Board 8 > I am considering running a B8 D&D game.

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KanzarisKelshen
12/18/11 5:53:00 PM
#51:


Free any day, myself, though I'd prefer a weekday. Friday might be a bit tricky but otherwise anything goes.

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Lopen
12/18/11 5:59:00 PM
#52:


M&M I feel is good for short campaigns. The game doesn't really have good advancement built into the system as most of your advancement in any given level will be used on keeping your powers at maximum effectiveness, so you're basically stuck with whatever character you make to start the game unless you want to tank your effectiveness, and since defenses will be going up at roughly the same rate as offenses you don't feel more powerful unless the DM isn't leveling up what you're going against.

The combat is also really shallow I feel once your character has done all its gimmicks.

The character creation is really cool though.

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Anagram
12/18/11 6:06:00 PM
#53:


Sceptilesolarbeam posted...
Technically you also have FATE that day, you know...

Eheh.




Anyway, a 3:00 WST M&M game sounds workable. I'd like four-to-six people, ideally.

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KanzarisKelshen
12/18/11 6:07:00 PM
#54:


Strongly disagree on combat being shallow at all, particularly if you encourage PCs to stunt (not power stunt, but normal stunting). There's much more you can do strategywise in MnM than most other games, thanks to the easy power stunts really opening up your arsenal.

The defense complaint has some merit and some sillyness: 4th edition and 3.5 also do that, too, it's just that they aren't as obvious (the math isn't paraded unless you're making mobs). That said, paying through the nose just to keep yourself up to par is a legit complaint. I'm a fan of making each Power Level grant 20 points instead of 15 for that, or potentially implementing Power Surge rules to an extent to spice things up. This gives you enough room to work out new tricks, particularly if the GM is open to retraining.

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Lopen
12/18/11 6:21:00 PM
#55:


4th edition and 3.5 do that but not to the same degree I don't think. Like there's a general upward trend of attack values and defense values but not every character of 5 levels higher is going to have +5 defense and +5 attack over their 5 levels previous self. Whereas with M&M it's not only easy to do that, but also kinda necessary otherwise the system will beat you down. The toughness system letting characters just shrug off attacks that aren't of a certain power level kinda forces you to do it.

Like I made Solid Snake as a character who used a bunch of guns straight from the book in a PL10 campaign, and I just wasn't really able to damage anything that wasn't a mook before it was softened a bit because all the guns from the book are like 4-8 power level attacks and the major enemies were designed against power 10 attacks. Designing his radar and codec and stuff out of powers was really fun, but yeah, it's a good illustration that you can't really fall behind on damage and remain fully combat viable.

Now, I realize I could've just made his guns using the power mechanics, but I just wanted to use the ones out of the book for flavor.

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12/18/11 6:31:00 PM
#56:


Kanz and CPU seem interested, so I have anyone else?

And does anyone want me to post the setting this game would involve?

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SupremeZero
12/18/11 6:41:00 PM
#57:


That would be part of what I was waiting for (The other part being you actually PICKING A MEDIUM).

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KanzarisKelshen
12/18/11 6:51:00 PM
#58:


From: Lopen | #055
4th edition and 3.5 do that but not to the same degree I don't think. Like there's a general upward trend of attack values and defense values but not every character of 5 levels higher is going to have +5 defense and +5 attack over their 5 levels previous self. Whereas with M&M it's not only easy to do that, but also kinda necessary otherwise the system will beat you down. The toughness system letting characters just shrug off attacks that aren't of a certain power level kinda forces you to do it.

Like I made Solid Snake as a character who used a bunch of guns straight from the book in a PL10 campaign, and I just wasn't really able to damage anything that wasn't a mook before it was softened a bit because all the guns from the book are like 4-8 power level attacks and the major enemies were designed against power 10 attacks. Designing his radar and codec and stuff out of powers was really fun, but yeah, it's a good illustration that you can't really fall behind on damage and remain fully combat viable.

Now, I realize I could've just made his guns using the power mechanics, but I just wanted to use the ones out of the book for flavor.


You can actually get around that. An 8 power attack is totally solid - legitimately capable of hurting even the toughest super. Power 4 is a bit too weak, but then again there's other advantages to those weaker weapons. Remember, if you deal Damage 8, you have Accuracy 12 - sure, your attacks don't sting as much, but they land that much more often and the system is skewed towards making you bomb your saves (you have an effective -5 penalty to your toughness score when rolling to avoid injury).

