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

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The way dnd handles armor is extremely unrealistic. It's just...

Dnd was never intended to simulate a cohesive world. Forget just realism. Even internally it doesn't make sense.

From the first edition it was always intended as a game first, with roleplaying secondary. It's lost a lot of that - especially with the decreased lethality - but its backbone reminds the same. People first started trying to make more realistic takes on dnd about five minutes after the first games release, so there should be some half way decent systems out there. Just dnd isn't one of them, intentionally so.
D&D is ridiculously abstracted. Most people don't pay attention to it, but it distills 6 seconds of chaotic back-and-forth in melee into a single d20 roll for every character involved. Doing literally anything else requires a special rule, class feature or feat.

That attack roll could be a single well-executed and precise attack with a saber after studying the enemy's patterns for a few seconds. Or it could be a wild and furious sequence of strikes with a greatsword. Or a devastating counter after deflecting a blow with your shield. Or a sequence of probing attacks with a shortsword and parrying dagger. Meanwhile, you missing could be because the opponent dodged, blocked or parried, or you outright missed, or you hit and your weapon skipped off their armor, or you hit and only clipped their clothes/hair, or you hit the other guy square-on and they just didn't feel it. And even if you hit, subtracting from the enemy's HP could be a flesh wound, a hit that leaves them slightly winded, a near miss/parry/block that rattles them, an effortful evasion that leaves them tired, or anything that would eventually reduce the enemy's ability to avoid crippling damage (read: the hit that takes them to 0 HP).

That is a lot of shit that needs to be filled in by descriptions and imagination. It's not a simulationalist system, it's not meant to be a simulationist system, and it actively resents you if you try to turn it into a simulation. Anyone who wants something with 1-second turns, where every maneuver is accounted for, go play fucking GURPS.
 
D&D is ridiculously abstracted. Most people don't pay attention to it, but it distills 6 seconds of chaotic back-and-forth in melee into a single d20 roll for every character involved. Doing literally anything else requires a special rule, class feature or feat.

That attack roll could be a single well-executed and precise attack with a saber after studying the enemy's patterns for a few seconds. Or it could be a wild and furious sequence of strikes with a greatsword. Or a devastating counter after deflecting a blow with your shield. Or a sequence of probing attacks with a shortsword and parrying dagger. Meanwhile, you missing could be because the opponent dodged, blocked or parried, or you outright missed, or you hit and your weapon skipped off their armor, or you hit and only clipped their clothes/hair, or you hit the other guy square-on and they just didn't feel it. And even if you hit, subtracting from the enemy's HP could be a flesh wound, a hit that leaves them slightly winded, a near miss/parry/block that rattles them, an effortful evasion that leaves them tired, or anything that would eventually reduce the enemy's ability to avoid crippling damage (read: the hit that takes them to 0 HP).

That is a lot of shit that needs to be filled in by descriptions and imagination. It's not a simulationalist system, it's not meant to be a simulationist system, and it actively resents you if you try to turn it into a simulation. Anyone who wants something with 1-second turns, where every maneuver is accounted for, go play fucking GURPS.

Basically this. Another way to put it is that the point of AC 20 isn't to simulate plate & shield, they just needed to have something to fill in the blank for AC 20.
 
Yeah, if you're looking for more 'realistic' or granular combat, might as well play Riddle of Steel or something. D&D ain't it.

And mind you, I like D&D.
 
On the other hand it CAN be frustrating when pretty much the majority of gamers out there will ONLY play D&D, doubly frustrating if you know that there are other games out there that would suit your tastes more but no one wants to try them for various reasons.

Triply frustrating when you meet GMs who are also tired of D&D but instead of looking at other options they insist on awkwardly hacking D&D to try and force it into being something else.

“Just play one of the countless Star Wars RPGs out there instead of making Star Wars 5e for fuck’s sake!”
 
On the other hand it CAN be frustrating when pretty much the majority of gamers out there will ONLY play D&D, doubly frustrating if you know that there are other games out there that would suit your tastes more but no one wants to try them for various reasons.

