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12:49 AM
@NautArch Heh, see my other answer @ColinGross You may find it amusing
 
hey there @KorvinStarmast
 
1:15 AM
@Piomicron On my "someday, maybe" list (which I have cleared out time to really crank on this summer) is a 5e product called "zero to hero" which gamifies this part of a character's creation. Let me know if you'd be interested in hearing more.
 
@nitsua60 I've seen similar products in 3.5 and 4e.
And I've got notes toward a Fate adventure with an equivalent conceit.
 
@BESW I feel like you were present for a conversation, oh, say, two-and-a-half years ago when I laid out some of my thinking on it?
 
Proooobably?
 
1:36 AM
@BESW random chat: I've seen you alot in almost every game tag in RPG.se but the most popular one - 5e. Any reason for not playing it? :P
 
1:47 AM
@HellSaint I stopped seeking out D&D of any edition about five years ago.
 
Yeah D&D just hasn't been on our groups radar for a while, except recently for my 4e campaign
And 5e is a little too much like 3rd edition
 
My RPG experience started in D&D 3.5, and when my group become weary of that system we moved to D&D 4e, which had so much not 3.5 in its favor that I took more than a year to notice that while the symptoms had changed my problems with the game hadn't gone away. The cause wasn't particular edition mechanics, but the premises underlying the whole Dungeons & Dragons concept.
 
Or 3.5
 
The fun we had in D&D was in spite of the game's structure rather than because of it, so we cast outward and found other games which support and encourage our play goals and play styles rather than staying with a game that we have to push against in order to get what we want out of it.
 
I disagree slightly
 
1:56 AM
And yeah, the closest we've come to a D&D edition that works for us is 4e because it's got a clear sense of what it wants to do and doesn't fool itself into thinking it can be a universal system for everything. When we were wiling to play within 4e's established sandbox, it worked reasonably well... but it was an exhausting sandbox to play in.
 
I think mechanics have some good to do, but i also technically agree that even 4e's mechanics drop the ball when it comes to things outside combat
And it has its own mechanical issues even if I don't personally feel they are as bad as 3.5's
 
I'm currently playing in Troggy's new 4e sampler campaign, because new folks in our group want to experience that system. I'm not seeing it as sustainable in the long run.
 
And I definitely see now why you had issues DMing it @BESW ,
..
 
As for 5e--if I want to play a game with those kinds of mechanics, I'll play 13th Age instead because it's not weighed down under the weight of decades of franchise tradition so it was free to pick and choose the D&D-like concepts it actually WANTED to work with, and to bring in decidedly non-D&D-like elements as appropriate.
 
It's exhausting keeping track of combat, and having an actual story ready isn't even something I have bothered to do much work on
 
2:00 AM
@HellSaint In summary:
 
@BESW same, I honestly feel a little bad about starting it in the first place, @Miniman likes it enough but June is obviously not as interested due to my own mismanagement
 
@trogdor Well, I shouldn't have left you to twist in the wind without accompaniment, so.
 
Well you already had to run a whole year or so long campaign that pretty much burned you out on the system
I feel like you taking the blame for my screwing this up a bit so far isn't exactly fair
That being said I am glad for the immense help now
 
Even if I'm taking my own sweet sweet time with it.
 
2:21 AM
Well we can afford to right now
And really you have done a lot more work since the last session I ran than I have
 
2:53 AM
After suggesting the house-rules tag over homebrew tag... is there any reason to keep a distinction between them?
 
@HellSaint I'm not sure it makes a difference, but I'd consider house-rules to be an interpretation of existing rules, and homebrew to be an extension of them.
 
We have a meta discussion about what they are. rpg.meta.stackexchange.com/q/5845/43856
 
Extending the weapons table with a new entry is homebrew. Choosing to (not) use the encumberance table is a house rule.
 
My question is: do we actually need that distinction?
 
What Joel Said.... so yes, @HellSaint we do
 
3:02 AM
My main concern is that it seems to confuse more people than help. We have some questions in the house-rules tag that feels more about homebrew content, and vice-versa.
e.g. rpg.stackexchange.com/q/123869/43856 is house ruling, not homebrew, but is tagged as homebrew. rpg.stackexchange.com/q/122706/43856 is a homebrew subclass for ranger, tagged as house-rules
rpg.stackexchange.com/q/122878/43856 is a homebrew weapon, not a house-rule
Point being: there are many questions tagged differently from our meta discussion, and to be fair nobody seems to care.
 