In any case, I disagree for two reasons:

A) Tradeoffs. Yeah, properly made characters hit their caps, but tradeoffs make for characters that play SUPER differently in practice. A brick with Accuracy 5 has to get really creative to hit, but when he does he wrecks house. A guy like Solid Snake is gonna hit all day, the thing is that he has to play attrition against non-dodgers and wear them down. The math is a little wonky, but if you import Flurry or use Multiattack/boosters it all works out. I'll be the first to admit that I compensate dodgers with bonus points vs. bricks though because they pay twice for defenses.

B) Combat Styles let you screw around with the caps. An aim master has entirely different bonuses from a riposter, or a grappler, or a counter specialist. Not just different tradeoffs - different final values. This isn't immediately obvious, but it absolutely IS a thing that happens. It becomes easier if you import Sneak Attack back from 2nd Ed, as well as Defensive Strike.


From: Anagram | #056
Kanz and CPU seem interested, so I have anyone else?

And does anyone want me to post the setting this game would involve?


That'd be great. Curious about what you're thinking of.

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Anagram
12/18/11 7:08:00 PM
#59:


Okay.

There is only one plane of existence. It is thought that, long ago, there were many, but a great catastrophe (which I will elaborate on in a moment) destroyed almost all of existence. Only a few lucky, random areas survived. It is a huge, empty space, that looks to the eye like an eternal blue-gray stretching endlessly, save for pieces of land. Commonly referred to as "islands," these are your standard floating island tropes, think Zeal from Chrono Trigger except suspended in nothing. Yes, this does mean that no one has day or night anymore, it's always just an indistinct twilight. Not that it matters; only three people exist who even remember what day and night were like.

Now, islands are obviously inhabited by humans and other races (but mostly humans). Because of the difficulty of traveling between them, most go for decades without contact with anyone else, meaning some islands are technologically or magically advanced and some are caveman-level. There is no standardization at all for anything.

I mentioned the great catastrophe earlier. This is a world of high magic, and long ago, it was even higher. Unimaginably powerful and immortal mages routinely tried to conquer existence, and even the ones who didn't care about conquest still fought each other over the most unnoticable slights (and just plain erased normal people from existence if they were offended). When all was said and done, this generation (if you can call immortals a "generation") destroyed most of existence and most of itself. The lucky regular people were left on islands, and their descendants still exist. Today, there are only three of these Original Mages left (magic is still commonly practiced, but no one can even conceive of matching the original mages; the least of them has had tens of thousands of years of experience). They no longer just attack each other because the fabric of reality is too weak now to survive any of them doing anything directly, so they instead indirectly battle for supremacy by having their unfathomably large armies attack each others' holdings. Most islands don't belong to any of them, but they each hold an empire of dozens of islands and try to take over others either by force of arms or by politics and spies.

Now, the heroes would already be reasonably well experienced and each traveled to islands beyond his or her own home, probably by means of a ship or a powerful mage. There is no fame in this world unless you're one of the Original Mages, as spreading word is incredibly difficult, but as far as fame can be had, even as the campaign begins they would be memorable. This is why one of the Original Mages contacts each of the heroes to come to him for a job; a nearly unprecedented event. What does he want them to do?

Well, that's where we begin.

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Anagram
12/18/11 7:32:00 PM
#60:


So does this appeal to you guys?

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Crossfiyah
12/18/11 8:49:00 PM
#61:


KanzarisKelshen posted...
From: Crossfiyah | #018
KanzarisKelshen posted...
At 15 you're still dealing with the same bull, really - only difference is that with homebrew the physical characters can still own without too much bookkeeping. The problem with high-level 3.X is that it isn't fun for the mechanics - purely for the story. You can legitimately argue for going freeform if you want high stakes.

I would LOVE to see how you would homebrew physical characters owning in 3.5. Ever.
Let's see, multiple paths of lesser resistance if you don't mind using homebrew. Bloodline boosts, bonus ToB disciplines (personally a fan of the metaboost discipline and Rising Spirit for these purposes, though Soul Eater is great for extra options, as is God Slash), usage of proper PrCs like Spellfire Banisher, allowing Battle Lord, providing bonus feats, etc etc etc. This is all using material that's been out for a while and reviewed by other people for brokenness, so it's not like Lightning Warrior. Then there's my old, old, oooooooooooooold fix that involved giving spellcasters a casting progression reminiscent of D&D 2nd Edition without the bad BS of the good ol' days. It doesn't take a genius to fix 3.X - I think the system is broken, but teensy bits of work fix that if you have a clue. Fixing it is no great shakes. Now, taking a real, better system like Saga Edition and adapting it for D&D play, THAT would be a real opus.

Moving on...

