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

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Aasimar are great, nothing like trying to find an Aasimar serial killer in a city only to realize he's basically batman.
You'd think that an overly angst-ridden Tiefling would be the one boasting about how they are the night and vengeance and their dead parents and blah blah blah.

Mommy and daddy didn't give them enough love because an Aasimar murdered them in a back alley, or something else appropriately edgy.
 
Question for people who have many games under their belt. Is grappling and throwing monsters around common in your campaigns?

In my PF2 game, a player grappled a monster and move them to a more advantageous position. I couldn't find the rule so made something up. I looked it up after the fact, and turns out grappling was nerfed in PF2, so much so that you can't do it unless you take feats that allow you to do it. According to the internet, the designers did this because many games become a grappling nightmare as throwing monsters into lava or off cliffs was an OP strat. I've not seen that happen in my games.
Excuse me if I go on autistic rant, but your post so reminded me why PF2 was a turd and Paizo generally made the game worse, the farther their ideas got from "just copying 3.5".

The thing is, in 3.5, grappling was decently good, if you maximized and took unconventional approaches. Not OP by any means, because a third of the Monster Manual still consisted of things you could not grapple or never ever wanted to touch, and you still needed to get into melee range, and you had problems if enemies outnumbered you. But you could, with above-mentioned effort, set your grapple check to "I win" and then have a field day whenever you happened to meet an opponent against whom your tactic was super effective. Now, this still somewhat sucked, because non-specialists were way too hopeless in what realistically most physically tough characters should have been at least passable at, but at least you could do something awesome at times.

In PF1 grappling was nerfed, like, by the way, pretty much every combat maneuver. Not completely into the ground, but badly enough that very few characters could use it reliably enough, except against humanoid NPCs - already the easiest opponents in Paizo's own adventures. (I also would like to reminder that Paizo's own adventures pretty rarely offered burning lava or bottomless chasms to throw enemies into). Or against humanoid monsters/monsters smaller than Medium, which grew sparce pretty quickly as you advanced in levels. You could at times still do something awesome with it, but you had to struggle against the mechanics more than before for that.

But for Paizo that was not enough. So in 2E grappling might as well not exist. It is pretty clear that Paizo does not like awesomeness. Or options. They not just aren't competent enough to create a vehicle for playing fun fantasy adventures, where you can do things like throwing enemies into natural hazards, they don't like the very idea. They seem to actively strive to remove reasons to play their game with pen and paper, instead of, you know, booting up Owlcat's superior versions of their adventures and trying for a new playthrough.

/rant mode off And no, grappling was not remotely common in the last twenty years or so, because no one wanted to play Turbo Grappler 9000, and it was a bad idea to grapple without specializing for it. Mostly it just took shape of PCs trying to wriggle out of the clutches of various grabby monsters.
 
All that stuff FatR said.
PFS2 is so fucking joyless and lifeless. You can make a very effective grapple build in PF1 and moderately effective builds off of every other combat maneuver, but all that shit is now just a skill with minor specifications. To me, the most egregious thing was completely redefining shields so that you have to spend one of your three actions every turn to get the AC bonus from your shield. Like, cool, PF1 wasn't optimized enough around no AC barbarians and dex tank swashbucklers, now if you want to actually make a vaguely competent melee character it has to be a boring ass version of one of those two archetypes. No sword and board, no shield bash, no unusual two-weapon fighting. The whole edition is balanced around the most sensitive, ass-hurt Organized Play participants.
 
You'd think that an overly angst-ridden Tiefling would be the one boasting about how they are the night and vengeance and their dead parents and blah blah blah.
Nah in the campaign i wrote the Aasimar and was one of the nicest people the players would meet its just every time a gang rolled in to the neighborhood within a week they would just disappear and no one would know what happened.
 
You'd think that an overly angst-ridden Tiefling would be the one boasting about how they are the night and vengeance and their dead parents and blah blah blah.

