« first day (2373 days earlier)      last day (2582 days later) » 
00:00 - 19:0019:00 - 00:00

12:00 AM
@Miniman how so?
 
hello!
 
@Skyler Well, when I said that I wasn't aware the PCs were amnesiacs thrown together by common circumstances.
 
@Miniman most are, with a few meeting them recently and coming along for the ride, but im actually setting up for those players to split into a parallel party for a while (since they are generally only available online)
 
Hmmm. Ok, question - is there a reason you need to dwell on the quiet period before the qualifiers?
Why not just say "you spend your time training, nothing much happens, let's get to the meaty part"?
 
@Miniman not really, its more that some players dislike combat so I wanted to add more context, potential world-building
 
12:04 AM
@Skyler On the face of it, it seems like players who dislike combat are not going to enjoy this campaign.
 
When determining if a noun is a common noun or a proper noun is it sometimes essential to look at it in the context of the sentence?
 
@Miniman this is going to be relatively short portion of larger campaign, two days probably
one day with qualifying, one day with tourney
 
In that case, I'd (personally) definitely skip over the downtime.
I mean, you could have them build relationships with their fellow gladiators, and delve into the micro-politics of arena life, but why bother if they're here for a couple of fights and then moving on?
 
i also want to use the first day to sort of practice to figure out which players are going to be slow and troublesome, so i can implement advice from a guidebook on fast combat that was posted here
@Miniman yea, wasnt really thinking of that
at most maybe have one player whos a war vet come across an old comrade
i was thinking more high level politics or world building, people talking about the political conflicts since the city they are in is comprised of the worlds ambassadors looking for time to kill
 
hello
 
12:19 AM
@Forrestfire Hi!
 
how goes?
 
Good in some ways, not so great in others.
Same as usual, really. You?
 
hey there @Forrestfire
 
uh
could be way better
but decentish
 
@Forrestfire Sorry to hear that :(
 
12:23 AM
it is what it is
been busy with a lot of stuff lately. Trying to get my first major self-published Pathfinder thing out, but continuing to need to playtest new changes
 
@Forrestfire Is that the Avowed?
 
mmhm
"hmm, are we ready to release?"
"oops nope, this needs to be fixed"
"how bout now"
"that fix unveiled a different problem that we now have a fix for"
 
ah, debugging, LOL
 
except in this case we get people screaming at us for applying needed nerfs
or for making the class more complex by buffing it
TTRPG design is a hell of a drug
 
@Forrestfire Game design in general seems to be an area where everyone considers themselves experts, regardless of their experience or lack thereof.
 
12:34 AM
indeed.
and I mean I'm not an expert myself, really, a lot of the time
but still
annoying and frustrating
especially when I need to dig their good points out of the feedback
but it's getting done
anyway
how're you?
 
@Forrestfire That's a complicated question atm - things are simultaneously quiet, boring, busy, and stressful. It's hard to explain.
 
I see
I know that feel
 
12:49 AM
@Miniman yeah, that's definitely a thing
 
oop, anyway, gotta go
have a good one
 
@Forrestfire Bye!
Good luck with everything!
 
1:51 AM
@SevenSidedDie Am I missing the point of your question or are you trolling?
0
Q: Is there such thing as a move action?

SevenSidedDieIt's a commonly assumed fact (“CAF”?) that there are move actions in D&D 5e. Is moving a type of action in D&D 5e?

 
hey there @KorvinStarmast
 
@Shalvenay I am not sure I should have come to RPG.SE this evening, have had a few. Will move on so that I don't let the beer do the talking.
 
@KorvinStarmast ah. was going to ask if you caught my AvH link last night, that's all
 
2:14 AM
@SevenSidedDie Potential X/Y problem in that question; suggested solution: "How do I explain that 5e doesn't have move actions?"
 
@BESW That's not a bad idea.
 
> ...the practical problem that people often assume there's a “move action” and they refer to it when discussing combat.
Implies your question isn't about whether the assumption is true, but about how to explain that it's not.
If anybody want to say "Oh, but it's true!" that's a frame challenge.
I think you'll get better answers this way, as explanations will be very different for an audience that doesn't have an opinion vs an audience that's already made up its mind.
 
@BESW How does that revision look?
Suggestions for retitling welcome. “Is there such thing as a move action?” isn't currently accurate for the question, except poetically. I can't think of a way to title it that will look useful when linking it to others though.
 
