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02:00 - 15:0015:00 - 23:00

3:26 PM
@besw @eimyr theres a 4e homebrew witcher class I played that worke well after a few tweaks to it, I sort of wrote one for dungeonworld and Ive played around with with ideas about one for 5e
the key thing to running a witcheresque game in any of those sysems is restricting class choices and itemization
a big part of it is tone and setting up the world to players
I am looking forward to the pen and paper rpg that will come out of them working with mike pondsmith and r talisorian
 
Made a new barbarian class for OSRIC the other night
We play tested it by fighting against a giant cave bear
That was pretty nice
 
Hi Ben
 
Hey @eimyr :)
All good?
 
yep
you?
@JoshuaAslanSmith As a lifelong Witcher fan I can't help but have major problems with how magic of that world conflicts with Vancian paradigm.
 
I'm... having fun coding but my environment could be better.
I've just replaced an out dated script with "Sorry, Mario! Your princess is in another castle!"
Feels good man
 
3:39 PM
@JoshuaAslanSmith In the Witcher (books being the primary source) magic is considered either very straining or ritual based (or both) and there is much, much less in terms of "Everyday utility" involved. If it can be done by mundane means, magic for the same task does not exist.
@Polyducks nice
 
@eimyr 4e and 5e dont really have that problem so much as previous eidtions
at will spells and 5es cantrips essentially carry the mintor task magic that a sorceror could do
its straining to cast powerful spells or when first learning, but most mages casually use magic all the time, triss and especially yennefer just use it and use it
 
Books or games?
Games gamified magic a lot.
 
geralts poweful signs wear him out but he doesnt have issues using igni to fix a pot etc.
books
the only times sorcery is exhuasinting to people is when they are using a lot of combat spells or trying to do extroardinary things like capture a djinn
 
Yeah, I agree. As long as the game will portray high-profile, well established mages.
 
I mean a lvl 1 character in 4e or 5e has 1 big spell a day and thats it
and youre getting by on cantrips
or actually making attacks with weapons
 
3:43 PM
Maybe so.
 
its not a perfect 1 to 1 fit, but you can restrict classes and items and se tth etone and get it to work without too much work
 
I would be sympathetic towards using a mana-based system though.
The "too much work" bit is a non issue to me, as I don't know D&D all that well either. I could simply learn a different system.
 
I mean sorcerors (the class in 4e and 5e) dont have the spells per day and whatnot they just get to cast X spells per encounter and can use their ooc spells all the time if I remember correclty
 
Ofc I could use Fate or something like that, but I'm tentative.
In fact, Ahriman recommended using Storytelling system, which is much more familiar to me.
 
I feel like Dungeon world might work better for the narritive bent
one sec
 
3:49 PM
Burning wheel?
Is that the same?
 
^dungeon world witcher class someone else made the original I started to modify it a bit
dungeonworld is based on the apocalypse engine, all checks attacks, etc. are handled using 2d6 dice and a narrative approach
it works well for custom/homebrew content because if this
I have only vaguely heard of burning wheel, they are not the same thing or related
 
thanks
 
^system site they also have a robust google community where people exchange homebrew stuff
I cna go into more of why its a great system and specificlaly why it would be a great system for the witcher later gotta work
 
I've been wanting to get to know DW for some time now
 
4:22 PM
@eimyr same. It looks like it's quite flexible.
and RE: that popup - yes, Tomb of horrors is one of the worst examples of writing
it's very unforgiving without giving the players a chance to react
 
Did a test run of the world-gen/char-gen part of Fate. Group really likes the mandatory 'you've already had an adventure with this party' part.
Tomb of Horrors isn't meant to have rich writing. That's Gygaxian style dungeons. "This is randomly unfair, designed to kill players, isn't balanced, but it's kinda fun with awesome traps. Bring 4 characters for yourself. Some of them will be looting the previous party."
 
That said, Tomb of horrors is a classic. My old party used to run it at halloween.
 
They were meant to be convention tournament during dungeons
 
It's definitely good for a one-shot, @MadMAxJr. Just wouldn't throw it at a party who have over 400 hours on record.
 
