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

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I swear I didn't intend for my current character to become a Necromancer, but one thing led to another, and here we are.

A bit of background, playing in a game set in fantasy ancient Rome. The ship the party was on was attacked by a kraken and the captain may have accidentally fallen overboard and drowned. We are now the proud owners of a new Trireme, and while we are pretty (read very) wealthy at this point having been fetching ancient elven artifacts for some Wizard (Whose goal may be slightly suspect, but the money is good), a full crew of 200 is a bit of a stretch. This is where I had the brilliant idea of using the undead as rowers and am in the process of devising a ritual to do just that. They don't need food or sleep and never tire, so it seems like a logical move to me. To appease the more moral member of our group, we will be sourcing the bodies of criminals, etc (I'm sure the local government will only give us genuine criminals and not their political opponents).

At this point, I'm asking if maybe we're actually the bad guys, but what the hell, the money's good.
 
Honestly, I would love to play as a Pinkerton in a cyberpunk world.
Just finished RDR2 so that would feel pretty good, especially if someone feels like playing ol' Agent Milton on a crusade to civilize these anarchist fools trying to outrun civilization.
(I'm sure the local government will only give us genuine criminals and not their political opponents).
In Ancient Rome? Oh yes, I'm sure they'll be completely, totally honest about handing over only the condemned to you.
 
Ancient Rome? Oh yes, I'm sure they'll be completely, totally honest about handing over only the condemned to you.
I honestly don't think it's occurred to our party's sole good member that there's a possibility of non-criminals being mixed it. I've decided what he doesn't know won't hurt him
 
I honestly don't think it's occurred to our party's sole good member that there's a possibility of non-criminals being mixed it. I've decided what he doesn't know won't hurt him
What the hell, the money's good, right?
 
Any strong opinions on D&D 3.5 vs 5e, just from a rules perspective? I've played both a lot and I'm starting a new game soon. My group isn't completely committed either way. I'm expecting our game would probably run about levels 2 to 12. Been awhile since I played so I'm interested in reading other Kiwi's preferences and arguments for one over the other.

For more context, everyone in the group has played both at some point, probably more familiar with 3.5. Looking for a very classic fantasy adventure.

TL; DR - 5e is most of the good ideas of 3.5 and has dropped most of the bad ones.

I genuinely can't go back to 3.5. Biggest reasons:
  1. You need a pile of feats in 3.5 for your Fighter to do what every level 1 Fighter in 5e can do.
  2. Flexibility & DM judgment has replaced exploitable rules (no "diplomancy" in 3.5)
  3. Overall much better niche protection.
  4. Buff spells are typically more useful on allies than on the caster.
  5. Large groups of weak enemies are more significant threats.
HP bloat is a real thing and quite annoying.
 
Is it possibly to make OSR (specifically old school essentials) less lethal?

I'm looking to run a fantasy one shot. A hex crawl in a tiny area I hope to "boil the frog" into a wilderness game.

However, I want to run a "heroic" (ie. 5e) power level game, but old school games are notorious meat grinders that rely on players have an army of retainers to act as canon fodder. Searching online gave me two real options.
  1. Run Scarlet Heroes.
  2. Start at level 3 and max out starting hp rolls.
Scarlet Heroes might be too op, since PCs damage hit dice instead of HP.

Starting at level 3 and maxing out HP might work, but it seems like a band aid solution. It also doesn't fix "save or die" nature of monsters and traps.

My other option is to convert to games I know like 5e or Savage Worlds.


Any strong opinions on D&D 3.5 vs 5e, just from a rules perspective? I've played both a lot and I'm starting a new game soon. My group isn't completely committed either way. I'm expecting our game would probably run about levels 2 to 12. Been awhile since I played so I'm interested in reading other Kiwi's preferences and arguments for one over the other.

For more context, everyone in the group has played both at some point, probably more familiar with 3.5. Looking for a very classic fantasy adventure.
Mostly what has been said by others, but my preference is 5e all the way.

Granted, my 3.5 experience comes from PathFinder, but the rules and modifiers bloat is difficult to fix, whereas if HP bloat bothers you it's easy to lower the values. Same goes for races. It's easier to say "no freakshit" than it is to find books and wikis of whatever obscure race/class combo your players have chosen.
 
Is it possibly to make OSR (specifically old school essentials) less lethal?

I'm looking to run a fantasy one shot. A hex crawl in a tiny area I hope to "boil the frog" into a wilderness game.

