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

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It is based on warhammer. it is as system agnostiv as possible but it is a warhammer rip off. the system is nice, the author is not.
The bounded accuracy in it actually works. Action economy is also nice.
Okay good to hear. I've long since stopped caring about writers and such just so long as the base system is something I can work with. I picked up a starter box for Zweihander for cheap and wanted to make sure it could be worth it before wrestling with it.

I ran a pretty lengthy Warhammer Fantasy RPG 2e campaign a while back and was wondering if I could do something with Zweihander for fun.
 
Sort of. The damage to plot armor points would be determined by degree of success. The point is to extend fights while giving advantage to neither protagonist or antagonist. Assuming protagonist and antagonist both have extremely high skill levels, this is guaranteed to go on for a while, dragging the fight across multiple locations and encouraging use of terrain to achieve advantage/disadvantage, allowing for the things you see in movies. Whether that is desirable is highly subjective, but I like the idea of some fights playing out like a movie while keeping the stakes for both parties every step of the way. People who prefer quick resolution in all cases would obviously not care for this mechanic.
It makes sense for certain types of boss fight scenarios. But a lot of it can also be accomplished with giving your BBEG actual tools to use, and of course a larger HP pool. Have him try to use a buff mid-fight, if the party can stop him from chugging a potion then great. Have a large enough map where things can be a running battle and make sure the BBEG has movement abilities to use so he's not just stuck with a couple melee party members in his face for the entire combat. Give the BBEG a pocket healer off to the side that needs to be dealt with that isn't just another mook running screaming straight into the swords of the party. Give the BBEG traps to trigger(allow the party a chance to notice them of course and maybe even use some against him). But all of that can be done without tacking on another system, it just requires making the character sheet for this BBEG worth a shit along with the map, which a lot of modern game systems just aren't capable of doing with their base rules... because they generally want to allow the party to roll dice for an hour and then clap at a guaranteed happy ending.
 
It makes sense for certain types of boss fight scenarios. But a lot of it can also be accomplished with giving your BBEG actual tools to use, and of course a larger HP pool. Have him try to use a buff mid-fight, if the party can stop him from chugging a potion then great. Have a large enough map where things can be a running battle and make sure the BBEG has movement abilities to use so he's not just stuck with a couple melee party members in his face for the entire combat. Give the BBEG a pocket healer off to the side that needs to be dealt with that isn't just another mook running screaming straight into the swords of the party. Give the BBEG traps to trigger(allow the party a chance to notice them of course and maybe even use some against him). But all of that can be done without tacking on another system, it just requires making the character sheet for this BBEG worth a shit along with the map, which a lot of modern game systems just aren't capable of doing with their base rules... because they generally want to allow the party to roll dice for an hour and then clap at a guaranteed happy ending.
I agree with the idea of a bbeg putting up multiple fortification advantages and fighting/maneuvering tactically. My only argument is sometimes the Mike Tyson principle comes into play and taking a hit to the jaw just results in a stunlock. Even if the BBEG has major parry/resist stun bonuses, it can still be upended with an incredibly bad roll of the dice. This is especially true in systems that have autohit and autofail mechanics on the nat1/nat20 or a similar mechanic. I like the fact that the BBEG is not just planning on a stationary slug fest. The proposed idea is just an insurance against extreme outliers. It is similarly disappointing when a well laid player plan is upended by Poe's Law or if a well laid BBEG plan is upended by Poe's Law. My mechanic only offers Poe's Law insurance. Then again, Poe's Law is real, so arguments for and against it exist.

The real world example of an extended fight is a boxing match. Many boxing matches go the distance, but they are generally stopped once one party gets cascading failures. Both boxers fight conservatively/defensively (generally) and aggressively pushing the offense is a high risk/high reward strategy. One observational advantage or psychological advantage is usually what tips the scale in the favor of one fighter over the other if both are skilled. I like incorporating the idea of a psychological battle accompanying the physical fight, as that IS played out IRL in things like boxing. With armed combat, on the other hand, it is almost always "first to bleed loses" Once you've been stabbed, shot or whatever, your odds of "turning the tables" are very thin. Counterexamples exist, but they are the exceptions.
 
