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00:13
Hi there.
[wave] What's new?
I don't usually chat on stackexchange, but i'm mystified by something here
Why do all these "does such a magic item exists" don't have all the same answer which is "just homebrew it"
Because "Just do it yourself" is not a usefully actionable answer.
I don't see why
00:17
You may find these related meta discussions useful:
12
Q: Is homebrew an acceptable answer to a question?

AgentPaperPerhaps it's just the game designer in me, but for many of the questions asked here I almost automatically start thinking of homebrew solutions to whatever problem the asker is having. Would providing a short bit of homebrew rules be an acceptable "answer" to a question? The clearest example is ...

2
Q: Stricter guidance on homebrew answers with no demonstrated evidence of use

WibbsI am aware that there are guidelines regarding how to handle answers that suggest homebrew solutions where no evidence of their use has been shown. My understanding is these are generally strongly discouraged, but that there is no clear instruction as to exactly what to do with them. There is a...

If the one asking the question came up with a very precise description of the item, it already exists because he just invented it
Ok let me see
First off, it's a frame challenge: if the question is "do rules for this exist?" then a "make up rules for it" answer needs to first show that the system doesn't have something already.
Second, it's not usefully actionable unless the answer gives insight into how to create such a thing within the defined system's structure and ethos.
"Do it yourself" is technically an answer, but it's not a good answer for the Stack Exchange because it doesn't share any experience or expertise.
yeah okay I can see the idea
So for such an answer to be a good fit for the Stack, it'd have to show that homebrew is necessary to fill a hole in the system, and then offer expertise-based guidance on how to do so.
That would be a great answer, and we have many like it.
If you have further concerns or questions, it'd probably make for a good Role-playing Games Meta question.
No I think it's clear, thanks
00:25
I'm glad you felt like you could ask!
Even more specific to this particular issue:
13
Q: When is "Make it up yourself" a good answer?

Hey I Can ChanThis question later yielded this question. The first answer to the first question is, essentially, Make it up yourself. The first Comment (now deleted) on the second question was Why not make it up yourself? I feel like Make it up yourself could pretty much be an answer to most questions site-wi...

Thanks, I missed that in my quick search.
For interest's sake, I found it by searching "make it up" rather than "homebrew".
I totally forgot that I'd answered that, or I'd've spent more than a minute looking for it.
00:44
I've added the homebrew tag to the two of these questions that didn't have it.
Yey!
nice
I am not sure I ever saw an elf with that hair style before
it's pretty neat
The hairstyle doesn't look right, to me, for a pseudo-medieval fantasy setting. If it was urban fantasy set in about the 90s, cool.
well, I wouldn't say it is appropriate for a medieval setting in a historical sense, no, but if you actually want to play a setting where a hairstyle like that happened in that pseudo-time-period I don't honestly see the problem
it's not like elves actually existed back then either
4
(as far as I understand it at least)
I think it's nice to see recognition that even in medieval Europe, much less fantasies loosely inspired by a fictional version of it, not everyone had "the good hair."
(A lot of classical Greek and Roman hairstyles don't work with that kind of hair, actually--it needs to be coarse, thick, and at least wavy if not downright curly.)
@OlivierGrech Welcome =)
01:30
@trogdor Or potatoes, chocolate, corn, or tomatoes. (The implication being that elves are strictly a New World people.)
@BESW my point was basically that a hairstyle not existing in a relative time period that you are simulating in some way,... doesn't compare to the fact that you have inserted people, and possibly more than just people, into that setting as well
Aye.
elves are an invention, as are dwarves, and orcs, and halflings, and gnomes and so on
@BESW yeah, those Europeans didn't know what they were missin' out on man
Literally they had no clue.
01:35
they can. of course, be used to represent particular kinds of people, but once you decided to put them into this timeline, you kinda already decided the timeline as it was isn't exactly what you want
(I wonder who first served corn on the cob ;)
corn is great
in fact, I like all those things,.... other than tomatoes
@Shalvenay Possibly the Mayans.
Corn's from Mesoamerica, where pretty much everybody ate it, and corn on the cob is pretty much the simplest way to cook corn, so...
@BESW yeah, wouldn't surprise me
If anything, the Mayans were late to the party.
01:44
@Shalvenay you mean, "corn"?
mmmm corn
XD
 