A skill test to pit yourselves against other parties and see who did their best
 
4:27 PM
It's a challenge course for sure, not a story to enjoy.
 
Speaking of Gygax, I heard his name mentioned in Gauntlet the other night.
 
If it were any more evil, the random wandering wraith would be a game show host narrating the perils.
 
The quote was "By the beard of Gygax."
 
@eimyr I can try to find you some good resources, the book itself does a great job of explaining how it works though you do need to unlearn some tripe rpg habits for it to function
 
Oh. I heard a comment about Dungeon World I was curious about. Is it true the majority of the rules a character needs are right on the character sheet?
 
4:32 PM
@Joshua what kind of habits?
@MadMAxJr Now that's interesting. I'd like to hear about that too...
Oh, also. Just started using Macros on roll20. Sweet dragon's tails does that make combat more fun again.
Instead of going "Uh.... you'll need at least... a 15 I think, for erm... hitting.."
It's just one click of a button. Bam. Result.
 
Macros are fun but some of my players got carried away with it.
I got sick of asking to update a library API script every couple of sessions due to their action card script being overly complex.
Simple automations are very good though.
 
4:48 PM
Yes, I really agree. I was semi tempted to go and start writing a fully fledged script for it.
But managed to stop myself in time
I really don't want my players auto-emoting either.
 
@SevenSidedDie thans, on mobile and fat fingering inputs
@MadMAxJr Basically a player needs to play is on thier 2 sied (or 3 page if you are a spell caster character sheet) and a basic and advanced moves 2 sided sheet everyone shares
the system rules basically exist with in the GMs head he does most of the adjudication and arbirtration
there are clearly defined rules but all of the heavy lifting is on the GM side
at the same time you dont worry about numbers as a gm really
 
Interesting.
We'll get through my Fate test-game before looking at that the.
 
players roll all the dice bnd because everything is in a fixed range 2d6 plus modifier and the success bracket is 1-6 = fail, 7-9 is succeed but with a compicaiton and 10-12 is pure success each specific action or check might have scertain descrptions and choices for those but thats the range
it moves fast
the Gm gets to focus on the meta story elements while interacting with the players
there are a lot of really great GM only systems in teh game that helpt to organize the plot and move things along and the best are sort of the tenets/maxims (I forget what they actually call them) that are like a 10 commandments to guide your actions at all times and refer to when you are not sure how to respond to a plot devleopment or player action
@polyducks macros on roll20 are the future honestly thats the bes tthing about the computerization of tabletop games is you have all these management and resources to take out the tedium and busy work and focus on what matters
Ive been a subscriber to use the API based Edge of the Empire character sheet which makes that systme a breeze on roll20
Its influenced me so much that I port of lot of its techniques into other systems I run
 
Even if I don't stick with Fate, the group story building is something I'll take.
 
my biggest takeaway from fate was the compel system I ported it into 5e to mak ethe inspiration and advantage system flow smoother out of roleplay
its good to reward players for making suboptimal meta choices in favor of good character and story choices
 
5:09 PM
if anyone is watching the twitters, Rob Donoghue and Dave Chalker are having a great chat about the ToH worst adventure of all time post and it's response.
 
Tempting.
Trying to recall if that's the dungeon that has what appears to be a teleporter but is in fact a sphere of annihilation.
 
@MadMAxJr ...probably, basically my impression of ToH is that it's the murphy of dungeons. Anything that could be a trap, probably is one
 
I see Rob commenting on ToH, but nothing extended.
 
@MadMAxJr it's not too much, but a nice back and forth
though the way he is, wouldn't be surprised to see him blog about it soon
 
ToH was basically Gygax rubbing his hands together and whispering, "Are you ready for a terrifying challenge?" and then murdering players, DM vs Player style. It's the kind of thing that would have acheivements, were it a video game.
 