However, I want to run a "heroic" (ie. 5e) power level game, but old school games are notorious meat grinders that rely on players have an army of retainers to act as canon fodder. Searching online gave me two real options.
  1. Run Scarlet Heroes.
  2. Start at level 3 and max out starting hp rolls.
Scarlet Heroes might be too op, since PCs damage hit dice instead of HP.

Starting at level 3 and maxing out HP might work, but it seems like a band aid solution. It also doesn't fix "save or die" nature of monsters and traps.
You answered your own question there. Starting at level 3 is a time-honored tradition that IIRC even Gygax recommended.

Replace save or die traps and monsters with save vs. damage (for things the players should have seen coming) and save vs. half damage (for things hitting the players by surprise). Adjust the damage numbers as needed, and give the players a handful of healing potions. Depending on the monsters your players are fighting you can also have them loot healing herbs and other lesser curative items (goblins for example could very feasibly carry healing mushrooms picked/grown for them by their shaman). Those things don't scale with level, but at lower levels they can make a pretty big impact.

Also, have going down to 0 HP being "knocked out of the fight but not immediately dead unless the character reaches -10 HP".
 
Is it possibly to make OSR (specifically old school essentials) less lethal?

I'm looking to run a fantasy one shot. A hex crawl in a tiny area I hope to "boil the frog" into a wilderness game.

However, I want to run a "heroic" (ie. 5e) power level game, but old school games are notorious meat grinders that rely on players have an army of retainers to act as canon fodder. Searching online gave me two real options.
  1. Run Scarlet Heroes.
  2. Start at level 3 and max out starting hp rolls.
Scarlet Heroes might be too op, since PCs damage hit dice instead of HP.

Starting at level 3 and maxing out HP might work, but it seems like a band aid solution. It also doesn't fix "save or die" nature of monsters and traps.

My other option is to convert to games I know like 5e or Savage Worlds.



Mostly what has been said by others, but my preference is 5e all the way.

Granted, my 3.5 experience comes from PathFinder, but the rules and modifiers bloat is difficult to fix, whereas if HP bloat bothers you it's easy to lower the values. Same goes for races. It's easier to say "no freakshit" than it is to find books and wikis of whatever obscure race/class combo your players have chosen.
I'm really the complete wrong person to answer this question as I love hardcore and more lethal stuff but I found Five Torches Deep (5e streamlined through an OSR filter) to be much less lethal than B/X derived OSR games. Operation Whitebox is another one with rules for more high powered games at low levels. But it's specific to WW2. However like most OSR B/X games it's broadly compatible with everything else so you can take the rules for higher stats and plop them on whatever you want.
 
Well, guys. After working long and hard on my tabletop, I can finally share information on it since it's progressed so far. Some basics on what I've designed, then the concept of the world. Title of the game is Fables of Faerieheim. I can safely say the game has reached over half-way finished and is nearing 100 pages written - and may be more than that.