2 hours later…
03:33
Hmm... TIL Mearls and Crawford are both working on pushing out a new UA every week. Anyone sense a PHB2 coming next year? (Lord, I hope not.)
I hate to say it, but I expect it will happen
4e had like, at least 3 that I recall
03:49
@nitsua60 I sensed the same thing, but I'm pretty happy about it :P
@nitsua60 I'm just going "Yay, more free content! (maybe I'll get to play this some time...)"
@Miniman Okay, so give me the pitch... why, when I've come nowhere close to playing the interesting combos I see in what's already out there, do I want them working on a PHB2?
Of course...
Jan 5 at 14:25, by BESW
Generally the answer to "Why does this booming industry exist even though I don't care about it?" is "You're not the target demographic."
...so I probably already have my answer.
So let me rephrase the question: who's the demographic for a 5e PHB2?
(Oh, come now. You should go back and star the original so BESW gets their due... and the proper text shows up on the star board.)
@nitsua60 (already did, at the time)
a star applied to a quote-message redounds to the original message, even if the starrer had already starred the message in the first instance.
=)
wait, does it already work that way or are you requesting it to work that way?
04:01
@trogdor I'm certain it doesn't; I think it'd be awesome if it did.
@nitsua60 Not to sound obvious, but people who like having more options.
@nitsua60 I am kinda surprised that it isn't already a thing
we have a built in quote system but not a way to attribute awesomeness of said quote to the person being quoted
that seems like an oversight
@Miniman Treat me like a wide-eyed sheep with a daisy hanging from its mouth: is it that there was something you were looking for that no PHB material could deliver, or the "collector" urge expressing itself, or that system-mastery-game needs more food?
Something else?
What makes a person look at a dozen classes with ~three subclasses each and say, 'I could use twice that many.'
For me, personally, it's a case of "I want more cool stuff!"
For example, I read the Barbarian UA, and I thought "Damn that is cool."
Fair. (I hope that ^^ doesn't come across wrong; I really am interested in what type of fun they're shooting for with a PHB2.)
04:12
Yeah, I get it. It's a bit mystifying to me that there are people who don't want new options.
I'm also just coming off the UA:Fighter survey, where I basically gave them the feedback "your new Sharpshooter isn't as good as the sharpshooter I can already make from PHB," so I'm primed-antagonistic toward the idea of more options like that.
(And the tranquil monk UA, which struck me as "whaaa...?")
And yeah, I haven't played everything I'm interested in from the PHB yet, let alone SCAG, but I enjoy coming up with new builds, and more options makes that more fun.
@nitsua60 Yeah, they're definitely very hit-and-miss. I love the idea of the Kensai, but their execution is messy in all kinds of ways. And the Tranquil Monk seems like a concept that fundamentally doesn't work in D&D, as well as having problems with its execution.
On the other hand, I loved 2 out of the 3 Barbarian options.
In fairness, the hit and miss phenomenon is by no means restricted to UA, either.
Trickster Clerics would say something at this point, but there aren't any on account of no-one wants to play them.
 