From: Anagram | #029
Okay, would people be more interested in this if it was Mutants and Masterminds?
Yes yes yes yes yes. M&M is amazing and doesn't get nearly as much love as it deserves. Would totally be down for it, either in second or third edition form.


-Even if you take homebrew, no amount of resistances are going to help when the caster is doing 8000 damage with a 6th level spellslot. ToB classes are unarguably better than straight fighter or paladin, but only in the sense that they get more options in combat. And they still won't get any use out of their abilities.

The problem is in versatility, and no amount of feats and bonuses are going to help a non-caster solve problems like a caster.

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Crossfiyah
12/18/11 8:58:00 PM
#62:


Lopen posted...
I don't believe many attacks are viable cross planes. If any. I can't think of any. Also thinking about this in terms of a fighter taking on a wizard 1v1 isn't really the right way to think about it (a well built fighter can usually one round a wizard anyway and will probably win initiative <_<). It's about how a fighter and a wizard will do in a variety of encounter situations.

Limited Wish isn't really that good. Shadow evocation/conjuration will give you most of the utility you get there at a lower slot and without burning exp.

Wizard's main advantages, outside of 9th level spells, are easier AoE, less reliance of items, easier untwinked damage, and easier utility. A lot of that utility they get isn't strictly necessary or can be covered by magic items/skills at higher levels, though. Fighter's advantages are that they're harder to shut down and actually have a much higher damage potential if built right.

As for 9th level spells, a lot of them are fine too. If you ban a handful of them 9th level spells aren't a huge problem either and I think even in a campaign where they're not banned you can create a relevant fighter


And none of this is correct. Astral Projection is all the cross-planar attacking you need. But that's really not necessary either.

Wizard vs. a Fighter 1v1 goes like this:

Initiative (doesn't matter:
Wizard casts greater celerity, goes first.
Wizard casts whatever it wants.
Fighter loses.

Limited Wish is great in the sense that it replicates plenty of spells on the spot, even Cleric abilities, and can be thrown in a contingency for when things get hectic.

A wizard's main advantages are actually having a spell for every situation, mitigating entire classes with the use of one or two spell slots, the ability to always know what spell to need for any given circumstance, and if they want to build for damage, most assuredly can. But nobody would ever do that if they were legit trying to break the game. Damage isn't necessary. I've played your standard Incantatrix that metamagics for 20,000 damage in force orbs but it gets stale fast.

The worst offenders in the 9th level spell department are time stop, shapechange, and wish, but they're far from the only threats to balance.

The real damage comes in lower-level spells that are far too good, however. Mitigating metamagic to score thousands of SR-No, Antimagic-No orb damage a round, going whenever you feel like it with the celerities, Heroics giving you access to any fighter feat you want, if you were so inclined to limit yourself, Love's Pain literally killing anyone, without a save. The list goes on. You have to try real hard NOT to break the game when you play a standard wizard.

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KanzarisKelshen
12/18/11 9:06:00 PM
#63:


Orbs? Of all things, you're arguing orbs? You know, those abilities that are countered by a level 2 maneuver?

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Anagram
12/18/11 9:20:00 PM
#64:


So uh are you guys interested in my concept?

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KanzarisKelshen
12/18/11 9:25:00 PM
#65:


From: Anagram | #064
So uh are you guys interested in my concept?


Haven't been able to read it yet because of streams. Gimme a little while and I'll see what it has to offer.

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Crossfiyah
12/18/11 9:58:00 PM
#66:


KanzarisKelshen posted...
Orbs? Of all things, you're arguing orbs? You know, those abilities that are countered by a level 2 maneuver?

Except they're not. At all.

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KanzarisKelshen
12/19/11 12:55:00 AM
#67:


From: Crossfiyah | #066
KanzarisKelshen posted...
Orbs? Of all things, you're arguing orbs? You know, those abilities that are countered by a level 2 maneuver?

Except they're not. At all.


Either touch attack or a save, don't remember which. There's an iron heart maneuver for subbing an attack roll in place of your AC, and the same for saves and Concentration skillchecks. So yeah, there is. These are maneuvers you'd want to pick up anyway, too. Mages are supremely overhyped as long as you've got a method to pierce illusions and environmental effects. A properly built martial adept literally can't fail a save unless the mage is spamming Red Wizard magic (in which case cohorts are go and the wizard is set back), will have unhittable touch AC (g'luck beating a 70-plus attack bonus as a wizard. Feel free to go ahead and buffbot yourself to that point, that'll be a bunch of wasted slots), and will get init because Moment of Alacrity is kind of awesome like that. So the wizard has to fire off a spell with no SR, no save, no touch attack roll, and with action denial. Oh, and he probably has to win a dispelling check on top if we add homebrew. It ain't an easy sell, finding a low level spell that does all that.