That may be worth a new meta post to discuss, with those examples.
 
@HellSaint Is that a problem with the tags or the tagging?
 
@JoelHarmon Well, I'm agreeing with BESW about that. I'll create a meta question soon :P
 
\o/
(I'm not cheering, I'm indicating that I've surrendered trying to grok the meaningful distinction b/w the two.)
 
Ben
3:18 AM
Can I ask what the description for each tag is? (am on mobile, so having difficulty accessing tag descriptions)
 
Homebrew: For questions about homebrewing new rules content for an existing system, this tag should be used when locally-created content is at the heart of the question. (Note that soliciting ideas for creating homebrew is off topic for the site.) Not to be confused with the [house-rules] tag.
House-rules: House rules are small fan created additions and replacements to core rules in a rules set and this tag should be used when there are locally-created rules at the core of the question. In most cases, they are not officially sanctioned by the designer, in contrast to optional rules. For cre
Both have much longer blocks, but that's the header.
 
Ben
To me, the house rule tag de
To me, the house rule tag doesnt match up
But... Po-tay-to po-tah-to
 
3:57 AM
Back thinking about Dragonlance in 5e: Kender (as written into 1e) had a "taunt" trait: "Any creature the Kender taunts must save vs. Spells or attack wildly at once for 1-10 rounds at a -2 penalty to hit and a +2 penalty to their armor class. Kenter are masters at enraging others by verbal abuse."
I'm planning to make the taunt inflict disadvantage rather than a static malus. I'm trying to decide between bonus action and reaction. Thoughts?
I mean, if it's a reaction they're just going to taunt all the time, right?
 
I have an idea for Kender stat blocks
1/2 an HP , 0 AC, and tons of random items as loot
And you get +1 Cha every time you kill one
 
4:15 AM
inb4 my meta question gets closed because it's too broad
 
Did I mention I love Kender? They taste great in stew
 
@nitsua60 Same if it's a bonus action - there's not many classes with a better at-will bonus action than that.
 
@Miniman Yeah, but a bonus would be just once per round, not once per turn.
@trogdor (I assume you mean 0AC in the "low is good" scheme of 1e, of course.)
 
@nitsua60 You can only take one reaction per round...?
 
@Miniman Fair point. (It's after midnight here.)
 
4:24 AM
@nitsua60 Ah, fair enough.
 
In that case, reaction it is! (I like the flexibility of just yelling out an insult any-old time.)
 
Reaction triggered by what, though?
 
Anything that catches their ADD attention?
 
Gah. The triggerless reaction is such a "our action economy is too light, let's use part of it in a way that it was never intended rather than admit it's too light" thing.
That's mostly directed at the designers' new triggerless reactions, rather than yours, though.
 
Ben
Conversation that occurred in our Savage Worlds game last night:
3 scientists talking about magic.

Scientist 1: you shouldn't be talking about "magic" like its a thing.

Scientist 2: fine "science" that makes no sense, therefore, "magic"

Scientist 1: ah, I see you call, and raise with a Clarke

Scientist 3: ...Kent?
 
4:46 AM
@nitsua60 sure tell all the Kender that, I also wouldn't mind if you told them to all bunch up in a small space while I fly over them
No need to fear BURNINATE right?
 
 
1 hour later…
6:06 AM
1
Q: Homebrew and house-rules tag - community seems to be using them wrong, what to do?

HellSaintSo, we have a meta discussion on the distinction between house-rules and homebrew. Fine for me, that's exactly how I understood them. But we have some (good amount) of questions tagged wrongly. As a few examples, these questions are tagged as Homebrew but (at least for me) are actually about Hou...

 
I see the distinction you want to make but... Is it really so important? At their core, both are about making "rules", not official but accepted in your table or "house"/"home". Homebrew is about adding content and house-rules usually just change how the existing one works, I can see the difference. But I can't see how to enforce a good usage of it.. maybe we could merge the tags if they are used as interchangeable right now
 
6:53 AM
@Anaphory Visit us a few more times, have a word stick each time and you'll be fluent after a while!
 
 
1 hour later…
7:53 AM
@BESW This has been doubly true for me in our Curse of Strahd game... the system bugs me and the campaign content bugs me, but playing has been a lot smoother than in our previous games
 
8:12 AM
@kviiri How does the campaign content bug you?
 
