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

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so, what are the news supposed to be?
DnD 2024 rules are being released under Creative Commons.
(He points out that games rules aren't copyrightable anyway, but now this means the little guy doesn't have to worry about Hasbro sending their legal team after indies.)

Later in the video. DnD Beyond removed micro-transactions for classes and sub-classes. He speculates this is because there's a rules revision coming soon that will make them obsolete.
 
Later in the video. DnD Beyond removed micro-transactions for classes and sub-classes. He speculates this is because there's a rules revision coming soon that will make them obsolete.
Uh huh, "removed micro-transactions" by only selling entire books instead so anyone wanting a class from a book now needs to drop $30 instead of $5, dude is super spinning this if that's how he put it. They removed micro-transactions in a transparent bid to force people to spend way more.
 
DnD 2024 rules are being released under Creative Commons.
(He points out that games rules aren't copyrightable anyway, but now this means the little guy doesn't have to worry about Hasbro sending their legal team after indies.)


FLASH HEADLINE
"Hasbro management opts to not punch themselves in the dick shit-leaking neogina publicly trying to claim IP rights they have no legal basis to claim to piss away whatever community good will they still have; Evidence Corpos capable of learning?"

Later in the video. DnD Beyond removed micro-transactions for classes and sub-classes. He speculates this is because there's a rules revision coming soon that will make them obsolete.
I would normally cheer the removal of subclasses, but I know whatever replacement their diversity hires are brewing will be 10x worse.
 
I actually played with this in my game recently by having an evil outsider try to get into the Paladin's headspace by intentionally going fully helpless after he was tripped during a duel with him by another player and going on about letting the hate flow through him. Trying to goad him into rage and being a prick.
This was always my standard character when I'd guest star as a PC in another GM's game, to the point "oh no it's this FUCKING GUY again" whenever I showed up. I would be an incredible jackass and the challenge would be that since I had some knowledge about the MacGuffin, they'd have to put up with me until they got the info I had. And no torture, because there was always a paladin.

And so I'd play that to the max and be so complete and utter a dick that it was actually the primary challenge of the quest just to quell the urge to kill me.
 
I don't know where people get the idea that a paladin will fall for executing an unrepentant criminal that is clearly evil. This isn't kindergarten where the teacher punishes the one sane kid that punches the spastic retard that constantly antagonizes everyone around him.
They get the idea from their own gayness. The archetype of the Paladin is Richard Lionheart sacrificing his fortune to fight the Saracen, not some pussy who feels bad about killing
 
And no torture, because there was always a paladin.
That's when you find an excuse for the paladin to be elsewhere on some deeply important quest heavily connected to his deity. Even if you have to bend the truth a little. That way he can sincerely repent afterwards for letting himself be bamboozled by the party and claim he had no knowledge of what was taking place in his absence.
 
That's when you find an excuse for the paladin to be elsewhere on some deeply important quest heavily connected to his deity. Even if you have to bend the truth a little. That way he can sincerely repent afterwards for letting himself be bamboozled by the party and claim he had no knowledge of what was taking place in his absence.
You don't even need that big an excuse.

"Well, we've arrived in town. Let's get some supplies. In the meantime... Paladin, could you go to the temple and ask if they have any information on what might have caused Lord Villainous Darkfallen to get corrupted by demons? We'll all meet again at the inn in about four hours."

And there you go, plenty of time for the Lawful Fuck-You member of the party to give an annoying little shit the Waterdeep Numb-skull.
 
You know, the other side of the default paladin code of conduct is that if you are an actually evil jackass instead of an annoying one, the paladin has every justification to just cut the NPC loose and let them fend for themself, since engaging with his shenenigans is also a violation of his code of conduct around associating with evil individuals (and surely faith in God will provide a path to the goal).

Beyond that, I feel like if someone is being a spiteful jackass with no sense of self preservation, why would you trust their intel anyway?

Like, not to throw shade on your game, but my instinct is that if I'm playing a paladin for myself, the lesson I'd want would be to either turn the other cheek against acts of simple annoyance, and resist the temptation to treat the evildoer as anything other than an evildoer for the benefit of the info.

Then again, I also feel like this would be a great opportunity for the party rogue to sneeringly mention that they know all about it already and that there's nothing the NPC has to bargain with, and turn the whole thing into a con against both the paladin and the mark to convince the NPC that their knowledge is worthless, and see what shakes out when the NPCs is facing not being a temptation to darkness, but being completely ignored and sidelined.
 