@SevenSidedDie "Move actions" in 5e, perhaps.
Looks quite nice otherwise.
[said the person who has read as little of 5e as possible]
> Not exactly rocket surgery. The rigorous education and demanding brainpower of your profession as a rocket surgeon lets you apply Lore to academic subjects and logical reasonings of every kind, no matter how specialised or obscure.
> A student of novel living. You are absolutely better than a normal person at plotting, scheming, and untangling the plots and schemes of others. However you are weak against reality not conforming to the conventions of literature.
 
2:55 AM
@BESW lol, rocket surgery, isn't there a stunt in Atomic Robo that is either the same or similar to that?
 
Yes, but it's the more staid rocket science.
Lets you spend a fate point to use Rocket Science instead of any other Science during a brain storm.
 
fair enough
 
3:55 AM
@Miniman Like classroom teaching. It's humbling, how many of my relatives are better teachers than me despite my decades of experience and education, and their none of either =\
 
@nitsua60 I think you are the second best teacher ever though
no offence, can't sell out my father on that one XD
 
It's easy to be a good teacher from 12000 miles away =)
In all seriousness, thanks. I try. Generally.
 
@nitsua60 yeah I mean, I have only the internet teachings to go by, so grains of salt can be liberally applied to how seriously you take the compliment XD
 
@Miniman today my son asked, out of nowhere, "what's the highest AC I can have?"
The future is in good hands.
2
 
4:23 AM
yeesss, teach him the ways of the min-max side
 
@nitsua60 tell him "Vote to close, unclear what you're asking. Also too broad and off-topic. and redirect him to forum"
kidding, ofc
 
4:46 AM
> The pathetic fallacy. You can use create advantage with Rapport to animate inanimate objects, but the resultant aspect describing your creation must include an extreme emotional quality like sobbing, paranoid, or exultant.
 
5:33 AM
@nitsua60 To infinity...and beyond!
 
 
4 hours later…
9:08 AM
hmm, so i had a pc who feels they made an enemy today
when the npc showed her mercy
also i think i rolled the most amazing character sheet, for a substitute character of all things
base stats rolled were 11 11 17 14 18 17, and they are a human
 
9:59 AM
0
Q: The Looking-For-Games Chat Room

daze413Lately, there's some activity in The Back Room: Live Tabletop Games, which was just recently unfrozen for the purpose of catering to the good-people-of-this-stack who wanted to run or play RPGs with fellow good-people-of-this-stack. So far, some playtesting has been done here and there, but adv...

 
@TheOracle hey oracle
arent those ridiculous stats for a roll
 
I was in a short-lived 3.5 game several years ago where I rolled an elf that didn't have a single score under 15
 
@Carcer heh
ive never quite rolled that high, but i think ive gotten not below a 12 and 3 16s
 
he was a wizard - but with stats like that the elven racial proficiency in longswords actually came into play
 
also, depending on the numbers he rolled the one i gave could actually still be more rare
 
10:09 AM
two eighteens
 
ok no
thats pretty amazing
 
though one of those might have been with racial bonus
 
@Carcer oh
 
it was a long time ago. I forget.
 
i have a player who started their half-elf sorcerer with 20 charisma
 
10:10 AM
also the odds are rather dependent on the rolling mechanism used, it was probably 4d6 droplow in my case which is clearly less impressive than doing it on straight 3d6
 
they originally had the best rolls until i drafted this
@Carcer HOLY SHEEEEEEEEET
oh wait
i thought you said yours was 3d6
 
yeah I think you parsed that the wrong way around
heh
 
4d6 drop low here
i bet i could calculate that if i wanted to but i dont
earlier I started to try to run through the probability you could get a winning hand in poker x times in a row
 
If you count Baldur's Gate, I was one of those people who would spend an hour clicking reroll at chargen waiting for obscenely high stats, so I've possibly managed better on a flat 3d6... but only by virtue of using a platform that lets you roll repeatedly very quickly
 
so i started doing some really complex statistical calculations of nested combinations
HAHA, i did that with maplestory i think way back when
 
10:13 AM
oof. Probability is hard
 
but anyways, poker
and then i realized how dumb i was after 15 minutes
if you recast the problem as what are the chances that with N players my randomly assigned hand is better than every other players randomly assigned hand the answer is really obviously 1/N
and each event is probabilistically independent
 
that's what the dealer tells you
 
(were ignoring bullshitting of course, which is basically all of poker)
 
the extent of my faffing with probability these days is mangling anydice to show me how terrible the dice mechanics I invent are, not done any proper mathematical calculation thereof in ages
 
@Carcer I've thought of an egregiously ridiculous dice mechanic before i call super advantage
roll 2d10, decide which is your tens place and which is your ones place
 
10:19 AM
unknown armies has that
calls it flipflopping, I think
characters can do it on their specialist skills
 
well, just goes to show that theres no original thought out there
 
I independently came up with what modern D&D calls advantage/disadvantage, too, shortly before I read about this new Advantage thing in the article that made me hate Rab Florence
 
Original mechanics are overrated; I want whatever mechanic is going to encourage and support the design's desired behaviour and experience, whether it's new or old, complex or simple, clever or inane.
 