From: Anagram | #059
Snip


Hm. So we'd be lackeys to unfathomably potent beings? Well, two questions then.

A) Reality can't withstand the mages doing anything anymore. What stops the party from just ridding the world of them? The mages do not belong now. If they take action they will die as reality unravels. If they don't, they will die anyway. Getting rid of the old farts seems like it would be easy through the use of sword and wit.

B) Why would the characters want to work with outrageously powerful lunatics? I've got an idea for a character, and he wouldn't be the type to associate with tyrants at all. He'd flip the messenger the bird and tell him to relay that to his master. If these mages are willing to waste countless lives with their petty wars, it'd be a hard sell to picture them as being even vaguely decent people.

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Crossfiyah
12/19/11 2:32:00 AM
#68:


KanzarisKelshen posted...
From: Crossfiyah | #066
KanzarisKelshen posted...
Orbs? Of all things, you're arguing orbs? You know, those abilities that are countered by a level 2 maneuver?

Except they're not. At all.
Either touch attack or a save, don't remember which. There's an iron heart maneuver for subbing an attack roll in place of your AC, and the same for saves and Concentration skillchecks. So yeah, there is. These are maneuvers you'd want to pick up anyway, too. Mages are supremely overhyped as long as you've got a method to pierce illusions and environmental effects. A properly built martial adept literally can't fail a save unless the mage is spamming Red Wizard magic (in which case cohorts are go and the wizard is set back), will have unhittable touch AC (g'luck beating a 70-plus attack bonus as a wizard. Feel free to go ahead and buffbot yourself to that point, that'll be a bunch of wasted slots), and will get init because Moment of Alacrity is kind of awesome like that. So the wizard has to fire off a spell with no SR, no save, no touch attack roll, and with action denial. Oh, and he probably has to win a dispelling check on top if we add homebrew. It ain't an easy sell, finding a low level spell that does all that.


It's attack roll in place of AC. There's also a level 1 spell that gives said wizard a +20 to their touch attack roll, so that's not going to help you ever. Throw down a few greater arcane fusions with that, or use limited wish to replicate the Cleric's auto-crit power. Done. You're dead on round 1.

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Anagram
12/19/11 9:52:00 AM
#69:


KanzarisKelshen posted...
Hm. So we'd be lackeys to unfathomably potent beings? Well, two questions then.

A) Reality can't withstand the mages doing anything anymore. What stops the party from just ridding the world of them? The mages do not belong now. If they take action they will die as reality unravels. If they don't, they will die anyway. Getting rid of the old farts seems like it would be easy through the use of sword and wit.

B) Why would the characters want to work with outrageously powerful lunatics? I've got an idea for a character, and he wouldn't be the type to associate with tyrants at all. He'd flip the messenger the bird and tell him to relay that to his master. If these mages are willing to waste countless lives with their petty wars, it'd be a hard sell to picture them as being even vaguely decent people.


I don't know if I'd call you lackies, but you would (I assume) be accepting a job from one of them.

A) They won't die anyway. That's the thing, it's developed into an unsolvable MAD scenario with immortal beings. Regular people can't kill them anyway because they're just too damn powerful. Like I imagine the heroes together being able to stop an army by themselves, but these guys are the next best thing to gods.

B) Well, the thing is, they're the most powerful and unifying forces in existence as well. Would your character really tell God to get lost if he didn't like the cut of his jib, especially considering that God might have something legitimately important to ask him to do? And could reward him with virtually anything? And no. None of the mages are close to vaguely decent people, though one of them would qualify as Lawful Evil in that he wouldn't break his word. But you don't need to be good to be able to give a good character a quest that he would agree needs to be done (it... makes sense in context).

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Anagram
12/19/11 11:06:00 AM
#70:


Bumping

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Anagram
12/19/11 1:58:00 PM
#71:


Bump

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KanzarisKelshen
12/19/11 3:42:00 PM
#72:


From: Crossfiyah | #068
KanzarisKelshen posted...
From: Crossfiyah | #066
KanzarisKelshen posted...
Orbs? Of all things, you're arguing orbs? You know, those abilities that are countered by a level 2 maneuver?

