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

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- Overheating. Broken axles. Dead mules. There are a million ways to stop the party.

This is easy stuff my dude.
The main pitfall of travel scenarios is keeping them from turning into aimless wandering. With a dungeon, you can more or less force the issue easily just by how it's put together. With travel, it's still only slightly trickier to funnel them towards the end while still making it feel like they have choices.

You don't want to make it feel too linear, but you also (sometimes) don't want to get off track.
 
I've even heard the term "clownshoes monk", which is where a high level monk rolls so many nat 1s (due to having many attacks a round) that every other turn they are falling over, hitting their allies, etc.

This is a house rule, not an actual D&D rules problem. Making dumb shit happen on Nat 1 is funny, but not actually a rule, and variants with heavy multi-attacking show why it shouldn't be a rule.

The excuse of "magic is dangerous and should only be cast as a last resort" removes all wizards from the game.

Agreed, and it's why I have not too much sympathy for anti-cantrip bitching in 5e. Zapping monsters is fun. Sitting around with your thumb up your ass isn't. In some OSR games, it's not a problem because every wizard player should have at least one warrior henchman.
 
Even if your GM is not using 'nat 1 lol bad stuff happens' those whiffs can really suck the awesome out of any PC with multiple attacks. Hence why the original 3e monk's flurry of blows was referred to as 'flurry of fail' due to its design.
 
Agreed, and it's why I have not too much sympathy for anti-cantrip bitching in 5e. Zapping monsters is fun. Sitting around with your thumb up your ass isn't. In some OSR games, it's not a problem because every wizard player should have at least one warrior henchman.
I would also put before any anti-cantrip posters: how is it functionally different from the wizard with a crossbow? Most cantrips to 1d4 iirc, which is pretty piddling damage, and about the same or less than a basic ranged weapon the wizard probably is proficient in. Because it is magical? Yeah, no shit, it's a magician, you chose the class to do magic stuff. Because it is elemental? 1d4 elemental damage isn't going to be the make or break on any encounter, unless they are trolls or something where dealing just 1 damage cancels something out, but that is still not that different than throwing acid or alchemical weapons, which do MORE damage anyway. Some systems don't even have that, and the wizard just sort of stands around doing nothing as a result. I distinctly remember early game wizards in BG1 being kind of underwhelming because they just ended up as shitty fighters for 90% of fights because they would fire off their two magic missiles and be left with their staff to bonk people with.
 
Even if your GM is not using 'nat 1 lol bad stuff happens' those whiffs can really suck the awesome out of any PC with multiple attacks. Hence why the original 3e monk's flurry of blows was referred to as 'flurry of fail' due to its design.
3rd edition in general suffered from the problem of requiring far too many feats for melee characters to not be dog shit, or giving you what seemed like some marginal coolness in exchange for a nut-kicking penalty to hit.

Most cantrips to 1d4 iirc, which is pretty piddling damage, and about the same or less than a basic ranged weapon the wizard probably is proficient in.
5e cantrips do higher damage, but no ability bonus, so in practice they do about half the damage of a weapon attack.
 
5e cantrips do higher damage, but no ability bonus, so in practice they do about half the damage of a weapon attack.
Shows how much interaction I have had with 5e then, because I was clearly thinking about PF1e's implementation.
 
This is a house rule, not an actual D&D rules problem. Making dumb shit happen on Nat 1 is funny, but not actually a rule, and variants with heavy multi-attacking show why it shouldn't be a rule.
TBF some of the OSR systems include crit fail/success tables.
I don't use them because they are really gay and very often the penalties vastly disfavor the players.

Even if your GM is not using 'nat 1 lol bad stuff happens' those whiffs can really suck the awesome out of any PC with multiple attacks. Hence why the original 3e monk's flurry of blows was referred to as 'flurry of fail' due to its design.
For most multi-attacks, unless RAW says different, natty 1s past the opening attack just miss and I don't bother starting any critical fail flowchrts. That said I'll also often drop the rewards for critical hits.