@BESW Too much content, too little satisfaction
I don't want to spoil the campaign here, but basically there's plot hooks everywhere
And no satisfying resolutions to things... I can't say much more about spoiling something
 
 
I stopped taking notes about named NPCs and the quests they were offering several sessions ago because I couldn't bother anymore. The one quest I was rather interested about, we ostensibly completed a few sessions ago, but turns out the Princess was in Another Castle for that one
 
Reminds me of Thunderspire Labyrinth in 4e.
 
I'm having a really hard time caring about anything that happens in the world anymore because whatever we do it's going to get intercepted by another quest anyway
I think having a backlog of quests works well in video games that tracks them for me automatically and not every plot hook warrants a 15 minute conversation about where to continue.
 
8:24 AM
Heh, yeah.
And in a lot of video games it's easier to suspend disbelief that the quest will "keep" and you can come back to it later, while in TTRPGs that tends to snap the sense of a living world more easily.
 
And then there's the usual DnD guessing the author's intent game because stating the campaign's conventions would be metagaming
Regarding things like the passage of time and all that
 
Blaaaaaaah.
 
We almost died in the second session because we picked wrong between "careful exploration" and "attending to ostensibly urgent situation"
 
Yeah, eventually with D&D I just gave up and outright told the players what sort of playstyle that particular scene was designed for.
It worked very well, in part because that meant we had less frustration and in part because it reminded/encouraged us to actually have a variety of scenes.
 
@kviiri that always happens :) because usually if you are in a hurry is because the big bad has some kind of leverage or about to finish something dangerous or whatever. But is the big bad, it won't be an easy win. So you want to hurry, but also want to get there as healthy as possible so, careful hurried exploration enters the stage :P
 
8:38 AM
Video games usually have the convention that the player is allowed to take their time unless there's an explicit indication of a time limit
 
@kviiri true enough. I'm playing Xenoblade. Last 20 hours I've been farming and sidequesting while the main quest says (paraphrasing): Hurry or the world ends!
 
I think similarly a convention is helpful in TTRPGs
Like, some agreed upon idea on how time works (in a particular scene or in general) because that's one of the senses the players don't really have
 
@kviiri I tend to tell my players "This course of action will take X minutes / hours / days to complete. Are you sure you want to invest that time into it?", so at the very least they make an informed decision
 
@Helwar In order for that to be an informed decision, I think they also need an idea on how much that time actually means
 
I'm not sure I follow you now. Time is time. For the player it's gonna be just a second, but if they know they are in a hurry, and they are thinking about taking a detour or not... Telling them how much time they think it will take isn't enough?
 
8:47 AM
@Helwar I don't know how long a minute is in real life...
I don't know how long my kettle takes to boil enough water for two cups of tea, how should I know how urgent stopping an evil warlock's ritual is or how long does it take for the room to be flooded or a hobgoblin patrol to arrive?
Or how should I know whether it's urgent at all, because quite often it actually isn't and exploring carefully is necessary for having a good chance to not die against the dread cellar warlock
 
Well, I can't gauge neither time nor space. I never know how much 5 meters are... but stil we have to adhere to some conventions
I dunno, I'm a very narrative guy, and if I want my players to feel like they are in a hurry.... I don't know exactly how I do it but I do it
I guess I'm very upfront about it, and just tell them
 
Exactly, that's what I do too
If there's a hurry, a real time pressure, I let them know and they play it out!
Notably, "time is time" doesn't usually work that way in DnD. In most games I've been in, time is nothing. It might seem like something and still be an infinitely renewable resource as it often is in video games
And well, narrative often demands it too - it's just so much cooler to stop the villain in the nick of time instead of burst in two weeks early to demolish the ritual circle before the warlock has even arrived :P
 
I find the time ladder to be very helpful.
 
9:02 AM
@kviiri That is very weird. Time can get very weird in ttrpgs, like when the whole group enters in a 3 hour long debate to decide the actions of a certain's player wizard, when they should not even be talking. Or when you get a "we make a long rest. DOes something happen? No? Then we go on". So time is very pliable. But never I thought of it as a renewable resource :P
 
@kviiri That just means the grand finale shifts from "stopping the warlock's ritual" to "stopping the warlock's revenge for stopping his ritual."
@Helwar I don't have any problem with out-of-character consultation about actions, because it usually substitutes for in-character internal monologue which would be very reasonable. Especially when a character is making a choice they're an expert about which their player isn't, using the whole group's wisdom is a good way to model that character's competence.
 
