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

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Exotic weapons finally get their actual details here. You can't add weapon mods (without techy) or you special ammunition with any of these.

Air pistol: A paintball gun. Can shoot acid paintballs. Don't do any damage, but automatically reduce armor if you hit. Potentially useful in reducing super heavy armor. The description down here says "Medium pistol", the description in character creation says "Very Heavy Pistol". Not sure which it is supposed to be, which is annoying since medium pistols can shoot twice a turn and it isn't all together clear what this gun's rate of fire should be. You can mix it with rubber bullets for non-lethal victories.

Battleglove: Cyberarm for people who arn't cyborgs. $1000 and no humanity cost, but has one less slot than a cyborg arm. Is kind of pointless. Since the weapons got standardized, most cyberarm weapons are just concealable version of normal weapons. And battlegloves arn't concealable. I guess you could use these to never have to reload, and maybe have extra grenade, but I really wouldn't prioritize the equipment.

Constitutional Arms Hurricane Assault Weapon: $5000, requires 11+ BOD, can't make aim shots, and has the equivalent to a free drum magazine but takes two turns to reload. It can attack twice in one turn basically doing twice the damage of a normal shotgun, but presumably can't use fancy bullets. It doesn't say what you can use, but slugs and shot sounds reasonable. Average damage of 35 if you can hit two slugs , 21 AOE with both shots, but both are reduced by armor X2 so they arn't as impressive as they sound. Average of 14 against 11 armor dudes with slugs, which is pretty decent considering you have twice the armor removal. Higher than a grenade but lower than a missile launcher or full full auto from an assault rifle. Requirements are kind of silly given said weapons cost a tenth of this and don't require being superhuman to use.

Dartgun: A bow with a clip basically. Probably why ammo for biotoxen and sleep where available in "arrow". Bows explicitly never need to reload making the magazine a downgrade, but it lets you use your handgun proficiency with this weapon so it isn't a total loss.

Flamethrower: Incendiary shotgun mechanically. That is their commentary, not mine. As such its range sucks, but it effectively uses the best ammunition and doubles the damage they take if they ignore the fire that is engulfing them. No critical damage though, so don't try using it against heavier armor. Uses a different skill and has the double fire effect compared to just using a shotgun with incendiary shells, but its effective range is 6m so you're probably going to use this as a backup weapon at most. 3d6 isn't super reliable, armor 11 will eat the attack 60% of the time. Its definitly something that would be hard to use effectively in practice.

Kendachi Mono-Tree: FINES NIPON STEEL katana with a light attachment because if you're using this you're already full weeb. Vibrates to ignore all armor under 11, so effectively +5 damage on the first hit with a lower bonus as you cut away at their armor. Since it only work on armor under 11 you'll have to actually hit them first. Average damage against 11 armor is 9, same as a normal Very Heavy melee weapon. Average damage against 10 armor is 14, since you're now hitting them for a naked 4d6. A bit better than grenade level at this armor, you could probably do better if you can make headshots with it reliably. Cost $5000 and your dignity.

Malorian Arms 3516: A fancy pistol that does 5d6 and comes with a smartgun attachment. VHP's can't be concealed and do less damage than long guns, so their only real purpose is for people who filled up their pistol skill to do some real damage in a firefight. This basically gives you the damage of a shotgunslug or single shot assault rifle, but can't have any additional attachments or presumably special ammo. You can use it one hand if one of your arms gets blown off, and could presumably use it as a backup weapon if a bad guy gets close to your sniper, but at $10,000 its not really worth the price tag.

Microwaver: Like the EMP grenade, except cheaper. An "I Win!" button on dudes with unsheilded cyberlimbs, useless against people without them. How powerful these are is thus entirely up to the GM.

Militech "Cowboy" U-56 grenade launcher: The grenade launcher version of the fancy shotgun, with all the same downsides in return for a ROF of 2. Can explicitly use all special grenades. Average of 21 damage against armor 11 dudes if you hit with both grenades (and as I said earlier, the rules seem to say that explosive weapons always hit), its one of the few things that can beat out full auto fire/missile launchers in damage per turn. The fact you only get to shoot half the time if you are using this gun lowers your average DPT a bit, but you should be able to kill most non-bosses before needing to reload. $5000, great for the high-end death machine you need to be to use this.

Rhinemetall EMG-86 Railgun: An "Assault rifle" with basically all the assault rifle features striped out. 4 bullets per magazine, no auto fire, no aim fire, takes two turns to reload and a bod of 11 to handle, in return it has the same armor ignoring effect as the katana. Does 17 damage on targets with armor 10 or less, slightly less than a full auto burst from a normal machine gun at the same level but more than a single grenade. $5000, OK but not great.

Shrieker: Makes a loud noise that causes ear damage (The thing from Flashbangs that kill mobility) to anyone who doesn't have ear protection and fails a check. Doesn't say they don't receive the critical damage like normal, so it might do a little bit of damage in addition to forcing them to only move every other turn. Its cheaper than spamming flashbangs at $500 with a rechargeable ammunition.

Stun Buton: Melee version of rubber bullets. $100 to beat people up and not kill them.

Stun Gun: Heavy pistol with rubber bullets. Only real change is it has rechargeable bullets I guess.

Tsunami Arms Helix: Autofire only assault rifle. Same downside and price as the railgun and shotgun (bod 11, $5000, two turn reload), but in return does 2d6*5 damage if you can manage to beat the DV by 5. Average of 24 against 11 armor if you can manage that, effectively a 10d6 weapon stronger than anything else in the game (minus headshots). Reloading reduces your DPT if anything manages to survive two hits from this beast.

I'm having fun with the guns, so lets revisit some of the earlier things I skipped over now that we know more about them.
-Solo's extra damage ability is more broken than I thought. +4 starting damage is actually pretty great. It also lets you get through armor more, and at max level basically adds 50% of the average damage to the strongest attacks possible and lets you totally ignore the average armor.

