- Joined
- Nov 4, 2017
It looks like a Jew
Ok Rowling, whatever you say.
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It looks like a Jew
Okay, here's a discussion topic. Checking with your DM about progressing your character: what do you ask about ahead of time?
Neither had I until I saw it mentioned in this thread like a year ago.I have never seen the word "freakshit" before.
In my experience, any worthwhile DM will lay out what he does and does not accept a head of time, when the adventure or campaign starts, so there's no need to constantly ask what is or isn't accepted.Okay, here's a discussion topic. Checking with your DM about progressing your character: what do you ask about ahead of time?
Works fine and dandy for more storytelling games where you don't want a random awesome roll to go to waste on something minor.Gameplay question for folks:
background, I've noticed that my players roll a lot of nat 20's on things that don't really matter. This is focused onsystems by Wokeshit of the Coastthe world's most popular roleplaying game.
I've been batting around the idea of letting players "bank a 20" when they get a critical success that doesn't matter, so they can instead save it for a critical moment.
The rules of this are:
If you roll a Natural 20 you can bank it.
- You can only have one banked Natural 20.
- When you bank your 20, you turn your critical success roll into an immediate Nat 1 critical failure, and you need to suffer the consequences.
- Banked 20's expire at the end of the next long rest (don't just hoard your precious, actually use the fucker)
- Luck God/ess needs to feel better than neutral about you to do this.
What do folks think?
I think a lot of it depends on the DM. If it's someone newer to the game you're playing it's best to just be chill and ask questions, if it's someone you've gamed with a really long time you'll know the boundaries already. If someone from the thread were to run a game I would probably just stick to the core rules and try not to be any trouble.Okay, here's a discussion topic. Checking with your DM about progressing your character: what do you ask about ahead of time?
I had one time someone wanted to break a jungle exploration one shot with Fly - I explained to them that the island was a prison, there was a mechanism powered by a imprisoned fire spirit that would attack anything magical that was in the several mile range it classed as "escaping" or "illegally entering". And that meant if he ended his turn more than 5 feet off the ground, he was going to take a fireball spell to the face. And everyone was cool with that (until he forgot, kept hovering at 30ft becuase they found a giant snake with 30ft reach, and took a fireball to the face. But that's another story), it still let him evade a fair number of traps & hazards without breaking the game.
You might be reinventing the wheel a bit. It's a lot simpler to just give player characters Inspiration when they roll a 20 on a skill check, or kill an enemy with a nat 20 crit. Long story short, the PC succeeds in such spectacular fashion they are emboldened their success.Gameplay question for folks:
background, I've noticed that my players roll a lot of nat 20's on things that don't really matter. This is focused onsystems by Wokeshit of the Coastthe world's most popular roleplaying game.
I've been batting around the idea of letting players "bank a 20" when they get a critical success that doesn't matter, so they can instead save it for a critical moment.
The rules of this are:
If you roll a Natural 20 you can bank it.
- You can only have one banked Natural 20.
- When you bank your 20, you turn your critical success roll into an immediate Nat 1 critical failure, and you need to suffer the consequences.
- Banked 20's expire at the end of the next long rest (don't just hoard your precious, actually use the fucker)
- Luck God/ess needs to feel better than neutral about you to do this.
What do folks think?
If I remember correctly, that's exactly what the One D&D playtest rules added: get a nat 20, get inspired. Although Inspiration doesn't mean you bank the 20 for later, you just get advantage when you decide to use it. DMs can still choose to give it out when appropriate, it doesn't just come from nat 20s.You might be reinventing the wheel a bit. It's a lot simpler to just give player characters Inspiration when they roll a 20 on a skill check, or kill an enemy with a nat 20 crit. Long story short, the PC succeeds in such spectacular fashion they are emboldened their success.
This helps make even "wasted" 20s feel good and it gives players a reason to fucking use their Inspirations. Since they don't stack, you'll want to clear Inspiration quickly if you have a way to earn it back on any potential d20 roll. Most players are so afraid of wasting something they'll never know when they'll get back they'll basically forget Inspiration exist unless they're completely fucked already.
For Nat 1s in combat, I have the player roll another D20; 10-20, nothing happens just normal failure conditions for 1. 1-9, fumble.If you wanted to heavily simplify and weaken it just go with saying that when they roll a nat 20 and it doesn't matter (skill rolls etc.) they can bank being able to treat a natural 1 as a 1, not an auto failure. It's less meaningful since in most scenarios it doesn't matter but when your high levelled barbarian decides to backhand a goblin to death and nat 1s the attack roll on a target AC they can hit even on a 0 on the dice being able to ignore that is handy. Unless the table is in favour of failure being funnier.
ITs not 5e, its a different version of the worlds most popular roleplaying game. I could bolt it on, but I'm looking for something to let the avandra-worshipping party feel like the goddess of luck is really on their side and it would seem that sliding around Failures and Successes is the sort of shit a goddess of luck should be able to pull off.You might be reinventing the wheel a bit. It's a lot simpler to just give player characters Inspiration when they roll a 20 on a skill check, or kill an enemy with a nat 20 crit. Long story short, the PC succeeds in such spectacular fashion they are emboldened their success.
This helps make even "wasted" 20s feel good and it gives players a reason to fucking use their Inspirations. Since they don't stack, you'll want to clear Inspiration quickly if you have a way to earn it back on any potential d20 roll. Most players are so afraid of wasting something they'll never know when they'll get back they'll basically forget Inspiration exist unless they're completely fucked already.
Update on these fags.I tried listening to Dimension 20 once and the first character that got introduced was an FtM tranny. It was incredible.
Not a game I've got to the table, but I love Knave's slot based inventory system. You have 10 slots + con bonus. Each item uses a slot, and things like coins or other small items can fix X to a slot unless you have a bag to carry it. The genius of it is that spellbooks and armour take up slots. So fighters would come loaded down with weapons and armour, wizards with spell books, and clerics with holy symbols.What's your favorite encumbrance system in a TTRPG? Most systems seem to gravitate towards either "autistically track every pound of shit you're carrying" or "lol make it up."
I'm really looking for something where the size of an object factors into how encumbering it is rather than just how heavy it is.
Can't quote the posts but I find odd to ban flying races as not to ruin jungle exploration, jungles can have a pretty dense canopy so flying won't be of much help most if the time, ok cool you can see a clearing north of where you are but can you carry the rest of the party with you?
Somehow I missed this page of posts. But my solution is kind of like Corn Flakes. A reroll token is good enough.I've been batting around the idea of letting players "bank a 20" when they get a critical success that doesn't matter, so they can instead save it for a critical moment.
why? you can play pf2 just fine without a full party (of course that's the same for every system, pf2 just makes it very easy to adjust on the fly so it's not a major annoyance).So after a bit of tard rage, he quit the game, blocked me on Discord, and now the group is at risk of fracturing since we don't have a full party.
This is not the first time I've seen this behavior either. I've been of the opinion they either knock it off or leave since I'm not going to change the rules for them, and other players don't want to be around people like that.
You did the right thing. If an adult is acting like that you don't want to associate with them anyway. Small groups are a lot of fun to play with anyway. A two or three person party just means that those characters get more involved. You could also just hand them a weaker NPC goon to follow them around.I replied with "do it faggot".