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

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I haven't seen the new playtest rules. But people are saying that it looks alot like Pathfinder 2nd edition.

I heard that when you buy a official physical book, you will get the digital version on DnD Beyond for free. But the only way that will happen is if you order the book directly through WOTC.

They are trying to kill FLGS'.
 
I haven't seen the new playtest rules. But people are saying that it looks alot like Pathfinder 2nd edition.

I heard that when you buy a official physical book, you will get the digital version on DnD Beyond for free. But the only way that will happen is if you order the book directly through WOTC.

They are trying to kill FLGS'.
If they shrinkwrap the book they could include a code to redeem online, but then that causes another issue for FLGSes. I guess they're just assuming people will see the D&D name and buy it without needing to look at the rules first.
 
Also, if you order the book the WOTC, you get the DnD Beyond version 2 weeks before the physical version hits stores.

Notice it's the DnD Beyond version. Not a digital PDF or something like that. You can only use it in DnD Beyond.
 
I haven't seen the new playtest rules. But people are saying that it looks alot like Pathfinder 2nd edition.

I heard that when you buy a official physical book, you will get the digital version on DnD Beyond for free. But the only way that will happen is if you order the book directly through WOTC.

They are trying to kill FLGS'.
Which is weird because the Pf2E rules actually moved away from '20 is always a success, 1 is always a failure'. Instead, any result that's 10 or more over the number you need is a critical success, and any result that's 10 or more under the number you need is a critical failure.
 
Intro video includes a frumpy asian potato saying that they could never get into roleplaying growing up because they didn't have any heroes who looked like fugly genderblobs and coudn't imagine any.
Not that it was ever in doubt that they were continuing to go full woke, but there's your confirmation.

See, the reason I like D&D is I look exactly like this dude on the right:

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Intro video includes a frumpy asian potato saying that they could never get into roleplaying growing up because they didn't have any heroes who looked like fugly genderblobs and coudn't imagine any.
Not that it was ever in doubt that they were continuing to go full woke, but there's your confirmation.
I have to wonder how vain/insecure you have to be to contantly obsess over characters "looking like you" in a series? They act as if all members of a certain race all look alike, mainly like them. (Beyonce and Whoopi Goldberg are very different looking.)
 
I don't get why people are so negative on Primal as a power source. It was great in 4e since it made Druids and Shamans not just Nature Clerics and justified why Barbarians were blatantly magic while also bring forth the Norse berserker feeling for Rages.

Though there is the caveat that it was good because of Primal Spirits, the sort of pantheon but not really for Primals. Primal Spirits varied from tiny pathetic ones like one for an oak sapling or tiny creek that dries up in the summer to ancient ones who predate the World who are the spiritual embodiment of things like Predation and Prey or Dreams. You also didn't pray to the Spirits, you honored them with your actions by doing things like hunting down poachers, making sure all parts an animal were used instead of just being left to rot or taking psychedelics.

Granted 5e threw away essentially all of this because 4e lore that wasn't making Tieflings less Mary Sue was seen as haram and should be destroyed.

I will say though the way 5.5e/6e/whatever the fuck this is becoming will 100% screw it up. Just lumping all spells into such rigid lists will only cause issues. Also I notice that Psionic is ignored. I wonder if its because they never managed to get it to work in 5e and thus they are just going to pretend it doesn't exist.
 
Not an extra full action, an additional die and a small bonus to your init roll.

And no, not everyone took it. Number one, it was a fucking essence hog like a motherfucker (A full 5 of your six points for Wired Reflexes 3). Number two, it didn't play well with magic. Number three, it was useless for riggers and deckers.
Yeah, but if you were a street sam level 1 was mandatory.
Any reason they needed to add an entirely new spell type? My best guess is this is their retarded attempt to split Druid off from Clerics. I guess Bards are still arcane tho.

It don't matter, I'm not touching this edition given the absolute slop Wizards has been shitting out.
Rangers and druids getting their own form of magic isn't exactly unreasonable, especially when you consider the special limitations druids have (had?) regarding armor. Things have been leaning that way for a while, so I'm not surprised they just made it official.
So some thoughts:

1. Ardlings are terrible and I hated every single second of reading about these shittier furry versions of Aasimar, which they clearly replaced. They read like a terrible mary sue race a really, REALLY shitty homebrewer would squit out in a night due to their super special glowie wings. Strong coomer energy too since their skin is described by fucking texture, also they are described as more special than the others. Whoever wrote that should be pointed at and bullied to death.
2. It's telling they made up different types of the same races that are played by snowflakes, but forgot Dwarves also had the same splits as the other races in older editions. Same with Orcs btw, but again these retards only got offended because they see black people as Orcs, never really touching or learning about them. Not that it matters because this system is shit and it's good they aren't brought up, but it's hilarious. Hilarious like forgetting the Aasimar exist and adding lolcthulhu to Tieflings. They also merge different racial builds in the case of the elves under one sigil.
3. This piece of shit really emphasizes the multiverse with each and every terrible modification. Fuck you writers, don't shove this interconnected grasping horseshit down my throat.
4. A far less efficient character creation system IMO. It barely adds anything new to things, because it's just a shittier and stretched out version of stuff you could dig up using the SRD or just the base handbook.
5. I'm not inclined to use Inspiration all that much, they're doubling down on a mechanic that people don't use in the same retarded way the White Wolf guys focus on the worst shit too, and character backgrounds I can take or leave. In a better system I'd care more about the backgrounds, but this thing is frontloaded with obnoxious.
6. I still don't care for splitting Divine spells and putting them into a new group called Primal, even if they did this before with 4e. If anything, Arcane spells should be split if you're going to be sofa king we todd ed to do this. Arcane spells are easily the largest sphere of magic in the game, being twice the size of divine.

All in all, awful booklet. Definitely have no interest at all to play DnDone. Hell, they even used the same retarded name as the X-Bone. Same shitty joke too.
They did finally ditch the god-awful purple drow nonsense in favor of describing their skin as dusky grey. The ardlings are just as god-awful as you described though.
 
I don't get why people are so negative on Primal as a power source. It was great in 4e since it made Druids and Shamans not just Nature Clerics and justified why Barbarians were blatantly magic while also bring forth the Norse berserker feeling for Rages.

Though there is the caveat that it was good because of Primal Spirits, the sort of pantheon but not really for Primals. Primal Spirits varied from tiny pathetic ones like one for an oak sapling or tiny creek that dries up in the summer to ancient ones who predate the World who are the spiritual embodiment of things like Predation and Prey or Dreams. You also didn't pray to the Spirits, you honored them with your actions by doing things like hunting down poachers, making sure all parts an animal were used instead of just being left to rot or taking psychedelics.

Granted 5e threw away essentially all of this because 4e lore that wasn't making Tieflings less Mary Sue was seen as haram and should be destroyed.

I will say though the way 5.5e/6e/whatever the fuck this is becoming will 100% screw it up. Just lumping all spells into such rigid lists will only cause issues. Also I notice that Psionic is ignored. I wonder if its because they never managed to get it to work in 5e and thus they are just going to pretend it doesn't exist.
Druids and Rangers getting their own list of spell isn't a problem by itself. But don't confuse this with the power sources from 4e. This change is literally just about spells. And unless they start giving Barbarians spell slots (because Eldritch Knights and Arcane Tricksters are such beloved archetypes, right?) this does nothing for them.

Barbarians are blatantly magic in 5e because everybody is fucking blatantly magic in 5e. If not by class, by race or background. Because fuck beating the enemy with determination, martial skill and high-quality equipment, right? If your attacks don't look like a shounen anime by level 11 you're just not doing it right as far as WotC is concerned.
 
They're going ham on Inspiration, aren't they? I get it was an underused rule since most GMs (and players) never remembered it but tying it to simply rolling a 20 feels like overcompensating.
As somebody who has DM'd multiple sessions of 5e, I found I quickly stopped using and handing out Inspiration as so many classes and abilities essentially have mechanics that give them almost endless advantage on everything they do, or can give each other advantage, so it just kinda felt like handing my players "I win" buttons when they were already doing well enough as it was. I just don't see the obsession with Inspiration as a mechanic to these people.

On a different note, I am very curious to see how badly the WOTC crew absolutely butchers the Planescape setting later this year. I don't see how "Philosophers with Clubs" is going to translate over to 5e when they have gone out of their way to remove the Alignment system from the game and generally seem to have an open hostility to the very idea of it, such as forcing the Larian Devs to even remove it from the character creation in Baldur's Gate 3 recently. Not to mention 5e as a whole doesn't really seem to jibe well with any themes being darker, mature or having any kind of thought put into them. I'm thinking they will just overhaul the whole setting into a hub for their whole Marvel Cinematic "Multiverse" they want to make so badly.
 
