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

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I thought you were a computer programmer. Make it your damn self. But map tools pretty good. Fantasy Grounds and Forage is what I use. Sorry Foundry.
Also, is the only person who played did actual game design. I don't give a fuck about stacking bonuses. Yes, we took out a bunch when we finally finished it. I still think the making everyone around you fail spectacularly. It's still a funny build. As well as the guy who just is so lucky he walks forward with two Shields. And just lets everyone fumble by hitting him.
I asked an LLM for recommendations and it just shat out some code and said "here ya go". Were unironically at the point where people can just have bespoke software for everything. I'm not gonna slop together anything better than excalidraw within a reasonable amount of time.

I must have missed that part of Friday Night Firefight.... :o
I crunched the math. 3% chance to attack yourself or a party member. 0.3% chance you shoot yourself in the head.
 
I asked an LLM for recommendations and it just shat out some code and said "here ya go". Were unironically at the point where people can just have bespoke software for everything. I'm not gonna slop together anything better than excalidraw within a reasonable amount of time.
Foundry is what I would recommend. Or Fantasy Grounds. Foundry's probably the best. Simply do the fact that you can put in a lot of your own custom. Assets and it's only 30 bucks. Map tool i've also used but map tool. It's pretty jankety because it's written in like the early 2000 type. Philosophy of design, which isn't bad, it's just very hard to use.
Roll 20 gets the job done, but it's. Kinda shit and screws up a lot and has the tendency to crash.
 
Anyone have recommendations for a free/lightweight drag-tokens-around-and-scribble app? Been using Excalidraw, I only wish it had layers.
You can use VTTs, but a simpler solution for what you want might be a simple art program like paint. Albeit with layers. I'm guessing that's what Excelidraw is? You don't really need the features or faff that comes with a VTT.

If you do want a VTT, Tabletop Simulator, while not light weight, should be as plug in and go as you can get.

btw I hope you guys don't actually pay money for text.
It depends what you mean.

Usually, no. So many RPGs are junk, or I never get to play them, or are not available where I live.

On the other hand, I will pay for physical goods when I can. Availability is a massive problem.

Recently I've not had much luck sailing the high seas for RPGs as most of the troves I used to frequent have diminished or stopped entirely. I'm sure they're out there, asking people I know gets the same old (outdated) recommendations. The Trove, The Amber Room, and /tg/ share thread. As far as I can tell, modern shares are limited to discord and telegram groups, but can't be fucked enough to seek them out. I wouldn't mind grabbing Draw Steel or Break, but not going to put any effort into it because I'll likely never play them.

Even buying RPGs is difficult. In the UK, anything outside the big two is rare. Even if we talk US imports and print-on-demand, the industry is plagued with zines, limited print runs, and exclusive retailers. So when I find something I want to give my money to, it's gone.
 
I've run Mork Borg before and I love it for two reasons.

1) It's a mouse trap. If you try and make it any simpler? It breaks and so it plays quickly. I leaned into the lethality and I showed up with a stack of pre-gens. When someone's character died, I had them flip over the top sheet and got them back into it as soon as possible.

2) It does only one thing but it does that one thing really, really well: Insanely, abusively over the top dungeon crawls in a dying world.
Maybe a good GM would change it, but Mork Borg was one of the worst experiences I ever had with an RPG.
 
a level 5 warlock

Saying cantrips are bad because the Warlock deals high damage with Eldritch Blast + all his class abilities is like saying crossbows are overpowered because a Rogue deals high damage when Sneak Attacking with one after using a bonus Hide.

It is literally the entire point of the class. Moreover it is unique to that class. If you think the Warlock class is OP, and there are arguments for that, okay, but it's not a general problem with cantrips. A wizard can't do something similar with Ray of Frost.
 
Saying cantrips are bad because the Warlock deals high damage with Eldritch Blast + all his class abilities is like saying crossbows are overpowered because a Rogue deals high damage when Sneak Attacking with one after using a bonus Hide.

It is literally the entire point of the class. Moreover it is unique to that class. If you think the Warlock class is OP, and there are arguments for that, okay, but it's not a general problem with cantrips. A wizard can't do something similar with Ray of Frost.
I wasn't disagreeing with you, just pointing out that there are edge cases where cantrips can be a bit stronger than normal. Warlocks are probably where most of the "rargh cantrips OP" complaints come from, despite the fact that, like you said, that's about all they have going for them; there's a reason the class is known as the Eldritch Blast bot. Most other casters don't have that ability, but they make up for it with a greater variety of spells and more slots to cast them with.

Sorry for the confusion!
 