1. This is not D&D or any other Tabletop's system. It's my own custom system.
2. Monster creation is simple and, at my fastest, you can create any creature in 2 minutes or less from the real world or fiction - with unique abilities, spells, and so on.
3. It's a mixture of things familiar to D20 system, D6 systems, and Dice Pool systems some players may be familiar with different aspects of.
4. The system is classless and your character design and choice is entirely up to you. Different races allow builds not normally possible. Being a Winter Sidhe who fights with weapons generated from their ice magic can fight on par with human males who specialize in using two-handed weapons (having to get the equipment) for instance.
5. Introducing the concept of Team Turns - where you can work with another ally who has a Talent that the fastest delays himself to the turn of his Team partner. Such actions can include lifting and carrying an ally away, while having them cast while you're running with them. Others include jumping into the air and running foot-to-foot using your auras to anchor you together until you run upward as high as your Movement Squares allow. The two may, then, jump in opposite directions, and choose an enemy on that jumping path to deliver their falling damage (and weapon damage) to simultaneously (if they hit).
6. Utilizing Dice Pools to determine your amount of abilities / capabilities per round.
7. While utilizing Dice Pools, they're separated into action types, similarly to Pathfinder or D&D, but they're much more flexible. A 'full attack' as it's called in D&D is a Primary Action in general. Your character has a set number of Movement Squares available to them. These Movement Squares are expended based off your actions - such as drawing a weapon costs a Movement Square, opening a door costs a Movement Square, closing a door, and so on. That way someone's entire turn isn't just messed over by a door of some kind as it happens in many systems.
8. All actions in some way cost Dice - and it's sometimes a good idea to save Dice as they can be used to reroll attacks, damage, or even parry incoming spells or attacks. In essence, as someone attacks more, it costs more of their dice. Expending 1 Die of your own to negate an attack costing your enemy 2 or even 3 Die can be rewarding.
9. Levels amplify the character you start out with, rather than turning them into something different. For instance, if you start out as a wandering Warrior Blacksmith, you become a better Warrior Blacksmith. Swapping your attributes while leveling is a bit more costly as you're making sacrifices to change what made you great to begin with.
10. Saving throws are gone. Period. Attacker must roll against you and the Defenses you've invested points into. That way it feels less like the Dice fucking you on the receiving end.
11. The way points, Defenses, Attacks, Ranks, and Spells work are it is in your best interests to find out what you're fighting. Not everything has high Defenses in everything.
12. Everything in the world has levels. However, everything has Qualities to them. Qualities denote how hard of a fight it'll be and are easy to adjust for the Monsters made. Rather than, like some games, there's this level 1 creature who can kill level 5 players out of the blue.
13. Stats are gone. Period. You are your weapon ranks, weapon tricks, armor worn, and spells in combat.
14. The closest relation to stats are the Skill Systems which you can invest points in to show how strong, smart, personable, and so on your character is. If you invest more points into the base "Attributes" you gain more ranks to be placed in specific skills and a bonus that can be added to each D6 rolled. Each Rank is a D6 die in the dice pool of that skill. For instance, if you have 2 Ranks in Hide and you have 5 points in Agility, if you roll 2, 2 for a 4 total, you can add points from your Agility Attribute to make that 6 and 3 respectively - or any combination of five that could be shifted between them.
15. In regard to HP bloat, it's still being tested. But the HP is pretty limited to Race + Level + Survival Dice. Which means Maximum 25-ish? At 0 HP, someone dies and they can go to negative, but for a number of rounds equal to their level, they can be healed up above zero and be brought back from death. Other plan is Race + Survival Die every level.
-------------------------------------------------------
Concept of the World and the setting:
As the world began to modernize and the Industrial Revolution began to take off, magic began to be cut off from Earth. Beings that had been around in Earth's history had slowly been fleeing to areas where the Old Ways were still believed until almost none remained. Though the world of Faerieheim was always accessible and, indeed, was as ancient as Earth's history itself, it was always a sister to Earth and always affected it. With magic dying on Earth, that meant portals to the world had begun failing. Any creatures with bits of magic or those who wanted to retain magic fled through the remaining portals to Earth's Sister.

Faerieheim is a place ruled by Mab - Queen of Winter and Darkness, Titania - Queen of Spring and Light, and, formerly, Oberon - The King of Earth and Fire. Currently, Oberon's place has been taken by a mysterious figure known as the Erlking after Oberon fell in battle to the Queens. Though many do not know how an unknown being took this place, they know that the Erlking is fulfilling Oberon's duties, but only thus. Oberon was well-beloved as King and often went above and beyond his duty, nipping problems in the bud before they took root. Unfortunately, the Erlking only seems to take action when necessary, rather than at-will as the former King did.

Now, monsters roam the land and tread where they never dared before and new monsters altogether have arisen and are growing stronger, taking lives, and razing entire villages, tribes, and hollows. The most notable of which are the horrifying Fomoires that have twisted resemblances to Faeries that some survivors seem to know. These new creatures seem almost utterly impervious to magic, feel no pain, and can infect other Faeries, turning them into more of their twisted visage. Luckily, the humans who have come to Faerieheim are unaffected by this curse and have been doing their best to help keep the Fomoire at bay, but something seems strange about these monsters - they seem too organized. The fact the Erlking has done nothing about any of these problems seems to be a sign he is not going to act.

Out of desperation, the races of the world have agreed on a mutual pact to create a world-wide group of Adventurers to try and curb some of the threats. Though, this has had mixed results. Though everyone in Faerieheim knows of the concepts of leveling and leveling up, they also know there's no way to know the levels of the creatures they send Adventurers against. Due to these results, almost everyone in the world believes Adventurers to be insane and that anyone taking on the profession is either brave, stupid, insane, or some mixture of the three. Even if the results are mixed, notable adventurers have pushed back tides and hordes of enemies once thought impossible. Will you take up the mantle of Adventurer and one day rise to the rank of a Legend to where Fables are told about you - or will you die like the rest? Roll your dice, hero, your life may depend on it.

**(Bit here is a throwback to older games, if you recall them) Out of Book, flavor note.**

Will you be the strong-armed male humans that Faerieheim has mutated men into? A cunning female human spellcaster, perhaps?

The honorable and stalwart Svartalfr?

The gold and gem obsessed Trowe?

