View Poll Results: What's your Favorite System?

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  • 1e

    2 2.78%
  • 2e

    2 2.78%
  • 3.5e

    10 13.89%
  • d20 (custom rules, etc)

    10 13.89%
  • PF

    15 20.83%
  • 4e

    6 8.33%
  • 5e

    27 37.50%
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Thread: Tabletop Games Thread

  1. #2421
      Reiu's Avatar
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    Today I broke my record and spent 13 hours on mechanics alone for a level 4 character.

    My previous record was 8 hours, also on a level 4.

  2. #2422
    Crossing Arcadia Saiga's Avatar
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    Miscellaneous IncomeTM

    We were level 4-5 and we just pooled all our funds together to make our Wizard deal with the bookkeeping. Easily had enough after completing an adventure.

    It wasn't really backwater, we were on a ferry that traveled through the large city unique to our campaign (Brightstone, similar to Neverwinter in terms of size) which had a shop with magic weapons for sale. Then we went to a secret Lycanthrope village (where I got turned into a Werebear) and they had many magic items for sale, but no plate. And then we went to Brightstone, were we got plate under the new DM but had it retconned to splint when that was called a mistake.

  3. #2423
    HSTP 500 Internal S ervant  Error aldeayeah's Avatar
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    Quote Originally Posted by Seika View Post
    That's Saiga's point, though: the absolute top end of heavy armour, costing fifteen hundred gold, gets you one AC point over a focused Dexterity character in forty-five gold studded leather. Heavy armour's fancy but doesn't exactly crush mechanically.

    (The actual benefit of heavy armour is taking Heavy Armour Master which is great at four - or insane at one if you're V-Human - and remains highly effective against hordes for a long time, besides being an attribute bump feat too).
    Fun fact: the Paladin who got downed by the wolves in the legendary campaign had Heavy Armor Mastery.
    don't quote me on this

  4. #2424
    Crossing Arcadia Saiga's Avatar
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    wolves used dex for their attacks

    THIS TYRANNY HAS GONE ON FOR TOO LONG

    edit: https://www.youtube.com/watch?v=LQsJSqn71Fw I liked this video. I can see myself fitting into a few of these types, and I think he gives a fair description of each. Does anyone have any particularly good series on DMing tips and thoughts they could share? I've seen quite a few interesting videos already and I think they'd be good for myself as a DM/player and my group to try and improve our games.
    Last edited by Saiga; January 30th, 2017 at 10:13 AM.

  5. #2425
    Κυρία Ἐλέησον Seika's Avatar
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    King Arthur

    STR: 18/52
    DEX: 16
    CON: 18
    INT: 17
    WIS: 18
    CHA: 18

    What the hell, Saber, how did you roll those stats?

    (Also Paladin 16/Bard 5 for some reason?)
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  6. #2426
    Greatness, at any cost mAc Chaos's Avatar
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    how exactly did she get 18/52
    He never sleeps. He never dies.

    Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

  7. #2427
    死徒二十七祖 The Twenty Seven Dead Apostle Ancestors black1blade's Avatar
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    Percentile strength is an AD&D thing. If you are playing a fighter class and you get an 18, you then roll a percentile. % strength is really where you start getting good bonuses in AD&D. 18 strength only gives characters +2 to hit +1 damage but 18/00 gives you +3 to hit and +6 damage.

    - - - Updated - - -


  8. #2428
    死徒二十七祖 The Twenty Seven Dead Apostle Ancestors Bird of Hermes's Avatar
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    Quote Originally Posted by Seika View Post
    King Arthur

    (Also Paladin 16/Bard 5 for some reason?)
    Dang, Sir Dagonet was clearly a bigger influence than expected on Arthur.

  9. #2429
    Κυρία Ἐλέησον Seika's Avatar
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    Beast's Lair: Useful Notes
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  10. #2430
    HSTP 500 Internal S ervant  Error aldeayeah's Avatar
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    PLAYER: I tap my Paladin to crew the chariot.