Things you absolutely don't want to hear from your GM, even in in an epic-level one shot: "Okay, so now it's Cthulhu's turn..."
 
I wasn't disagreeing with you, just pointing out that there are edge cases where cantrips can be a bit stronger than normal. Warlocks are probably where most of the "rargh cantrips OP" complaints come from, despite the fact that, like you said, that's about all they have going for them; there's a reason the class is known as the Eldritch Blast bot. Most other casters don't have that ability, but they make up for it with a greater variety of spells and more slots to cast them with.

Sorry for the confusion!
Unironically though, the Warlock is the go-to for "why cantrips are bad" for most of the haters. Except the Warlock is really more like martial class with magical flavor text than a caster.
 
I had my own Mr. Welch's list moment tonight:
n. If my old character is going to build a dungeon that shows up in the new campaign, I must take it seriously
n+1. calling it "The Refurbished Basement of the Mad Priest" is not taking it seriously
 
Archery Fighter. Crossbow Rogue. Archery Ranger. Same thing still applies - they do twice as much at-will damage as a cantrip.
Requires ammo and takes carry weight. You trade safety for resource expenditure, one of the core gameplay mechanics going back to when all damage rolls were d6s. Cantrips don't have this limitation.
As a practical matter, in ten years of running the game, I never saw a 5e campaign fall apart at low level because the wizard did 4 damage to a goblin instead of hiding behind a tree until the fight was over. People insist all kinds of irreparable harm is done to the game experience when one of the players makes a modest attack instead of just sitting out for 15 minutes...but nobody's ever given me a specific example.
You very specifically cited numbers from around 5th level with a maxed out offensive stat after the extra attack/cantrip dice come online and not the lower levels with standard array where HP margins are slimmer and resource management is supposed to be at its most important. Until you hit 3rd, the difference between 1d10 (5.5) and 1d8 + 3 (7.5) is still less wide than that "half damage" you're purporting. Never mind that some cantrips are AoE even with the lower dice values (Acid Splash averaging 3.5 against up to 4 targets at a grid intersection.) At mid-higher levels, casters can very well sweep more low level foes from the board with single cantrips than the strikers; the same foes kind that are supposed to remain relevant over the course of a full campaign because that's what the bounded accuracy system was designed around. "But the big targets-" They still have major spells, which we were otherwise ignoring for the sake of this discussion because even with 5e's changes the limited resources of martials don't compare. The entire presented balance of casters rests on them having to be judicious with their options in exchange for power. Being able to stretch powerful resources without tradeoff is essentially throwing out the design fabric of every prior edition (minus 4th ).
Very cool that magic swords (which, given how things are written, are fucking everywhere) and real estate somehow have similar price points.
From the perspective of a normal person, a +1 weapon is essentially a decade of martial training (think 1 warrior HD) wrapped into a single implement. IRL tech like that would change the course of warfare, which would make sense for why it might be expensive, but I think that mostly becomes an issue because like you said, they're everywhere.
Yeah, I know that back in the day you just threw a wand at your caster and let them use that, but there doesn't seem to be much of a meaningful difference between "I cast a fire bolt from my wand of fire bolt" and "I cast a fire bolt from my hands."
Wands in older editions didn't recharge by default unless your GM was throwing you a homebrew bit of kit. Usually capped at 50 charges then you had to get a new one. It all comes back to resource management. It's not that casters getting the ability to stretch resources is an issue in of itself. For instance, I actually rather like how 3.5's reserve feats work. You keep a spell on standby for consistent output, scaling with the power of the spell you're holding in your back pocket. It also requires one of your limited feat slots and provides an interesting tactical decision. Just being able to throw out firebolt or eldritch blast for free without tradeoff, partially stepping on the job of more specialized characters whose entire purpose is damage, feels out of sync with the rest of the design. A bit too much mustard in the vanilla ice cream.
 
Requires ammo and takes carry weight
Have you actually played a 5e campaign where ammo tracking and carry weight so crippled whoever was playing an Archery Fighter/Ranger or Rogue that the Wizard and Cleric ruled the show with their cantrips?

Until you hit 3rd, the difference between 1d10 (5.5) and 1d8 + 3 (7.5) is still less wide than that "half damage" you're purporting.

Duelist would be d8 + 5 (9.5) , which is much closer to double d10 (5.5). Same with the rogue's 2d6 + 3 (10). An Archery Fighter gets +10% to hit, which significantly increases effective damage as well. Your rules knowledge is poor.