Sure but at the same time if a party can actually pull off some shit that relies on a string of 5-10% chance dice rolls in a row, successes for the party and failures for the bad guy, let 'em. That's just the game part at that point, which while the average 5e player cries about the G part in TTRPG being for Game, it can itself still lead to memorable shit at the table. Just the same as if a string of failures happens for the party. And for the string of failures when it inevitably happens... kidnap a KO'd party member or whatever. Some people might scream about how horrible that is, I as a player and DM just see it as an excuse for more adventuring.
 
Sure but at the same time if a party can actually pull off some shit that relies on a string of 5-10% chance dice rolls in a row, successes for the party and failures for the bad guy, let 'em. That's just the game part at that point, which while the average 5e player cries about the G part in TTRPG being for Game, it can itself still lead to memorable shit at the table. Just the same as if a string of failures happens for the party. And for the string of failures when it inevitably happens... kidnap a KO'd party member or whatever. Some people might scream about how horrible that is, I as a player and DM just see it as an excuse for more adventuring.
True. Life ain't fair. I already have a copious amounts of safeguards and nerfing going on, no need to compound it too excessively. I'm of a mixed mind on my own idea, as I generally prefer grounded threats to Mary Sue tales, but at the same time, I sometimes want the climactic battle to play out like a movie, with a lot of give and take, swings of momentum and dialogue exchanges, all of which do not mirror realism in the slightest when the stakes are "who gets stabbed and who walks away?" 5e obviously takes this to the extreme with the "you can be hit for 40 damage, knocked to the floor, healed for one damage and be up and swinging in the next round" bullshit. Death saving throws and such a HUGE safety net from true death (which theoretically only applies to PCs, but this should be disregarded) is nerfed beyond belief. My only defense for mine is that it is transparent and mutually beneficial and only applies in a very select setting, if desired. I've run this in my mind a million times wondering if it is more fun to do a death race or an extended showdown. The death race is more realistic, but the extended showdown allows for more twists and turns.

Similar observation: Yes, the players have the right to instigate an attack in the middle of the villain's monologue (or at the beginning) and they have no obligation to exchange words, but I always respect the parlay as a player, the exchange of ideas that occurs prior to the showdown, for the same reason I favor giving the condemned an opportunity to express their final words. The way I see it, I intend to kill you and these are your final words. I will let you get them out and I will preserve them for the record before I take your life because, despite your protests, we really are so different and I'll let you finish your thoughts before we do what we have to do. Players I GM for rarely share this attribute and my planned dialogues often must give way to immediate initiative rolls. Is this tactically smart? Yes. Do I like it? Not really.
 
A PC having 10hp is fine, but when he has 100hp, then you run into problems where a guy with a dagger can never kill anybody unless he stands there stabbing for five minutes of game time
I suppose in one way this is still realistic to the games rules. One round in newer d20 games is 6 seconds so 10 of those is a minute, this means 10 dagger stabs; so ultimately 50 stabs averaging 2 damage could let some peasant kill a heroic pc while he is bound and gagged without his armor.
 
I suppose in one way this is still realistic to the games rules. One round in newer d20 games is 6 seconds so 10 of those is a minute, this means 10 dagger stabs; so ultimately 50 stabs averaging 2 damage could let some peasant kill a heroic pc while he is bound and gagged without his armor.
Also depending on the system the peasant would just coup de grace instead, then there's a critical and a fort save with each stab. It might actually make a good scene with some scrawny guy with a bowl cut trying to stab Komdor in various vital spots and having to fight to get through PURE MUSCLE. Fort saves are always a 1 in 20 too so you're at the edge of your seat for each stab. Not realistic, exactly, but definitely in the realm of Conan comic book cool guy moments.
 
I kinda like dice pool systems, but can get why some people are turned off by it.
I almost always did some form of this for chargen. Like in AD&D you'd pick your class first, and get a pool of 6d6 for your main stat and 4 or 5 for the rest. And even then if you got a really shitty main stat roll I'd throw it out and so you'd nearly be guaranteed 16-18 in your main stat.

I was seriously not into having a retarded mage or a "fighter" who couldn't lift a toothpick.
For all the percentile cucks, I'm just going to say that D20 is percentile just gated at 5% increments. If you really care about +-4% ...fucking lol.
D20 does fine for "roll to hit a thing." I like a little more granularity for other things, though. "Roll to hack the Pentagon using quantum electrodynamics" for instance.
CoC your character never levels up, they slowly erode until they die, go insane, or both.
While that's definitely true, the irony is they get more and more powerful while doing this. Since there's no method of restoring sanity, and you're inevitably going to die, the most powerful characters are those about to do either of those things, and they've probably been collecting the very eldritch lore (and spells) that have driven them to the verge of insanity.

