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

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Oh, yeah, it can totally be used to break the campaign. I guess I"m lucky, my current group isn't interested in breaking the campaign.
I was usually the one to find all the ways each splat book could be used to abuse game mechanics and how to fix such issues. Mythic rules needed a slight re-write where powers could be used less per day and couldn't stack similar effects. This was after I one shot a Demon Lord in the Wrath of the Righteous campaign. We were supposed to run away from Baphamet, but I just hit him with a Mythic Feather Fall after levitating my ass.

Fear a mythic mage walking around picking up rocks.

How do you get around the Mythic Mage nuking (quite literally!) your campaign? Make it so that Mythic spells can't be boosted with feats.

At least that character got the reputation as a walking catastrophe and that you should run if hes tossing a rock in the air.
 
I don't know exactly what, but I bought some of the early d20 material by Arthaus and really didn't like it. It kind of felt like they lost the plot, but then, I felt that way about TSR after the whole "Grand Conjunction" bullshittery.

I guess this is where we differ since I enjoyed what Arthaus did. The later books had some good ideas like the family bloodline powers, the gazetteers (they actually made Wilfred Godfroy a badass and having Hazlik be gay makes sense), having Talon Dunning do most of the character portraits, etc.

The Storyteller's Vault is now doing fan stuff for the game line (5th edition) and I've been talking with the guy who does the fan-made gazetteers in hopes of a possible partnership. I wanted to make sure I wasn't taking any domains they were planning on doing. (I case you're wondering, I want to do write ups for Pharazia and Nosos.)
 
Speaking on how old 5th edition is...shouldn't we be hearing rumbling of 6th edition soon?

I'm mixed, I've had a pretty good time with 5th so far, but I would like some improvements and some sort of varient grapple/sunder rules. (Nothing that could be abused like in 3.5 but something to add more flavor to combat.)

I just hope WoTC gets off the woke/sjw bandwagon during its creation. 5th had it in a few areas but it was mostly ignorable.
It's unlikely. We've gotten so few adventures and so few splatbooks. It wouldnt make any sense from a business perspective.
 
So any tips for a 5th edition Barbarian? It'll be the first time I've run a barbarian in 5th, planning on going mountain dwarf with a greataxe. Game starts at level 6. PHB only.
 
So any tips for a 5th edition Barbarian? It'll be the first time I've run a barbarian in 5th, planning on going mountain dwarf with a greataxe. Game starts at level 6. PHB only.
Go totem of the bear and you'll be a tank. Beserker has nice damage but the exhaustion penalty is usually not worth it.

For gameplay? Always put yourself between the biggest threat and the party and try to draw as much fire as possible, you can take it and dish it out unless it's a fight you should have avoided anyway.
 
Change of topic:
Anyone interested in playing Delta Green? It's a d100-based RPG derived from the venerable Call of Cthulhu lineage, revolving around a US governmental agency commissioned to investigate and contain "unnatural" incidents. Think Twin Peaks or The X-Files, but with a more contemporary setting and more abstract weirdness. Probably one of my favorite RPGs of all time, and I've been hankering to run it. I'd be willing to take new players, the setup I have for the campaign will allow for some lower-stakes introduction to how the system works.
Throwing in some art from the rulebooks to give an idea of the overall tone.
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That reminds me, I need to get around to trying the Pretending to Be People podcast. Might as well use quarantine time for something...
 
So our campaign resumed and the evil wizard and the good warlock took a job doing security at a dwarf's retirement party from magical terrorists who want to destroy technology (they wanted to destroy a hydraulics system and their former boss was there, the entire place has a delicate balance of technology and magic. A pro-technology group exists as well, but they are infinitely more reasonable than the magic terrorists that used to be reasonable.) Before that, we also took a job at another bar being bouncers, and we went to our usual high end bar for some food and two drunk tourists were hassling a werewolf eating her dinner, along with some guy who kept leering at people. Nearly made a gnome die after shouting that garbage wasn't supposed to be dumped in the bar before the weirdo got wet shorts (from me, he removed it using the same spell), and then he got thrown face first into a dwarven stone building. Back at our bouncer job, the terrorists barged in and I asked the dwarfs for a pen, paper, and tape, which I used for a kick me sign and slapped it straight onto one of the male wizards and then commanded him to leave. After plowing through the magical terrorists, we got paid and then the wizard that I put the kick me sign on got his throat ripped out.
 
So any tips for a 5th edition Barbarian? It'll be the first time I've run a barbarian in 5th, planning on going mountain dwarf with a greataxe. Game starts at level 6. PHB only.

Go buy one of those 3x5 post cards, a whole stack is nice you may need them. Now grab a bright red marker, yes it has to be red, a big one like the one you use when you are a kid.

Now take that big red marker and write on the 3x5 card "RAGE YOU CUNT!" and put it ontop of your character sheet or in front of you. Tell your friends and players that if you dont' rage they can write another card and give it to you. By the end of the session you may have a whole stack of them.

Repeat this process till you begin Turn 1 of any Combat automatically with the saying "I Rage..."
 
Finished my very first 5th edition campaign on Monday; kind of a big personal mark for me AS well as the DM because it was his first time DMing ( he's the group Paladin in the other ongoing game I met him in ).