Mommy and daddy didn't give them enough love because an Aasimar murdered them in a back alley, or something else appropriately edgy.
I prefer being a genasi superman. Hope, Justice, and my fists are on fire.
But for Paizo that was not enough. So in 2E grappling might as well not exist. It is pretty clear that Paizo does not like awesomeness. Or options. They not just aren't competent enough to create a vehicle for playing fun fantasy adventures, where you can do things like throwing enemies into natural hazards, they don't like the very idea. They seem to actively strive to remove reasons to play their game with pen and paper, instead of, you know, booting up Owlcat's superior versions of their adventures and trying for a new playthrough.
The issue in PF2 isn't that you can't do anything llike in 3.5 the issue iss that scaling is so balanced you don't have a +498179438 to your athletics.

You can still silence mobs, lower ANY of their ability checks, even forcefully counter their polymorph. tc. etc.

Like I still supplex people into a pit. And the Skill vs DC scaling means you should crit grapples ridiculouusly easily while there's some things that lets you double roll for each attempt.
 
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In PF1 grappling was nerfed, like, by the way, pretty much every combat maneuver. Not completely into the ground, but badly enough that very few characters could use it reliably enough, except against humanoid NPCs - already the easiest opponents in Paizo's own adventures.
One of the characters in my current pathfinder 1e games is a dedicated grappler but he's power gamed to the moon and back. I forget the exact combination of classes but he's an unchained monk/white haired witch and is still keeping up with the party at level 15, if not outright dominating in certain fights. Big advantage is that he uses his int to grapple and has focused almost entirely on that stat. A lot of this is because white haired witch is very poorly written and leaves a lot up to DM interpretation which I tend to be very generous with because like you said, PF1 nerfed grappling. He can stop most things large sized or smaller and gets around any kind of things you don't want to touch because he uses magic fighting hair. He's done some stupid shit with reach, I want to say it gets up to 25 feet.

Despite having magic fighting hair he's the most serious character in the party. This emaciated joyless elf that communes with hags and strangles people to death. Probably one of my favorite characters I've ran for, mostly because he's just so miserable all the time.
 
One of the characters in my current pathfinder 1e games is a dedicated grappler but he's power gamed to the moon and back.
I dunno, personally if I had this faggot character in a game I was running, the enemies would grapple him back and they'd both go straight into the magma. Because that shit sounds super gay. Why are you putting up with that?
 
You'd think that an overly angst-ridden Tiefling would be the one boasting about how they are the night and vengeance and their dead parents and blah blah blah.

Mommy and daddy didn't give them enough love because an Aasimar murdered them in a back alley, or something else appropriately edgy.
All of my tieflings have healthy relationships with their parents, brush their teeth, eat their vegetables and take their vitamins while praying to god. They are following the advice of the great Hollywood Hulk Hogan and will go to heaven when they fail their death saves.

I know it’s a bit of a common opinion, but after playing 5e for so long, going back to 3.5 is pretty refreshing. I’m fond of the idea of there being a looming presence of possible death and enemies that can permanently alter stats.
 
I dunno, personally if I had this faggot character in a game I was running, the enemies would grapple him back and they'd both go straight into the magma. Because that shit sounds super gay. Why are you putting up with that?
Trust me it works, it's deadpan to excessiveness to the point where we all laugh about it out of game. I should probably specifically note that the running gag going on in the is that the party has the biggest victim complex that drives them to do awful shit. That just happens to be his special brand of it. The absolute faggotry is not lost on us.

Next time I run I'm going to have something try to huck him in a volcano and call him a faggot while it's doing it though, it'll really piss them off.
 
Speaking of worthless; I got a good look at Daggerhearts yesterday. The system is actually somehow worse than Candela Obscura. You have to use cards to construct your character, yes cards. You do not come up with a single real idea of your own; you just slot a card in and apply what you get. You also are railroaded into what options you have based on class, and each sheet is slightly different based on class. For a roleplaying group of obsessed idiots, it's actually really funny how restricting their system actually is. Also it's damn obvious that there are going to be premium cards for this shit, so expect paypiggery towards that.

