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

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Anyway, FG, Foundry, and MapTool all have the same issue of "you need to self-host & make some home network changes"; Foundry offers partners who will cloud host for you but I haven't looked into them or known anyone who's used them as "Enable port forwarding, get your public IP" is basic bitch shit anyone who isn't a retard should know (or learn) how to do.
foundry you can get "free" hosting via oracle (if you're willing to drop your CC, 3gb free), sqyre.app (too new so still some issues, limited in hours, everyone needs a sqyre account).
there's a guide on pretty much everything for hosting: https://foundryvtt.wiki/en/setup/hosting
in theory oracle should work with other VTTs too.
port forwarding is simple, but you overestimate the average normalfag. even if they manage that, troubleshooting would be out of their reach or basic interest. it's like torrent and paying for netflix, that's why they rather pay like 5 bucks for hosting which also guides them easily through the setup (and if everyone pitches in it's only like 1 buck each).

content wise foundry has a similar deal like FG, and recently even included wotc, so the 5e system is officially available now, but no idea how extensive it is. seems you can even buy the books without having to chain yourself to beyond.

what makes foundry attractive is the buy once price and it being basically html/css + js, which means a lot of stuff created by other people ready to use. FG is unity so far more limited to what it allows you to do, maptool is open source iirc but I assume it requires a lot more elbow grease.
 
I've actually found that not a lot of people I run games for seemed to care much for multiclassing unless it's 3.5 and they're specifically doing shit for PrCs.
In ADnD, you could get benefits for doing it; it almost could stack together if you didn't mind being frailer than your peers. Meanwhile after that, you actually just make a worse character overall meta-wise barring specific builds. You made your base attacks, casting, and everything usually worse when you did that except if you knew what you were going for and had the right options to go with it.

For example, the Monk I played I intentionally took a dip in Cleric, specifically because it allows you to become a Sacred Fist, which was what the monk should've been in most respects. It made his hits more accurate due to full BaB compensating for the monk's retarded average; it improved Monk and he only lost like a level or so of that... whoopee, and it improved his spells he'd get as a Cleric too. It made Eildrun, my Monk dedicated to good ol' undead slayer St. Cuthbert, a decent emergency cleric if out Pelorian one needed more aid.

The exception to this is a variant of Ranger called Mystic Ranger; it frontloads the Ranger spells early and gets rid of a lot of their other features to do this. This sounds bad until you realize it makes it perfect to pick a PrC you want. A very funny one is Storm Lord, which allows you to combine your ranged attacks with always thundering Javelins.
 
In ADnD, you could get benefits for doing it; it almost could stack together if you didn't mind being frailer than your peers. Meanwhile after that, you actually just make a worse character overall meta-wise barring specific builds. You made your base attacks, casting, and everything usually worse when you did that except if you knew what you were going for and had the right options to go with it.

For example, the Monk I played I intentionally took a dip in Cleric, specifically because it allows you to become a Sacred Fist, which was what the monk should've been in most respects. It made his hits more accurate due to full BaB compensating for the monk's retarded average; it improved Monk and he only lost like a level or so of that... whoopee, and it improved his spells he'd get as a Cleric too. It made Eildrun, my Monk dedicated to good ol' undead slayer St. Cuthbert, a decent emergency cleric if out Pelorian one needed more aid.

The exception to this is a variant of Ranger called Mystic Ranger; it frontloads the Ranger spells early and gets rid of a lot of their other features to do this. This sounds bad until you realize it makes it perfect to pick a PrC you want. A very funny one is Storm Lord, which allows you to combine your ranged attacks with always thundering Javelins.

AD&D doesn't have level dips or prestige classes. You're describing 3rd edition.
 
Only war has one of the most overly complicated experience spending systems on the face of the planet seriously the matching aptitudes half the time don't make any sense why does a psycho have strength it doesn't even affect psychic powers whatsoever
 
AD&D doesn't have level dips or prestige classes. You're describing 3rd edition.
And that's what "meanwhile after that" was meant to cover, since my main point was it's not worth it without planning in later editions.

ADnD progression made you frailer since you started over again unless you dipped back. You could then blend kit so long as the rules or the DM intended for it. It was similar in some ways to gestalt builds, which meant that so long as you didn't drop dead and could catch up, you had a stronger character. Its price was in time; not due to selecting what you lose.

I'm more familiar with later editions, which tried to prevent that method, which is why the legacy characters have such a high CR: to account for older multiclass levels.
 
ADnD progression made you frailer since you started over again unless you dipped back.