Medium Pistol: Only really useful against non-armored targets. Two hits at 2d6 means normal SP11 armor is going to eat you alive. Your bullets will bounce off their head. Its something your supposed to sneak in and hit someone who's in civvies.

Heavy Pistol: 3d6 version of the Medium Pistol. Strictly better, but you're still doing 2 damage per turn average against SP11 targets until their armor gets down. You arn't going to kill someone in armor with it even if you make every headshot. Effectively grenade level against naked people, and the strongest concealable gun (equivalent to SMGs full hit) in that situation. Basically just something you can use to assassinate someone.

Very Heavy Pistol: The pistoleer's warfighter. 4d6 no concealability. 3.3 damage through 11SP, but you'll at least be able to reduce the armor with each shot (and maybe set them on fire) most of the time. You can probably win a firefight with this if you're a solo or packing incendiary bullets.

SMG: The concealable full-auto. Grenade level damage if you can beat the DV by 3 reliably, at 10.25 past SP11. You should probably use this instead of handguns if you care about pure power.

Heavy SMG: A non-concealable SMG. Slightly better DPT thanks to having an extra autofire before reload. Also has more damage per single shot if you find literally any reason to not full auto (you won't). I'd probably pick the SMG or assault rifle that use the same skill, but this is a perfectly reasonable choice for a full auto character.

All of the above are one handed weapons, so its perfectly possible by the rules to have one SMG in each hand and not bother with reloading until everything is dead.

Shotgun: The first of the 5d6, tailored to close fighting. 6.5 average damage against SP11 targets, average 13 on headshots. 3d6 ranged option is there, but like I said in the heavy pistol, it won't do anything against anyone in armor. Wierdly low ammo count. Usable, but not auto :(.

Assault Rifle: Can either be used as a 5d6 weapon or a full auto weapon (look above for how the damage works with a 14 skill starting character). You only get two full auto bursts per reloading, but you can get a couple of 5d6 shots in if you need to finish someone off before that since you have a wonky 25 round magazine. Missile Launcher tier if you're good with full auto, you'll melt enemies compared to the other weapons. Everyone who wants to kill someone and doesn't need to do it sneakily will probably use these. 2d6*4 isn't a joke if you can manage it.

Sniper Rifle: Shotgun with a different range table. Your only real option for hitting things past 200m, a skilled character can reasonably make a 200-400 meter shot (DV 17, so a 14 starting character gets a 70% chance of hitting) with an OK chance of hitting a 400-800 meter shot (DV20, 30%). You won't usually kill someone in one shot even if they're naked if you roll damage for it, so be sure to double tap.

Bow/Crossbow: Very heavy pistol that doesn't need to be reloaded and take two hands. Not really useful unless you take advantage of the expensive special arrows, but if you do you can do grenade tier armor ignoring damage or cheesy 1 hit KO things.

Grenade launcher: 6d6 damage, explosive with a variety of super special options. Can get through cover pretty well. With the explosive rules as they are/if you really can't miss with explosives, they're a pretty good option for non combat characters to contribute to the fight. They can bypass armor reasonably well but you won't really be able to spam them, most people will probably just have a couple shots on their gun or in their arms to either get past some cover or deal some status effects.

Missile Launcher: Tied with a full Assault rifle burst for damage, but never miss (with that same "with the explosive rules as written condition). 8d6, you'll be able to bypass any armor but probably not kill everyone in one hit. Reloading halves your DPT by default, but you can buy a drum magazine that triples how many rockets you have before reload for a fairly trivial $500. Tied with Assault Rifle for the strongest base weapon, stronger if you can't hit well but weaker if you can somehow always hit for max damage with the assault rifle and also have special ammo.

The above two are explosives. As I noted before, the rules state that you aim for the center of a 10X10 square and everyone in that square gets hit. If you miss, the GM can move the explosive to a second location in that 10X10 square...which will be at most 4M away from your 10 meter explosive. So as written you'll never miss an area target, meaning low skilled characters can throw as many explosives as they want with only the fear of getting their allies caught in the flames. Downside is REF8+ characters can still dodge the explosives, so if you rely on that and run into a cyborged up Ninja you're going to be screwed since he can just dodge everything because you have no skill.

Critical damage goes up with the more dice you roll.
2d6 has a 2% chance of doing critical damage (One of the two weaknesses of autofire)(+0.1 damage average)
3d6 has a 7% chance (+0.35)
4d6 has a 13% chance(+0.65)
5d6 has a 19% chance(+0.95)
6d6 has a 26% chance(+1.3)
8d6 has a 40%chance(+2)

These arn't incredibly reliable, but the status effects can be pretty helpful. Its not really enough to make autofire less powerful. I'll mostly ignore this just to make math easier later.

A weakness shared by autofire and explosives is the inability to make headshots. Lets look at some scenarios to see how this can effect damage:
SC has 14 base stats, against a standard 11SP opponent in the gun's optimal range.

