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

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Is there any sort of internet-based resource to find active DnD groups in my area? I've got a chaotic good character with a miniature I painted myself and I've been dying to play for ages but haven't found anybody of the mine since I moved to this town.

As shitty as it sounds, try reddit. I tried a lot of alternatives, but I found my current group on r/lfg.
 
I think it was just going to be for Alchemists due to the way they play.

I would have just made it cost as much as 50 potions, as it stands you were better off getting wands instead of potions. The only items they really nerfted from 3.x to Pathfinder were Staves. They used to have 50 charges then they went down to 10. There's really no reason to spend a feat on creating them.
Having a wand of cure light wounds is never being that much to be honest, especially given that what you're able to stand up to is based on what resources you have. Anything that takes the strain of being the healbot off of the cleric can be useful, since it allows them to use some of their other support spells in fights, given what they can do. Besides, you can go more broken than that since the 1d8 rapidly begins to lose its value; you get get eternal wands of up to cure serious wounds if I remember right, which never runs out. Can also be used by Bards and Clerics too.
Yeah, while I do see how it's a weird balance point, the whole wand thing does seem to drop off pretty hard at mid-tier. Which kind of does make it an even weirder thing for Paizo to get hung up on, but it does seem to impact martials more so maybe that's the angle they were taking.

So, what are good feats for a DnD 5E Dwarven Fighter past level 5?
I use a warhammer and a shield, if that's important.
IMO Sentinel, if you don't have it. Otherwise, Shield Master is okay for the shove, especially if you plan on playing a grappling meme build. Tough is kind of neat, if you're playing up the whole invincible dwarf angle. Lucky isn't bad?
 
Is there any sort of internet-based resource to find active DnD groups in my area? I've got a chaotic good character with a miniature I painted myself and I've been dying to play for ages but haven't found anybody of the mind since I moved to this town.
Either Obsidian Portal or check your local RPG groups on Facebook.
 
I think it was just going to be for Alchemists due to the way they play.

I would have just made it cost as much as 50 potions, as it stands you were better off getting wands instead of potions. The only items they really nerfted from 3.x to Pathfinder were Staves. They used to have 50 charges then they went down to 10. There's really no reason to spend a feat on creating them.
Most item creation feats weren't worth the slot, with the exception of Craft Wondrous Items (since there were so many useful bits of gear in that category).

Staves in PF had two major things going for them: one, they could be recharged by expending a spell slot in the morning (so long as you knew at least one of the spells in the staff), and two, spells cast from a staff used your casting stat, feats, and level.
 
Craft Arms and Armour, Craft Rod, Craft Wand, Craft Wondrous Items, and Forge Ring, were the best Item Creation feats in the basic rule book. There was little reason to use scrolls and potions early game as wands were just better, unless you were playing with characters who just couldn't use Use Magical Item skill.

If you wanted to focus on making your staves powerful you could do it, but there was little reason to do so. Due to spell resource, there's little reason to sacrifice your own spells to fuel a staff while on an adventure. Unless you were a Arcanist. You also have to worry about how expensive some staves are and you'll need additional feats for them, such as with Mithral Might to make them.
 
Been juggling around ideas for 3.5 characters, such as a warforged warblade, some sort of psychic warrior, and some sort of duskblade. I also need to keep a notebook to write down ideas for campaigns and what system would work best for them.
 
Goddammit, the players that left our game are all good ones. Current group is...decent overall though I drastically wish the GM said no to this fat sped that wanted to join today. But ah, today was still fun anyway and next week we might meet in another player's house rather than our usual spot. I wanna bring some fucking homemade snacks.
 
Goddammit, the players that left our game are all good ones. Current group is...decent overall though I drastically wish the GM said no to this fat sped that wanted to join today. But ah, today was still fun anyway and next week we might meet in another player's house rather than our usual spot. I wanna bring some fucking homemade snacks.
Second last game I ever went to I made us diner.
 
I did it guys. I finally convinced three of my friends to let me DM White Plume Mountain (5e) for them. I read through it, it seems easy enough to run (though admittedly, it took a 3D diorama I found on reddit to understand the aquarium room), and it’s gonna be a ton of fun. I’m especially looking forward to the Giant Crab, the Aquarium, and the bit with the ring.

Since I told them not to take the dungeon seriously, they decided to form a wrestling troupe with a half-orc monk, a halfling monk, and a currently unknown hype man/manager (presumably not a monk). I’ll keep you guys updated on how it goes.
 