The industrious, inventive Gnomes?

A kind-hearted Summer Sidhe, perhaps?

A deviously wicked Winter Sidhe?

Maybe you wish to join the ranks of the Half-Fae like Goblins, Elves, Dark Elves, and Dwarves.

Either way, from humble beginnings to heroism await you.

Front Cover

Back Cover

Also, for those curious - I do have art for the game besides the covers. I have race art, Monster Art, currency, equipment (still being worked on), and a map coming soon.
 
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Something happened the other day I couldn't post due to down time.

I'd heard nothing but good things about Castles and Crusades. An OSR game that mixes old DnD with 3.5. I gave the rule book a read and it sounded fun enough, but the setting was kind of bland. Bog standard Tolkien where humans, dwarves, elves, and halflings all hate each other. I asked on a Discord RPG server if there was any homebrew races so I could run a different setting.

In response I got a thousand word rant from a couple of users arguing that the default setting of Aihrde is amazing and that other settings like Eberron and Ravenloft are just flashy film sets and no substance behind them. Then the janny banned further discussion of the topic, because going on a tirade and then banning any other opinions proves how right you are.

Troll Lord Games (the makers of Castles and Crusades) has multiple settings on their website. So this kind of elitism that Castles and Crusades should only be used to play Aihrde doesn't even match what the creators intent.
 
Something happened the other day I couldn't post due to down time.

I'd heard nothing but good things about Castles and Crusades. An OSR game that mixes old DnD with 3.5. I gave the rule book a read and it sounded fun enough, but the setting was kind of bland. Bog standard Tolkien where humans, dwarves, elves, and halflings all hate each other. I asked on a Discord RPG server if there was any homebrew races so I could run a different setting.

In response I got a thousand word rant from a couple of users arguing that the default setting of Aihrde is amazing and that other settings like Eberron and Ravenloft are just flashy film sets and no substance behind them. Then the janny banned further discussion of the topic, because going on a tirade and then banning any other opinions proves how right you are.

Troll Lord Games (the makers of Castles and Crusades) has multiple settings on their website. So this kind of elitism that Castles and Crusades should only be used to play Aihrde doesn't even match what the creators intent.
You expected sense and reasoning from grognards?
 
I wish GURPs still published Alternate History compliations hell i wish they published a full source books on all the stuff in Alt. Earth 1&2 man those are all really cool settings wven better when you get out of the bog standard this is the alt history where the nazis won...
 
I wish GURPs still published Alternate History compliations hell i wish they published a full source books on all the stuff in Alt. Earth 1&2 man those are all really cool settings wven better when you get out of the bog standard this is the alt history where the nazis won...
God, I would love a TTRPG based around Turtledove's World War books. Easy to go for the eyes when you've got a shotgun and your foes are 5 foot tall lizards with chameleon eyeballs.

Shame that never actually happens in the books, because man would they howl louder about those guns than the Germans ever did.
 
What are your honest opinions about 4e?

For the longest time I've had only heard bad things about it, but I have recently decided to run a 4e Dark Sun campaign for some internet friends and I'm really enjoying it so far. I absolutely love the way statblocks are done and the art of Wayne Reynolds has really grown on me.
 
What are your honest opinions about 4e?

For the longest time I've had only heard bad things about it, but I have recently decided to run a 4e Dark Sun campaign for some internet friends and I'm really enjoying it so far. I absolutely love the way statblocks are done and the art of Wayne Reynolds has really grown on me.
I've said it before and I'll keep saying it until I'm blue in the face: 4e is the best tactical, team-focused combat you'll ever get in the D&D franchise. It's also much better balanced than most, and every class gets to do more than just "I attack". If you want build variety within a single class without buying fifteen splats, that's your game. Also, the minion monster rules are fantastic and they should have been carried over to 5e. For all their stated goals of making D&D more "epic", having to spend 4 turns hacking away at a single orc really fails to sell that effect.

Oh, and there's a Martial healer which they haven't touched with a 10ft pole since. Justice for Warlords!

On the other hand, it is a tactical game and it's not pretending to be anything else. It's also a big departure from both 3.5e and 5e so if you're someone who routinely says "they changed it, now it sucks" you won't like it. There's more "bookkeeping", in the sense that you have more things you can do every turn so you have to keep track of your exploits and healing surges and bloodied states even if you're not a caster (printing those into small cards helps a lot), so anyone looking for a more "no thoughts, head empty, roll d20" style won't like it either. And if you're all about building casters that solo entire dungeons with five spells, you won't like it either because casters now follow the same rules as martials and many of them are control-focused as opposed to raw death-dealers.