1 hour later…
05:35
@Miniman 5e has a Vow of Peace equivalent now?
05:47
It's this weird healing-focused monk who is theoretically a pacifist but isn't actually and has mechanics that encourage them to start fights and let their allies die rather than healing them.
It's very strange, and more than a little messed up.
I... feel like I've played alongside that character in D&D 3.5.
He just didn't have any mechanics for the style.
Oh, I'm so sorry.
It really is ridiculous, though.
"I could save you, but if I let you die I'll do an extra 20 damage on every attack!"
Well, points for acknowledging a previously ignored playstyle?
@owlrakul @Emrakul [wave]
user61230
06:42
@BESW Whoops, sorry! Hi!
user61230
What's hootin'?
06:55
@Emrakul Trying to wrap my head around InSpectres.
And laughing at the Impartial Historian Unicorn.
user61230
InSpectres?
@Emrakul Think... GhostBusters as a reality TV show.
user61230
And, that's incredible.
user61230
Huh! As a TV show, yes, but reality TV show?
user61230
I'd be curious to see how that works!
07:00
Once per scene, one character can step into the confessional and talk about things which haven't happened yet, or reveal things about another character, or mention something we didn't know yet.
For example, if one character uses the confessional to reveal that another PC is exceptionally flirty, the flirty PC's player writes it on their sheet and gets a bonus toward finishing the mission if they add that to their playing of the character. (If they don't play it out, then it's just the first PC dishing out bad gossip.)
Or you can use the confessional to reveal that you've got some important tool, or that this scene will end badly...
There's also mechanics for using and abusing your company's resources, for bailing on jobs that prove too dangerous or difficult or threaten to bankrupt you...
user61230
Is InSpectres a reality TV show RPG?
user61230
Or... did I miss something?
Yes--it's about a company that busts ghosts, using mechanics reminiscent of reality TV shows to create comedic moments and encourage player control of the narrative.
user61230
Oh, huh.
user61230
I like that, honestly. Sounds like an interesting system.
07:12
InSpectres is relatively old--2002, I think--and dedicates a lot of its limited page space to what it's not, which is a little frustrating.
So I'm trying to figure out how to prep for a holiday one-shot where we try to bust the Ghosts of Christmas Past, Present, and Future.
(Last year we played Great Ork Gods and attacked Santa Claus.)
user61230
It seems like an oddly specific narrative structure. Like, the game expects you to do a certain set of limited things, and discourages going outside those limits.
In some ways, it's very structured. Every case follows the format of Getting the Call, Research/Investigation, Suiting Up, Fieldwork, Cleaning Up, and Vacation--though vacillating between Research/Investigation and Fieldwork a few times is expected.
In other ways, it's very unstructured. There's an expectation that you'll take time for scenes of private life and business drama whenever it'd add tension or comedy, for example.
**[Timely RPGery](https://docs.google.com/document/d/1nKltjD1HJ954pS3QZZL-E_ckNaKEeedxMKn7XwdFiio/edit?usp=sharing "Click for full source doc; please suggest items to pin!"):**
[Hatmas!](http://meta.rpg.stackexchange.com/q/6615/4398 "The Hattening Approaches. Dec 19");
[Star Trek](http://www.modiphius.com/star-trek.html "Star Trek Adventures RPG 'living playtest' signup");
[UScons](http://casualgamerevolution.com/blog/2016/01/2016-tabletop-gaming-conventions-a-comprehensive-list "List of RPG conventions in the US.");
user61230
07:30
Huh. That's an interesting way of pacing things.
user61230
It seems like a game that's built around trope dependence.
@Emrakul The first session of a campaign starts with an extra section, the Interview, which is designed to get everyone familiar with each other.
@Emrakul Very much so. It assumes you're at least passingly familiar with reality TV and business politics.
I plan to use this additional chart to help cover my lack of experience in office workplaces.
user61230
Would you say the game is particularly successful at what it does?
I haven't played it yet, but it's very popular among folks who have.
There's a lot of reading between the lines, though, I think: the rules try hard to explain the game, but they spend too much time on what it's not.
One cool thing it does is, whenever a player describes something their company has, that player gets to roll for it.
So if the guy with only 1 Technology is the first to mention the computer network...
user61230
...that seems like a super odd mechanic.
07:38
It's a comedy game.
user61230
In that, anyone whose character is not likely to be familiar with an asset is mechanically discouraged from talking about it.
It's very much a game which discourages that kind of thinking.
how does it discourage that kind of thinking exactly?
High rolls don't mean success and low rolls don't mean failure: high rolls mean you get to describe how things work out well, and low rolls mean the GM gets to describe how things go badly.
user61230
On the other hand, players at least nominally invested in the success of the party would still be discouraged from talking about systems their characters wouldn't be familiar with.
07:42
There are also resource dice associated with the company, which you can draw on as appropriate.
But a lot of the game's attitude is that low rolls are where the funny comes from.
You can also always "take 4," if you have at least 1 die that you'd normally roll.
> 4: Fair. Describe the mostly positive result of your action but you must also include a negative or humorous effect.
user61230
Huh.
user61230
I'd be curious how the system works in practice.
Aye.
It's supposedly one of the first "narrative trading is a mechanic" games to get a lot of traction.
user61230
I don't know enough about it to say, honestly!
Yeah, I've read a good bit about it but am looking forward to playing.
user61230
07:48
I'd be curious to hear about how it goes, once you've played.
Should be in the next few weeks--being as I've got a Christmas themed idea, I want to run it near Christmas.
It's also very low on prep, which I really value.
user61230
Oh, really? That's unique.
user61230
Does it do a lot of player-based world gen?
Yeah.
user61230
Makes sense!
07:51
Pre-game prep is about defining the company. The GM presents a client who has a ghost problem, and then everything is about the players defining useful things like clues with high rolls and the GM throwing in obstacles and complications with low rolls.
The pacing is hinted at with an incremental success mechanic: each job is assigned a score between 5 and 25 franchise dice, and you get 1 or 2 dice when you roll high.
When you've hit the assigned score for the job, you can close the job, so that tells you sort of how fast to pace the story as dice accumulate.
And if things go haywire, you can drop the job and keep half the dice you've accumulated thus far.
Those dice then go into making the company better (or recouping losses; if you spent more company resources than you regain with franchise dice, the company is in danger of bankruptcy).
user61230
Interesting. And I imagine it probably broadly works pretty well.
In other RPG news, I'm very interested in Cthulhu Confidential as a twosie Gumshoe game.
I'd like to make a more generic Gumshoe hack for twosies.
It seems to be one of the twosies that's more aware of how the added intensity and always-on nature of the format can be intimidating as well as exciting.
I agree with Evil Hat that Gumshoe is a system whose potential power goes largely unexplored by most of its games.
user61230
08:11
Ack, I've gotta go, sorry!
ttfn
08:56
Could a warforged have alchmeyical grafting done as a feat?
Or is there a magical item that allows the same?
09:41
Oh, wow. Amazon's FreeTime subscription has Phoebe and Her Unicorn.
really? that is unexpected
 