I did it guys. I finally convinced three of my friends to let me DM White Plume Mountain (5e) for them. I read through it, it seems easy enough to run (though admittedly, it took a 3D diorama I found on reddit to understand the aquarium room), and it’s gonna be a ton of fun. I’m especially looking forward to the Giant Crab, the Aquarium, and the bit with the ring.

Since I told them not to take the dungeon seriously, they decided to form a wrestling troupe with a half-orc monk, a halfling monk, and a currently unknown hype man/manager (presumably not a monk). I’ll keep you guys updated on how it goes.
You can probably run World Wide Wrestling next if you are up to it.
 
New segment on Sigmata, and hey it has crunch now:

As for tabletopping news, the group I'm in (and myself too) have been coming up with homebrew classes on our own. Finished a minionmancer build, and am about to work on a Psionic one too. Others have a nasty as hell gish build and one of us made a PrC too.

I can show the Tamer that I made if anyone's interested.
 
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A friend of mine bought "U-Boot: The Board Game", and it looks pretty fucking glorious:

a58d8806042fc9fd5d19d22042ed870f_original.jpg

For scale, the little cardboard U-Boat is roughly 60cm in length.

You play with 4 guys, one is the captain, he gives orders, has the mission logbook, keeps track of the crew's fatigue and moral as well as resolving issues resulting from that. Also he's in charge of launching torpedos.
One is the navigator, he uses a map, rulers and a disc for angle measurements to plot a course as well as using another angle measurement disc to track ships if you make contact. The same player also is in charge of food, which he can use to boost morale.
The third player is the chief engineer, he repairs stuff and operates the throttle and the submersion aspects of the ship.
The last guy is the first officer, he uses an app on a Tablet or Smartphone, that will keep track of the ship's location, tells you when something happens (ie: when you get attacked by a plane or ship, what gets damaged and so on) . . . and this is where this whole glorious game fucking breaks apart.

Essentially, you have one guy playing a mediocre U-Boat sim on a smartphone, while three guys watch him do that and he occasionally tells you what's going on. He can't navigate without the maps from the navigator, but that's pretty much it for how much he has to rely on the other players. When the Captain (say) wants to launch a Torpedo, the First Officer hits a button on the app, which will ask whether every crewman is in position (ie: is the torpedo targeting computer manned, are enough people in the torpedo room etc), he hits okay, resolves the launch procedure and then taps on the launch button. This is the same, no matter what you resolve on the ship. Fire? The FO just taps a button to put it out and is asked whether everyone is in position, he hits yes and the app counts down a few seconds and the issue is resolved. Wanna dive? The app asks whether every crewman is in position and if so, it gets resolved. So, there's a few things outsoruced from the app that it could keep track (like moral and fatigue) which is put into a boardgame, but it's really not working anywhere near as well as it should.

There's also many issues with the game itself. Apparently, neither the app nor the manual does not tell you how fast your ship is on full, half or small speed.
When we played yesterday, we founda convoy with a destroyer and 2 cargo ships. We dived and moved in position to follow them, with the effect that they simply outran us (despite only making 6knots). We immediately came back to the surface and hit full throttle and followed on their course, but we didn't catch up. Some time later, we spotted another ship, tried to follow it on full throttle without being submerged, it outran us, despite it going only 7 knots. For some reason, the U-Boat in this game is slow as shit, might be a bug in the app.

Another weakness of the app is that you have to manually operate the Anti-Air guns and the deck canon in that app. While you do that, everything is still running in the background. So, say you're in a battle with an airplane. The First Officer will try to shoot it down while everyone else just sits idly by and watches until he's done. Sounds silly? Gets even worse. While he operates the guns, the ship gets damaged, but in order to check on that, the FO would have to switch away from the gun to the ship status screen to tell us what damages we just received, meanwhile, you're completely without a defense against the plane that proceeds to tear you apart.

The game is still in beta, so there is a lot of potential, but as of now, the boardgame aspect of the game feels like busywork while one player babysits the App way too much.
 
A friend of mine bought "U-Boot: The Board Game", and it looks pretty fucking glorious:

a58d8806042fc9fd5d19d22042ed870f_original.jpg

For scale, the little cardboard U-Boat is roughly 60cm in length.

