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

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@Scream Aim Fire
Honestly if its C&C your euros should just use the evil huwhite man's favorite weapon:
Those other, bad niggers/injuns/doon coons/spics/chinks from next valley over.

The Aztecs immediately went to war for the Spanish against the Maya.
The number of Eastern tribes who went to war with each when the Brits gave them an excuse.
Leopald starting a hand-based economy.
The Brits and the constant fuck-fuck games with the Rajas.
The Sioux & Blackfeet racing to sell each other out to the US Army because someone killed someone's sister and fucked their favorite horse. Or pretty much any plains tribe vs any other plains tribe, and triple if it was the Comanches.
 
Honestly if its C&C your euros should just use the evil huwhite man's favorite weapon:
Those other, bad niggers/injuns/doon coons/spics/chinks from next valley over.

The Aztecs immediately went to war for the Spanish against the Maya.
The number of Eastern tribes who went to war with each when the Brits gave them an excuse.
Leopald starting a hand-based economy.
The Sioux & Blackfeet racing to sell each other out to the US Army because someone killed someone's sister and fucked their favorite horse. Or pretty much any plains tribe vs any other plains tribe, and triple if it was the Comanches.

Eh, wasn't just C&C we were going to be using; we were planning on going for other settings as well, like the WoD, Otherverse, HSD, and a number of others. We're just looking for ideas at this point; every setting never gives the "evil right-wing fascists" anything other than guns, so it necessitates branching out and looking for ideas to make sure nothing gets too boring.
 
If you want evil whitey, here are a couple thoughts:

1. Steampunk. Have them roll up in some blimps with clockwork automaton soldiers and steam-powered slug throwers. Do up the soldiers to look appropriately 1700s-ish for whatever nation they're supposed to be from.

2. Go all-in on the slavery angle, have them using shock weapons and gasses to incapacitate people, along with brain-melting helmets or shock collars or whatever to be grabbing people and making them into enslaved cannon fodder on the spot, who are then herded to do as much damage as they can.

3. Punky Mad Max. Have them rolling around on spike-covered motorcycles with melee weapons, being a roving horde of highly mobile marauders who just smash their way through a place and take anything not nailed down.
 
Honestly if you want Villains that will feel unique why not go for the colonization route. Like the Conquistadores destroyed their own ships so that the only way out is conquering. Columbus' faith shaped many of his decisions involving the New World in the Colonies. The Gold Rush and the Colonization of the West was to establish their own legacy in new lands and get untold riches. Basically make them willing to explore, risk, and fight to not only conquer new lands but be known throughout the old world as figures of importance for expanding their empires.
 
1. Steampunk. Have them roll up in some blimps with clockwork automaton soldiers and steam-powered slug throwers. Do up the soldiers to look appropriately 1700s-ish for whatever nation they're supposed to be from.
Better idea: make them like those reenactors who carry around modern weapons in archaic dress, like those Jeep-riding Romans or the Venetian musketeers with bazookas.
I could see these being used; apparently in C&C, the remaining "ytpipeo" are all stuck at medieval tech level at best - according to the retards in charge, at least - so this seems fitting.
No problem. You know I'm good for weapons ideas ever since those C&C suggestions I tossed your way.
 
Eh, wasn't just C&C we were going to be using; we were planning on going for other settings as well, like the WoD, Otherverse, HSD, and a number of others. We're just looking for ideas at this point; every setting never gives the "evil right-wing fascists" anything other than guns, so it necessitates branching out and looking for ideas to make sure nothing gets too boring.

Twitter has taught me that YT can oppress the entire global population with microaggressions, slurs, and not respecting pronouns. So like the dune sonic weapons, but "Nigger" is a killing word (only if you're white)
 
Something I've been thinking about the past few days relating to multiclassing and roleplaying. As a DM, would you require a player to give a logical reason for their multiclass of choice?

Obviously, there's nothing that says you have to, as long as they meet the requirements in the system. But I feel like having some kind of reason for why you're taking that dip enhances the story of your character and makes the choice more meaningful. It also ties your character's development into that of the campaign itself, so you can have that as a part of your character's story and relate that when talking about them.