Starting character 5d6 (No-headshot): Chance to hit: 91%. Hit damage (5d6-11 min 0) average 6.56. Average damage per shot 5.96.
Starting character 5d6(Headshot): Chance to hit: 30%. Hit damage (5d6-11 min 0 *2) average 13.12. Average damage per shot 3.93
SC+Scope+Smartgun+ExcellentQuality+COCAIN(no headshot): Chance to hit 94%, average damage per shot 6.1
SC+Scope+Smartgun+ExcellentQuality+COCAIN (headshot): Chance to hit 70%. Average damage per shot 9.18

As expected, high skill characters will be able to make more headdshots and thus do more damage. My minmaxed starting character with every advantage I could think of is ...almost able to match the autofire of a submachine gun. Of course this way the SP is a major factor, since its essentially eating up double its points in damage. Once a character's armor is Clothing Damaged, this becomes:

SC NHS: Average 5d6 17.5, 15.92 per shot
SC HS: Average 5d6*2 36, 10.5 PS
SC+Things NHS: 16.45
SC+Things HS: 31.5

Now that is a reasonable amount of damage! An assault rifle's full blast will do 28 ignoring miss chance, against low armored targets you're basically doing 10d6. Single shot long arms should be reasonably viable, once you get good enough with the weapon to pop some heads. At the very least you'll save money on bullets. For comparison:
13 DV, 11SP
18-4
SC AR: 0(9%), 2d6 (1%), 2d6*2(10%), 2d6*3(10%) 2d6*4(70%). Damage per attack 13.4
SC AR+COCAIN+EC+SG: 0(5%), 2d6(1%), 2d6*2(1%) 2d6*3(1%) 2d6*4 (92%). Damage per attack 15.9
SC SMG: 0(9%), 2d6(1%), 2d6*2(10%), 2d6*3(80%). Damage Per attack 8.58
SC SMG+Stuff: 0(5%), 2d6(1%), 2d6*2(1%) 2d6*3(93%). Damage per attack 9.57

13DV, 0SP
SC AR: Same chances, damage is 23.17
SCAR+ Things: Same chances, damage is 26.18
SC SMG: DPA 18.27
SC SMG+Things: DPA 19.74

Finally, explosives! Like I said, if they follow the "Hit or miss = I guess they never miss huh?" then they just do straight up damage. So they'll do more than their equivalent autofire when accuracy is taken into account.
SP11
Grenade: 10
Missile: 17
SP0:
Grenade: 21
Missile: 28

Now there is a chance to miss, if you're fighting a cyborg ninja who can dodge bullets. I'll use the 14 for their character, and a 7 for the attacker to represent someone who had a dump stat. You now have a 6% chance to actually hit them with your explosive (You roll a 8, they roll a 1, you roll a 9 they roll a 1 or 2, you roll a 10 they roll a 1, 2, 3, mostly ignoring crits that would probably not insubstantially increase your score). Now average damage is:
SP11:
Grenade: 0.6
Missile: 1.02

So don't forget to dodge those missiles kids!

OK, away from numbers and back to the book. Armor gets brought up again, noting is really new but the fluffy descriptions. I should probably point out here that since cover takes damage like its unarmored, most if it is going to get torn up by any sort of attack. Two average slugs are going to take out the HP of a concrete cover, so if everyone focuses fire on one dude they're going to be sitting ducks soon enough. This makes shields basically a one-attack blocker that doesn't work on explosives, if you bring enough and pair with an SMG you'd be a pretty effective tank (unless you get shot at twice before you can replace it). SP11 is cheap and has no penalty so everyone will use it. Metalgear is expensive and makes you almost act like you got hit by a flashbang while you're wearing it, but you'll be really hard to kill if you do.

After that is a mostly fluffy equipment list. Some of these things can do the same thing some cyberwear does, I'm not sure why you'd put a bug detector in your arm when you can just put it in your hand.

We FINALLY get what a cyrotank is. That special thing that only Medtechs can use, and have to put points towards. Cyropumps are emergency tools that put you in stasis so you stop making death checks, but they're fragile enough that you'll have to do it after the bad guys stop shooting at you. Basically keep you from dying, so they're useful if you happen to be dying. Cyrotank are healing pods that make you heal for double what you normally would. Usually its less quick than making the expensive medicines, but its faster than just waiting.

There are two Linear frames that raise your BOD like the cybearwear do, but don't raise your health and don't require a minimum BOD like the cyberwear. Mostly to make you stronk.

Smartglasses act like battle gloves, but for eyes, with two eye slots. Its better than getting cybereyes in most cases since you just have to buy one upgrade to count as "paired". Can act like either a scope or thermal scope, letting you do either of the tricks above.

Remember when I said light melee weapons where useless? Well I was right, but you can add a $500 biotoxin to them to make them do 3d6 ignore armor for 30 minutes. Add this to your bayonet and you can deal 21 damage bypassing armor thanks to your weapon attacking twice. Significant step up from the biogrenade, if you're a melee dude. Still useless if you arn't specked for stabbing people. Poison again does the same thing but less for cheaper.

A fashion page has the price per article of clothing for each fashion design, including jewelry, "mirroshades", contact lenses, and glasses. Tops out at $50,000 for high-end jewelry, presumably meant to be stolen and resold.

Street drugs and cyberwear get reprinted. Just about everything from Netrunner gets reprinted.

Lifestyle and Housing. Another thing that we talked about at the beginning of the game! If you don't pay for food you die. $100 a month for the cheapest meal plan, if you spend that you don't die. Upgrades to that are mostly for flavor (bah dum dish!), but mechanically allow you to get better food and go to entertainment without having to spend additional money passed what you already paid. Someone on a kibble diet can go to a World Class Restaurant, but they'd have to drop $500. Someone on a Real Food lifestyle could go to said restaurant once a month for free.

Housing more directly effects you stats. Sleep 6 hours or you get tired and -2 to E V E R Y T H I N G. If too many people are loaded into your sleeping space, -2 to to E V E R Y T H I N G. If you sleep on the streets -2 to E V E R Y T H I N G unless you pass a roll, sleep outside and its -2 to to everything unless you or someone else passes a roll.

Basically not living in a building sucks and is dangerous. Cube hotels are the cheapest you can stay at for no penalty, $500 a month. Up from that its mostly flavor, though the more expensive ones explicitly have more security giving the GM less of an excuse to take stuff from you than if you slept in an alleyway. The top ones also give you some wealthy contacts. There is a price to buy, if you want to own your own place instead of getting charged monthly for it. Then you can set up your laser grids and crushing floors. Corpo's starting house can comfortably fit 3 people without penalty. Starting cargo container can fit 2. One person is going to have to sleep on the floor or share a bed.