@Helwar I'm talking about things like searching every cupboard or cabinet without a clear reason (because the only cost is time), taking rests between every combat, or taking it to extremes, searching every tile before you walk on it. My group does the former few, not the latter but the latter is not unheard of either among the more munchky players
 
Also, time as a renewable resource tends to be true of games where the external world doesn't move except when the PCs are watching it.
 
@BESW nor that I have a problem with it either. It was just an example of flexible time :P
 
@BESW How is that used?
 
9:10 AM
@kviiri A few ways. You figure out what the "normal" time to do something is, like searching a room for clues probably takes... let's say an hour to do it thoroughly.
 
To further elaborate, time is often of no actual value in DnD or of wildly varying actual value, with the players having only a guess what that value is at a given time. Hurrying in one situation can save a life, in another situation cost a life.
@BESW Then you double the number and shift to the next larger unit to get the actual time needed, gotcha :-)
 
If your roll to search the room is three points over the target difficulty, you shift three places faster on the ladder and find a clue in a few minutes.
 
Ooh
 
If you fail the roll by three, you can succeed at cost by taking all day to find the clues.
 
@kviiri I get it. One of my friends DMed us, he made a complex system of drawers, depending on how much did you pull a drawer it was a number or another, and we had to input a password. One of my friends wasted there "2 days", just testing all the possible combinations to brute-force it
 
9:14 AM
(If you don't have all day, you can't succeed with that cost--find some other cost, like getting caught trespassing in a crime scene.)
 
Also there's an unfortunate thing with player (and GM) mindset in general, that in-game resources are valuated by their in-game resource cost
...while everyone forgets the truly precious resource: game time. :<
4
 
@kviiri This is why I stopped doing random encounters, and eliminated level loss as a penalty.
 
Applies to video games too, that's why we have people who grind despite hating the grind.
@BESW Urgh, level drain actually used to be a thing in DnD... I keep forgetting that.
 
@BESW I do very few combats, i feel like "fodder" combats are not fun, because they are not a danger to the players (not really...) so it's not fun... It's like shooting my own foot because then I don't exhaust their reserves so when I do combats, they have to be VERY BIG encounters
 
Anyway, I think that behavior is so profoundly human that it's pointless to try to change it, and instead do what BESW did and remove instances where the situation happens. Reduce opportunities for grind and don't allow trading fun for success.
 
9:21 AM
@Helwar Before I eliminated level-gain systems from my RPG repertoire entirely, I stopped using XP to determine level gain and found that I could cut out about half the combat encounters from every pre-made adventure I used, because they were just there to pad the XP count so players would level up at the right time in the narrative to be able to... beat the next filler encounters.
Instead I just said "You level up now."
 
@BESW I do that too. Whenever it's interesting to me, they lvl up
 
I think I've found kills -> XP -> levels interesting in three games total, all video games
NetHack has a thing where you can donate a money to a priest guaranteed to spawn in a certain point in a dungeon to gain some innate AC. It's a very valuable blessing, but the amount of money needed scales with level, so there are strategies revolving around reaching the priest with the most money possible (typically by starting with a wealthy class like Healer) and with a very low level. It's definitely interesting, but I don't think it's particularly good design anyway
 
I think my favorite "leveling up" style system so far has been Golden Sky Stories, where you progress mechanically based on how good your friendships are.
 
Truly, when I started leveling them by milestones the real reason wasn't that it was more coherent or fixed some behaviors, but that I was very lazy calculating the XP they got, and gauging how many enemies they had to defeat to get X amount of XP to lvl up... so it's easier to me :P
 
(Including other people putting points into their friendships with you!)
 
9:27 AM
In Borderlands, levels are rather incremental and frequent, but XP is awarded straight after kills and leveling up restores one's HP, so it's possible to use leveling as a tactic in difficult encounters. That's interesting and I'd say even fun. Doesn't make much sense in-universe but works for me :-)
 
@Helwar Ironically, 4e was the system where I really noticed the encounter-padding but it's also the only system where XP tracking is at all useful for the GM to do outside controlling player progress, because monster XP is also tied to an effective system for gauging and controlling individual encounter difficulty.
@kviiri Some of the Arkham games did something similar, I think.
 