Despite liking the idea, I'm not sure if I would or not. Unless someone's obviously trying to metagame hard, I wouldn't necessarily want to restrict their character just because it doesn't make sense. I might reward someone who does come up with a good story down the line, maybe throw an extra magic item their way that fits their class later on, but do it in secret so as not to encourage more metagaming.

I was mostly thinking about this because of my bard hitting level 6. While I didn't need to justify the spells I took for Magical Secrets, I still thought up good reasons for them. I learned Aura of Vitality from observing our newly joined paladin buddy and his divine healing abilities. Meanwhile, my drow "friend" from the Astral Plane has had some lingering influence from beyond, which is why I now know Hunger of Hadar and its tentacular weirdness. It was a creative exercise that nobody else but me might care about, but hey, I had fun. Also gives me an excuse for Find Greater Steed at level 10 (and laughing hysterically at said paladin stuck on the ground while I fly off on my pegasus).
 
Something I've been thinking about the past few days relating to multiclassing and roleplaying. As a DM, would you require a player to give a logical reason for their multiclass of choice?

No, because I will kill their character since the only reason they'd multiclass is to break the system.

serious answer: It really goddamn depends, and its been so long. Multiclassing is terrible in D&D WMPRPG 4e, and isn't a thing in OSR. In 5e for one-shots/megadungeons I'd usually forbid multiclass since its always "core SRD races/classes only".
Usually though I let my players build whatever they want from core or core-adjacent rulebooks, but usually there is some sort of character narrative to fit the mechanics.

Last time I did a multiclass character, I made a Monk-turned-Barbarian who was meant to just be a beefy ball of CON & HP because the party needed that, and wouldn't need equipment because I'd be dropping in/dropping out. So I came up with the story that he was law school drop-out - in his society, all legal matters were trial-by-combat. But he spent too much time partying (plus his INT score), so now was an itinerant process server. Basically a more meatheaded version of Dog the Bounty Hunter.
I was also attending infrequently, so he had a solid reason for leaving or showing up (he needed to serve papers on one of the mooks; he needed to report back about how process serving had gone).
 
As a DM, would you require a player to give a logical reason for their multiclass of choice?
It depends on the game and classes being picked. If I care about lore or story, then players are taking a dip into fighter, rogue, or wizard, have fun. If they're going for cleric or paladin, I'm going to want an in universe reason, even if it's flimsy.

Gods aren't just going to gift a random swordsman religious magic just because he could increase his DPS. But a paladin taking a few minutes to thumb through "a fighters guide to self defense" or simply to have been in enough fights to know better, I'd allow that.

I heard of a DM that allow a player to go paladin and warlock so he could double smite. I don't know how they justified that in lore, or if they just didn't care.
 
Both my GMs don't allow for multiclassing unless the character goes through the necessary steps for multiclassing. Study, training, etc. Yes, this does mean anyone could easily multiclass into fighter, and splashing into rogue is also pretty easy if you can find a scoundrel willing to teach you the ropes. But wizards, clerics, paladins, bards, rangers and druids are supposed to study for years before they even get their first character level. You're not picking up a level in those without a good timeskip or a lot of stated effort. Not to mention costs in arcane/holy books, reagents, instruments, tutoring and all that. Even a Sorcerer, unless they had that power from a young age, is going to need at least months of practice before they get to manifest even their first firebolt. And as for Warlocks... well, you've gotta find yourself a patron now, don't you? And the GM is the one that presents you the patron options and the deals on offer. Good fucking luck, my boy.

Yes, we make it deliberately hard to multiclass, particularly in 5e. Why? Because the game is already broken, and we don't need multiclassing munchkins breaking it further, and both groups have at least one guy who's always champing at the bit to combo into the stars with whatever splat he found that month. Hell, our current splash into OSE is being rather refreshing because we don't even have to think about such things. Even the munchkins are having fun with it, surprisingly.
 
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I don't think I've ever done more than a 1 level multiclass dip in 5e and that's usually when I hit 20 and can back it up with legit in game reasons/means, and it's hardly game breaking at that point (19 rogue/1 wizard and 19 sorcerer/1 rogue).
 
