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All the internal links are broken.Heads up for anyone who doesn't know; 2d4chan, the non-editable backup of 1d4chan, has moved to a new domain, 1d4chann. Spread the word.
hopefully they can let us edit 1d4chann so that it can replace the newer, corporatized 1d6chanHeads up for anyone who doesn't know; 2d4chan, the non-editable backup of 1d4chan, has moved to a new domain, 1d4chann. Spread the word.
In page links work fine. It seems to only be the simple search function at the top of the page that's wonky, since it links to the old 2d4chan pages. But the advanced search page which lists all the relevant choices seems to work fine, as it uses in page links.All the internal links are broken.
Feeblemind targeting Charisma goes back to 3E, when the sorcerer was introduced as an arcane Charisma based caster. Can't have them sidestepping feeblemind.5e is just all kinds of a mess when you start really examining how certain abilities and spells can interact with each other.
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What did they do?Even assuming you leave aside the retarded and pozzed new story, the rules themselves are shit, I mean they utterly fucked up guns of all things. Surely if there's one fundamental you need to get right about a Wild West game, it'd be guns right?
They added a whole bunch of choices, but most of them don't make any sense. Lets look at the weapon tables:What did they do?
Also I might add at this point in history almost all flintlocks have been converted to percussion cap because of reliability and ease of use.However now we get to the true pièce de résistance of this shitshow. Notice how we have some "black powder" weapons and some weapons can be gotten as the older "cap and ball" version, for a bit cheaper? At no point, anywhere in the book (or indeed in the Savage Worlds Core Rulebook), does it actually explain what that means (ie that cap and ball are just black powder + percussion caps rather than using a flintlock). In fact other than in the weapon entries themselves the only mention for cap and ball is the ammo table:
I didn't even know there was a version other than classic and reloaded. Sucks they made it bad. Although one thing I noticed running classic is they constantly switch between male and female pronouns every other section. So seems the seeds where already there. It throws me off to this day even after a year.So one of my groups is trying to rope me into playing Deadlands, and not even Classic or Reloaded, but the new one. I haven't looked at it in the couple of years since release, so I've been reading the books again, and holy shit I forgot just how genuinely bad it is.
Even assuming you leave aside the retarded and pozzed new story, the rules themselves are shit, I mean they utterly fucked up guns of all things. Surely if there's one fundamental you need to get right about a Wild West game, it'd be guns right?
Strength minimum. Though I forget what failing to meet the minimum does for ranged weapons. I think for melee weapons it caps the damage and denies special features, but it's been a while since I read Savage Worlds of any time, and haven't touched these new books.Unless you desperately need the ammo compatibility between the '73 and the Frontier, or are absolutely convinced that having 15 rounds instead of 11 is somehow critical, the Bullard is offering you an average of ~2 damage more, why would you choose not to take that?
There was one RPG that did this (I forget which, might have been Savage Worlds but don't quote me on that) and they were using the programming documentation standard where a male programmer writes code for a female user. In the case of the RPG is a male DM and a female player. I think the only Deadlands I've read is Reloaded, not 100% sure.Although one thing I noticed running classic is they constantly switch between male and female pronouns every other section. So seems the seeds where already there. It throws me off to this day even after a year.
I hate it when games do this. I don't know if it's bad editing, bad game design, or both.At no point, anywhere in the book (or indeed in the Savage Worlds Core Rulebook), does it actually explain what that means (ie that cap and ball are just black powder + percussion caps rather than using a flintlock).
-1 to attack rolls for every die step between your actual str and the minimum str of the weapon.Strength minimum. Though I forget what failing to meet the minimum does for ranged weapons
It's absolutely both.I hate it when games do this. I don't know if it's bad editing, bad game design, or both.
Shadowrun uses a system called karma instead. Basically at the end of a run you get karma from the DM and whatever in-universe payment (cash/gear etc). Karma is then spent directly to improve your attributes/skills buy positive qualities/remove negative qualities. However there's also a variable time requirement to getting new shit, to represent training/learning etc. Sure you want to be stronger but that would take gym time etc. Alternatively some stuff can be increased by spending money (and a bit of time).Has anyone here come across a decent system that doesn't use an XP/levelling system for character progression?
Specifically looking for ones where PCs would advance through getting better gear, items that provide a permanent/temporary stat boost, or more natural means of acquiring skills/abilities rather than relying a numbered XP/levelling system.
I am also interested in ones you've played that weren't very good. In any case, I would be curious to know the pros and cons of this type of system from those who have experience.
Any insight is appreciated.
You can effectively do this in 4e - cap/static levels, but give the PCs progression via gear.Has anyone here come across a decent system that doesn't use an XP/levelling system for character progression?
Specifically looking for ones where PCs would advance through getting better gear, items that provide a permanent/temporary stat boost, or more natural means of acquiring skills/abilities rather than relying a numbered XP/levelling system.
I am also interested in ones you've played that weren't very good. In any case, I would be curious to know the pros and cons of this type of system from those who have experience.
Any insight is appreciated.
Is that really different than in previous versions? Because I seem to recall lengthy spellcastings also being disrupted by taking damage even early on, and you also lost the spell and had to re-memorize it.In 5e maintaining concentration on a spell is not an action of any kind. It's a response to 3e casters being able to maintain several long duration spells at a time. You can maintain a grand total of one concentration spell at a time and you can be knocked out of it upon taking damage and by failing a constitution save.
The book also says the DM could decide that some environmental effects can force savesIn 5e maintaining concentration on a spell is not an action of any kind. It's a response to 3e casters being able to maintain several long duration spells at a time. You can maintain a grand total of one concentration spell at a time and you can be knocked out of it upon taking damage and by failing a constitution save.
It's a shame they didn't try harder with the optional rules or suggestions, what few attempts there were beyond the PHB and DMG mostly sucked (XGtE was such a disappointment with its downtime rules). I really came to appreciate little things like this since they are rather simple to use and make the combat less static, I have seen one too many homebrews or third party content with neat ideas but whose execution ends up being complicated and/or obnoxious.The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.