Next is a guide for making money. Jobs get paid by the danger level, per person, though the game notes that these are just "best case" guidelines.
wtf.png

As a reminder Fixes can get more money for jobs, so you can take on a dangerous job for $4,000 each with a Level 10 fixer. Not bad!

Second way is the "hustle". Basically a passive payment that you get if you do nothing for a week (like if your waiting for someone to heal, make an item, or do something else that takes a lot of time). Every class gets their own job list with a random payment based off of your rank (starting characters are at the top-end of the lowest rank). Tops out around 800 for a lucky roll for a high skill player, bottoms out at 0 for an unlucky roll in the lowest rank. Its probably enough to pay the food and housing bills, but if you're doing that you won't be able to get much extra equipment.

Last is selling, which is tied into buying and selling. You can buy items up to $100 without needing a fixer or night market. Higher than that, you do. It looks like you can buy it at the same price you can sell it for, so a patient fixer could make some cash by Haggling. Like I thought you can probably make a little money with a fixer/tech team, if you have enough dice to pass the checks and enough time to make an expensive item.
 
Downside is REF8+ characters can still dodge the explosives, so if you rely on that and run into a cyborged up Ninja you're going to be screwed since he can just dodge everything because you have no skill.
Okay, but how much REF do you need to leap across a missile barrage and slice up the Metal Gear that's firing said Macross Missile Massacre?
 
I skipped Tiny Hut in favor of Secure Shelter for a 'resting spell' in my last PF campaign, simply because Secure Shelter is damned hard to winkle a group of adventurers out of.

Sure, 'extreme heat' affects the occupants -- but this is basically a pocket fortification, and it resists fire and damage as if it was stone. It's also impervious to normal missiles. Everything is arcane locked and alarmed, so breaking in is going to require some serious muscle.

I'm so happy Mage's Magnificent Mansion got rewritten in PF to remove the stupid 'illusory food' bullshit from prior editions. That shit was ridiculous for a seventh level spell that required a focus.
Secure shelter is something I should have picked up but I always already had tiny hut and got scared of the overlap. For resting it's fantastic, there's also a lot of good narrative stuff you can do to. If there's some big group of monsters that can kill you, casting that spell then goading them near you can change the tide of things. Tiny hut can't do that.

Tiny hut does make that archer rogue someone is playing for some reason viable though. Then again, silent image pulls that off too if you manipulate it right.

E: I feel like scribing a couple scrolls of secure shelter would be an excellent idea too. I'm kind of mad I never did that now.
 
Tiny hut's big flaw is that it may block creatures from entering, but per the description:

"Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment)."

For a 'dome of force' effect, that's weirdly... permeable. At least it keeps the weather off. Secure Shelter could benefit from being bigger (technically per the spell description, the cottage is 20 square feet, which could get a little crowded for a large party), but it's also not going to let someone lob a fireball through the door.

Mage's Magnificent Mansion is useful because it temporarily moves you off the plane of existence (the mansion is specified as a temporary, extraplanar dwelling). That'll jank with scrying, which can be a real problem if you face opposing spellcasters at higher levels. Gets a bit harder for the evil wizard to try and drop some nastiness on you while you're resting.
 
Apparently a livestream with Matt Mercer playing in some other group's game went south when it turned out he was committing the crime of playing an asian character. After the chat channel gave him some shit about it, Mercer bravely and stunningly pulled the eject handle and ran away, leaving the game high and dry, then ran to Twitter to post his sincere apologies.

View attachment 1726819

Edit: And for bonus points, the guy who was GMing the game, made the asian character, and got done dirty by Mercer? Is black.
Wow, they hated that despite the number of stories you can do with it? They'd have despised one of my favorite characters I ever played: Giorgios Menilwo, the jolly necromancer based on Ethiopia, particularly Amharic traditions. Fun character and a very oddball healer too.

Speaking of DnD, here's some more story time. This month was pretty shit for the group as a whole, so it's why we've been in a dearth recently:

And yes, it's not a good idea for me to game if I just pop in and I hear it's going to be a farce. It makes me channel my id if I hear it... never a good idea.
 
Tiny hut's big flaw is that it may block creatures from entering, but per the description:

"Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment)."

For a 'dome of force' effect, that's weirdly... permeable. At least it keeps the weather off. Secure Shelter could benefit from being bigger (technically per the spell description, the cottage is 20 square feet, which could get a little crowded for a large party), but it's also not going to let someone lob a fireball through the door.

Mage's Magnificent Mansion is useful because it temporarily moves you off the plane of existence (the mansion is specified as a temporary, extraplanar dwelling). That'll jank with scrying, which can be a real problem if you face opposing spellcasters at higher levels. Gets a bit harder for the evil wizard to try and drop some nastiness on you while you're resting.
What's weird is that the PF description for entrance is "As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends."

So does it just pop when the 10th person comes in? It's pretty vague now that I think about it.

That being said, you are a fine wizard Capsaicin Addict
 
What's weird is that the PF description for entrance is "As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends."

So does it just pop when the 10th person comes in? It's pretty vague now that I think about it.
Maybe it'll be something like this:
 
What's your opinion on Fantasy Grounds? Looks damn good but the problem is that you gotta buy DLC to get decent tokens and maps for your campaign.
Alternatively, do you know a resource page for tokens and maps?
 
What's your opinion on Fantasy Grounds? Looks damn good but the problem is that you gotta buy DLC to get decent tokens and maps for your campaign.
Alternatively, do you know a resource page for tokens and maps?

why not use foundry? only the GM needs to pay 50 bucks, rest is all created by the community. there are options to buy maps/tokens/etc, but that's just a plug of community creators afaik.
 
Just another shitty PbtA game. Literally lost in a sea of worthless clones of a worthless system.