Triply frustrating when you meet GMs who are also tired of D&D but instead of looking at other options they insist on awkwardly hacking D&D to try and force it into being something else.

“Just play one of the countless Star Wars RPGs out there instead of making Star Wars 5e for fuck’s sake!”
Honestly this. The Strixhaven magic school bullshit? That could work as a campaign in Mage easily. Either version. D&D is a scaled down wargame, nothing more, nothing less.
 
Honestly this. The Strixhaven magic school bullshit? That could work as a campaign in Mage easily. Either version. D&D is a scaled down wargame, nothing more, nothing less.
That shit could work as a Powered by the Apocalypse game. But it had to be D&D because it's a Wizards/Hasbro crossover. I don't know of anyone who was praying for a shitty Hogwarts knockoff D&D module before that shit got announced. It barely even works for its original setting in MtG.

Unless, of course, the module was about the party invading and slaughtering everyone in a school of evil magic. That would be a cool premise for a module.
 
On the other hand it CAN be frustrating when pretty much the majority of gamers out there will ONLY play D&D, doubly frustrating if you know that there are other games out there that would suit your tastes more but no one wants to try them for various reasons.

Triply frustrating when you meet GMs who are also tired of D&D but instead of looking at other options they insist on awkwardly hacking D&D to try and force it into being something else.
That's a sure sign of someone I want nothing to do with in the gaming sense. Fer fuck's sake, Ron, there's LOADS of good Wild West RPG's that'll give you the feel you want, we've told you all about them, but you still want to fucking revamp 5e for it?!

That could work as a campaign in Mage easily.
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Shockwave Protocol has been approved, Agent. Go as Vulgar as you need to.
 
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That actually came up during one of the arguments and he said that there shouldn't be a mobility/dex penalty. He showed this YouTube video of a guy doing cartwheels and sprinting in full plate.
https://youtube.com/watch?v=qzTwBQniLSc
And when the topic of weight came up, his argument was it shouldn't encumber him in any way because it's evenly distributed.



I think this is what bothers me the most. He is all multiple bullshit stereotypes in one, and he's not even good at being any of them.

I mean you get a Football linebacker, 350lbs of muscle in a peak performance wrapping in their prime who trains 8 hours a day 5 days a week, especially with modern metallurgy doing the metal, and yeah he can do all his drills and sprints if there's enough mobility in the armor design. Linebackers usually put on weighted vests to train and most of those are more than 50lbs. But he's not going to be able to keep it up all day every day. For example, notice that the guy sprinting through the woods is going in a straight line - love see see that guy do an agility course.

I had a munchkin player bitching about 4e's (admittedly fairly harsh at lower levels) Jump tables and how it did encumbrance. (No light/medium/heavy, just 'not encumbered/encumbered/cannot move' - encumbered meaning you have no hands free (can't weild weapons/implements) and are slowed (10foot move speed + some attacks do shit to you), and also mad dwarves only got to move full speed when encumbered, hands were still counted as full, because he had picked dwarf to cheese the system like he did in PF) and mentioned French Canadian fur traders were expected during portage to carry two 90lbs bundles and some carried 5, as well as a canoe and survival gear.

And I pointed out that those guys were trudging through the woods - not jumping alleyways, sprinting, doing sick backflips, or trying to not get stabbed by goblins. There's a difference between what a human can do, and what I human can do all day, day in and day out. There's no exhaustion checks, there's no long term injury checks, there's no herniated disk checks. Accept that there is some give and take in abstracting these things, and your character is giving up some of their peak performance to not completely destroy themselves.

I want to add in some shit about nutrition and water requirements, but i'm just flogging a dead horse at that point.

It sounds like your guy wants a historic experience like a reenactment and dnd keeps cockblocking him.

I don't think he actually wants a historic reenactment, he's cherry picking examples to justify his Munchkining. Otherwise he'd be taking his failed will saves in stride.