Agreed, and it's why I have not too much sympathy for anti-cantrip bitching in 5e. Zapping monsters is fun. Sitting around with your thumb up your ass isn't. In some OSR games, it's not a problem because every wizard player should have at least one warrior henchman.
Every party member is a rifleman fighter, some are just better at it than others.

Serious talk:
Casted daily spells should be unpredictable. That doesn't mean that it kills you or summons extra dimensional horrors 5% of the time, but the exact effects should be uncertain and there should be some risk the spell gets away from the caster beyond "your spell doesn't work. Ok who's next in initiative?". But that's sort of gay and you end up with bullshit like DCC's page-per-spell bullshit and gay shit like 30-sided dice. So limited spells is supposed to be the counter that.
But that doesn't mean wizards should be on the front or solely relying on their henchmen.
What it means is they should be using (and ideally crafting) magic items like wands and staves. This means having to put points in CHR.

I would also put before any anti-cantrip posters: how is it functionally different from the wizard with a crossbow?
Crossbow requires the Wizard to put points into a stat that isn't INT, so cry some more.
Fuck unlimited cantrips.
 
What it means is they should be using (and ideally crafting) magic items like wands and staves. This means having to put points in CHR.
The thing is that few systems have engaging or interesting or even viable crafting systems out of the box, which means 9/10 you have to either make up some bullshit or suffer. Items like wands are either single-use, which we return to the fundamental problem of "fire off your limited spells and dick around", or rechargeable, then we have to have another system dedicated to restoring them OR they are per encounter, or day, or whatever.
Crossbow requires the Wizard to put points into a stat that isn't INT, so cry some more.
Fuck unlimited cantrips.
Buddy, I roll for my characteristics; assigning points to a secondary attribute isn't the problem. The problem isn't that you have to have a decent dex, as you should probably have that as your second or third best attribute for things like AC, since you don't have armor, or touch attacks that a lot of good, low-level spells need to connect. Rather, it is the fact that you simply don't get additional attacks or bonuses to hit from class features, regardless of edition or system. You just end up as the shittiest fighter in the universe because you have no more spells.
 
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What it means is they should be using (and ideally crafting) magic items like wands and staves.
There are no crafting abilities for low-level wizards in the old D&D editions. Even in ACKS, you can't do shit until 5th level, which takes a while to hit. This isn't a solution at all. If the DM isn't going to be fairly liberal with wands, you go session after session with your thumb up your ass because your ranged to-hit is garbage, and you can't fire into melee anyway.
 
You just end up as the shittiest fighter in the universe because you have no more spells.
That's kind of the world of being a low level spellcaster. You have to make what little you have count. In exchange for being outright puny early on, you get incredibly good at damage dealing and versatile.

If I didn't straight up skip levels 1-2 or whatever, I'd give max HP because having a 1 hit point character is ludicrous. I'd also throw in some fairly potent but consumable item like a wand of whoopass with 10 charges, or a small collection of potions, to make decisions hard as to whether to just fire off your magic missile and then hide behind the fighter or to use a consumable.

This way you had a little something to bridge the gap between being so weak someone could kill you with a flyswatter to being able to do something useful beyond the first round of combat. (This wasn't just magic types. I'd give other low level characters some kind of minor perks to cover for the weakness a bit. Less so for combat wombats because they come out of the gate already pretty strong.)
 
The main pitfall of travel scenarios is keeping them from turning into aimless wandering. With a dungeon, you can more or less force the issue easily just by how it's put together. With travel, it's still only slightly trickier to funnel them towards the end while still making it feel like they have choices.

You don't want to make it feel too linear, but you also (sometimes) don't want to get off track.
Given how often travel can offline rails, I find having a few different options on hand as detours help a lot. You don't put a ton of thought or focus into them, just doing napkin notes for what they'd be like until they declare their intention, and then fill out as you need until the next game.

Another trick to avoid this would be to stick 'em on an island. The best dungeon crawl I ever ran was on a small island and they didn't have the scratch to get off. There was enough on the island to visit town and a couple other spots, but the big feature was the old abandoned Dwarf Hold they explored.
 