For those wondering, their term for race is ancestry, and it should be noted what they picked to file the numbers off of for their terrible game. Yes, of fucking course they have a Tiefling bootleg. No they don't have the Aasimar or Genasi equivalent, why do you ask? Yes they have a catfolk equivalent. Yes, it looks like the beastfolk from RWBY or some other shitty bootleg anime. There's a couple of decent ideas they stole in there, and they were at least savvy enough to make their dwarf woman have a thick luxurious beard. But they also enforce their backgrounds in the form of a caste system. WTF.

Another element of note is how there are no scores, simply the bonuses set up in an array. So yeah no ability to get weird lopsided designs via chance or no point-buy to custom build. Take the bonuses and that's it.

As for the mechanics? It punishes you extensively if you don't act like a chatty spaz. If you are shy or already tend to get steamrolled by your peers in the group, then fuck you. Now you have to have RP moments to gain hope and XP equivalents. It also punishes people who did not have a clean idea of how their character would start, which is also damning. There's two differently colored 2d12, and you always have a 50% chance to eat shit and give the DM "fuck us points" since you have to pick between "hope" and "despair". Also their crit is getting both of them at 12. This is rarer than a fucking D% system.

It's absolutely goddamn hilarious to watch CR's 3rd party logo affiliations make games like these piles of shit. Especially since they're actually far more inimical to organic roleplaying and emergent stories than goddamn b/x, something that came out before these fuckers were born.
I wish I could say I'm surprised that a Critical Role spinoff project turned out to be a half-baked melange of whatever Mercer thinks is cool that week.

I'm not seeing a lot of talk about it besides fanboys praising it to high heavens, though. Are actual, non-tourist RPG players that uninterested in it that they can't even be assed to check the open beta? Sure, I know I am, but I thought more people would be tearing into it.
 
Tourists like 5e because they can play as superheroes. They also like D&D because they’re familiar with the branding. They will barely touch pathfinder much less any other fantasy TTRPG when they can just play D&D.
I just like punching things while casting spells and I'm not going to go bladesinger just to fucking do that.

And smites don't work on punching things in 5e. Also punching things in general is ass in the game.

It's not just that they can play superheros, essentially. It's that that's the ONLY thing they need to do which sucks. I wanna craft potion A to cause effect B to target C and then somehow everyone has aids
 
Tourists like 5e because they can play as superheroes. They also like D&D because they’re familiar with the branding. They will barely touch pathfinder much less any other fantasy TTRPG when they can just play D&D.
I mean I don't touch pathfinder because Paizo is extremely pozzed and will not stop until it has put all modern day wokeism into the game. The lesbian polyamory relationship of the Prismatic ray is probably the worst addiction in this sense.

The Pathfinder CRPGs were probably the best modern pathfinder content to come out and even they can't fully escape Paizo retarded new lore. Maybe Paizo will got bankrupt eventually once they alienate enough people and it gets bought by someone actually competent
 
The Pathfinder CRPGs were probably the best modern pathfinder content to come out and even they can't fully escape Paizo retarded new lore. Maybe Paizo will got bankrupt eventually once they alienate enough people and it gets bought by someone actually competent
The new stuff is pretty shit but the stuff paizo came out with when wizards decided that they were just going to dump 3rd into the trash is great. The first few modules they came out with are designed to be picked apart and put into any game you wanted to run so the stories were really loose. Rise of the runelords takes a lot of effort to separate the dungeons from the main story and there are little pieces of advice in it encouraging the DM to change stuff at the drop of hat. I think a lot of that has been forgotten.