I put the blame for that on the increasing difficulty of killing D&D characters in any reasonable way. When you are all but completely assured by the system that your character is going to survive anything, even the most retarded character concept or "lore-based" action starts sounding reasonable.

I'm not advocating for a return to AD&D's a Save vs. Death behind every blade of grass philosophy, but there's got to be a good middle ground.

Agreed. I really dislike save v. death, but 4e (and really 3e) on just made PCs nigh unkillable demi-gods, unless you do bullshit like have the monsters just full-auto damage-dump the first Mofo through the door, which just isn't fun for anyone really.
But in 1/2AD&D its too easy to kill PCs via bullshit. And B/X makes it so there's almost no point in getting invested in your character and unless you are just doing generic "Ye Olde Fantasy Roleplay" renfaire talk, there's almost no point in trying to roleplay because of how easily they'll get wiped and you'll have a new character.

Its why I never do stat rolls for anything 3+e (including PF). You're expected to have your character for too long that a bad roll will hobble you and good one just makes you OP and then pissed off when they die and the replacement isn't as good.

D&D is ridiculously abstracted. Most people don't pay attention to it, but it distills 6 seconds of chaotic back-and-forth in melee into a single d20 roll for every character involved. Doing literally anything else requires a special rule, class feature or feat.

That attack roll could be a single well-executed and precise attack with a saber after studying the enemy's patterns for a few seconds. Or it could be a wild and furious sequence of strikes with a greatsword. Or a devastating counter after deflecting a blow with your shield. Or a sequence of probing attacks with a shortsword and parrying dagger. Meanwhile, you missing could be because the opponent dodged, blocked or parried, or you outright missed, or you hit and your weapon skipped off their armor, or you hit and only clipped their clothes/hair, or you hit the other guy square-on and they just didn't feel it. And even if you hit, subtracting from the enemy's HP could be a flesh wound, a hit that leaves them slightly winded, a near miss/parry/block that rattles them, an effortful evasion that leaves them tired, or anything that would eventually reduce the enemy's ability to avoid crippling damage (read: the hit that takes them to 0 HP).

That is a lot of shit that needs to be filled in by descriptions and imagination. It's not a simulationalist system, it's not meant to be a simulationist system, and it actively resents you if you try to turn it into a simulation. Anyone who wants something with 1-second turns, where every maneuver is accounted for, go play fucking GURPS.

I think pre-3 systems of having combat rounds be a minute did this abstraction better instead of the 6-second turns from 3e on, where the attack roll its not a single blow, its the result minute of parrying and thrusting. That 1d8 damage could represent one lucky blow, or the result of several less grievous strikes.
 
On the other hand it CAN be frustrating when pretty much the majority of gamers out there will ONLY play D&D, doubly frustrating if you know that there are other games out there that would suit your tastes more but no one wants to try them for various reasons.

Triply frustrating when you meet GMs who are also tired of D&D but instead of looking at other options they insist on awkwardly hacking D&D to try and force it into being something else.

“Just play one of the countless Star Wars RPGs out there instead of making Star Wars 5e for fuck’s sake!”
This 100 times.

I get this all the time with Savage Worlds. Sorry to simp for that system again, but it fixes so much and does things so much better for the kind of games I and many people run, but so few give it a chance.

What's more, people complain about 5e being to slow, that level progression gets boring, that role play and mechanics often contradict, that certain builds are useless or op, etc. But suggest a system that fixes some or all of that and they refuse.

Even more frustrating is that people are surprised how good a non 5e system plays, but then demand we go back to 5e next game. I don't understand that at all.


I think one of the big reasons for people sticking to 5e is they assume every system is a DnD or PathFinder level cluster fuck with pages of rules and many expensive books. There's no shortage of cool or broken builds for 5e, not so much for other games.
 
@Ghostse reply bug.

Also a lot of the time you'd wear heavy armor you'd be on horse back. And yeah you'd tire quickly. But modelling stamina properly often just gets boring.

This 100 times.