3 hours later…
12:29
Hi!
Yawp.
My browser crashes regularly when I try to catch up with the last two weeks of Phoebe and her Unicorn.
Oh dear.
I mean, it's a pretty non-standard browser, and it's due to a bug somewhere in Qt that should not be in the bleeding edge version of the browser, which uses some other Qt web drawing engine. But the bleeding edge version hasn't yet got some other features ported. Maybe I should just read it using firefox.
Maaaybe.
13:36
@Miniman lol
@Miniman the UA (revised) Ranger Deep Stalker has a level 11 feature "once on each of your turns when you miss with an attack you can make another attack." Can you think of anywhere else to get a feature like that? I mean, it doesn't cost a bonus action or reaction or ki point... just "miss? Try again."
Isn't that basically "once per turn you have advantage on an attack"?
13:54
@BESW Not quite - you could have had advantage to begin with.
@nitsua60 Not off the top of my head.
14:06
@Miniman Hmm... seems kinda a big deal. But then again, you have to play 10 levels of Ranger to get it....
14:18
mornin
@nitsua60 I'd have to see it in action to determine if it was truly broken
but honestly, it just increases the chances of landing a hit, bumping dps up a bit. I'd have to do math to determine HOW much damage it would increase, but my instincts tell me that it not's THAT much. however, I haven't played a 5e rogue, so...
@nitsua60 yeah, needs more focus
14:42
how does one hide specific tags again?
oops,w rong chat
@DForck42 Add them to your ignored tags.
Then, depending on your preferences, they'll either be hidden or just faded.
@nitsua60 I think the idea is that you're accustomed to fighting in the depths of the Underdark and expect to miss every now and then? I see it as a slightly different take on blindfighting, but it might be made better by requiring low-light or darkness. It's UA, so experimentation is allowed.
15:19
@LegendaryDude I think the idea is that they're really trying to stat Drizzt across three separate subclasses, so that nobody can actually play Drizzt. =)
@nitsua60 hah!
@nitsua60 lol
 