@BESW still doesnt mean its not fun to make one up though
 
I like interesting mechanics, that can provide some variety; I am not too bothered about whether what I come up with is particularly original
 
10:32 AM
Some of my favourite games, and two I wrote myself, key off of All Outta Bubblegum's mechanic, just tweaked in different ways to create different effects.
 
like, 1d20+X >= Y is a very simple mechanic that's easy to grasp, but you can't do much with it aside from change X, change Y or allow/force a reroll
 
@Carcer Have you seen 13th Age?
 
and changing X/Y are functionally the same thing
no, I've not read that one myself
 
It's practically designed to challenge that notion.
Depending on your character choices and the situation, a single 1d20+X >= Y roll might ALSO check if 1d20 >= 5, 10, 15, or 18; if 1d20 is even or odd; or a handful of other variables.
[rummages for the swordapus]
 
I googled and am seeing something about flexible attacks
 
10:38 AM
The Swordapus. Attack with 1d20+6. If the unmodified d20 is 2, you may re-roll. If your unmodified d20 is even, you may attack again.
 
I concede that you can take a simple mechanic and make it more complicated by introducing special cases
 
Bards are based on making ordinary attacks and then triggering amusing things depending on the raw d20.
 
but there's still less potential variety to be had than if, for instance, your system used 2d10 rather than 1d20. Then you could do things that key off doubles, as well
 
(Solves the "music or attack" conundrum nicely.)
Aye. I'm fond of ARRPG's fancy NPC stunts that mess with the table meta of dice.
 
or if your system allows you a way to roll 3d10 and choose two of them, then perhaps you get to make a decision between a successful hit that does something boring or being able to trigger some other special effect
 
10:41 AM
> God plays dice. When you invoke an aspect to reroll a Science skill, roll six Fate dice and keep the best four Fate dice for your result.
> There are no rules. Once per scene, when you invoke one of your aspects, instead of getting a bonus or a reroll, you may swap out a Fate die for a regular six-sided die—the kind that are numbered one through six.
> The magnificent three. When using a Science skill, if exactly three of your dice show the same result, you get a boost for free.
 
My interest trends less to having lots of special cases that might theoretically apply to you and more to having a non-trivial core mechanic with separate components that interact to create more complexity and choice
well I mean I still think those things can be fun, they're just not what my brain comes up with when I sit down and think about games
 
I'm fond of Colonypunk's simplicity giving rise to complexity.
 
that looks interesting
 
But it's important to recognise that while no single 13th Age raw d20 mechanic applies to everybody, you have to work really hard to not have one: rider effects based on your raw d20 roll is a core gimmick of the game.
 
far too abstract for me personally I think, I don't do well with games that freeform
 
10:47 AM
Yeah, Colonypunk was fun to write. It's a response to a gap in Dog Eat Dog's thematic coverage.
is another simple system with a LOT of complexity in roll analysis.
Even , which has some of the simplest mechanics (outside of , of course) I've ever seen, has interesting triggered effects and hard choices built into the dice mechanics.
 
my partner has been wanting to run the Dragon Age RPG recently which has this "dragon die" mechanic, if you're familiar with it
 
I don't like stopping the narrative to study dice in most of my games, but half the fun of Danger Patrol is shaking up a giant handful of different kinds of dice and then pouring over them to uncover what awesomeness has occurred.
 
though I think the DA RPG suffers from wanting to use the dragon-die stunt points mechanic too much
 
So far as I can tell the dragon die doesn't have a narrative hook, does it?
 
no, it's all meta
I could see cases where you could work it in
 
10:56 AM
I'd much prefer something like Cthulhu Dark's sanity die (add it to any roll, or add it to re-roll, but if it rolls too high you temporarily freak out and get a little closer to permanent madness--and you MUST add it to any roll dealing with freaky stuff).
 
perhaps if you were using blood magic, for instance, to cast spells, you also take the dragon die's value in HP damage
 
Or Don't Rest Your Head, where the whole point of the three dice pools is to represent the shifting tides of your mental and physical power and stress.
 
dice used to represent more than just being random number generators is always interesting
 