I get this all the time with Savage Worlds. Sorry to simp for that system again, but it fixes so much and does things so much better for the kind of games I and many people run, but so few give it a chance.

What's more, people complain about 5e being to slow, that level progression gets boring, that role play and mechanics often contradict, that certain builds are useless or op, etc. But suggest a system that fixes some or all of that and they refuse.

Even more frustrating is that people are surprised how good a non 5e system plays, but then demand we go back to 5e next game. I don't understand that at all.


I think one of the big reasons for people sticking to 5e is they assume every system is a DnD or PathFinder level cluster fuck with pages of rules and many expensive books. There's no shortage of cool or broken builds for 5e, not so much for other games.
This 1000 times. I think it's just a default baseline of human nature that the vast majority of people loathe trying new things. They get into rpg, they get stuck at whatever their first experience is, they never ever want to change. Since most of it is dnd that's what they stick to. Most people wouldn't try a new system with a gun to their head.
 
That shit could work as a Powered by the Apocalypse game. But it had to be D&D because it's a Wizards/Hasbro crossover. I don't know of anyone who was praying for a shitty Hogwarts knockoff D&D module before that shit got announced. It barely even works for its original setting in MtG.
twitter and other infantile retards who ONLY know DND and harry potter. no one normal thought you'd need to be able to play a barista in fucking DUNGEONS AND DRAGONS, but here we are...

I mean you get a Football linebacker, 350lbs of muscle in a peak performance wrapping in their prime who trains 8 hours a day 5 days a week, especially with modern metallurgy doing the metal, and yeah he can do all his drills and sprints if there's enough mobility in the armor design. Linebackers usually put on weighted vests to train and most of those are more than 50lbs. But he's not going to be able to keep it up all day every day. For example, notice that the guy sprinting through the woods is going in a straight line - love see see that guy do an agility course.
to be fair, if you assume someone's daily job is bashing in goblin heads they either learn to properly use the tools or get shiv'd, so being able to walk around in armor is what they do, it's not really comparable to some nerd who can't lift a sixpack. closest comparison would probably be modern day soldiers who also run around with a shitload a weight and can still do their job.

that's why I was never a fan of the whole "but it's not realistic!!1" whining either because it usually ignores the circumstances and rules that come along with it.
 
twitter and other infantile retards who ONLY know DND and harry potter. no one normal thought you'd need to be able to play a barista in fucking DUNGEONS AND DRAGONS, but here we are...
Not even the twitter retards were calling for it. Strixhaven is entirely, 110% a top-down decision from Wizards to bring in a flagging Magic the Gathering concept to D&D as some sort of crossover to try to generate interest. Once Wizards started doing their usual pandering, then the consoomers started clapping like seals. But before it was announced, no one even considered the idea of D&D Hogwards, much less demanded it.
 
This realism debate made me think of the FFG Star Wars RPG. It's actually very good as a rules system in achieving what they want to achieve
  • Very nice Force system whereby the dice has both Darkside pips and Lightside pips on the dice and you choose which you're going to use BUT: the dark side pips are more common and the lightside pips are less common but usually have higher values. It's Luke and Yoda's exchange of "Is the dark side stronger? // No, not stronger... Easier" turned into a valid rules mechanic. The number of Force dice depends on your Force rating so yes - if you're weak in the Force then the Dark Side will give you more consistent success, it is "easier". But it is not stronger.
  • I usually hate custom dice systems - just build your rules using regular dice which everyone has or can easily get. Custom Dice systems usually feel to me like just a con to get more money out of you. But the whole difficult, triumph, challenge dice, bonus dice, etc. works very, very well for creating interesting results and scaling difficulty without resorting to extreme ends of ability scores.
  • The advancement system feels a little like WHFRP 1st Edition which I love. Makes for a natural and realistic feeling progression which keeps different classes feeling different.
  • Really nice production values throughout.