Not to clog up the rpg.net thread with off-topic stuff, but what's the issue with Apocalypse Engine stuff? I've basically heard nothing but good things about it.
 
Not to clog up the rpg.net thread with off-topic stuff, but what's the issue with Apocalypse Engine stuff? I've basically heard nothing but good things about it.
You know how there was a plethora of bad D20 games after the SRD and basic license were made free? It's like that. It's free so anyone can make a shitty game out of it. Doesn't help that a fair few of the designers involved in the development of Apocalypse and Dungeon World are either ex-Forgies or SJWs, so there's a natural attraction for people in those cliques.

Dungeon World in particular pushed the system into the mainstream, and Adam Koebel is a danger-haired Male Feminist who got canceled for running a rape encounter on his female player on livestream.
https://www.geeknative.com/73726/death-threats-adam-koebel-quits-streaming/ (Archive)
 
Not to clog up the rpg.net thread with off-topic stuff, but what's the issue with Apocalypse Engine stuff? I've basically heard nothing but good things about it.

I've gone through it a couple of times here (The Watch/Thirsty Sword Lesbians to give you an idea of what Shaka Brah is saying), and I'd just say its main plan kinda sucks compared to most other games.

At the basic it tries to be more narrative, but that essentially means its more static/less fluid and more repetitive as a result.

With Apocalypse World, you have a list of things that can happen with each "move". For example, here is the move "Go Aggro" (other systems would probably just call it intimidate):
GO AGGRO
When you go aggro on someone, roll+hard. On a 10+, they have to choose 1:•Force your hand and suck it up.•Cave and do what you want.On a 7–9, they can choose 1 of the above, or 1 of the following:•Get the hell out of your way.•Barricade themselves securely in.•Give you something they think you want, or tell you what you want to hear.•Back off calmly, hands where you can see.On a miss, be prepared for the worst.

So that is it. Roll the dice. If you succeed, then they get to choose to back down or you get a free damage. If you kind of succeed then they can also do three other things! Where as if someone tried to roll intimidate in another game the GM could do...literally whatever made sense for the intimidation, including how hard it succeeded/failed. If you Go Aggro 7 times you could have seen literally everything you can do with it, and if you didn't you've repeated several of the options multiple times.

All the moves are essential like that. Roll to pick something from a very limited list. Or the GM gets to pick something from that very limited list. How fun and exciting.

Its also got one of the worst combat systems in what is typically a combat heavy medium. Its simplified so there isn't a lot of nuance, and many games make the problem worse by only having a couple of Combat Moves if any (Both The Watch and Thirsty Sword Lesbians only had one). It basically amounts to "Roll like normal, pick from this list". Some moves only have one or two options to pick, and many times it will be clear which one is best so you'll just keep picking it over and over in the fight.

I haven't tried it out extensively myself and there could theoretically be a good Apocalypse Engine game, but I haven't found one that I've actually liked.
 
Apparently a livestream with Matt Mercer playing in some other group's game went south when it turned out he was committing the crime of playing an asian character. After the chat channel gave him some shit about it, Mercer bravely and stunningly pulled the eject handle and ran away, leaving the game high and dry, then ran to Twitter to post his sincere apologies.

View attachment 1726819

Edit: And for bonus points, the guy who was GMing the game, made the asian character, and got done dirty by Mercer? Is black.
Does this mean Marisha and Liam can finally fuck off the table? I mean, she's obviously not a black lesbian. Nor is Liam a murderous hobo.... at least not one that uses fire.

We don't have evidence of it, anyway.

We don't have evidence yet.
I created a character backstory for my Pixie (homebrew race by your's truly) Warlock (Fathomless, as seen in Tasha's Cauldron of Everything) that I'm using for my friend's irl dnd campaign.
Edit: Including the homebrew race and the custom background, a combination of Far Traveler and Noble
View attachment 1730259
Oriole had lived what many outside her pixie kingdom would call a charmed life. The daughter of a well beloved king in a nature-loving kingdom with very little conflict, Grand Duchess Oriole spent her days wanting more adventure out of life. There was almost no war, due to the fairies’ reclusive nature, the king’s excellent diplomacy, and the ruthless military power of her uncle, known either as Grand Duke Rakshashas or General Rakshashas depending on the context of the conversation. The land around them reflected the temperament of its ruler, and for centuries the kingdom was filled with greenery all around them and a cool breeze flowing throughout the sunny kingdom. However, Rakshashas was not happy with simply guarding the country’s borders. He wanted to wage war across the world, and create a warmongering society where rank was earned through power. One stormy night, he would get his wish. General Rakshashas would stage a military coup against the royal family. Oriole took what few possessions she could and fled into the forest. She was the only one she saw escape, though she still holds out hope that the rest of the family is still alive in some way.
During the escape, however, Oriole received a vicious wing injury from her uncle. Because of this, the harsh rain, the intense wind, the thunder and lightning, and the nonexistent moonlight, flying was extraordinarily difficult. Soon, she found herself careening into a lake. Unable to swim, she quickly sank beneath the surface, and everything in her bag spilled out and sank to the bottom. As she drowned, she heard something speak to her in a deep bubbling voice. Though she couldn’t see what it was, it seemed to have tentacles. It offered her a pact in exchange for her life. The last thing Oriole heard before she blacked out was a meek, “Help…” escape her lips.
When she woke up the next morning on the shores of the lake, hidden underneath some shrubbery, she found that she and the objects on her were not only present, but completely dry. Though thanking her lucky stars, that changed when it heard the deep, bubbling voice from last night. It explained that it simply wanted to observe the surface world, though Oriole wasn’t convinced. Looking to hide from her uncle’s army, she found some birds and asked them where the nearest settlement was. They quickly pointed her to the nearest city, and that is where her travels began.
Her patron is one of the few beings that can strike stark raving terror into Oriole. He wanted to see the surface world from Oriole’s eyes, but he also wanted everyday items for himself. He would ask Oriole to give him mundane things such as candles, swords, chairs, and tavern food. He would never tolerate failure, however, or even questions of “why” or “who/what are you”. Any responses along those lines would result in a previously unseen tendril suddenly strangling Oriole, or a portal appearing above her that dumped boiling water onto her. Furthermore, he doesn’t understand surface customs. He’s puzzled by people and their social manners, for example, and he cannot comprehend the difference between murder and self defense. Oriole can’t even figure out whether he’s planning something sinister or if his interest is simply curiosity. Though the most demanding he’s gotten is telling her to go a different direction than originally planned, she dreads the day when he asks her to go on a bigger mission.
-History, Persuasion proficiencies
-Any musical instrument/gaming set of your choice
-One language of your choice
-Equipment: Traveler's clothes, any musical/gaming set youre proficient with, scroll of pedigree, small jewelry worth 10 GP, 5 GP pouch