Except they're not. At all.
Either touch attack or a save, don't remember which. There's an iron heart maneuver for subbing an attack roll in place of your AC, and the same for saves and Concentration skillchecks. So yeah, there is. These are maneuvers you'd want to pick up anyway, too. Mages are supremely overhyped as long as you've got a method to pierce illusions and environmental effects. A properly built martial adept literally can't fail a save unless the mage is spamming Red Wizard magic (in which case cohorts are go and the wizard is set back), will have unhittable touch AC (g'luck beating a 70-plus attack bonus as a wizard. Feel free to go ahead and buffbot yourself to that point, that'll be a bunch of wasted slots), and will get init because Moment of Alacrity is kind of awesome like that. So the wizard has to fire off a spell with no SR, no save, no touch attack roll, and with action denial. Oh, and he probably has to win a dispelling check on top if we add homebrew. It ain't an easy sell, finding a low level spell that does all that.


It's attack roll in place of AC. There's also a level 1 spell that gives said wizard a +20 to their touch attack roll, so that's not going to help you ever. Throw down a few greater arcane fusions with that, or use limited wish to replicate the Cleric's auto-crit power. Done. You're dead on round 1.


You do realize that 'a few greater arcane fusions' is both not low-leveled anymore, requires multiple rounds, and still isn't going to hit? +20 doesn't mean anything when just by going into double-stances a Warblade is at +28 AB (without any tricks, boosts, ability scores or anything...just a +1 two-school Discipline weapon and single-classing) all day erryday, and he's definitely more focused on STR than you are on DEX, not to mention he probably has more enhancements up his sleeve to keep his attack bonus up in the stratosphere.

PS: Also, you're already switching to Sorcerer, so that's one strike. Burning up three spell slots is another. It still not working against a Sense-Motive fueled counterspell (or a reactive immunity to the spell but I'll admit that's item dependent) is a third, so you're out!

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KanzarisKelshen
12/19/11 3:44:00 PM
#73:


From: Anagram | #069
KanzarisKelshen posted...
Hm. So we'd be lackeys to unfathomably potent beings? Well, two questions then.

A) Reality can't withstand the mages doing anything anymore. What stops the party from just ridding the world of them? The mages do not belong now. If they take action they will die as reality unravels. If they don't, they will die anyway. Getting rid of the old farts seems like it would be easy through the use of sword and wit.

B) Why would the characters want to work with outrageously powerful lunatics? I've got an idea for a character, and he wouldn't be the type to associate with tyrants at all. He'd flip the messenger the bird and tell him to relay that to his master. If these mages are willing to waste countless lives with their petty wars, it'd be a hard sell to picture them as being even vaguely decent people.


I don't know if I'd call you lackies, but you would (I assume) be accepting a job from one of them.

A) They won't die anyway. That's the thing, it's developed into an unsolvable MAD scenario with immortal beings. Regular people can't kill them anyway because they're just too damn powerful. Like I imagine the heroes together being able to stop an army by themselves, but these guys are the next best thing to gods.

B) Well, the thing is, they're the most powerful and unifying forces in existence as well. Would your character really tell God to get lost if he didn't like the cut of his jib, especially considering that God might have something legitimately important to ask him to do? And could reward him with virtually anything? And no. None of the mages are close to vaguely decent people, though one of them would qualify as Lawful Evil in that he wouldn't break his word. But you don't need to be good to be able to give a good character a quest that he would agree needs to be done (it... makes sense in context).


Let's say I want to play a paladin. Why would a paladin associate with outrageously evil false gods, when there is a just god above him, giving his arm strength and his soul faith? Even without 3.5s dumb paladin code, that just doesn't work, for instance. If we're going to be *forced* to cooperate, that's OK, but given a choice there's a super wide gamut of good characters who will tell the Stargazers to screw off.

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Accel ACE
12/19/11 3:48:00 PM
#74:


I might be using this thread for the wrong things but whatever, I don't care.

My AIM is DanTheManWMXX and I am looking for a 4th Edition game to play in. Not 3.5, not Pathfinder. I'm probably going to have no luck as usual with finding anyone who plays, but I want to play, having just moved away from anybody that plays in person.

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IhatethisCPU
12/19/11 3:54:00 PM
#75:


Purely out of curiousity, what's the range of races in this theoretical universe? Typical fantasy, or is there some room to experiment? I mostly ask because the idea of R.A.G.N.A.R.O.K. the Warforged Berserker/Viking occurred to me a few hours ago, and I'm wondering exactly how not feasible he is.

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KanzarisKelshen
12/19/11 3:55:00 PM
#76:


From: Accel ACE | #074
I might be using this thread for the wrong things but whatever, I don't care.