That's dual-classing, which was for humans. It was extremely weird, because you started over at level 1 and weren't allowed to use your old class features until you'd hit whatever level you were before. Multi-classing, which was for demi-humans, had you simultaneously level up two classes. The only downside to multi-classing was you were always about 1 level behind where you otherwise would be, but 1 level wasn't a big deal in AD&D.

EDIT: The big issue was multiclassing made dwarves and elves far superior to humans, especially once 2e let dwarves be clerics. An 8th level Fighter-Cleric was simply better than a 9th level Cleric or a 9th level Fighter.
 
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What're you guys' thoughts on Critical Role's "Blood Hunter" class for DnD 5e? I've heard a good amount of talk about it, but I haven't ever looked into it myself; some of the subclass options do look fairly interesting, but I tend to stick more with the actual officially published classes rather than homebrew, though I did hear that WOTC is adding official support for it? I dunno.
 
What're you guys' thoughts on Critical Role's "Blood Hunter" class for DnD 5e? I've heard a good amount of talk about it, but I haven't ever looked into it myself; some of the subclass options do look fairly interesting, but I tend to stick more with the actual officially published classes rather than homebrew, though I did hear that WOTC is adding official support for it? I dunno.
The big problem with homebrew and 5e was wotc never published their algorithm on how they balanced all the classes. So you'd never be sure if the class would be over or under powered per level until you extensively play tested it. This problem and the obvious OGL was what made 5.5 dead on arrival.
That's dual-classing, which was for humans. It was extremely weird, because you started over at level 1 and weren't allowed to use your old class features until you'd hit whatever level you were before. Multi-classing, which was for demi-humans, had you simultaneously level up two classes. The only downside to multi-classing was you were always about 1 level behind where you otherwise would be, but 1 level wasn't a big deal in AD&D.

EDIT: The big issue was multiclassing made dwarves and elves far superior to humans, especially once 2e let dwarves be clerics. An 8th level Fighter-Cleric was simply better than a 9th level Cleric or a 9th level Fighter.
I never liked multi-classing in class based games for that issue. Especially once you get to DnD 3 with feats. At that point you might as well play a classless game. I've been running ACKs for a little while, and I prefer classes plus a limited number of "proficiencies". The number and type depend on INT and class.
 
The big problem with homebrew and 5e was wotc never published their algorithm on how they balanced all the classes. So you'd never be sure if the class would be over or under powered per level until you extensively play tested it. This problem and the obvious OGL was what made 5.5 dead on arrival.

I feel like 5e in general has something of a balancing problem in general, frankly. Just take a look at some of the races, like the Bearfolk or Vulpin, or some of the frankly ridiculous combinations of class that you can create in order to break the combat over your knee.
 
I am fairly certain neither of those are official

Bearfolk are from Ebon Tides, while Vulpin are from Humblewood; they're both third-party settings, not made by WOTC. That said, I've heard of people using them for their DnD campaigns anyways.

...and now I'm curious; you guys use any third-party content in your games, by any chance? Any that you'd recommend? Any that you'd avoid at all costs?
 
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Bearfolk are from Ebon Tides, while Vulpin are from Humblewood; they're both third-party settings, not made by WOTC. That said, I've heard of people using them for their DnD campaigns anyways.

...and now I'm curious; you guys use any third-party content in your games, by any chance? Any that you'd recommend? Any that you'd avoid at all costs?
For 5e, Tome of Beasts is okay. It has a few too many "fair maiden in danger...but it's a MONSTER!!!" enemies in it, and they were converted from 3.5, so there are some that don't work RAW (e.g. they didn't realize a spell description had changed, or the spell is now gone), but overall, it's a nice-looking book and a pretty good portfolio of monsters with a more Eastern European feel.
 
The only downside to multi-classing was you were always about 1 level behind where you otherwise would be, but 1 level wasn't a big deal in AD&D.
There was also triple-classing, like the fighter/magic-user/thief combo. The thing about combos like this is they start absurdly OP and then fall way behind everyone else. I eventually banned these for just being broken in every way.
 