One of my favorite (sadistic) mechanics is I had an insanity system for what someone would do when they went utterly insane and turned into an NPC, and one of the big ones was casting one of those spells there was no practical use for, like summoning some uncontrollable entity.

(Hence excessively powerful PCs often voluntarily resigned to NPC status in a calm, peaceful asylum somewhere to avoid any further sanity loss.)

I always considered Call Azathoth basically a world-ender. That was cast by an ostensibly "sane" character, though, when the end of the world was already nigh, to basically nuke the location the already doomed party was at, having lost the end of the world scenario already. So the world got ended by Azathoth instead of the already-existing world-ender.
 
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I almost always did some form of this for chargen. Like in AD&D you'd pick your class first, and get a pool of 6d6 for your main stat and 4 or 5 for the rest. And even then if you got a really shitty main stat roll I'd throw it out and so you'd nearly be guaranteed 16-18 in your main stat.

I was seriously not into having a retarded mage or a "fighter" who couldn't lift a toothpick.
Counterpoint: You're the GM. I desire to play a STR 14 fighter (or whatever the system equivalent is) who is keenly aware that he is often at a physical disadvantage compared to his adversaries and am constantly motivated to close this gap by way of skill and strategy. I take on any reasonable challenge to sharpen my skills and am merely playing the hand I am dealt. I am not a weakling, I am in the upper quartile of human physical ability, but I am far from a paragon. Any time I intend to press the engagement in lethal combat, I have to go the extra mile to do the prep work to give myself the advantage that my physique does not. In the event I am taken by surprise, I am at a disadvantage against my attacker forcing me to fight my battle by way of footwork more than armwork. I travel with a group because I am fully aware that I am just a shade above mediocre in terms of raw power. Do you reject or accept this character concept?
 
First they turned orcs into Mexicans because white Karen's said orcs were a stand in for niggers. Now tranny barbarians. I swear I didn't know better. I might think someone working on 6E D&D is intentionally making fun of woke culture.
Lmao even in woke D&D niggers are thieving criminals. How very progressive.
I travel with a group because I am fully aware that I am just a shade above mediocre in terms of raw power. Do you reject or accept this character concept?
I accept it but even so, I'd want the player to accept it, too, and offer a trade-off, or some perk in return for accepting such a shitty roll. I'm okay with RNG in the actual game but I expect heroes to start out heroes, even if they're starting out fighting rats and cats and bats instead of trolls, giants, demi-liches, etc.

I really liked the GURPS chargen, but like you could get anyone to play GURPS ever. Even autistic people would tell you to quit sperging.
 
Lmao even in woke D&D niggers are thieving criminals. How very progressive.

I accept it but even so, I'd want the player to accept it, too, and offer a trade-off, or some perk in return for accepting such a shitty roll. I'm okay with RNG in the actual game but I expect heroes to start out heroes, even if they're starting out fighting rats and cats and bats instead of trolls, giants, demi-liches, etc.

I really liked the GURPS chargen, but like you could get anyone to play GURPS ever. Even autistic people would tell you to quit sperging.
Proposed tradeoff for reduced offense and reduced damage output, a constant +1 or +2 to all defense rolls with enhanced defense if I forfeit one offensive action that round. Any time I forfeit a round's attack, the attack roll on the subsequent round gets a substantial attack bonus and a modest damage bonus. By spending a round to observe enemy attack patterns, the subsequent round has enhanced attack and damage output. This trades offense for defense. However, limiting damage output to every other round drastically diminishes average damage output over time, meaning my primary contribution is one of distraction for other players to capitalize on. Perhaps a taunt ability during a defensive round to potentially gain a psychological effect on the opponent, reducing his/her offense/defense marginally. Effectively, this battle stance would have an equivalent trade-off to reduced damage output. The weakness is that if the enemy is smart, they'll just prioritize another target.
 
However, limiting damage output to every other round drastically diminishes average damage output over time, meaning my primary contribution is one of distraction for other players to capitalize on.
That's my general problem with buffs/debuffs in general as a thing. In combat round oriented games, you're sacrificing a first round attack causing actual damage for a (potential) future advantage, meaning before you even get to exploit it, every enemy has already attacked and caused damage.