Battle for Wesnoth also has the heal on level up, which can impact tactics. Due to the symmetric nature of the game, I think it suits Borderlands far better than Wesnoth.
@BESW That sounds fun :)
 
@kviiri Golden Sky Stories is a lot of fun.
You also get points when the other people at the table think your character is particularly adorable.
 
I might need to introduce it to my friends (...and myself because I only know what you've told me)
 
(I played a puppy and got points for sneezing when a leaf was stuck to my nose.)
 
9:32 AM
@BESW I feel like in 4e, combats were just fun by themselves. It's the one system where I don't avoid placing as much combats as I want :P
 
4e combat can be fun on its own, but it's often not because of boring or repetitious encounter design.
4e's pre-made adventures suffered from a LOT of boring and repetitious design.
 
4e does indeed improve the combat minigame a lot. I think it will easily get repetitive without excellent encounter design (BESW ninja'd me on that hehe)
 
I'm very against "pre-made" adventures, I feel like they are never flexible enough
 
I like running and playing on-the-rails combat romps between my more open games.
 
i feel like I play TTRPGs for the infinite imagination humans have. And premades are like videogames, they may have a 1000 options. Still, not infinite :S
 
9:36 AM
Yep
 
I've run mines of phandelver twice with 2 different groups, and played the introductory mission in the starter pack of "Edge of the Galaxy" (that was scripted as hell xD)
 
If I had to pick just one, I'd definitely play only more open, sandboxy games on Apocalypse World or such. But it's such a nice world where one doesn't have to like just one thing :)
 
so maybe i've come into contact with the bottom of the barrel here...
 
Erk. Serious AW hankerings intensifying now that I mentioned it
 
xD
 
9:42 AM
@Helwar I used pre-mades as scaffolding to build my own adventures on top of, so I wouldn't have to invent everything myself.
But I was mostly using them for mechanical inspiration; the campaign was very much my own, to the extent of taking place two thousand years before the "present day" setting, in the middle of a world-spanning war.
 
I used mines of phandelver in that fashion too
yesterday I preordered Octopath Traveler, thinking it came out 13th of june, next week. I have just been informed that the actual release that is july 13th... Oh well...
 
:(
Hmm, I've think I've grown more interested in a subplot of my planned campaign than I was in the original plot
I wonder if I should just scrap the original plot and build the campaign around the subplot now, heh.
 
10:00 AM
 
@BESW strongly agree
The main plot was the "introductory" plot
it can get cut and unfinished if you need it to, no worries :)
 
> Original plot: evil spirit conquers island, is cursed to be bound to land, needs a ship to conquer the rest of the world, tries to force island people to build one. The PCs help the island people resist and overcome the spirit.
> Subplot: a lich mainly defined by their covetousness loathes the evil spirit and offers the PCs help if they help them retrieve an item of great sentimental value to the lich
 
I wanted to make a goof about privacy policies in my game, using the "secret magic messaging system" they have with their patron organization. But we haven't played in 3 weeks and I feel now is too late for the goof >_<
 
If I do away with the original plot, I need to think of a reason why the players and the lich would want to collaborate. Not an insurmountable hurdle, of course.
 
DO you have to get rid of the 1st plot? Just redefine their importance. Maybe the evil spirit ends up being small fry, and the lich wasn't just a sentimental old wizard...
 
10:07 AM
@BESW lol, can't get enough of these'
 
@Helwar Yeah, the original plan was that if the players want more after banishing the spirit back to their homeworld, the Lich could serve as a BBEG #2
 
@kviiri if your players are regular players, they already plan to betray the Lich and destroy it, so it's a safe conclusion :P
 
@Helwar Maybe they are, maybe they aren't :) I regularly tell my players that there's no good or bad decisions in situations like that, so they can go with what their character would do or what kind of an endgame they'd like to see.
Of course, it might be a bad decision in the sense that they wind up making the Lich more powerful, but mechanically speaking they'd face something of similar power at that stage anyway.
 
It really doesn't matter what the original plot was. What matters is what's hit the table, and how to take what the players have experienced and make it move forward in interesting and fun ways.
If the subplot's what's going to be interesting and fun, that's what you focus on. If the previously planned main plot can be incorporated into it in an interesting and fun way, that's great. Otherwise....
 