As somebody who has DM'd multiple sessions of 5e, I found I quickly stopped using and handing out Inspiration as so many classes and abilities essentially have mechanics that give them almost endless advantage on everything they do, or can give each other advantage, so it just kinda felt like handing my players "I win" buttons when they were already doing well enough as it was. I just don't see the obsession with Inspiration as a mechanic to these people.
I had to re-read the inspiration rules just now because I was wondering what you were talking about.

From what the PHB says, and correct me if I'm wrong, inspiration allows you to roll with advantage once. The DM hands out inspiration for good role playing. So I'm guessing one of us is wrong.


As for the obsession. Inspiration is a great way to help players do the things they want to do. I've had players who've been frustrated with bad rolls. There's "the dice fall where they may", and then there's "I've been playing for seven hours and haven't succeeded at anything". Inspiration as written doesn't help much, but it's something at least.

Games that use re-roll mechanics well greatly reduce player frustration at the low end, and allowed for moments of awesome at the high end. Especially if you allow players to spend them to take extra actions or break the rules in some way. I guess it's an "I win" button, but that's not a bad thing on occasion.


MCU is a mistake and should end at Endgame
It kind of did. Other than some kung fu movie fans being optimistic for Shang Chi, I don't know anyone who gave a shit about anything post Endgame.
 
Oh god. The new rules. They’re bad, guys.

I'm going to offer a mild defense I'm certain to regret later:
During DNDN, wizards published weird streamlinings on Character Creation & other systems that they reversed or heavily altered before 5e was finalized. They wanted player feedback on something else.
I like the idea of stats & skills based on backgrounds, but basically the only thing your race does is control if you have

TBPH, if this is what they're going for they need to lean harder into splats/setting books. Stop trying to tell us how cool and multicultural everyone is and that its racist to think Orcs = Niggers. Just give a very plain-jane Elf and then cover how Elves play out in a particular world in a setting book.

I don't get why people are so negative on Primal as a power source. It was great in 4e since it made Druids and Shamans not just Nature Clerics and justified why Barbarians were blatantly magic while also bring forth the Norse berserker feeling for Rages.

I think its mainly because it hems too close to freakshit and if you are actually getting into the cosmology you have this issue where the Primals don't fit into the Gods/Angels/Demons/Devils dynamic, and were very clearly an afterthought.

I actually really like the concept of Primal, but the implementation really leaves a lot to be desired. Which is a shame because you could really lean into a Dark Sun sort of setting with dead/dying gods and humanity at the whim of the fickle forces of nature spirits.

(And you're right, I forgot Psionics)
 
I finally got around reading this thick block of propaganda that calls itself a game. Let's take a dive into Hard Wired Island.

Hard Wired Island is a "game" written by Paul "Ettin" Matijevic, RPGNet and SA janitor, harasser of women and most recently publicly humiliated by Zak Sabbath.

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Let's see the initial pitch.

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Because nothing steers the world towards a better future like terrorism.

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This is going to be fun. Let's get to some future history.

Back in 1996, a large meteor hit the Earth in the arctic, resulting first in a brief impact winter, followed immediately afterwards by global warming. I'm not exactly sure why or how this happened, but Paul feels the need to make jabs at all the evil climate change deniers.

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The funny part is that Paul thinks that this is some kind of giant "I told you so!" about global warming, despite the fact that he not only got the science wrong, but had to rely on an outside event that could not possibly have been caused by humans to speed up the process. But who cares about science, Paul wants to see those evil people get their comeuppance!

In the next few years immediately following the disaster, society quickly turned its focus towards space travel so that humanity wouldn't get wiped out by the next meteor slamming into the Earth. You'd think they would be more concerned about deal with the real fallout from the previous one, but what do I know. Environmental reform and space settlement became the new hotness overnight, and people start launching space missions--including the African Union, which got to the moon in just three years after the apocalypse somehow.

Since everyone and their mother wanted to go into space, because space was where all the cool people were going, the UN decided to set a bunch of rules about space exploration, which also included rules about gender and other diversity gaps in tech fields for some reason.

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Yes the world is literally ending but damnit, there are too many introverted white men in tech! Priorities!

The other thing that the UN did was establish the Grand Cross Program, an international city in space capable of sustaining millions of people with minimal assistance, and acting as humanity's gateway to the stars. In other words, Space Portland.

The next few years divert all of the resources that could have been spent saving the billions who were dying from the meteor-induced climate change on Earth to getting the cool people into space. There are lunar colonies by 2005, and Grand Cross is ready in 2010 despite a number of delays, accidents, and financial backers getting cold feet.