My AIM is DanTheManWMXX and I am looking for a 4th Edition game to play in. Not 3.5, not Pathfinder. I'm probably going to have no luck as usual with finding anyone who plays, but I want to play, having just moved away from anybody that plays in person.


I'd be down for playing some 4th ed. That makes two of us!

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Crossfiyah
12/19/11 3:59:00 PM
#77:


KanzarisKelshen posted...
From: Accel ACE | #074
I might be using this thread for the wrong things but whatever, I don't care.

My AIM is DanTheManWMXX and I am looking for a 4th Edition game to play in. Not 3.5, not Pathfinder. I'm probably going to have no luck as usual with finding anyone who plays, but I want to play, having just moved away from anybody that plays in person.
I'd be down for playing some 4th ed. That makes two of us!


Three.

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Sceptilesolarbeam
12/19/11 4:11:00 PM
#78:


Hmm, 4e. I wonder if that'd be a workable environment for the campaign I've been working on. Admittedly my last adventure I hosted fell apart, but that was because of unreliable internet, which shouldn't be a problem if it's mostly done at school.

I'll have to look into it. Otherwise I could just run it in 3.5 as intended.

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12/19/11 4:21:00 PM
#79:


KanzarisKelshen posted...
Let's say I want to play a paladin. Why would a paladin associate with outrageously evil false gods, when there is a just god above him, giving his arm strength and his soul faith? Even without 3.5s dumb paladin code, that just doesn't work, for instance. If we're going to be *forced* to cooperate, that's OK, but given a choice there's a super wide gamut of good characters who will tell the Stargazers to screw off.

Not quite. Without spoiling the plot too much, I can say that out-and-out refusing to help would definitely and tangibly lead to worse things than helping, as in "you cannot even subjectively pretend that this is a better result," and even by the D&D Paladin code, you're allowed to temporarily ally with evil characters if it will prevent a greater evil. You can't meet these evil false gods and say that you don't want to kill them immediately, but you also can't just ignore what they say if their quest is legitimately the only way to stop something worse than their eternal pointless war.

In addition, the particular one you'd be meeting (well, the first one you'd be meeting) would be known for keeping his word and being slightly less outrageously evil than the others, so hey! Your paladin has that going for him.


IhatethisCPU posted...
Purely out of curiousity, what's the range of races in this theoretical universe? Typical fantasy, or is there some room to experiment? I mostly ask because the idea of R.A.G.N.A.R.O.K. the Warforged Berserker/Viking occurred to me a few hours ago, and I'm wondering exactly how not feasible he is.

Anything would be fine, as there's a range of different islands, though humans and human hybrids would be the most common by far. Most out-and-out monsters would be rare (orcs, trolls, etc) simply because of how much humans outnumber them and the fact that there aren't many places to run when you're on an island, but there would be enough.

Most of the NPCs and enemies would be humans, but if the rules of M&M support your idea, it's easy enough to work into the game as long as it's not something like "my species can teleport any length of space at will but somehow we haven't taken over the universe."

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12/19/11 4:23:00 PM
#80:


Well uh

If more people would be interested in a 4.0 game, I could shift it (again) to 4.0 instead of M&M. I just want to get a game going that supports high levels of power, and I know 4.0 can work for it. It would be the same plot and everything, though.

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MajinZidane
12/19/11 4:27:00 PM
#81:


I am mildly interested.

I have very little experience with D&D, though.

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Sceptilesolarbeam
12/19/11 4:27:00 PM
#82:


4e has the advantage of being incredibly simple, but it has the disadvantage that I don't really think a high-power game will feel much different from a low-power one.

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KanzarisKelshen
12/19/11 4:27:00 PM
#83:


For me, what is a mood-killer is less the system and more the plot now. Working as the gophers of superpowerful beings who hold all the cards and are slowly rending the tattered remnants of the world to shreds while we can do nothing about it doesn't sound fun, unless the whole focus of the campaign is on the tragedy. That's work for scrubs, not famous heroes.

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KanzarisKelshen
12/19/11 4:28:00 PM
#84:


From: MajinZidane | #081
I am mildly interested.

I have very little experience with D&D, though.


It's real easy. If Scep goes through with the 4th ed. game I can teach you the ropes super quick Boko. :)

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12/19/11 4:34:00 PM
#85:


KanzarisKelshen posted...
For me, what is a mood-killer is less the system and more the plot now. Working as the gophers of superpowerful beings who hold all the cards and are slowly rending the tattered remnants of the world to shreds while we can do nothing about it doesn't sound fun, unless the whole focus of the campaign is on the tragedy. That's work for scrubs, not famous heroes.