The big thing for multiclassing much like prestige classing is it should mesh with the character. Everything else should be secondary. Of course if you make the character to multiclass for min-maxing then sighs occur but that will always happen.
 
Today is officially Gary Gygax day.
gary-day.jpeg
 
So does anyone have any stories?
A bit late, but I'd still like to share:
I played as a mentally-retarded gnome who spoke in the third-person.
First meeting with the party was during a summer festival. This results in my gnome attempting to steal baked goods as gnomey did not have any concept of money.
Guards are called to my location. A player found my gnome and attempts to hide me from the guards. They do this by stuffing me into their bag. As my gnome is retarded, gnomey believes that this is common gnome travel.
For the duration of the campaign, gnomey was in a bag.

Really wished I could have finished the campaign - the danger hairs ruin everything.
 
Can't we all agree that Barbarian is just the best class in any Sword and Sorcery campaign?
 
TL:DR: How could I run a megadungeon in a modern day setting without turning it into Stalker or SCP?


I've been putting some thought into turning my occasional spy themed one shots into a megadungeon, or at least a multi session dungeon, perhaps with some overland travel as well. But I've been having problems figuring out the specifics of it. I have a few ideas but none I'm 100% happy with.

The most obvious is something like SCP, Stalker, or the backrooms. A facility or zone where monsters are everywhere and it's up to the player characters to deal with it. This it also explains magical loot since they're weird artifacts from the zone. But I want to avoid an apocalyptic horror scenario if I can, as well as side step questions like why they don't send in the military.

My second idea is an Indiana Jones style adventure where there is some kind of treasure or VIP in a remote location people are trying to get. The main problem here is creative. What kind of worthwhile monsters and loot could I include without turning it into a horror game?

My third idea is to go full fantasy. Make something like Rifts where there's fantasy creatures in our modern day, make a fantasy setting where technology is on par with today, or run an isekai plot where a whole bunch of modern equipment has made the jump as well.
 
TL:DR: How could I run a megadungeon in a modern day setting without turning it into Stalker or SCP?


I've been putting some thought into turning my occasional spy themed one shots into a megadungeon, or at least a multi session dungeon, perhaps with some overland travel as well. But I've been having problems figuring out the specifics of it. I have a few ideas but none I'm 100% happy with.

The most obvious is something like SCP, Stalker, or the backrooms. A facility or zone where monsters are everywhere and it's up to the player characters to deal with it. This it also explains magical loot since they're weird artifacts from the zone. But I want to avoid an apocalyptic horror scenario if I can, as well as side step questions like why they don't send in the military.

My second idea is an Indiana Jones style adventure where there is some kind of treasure or VIP in a remote location people are trying to get. The main problem here is creative. What kind of worthwhile monsters and loot could I include without turning it into a horror game?

My third idea is to go full fantasy. Make something like Rifts where there's fantasy creatures in our modern day, make a fantasy setting where technology is on par with today, or run an isekai plot where a whole bunch of modern equipment has made the jump as well.
First thing that came to mind was a raid on Area 51 (or a reasonable facsimile if you don't want to be too obvious). You've got excuses to put basically anything in there, from ayy lmaos to magic beasts, so you can tweak it to whatever flavor of fantasy/sci-fi you want. An underground facility with multiple levels to explore screams megadungeon, and you could give each level a particular theme if you wanted.

Perhaps your players are sent in to investigate a strange complex for whatever reason (if nothing else, because it's there), and as they explore, they stumble upon a much deeper mystery, quite literally, descending further underground and uncovering even more strange things. I think it should be possible to build a plot around that theme without it turning into a horror story. If nothing else, you can just pick a few conspiracy theories and have them turn out to be true, with your players finding the evidence that, say, all of Earth's leaders are reptilians. Oh wait, I thought this was supposed to be fiction.
 
Can't we all agree that Barbarian is just the best class in any Sword and Sorcery campaign?
Well they do list the "sword" part first.

Still I wouldn't say best so much as most necessary. That glass cannon wizard isn't getting off shit if he's constantly interrupted by gobbos and orcs.
 
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