By the 2010s, the nations on Earth were recovering from the meteor impact and decided to focus on their own needs rather than keep shoveling money into Space Portland. Corporations begin throwing money around to try and get into the UN-controlled Grand Cross project. The UN committee running the station was eventually replaced by a bunch of corporate stooges called the Offworld Cartel who privatized everything they could in order to make a quick buck.

In 2019, the Cartel's cost-cutting resulted in the destruction of another space habitat, and rather then send the refugees from the station back to Earth, they all went to Grand Cross instead for some reason, and no one seemed interested in spending money to help them out.

As of 2020, the game's start, Space Portland is a place of staggering income inequality, where fancy new tech is used by the rich to control the poor while internet activists throw tantrums. So it's a lot like regular Portland in that regard.


Beyond the corporate cartels, crooked cops, and criminal gangs which have somehow found their way to Space Portland, there are a few other unique factions, such as the Dreamers, which are apparently robots with pseudo-uplifted animal brains.

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I'm not exactly sure what this is supposed to represent, but whatever. Oh, and also the United States government is funding fundamentalist religious groups and sympathetic right-wing governments in order to undermine space because reasons.

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The game's mechanic is basically 2d6+stat, nothing to write home about here. There's some PbtA influence too.

You get your choice of Origins from the many people who call Space Portland home, such as androids, refugees, ex-cops, and...

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... Yeah.

One thing of note is that characters start with Burdens, a negative ability that represents how bad shape you are economically. Burdens are acquired by taking cyberware during chargen, or picking traits that make you careless with your spending, or by having a bunch of student loans.

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Before every mission, if you have Burden, there's a chance you don't make rent this month. This is somehow the fault of the capitalist society that keeps people in poverty so that the rich can exploit them. But here's the thing: Almost all sources of Burdens are taken on voluntarily. You don't need to go deep into debt for cyberware or a few more skill points. You could be smarter with your money or choice of career. If you're starting with Burdens, it's because you made some retarded choices in your life, and yet somehow it is capitalism's fault when you can't pay back all the debt you took on.

But Wallace, what about medically necessary cyberware? Nope, that doesn't count towards your Burden. At least the dystopian cyberpunk future still offers good health insurance.

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If you need more money, the planned futuristic city of Space Portland has a thriving gig economy.

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Unfortunately, the game features an Ale And Whores rule that decays any cash you save up, making escape from all those Burdens you picked up functionally almost impossible.

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Next time: Grand Cross!
 
They did finally ditch the god-awful purple drow nonsense in favor of describing their skin as dusky grey. The ardlings are just as god-awful as you described though.
That's not really an improvement. If you look at the Orcs section they were clearly cleaned up and made into much more noble beings than they actually are in the Forgotten Realms setting. Really shoving that shit down the throat, alongside allowing dwarfism to be a thing in a setting with a race called fucking dwarves.
I don't get why people are so negative on Primal as a power source. It was great in 4e since it made Druids and Shamans not just Nature Clerics and justified why Barbarians were blatantly magic while also bring forth the Norse berserker feeling for Rages.

Though there is the caveat that it was good because of Primal Spirits, the sort of pantheon but not really for Primals. Primal Spirits varied from tiny pathetic ones like one for an oak sapling or tiny creek that dries up in the summer to ancient ones who predate the World who are the spiritual embodiment of things like Predation and Prey or Dreams. You also didn't pray to the Spirits, you honored them with your actions by doing things like hunting down poachers, making sure all parts an animal were used instead of just being left to rot or taking psychedelics.

Granted 5e threw away essentially all of this because 4e lore that wasn't making Tieflings less Mary Sue was seen as haram and should be destroyed.

I will say though the way 5.5e/6e/whatever the fuck this is becoming will 100% screw it up. Just lumping all spells into such rigid lists will only cause issues. Also I notice that Psionic is ignored. I wonder if its because they never managed to get it to work in 5e and thus they are just going to pretend it doesn't exist.
Because it's different and it reminds people of an edition that most did not like to the point they played a clone from Paizo to avoid it. Also by this logic Bards should also have their own magic school, because they cast and get their powers so differently from the other arcane casters. They have their own unique spells and abilities that the other casters don't get, so why are they not given a similar split?

Plus, it makes Arcane spells even more overwhelming in scale too, since they easily have the largest selection of spells already. This is made all the worse since this mainly splits divine spells from what I'm looking at. It just seems kind of pointless since at the end of the day it's from the same source: a divine fount of energy. Nature spirits, the god of nature? Doesn't fucking matter, you get your power from a source beyond you.

I just don't particularly care for the split, especially since the rest of the rules they added in the batch just absolutely sours me to ever bother with this version.
 
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