Look, you're given a task by one of the superpowerful beings, and without giving away the plot, while it's true you start off as their gophers and they have all of the cards as it begins, you end up being way more important than that (assuming you want to play it heroically and not be their servants), and hell, they don't interact directly with you a ton anyway.

To play in their league, you need to be "famous heroes" to even begin to be their gophers because, as you said,they hold the cards. It's how you overcome all of that that's important.

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KanzarisKelshen
12/19/11 4:41:00 PM
#86:


From: Anagram | #085
KanzarisKelshen posted...
For me, what is a mood-killer is less the system and more the plot now. Working as the gophers of superpowerful beings who hold all the cards and are slowly rending the tattered remnants of the world to shreds while we can do nothing about it doesn't sound fun, unless the whole focus of the campaign is on the tragedy. That's work for scrubs, not famous heroes.

Look, you're given a task by one of the superpowerful beings, and without giving away the plot, while it's true you start off as their gophers and they have all of the cards as it begins, you end up being way more important than that (assuming you want to play it heroically and not be their servants), and hell, they don't interact directly with you a ton anyway.

It's one of those things that makes sense in context.


Not saying it can't make sense in context, but from one GM to another, if you give the PCs the choice between being losers and winners, they will never choose to be losers. Just by opening up the opportunity to refuse the hook, you're ensuring the PCs won't take it because...who wants to be the gopher? Nobody. The adventure would be infinitely more thrilling to the PCs if they get to play Lone Ranger, going from island to island and saving people from danger and themselves (while the less ethical party members get a big fat stack of gold for their troubles). Think about it. Which of these two sounds more fun?

"You are powerful, mighty heroes, but there're people who are more powerful than you and will ALWAYS be more powerful than you. They're also evil bastards and you can't do anything to stop them. They need your help however, and want to enlist you as gophers to protect their playground, so that they may destroy it themselves with their massive armies."

OR

"The Twilight Realm is in shambles. Islands drift through the void and slowly crumble away, while society fights tooth and nail to survive. Man kills man, and god-king sorcerers employ vast armies of undead and constructs to wreak havoc among the descendants of the Great Cataclysm, treating the common man as an acceptable loss in their petty wars. There is no light in the darkness...except for a few brave souls whom fate has conspired to bring together, so that they may save the Twilight Realm."

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12/19/11 4:47:00 PM
#87:


Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

The second is that, while I don't fear the PCs not doing what I expect (I can roll with it), my concept is kind of about, you know, being great epic heroes and that's not even close to enough yet. Despite all of your power and majesty and the fact that normal people can barely even look up to you, you still need to use wits instead of brawn because the people in charge are just plain too powerful to directly do anything to, at least not unless you get way more powerful than you are even when you're among the most powerful people beneath the Original Mages' level at begin with.

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Sceptilesolarbeam
12/19/11 4:55:00 PM
#88:


Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

You're cribbing from Kanz who's cribbing from Zelda?

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KanzarisKelshen
12/19/11 4:59:00 PM
#89:


From: Anagram | #087
Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

The second is that, while I don't fear the PCs not doing what I expect (I can roll with it), my concept is kind of about, you know, being great epic heroes and that's not even close to enough yet. Despite all of your power and majesty and the fact that normal people can barely even look up to you, you still need to use wits instead of brawn because the people in charge are just plain too powerful to directly do anything to, at least not unless you get way more powerful than you are even when you're among the most powerful people beneath the Original Mages' level at begin with.


That's kind of the point though. I'd rather use wits instead of brawn and topple those mages. :P

From: Sceptilesolarbeam | #088
Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

You're cribbing from Kanz who's cribbing from Zelda?


I was actually stealing from a different RPG, but yeah. :P

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12/19/11 5:12:00 PM
#90:


KanzarisKelshen posted...
From: Anagram | #087
Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

The second is that, while I don't fear the PCs not doing what I expect (I can roll with it), my concept is kind of about, you know, being great epic heroes and that's not even close to enough yet. Despite all of your power and majesty and the fact that normal people can barely even look up to you, you still need to use wits instead of brawn because the people in charge are just plain too powerful to directly do anything to, at least not unless you get way more powerful than you are even when you're among the most powerful people beneath the Original Mages' level at begin with.
That's kind of the point though. I'd rather use wits instead of brawn and topple those mages. :P


Then what's the problem? You're a strong hero with a superstrong villain whose game you need to play, at least at the beginning, to avoid something even worse than him.

From: Sceptilesolarbeam | #088
Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

You're cribbing from Kanz who's cribbing from Zelda?
I was actually stealing from a different RPG, but yeah. :P


Evidently I am, Scep!