Overall I'd say it was a genuinely fun experience if a bit on the short end; about three months long of routine sessions. The summary takes place on an Island disconnected from time and space that was conceived as an experiment between twelve or so of the greatest arcane, spiritual, and what-have-you minds from various centuries. Having willingly ascended themselves into a sort of bodiless immortality ( with which they can still interact with the physical world through masked constructs that carry some of their powers ); the experiment went wrong when one of their own betrayed them and threatened to destabilize the entire space, but it was sort of kept functioning only through the willing sacrifice of another. This sacrifice being the sibling of the one who was more or less head honcho'd the entire operation. Obviously it kind of set the tone for his attitude to anybody else trying to 'help' and making things worse, in addition to the grief of losing his family. Which is where our group comes in.

The party's reason for being there as much as any other non-immortal's was that the fluxing nature of this space created a kind of Bermuda Triangle-like effect, where shipwrecked survivors from past AND future were pulled towards it without rhyme or reason. Kind of an excuse for us to mold different types of characters as we pleased, but nobody in the group went crazy with it.

( The most was our Kobold Artificer using a bigass thunder cannon and ending up there with his tiny airship crew )

So what followed was an adventure among the other NPC survivors to try and survive and figure a way out of this place. Partly because the beings who lorded over it were different shades between:

Helpful but unwilling to go too out of the way ( Don't piss them off if you can help it, I'm sorry )

Carelessly bureaucratic about the whole mess ( Don't meddle with things beyond your understanding or we shall imprison you and release you when we have this problem sorted out ourselves. No, we are not concerned as to whether or not you end up dying of old age before that can be accomplished but your sacrifice will be noted )

Or outright hostile, which meant many of our tougher encounters consisted of PC class masked men who had different class-specific abilities tied to how they would operate and support each other in a fight, prioritizing us working together to counter.

In addition, the DM spiced things up by factoring in what he called the Fiend. Basically the BBEG who - at the start of every session - have a roll to himself via the DM to determine who among the party or NPCs slated for encounter in the story progression that session would have a chance to be doppelgangered by him. The copy wouldn't know it was one and the player had control over their character until they'd be activated and the big bad would puppet them for his purposes in an attempt to slow them down or kill them. As the story progressed, we did discover several methods and items for 'testing' ourselves or others; certain items or spells would inflict massive Radiant damage and kill the copy, salt that could be spread around our base camp to ward a puppet from entering willingly, etc. When the doppelganger was banished, usually the real character would promptly wash up on shore without memory of the period in which they had been replaced.

It had some hiccups of course, but nothing that broke the game or ever made it an unfun experience either. Mostly the DM did sense things were moving quicker towards an ending as we unwittingly discovered factors that circumvented the need to visit certain locations on the islands, so he'd loaded us up with some pretty hefty magical gear to keep us strong enough to deal with the more difficult threats while he figured things out. All in all though, the story had a pretty damn heartfelt ending as we struggled and beat the BBEG in spite of his legendary actions and quite a bit of attention paid to keep us on our toes ( like immunity to lesser spells unless engaged in a certain action, having a teleport Legendary Action, etc ) and working together. We won, we set things right and left the island to a stable timeline where our group sailed off into the distance together.

Displaced from our own times - maybe forever - but with the knowledge that we had each other, a busted airship that at least could sail the seas, and future adventures to look forward to.

So yeah, it was pretty homo but I kind of teared up when it was over. TLDR, D&D Lost was my first and - so far - best tabletop experience I've had to date. Can't wait to get into another.
 
Change of topic:
Anyone interested in playing Delta Green? It's a d100-based RPG derived from the venerable Call of Cthulhu lineage, revolving around a US governmental agency commissioned to investigate and contain "unnatural" incidents. Think Twin Peaks or The X-Files, but with a more contemporary setting and more abstract weirdness. Probably one of my favorite RPGs of all time, and I've been hankering to run it. I'd be willing to take new players, the setup I have for the campaign will allow for some lower-stakes introduction to how the system works.
Throwing in some art from the rulebooks to give an idea of the overall tone.
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Update: This is still going on and there's room for one or two more people. PM me by Wednesday (05/20/2020) if you're interested.
 
I'm just curious if there are any Ravenloft fans in this thread. You see, I'm going back to writing fan stuff for that setting so wish me luck.

Ravenloft is my all-time favorite published D&D setting and the only one I'd ever consider DM'ing in.

I'm interested in checking out your fan stuff for Ravenloft. Be sure to let us know when it's available on there.
 
Ravenloft is my all-time favorite published D&D setting and the only one I'd ever consider DM'ing in.

I'm interested in checking out your fan stuff for Ravenloft. Be sure to let us know when it's available on there.
I'm currently posting about it on the Fraternity of Shadows board so I can get feedback and ideas (so feel free to sign up and comment). Ravenloft can be tricky to run as a DM (it's not one to do if you're a newbie DM).
 
For those who run first edition Pathfinder, which splatbooks from 3.5 and 3rd party splatbooks do you allow?
 
Reminds me of Robert Aspirin's Thieves' World. You might look into those books for ideas.
Remind me to look at them at some point in the future since I have a few of them.

Also, after much struggle and pain, this video finally got uploaded:

Editing and getting this one off the ground was a complete and utter bitch.
 
For those who run first edition Pathfinder, which splatbooks from 3.5 and 3rd party splatbooks do you allow?
Most of the Path of War stuff by Dreamscarred Press, because regardless of how a lot of people decry it as "weaboo garbage", it actually makes martials 1. fun, and 2. actually competitive with most caster classes in combat.
 
Remind me to look at them at some point in the future since I have a few of them.

Also, after much struggle and pain, this video finally got uploaded:
https://youtube.com/watch?v=w15dYQYYyCU
Editing and getting this one off the ground was a complete and utter bitch.
Can confirm, this one has been cooking for a while.

I still think we should do a good book occasionally, just to clean the taste of shit from our mouth.
 
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