-All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
This helps a lot, since I kind of wanna get into homebrewing. Mostly to make bring back old and abandoned settings like Mystara and Al-Qadim.
Emphasis added.
Honest question: Why is this a problem?

Orcs are a fantasy race, pretty much invented by JRR Tolkien, who based them off of Goblins and a few other things, but upon their creation, they were supposed to be evil, brutish savages. That's really their entire raison d'être, to act as purely bad villains and antagonists. If they are described a certain way, I don't really see the issue. They are supposed to be evil, enemies of pretty much every good race, so of course that will find its way into the sourcebooks. What harm does this do? I find it incredibly idiotic to pretend the fluff description of some fantasy race having any kind of negative impact on the perception of irl races, no matter how long and loud Twitter cries over this shit. Again: What words do they use that makes you think of Goebbels and why is that a problem? The connection between orcs and black people is not in the books, it's in the heads of idiots.

And to give my 2 cents to the change of orcs in general and to fit a modern political narrative (even though there is no connection between orcs and racism whatso-fucking-ever) in particular, I find it inherently boring and lame when orcs are turned into some sort of noble, misunderstood warrior culture, which is good (or at least neutral) at heart, but they clash with other races due to misunderstandings or cultural misconceptions and... yadda yadda fucking yadda.
Classic, evil Tolkien orcs are so much more interesting than any attempt to "modernize" them. I just find the idea of some race being so tormented and twisted by some evil being (in this case Sauron Morgoth), that they become inherently und irrevocably tarnished themselves pretty rad as a concept - especially in a fantasy setting where good and evil aren't just arbitrary moral concepts, but actually sides in an eternal conflict. With such orcs, you can see what happens to creatures that become subjugated by the forces of evil. If that doesn't raise the stakes, I don't know what does.
Strangely enough, I find most attempts to add cultural depth to make them more interesting only having the adverse effect of making them boring. This is not just a DnD thing, a German system by the name of "The Dark Eye" has orcs, who follow the "noble savage trope" and by adding that kind of moral ambiguity, they just make orcs a whole lot less cool and intriguing. That alone makes me somewhat hostile towards these new (optional) changes. It takes away from the races, and I fear that it will turn them into barely defined slop in the long run. I genuinely fear that orcs, dwarves and so on will become entirely blank slates, where the player merely chooses the race like it was a pair of pants and purely cosmetic.

After all, this might just be optional at the moment, but it shows what trajectory WOTC is on now. This will find its way into future systems one way or the other, and chances are, the classic rules will become optional or even obsolete. If it allows a bit of flexibility for stats, that's fine, but I don't think it'll stop at that. The rhetoric behind this isn't "We want to make the game more flexible", it came across wearing the mantle of SJW-speak, so some people being weary is understandable.
These rules being optional also doesn't mean I can ignore them if my group decides to use them. I don't want to give up playing with them over such a minor thing, but it does take away from the fun nonetheless.


A bit of homebrewing is always a good idea to tailor the game to the groups needs and wants, but when you're forced to homebrew too much, you quickly wonder why you're not just picking up a game system that more closely resembles what you want. It's a shame so many people just stick with DnD 5e out of laziness. There are great systems out there and if you're willing to heavily homebrew, you might as well go for a more freeform system and adapt that, instead of stubbornly fixing everything about a system that you dislike.
It's a good thing I don't give a flying shit what WOTC wants. They can keep trying to force pozzed shit, ultimately all that's gonna do is open the gate for more alternatives, like Pathfinder was one time.
So I'm reading through the Cauldron myself, and a few things caught my attention when looking at the Patrons section.
>Implying a lich wouldn't just wait until it defaults. :story:
Or a curse of petrification.
That looks more like a troglodyte than a dragonborn, but you can't say that 'cuz "that's profiling!" :roll:
 
With regard to the alignment question, I think WOTC's changes are the wrong answers to a very real issue whereby the alignment system is at odds with the worldbuilding. Maybe that's not a big deal for many players/DMs, but it always bugged me a bit.

Let's just simplify things to the good/evil axis for now. The cosmology of pretty much all D&D editions (or Forgotten Realms at least) says that souls end up in some kind of underworld plane (exactly what has changed a few times) where they are judged and then go to the appropriate afterlife - either with a God they worshipped in life, or to a more generic heaven or hell based on their alignment.

Ending up in the Nine Hells or the Abyss is a bad time. You start as a soul worm, and things get worse from there and you'll end up fighting the blood war, dying horribly and being reincarnated over and over as varying kinds of disgusting lower demon. It's very clearly a punishment for being evil.

But if some sentient races, like Orcs, Duergar or Drow, are inherently evil, is it appropriate to punish them? If an Orc is evil because of its nature or biology, is it appropriate to punish its soul if it has no free will with regards to its alignment? It seems contradictory for beings to be inherently, bestially evil but then punished for things they had no choice over. It seems pointlessly arbitrary and cruel to create beings that are evil by nature then get real mad that they do bad things.

