmly.

One of my big complaints with PF1E (and to an extent 3.5, though PF1E definitely has it worse) is the expectation you will build for high competence. If you don't, you'll have trouble in encounters. It's a lot harder to build meme builds or experiment in PF1E.
 
The smart ones though will look for things like the broken artificifier wizard so they can be super broken at 5th level. One of the PF1e grogs who (probably for the best) was too busy with real life to join the 4e game had done a build similar; they had bag with a couple of homunculi in it and they just crafted non-stop until his equipment was vastly OP and at that point didn't even need the other players anymore.

Those are almost worse than someone bringing in a highlevel broken build, because they aren't enjoying the campaign, they are just marking time and trying to advance faster so they can activate their feat chain.
Oh for sure there's absolutely a bunch of busted builds that come online early enough to actually matter in the average campaign length, and while I don't recall 4e's crafting a lot of that stuff in most systems still gets shut down just by time. Fine you've created your infinite engine of producing whatever, however as you said about the timekeeping thing with the necrocult you've either not participated and the adventurers saved the day without you, or got held back so long waiting for you that the world has already ended. And even if that timekeeping isn't about the time purely spent crafting, it can also be shut down simply by not having the time to gather the resources.

But of course the simplest way to stop a lot of this shit is "why do you want to use this random obscure splat?" and if it's purely for bullshit and doesn't actually add anything interesting to the character, just say no. And if you find out the player lied... you just boot them from your table.

Those players are also bad because odds are, not only are they at the table to activate their feat chain and do the thing they want to do, they probably just read someone else's bullshit and didn't come up with it on their own either at this point. I've found some shit like infinite damage loops and other absurd nonsense going through books with friends over the years, we just opt to not use that stuff because wtf is the point(I think mecha aces was one of the worst about this that I've come across on my own).

You touch on a fair point that Grognarding usually comes with age.

But remember:
5e was released in 2014. D&D 3e was released in 2003. D&D 4e was released in 2008. D&Done was released 2024. They've had twice as long to become 5e grogs as 3.5e grogs did for 4e.
Exactly, that's why I said they just may not know/realize it yet.

One of my big complaints with PF1E (and to an extent 3.5, though PF1E definitely has it worse) is the expectation you will build for high competence. If you don't, you'll have trouble in encounters. It's a lot harder to build meme builds or experiment in PF1E.
There's definitely an expectation of building with high competence in pf1e, although I don't know if I agree that it's harder to play around with meme builds. If you've got a party that is built competently you can have a meme of a character in it without too much trouble as the gear treadmill tends to make up for quite a bit of it so long as you're on it(which is a separate problem that automatic bonus progression tried to fix and then managed to fuck things up in other ways). I will agree that the experimentation part is completely fucked for players without as much experience but that's because the system has so many useless options or dead ends of progression for someone to fall into without reading guides and forum posts, some of which also get shit wrong in their interpretations of things or direct players to random splats for shit that doesn't make sense in your campaign and still need to be told "No", especially with some of the weird shit they were releasing in the last couple years of pf1e.
 
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gr-3e-core-start.jpg
Remember what they took from you.
 
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They don't make 4e content anymore, so yes. WotC is no longer trying to suck out your wallet every month with 4e content. they do it with 5e now
Right, my mistake there. I was referring to 5e and OneD&D though. Thought that was obvious.
 
And even if they do find an OP build that works, what do they really get? An extra 5-10% chance to hit? +2 more damage than average? More healing in a game with too many defensive options? And even then, OP builds tend to be very one-note.
I played with a guy that was a power gamer to hell and back. I am talking about he would only make the most broken builds possible so he would always be the best at his niche, would complain about party composition "we need a tank, a DPS, support, ya'll should use these classes with these specifications with those races", and all of his characters when he was not DMing was the same "I am crazy haha" with no substance. He was like this with any system we played. Pf2e? "I will make the strongest tank". 5e? "I will make a character that reaches 28 AC at level 5, has more DPS than anyone combined and attacks 5 times a turn". He would get annoyed if 2 players wished to have the same race and shit like that.

It was very carthatic when I made him crash out and delete his discord when I told him that the campaign he was running with us was shit.