10:36 AM
@kviiri It's not a case of good/bad decisions. Players usually expect everyone is gonna betray them and they peemtively betray everyone
 
@Helwar I know of such cases, but I'm explicitly telling them it's ok to be betrayed and so far they've taken opportunities for that very well :)
> Me when GM'ing DnD: "There's an empty hallway in front of you."
> Players (in unison): "I check for traps!"
> Me when GM'ing Apocalypse World: "The canyon is quiet. Too quiet. Large piles of rocks lining the walls seem perfect for concealing a force for an ambush. If this isn't a trap, nothing is."
> Players (in unison): "I walk into the trap first!"
 
Once as a player, our group was charged with the responsibility of guarding the King's treasure from Castle A to Castle B, as he went the other way with his entourage as a diversion. After fending a couple of thief bands, I decided to pick up mercenaries. We had time, and the wizard wanted to build some magical contraption, so I dedicated a month to screen candidates and picked up 10 mercs. I specified that trustworthiness came before prowess in the selection process
first night, mercs betray us. Not only the DM, but everyone at the table just told me "what did you expect?"
I dunno, maybe it's my fault for believing in the inherent goodness of humanity, or that mercs would not get very far in life if they betrayed all their masters ¬¬
 
11:00 AM
@Helwar somehow I infer no dice roll was involved, not for the initial selection nor for the following results.
 
not at all
 
Then I suppose you were just expecting to have... agency?
 
I was a paladin, so high charisma, and with the mercenary background, so I had contacts and knew how their "world" worked..
yeah
I assumed the "no roll" at the beginning was because it was easy task for my character
 
That's the sort of thing where I find a good GMing "trick" is to make sure you know what the player thinks they're doing, and why, and not just go by literally what they say their character does.
 
11:54 AM
morning nerds
 
@Trish Looks like I didn't save the tag excerpt entry properly yesterday, so I think I might have created some misunderstanding for your comments -- I've updated it now. I've also revised the new text.
 
12:27 PM
@goodguy5 mornin!
 
Top o' the morning to yah
 
Boo!
 
12:43 PM
@kviiri I keep saying this but nobody listens to me
 
@SPavel People draw very different conclusions from that, though
"If grinding is so annoying, people wouldn't do it would they" is what some say, but I know many people who are practically wired to optimize their gameplay (including myself) so I'd prefer if people instead designed games without the grind in the first place.
 
@kviiri <evil>You should totally try Disgaea...</evil>
 
@kviiri that's where story-based XP/levelling comes into play.
Anytime you require killing for XP, you're instituting grinding
 
@NautArch True, and we use it in all our DnD. I'm talking in a more general sense, though
 
@kviiri Ah. I actually didnt really feel like witcher3 was too grindy.
It actually seemed the opposite. Trying to get XP by killing things outside of storylines didn't net you much, but it degraded your equipment.
 
12:56 PM
eg. I have a similar problem with the usual "search everything" routine, "talk to everyone about everything" routine etc...
 
goody oldie Xtermination Points....
 
@NautArch I've never played it, but I've heard it's good
 
@kviiri I'm actually considering replaying (i've never replayed a game before)
 
@NautArch O.o
 
@Hobo_warrior The amount of hours I sync into exploring those worlds generally doesn't say to me "hey, let's start over!"
 
12:59 PM
also..... this.
 
Created a new character for a 5e one-shot game themed as a Battle Royale. I was going to make a Fighter, but my little brother popped in for a surprise visit, and when I logged into DnD Beyond another player had already made a Fighter.
 
@Derpy just spent the last5 minutesreading that
 
So my character is a noble rogue who was kicked out of warrior school for being too "cowardly in combat" and who now enviously loathes every "proper warrior" there is.
...and at the same time is desperate to prove their superiority over them.
 
@kviiri what level?
 
@NautArch 5
I picked the scout archetype
 
1:06 PM
@kviiri that's not bad. Superior kiting skills. Can you do anything to increase your speed (mobile feat?)
 
@NautArch Sure, I'm variant human by habit. I didn't pick feats yet, but I think Mage Slayer could be rather good for this one
 
@kviiri Oooh. That's not a bad idea. Although Mage Slayer is built for within 5' of you. And you plan to NOT be within 5' of someone for very long, righT?
 