I like my mechanics to mean something. Bubblegumshoe takes the Gumshoe skill pool concept and hooks it into relationships so running out of a pool doesn't just mean you're out of bonuses to rolls--it means you have to go patch things up with your mom before she lets you borrow the car again.
 
in that vein but not-actually-dice, 6d6 (or at least the version the GM used in the game I played) represented damage to the character by having to actually discard the cards that represent your abilities
 
10:59 AM
DFRPG ties Fate points to free will, luck, and destiny.
(That's about the only reason for DFRPG to be a Fate game, in my opinion.)
 
oh, Dresden Files
 
@Carcer Shadowcraft lets you ALWAYS succeed at magic, but you have to roll anyway. If you fail your roll, your body or mind change in some way representing getting slowly absorbed into the essence of the magic you're casting. Too much of that without time spent remembering your individual humanity, and you become an NPC dedicated to the magic you harness.
The awesome twist is: becoming more one with your magic usually grants you AWESOME POWER.
 
those kinds of mechanics have to work that way for it to be an interesting tradeoff I think
 
Earth-channellers might get stoneskin armor, shadowcasters might be able to walk through walls, natural casters might grow horns or be able to see in the dark.
So you're constantly tempted to walk the balance between AWESOME and GONE.
 
like the more insane you are, the less shaken you are by freaky stuff, so there's an advantage to being somewhat crazy, it's not just a perpetual burden
that kind of thing is good
 
11:03 AM
Depends on the game's goals, of course.
Cthulhu Dark is not about being awesome or having advantages.
 
heh
 
Though, amusingly, it's almost impossible to fail at anything you might reasonably succeed at doing.
 
the celebration of the inexorable descent into madness or corruption seems to be a recurring theme for a certain vein of games
 
And if you're willing to risk your sanity, you will almost certainly succeed even at things a human couldn't possibly do.
 
reading it, it looked like it was impossible to fail at anything at all, there being only a "yes, but..." caveat potential
 
11:05 AM
The catch is that despite being almost guaranteed at least minimal success, the problems you face are so overwhelming you NEED that edge in order to have a chance of facing them without going mad or dying--much less actually defeating your foes.
I was doubtful about "you never fail unless someone calls for the chance, and even then probably not" being good for a Mythos themed system.
But it works gloriously.
 
oh I see in my further reading here that fighting = automatic death
I was wondering how that was going to be handled
 
Yeah, Cthulhu Dark is not interested in the pulp end of the Mythos.
On the plus side, you'll probably succeed at running away!
 
must admit I've never played any of the mythos-themed RPGs, only some of the boardgames
 
I usually use Doctor Who stories for my Cthulhu Dark games.
 
which are pretty dang pulpy, at the point where you're throwing dynamite and shooting submachineguns at elder gods
 
11:08 AM
Take out the Doctor who can explain things and come up with ridiculous solutions, replace him with some clueless humans.
Watch them run around screaming while the monster of the week does its thing.
 
"Why is there an angry face in the sun reacting in real time to what we're doing? Everything we know about reality is a lie!"
 
We don't do Mythos games a lot--mostly one-shots with certain players.
And we aren't interested in the Mythos itself.
Just the underlying themes.
 
fair enough.
 
So one-shot systems like Cthulhu Dark and Lovecraftesque are great for us: they're explicitly divorced from the lore, but perfectly designed to invoke the themes.
...I based our last Lovecraftesque game on an episode of Thunderbirds Are Go.
Speaking of game mechanics with lots of variable potential, I'm looking forward for Ki Khanga; it uses playing cards.
I've read a handful of games with playing cards, like I'm a Pretty Princess (also uses coloring books!) and Hot Guys Making Out, but haven't played any.
 
I played a one-shot in such a system several years ago when I was at university but I can't remember anything about it other than the plot was HHGTTG inspired and I headbutted a door open at one point
alternative randomisation mechanics to dice are interesting but can get abominably hard to run the math on if you like doing that kind of thing to your systems (I do)
 
11:17 AM
Heh. Dog Eat Dog technically uses dice, but they're not exactly a randomisation mechanic.
 
 
2 hours later…
12:50 PM
I am so confused x.x
 
1:07 PM
@Yuuki lol
mornin
 
Mornin'
 
anyone here familiar with google spreadsheets?
 
What's your problem?
 
A column isn't updating as I would expect but I can't find any issue with my calculation.
The issue is displayed on cell G23. As you can see I did not add anything to the Goods column to the right, so what should be happening is it should take the cell above, G22, and add the cell to the left, F23 to get 125.81, however, what seems to be happening is it is ignoring the value in that cell and adding it like there was nothing in the goods column. If I add 3 into the goods column it shows the proper value but that shouldn't be needed.

https://docs.google.com/spreadsheets/d/1yQuf3TeX1YzTsBAiGmzC7EI6AZJWb-PEMhzkP4DG_w8/edit?usp=sharing
According to all logic I have G23 should be G22 + F23 93.01+32.8 which is NOT 155.81
Oh wait.
 