You play with 4 guys, one is the captain, he gives orders, has the mission logbook, keeps track of the crew's fatigue and moral as well as resolving issues resulting from that. Also he's in charge of launching torpedos.
One is the navigator, he uses a map, rulers and a disc for angle measurements to plot a course as well as using another angle measurement disc to track ships if you make contact. The same player also is in charge of food, which he can use to boost morale.
The third player is the chief engineer, he repairs stuff and operates the throttle and the submersion aspects of the ship.
The last guy is the first officer, he uses an app on a Tablet or Smartphone, that will keep track of the ship's location, tells you when something happens (ie: when you get attacked by a plane or ship, what gets damaged and so on) . . . and this is where this whole glorious game fucking breaks apart.

Essentially, you have one guy playing a mediocre U-Boat sim on a smartphone, while three guys watch him do that and he occasionally tells you what's going on. He can't navigate without the maps from the navigator, but that's pretty much it for how much he has to rely on the other players. When the Captain (say) wants to launch a Torpedo, the First Officer hits a button on the app, which will ask whether every crewman is in position (ie: is the torpedo targeting computer manned, are enough people in the torpedo room etc), he hits okay, resolves the launch procedure and then taps on the launch button. This is the same, no matter what you resolve on the ship. Fire? The FO just taps a button to put it out and is asked whether everyone is in position, he hits yes and the app counts down a few seconds and the issue is resolved. Wanna dive? The app asks whether every crewman is in position and if so, it gets resolved. So, there's a few things outsoruced from the app that it could keep track (like moral and fatigue) which is put into a boardgame, but it's really not working anywhere near as well as it should.

There's also many issues with the game itself. Apparently, neither the app nor the manual does not tell you how fast your ship is on full, half or small speed.
When we played yesterday, we founda convoy with a destroyer and 2 cargo ships. We dived and moved in position to follow them, with the effect that they simply outran us (despite only making 6knots). We immediately came back to the surface and hit full throttle and followed on their course, but we didn't catch up. Some time later, we spotted another ship, tried to follow it on full throttle without being submerged, it outran us, despite it going only 7 knots. For some reason, the U-Boat in this game is slow as shit, might be a bug in the app.

Another weakness of the app is that you have to manually operate the Anti-Air guns and the deck canon in that app. While you do that, everything is still running in the background. So, say you're in a battle with an airplane. The First Officer will try to shoot it down while everyone else just sits idly by and watches until he's done. Sounds silly? Gets even worse. While he operates the guns, the ship gets damaged, but in order to check on that, the FO would have to switch away from the gun to the ship status screen to tell us what damages we just received, meanwhile, you're completely without a defense against the plane that proceeds to tear you apart.

The game is still in beta, so there is a lot of potential, but as of now, the boardgame aspect of the game feels like busywork while one player babysits the App way too much.
I must own this. I may never get a chance to play it but I love submarines from World War 2. Sounds like it needs a lot of work. I'm sure once I have everything in hand I could fix it in my free time.
 
Anyone here ever play the Sailor Moon role-playing game from 1999?

I own the core rule book, and it uses the same system as Big Eyes Small Mouth 1E (they were both made by the same company) and I like it.

The game itself is rules-light, which I like, and is compatible with my other BESM 1E books. It also serves as a guide for the series for fans, which was very valuable in the days of the censored dub and limited internet access that was mostly comprised of AOL and Usenet groups.

Because the game was made in 1999, it used the same continuity assumptions as the old Cloverway dub from the 90's, complete with the Westernized names and kissing cousins, but unlike all the other Sailor Moon media released in the West at the time, it actually included references to the Japanese original version alongside the dub changes, including the original names, cut or censored episodes, and the like.

I would love to run a one-shot game of it on Discord if anyone is interested, although I may also be inclined to run the game with my uncle and one of my IRL friends if they are interested.
 
A friend of mine bought "U-Boot: The Board Game", and it looks pretty fucking glorious:

a58d8806042fc9fd5d19d22042ed870f_original.jpg

For scale, the little cardboard U-Boat is roughly 60cm in length.

You play with 4 guys, one is the captain, he gives orders, has the mission logbook, keeps track of the crew's fatigue and moral as well as resolving issues resulting from that. Also he's in charge of launching torpedos.
One is the navigator, he uses a map, rulers and a disc for angle measurements to plot a course as well as using another angle measurement disc to track ships if you make contact. The same player also is in charge of food, which he can use to boost morale.
The third player is the chief engineer, he repairs stuff and operates the throttle and the submersion aspects of the ship.
The last guy is the first officer, he uses an app on a Tablet or Smartphone, that will keep track of the ship's location, tells you when something happens (ie: when you get attacked by a plane or ship, what gets damaged and so on) . . . and this is where this whole glorious game fucking breaks apart.