    DM: ಠ_ಠ
    don't quote me on this

  11. #2431
    Greatness, at any cost mAc Chaos's Avatar
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    paladin falls
    He never sleeps. He never dies.

    Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

  12. #2432
    Κυρία Ἐλέησον Seika's Avatar
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    The gnomish version of the Prometheus myth:
    A gnome crept into the halls of the gods, saw fire, thought it was neat, replaced it with an illusion, and then ran off to the mortal world with a spark before anyone noticed.
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  13. #2433
    HSTP 500 Internal S ervant  Error aldeayeah's Avatar
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    Quote Originally Posted by mAc Chaos View Post
    paladin falls
    The royal assassin throws himself to the floor too, your paladin is now dead.
    don't quote me on this

  14. #2434
    Greatness, at any cost mAc Chaos's Avatar
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    also i still dont get the deal with percentile strength

    why only 18

    why are you rolling

    why doesnt it just go to 19

    WHAT DOES IT MEAN
    He never sleeps. He never dies.

    Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

  15. #2435
    死徒二十七祖 The Twenty Seven Dead Apostle Ancestors black1blade's Avatar
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    If you are a fighter and you get 18 str you also get to roll an extra % roll to see how great your str is. If you are just a thief ect then you just have 18. Fighters also receive more hit points from their con score compared to other classes. If you think % str doesn't work for point buy then you would be right it doesn't. Stat increases also aren't really a thing to worry about in AD&D outside of some magical exceptions.

  16. #2436
    Κυρία Ἐλέησον Seika's Avatar
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    Quote Originally Posted by mAc Chaos View Post
    also i still dont get the deal with percentile strength

    why only 18

    why are you rolling

    why doesnt it just go to 19

    WHAT DOES IT MEAN
    Let's work this up from the start to give you context of how the game was being done in those days, illustrating some underlying principles which I assume led to the situation:
    1) For a completely generic, classless character, most AD&D stats are very strongly keyed to one or two overarching benefits, with a spattering of minor extras. When you add a class, that class's key characteristic will then give you extra benefits. (E.g. Thieves get skill bonuses from high DEX, Clerics get extra spells from high Wisdom, and everyone gets a 10% XP bonus if you've got a good score in your primary attribute).

    The major, general benefits were:

    STR - mêlée THAC0 and damage, encumbrance
    DEX - AC, missile THAC0
    CON - HP, system shock rolls
    INT - actually nothing, dump it like an abusive boyfriend if you aren't a mage or bard
    WIS - saves (sorta)
    CHA - followers, NPC reactions

    2) Attributes have a small to medium-sized dead zone in the middle of their table (generally 8-14 or so) where very little changes about those big primary benefits. If you're rolling 3d6 for your stats, as you're assumed to, this is also where a lot of your statistics are going to end up. By contrast, as you rise up/drop out of that zone, the benefits/penalties accrue at an accelerating rate. This makes that one PC with a single eighteen stat feel like they're genuinely a one in 6^3, while holding most player characters in the bounds of normal/familiar/realistic human capability. (And has a not inconsiderable side benefit of usually keeping PCs within a small field that can be easily accounted for, not dissimilar to 5e's bounded accuracy precept - at least up to the point where permanent stat increases begin becoming available).

    3) We want monsters to be able to hit hard based off their characteristics.

    4) The stats system itself is hard-capped at 25; not just for PCs. Humans (who are generally the default) naturally floor at 3 and cap at 18.


    Results:
    Strength, like the other physical stats, provides benefits that almost everyone wants, but (because warriors have relatively little bolted onto the core combat system, unlike spells for mages and clerics or thief skills for rogues) there's no easy knob to turn to give warriors any specific and exclusive benefit.

    Further, we've got a lot of to-hit and damage bonuses up at the top end of the Strength scale. In fact, we've got too many, because it has to rapidly scale from very small benefits at sixteen, just like every other stat does, to trying to account for the strength of a tarrasque or titan or storm giant. And strength is awkward in that it's the most directly measurable stat - it's very easy to give it a real world context - so you want to have a fairly fine set of layers of distinction. Lumping an ogre and a frost giant together just doesn't make intuitive sense to players.