I think it is
 
1:17 PM
Facepalm
 
Excel comes to the same value
 
I figured it out.
A case of when someone else looks at it you figure it out x.x
 
Hehe
Rubberducking :P
 
@WilliamMariager yup
or, the developer presence of fixing
 
1:24 PM
@DForck42 Sometimes I think that's a thing. My friends hate asking for my help, because the second I come over to help, they find the problem. :P
Or it'll just start randomly working.
 
Yea that happens all the time where I work. Ask someone for help and as soon as they come over you finally figure out what happened or it just. starts working suddenly
 
yup
 
I'm sure it's still rubberducking related. They'll start to think about how to explain their problem subconsciously and figure out the problem.
 
Right, that doesn't explain the programs suddenly working though XD
 
1:28 PM
@Aaron that's just the compiler/cache/program gods making you look like a fool
 
dunno about programs suddenly kicking into life, but it happened to me a lot with electronics generally
usually because the interval involved in friend coming to get me and then me sitting down to look was long enough for the issue to resolve itself, now nobody was trying to use whatever the device was
 
@DForck42 Unless you're trying to show your boss your work of course. In which case it's the "manager presence of breaking"
 
at least I assume that's why it seemed that things started working again when I went to look at them - I was told I was magic a lot
 
2:17 PM
Hmm.
Would a question along these lines be on topic?

Is there a balance reason behind the Consumption mechanic in the Kingdom Builder rules not being able to drop below 0? Why not allow for extra farms to be built to help built up BP in case something happens or for trade with other kingdoms (Assuming you can trade of course) My assumption is this rule was to keep players from simply spamming farms and fisheries everywhere and raking in BP but couldn't it be simpler to limit which hexes are viable for farming and fishing or limit how many a kingdom can have by size?
 
I would probably skip this question if I saw it flagged in the review queues because I don't know anything about the rules that you are talking about. But questions about why rules are the way they are I don't think are immediately off-topic.

They can attract a lot of bad answers though so you need to be careful with them. The only good answers have to use personal experience with not following the rule, or a reference to developer commentary. Sometimes these questions attract people who only guess at why things are the way the are, and don't have much support to back them up
 
Mm. I could add in a requirement of using personal experience or referencing something the devs said then to filter the 'guessing' answers out.
 
@Adam true dat
 
@Aaron Another good way to think about it is, "is this question a symptom of a different question?" For example, in your case it sounds like you are considering not following that rule, but want to know if you are missing some crucial balance component that actually changes everything
 
2:33 PM
@Adam True.
 
That it just an assumption on my part based on reading the question though, and I think there is an argument to be made that my "different question" interpretation is opinion based.
So to answer your question, I don't think that it's off topic, but I do think that you'll need to be sure to discourage answers that rely on speculation, or you could risk an influx of bad answers which will ultimately put your question in jeopardy.
 
My actual thought was allowing something like a silo to be a building you can make and it lets you store excess food for trade and storage. Each silo lets you have your consumption be 1 more in the negative and you can only have as many silo's as your size/10 with 1 minimum.
 
2:51 PM
@Aaron As worded, it's not a good question.
It may be on-topic but it's not clear and opinion based. "Why not allow for... ?" doesn't belong in a question.
 
Yea, I'm in the middle of re-wording it now
 
As @Adam pointed out, "Is there a balance reason behind the Consumption mechanic in the Kingdom Builder rules not being able to drop below 0?" is on-topic but may never receive an answer because without input from the writer/developer we will never know the specific balance reason.
 
3:38 PM
I really want to suggest he just slaughter the character so the player can roll a new one, but I don't think that would be well received. rpg.stackexchange.com/questions/97315/…
 
And this is why I worry about my sister's first campaign with friends when the DM says "eh, just roll for stats".
 
@Adam I don't know why some people think that changing stats to make the game more enjoyable for everyone is a bad thing.
 
@GreySage ...something something the dice have spoken something something
We always roll up no fewer than 4 characters at the start of new games at my tables. At least one of them will probably be playable.
 
@Adam But the dice are just tools made to make our facerolling of random mooks more exciting due to the chance of failure!
 
@GreySage I don't know why people who aren't OK with imbalanced player statlines roll in the first place.
 