My meta for combat when I played a combat wombat type character was front-loading damage as much as possible, and I'd shamelessly minmax. I'd collect perks and items and other shit to do this. Something very common in combat round games is you have a bunch of mooks and you meet these all the time. So I always try to combine speed, to-hit chance, and damage to guarantee that in round one, one of those mooks is going down 100% of the time BEFORE getting an attack.

And this is another commonality with enemy groups. There's usually a bunch of mooks and some genuine badass or two or more depending on the size of the mob. But very often, the weak low-HP mooks have attacks almost as bad as the genuine badass. So focusing the badass is often bad strategy. Get rid of the mooks first.

Unless heals are basically free, the best heal is never getting injured in the first place.
 
Death is the best debuff in any game. Unless you have a combat trick that reliably locks down an opponent, you're consistently better off just doing as much hurt as fast as possible. That said, I had great results in pathfinder with a crowd-control wizard who would completely fuck a combat with walls and summoned creatures; halving the pool of opponents so the party can pick them off piecemeal makes a considerable difference.
 
Unless you have a combat trick that reliably locks down an opponent, you're consistently better off just doing as much hurt as fast as possible.
After my own mind.

Stuns are usually that trick, or anything similarly incapacitating. That's why in the "bunch of disposable mooks plus mini-boss" scenario you often encounter, stunlocking (or doing something similar) to the honcho while disposing of the mooks is the preferred meta, at least in most games.
 
I never mind if my role is to set so that someone else can spike. Depending on the scenario, there may be a role for someone that isn't direct combat, securing hostages, opening cages, that sort of thing. Assists are just as valuable as kills. Usually when I do a 6 person team on a cRPG, the top two hitters get 80+% of the kills, but it is only made possible by way of the support. The two hitters do over 80% of the damage output, but it is only made possible because I have 1 team mate on general buffs, one on crowd control, one on distraction/mitigation (tanking if you prefer) and 1 person on heals. The only problem with too much defense at the expense of offense is that in a long protracted combat against a lot of mooks, they're going to realize the role of the "tank." The ultimate defense at the expense of offense is a statue or a wall. Can take a shitload of damage, but can be ignored entirely until end of combat. Rant aside, I don't mind being a support role, as long as I roughly carry my weight in the team dynamic.

I don't do Legolas vs. Gimli contests personally. I was once outshining another player in my group based on rolls and roles (cleric vs. artificer, I was the cleric) one particular day and I noticed that he attempted to rules lawyer against other players (namely, me and the rogue were the MVPs that day) whenever the dice were against him, as if to maximize his share of the glory. He had less than 20% of the accomplishments that session (however you define this) that day and he was combing the books like a lawyer trying to argue against GM rulings on other players just to secure a larger share of the accomplishments. He was not so observant when he was session MVP.
 
Woke D&D writing niggers is unironically more racist than the whole making the orcs the Mexicans in universe thing. Disney woke proud family reboot the same way.
I recently saw some magazine in the checkout line at CVS touting Dungeons & Dragons as some social phenomenon. I seem to remember pop media at the time mindlessly adopting "D&D gets kids to kill themselves" and other bullshit.

Suddenly D&D is corposlop. I wonder how this happened.

Looks like cultural appropriation to me.
 
The funny thing is that while you could note that the phenomenon of comparing orcs to ghetto Americans took hold in right wing spaces in the meme wars of the mid 2010s, the whole "orcs are a stand in for black people and quite frankly, it's downright dehumanizing to black people." Ummmm, while it is true that some people on the right were already doing the orcs = blacks memes, those were based on Tolkien's use of orcs, not Hasbro's. The first people to compare D and D orcs to black people were all wokies. If one wanted to say "not all blacks are like that", one would say that "real life blacks don't always behave like violent, impulsive, murderous hooligans, thus comparing them to orcs is wrong." The response however, was, "fantasy orcs no longer always behave like violent, impulsive, murderous hooligans, because they're indeed a stand-in for real world blacks and thus we have to shift perception of fantasy orcs rather than real world blacks." Even internal to a wokist mindset, it's backwards. Of course, it only serves to confirm that they also realize that the BLM name of the week indeed did not "dindu nuffin wrong."
 
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