Dice Scum looks at the hidden gem of an rpg; Toon. You too can make your own Looney Tunes cartoon without getting sued by Warner Bros!

 
Dice Scum looks at the hidden gem of an rpg; Toon. You too can make your own Looney Tunes cartoon without getting sued by Warner Bros!
This was an incredibly stupid and fun game. Most of the gameplay was rolling giant handfuls of six siders.
 
I just saw a video for an RPG for Mystery Flesh Pit National Park, an analog horror web thing whose entire premise was “internals of a strange giant monster thing becomes tourist trap” where you had sex parties in its adrenal glands and had to dodge giant parasites and it’s genetic code is similar to humans ooh spooky! before shitting the bed with its twist finale for why the park closed being “corporations bad and don’t perform routine maintainence, people get eaten.”

Do we really need rpgs for this kind of shit? Like there’s no narrative to build there since the park is canonically safe until the single event that results in its closure. It was a fun afternoon read in the same way SCP used to be, but it’s not even good enough to warrant a revisit let alone an entire Saturday night’s game session.
 
No, this could just be a CoC one-shot where the players are tourists during the bite of '87 or whatever the disaster is.
I think it would really work as a short little campaign if you had a box set full of feelies and handouts to really sell it as a "real" place. Like a map, adverts, a little visitor's guide, a softcover info book. Play up the clash between the surreal and otherworldly with the mundane. But as a whole campaign? Nah gtfo.
 
If the DM isn't going to be fairly liberal with wands, you go session after session with your thumb up your ass because your ranged to-hit is garbage, and you can't fire into melee anyway.
The DM is supposed to be fairly liberal with magic items. And if you use the alternate XP rules, magic-users should be leveling up from finding arcane knowledge and artifacts. That is, they should be avoiding combat at every and all costs. Paying off the local goblins so they can record the arcane runes inside the ruins they've made their base is the correct path for a medieval nerd.

Also a lvl 1 should be "that guy with some party tricks". Also PCs should start level 3; lvl 1 is a punishment and people forget that.
 
The DM is supposed to be fairly liberal with magic items. And if you use the alternate XP rules, magic-users should be leveling up from finding arcane knowledge and artifacts. That is, they should be avoiding combat at every and all costs. Paying off the local goblins so they can record the arcane runes inside the ruins they've made their base is the correct path for a medieval nerd.

Also a lvl 1 should be "that guy with some party tricks". Also PCs should start level 3; lvl 1 is a punishment and people forget that.
It's still boring to not have anything to do. The wizard getting to roll a single die with no bonuses to do damage breaks nothing.
 
Since we're talking magic/casting systems, one of my favorite I've played with is from a system called Cloudbreaker Alliance. Spells operate on MP instead of spell slots, which I like. Its mechanic for learning/leveling up magic is also unique in my experience; if this copies a pre-existing system, I've never encountered it.
Magic is split into elements (6 for arcane, 3 for divine) and you grow in breadth of magic by getting more element specializations as you level up. Each element has a general focus (Wood is piercing and ranged damage, water is healing, earth is terrain and defensive buffs) but you get separate spells for each combination of elements (fire and wind lets you do AoE fire damage, metal and earth for a full suite of combat buffs, etc.) and having sets of 3 and all 6 elements grant you entirely new elements of spells. Divine magic has a similar system, but less extensive since it's just 3 elements. Individual spells also increase in power with character level, so it's still useful to be a partial caster or a gish since your single-target fire bolt will still progress like a full caster's would (though full casters get separate bonuses and skills related to casting). There are both battle and utility spells and spells used in combat involve rolling against a monster's spell defenses for partial or full success. And you can use in-game time to re-assign your elements if you feel what you've got won't meet the upcoming situation.

It's probably the most fun I've had playing a caster in any single system because it requires active participation in combat and rewards foresight & planning while remaining distinct from what martials do without casters just becoming a god partway through the campaign.
 
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