DnD 2024 rules are being released under Creative Commons.
(He points out that games rules aren't copyrightable anyway, but now this means the little guy doesn't have to worry about Hasbro sending their legal team after indies.)

Later in the video. DnD Beyond removed micro-transactions for classes and sub-classes. He speculates this is because there's a rules revision coming soon that will make them obsolete.
that beyond thing was changed days if not weeks ago tho, hardly new.

given that 5e already has been put under CC, and 2024 is supposed to be "the same" that's not much news either. besides, people don't play for the system but the names, which I doubt have been put under CC, so if your not!beholder looks a bit too similar there's still a good chance to get a c&d letter...
 
One of the better things Paizo did was start making distinct differences between paladins of various faiths (which I believe is what culminated in the 2E Remaster's addition of edicts and anathemas to replace alignment).

Some paladin orders might be empowered to act as executioners, while some might not. That's a world-building problem for the GM and the paladin player to work out.
 
One of the better things Paizo did was start making distinct differences between paladins of various faiths (which I believe is what culminated in the 2E Remaster's addition of edicts and anathemas to replace alignment).

Some paladin orders might be empowered to act as executioners, while some might not. That's a world-building problem for the GM and the paladin player to work out.
I feel like the various Paladin codes and Divine fighting styles did a good job at making this distinction in 1e, just that there weren't enough of them. Like how Paladins of Torag are empowered to use deceit, do not accept surrender unless strategically advantageous, and are expected to protect their race first while Paladins of Sarenrae must accept surrender and work to redeem the wicked. The big roleplaying distinction in playing a Paladin is sticking to a strict code rather than more vague guidelines like a Cleric, after all.

They should have given a true neutral version of the Paladin like Antipaladin for CE, added more codes, and it would've been a good expansion on the three "most extreme alignments" and their codified warriors.
 
I feel like the various Paladin codes and Divine fighting styles did a good job at making this distinction in 1e, just that there weren't enough of them. Like how Paladins of Torag are empowered to use deceit, do not accept surrender unless strategically advantageous, and are expected to protect their race first while Paladins of Sarenrae must accept surrender and work to redeem the wicked. The big roleplaying distinction in playing a Paladin is sticking to a strict code rather than more vague guidelines like a Cleric, after all.

They should have given a true neutral version of the Paladin like Antipaladin for CE, added more codes, and it would've been a good expansion on the three "most extreme alignments" and their codified warriors.
A pathfinder character I theorycrafted and did a little backstory work for was an anti-paladin of Hei Feng. I felt that Hei Feng's antipaladin code would allow for play with a regular, non-evil party while still actually roleplaying Chaotic Evil pretty well. Unfortunately a game that he would fit in never materialized, but I've always loved that at least someone writing for Paizo actually cared about the differences between separate deities and their paladins/anti-paladins.
 

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A pathfinder character I theorycrafted and did a little backstory work for was an anti-paladin of Hei Feng. I felt that Hei Feng's antipaladin code would allow for play with a regular, non-evil party while still actually roleplaying Chaotic Evil pretty well. Unfortunately a game that he would fit in never materialized, but I've always loved that at least someone writing for Paizo actually cared about the differences between separate deities and their paladins/anti-paladins.
That antipaladin code is really interesting, it reads like a proper paladin code but from the mind of a deeply cruel sort of being. "Yeah, I will help the good and not use deceit all so I can revel in the slaughter."

I bet you could make a character with that who presents as a normal paladin who gets a bit too excited during combat.
 
Oh, absolutely. I was just using the 5e Player's Handbook and looking up what seemed interesting from the name. I don't play casters at all so I legitimately had no idea casting classes got that fucking broken so quickly. Seeing that Fireball does 8d6 in a massive fucking sphere came as a total shock since I've never had a game get to 5th level. To think Monte Cook considered casters underpowered in 3.5e... He's like the reverse Todd Howard when it comes to mechanics.

I am deeply disappointed we only get Melf's Acid Arrow and not Milf's Acid Arrow, however.
Ultimate magus 10 sorceress 3 wizard 2 spam fireball with energy admixture energy substitution and maximize spell and that's it.
And The funny thing is you could also use quicken spell repeating spell and dual spell
did I mention there's no limit to energy ad mixture as long as you take energy substitution you're not gonna be able to do anything else besides spam fireball of people but it doesn't matter when you're doing 5000 damage
 
They should have given a true neutral version of the Paladin like Antipaladin for CE, added more codes, and it would've been a good expansion on the three "most extreme alignments" and their codified warriors.
in player core 2 champions is getting causes without sanctification, one of them justice (just skinning some reports). litanies and oaths got moved into another sourcebook coming later tho.
 
in player core 2 champions is getting causes without sanctification, one of them justice (just skinning some reports). litanies and oaths got moved into another sourcebook coming later tho.
Intradasting, I was more thinking of a druidic style of paladin, like a Green Knight deal who's dedicated to True Neutral Balance above all. I suppose to make that more interesting, they'd need to have more nature gods than just Gozreh and the Green faith.
 