2 hours later…
16:58
My wife was (presumably) doing some Christmas research last night when she asked, "how do you read D&D forums?" I had a pretty good laugh about it.
@LegendaryDude heh
She told me she couldn't follow a single thread because they tended to just turn into random discussions about things completely unrelated to the original topic
Or they just devolve into bickering.
@LegendaryDude so, normal forum etiquette, got it
Exactly. I don't know what forums she was reading, but I told her that I don't normally read D&D forums for those reasons.
Oct 22 at 13:41, by nitsua60
Any chance we can make this comment our new site motto: "A bit flabbergasting to find the Roleplaying Stack Exchange is a healthy community full of knowledgeable, considerate people. I hardly expected anyone to read my monsterlith of text."
 
3 hours later…
20:14
Erm...Is there any way to ask a moderator why he did something? I'm incredibly confused about why some comment threads are getting moved to discussion, and have stopped posting comments almost entirely for fear I'm breaking the rules. Sorry to ask here, don't really know my way around site yet.
@MrCharles Meta is a great place to ask questions, though that question has likely already been answered. In any case, comment threads are generally moved to chat because comments aren't places to have discussions; they're for improving questions and answers.
In general, here isn't a bad place to ask (the other option is Meta), Mods sometimes come by in chat and otherwise Chatizens are often well-aware of how the site works and might be able to give non-definitive answers.
@MrCharles You shouldn't fear, either way, as you aren't breaking the rules by commenting. Mods (and those with rep > 10k) can see questions/answers with a lot of comment activity and will encourage those conversations to be moved to chat. Excessive commenting can detract from the value of the questions/answers and can create a lot of unnecessary noise.
If comment threads get too out of hand or go on for too long, a mod will step in and move them to chat to keep the SNR down.
So, comments are there to be transient. By design they are suggestions for improvement of questions and answers, but sometimes other use is tolerated. This means that in the long run, there's two destinations where they should go: Either they grow old or obsolete and become just plain deleted. Or they are discussions, in which case they are moved to a medium better suited for discussion and designed to be non-transient, i.e. chat.
But please, feel free to comment when you feel it will add to a question or answer.
What @Anaphory said.
@MrCharles If you are actually breaking hard site rules (of which there aren't many aside from "Be nice.") or being a nuisance, you will be contacted directly by a mod. You'll know. So don't worry.
20:28
@LegendaryDude For comments I can think of “Don't put answers in comments, it breaks a core mechanism of the site should work”. But otherwise, yeah, it's pretty much Be Nice and remember comments should vanish sooner or later, and you are very much settled.
@Anaphory Yes, that is more of a policy than a rule. It's not something you'll get "in trouble" for unless you do it repeatedly or maliciously, if that can that even be done out of malice.
True.
@MrCharles Meta is typically the best place to ask questions of the mods because it creates a visible question about site policy that other visitors to the site will be able to see. Chances are someone has asked the question or may want to ask it in the future, and it lets site users weigh in on whether the reason(s) given are good or bad by using the same voting system as the main site. We are a democracy here at RPG.SE and Meta tends to be less objective than the main site.
By "Meta," these folks mean Role-playing Games Meta for RPG.SE-specific questions, and Meta Stack Exchange for questions about the whole Stack Exchange network.
Sorry, yes, was about to link to the meta site.
20:39
@LegendaryDude [meta.rpg.se] and [meta.se] are quick links.
@MrCharles A related Meta post, Why are comments being deleted?, and it will probably answer your initial question about why your comments were moved to chat.
@BESW Ah, good to know.
I also find it use to re-read the relephant privileges page when I run into something about a feature's use that I'm unsure of.
I kind of want to see rogue one but I'm too busy preparing an immersive fantasyscape for my dungeons and dragons pals
21:15
@MrCharles There's another way that comments get moved to chat... or at least appear to: if two users have been commenting back-and-forth after a certain number they will no longer be able to click on "add a comment" but instead are prompted "comments are not for extended discussion, would you like to move this conversation to chat?"
That's not what happened, but it's a good example of a reason chats do get moved by mods.
Here's an example of what the auto-chat looks like.
22:17
anyone alive in here?
Only just.
@BESW oh hai
22:46
46
Q: What dice mechanic gives a bell curve distribution that narrows and increases mean as skill increases?