Anyway, the thing with FFG's SW game is that it is very explicitly narrative. You don't roll to see what happens, you roll to see the outcome then you can describe what happens to fit. This, if the GM actually understands this, makes for an experience where a lot of interesting stuff happens and you can describe things realistically, without easy exploits. The Scout Walker is moved backwards from Engaged to Short distance by your powerful Jedi's move powers (and they're going to need to be powerful!), well it doesn't have to be literally lifted up and thrown through the air - it can just slip backwards in the muddy ground as you push it backwards. Whatever keeps the verisimilitude for you. One of the problems with D&D in terms of realism is that sometimes it's abstract / narrative and sometimes it's concrete in descriptions of effects. Like someone above said about how that six second round could represent all sorts of things - well it can. But then you also have Feats or whatever which give concrete rules to some of the things that might be in there.

Alien: RPG has a nice blend of both in that you have a small buffer of "hit points" which have no consequence and when you rest somewhere safe they shoot right back up. But if you use them all up then you start taking Critical Injuries which are lasting conditionals. It has the realism of something like WHFRP with the quick flow abstraction of D&D. I think over time I've come to like such blended approaches a lot.

All this said, I want to mini-rant about something else. I'm seeing more and more systems these days that are simple and abstract but want to have their cake and eat it in terms of supplements. Systems like Alien: RPG, Cubicle 7's Doctor Who and, to an extent, FFG's Star Wars. All of them have very narrow ranges of attributes, quite abstract combat systems (very good ones, btw). Then I see supplement after supplement with new species, new equipment, etc. all of which has almost no meaningful difference mechanically. So a Wookie gets +1 to Strength. The range is only from 1-6 in the first place. But they can't really do anything wildly different because the system is built to be abstract and narrative. So then you get a Gamorean, with +1 to Strength. You don't need it. You just say "this character is green and piggy". But they have to sell supplements. Alien: RPG. What really is the significant difference between two models of rifle? Next to nothing. You can't crank out a supplement of new gear like you could with Shadowrun or D&D or whatever. Yet they're compelled to keep trying by the business model.
 
Yeah I like the abstraction in Free League’s games, but they’re so simple that there’s no need for further granularity in supplements. It’s so easy to make your own material.

The crunch and detail of Mythras (Runequest 6) really appeals to me for some reason. I like how HP never really changes, only your skill to avoid getting hurt. It makes even a highly experienced hero still nervous when a mob of thugs point crossbows at their face. In D&D, they laugh at any regular threat, removing the need to roleplay out of certain situations (with so much HP and power, they could murder the entire city watch).

D&D sadly has the same issue as Elder Scrolls: to make generic thugs and soldiers still threatening you have to don them in epic gear to match the heroes’ level. Messes around with world building unless you’re clever. Or a big fan of Dragonball Z or other fiction of escalation.
 
But before it was announced, no one even considered the idea of D&D Hogwards
This actually is an idea that's been mused over several times in my group and I honestly see the end result being Cromartie High set in Scholomance.
 
You don't roll to see what happens, you roll to see the outcome then you can describe what happens to fit.
I've heard this idea of rolls not determining the characters abilities, but the state of the world. Eg. The rogue is chasing someone and wants to vault a wall. Fails. Instead of describing how the rogue failed to vault a waist high wall, instead the wall is was always chest high and he slow to climb it.

Return of the Lazy Dungeon Master does that with plot elements and clues. You have the important details written down, and place them whereever the players look. You have to keep it a secret though as it can lose the magic of the game if the players find out.

I like how HP never really changes, only your skill to avoid getting hurt.
In D&D, they laugh at any regular threat, removing the need to roleplay out of certain situations
This is common in skill based games. Savage Worlds included. You don't end the campaign being able to take a cannon shot to the face. Instead you get better at dodging shots, using cover, etc. A street punk with a knife can still end you if he stabs you.

I think it's why Savage Worlds plays a good horror game despite being a system that emulates action movies. A single zombie can still ruin your day if it bites you. So even high level players can find themselves in danger if they're careless.
 