5e fuckers will actively refuse to take suggestions and would rather reinvent whole games using a jankier d20 build than to just try something fucking new. I've never seen people able to get them to really try anything new at all, which is damning.
I noticed that. 5e players are just very adamant in playing the same game, with no variation. They'd rather convert the entire system to play fallout, for example, than playing the TTRPG of fallout, regardless if its good or not, at least give it a try? like, its not that hard.

To be blunt I think it relying heavily on the Deck of Many Things in general just makes it a weak module in general in my eyes. That RNG sounds really neat until the proliferation of bad RNG results culls the game early.
I mean, we are playing a game that is all about rolling dice at the end of the day. I think its fine to have a gimmick like this, especially since I checked that module, the cards are not all pre-determinated, it seems you can make your own aswell. They just give pointers of what the cards could do. And most are to introduce some boosts to the NPCs and the PCs to change how the combat flows, which in 4e tactical combat is kinda of its thing.
 
Never done 2d20, care to explain the issues you are referencing?
The 2d20 system was created by Modiphius for their Star Trek game, which I have been told it works very well for, where the momentum and doom system makes sense. You have one PC in engineering makes rolls to "give it more power" or whatever, generates some momentum that another PC can use to make it easier, etc. The problem is that from setting to setting, they haven't ever substantially changed how anything works or feels, so it is sort of a bland morass. As for the metacurrencies, momentum and doom work by getting good successes or bad failures, and can be accumulated by the players and GM, respectively. However, unlike other systems, it can really accumulate and become far more hostile to balance or encounter flow due to how it works, and manipulating the currencies with great intention is basically impossible.
In Star Wars FFG, Light Side and Dark Side points are generated at random at session start and has a set amount of them, with use changing it to the opposite currency, where players can flip a Light Side point to give themselves a boost or activate a special ability, and Dark Side points for the GM. This results in a natural back-and-forth flow that is comfortable for all involved, where some groups have very brisk economies of point use, and others who are more cautious, if one side just over-uses, then they don't have any to use unless the other side expends their pool. Edge in Shadowrun (4th and 5th) is an attribute all its own that can be used for a variety of factors. Increasing it is incredibly easy as all you have to do is spend XP, and is part of a character's build, so manipulating the size is easy enough, and expended points can be restored by doing cool things, or certain circumstances with Qualities (like my beloved Revels in Murder). Artha from Burning Wheel is a currency gained as a reward for good roleplay and can be spent mechanically or narratively to move things along or do cool stuff. The main throughline for all of them is that there is some intentionality to it all. You can build or plan for it as a GM or player, but not so for momentum-doom, if you don't have it, fuck you I guess, but if you do have it, fuck the other side I guess, and you are hamstrung completely.
 
I think they're going to get fucked hard on that angle as well, too. Maptools is free and not terribly hard to build and run stuff on. Foundry and Fantasy Grounds have a steeper learning curve, but some of the stuff available or possible for those two is VERY neat.
For the Woke-C paypig, Maps is a hell of a value-add. Its a very good idea.
Its included in your D&D Beyond subscription, all your purchases are available in it, and to put it bluntly they have the resources to look at what Foundry/FG/Roll20 are doing and focus on what's proven to work when it comes to features & assets.
Bit late but if/when they get their shit sorted out I think they'll eat Roll20's lunch. A sickeningly large amount of my various player groups use D&D Beyond for their character sheets and have purchased content on there. I get it, it's a nice clean system you can easily travel with and modify without needing to print pages off or read what to do but at the same time I hate it and everything about it.

The second that integrates cleanly and then can do at least the bare minimum that R20 does (which is already, bare minimum) they will surpass them, assuming they aren't completely retarded and fuck it up which is pure 🌈
I've never had to make a PC Enjoy Prison, but I have also learned Gygax's lesson about the importance of time keeping. That is, there is always a ticking clock for the party. It might not be a very tight time limits, but any imprisonment is likely going to be longer than the Necrocult needs to complete their ritual.
^^^ this right here. I cannot stress this enough, even if there isn't a clock initially, having some sort of fire under the PCs ass is so so so important to keeping things moving. It makes such a difference and really enhances everyone's experience.
 
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