oconnor0I'm looking for a dice mechanic that produces a bell curve at all skill levels. I also want it to increase accuracy and precision as a character's skill increases — this basically means better average and smaller standard deviation. The simpler the system is, the better, of course. Skill + 2d6 ...

I plan to research something like "(2*Skill)*D10, count 6+, drop (Skill) lowest
To decrease standard deviation
Would you think it's worth it?
@Baskakov_Dmitriy so, you get to take your skill, multiply it by 2, multiply that by a d10, then... what? don't quite understand that last bit
You have 8 in your skill. You roll 16 D10 and, say, keep 8 highest results.
@Baskakov_Dmitriy that's a lot of dice
But it seems to be the accepted answer, which I could only understand a few moments ago, so nvm.
@DForck42 Vampire: The Masquerade may make you roll 24 D10. :3
That's probably not the maximum
@Baskakov_Dmitriy nooooope
I would NOT want to do that...
22:52
Up to around 40 is theoretically possible
Though, real playable characters normally roll around 3-5, up to 10, not more.
I remember many times rolling many many dice in VtM. With high skill in firearms and a 5 in Dexterity, and using an automatic weapon, you can easily get up there.
You don't even need 5 in Dexterity
Just buff it with blood, and here you are
Yeah, that's true
I've seen players struggle just adding a d20 to their stat mod...
22:55
Same.
That's actually easier than it seems to be
that... doesn't sound like fun, tbh
You don't add all 40 dice
Like 5+4+4+10...
Yeah, you just count instances of 6+
at least requiem just stuck to a d10 + skills
22:55
You count how many of them are, for example, 6+, and how many are 1
Deduce the amount of the latter from the former
And if it's positive, you succeed.
Again, real playable characters rarely have really high dicepools.
And most of my friends who play VtM don't like Requiem
For reasons. One of them is too simple system.
cWoD 4 lyfe
V20 or Revised? :3
Revised for many years, my friend has the V20 book but we have yet to get together a game
We've been on 5e for the past year and having a blast
I find V20 way bettwer.
D&D 5e that is
22:58
Yes?
I haven't had a chance to really dig in to the book but from what I've seen yeah, they did a great job plugging all the holes and fixing some of the really broken stuff
There are still huge holes
7
Q: How do automatic successes in Old World Of Darkness deal with fails and botches?

Baskakov_DmitriyLet's say, I have the discipline of Potence on level 3. I have 3 automatic successes (I either spent blood or have them by default, depending on the edition). I roll Strength 4 against the difficulty of 6. Then... 1) I roll 1, 1, 1, 5, a botch. Does it count as a botch even though I have automa...

(Spoiler: no answer in the book)
Well okay, so not everything has been fixed? It's a pretty rules-light system anyway :P
Aye
And that means Potence can either be a game breaker (can't botch/fail a damage roll) or a pretty weak thing (Dexterity/Celerity adds more on average)
So can Projectile
I did like the modernization of the rules the way skills were changed/rearranged
Looking forward to V4
23:43
@Baskakov_Dmitriy Accepted answer is keep CONSTANT, not keep SKILL.
On the subject of complex pool analysis, I think Danger Patrol deserves a mention. For each die, check over/under 4 UNLESS it's a d8 AND check max possible result, in pools that can easily exceed a dozen dice in late-game.
And of course 13th Age asks to track a wide number of variables on a single d20, like even/odd, 2 or not, over/under 6/11/16/19/20, and other things, some of which change depending on whether it's also a hit or a miss or the value of the escalation die.

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