@NautArch Maybe if they're a wimpy mage :)
 
@kviiri When you say battle royale, is it pvp or pve?
 
@kviiri SO if it's a caster, you'll probably use your Mage Slayer reaction and if it's a martial, you'll use your Scout reaction. That's a pretty good plan, actually.
 
1:11 PM
@AVeryLargeBear PVE as far as I know
 
Sounds cool. Scout is much better for pve than pvp in my opinion.
It's a little too squishy without someone else to draw a lot of the aggro.
 
For PvP it'd be Swashbuckler for Rogue I guess.
 
Yeah, that would be my pick
 
@kviiri I was going to recommend Swashbuckler, but you are limited in your movement with your speed. You're opting for more damage and less mobility.
 
Luckily it's just a one-shot. No need to really optimize anything for long term :)
 
1:17 PM
Indeed. I've been playing a Scout in PotA, and it feels a little lackluster in a lot of situations.
Though I think that is partly due to the campaign, not the class.
 
@Helwar Did you accidentally open a room?
 
@NautArch Did I? I wouldn't even know how
 
@Helwar ha! I got a notification you had created a room.
 
I don't know, I might have accidentally clicked somewhere... but I don't even know where
 
As an interesting twist, the game starts without equipment
 
1:23 PM
@kviiri Being mobile could be an even more important thing, then. No armor either?
Very Hunger Games, eh?
 
Rogues have a slight advantage there in that their dex gives them a reasonable AC from the get-go. Sadly, sneak attack requires a finesse weapon or a ranged one.
@NautArch No armor, yep.
 
@kviiri and no focus/component bag?
DId you consider mobile monk? :D
 
@NautArch That's a good question
@NautArch I did, but I want to still have friends after the game :P
 
@kviiri be pretty bad if martials don't get armor, but casters get components.
 
Picking monk would be like using the Monopoly house cornering trick
 
1:26 PM
@kviiri hahahaha. Friends are for the weak! Mobile monks need no friends.
 
On a more serious note, I'm already a Monk in our other campaign
I've been loving it though
 
@NautArch can you delete it if I made it? or something?
 
@kviiri While googling that trick, I discovered I've been playing monopoly wrong
@Helwar I don't think I can (was only invited?). Here is the room.
 
Playing a monk has definitely been my favorite experience in 5e so far. There's enough choice in combat for it to remain fresh, but no need to stress about spell picks or so.
@NautArch We often skipped the auction phase too, but we did know it was required by the official rules. We also (ill-advisedly) used the Free Parking rule where tax money goes there to be picked up.
 
@kviiri Grinding makes a small amount of sense in video games, but zero sense in ttrpgs
 
1:33 PM
@SPavel Look, some people just can’t dance.
 
^
@SPavel is ttrpg the same as trpg?
 
@kviiri I always picked the money on the free parking and never knew auctioning lanes was a thing O_O
 
@goodguy5 Tabletop RPG
 
oh, duh. right. context. I don't see it.
 
@Helwar and turns out free parking money isn't a rule and auctioning is :)
 
1:35 PM
@NautArch ...??? "you forgot the auction rules" is a news article?
 
@NautArch yea. I feel that those two factors are a large part of the reason monopoly is so hit or miss for adults.
 
Optional grind isn't bad - for example, in Pokemon when you want to design a new party member, the cost for that is grind (to level up a new Pokemon and have it learn the right moves)
 
@SPavel Well, it kinda depends. "Optional" is so subjective
 
@kviiri You can strictly enforce optionality
 
@doppelgreener apparently 2013 was a slow year for the telegraph :)
 
1:37 PM
For example, if Pokemon had very strict diminishing returns on XP, there would be no reason to grind your mons above level 20 if the wild Pokemon around you were level 20
You'd need to progress the story, and as you do, you naturally earn some XP that put your guys at say level 25, and if all the Pokemon in the new area are level 25, you won't get much out of grinding
 
I think Pokemon is a bit different in the sense that beating the game itself is easy without serious grind (although the random encounters can feel like it) and to my knowledge there aren't even those ultra-powerful bonus bosses that are so popular in JRPGs. So if you grind, you do it for PvP or to get some bragging rights rarities, right?
 