3:47 PM
@GreySage It's probably a remnant of the old "roll your stats in order and you're stuck with it" rules from the early days of RPGs. I think OD&D though suggested that the referee roll for stats behind the screen and make a character for the player, so it was assumed the referee wouldn't give you a guy who would insta-die
 
On the one hand, I don't particularly like point-buy systems because they facilitate min-maxing. On the other hand, I don't like dice gen because RNG is... well, RNG.
 
@Yuuki Sounds like the standard array is made for you!
 
@Yuuki it does facilitate min-maxing to an extent, but you can't get nearly as high with point buy as you potentially can with RNG
basically, rolling for stats is more swingy. point buy is solidly middle to upper middle
 
The problem is that I would really like an improbable idealistic stat gen where you don't feel like RNG screws you over, but there's still a lot of individuality.
So basically, I want to eat my cake and have it too.
 
@Yuuki I forget the specifics, but I once saw a system where you start with a pool of dice
you can roll up to x dice for a stat
and then have the remaining dice for the remaining stats
 
4:00 PM
I saw a system with hybrid die roll and point-buy where you roll for stats and based on your stat total, you were allotted a number of points to adjust your stats further.
 
so, for example, the standard is 3d6 or 4d6 drop lowest (I forget which one is official, I've seen so many). with that you get a total of 18 die. you would in theory have to have at least one for each stat, so you would have 12 to play around with
the main problem with that system though is for the possibility of getting over a 20 in 5e
 
I'm generally not a huge fan of rolling for stats, but the way my current DM had us do it isn't too terrible. He had do 4d6 drop lowest 7 times, then drop the lowest of those and arrange as desired.
 
one of the site's resident optimisation experts suggests using the standard array just because it avoids those scenarios where someone rolls very close to the top and another rolls close to the bottom.
 
stats rolling only works from a gambling perspective but in a long 20 level campaign thats a serious risk
like yeah its cool if you somehow roll all 16-18 but that probably wont happen
and if you roll crappy like that recent question its just all bad
there will be enough dice rolling via the game itself that the goblin dice factor should not be baked into PC gen
 
The tension between stat rolling and point-buy/standard has to do with the sense of a unique character. Some people (myself included) feel a little bit of a loss of individuality/uniqueness when point-buy/standard array is used.
 
4:08 PM
@doppelgreener yeah, I also like having the party being relatively same levels
@Yuuki see, I dont' get that. stats alone don't define a character
 
Point buy or Arrays are always safe, if min-maxing is distasteful (from a GM perspective ) there is probably a better system to run (Dungeon World) that avoids it
 
@doppelgreener I get that, but I also find that it does make the character very...inorganic. When I use the stat array I feel like I'm just painting on cardboard. It isn't nearly as much fun to me
 
a character is the synergistic working of it's stats, it's race, it's class/es, it's back story, and it's player
 
@Yuuki I think its a trade off between you hand crafting a character and a sort of diamond in the rough find
I take it you like to roll stats, then come up with a backstory, choose class etc.
 
@DForck42 i also agree with that.
 
4:10 PM
most people who do array/pointbuy work from story/class first and then the mechanics to optimize that in the stats and such
 
@JoshuaAslanSmith Interestingly enough, I've played more with point-buy than any other system.
 
@JoshuaAslanSmith yes, if the levels of min-maxing available via point buy (i.e. "not very much") are distasteful, the entire rest of the system presents a significant problem.
 
@DForck42 "Its" and I understand that. I'm just saying that looking at statgen in a vacuum, that's a perspective.
 
I mean Ive felt what you've felt stating up characters for 4e offical play
 
@Adam fair, though i consider that a small price to pay for avoiding the nega-fun of "so the cleric's got three stats at 16 and the rogue's best stat is a 14, and one of these characters is making the other look like garbage"
 
4:12 PM
I think its an issue of your core mechanics rarely tell a story in D&D unless you are a wizard
 
Once I get started on play, it doesn't really bother me. It's only during chargen that methods of statting gets a little bit under my skin.
 
no one is unique until you get to level 2 or 3 and start making class path choices
wizards on the other hand make a lot of choices at level 1/chargen in what spells they want
so you already have this feel for the character in the mechanics
 
@JoshuaAslanSmith I've only been in one campaign where we started at level 1
 
@doppelgreener Agreed. It's a very difficult medium to find. To be honest, I'm usually cool with mucking around with the 4d6 rule so much, that I might as well use the stat array. But, I don't want to. Stat arrays don't feel like a part of the experience to me
 
most campaings I've been in have started at level 3 or higher, or are higher level one shots
 
4:15 PM
@DForck42 I would start from level 1 for new players, or if everyone is playing a class that they never have played before
 
@Adam yup
btw, what levels is SKT designed for?
 