I have an odd question. How do you guys handle players docs and lore dumps?

Context. I hate it when I join a game, and the DM dumps a (virtual) stack of papers an inch thick detailing all the kings and national and gods and politics of the setting, none of which I give a shit about. My approach has been an initial hook that is kept as short as possible. Before session 0, I explain what the bare minimum the players need to know about the setting, allowed classes, etc.

This next part is where I stumble. Either after the game has started, or sometime before session 0, players will ask for more. Be it lore, information on nearby locations, what tech is in this sci-fi setting, whatever. A short answer isn't enough, but writing a document with key factions, locations, etc. doesn't get read despite players asking for it.

So let's say I'm running Star Trek. Someone might say they've never seen the show and what to know what a phaser is. I explain it's a handheld laser that can kill or stun. They ask if I can send them a list of other weapons, as well as info on how Starfleet works. So I stat phaser rifles, batleths, maybe copy paste a paragraph or two about the federation from a wiki. So about 2-4 page primer on Star Trek, but my players won't read it.
 
I have an odd question. How do you guys handle players docs and lore dumps?
I had a bunch of index cards with stuff written about NPCs, either generic or attached to a specific location, mini-scenarios, etc. and would flesh them out as necessary. I used to have hundreds of these things, most of which never got used, but it would make it more open world and less forcing the party into some linear thing.

If they wanted more than came out, they could read the material about the setting, usually loosely based on Greyhawk, but they didn't have to. And if they asked about something that would be common knowledge, I'd answer.

So the initial thing would be something simple and short: "This is the land of Retardo, led by the evil despot King Phuqueface. It is at war with the orcs to the south. Beware of the elite Royal Guard, although they can often be bribed."
 
I have an odd question. How do you guys handle players docs and lore dumps?

Context. I hate it when I join a game, and the DM dumps a (virtual) stack of papers an inch thick detailing all the kings and national and gods and politics of the setting, none of which I give a shit about. My approach has been an initial hook that is kept as short as possible. Before session 0, I explain what the bare minimum the players need to know about the setting, allowed classes, etc.

This next part is where I stumble. Either after the game has started, or sometime before session 0, players will ask for more. Be it lore, information on nearby locations, what tech is in this sci-fi setting, whatever. A short answer isn't enough, but writing a document with key factions, locations, etc. doesn't get read despite players asking for it.

So let's say I'm running Star Trek. Someone might say they've never seen the show and what to know what a phaser is. I explain it's a handheld laser that can kill or stun. They ask if I can send them a list of other weapons, as well as info on how Starfleet works. So I stat phaser rifles, batleths, maybe copy paste a paragraph or two about the federation from a wiki. So about 2-4 page primer on Star Trek, but my players won't read it.

When on campaign and my my parties go into an area, I give them some very tight cliff notes of what their characters would know about the area (or would be readily able to learn without any difficulty) - points of interest, local population, general climate, major personalities & factions, etc. I try to keep this less than a page and ideally less than half a page. I tell them they are expected to know this shit (i.e. PRINT AND KEEP HANDY) and NPCs will assume the party knows this stuff as well.
Then I give a slightly more detailed version, less than three pages but I try (and fail) to keep it under an additional page, of more indepth information: political leanings, internal & external relations, economy. This is "good to know" but not required. NPCs might reference this stuff, and if there are more than short questions the response from the GM will be "check the region description".
I tell the party if they start going off the rails, they had better know all this stuff back to front and otherwuse factor all this shit into their clever plans because I won't fact check them - if you're going to be a disruptive little shit you had better have done your homework. And I also advise that document is not exhaustive - if they're interested either from curiosity or Clever Planning in parts of the world, they'd best ask for clarification because there's so much more world building. (So, so much more.) and if you wind up with a rake in the dick because you didn't ask questions before stepping on it... that's on you.
 
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So, I have a very random/dumb question to ask:

Does anyone have any suggestions for playing a Leonin/Tabaxi character in DND 5e? I haven't really ran a catfolk character myself, mostly due the "stigma" surrounding them, but I decided to give it a shot; only question is, what to run? Anyone ever ran one/played with one that wasn't a complete degenerate?
 
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