It's kind of fun watching people who's experiences are only D&D 5E and Hasbro products start to really get into another RPG.

Friday was "Everyone shoot at the Brodkil!" night when the Brodkil came in through a ley line nexus rift and tearing shit up.

For those of you who don't know, Chaos Earth is a Rifts spinoff, and Rifts uses the Palladium combat system, which is... kind of fucked to say the least.

Kevin Sembedia, who invented it, is one of those spergs who you literally can't explain anything to. He firmly believes, off of one report he misunderstands, that Physical Prowess (Dex for your D&D nerds) doesn't affect the ability to fire firearms based on the old "X rounds used to kill Y gooks" from Vietnam, even though people have tried to explain repeatedly that that isn't what the report says.

Now, to hit, you need a 5 or better at 60 feet and nearer, a 9 or better at 61 feet to max range for the weapon. They base this on 'modern targeting systems and skills'. So... yeah, you're getting hit a lot of you don't dodge or take cover. Melee can be parried (some high tech attacks can be parried by special characters) otherwise you're working on Dodge (dodge is a contested roll, 1 dodge per attack, each character gets 2 attacks plus whatever from their hand to hand skill) and your armor.

1 HP = 1 Structural Damage Capacity Point (SDC)
1 Mega Damage Capacity Point = 100 SDC
SDC cannot damage MDC

So this means you could get 150 SDC off your assault rifle, shooting at a tank (which is about 6 MDC) and do NO damage.

Where an M1 tank could shoot for 2d4 MDC, hit your car (150 SDC) with 3 MDC and your car is now flaming wreckage.

Got it?

OK, that's the basic of the madness. There's hit locations, MDC/SDC by location. Most people/creatures are SDC where modern guns are MDC, so you want to protect yourself.

That requires ARMOR! LOTS AND LOTS OF POWER ARMOR!

Now, magical or high tech monsters/objects are usually MDC. Which means, the Brodkil were MDC, which meant the players had to go through their limited ammo with their heavy weapons to fight and take off the limiters. Since post has a system that keeps the military weapons from operating in MDC mode (I just pulled out some bullshit) the players had to disable the system to get their weapons running.

I'm sure you don't care about the play by play.

BUT, afterwards, when we were all BSing, I asked them if they were OK with the kind of convoluted and often contradictory ruleset after coming from 5E after two sessions.

It was pretty much: "This shit is fucking awesome!" They liked they only had to remember 2 numbers for hitting something, that the saving throws were on a card and BOOM, that was it. Roll to hit, blow shit up. There was no "The poor goblins were forced from their lands by the evil logging company" shit, just "The Brodkil are eating the dependapotomuses!" and "BRRRRRRRT!"

We had a character get killed (Took a railgun critical hit) and pink misted. He just changed the name on the character sheet and BOOM! Mr. New PC came running up, putting on his helmet, yelling "WHAT THE FUCK, SERGEANT?" No complex back story, no long angst filled shit, just "HOLY SHIT! MONSTERS EVERYWHERE!"

The opinion so far is that this shit is amazing. Running over weird creatures with an APC while blasting heavy metal, robbing the PX and the liquor store, getting orders from officers and running out to do it.

Two games in, they've got the basics that they'll need. None of them are worried about playing a magic caster, because it's Chaos Earth, Day 5, at the end of the gaming session.

The amount of different OCC's (Occupational Character Class) didn't bother them, since 5E has a glut of them nowadays, although it was noted by one player that OCC's have nice overlap but are different enough to be unique. A Chromium Guardsman OCC is different from a Silver Eagle Pilot enough that they overlap to feel like the same MOS but different.

So, there's hope out there if you hate D&D with hooking people up with other systems.

If I can find a group of people to play the fucking Palladium System and the Chaos Earth setting, then hell, you should be able to find someone to play your preferred game system.
 
It's kind of fun watching people who's experiences are only D&D 5E and Hasbro products start to really get into another RPG.
Especially Call of Cthulhu. Any edition will work but you get best results from 1-3...
 
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