@DForck42 Only the highest tiers of professional League play. So Koreans only.
 
@Yuuki clever :p
 
@Yuuki I don't get the reference
 
@DForck42 SKT (T1) is a professional League of Legends team. They're the only ones to have won the Worlds championships three times.
 
4:18 PM
SKT T1 Telecom is a League of Legends team
 
@DForck42 Product page says 1-11. But you can move right into it after the starter set, so I suspect the first 3-4 levels are simple adventures to prepare yourself for the real deal. PotA is like that.
 
Also, Korean teams are widely considered to be heads and shoulders above all other regions in terms of skill level.
 
@DForck42 SKT proper goes from 5-11. There's a very fast, very odd mini-adventure to level players up to 5 in a couple sessions as well.
 
@Yuuki ahh
@Yuuki had a Korean roommate for a year. I asked if he played star craft, he said no. walked in one day to him playing, and his APM were insane, and he's a "casual" player
...
 
@DForck42 Most parties can level up from 1 to 3 in a session or two anyway, so it isn't even a big deal skipping to lvl 3.
 
4:21 PM
@Adam hmm
 
@DForck42 And Koreans have the highest average SR (skill rating) among the top players in Overwatch as well.
 
@DForck42 my players typically insist on starting at 3 to feel more heroic when we begin. They don't like the risky lower levels, and they don't feel like they can have exciting backstories at level one
level 1 characters are approximately equal to goblins. Being an equal to a single goblin does not make for an exciting backstory
 
@THiebert heh
 
@THiebert I can totally see that. Getting 1 shot after putting in a couple hours into character creation isn't fun.
 
That nearly happened to me in my current game.)
lvl 1 wizard fighting a giant spider alone cause no one else was online at the time)
Wound up being saved by an NPC guard.
 
4:31 PM
@Aaron Except it's like a tax on all questions if you have to put in requirements that answers already have. "Expertise" is what the site's explicitly about, after all. I tend not to ask for experience/sourced statements in the question, but liberally downvote answers that don't provide such.
 
I still think it should have counted as a higher CR encounter cause the damn thing countered my entire build
@nitsua60 True but by asking for personal experience you're not asking for general expertise but people who actually have experiance with the specific question. For example I've never played a ranger character but I can still answer a question about them in pathfinder because I know the system well enough. But if someone asked for personal experiance I wouldn't answer cause I have not played a ranger before.
 
Do you have a cat or dog?
 
I've died as fast as is possible in a campaign before. Got hit by 2-3 goblins during the first encounter in LMoP, then failed and crit-failed my death saves, dying in two rounds.
@Aaron
 
@THiebert we had a sorc die in his first fight cause he used wild magic, and ended up summoning a pentadrone on accident that killed him (he also wandered off by himself, so... yeah, his own fault)
that player wasn't good at dnd tbh
 
lol
I tried to play it safe. lvl 1 heavy crossbow with rapid reload. I fired round one and moved back. I thought I would have time to pelt it with arrows before it reached me.)
 
4:44 PM
@Aaron The mission of the site is set up to discourage people who don't have expertise with the specific question from even answering in the first place.
 
I'm aware of that. but someone who knows a system can answer a question about something he might not have played first hand and the answer could be completely legitimate and answer the question. Sometimes however a question can have a form of detail that requires Personal Experience and not just general expertise of the system. I've seen multiple questions like this in the past and they were on topic.
 
@Aaron But then the structure of the question should make it clear that the kind of specific expertise you need to solve it is also personal experience. So people with only general system knowledge don't have the necessary specific expertise.
 
@Adam Yes. But I would guarantee unless you add a little snippit on the end asking for personal experience people without it would still add the 'guess' answers we are trying to avoid.
 
Even with that warning, they might do it anyway. At what point do we draw the line though? If we say "you always need to say you're looking for an expert" then we are taxing every question. And if we never put it on there, we get a few questions, which may or may not have shown up anyway, which people will (hopefully) either downvote or ignore entirely.
Plus, there may be some people who think that their knowledge doesn't qualify as "[adjective] experience" and won't answer as a result, even though they may have had a really good, really helpful answer
 
It's hard to explain the difference let me gather my thoughts.
 
4:57 PM
Should read "we get a few answers, which may or may not have shown up anyway"
All this being said, the idea I'm trying to get across is only that you shouldn't have to put a disclaimer on your questions to get good answers. Though, if you feel adding one helps the question in some way, go for it.
 