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KanzarisKelshen
12/19/11 5:14:00 PM
#91:


From: Anagram | #090
KanzarisKelshen posted...
From: Anagram | #087
Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

The second is that, while I don't fear the PCs not doing what I expect (I can roll with it), my concept is kind of about, you know, being great epic heroes and that's not even close to enough yet. Despite all of your power and majesty and the fact that normal people can barely even look up to you, you still need to use wits instead of brawn because the people in charge are just plain too powerful to directly do anything to, at least not unless you get way more powerful than you are even when you're among the most powerful people beneath the Original Mages' level at begin with.
That's kind of the point though. I'd rather use wits instead of brawn and topple those mages. :P


Then what's the problem? You're a strong hero with a superstrong villain whose game you need to play, at least at the beginning, to avoid something even worse than him.

From: Sceptilesolarbeam | #088
Well, I suppose the first thing you should know is that I'm stealing "Twilight Realm."

You're cribbing from Kanz who's cribbing from Zelda?
I was actually stealing from a different RPG, but yeah. :P


Evidently I am, Scep!


Having to serve the villain, mostly, by choice. If we got Geas'd I could work with it. If we were forced because the wizards took soething precious from us that'd be awesome. But if the campaign hinges on a good person working with an evil guy who surely has an agenda that's a plot hole.

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12/19/11 5:27:00 PM
#92:


KanzarisKelshen posted...
Having to serve the villain, mostly, by choice. If we got Geas'd I could work with it. If we were forced because the wizards took soething precious from us that'd be awesome. But if the campaign hinges on a good person working with an evil guy who surely has an agenda that's a plot hole.

Not really. "Do this or thousands of innocent people will die. I am evil and may betray you at some point, but that doesn't negate the fact that if you refuse, innocents will die whom you could have saved, and hey, maybe something will happen down the road that will let you turn the tables."

But uh, if it's really a problem, I could edit that part if I had to if it makes for a better party. I just like the idea of having to agree to something that you hate because there's no other option that won't lead to worse things.

And, as I said, even the Lawful Goodest of Lawful Good Paladins are allowed to work with evil people to avert greater evils.

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SovietOmega
12/19/11 6:02:00 PM
#93:


so...the party is solid snake fighting to end the war economy?

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KanzarisKelshen
12/19/11 6:04:00 PM
#94:


From: SovietOmega | #093
so...the party is solid snake fighting to end the war economy?


Except instead of working with the Codec Crew everybody is Master Miller unmasked.

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12/19/11 6:08:00 PM
#95:


KanzarisKelshen posted...
From: SovietOmega | #093
so...the party is solid snake fighting to end the war economy?
Except instead of working with the Codec Crew everybody is Master Miller unmasked.


I like this description.


Anyway, I hope people are still interested in this.

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SovietOmega
12/19/11 6:19:00 PM
#96:


hell, if you're gonna go this route allow everyone to be evil alignments and fight silly dogooders who have rainbows for brains and can't see what is at stake >_>;;

dunno if that will be more fun, but since you are slanting towards evil anyway...

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12/19/11 6:26:00 PM
#97:


SovietOmega posted...
hell, if you're gonna go this route allow everyone to be evil alignments and fight silly dogooders who have rainbows for brains and can't see what is at stake >_>;;

dunno if that will be more fun, but since you are slanting towards evil anyway...


You don't have to be evil! It's morally difficult. None of the situations have clear-cut good and evil choices. There are definitely evil people involved, but they're the bad guys.

That said, I wouldn't mind evil party members, though if someone plays like a paladin that could lead to problems. I'm willing to work with as much as I can.

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12/19/11 7:50:00 PM
#98:


Bump

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SovietOmega
12/19/11 8:01:00 PM
#99:


the first thing that came to mind when you described the place was a world in "the death gate cycle". it was the world of air where humans rode dragons and elves had airships and dwarves worked on the lower continent on a mysterious machine

the seven book series had a pretty awesome background (replace 'almost destroyed reality' with 'sundered earth into seperate worlds' and you get something approximating this. no evil masterminds though, well...not quite >_>;;)

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12/19/11 8:57:00 PM
#100:


SovietOmega posted...
the first thing that came to mind when you described the place was a world in "the death gate cycle". it was the world of air where humans rode dragons and elves had airships and dwarves worked on the lower continent on a mysterious machine

the seven book series had a pretty awesome background (replace 'almost destroyed reality' with 'sundered earth into seperate worlds' and you get something approximating this. no evil masterminds though, well...not quite >_>;;)


I've heard of that series, but never read it.

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