And since we were talking about scaling, it makes more sense to look where things start to scale. 1st level is precisely where the cantrip should be the most useful; it's the level where the wizard has so few spell slots that he'd otherwise be better off staying home and telling the party to call him once everyone hits level 3.

casters can very well sweep more low level foes from the board with single cantrips than the strikers
If you present the players with so many tightly clustered goblins and kobolds that the 17th wizard's ability to do 3d6 damage in a 2x2 grid is able to kill things at such a high rate that the Barbarian feels useless by comparison, the wizard will kill 4 kobolds in Round 1, and in Round 2, the remaining 124 kobolds will kill him.

Experience beats theorycraft every time, because when you just try to play the game in your head using a calculator, you forget one thing after another, after another. I bet in 10 years of running the game, I saw high-level wizards use cantrips less than a dozen times. Meanwhile, I have actually experienced low-level casters in classic D&D editions & OSR games who were so bored they were ready to quit the game.

Real problems are more important to solve than fictional problems. If you can describe for me a real campaign that actually broke down because the wizard had Fire Bolt or Poison Spray, I'm all ears.
 
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Cantrips let low level magic users actually play the game instead of having to do the ol’ “I have used magic missile 3 times and now I’m completely fucking useless” dance. I think people who dislike them are jealous martialtards who think casters should be miserable to play until level 5 for “balance.” (Hint: the GM balances your game, not the rulebook.)
 
Have you actually played a 5e campaign where ammo tracking and carry weight so crippled whoever was playing an Archery Fighter/Ranger or Rogue that the Wizard and Cleric ruled the show with their cantrips?
I wouldn't be grumbling about it if I didn't.
Duelist would be d8 + 5 (9.5) , which is much closer to double d10 (5.5). Same with the rogue's 2d6 + 3 (10). An Archery Fighter gets +10% to hit, which significantly increases effective damage as well. Your rules knowledge is poor.
I'll concede that I misremembered what level fighting style comes online. If we're talking about not just white room boxing, then rogue damage from sneak attack is situation/positioning dependent.
Cantrips let low level magic users actually play the game instead of having to do the ol’ “I have used magic missile 3 times and now I’m completely fucking useless” dance.
Support options being freely usable, I don't have a problem with.
If you can describe for me a real campaign that actually broke down because the wizard had Fire Bolt or Poison Spray, I'm all ears.
You're characterizing it as complete campaign disintegration and ignoring the part in my original post where I said it was a stylistic preference. In a cinematic tactical fantasy game based more around character building where most combats are closer to equivalent CR, then the scaling damage cantrips make sense. If you're trying to do a slower paced dungeon crawl/war game where attrition is a problem and a lot of 1-2 hit die enemies checking for morale is the backbone of your fights, then they become a problem. Again, different system wearing the skinsuit of an older one for marketing.
 
If you're trying to do a slower paced dungeon crawl/war game where attrition is a problem and a lot of 1-2 hit die enemies checking for morale is the backbone of your fights, then they become a problem. Again, different system wearing the skinsuit of an older one for marketing.
I remember this from early days of 5e. There was a spell (acid splash?) that was supposedly way OP for a starting cantrip. People kept pointing out it's the same or less than a fighter with a broadsword. The complaint eventually faded in favour of other, more meaningful complaints. But if a cantrip is as or less useful than an ability martials can use infinitely, like a sword, what does it matter?
 
Gonna shamelessly ask for a reccomendation here.

I got the Resident Evil board game. The figures are cool, I've painted every STARS member (even the dead ones), and it's production value is pretty sweet, but the game takes longer to set up than to actually play out and it makes my neuropathy flare up in sheer frustration and anger. I need a better way.

Can anyone reccomend a skirmish system that might fit the whole Resident Evil thing or might be adaptable to it?
 
Played a divination wizard from 3rd to 17th level in a 5e 2012 campaign. Past 5th level using my cantrip felt like I just passed turn for all it did. In fact, single target even casting damaging spells with spell slots fell behind what the martial did with no or little resources (outside of the few spells that are allowed to be good because they are "iconic" like disintegrate). Of course it might have been different if my DM had allowed the cheese where using my goblin racial let me do +proficiency damage on all my magic missiles to medium or larger creatures since after all I only roll damage once. But uhhh, I really didn't expect him to. :story:
 
Gonna shamelessly ask for a reccomendation here.

I got the Resident Evil board game. The figures are cool, I've painted every STARS member (even the dead ones), and it's production value is pretty sweet, but the game takes longer to set up than to actually play out and it makes my neuropathy flare up in sheer frustration and anger. I need a better way.

Can anyone reccomend a skirmish system that might fit the whole Resident Evil thing or might be adaptable to it?
could try Zona Alfa? Its more based on STALKER types of settings but its a modern setting based around scavanging and more lower level types of weapons being the norm, mutants to fuck you up
 
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