@SPavel still people would grind ages for that one extra lvl xd
 
@Helwar Those people are dumb
You cannot fight the dumbness
 
@SPavel Oh this reminds me, do you know what's the absolute worst thing
In some entries of The Elder Scrolls series (at least Morrowind but I think it's the same in Oblivion too?) one advances levels by training skills out of a limited set
When one levels up they get N-many points to spend on attribute increases and the N is determined, through opaque logic, from what skills the player actually trained.
Cue micromanagement to get as big N per level as possible.
 
I'm playing Xenoblade Chronicles 2. I know further down the line, after the story, the world opens up and everything is easier to do. Still, here I am. 110 hours and still on chapter 7 of 10 because I can't leave a sidequest undone, and need to get every possible talent taht the game lets me get at that moment...
 
1:42 PM
But wait there's more! One attribute, Endurance, has a cumulative effect. Each level gives more HP the more endurance you have, without retroactive adjustments.
 
@kviiri The trick in Oblivion was to select skills you did not use as "major" skills
So that you can sword one million enemies, which levels up your swording skill, and not gain any character levels, because you didn't plant any flowers or whatever
 
@SPavel Game design like that makes me feel sad
 
And as soon as you wanted to level up, you go plant one or two flowers
Skyrim was MUCH better about this
The attributes are Stamina, HP, Magicka, and you pick one on level-up to boost
 
@SPavel 100%. And going through the game was way easier at low level - enemies weren't overly strong, and NPC allies wouldn't level up with you if you kept leveling up (allies were a fixed level, enemies were scaled)
 
Then again I gauge all computer game "RPG elements" against Dungeon Crawl Stone Soup which has an actual design manifesto in the docs, so I'm prone to loathe everything.
 
1:47 PM
@kviiri pokémon is a very odd ball there. You have a lot of available optimization, that most of the game won't ever require.
 
@Derpy Hehe, aye :)
 
You can safely reach the end of the game by overleveling alone.
 
@Derpy Which is why Nuzlocke is stupid
 
regarding that question about spells on the fly, I think it is possible with damage...
 
I recall playing a second gen Pokemon game using pretty much only my starter Pokémon and some for HMs. I had one tough fight, the rest was easy.
 
1:48 PM
things get a little better in the post game, but we are far from the "requires thinking" fields
 
(it was the one with the cow)
 
@Derpy puej pokemon optimization. Breeding is the ultimate form of boring gameplay, just to own "regular players"
 
that said, there are odd placed exceptions in the series. I think I remember that the Battle Frontier used to be programmed to actually counter bugs with bugs
 
@kviiri That's why I bench my starter ASAP
 
@goodguy5 I think i'm with Kyran on this one. Part of the sorcerer trade-off is less options(limited spells) for more effects(sorcery points shenanigans).
If you give them more spell utility, than there needs to be a strong counter to balance it.
 
1:52 PM
I was thinking about it less as sorcerer, and more as a general spell casting methodoligy
 
... By which I meant that it would go out of its way to use Fire Fang against an hacked wonder guard Spiritomb
 
@goodguy5 But how spells are chosen is an intrinsic aspect of picking what type of caster you want.
You'd need to rejigger caster classes
 
I'm not 100% sure.
I have only given it like 4 minutes of thought, so maybe.
Maybe you need to burn a sorc point per level of spell to unlock "on the fly chart"
 
@goodguy5 so...back to sorcerer-specific?
 
I think it might be possible to have a damage-only on the fly spell system.
@NautArch maybe. like I said. haven't nailed down the idea.
 
1:55 PM
@Derpy Ah yes, the hacky Wonder Guard plague. That was quite an issue online.
Are you looking for RAW answers, or for some sort of homebrew solution to this situation? Also, I don't think the 'surprise' tag is entirely relevant here, it doesn't really matter if this happens by surprise or not? — Theik 1 min ago
So, question. Is asking this really helpful do we think?
I mean if the asker doesn't specify I assume they just want the best answer be it RAW or homebrew/house-rule.
Is there any point to forcing the asker to state up front what they want?
 
But I'm sure that I could come up with something sorcerer specific, if the group/sorcerer wanted it.

spend a slot per spell level that's dedicated to "flex casting" or whatever.

Then adjust damage dice for types of damage, delivery method, and number of targets.

That gets you 80% of the way there.
 
BTW not picking on this one user, I've seen variations on the comment from many users. I am just confused by its usefulness.
 

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