Multiclassing in 5e 2024 is pretty mid. Most classes the shit you want is 3/5/6 levels in and it's a huge journey to get there and your campaign ended at level 8 anyway. I think the only class worth 1 level dips now is rogue IF you wanna do skill monkey shit because you get thieves tools, 1 skill, expertise in two skills, 1 language + thieves' cant, 1d6 sneak attacks, weapon mastery, and light armor. I took it on my wizard because it fits his background better than just "background" (autodidact who escaped the goblin warrens with a copied spellbook and started living as an urchin in the big city)

A lot of the reason it's toned down from 2012 5e is just because the best two classes for these dips got toned down at early levels. Paladin 2/3 + literally any full caster matters a lot less when smite isn't miles above every other build in single target and Warlock's level 1-5 benefits got redistributed a bit to be more sane (although it's still good for CHA casters for eldritch blast being the only good damage cantrip)
 
The big problem with homebrew and 5e was wotc never published their algorithm on how they balanced all the classes. So you'd never be sure if the class would be over or under powered per level until you extensively play tested it. This problem and the obvious OGL was what made 5.5 dead on arrival.
This isn't a problem per se. I think one of the worst things about 4e from a... system for a campaign perspective is that all the races are from the same balance algorithm. Which makes it easy to balance and prevents munchinkinning but really makes the racial system very bland.
The issue is that WotC stance now is that it is a Massive Yikes to restrict players from being whatever faggotshit troon in a wheelchair shit they want to ruin a session with. So you can no longer have things that aren't mechanically balanced or everyone will just pick the powerscale race/class. Because "Your half orc will not be allowed to entire the town" is too triggering.

Instead of taking the 2e and 3e stance of "If you want a wizard, you probably want to be an elf", the 4e stance of "you're going to want to allign these numbers with your floating bonus", the 5e stance is "Its othering and problematic to have dwarves be better clerics than other races bloodlines"


...and now I'm curious; you guys use any third-party content in your games, by any chance? Any that you'd recommend? Any that you'd avoid at all costs?
When I say 3rd party here, it would more accurately say "anything that officially released for that edition of the system"; I use tables and mechanics from other editions in D&D all the time, despite that not being technically "third party" I count it as such. So that autistic hairsplitting asside:

From the DM side, as mentioned I'll rampantly steal borrow tables, mechanics, graphs, monsters, etc from anywhere I can find something that looks like it'd fit the bill. And i make up my own shit all the time, sometimes based on things I've found for other systems or from other publishers.

But for stuff that goes on player sheets? Forget excluding 3rd party content, I look at anything outside the PHB with a very long, hard withering stare. If I had a player I didn't know and trust (and who talked to me about it before hand) bring me a character sheet with third-party shit on it, I'd tell them that I don't think they are going to have fun at my table and should find another one.
Doubly so if they bring me furry shit.

What're you guys' thoughts on Critical Role's "Blood Hunter" class for DnD 5e? I've heard a good amount of talk about it, but I haven't ever looked into it myself; some of the subclass options do look fairly interesting, but I tend to stick more with the actual officially published classes rather than homebrew, though I did hear that WOTC is adding official support for it? I dunno.
It is from Critical Role so I imediately assume its unbalanced faggot shit.

Bearfolk are from Ebon Tides, while Vulpin are from Humblewood; they're both third-party settings, not made by WOTC. That said, I've heard of people using them for their DnD campaigns anyways.
This because these people are furries and should not be suffered to live.
 
I don't have time to document everything but RPG Pundit got into e-spat with the BrOSR today on Twitter and another twitter user mentioned his apparent criminal conviction so now he's spiraling out. It started out as Pundit doing retarded Zio Cuck shit based on cherry picked retweets and then spiraled into him seething over Jeffro Johnson popularizing 1:1 time that made Pundit look incredibly unhinged. You have to understand regardless of your own thoughts on 1:1 time or Braunsteins, Pundit doesn't hate 1:1 time because he doesn't like it. He hates it because he didn't think of the idea and sell it in a B/X Retro Clone PDF himself. And he hates that people are disagreeing with him on this to the point he's constantly repeating the same talking points but in ALL CAPS TO SHOW HOW SMART HE IS AND HOW STUPID EVERYONE ELSE IS!

Gay e fights 1.webp
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Time for 'bustin! Dice Scum reviews the Ghostbuster RPG by West End Games (They got almost every nerd property from the 80s and 90s, didn't they?).

 
He hates it because he didn't think of the idea and sell it in a B/X Retro Clone PDF himself.
I'm not surprised, even though 1:1 is the most retarded take on Gygax's "time in the dungeon and the city applies everywhere" I've heard. It was supposed to be a way to make sure the players are smarter with resource use, are more inclined to follow your railline due to plot events happening off camera if they shirk the call, and to make the world more living. All 1:1 does is make the game a fucking grind and cultlike, since you have to interject more often than you otherwise would depending on the GM.

I don't like either collective in this sob fest, but I'm glad Pundit's getting dunked on. That no true scotsman bullshit he does is completely insufferable, and he also loves to racebait both ways; absolute Pocho behavior there.
 
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