Essentially, you have one guy playing a mediocre U-Boat sim on a smartphone, while three guys watch him do that and he occasionally tells you what's going on. He can't navigate without the maps from the navigator, but that's pretty much it for how much he has to rely on the other players. When the Captain (say) wants to launch a Torpedo, the First Officer hits a button on the app, which will ask whether every crewman is in position (ie: is the torpedo targeting computer manned, are enough people in the torpedo room etc), he hits okay, resolves the launch procedure and then taps on the launch button. This is the same, no matter what you resolve on the ship. Fire? The FO just taps a button to put it out and is asked whether everyone is in position, he hits yes and the app counts down a few seconds and the issue is resolved. Wanna dive? The app asks whether every crewman is in position and if so, it gets resolved. So, there's a few things outsoruced from the app that it could keep track (like moral and fatigue) which is put into a boardgame, but it's really not working anywhere near as well as it should.

There's also many issues with the game itself. Apparently, neither the app nor the manual does not tell you how fast your ship is on full, half or small speed.
When we played yesterday, we founda convoy with a destroyer and 2 cargo ships. We dived and moved in position to follow them, with the effect that they simply outran us (despite only making 6knots). We immediately came back to the surface and hit full throttle and followed on their course, but we didn't catch up. Some time later, we spotted another ship, tried to follow it on full throttle without being submerged, it outran us, despite it going only 7 knots. For some reason, the U-Boat in this game is slow as shit, might be a bug in the app.

Another weakness of the app is that you have to manually operate the Anti-Air guns and the deck canon in that app. While you do that, everything is still running in the background. So, say you're in a battle with an airplane. The First Officer will try to shoot it down while everyone else just sits idly by and watches until he's done. Sounds silly? Gets even worse. While he operates the guns, the ship gets damaged, but in order to check on that, the FO would have to switch away from the gun to the ship status screen to tell us what damages we just received, meanwhile, you're completely without a defense against the plane that proceeds to tear you apart.

The game is still in beta, so there is a lot of potential, but as of now, the boardgame aspect of the game feels like busywork while one player babysits the App way too much.

Sounds like a bridge simulator like Artemis in cardboard form.
 
Anyone here ever play the Sailor Moon role-playing game from 1999?

I own the core rule book, and it uses the same system as Big Eyes Small Mouth 1E (they were both made by the same company) and I like it.

The game itself is rules-light, which I like, and is compatible with my other BESM 1E books. It also serves as a guide for the series for fans, which was very valuable in the days of the censored dub and limited internet access that was mostly comprised of AOL and Usenet groups.

Because the game was made in 1999, it used the same continuity assumptions as the old Cloverway dub from the 90's, complete with the Westernized names and kissing cousins, but unlike all the other Sailor Moon media released in the West at the time, it actually included references to the Japanese original version alongside the dub changes, including the original names, cut or censored episodes, and the like.

I would love to run a one-shot game of it on Discord if anyone is interested, although I may also be inclined to run the game with my uncle and one of my IRL friends if they are interested.

PDF that shit for the rest of us fam.
 
PDF that shit for the rest of us fam.

I own a hard copy I bought used from a gaming store, so I don't have a PDF copy.

But I can definitely see if I can find one and share it with you guys.

IIRC, the Sailor Moon RPG was the most successful of the BESM books and was fairly popular for a brief time in the late 90's and early 2000's due to the popularity of Sailor Moon and the simplicity of the rules.

I'm fairly sure someone has uploaded a PDF of it somewhere.
 
Speaking of BESM, I've been looking for 2nd ed BESM in pdf and sadly, The Trove doesn't have it.
 
I must own this. I may never get a chance to play it but I love submarines from World War 2. Sounds like it needs a lot of work. I'm sure once I have everything in hand I could fix it in my free time.
It is an amazing game and the only weakness is the way how the App works with the game... or rather, how it sort of doesn't quite work with the game. However, if they fix the app and tweak the rules just a tiny bit, it'll become a pretty solid game. After all, it's currently just a beta version of a boardgame, so to speak.

I would recommend to wait until the kinks are worked out. There are plans for a Steam-based software for this game, maybe it'll be improved by then.
 
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