I'm pretty sure that comes from the format they used to have in Dungeon Magazine, which was one of the greatest things ever. They were mostly single adventures but had little blurbs about what you could to afterward because the idea of running a game is that after it takes off maybe you should start thinking up your own shit. Not this "buy the whole campaign and follow it" nonsense. I have a copy of #114 which has Mad God's Key, which was the first published thing I ran back in the bronze age. Met Jason Bulmahn that at a Gen Con one year, he didn't seem to give a fuck. Dickhead...

Those owlcat games are fucking fire though, I like 40k all right but I'd be pretty happy if they took a step back and got to work making something like WotR again.
 
Those owlcat games are fucking fire though, I like 40k all right but I'd be pretty happy if they took a step back and got to work making something like WotR again.
Yes, indeed, the only bad parts of WOTR were from Paizo bad new lore that the Original 5th crusade campaign it was based on had.

For example, I would prefer not to have a literal troon/lesbo couple taken directly from modern day-ism in my medieval fantasy game but if you are going to have it in the campaign at least bother to explain how homosexual relations evolved, are seem and treated in the setting as it is a medieval world where family and heir production is seem as essential. Of course, they couldn't do that because it would be "problematic" so they just drop this in the setting without any care and conforming stricly to modern attitudes and treatment, which is just so immersion breaking.
 
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Yes, indeed, the only bad parts of WOTR were from Paizo bad new lore that the Original 5th crusade campaign it was based on had.

For example, I would prefer not to have a literal troon/lesbo couple taken directly from modern day-ism in my medieval fantasy game but if you are going to have it in the campaign at least bother to explain how homosexual relations evolved, are seem and treated in the setting as it is a medieval world where family and heir production is seem as essential. Of course, they couldn't do that because it would be "problematic" so they just drop this in the setting without any care and conforming stricly to modern attitudes and treatment, which is just so immersion breaking.

True Aeon ending removes the troon/lesbo couple from reality because it's against the Law.
 
either way 1d4chan of old is gone, enjoy the rape of the decomposing corpse.
I actually missed this nonsense when it was first posted. Always good to see people looting the hard work of others and claiming to be improving it by sanitising it.
 
I just like punching things while casting spells and I'm not going to go bladesinger just to fucking do that.

And smites don't work on punching things in 5e. Also punching things in general is ass in the game.

It's not just that they can play superheros, essentially. It's that that's the ONLY thing they need to do which sucks. I wanna craft potion A to cause effect B to target C and then somehow everyone has aids
I like the uncertainty of death in the game. Now you have parties that can just slap a high CR monster around like it’s a kobold because they made a build they saw on a tiktok video.
I mean I don't touch pathfinder because Paizo is extremely pozzed and will not stop until it has put all modern day wokeism into the game. The lesbian polyamory relationship of the Prismatic ray is probably the worst addiction in this sense.

The Pathfinder CRPGs were probably the best modern pathfinder content to come out and even they can't fully escape Paizo retarded new lore. Maybe Paizo will got bankrupt eventually once they alienate enough people and it gets bought by someone actually competent
Paizo’s 3.5 books were great, but the new stuff is just as bad as 5e. The point I was making though was that tourists are brand loyal and rarely want to deviate from trusted brands.
 
I like the uncertainty of death in the game. Now you have parties that can just slap a high CR monster around like it’s a kobold because they made a build they saw on a tiktok video.
In 5e you need quantity over quality to threaten players or wait for them to eventually tard things up to the point where they've bitten off more than they can chew because "hurrr I'm level 16 let's just beeline straight for the commander's tent and ignore the flunkies, what could go wrong?"

Wizard crushed by a crystal golem, Eldritch Knight/Warlock smeared across the tundra, Rogue electrocuted, Bardlock ripped apart, but the monk managed to blow enough ki points to double dash away and hide with a large enough chunk of him to get a resurrection, if/when she gets back to civilization. Granted, they did manage to succeed in their mission, which was to tie up the frost orc and frost giant leadership that was working with the storm giant quintessent so the frost dwarves could fend off the invading army, forcing a withdrawal.
 
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