Inherent good or evil can make sense, but not for sentient, playable races. An Archon does good things, and is good, not because it chooses to but because it was created on a plane of that alignment. Ditto evil demons, neutral elementals and other intelligent creatures that exist outside the mortal/afterlife cycle that the playable races inhabit. In my understanding of (at least some of) the D&D cosmologies, alignment comes from the planes, therefore creatures born or created in those planes will inherently have their alignment and are not subject to any judgment process for their souls as a consequence. But for any playable race, the whole point of roleplaying is that you get to make your character's moral choices, and for that you need free will. And if players are judged by those rules, NPCs from the same races need to be as well.

WOTC's approach seems to be to slowly strip alignment out of the game, firstly by gradually decreasing its mechanical importance and now by trying to strip it out altogether. But the whole point of epic fantasy is to show conflicts between good and evil, and reducing alignment to a minor roleplaying element at best you strip it of its ability to meaningfully shape the game and give actions consequences.

What I have always done (from 3e onwards) is let players be any combination of race and alignment they want provided they are playing a race native to the Prime Material plane. In one campaign, I told the players that they all start off as true neutral and their alignment will change based on their actions - without me as the DM actually telling them. This worked surprisingly well, and produced some very interesting moments, such as the time one player was shocked to find out that a Holy Smite spell actually affected him, and that his habits of torturing prisoners and picking bar fights, and, on one occasion, cannibalism, actually had consequences for him. That gave him a good long think about his character's philosophy in a way that him saying "I'm an orc, therefore I smash" would not.

My DM philosophy is that members of playable races, be they PCs or NPCs, have the free will necessary to change their alignment, because otherwise you can't roleplay them properly and you get into the aforementioned cosmology problems (especially if your campaign involves a lot of politics, Gods and religion, which my current one does). Societies can become good or evil, and often do - often as a reflection of the alignment of their leaders. Atilla the Hun and Genghis Khan created Chaotic Evil societies that loved killing and destruction for its own sake, but every soldier serving under them had the opportunity to at least recognise that what they were doing was wrong. The Drow's society is evil, and of course that will tend to shape the outlooks of the people born into it, but they still have free will and the ability to rebel or defect. In FR canon this does happen, as with Drizzt, though under a strict implementation of the 2nd ed rules he was created under, good-aligned Drow are not permitted as PCs or NPCs. If you have to break your setting's alignment rules to create plausible characters they probably need some fixing.

Anyway, sorry for the spergout, this has been irking me for ages.
 
My DM philosophy is that members of playable races, be they PCs or NPCs, have the free will necessary to change their alignment, because otherwise you can't roleplay them properly and you get into the aforementioned cosmology problems (especially if your campaign involves a lot of politics, Gods and religion, which my current one does). Societies can become good or evil, and often do - often as a reflection of the alignment of their leaders. Atilla the Hun and Genghis Khan created Chaotic Evil societies that loved killing and destruction for its own sake, but every soldier serving under them had the opportunity to at least recognise that what they were doing was wrong. The Drow's society is evil, and of course that will tend to shape the outlooks of the people born into it, but they still have free will and the ability to rebel or defect. In FR canon this does happen, as with Drizzt, though under a strict implementation of the 2nd ed rules he was created under, good-aligned Drow are not permitted as PCs or NPCs. If you have to break your setting's alignment rules to create plausible characters they probably need some fixing.

Anyway, sorry for the spergout, this has been irking me for ages.

what is evil tho? if you follow the "might makes right" philosophy, is that evil? what if your whole tribes follows that principle and operates on it (to the point it leads to a functioning society) is it still evil? of course it you chimp out in a "civilized" city the guards will probably kill you on the spot, but consequences aren't necessary evil. the same chimpout can save your life if some thugs want to diddle your coin purse or bum in a dark alley.

imo context matters far more, that's why a blanket alignment (and removal because HURR ORCS=NOGS) never worked to begin with. let's say whitey goes for a stroll in the projects after dark and joggers gonna jog. is that evil? or were you just retarded?
and that's without considering most of the time you just want some generic bad guys, not necessarily philosophically discern each NPC's motives. that bandit might be only a bandit because it's the only way to feed his sick wife. is that evil? does it matter? should it matter?

in the end it comes down to your table, that's why the whole WOTC thing is so retarded. "you may play however you want, you don't have to follow the material, but now we're gonna change the material because some people play it wrong - but you're still free to play however you want, tehee". it's the absolute dumbest form of virtue signaling.
 
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With regard to the alignment question, I think WOTC's changes are the wrong answers to a very real issue whereby the alignment system is at odds with the worldbuilding. Maybe that's not a big deal for many players/DMs, but it always bugged me a bit.

Let's just simplify things to the good/evil axis for now. The cosmology of pretty much all D&D editions (or Forgotten Realms at least) says that souls end up in some kind of underworld plane (exactly what has changed a few times) where they are judged and then go to the appropriate afterlife - either with a God they worshipped in life, or to a more generic heaven or hell based on their alignment.

Ending up in the Nine Hells or the Abyss is a bad time. You start as a soul worm, and things get worse from there and you'll end up fighting the blood war, dying horribly and being reincarnated over and over as varying kinds of disgusting lower demon. It's very clearly a punishment for being evil.

But if some sentient races, like Orcs, Duergar or Drow, are inherently evil, is it appropriate to punish them? If an Orc is evil because of its nature or biology, is it appropriate to punish its soul if it has no free will with regards to its alignment? It seems contradictory for beings to be inherently, bestially evil but then punished for things they had no choice over. It seems pointlessly arbitrary and cruel to create beings that are evil by nature then get real mad that they do bad things.