    Solution:
    If we slide in some 'extra' stations between 18 and 19, and make them only available to warriors and monsters, we can help out the PC fighting classes by giving them some extra punch, parallel the other classes' bonuses from their prime attributes, and spread out the stat benefits so we don't have to have massive leap somewhere in the 'escalating bonuses' portion of the stat table.

    Once you've decided on making there be extra steps between 18 and 19, how do you represent that? Naturally, with decimals: 18.25, 18.5, 18.75, &c. And to get decimals out of dice, you roll d100, at which point you just give up and call it a percentage anyway.

    (It's worth noting that warriors also get HP bonuses for CON >16, whereas other classes stop there).
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  17. #2437
    死徒二十七祖 The Twenty Seven Dead Apostle Ancestors black1blade's Avatar
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    Int isn't a dumb stat because it gives you more languages which can be the differences between a living and dead party.

  18. #2438
    Greatness, at any cost mAc Chaos's Avatar
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    I actually have always wanted to implement CHA in a similar way, with followers and morale. SOON

    So, it sounds like the jump from 18 to 19 then is like, an entire tier's difference? A way bigger gap than 16 to 17 or 17 to 18.

    Also what do you mean monsters hitting well based on their characteristics, how would that be different if there wasn't a big dead zone of bonuses. That did surprise me though, seeing such a broad flat range bonus wise.
    He never sleeps. He never dies.

    Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

  19. #2439
    アルテミット・ソット Ultimate Thot Five_X's Avatar
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    Except for the spells Wizards had that allowed them to speak or understand other languages, and if you don't have a Wizard or Bard in your party then that's usually slightly your fault.
    <NEW FIC!> Revolution #9: Somewhere out there, there's a universe in which your mistakes and failures never happened, and all you wished for is true. How hard would you fight to make that real?

    [11:20:46 AM] GlowStiks: lucina is supes attractive
    [12:40] Lace: lucina is amazing
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  20. #2440
    Κυρία Ἐλέησον Seika's Avatar
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    Quote Originally Posted by mAc Chaos View Post
    So, it sounds like the jump from 18 to 19 then is like, an entire tier's difference? A way bigger gap than 16 to 17 or 17 to 18.
    Full table:


    See how the straight 18 to 19 leap is plus five damage where the only other points it even goes up by two are at 1 to 2 and 24 to 25?

    Also what do you mean monsters hitting well based on their characteristics, how would that be different if there wasn't a big dead zone of bonuses. That did surprise me though, seeing such a broad flat range bonus wise.
    Could have phrased that better. Basically, you want to be able to organically say 'this big brutish monster has significant bonuses to hit and to damage because of its strength', but also not tread on the upper tiers like the ancient wyrms and titans and so forth. The middle dead zone necessarily compresses the space you have available to you, which makes that kind of fine-grained work harder to do.

    The available solutions are: 1) keep the original scaling, accepting that you're squashing together creatures that don't intuitively fit together into the same strength measure; 2) change the original scaling, accepting that it'll be a bit rougher, and make each step up larger (like +2 to hit and damage instead of mostly +0.5/+1); 3) change the original scaling, accepting that you're going to have a big step somewhere to try to accommodate all kinds of creatures; 4) cheat and add partial numbers into the scale.

    AD&D went for a mix of 3 and 4.

    Quote Originally Posted by Five_X View Post
    Except for the spells Wizards had that allowed them to speak or understand other languages, and if you don't have a Wizard or Bard in your party then that's usually slightly your fault.
    And arcane casters wanted high INT anyway - I would go so far as to say playing a Bard or Mage with INT >15 was an exercise in pure masochism without generous DMing or houseruling - so they all knew half-a-dozen languages naturally into the bargain. (Heck, even your basic 9 INT human PC knows two languages, besides demi-humans getting their native languages free, so a party should be able to get along perfectly well).

    To be fair, non-weapon proficiencies made INT more-or-less worthwhile if you chose to use them and use them heavily, but I personally never found that system very well done either in 2e or in the succeeding skills system of 3e.
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