Our general questions tend to be when people don't understand a mechanic or can't find something. At that point anyone can answer if they find the answer. However the type of question being asked in this case isn't something that is as easy to answer. Instead of "What is this mechanic" It is "What is this mechanic, and if I change it in X way will it break the system." (C)
One is easier to answer with even a bit of experience. The other people might think they can easily answer but really without personal experiance they can't provide a proper answer as they are not familiar with the system lacking personal experiance.
 
I understand what you mean. Just consider all my rambling a somewhat paranoid fear that if we start putting disclaimers all willy-nilly on questions, then people will start thinking either that they are mandatory, or that future questions which are of a much lower quality can be fixed simply by adding a blurb at the bottom asking for informed answers only.
 
Oh I'm not suggesting that at all. It's quite the exception and not the norm that such disclaimers are needed.
 
oh! I didn't mean to imply that you were suggesting we put them everywhere. I apologize if that was how it came out. For some reason, when I see people contemplating adding one though, I just always jump to "No! you shouldn't have to do that!" It gets the better of me sometimes most times :p
 
lol
 
5:12 PM
I'm struck by the thought that if this were a traditional forum, both of you would be scream-typing at each other and hurling insults by now. Huzzah for the RPGstack!
5
 
I actually try to stay rational in most online discussions.
Rare cases being when I'm trolling a troll or something.
 
@GreySage yay!
 
This whole time I've been thinking "Oh, god Aaron thinks I'm a jerk and I'll never be able to show my name in chat again"
 
@Adam you are a jerk, and should never show your name in chat again ;-)
 
Goodbye cruel world :'(
 
5:22 PM
@Adam lol
 
Nah, you had valid points. If anything I felt I wasn't explaining my intent enough lol
I am curious if someone starred my comment on purpose or if that was you @Adam trying to click the reply button.
 
Wasn't me. Somebody starred you :D
 
5:43 PM
@Carcer I got a 91 on my second reroll when I was creating a new character in BG: EE last week. :D
 
@LegendaryDude bg:ee?
 
@DForck42 Baldur's Gate: Enhanced Edition
 
@LegendaryDude ahh
 
6:26 PM
Torment: Tides of Numenera is... Odd.
My existence began falling from the sky, which my mind debates that it's probably the thermosphere. As soon as I get a rough idea what my body is, I slam through a dome structure, crushing me. But apparently my body is slowly reconstituting itself while I end up trapped in my mind, chasing fragmented memories of the 'Changing God' that discarded my body like an old shell. After chasing the memories, I look into a mirror of dopplegangers, point one out, and that's my persona. Chargen is weird
I'd like to know what Monte Cook was smoking when he wrote the setting.
2
 
@MadMAxJr lol
 
@Aaron I guess I don't generally assume that I know enough about the answer to a question I'm asking to be able to specify what expertise is needed. IMO the question shouldn't say "I need people talking from personal experience," the question should be well-enough stated such that if personal experience really is necessary, that's obvious from the question. Questions should be about the problem you have, not the answer you want.
 
After battling a creature in my mind called The Sorrow, which chases the god that made me, and all his shells, across time, space, and dimensions, I wake up on a laboratory floor where a man with living tattoos and a woman who exists on all planes of existence at once and is more a 'community' than a person are debating what I am.
 
6:42 PM
@MadMAxJr are you basically playing a god that lost all of their powers, only to regain them back over time to defeat the evils?
 
The discarded shell of a god who may not be aware his discarded bodies form their own personality when he leaves them.
He's described as vain and fickle, developing new bodies with improvements and changing them as often as one might fancy a new hat.
But you, the shell, can tap into memories from before.
Which makes me think it's like when you fork someones source code.
You're technically everything that person was up until a split in the road. Now you're something new that used to be him.
 
interesting and weird
 
It's a very unusual setting with numerous interesting characters. Even seemingly mundane NPCs seem to be fleshed out.
I think I got it as a freebie for backing Bards Tale IV.
Apparently there are so many discarded shells of the Changing God that there is a faction that favors him and a faction that hates him, thus creating 'The Endless Battle'
 
lol
 
Man, now I want to appropriate that for a campaign setting.
All of the player characters are actually discarded shells of the Changing God.
 
6:48 PM
I may actually read my PDF copy of Numenera now.
Hi Ash. Didn't realize you came to this side of the stack.
 
> To celebrate Brexit Day, what is your favorite instance of a player shooting themselves or the party in the foot?
> Someone knocked on the door of their cabin while in Barovia. The party barbarian said loudly "come in".
 
00:00 - 19:0019:00 - 00:00

« first day (2373 days earlier)      last day (2582 days later) »