Inherent good or evil can make sense, but not for sentient, playable races. An Archon does good things, and is good, not because it chooses to but because it was created on a plane of that alignment. Ditto evil demons, neutral elementals and other intelligent creatures that exist outside the mortal/afterlife cycle that the playable races inhabit. In my understanding of (at least some of) the D&D cosmologies, alignment comes from the planes, therefore creatures born or created in those planes will inherently have their alignment and are not subject to any judgment process for their souls as a consequence. But for any playable race, the whole point of roleplaying is that you get to make your character's moral choices, and for that you need free will. And if players are judged by those rules, NPCs from the same races need to be as well.

WOTC's approach seems to be to slowly strip alignment out of the game, firstly by gradually decreasing its mechanical importance and now by trying to strip it out altogether. But the whole point of epic fantasy is to show conflicts between good and evil, and reducing alignment to a minor roleplaying element at best you strip it of its ability to meaningfully shape the game and give actions consequences.

What I have always done (from 3e onwards) is let players be any combination of race and alignment they want provided they are playing a race native to the Prime Material plane. In one campaign, I told the players that they all start off as true neutral and their alignment will change based on their actions - without me as the DM actually telling them. This worked surprisingly well, and produced some very interesting moments, such as the time one player was shocked to find out that a Holy Smite spell actually affected him, and that his habits of torturing prisoners and picking bar fights, and, on one occasion, cannibalism, actually had consequences for him. That gave him a good long think about his character's philosophy in a way that him saying "I'm an orc, therefore I smash" would not.

My DM philosophy is that members of playable races, be they PCs or NPCs, have the free will necessary to change their alignment, because otherwise you can't roleplay them properly and you get into the aforementioned cosmology problems (especially if your campaign involves a lot of politics, Gods and religion, which my current one does). Societies can become good or evil, and often do - often as a reflection of the alignment of their leaders. Atilla the Hun and Genghis Khan created Chaotic Evil societies that loved killing and destruction for its own sake, but every soldier serving under them had the opportunity to at least recognise that what they were doing was wrong. The Drow's society is evil, and of course that will tend to shape the outlooks of the people born into it, but they still have free will and the ability to rebel or defect. In FR canon this does happen, as with Drizzt, though under a strict implementation of the 2nd ed rules he was created under, good-aligned Drow are not permitted as PCs or NPCs. If you have to break your setting's alignment rules to create plausible characters they probably need some fixing.

Anyway, sorry for the spergout, this has been irking me for ages.
Those are good points, but you may be missing an important element: depending on the interpretation inherently evil races may not be sent to be punished in the afterlife. Orcs that follow Gruumsh's teachings and die either during or after a life of raids, destruction and wanton violence will be rewarded by Gruumsh in the afterlife. It's the difference between being sent to hell to be tortured, and being sent to hell to become a devil and be the one doing the torturing. If you're getting the job, you're already into it.

In a way, races with strong built-in alignments and cultures have it easier than everybody else. They're already following their cultures and societies' ideals. Doing evil shit is how they aspire to be rewarded. They're fucked if they don't go murderdeathkilling to their deity's desire.

in the end it comes down to your table, that's why the whole WOTC thing is so retarded. "you may play however you want, you don't have to follow the material, but now we're gonna change the material because some people play it wrong - but you're still free to play however you want, tehee". it's the absolute dumbest form of virtue signaling.
That's the crux of the issue. It's "you can play in whatever way you want, but not in any way we disapprove of". We can ignore it, no worries, but it doesn't make it any less annoying. A mosquito buzzing around my head isn't likely to cause me immediate harm, but I'm still not going to be particularly amused to have it as an uninvited guest in my office.
 
But if some sentient races, like Orcs, Duergar or Drow, are inherently evil, is it appropriate to punish them? If an Orc is evil because of its nature or biology, is it appropriate to punish its soul if it has no free will with regards to its alignment? It seems contradictory for beings to be inherently, bestially evil but then punished for things they had no choice over. It seems pointlessly arbitrary and cruel to create beings that are evil by nature then get real mad that they do bad things.
This question is why I usually drift towards the idea of different races having their own god or pantheon of gods that basically set the moral compass of their race, and that whatever afterlife members of these races have are determined by the god(s) they worship. If you're an orc that excels at doing what orcs are expected to do (raiding, looting, raping, being kangz, etc.), then you can be a member of Gruumsh's eternal army or whatever, and you'll essentially just get to keep doing what you were already doing but it's forever. This can be the default expectation that members of different races will fall into, but it leaves open the possibility that individual orcs, drow, or whatever can have a change of heart under the right circumstances. They can abandon the gods of their people and commit themselves to new gods or causes that other gods champion, and so they will enter into an afterlife that fits better with their commitments. This gives the evil races the same range of options that members of the standard player races have. The gods for dwarves and humans are generally good or neutral, but some humans or dwarves might decide that they would rather serve devils or demon lords.
 
I recently stumbled on this goofy ass game Neon Lords of the Toxic Wasteland. IDK if it's been posted here. BX clone with Saturday Morning Cartoon characters in Tromaville. Big 80s/90s vibe. One of the gods in the pantheon is a giant "Macho Man" Randy Savage. I can understand it's not everybody's cup of tea, but I think it would be fun for a couple of random one shots or side games.

There's also a playtest that's free.
It's unfinished, and it has a lot of spelling/formatting errors, but fuck it what's there looks like blueprints for pure chaos. Extreme lethality, but you're really not supposed to take your character that seriously. I'm gonna try playing it with some friends after Thanksgiving sometime when we have time.
 
There's also a playtest that's free.
It's unfinished, and it has a lot of spelling/formatting errors, but fuck it what's there looks like blueprints for pure chaos. Extreme lethality, but you're really not supposed to take your character that seriously. I'm gonna try playing it with some friends after Thanksgiving sometime when we have time.
Don't you know that playtests are just gatekeeping whiteness and economic privilege.
 
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