5:21 PM
^ this very much
 
'Survive 5 rooms'
'That didn't look like a trap at all'
'Surely hero #7 will fare better'
 
I mean its basically the pen and paper pre-cursor to a rouge-like
 
That's a nice piece of loot you got there. It'd be a shame if the next room contained 1d4 rust monsters.
"I'd like to replace this." They send me another one that has spatter-burns all over it from the factory.
Whoops. wrong room for that. TLDR; Thinkgeek sells horrible quality stuff.
 
5:52 PM
Without spoilers - can all of the Tomb of Horrors traps be solved/avoided by the PCs, or are they just random death traps?
 
There are unfair random elements.
The random encounter list can include a wraith, shortly after entering the dungeon.
Return to the Tomb of Horrors tried to be a little more 'nice'.
 
It's simple for a DM to kill players with arbitrary traps/monsters - I wonder what Gygax was trying to prove with ToH. But then it was still early days for D&D. The real talent comes in designing a dungeon where the players can solve traps of increasing difficulty with some problem solving.
At any rate, if you want to keep out tomb robbers, just encase the tomb inside solid rock w/ no entrances. :)
 
 
1 hour later…
7:01 PM
That early on, I don't think he was trying to prove anything other than 'mudering players is fun!'
 
7:31 PM
@eimyr Mostly because I'm brewing on a Dark Souls like game and there are quite the number of elements that I can lift & stitch together from nWoD without issue.
 
7:56 PM
Evening all.
 
8:29 PM
15
A: Was the Tomb of Horrors module representative of Gygaxian DMing?

Matt ThomasonTomb of Horrors appears to be the odd one out in terms of published adventures, originally designed very specifically as a challenge to his own group. Gary Gygax himself said "There were several very expert players in my campaign, and this was meant as yet another challenge to their skill—and th...

 
Our [tour] mentions "closed" questions. Shall I open a Meta thread to address the issue?
@BESW I also saw part of an interview (or something similar) where Gygax stated that it would have been impossible to make modules of the adventures he played, because there were consequences of actions and lots of NPCs moving around
@eimyr completely different beasts.
@MadMAxJr DW has it embedded in its rules. To be honest, I like AW's more.
@BESW unless classic fighter. "You all, come here and stand still, so my allies can stand still and gain combat advantage against you!"
 
9:02 PM
Does anyone know of a crafting guide for alchemists in pathfinder that talks about the unchained crafting rules? Trying to do some reading for a low level alchemist.
 
drive.google.com/file/d/0B0RLYZdVEn88X2pUTUlvbjRCQzg/view I wonder if both players should know the rules...
 
9:25 PM
Speaking of ToH, this just came through on our ticker.
 
@BESW yeah, I noticed :p
^ fingers.
 
@Zachiel @eimyr New goblin name! "Teah."
 
Haha
the list is getting pretty awesome
BTW!
Do you know of a RPG that realistically portrays swordsmanship and focuses on duels and swordplay?
 
En Garde comes to mind.
But I'm not sure "realistic" is a good word for it.
 
Realistic = not based on popular swordfighting tropes, be it stage combat, sport fencing or RPG ideas about how weapons work.
 
9:54 PM
@eimyr I seem to recall that harnmaster satisfied a guy I know who was into medieval fencing
lots of rolls and rules and tables, IIRC
 
10:12 PM
I always thought it'd be fun to simulate fencing in an RPG with a Slapjack-style card game - sort of a game within a game. You'd play an Attack card from your hand & the opponent has to play a Parry or Dodge card before the opponent plays a damage card, something along those lines.
 
@eimyr Maybe (but probably not) en.wikipedia.org/wiki/Iron_Heroes
 
cool
 
10:34 PM
my goal is to make rpg.se an EotE resource
 
EotE?
 
Star Wars: Edge of the Empire, I assume.
 
yesh
Great system, wonderfully illustrated and written book, but the actual organization of said book is terrible
lots of import rules nuggest not in the index and mentioned in a paragraph with no pop out or bold text to call attention to it in a 400 page book
also FFGs forums are helpful but terrible organized for finding answers as one migh texpect
 
Best of luck, I suppose.
 
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