And yes, you can absolutely roleplay in 4e. There is nothing stopping you. Hell, Diplomacy, Insight, Bluff, Streetwise (great skill, sad to see it go in 5e) and Intimidation are all skills in that game. Roleplaying depends far more on your GM than on the system, and no D&D edition to this day has taught their players how to roleplay all that well to begin with. It's one of the reasons why there are so many different GMing styles.
 
What are your honest opinions about 4e?
Best game! Actually, never played it.

Serious answer. 4e is interesting to me simply for being the game that pissed the grognards off. I'm pro freakshit races and find the stock party of wizard, fighter, elf, dwarf, halfling, along with the mud farmer Tolkien settings they inhabit quite boring, and evidently so do most of my players. I don't know how 4e was received at release, but it kind of reminds me of Resident Evil 4 in the way that it's blamed for all the problems in future games.

You expected sense and reasoning from grognards?
I didn't expect a bucket of salt simply for asking what race options existed.

One thing I didn't mention in my story is that one of the grognards shilling the game said it plays a really good game of Dark Sun. I'm no expert, but doesn't Dark Sun have psychic insect people? Are those considered "freakshit" these days?
 
One thing I didn't mention in my story is that one of the grognards shilling the game said it plays a really good game of Dark Sun. I'm no expert, but doesn't Dark Sun have psychic insect people? Are those considered "freakshit" these days?
I’m retarded, and also not a grognard, but I feel like it’s less “I hate everything that’s not human elf dwarf hobbit” and more “we should curate what races are common and which races don’t exist”.

That could just be me inserting my own opinion into it though. I do think restrictions on what races are available breed some interesting scenarios. Dragonlance wouldn't be half as beloved as it is if they allowed people to play as Halflings instead of Kender, or used Orcs instead of Draconians.
 
Dark Sun usually gets a pass because it's:
1 - old as fuck;
2 - extremely heavy on the theme. It's a hardcore post-apocalyptic desert world, not your average steampunk or happy-go-lucky high fantasy world; and,
3 - very weird with the races to begin with.

That third point is probably the most important. Every race except for humans is rather different from their usual fantasy interpretation. Elves are dishonest nomadic runners. Dwarves are turbo-autists. Halflings are extremely aggressive xenophobic cannibalistic pygmies. And even the humans can look weird after centuries of magical corruption. Everybody's behaviors are influenced by their basic biology, so snowflakes aren't easy to find. In that sort of world a race of literal bugpeople with rather exotic physiology and psychology doesn't stick out like a sore thumb. It's a world that's limited in its races and explores them to their fullest.

As opposed to, say, Forgotten Realms. Where you can have an entire party of non-PHB furrybait races that essentially all just act like stereotyped humans because they are essentially just lazily-written humans with funny bodyparts.
 
What are your honest opinions about 4e?
Never seriously got to play it, and if I did now I'd probably assume it's an inferior product to the editions I have played. I don't like minis style gaming, and that's essentially what it is. Any complements I can give to it is already taken by 5e, despite how I hate every single fucking splat they have made for the last few years.
For the longest time I've had only heard bad things about it, but I have recently decided to run a 4e Dark Sun campaign for some internet friends and I'm really enjoying it so far. I absolutely love the way statblocks are done and the art of Wayne Reynolds has really grown on me.
Again, if you like it, cool. Most people have issues with it since it really went hard on tacticals, which I feel if I wanted something like that I'd crack open a minis game like Mordheim or skirmish style WarHams Fantasy.
 
I can't quote due to site problems.

That could just be me inserting my own opinion into it though. I do think restrictions on what races are available breed some interesting scenarios. Dragonlance wouldn't be half as beloved as it is if they allowed people to play as Halflings instead of Kender, or used Orcs instead of Draconians.
That's fine. I like me some eberron which limits races to official material. And even then Dragonborn feel under developped.

Dark Sun usually gets a pass because it's:
1 - old as fuck;
2 - extremely heavy on the theme. It's a hardcore post-apocalyptic desert world, not your average steampunk or happy-go-lucky high fantasy world; and,
3 - very weird with the races to begin with.
I think 1 is the most important point. It's why Eberron and Spelljammer are tolerated.

As for "happy go lucky high fantasy", I kind of disagree. The games I run and play in are that, but most people seem to be demanding a super serious mud farmer Tolkien rip off game. I say demanding because grognards never seem to actually play the games they demand, but that's a whole rant on it's own.

I've heard good things about the anime rpg anima, but never read it.
 
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