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7:00 PM
@kviiri Possibly because the default usage no longer uses a grid.
 
7:16 PM
@kviiri They did make running battles take longer though
 
@ColinGross Eh, I don't think they were a particular culprit
 
@kviiri Just another factor to add into the expanding matrix of interactions.
 
Besides, I don't think short battles are really an end in itself.
 
@kviiri True. Depends on the balance of play you're going for and where you want to spend your time.
Doesn't tabletop battletech have a bunch of facing rules and such?
 
I mean, I'd gladly spend 20% more time in combat if it was also that much more interesting. Sadly it seldom is, but better rules would help there.
 
7:26 PM
@kviiri Potentially more edge cases and lookups. Those can be painful.
 
@ColinGross DnD already has plenty of each.
 
@kviiri Yeah. They get added to with each expansion.
 
Looking at this site I feel 5e is nothing but edge cases
 
@kviiri 3.5 was worse in my experience.
Also, computing ACs above 25 got tedious.
 
I never played it. I'm just pining for the good parts of 4e getting a renaissance
 
7:30 PM
But not if your flat footed and looking the other direction while partially flanked!
 
Marking enemies and martial character powers would be neat to have
 
@kviiri I think 4e also had the AC treadmill issue.
 
@ColinGross Bounded accuracy is definitely one of the good parts of 5e, yes
 
@kviiri similar to the existing maneuvers or different?
That's the phrase I was looking for!
 
@ColinGross Well in 4e they're essentially as varied as combat spells
 
7:32 PM
There is a 3rd party "Beyond Damage Dice" that I've used material from.
 
And everyone gets them, but kinda?
 
Basically alternative uses of weapons or additional uses.
 
4e had absolutely ridiculous math esp. before MM3. Monsters would have over a thousand HP on higher levels but damages still remained roughly in the L1 order of magnitude
 
I liked the club one. Can ensure critical when hitting, at the cost of breaking the club.
@kviiri Rangers have been suffering the repercussions of being awesome in 2nd edition ever since.
 
They're quite varied in 4e. Eg. The Warlord has a ton of abilities that allow them to forgo their attack to let an ally attack in their stead, with a variety of bonus effects to tack on
One of the more powerful Warlord powers involved every ally adjacent to an enemy getting to make a melee basic attack against the enemy
The Rogue has some fun powers too, eg. a daily power that allows them to move up to their speed and every enemy they provoke an opportunity attack from instead targets themself
In a similar vein, another power allows them to attempt redirecting enemy attacks towards other nearby enemies
 
7:40 PM
@kviiri DO NOT MENTION THE BLOODY PATH
 
@Carcer oh sorry, rule 1 of the Bloody Path
 
that particular ability got a lot of flak for being ridiculous when you sat down and looked at it
 
Ofc it is
That's an essential part of martials being comparaböe to mages, who have a longstanding tradition of sillyness
 
nah
 
@kviiri That...is actually pretty cool/funny
 
7:44 PM
I'm fine with martials having powerful abilities
bloody path is just a real bad offender because its inherent design says "the more competent you are at fighting, the more likely you are to hurt yourself when this rogue runs by you"
 
@Carcer I have a similar issue with critical fail tables
 
and that kind of thing really annoys me.
Sorry for derailing, I know it's been so long but it seems I still get set off by that.
 
8:22 PM
@Carcer You didn't derail the conversation, you killed it lol.
 
8:51 PM
@Rubiksmoose Well, trains typically stop after being derailed too
Instead of, y'know continuing to another town
 
@kviiri Ok that is a very valid point lol.
 
So, the metaphor of derailing a conversation was invented by people who had never seen a switch?
 
@Anaphory Like most things, it's an extension of the trolley problem
Derailing the conversation results in fewer casualties, but is it still moral? Who knows?
 
“Derailed”. You are a trained psychologist called to the scene of action: A dangerous terrorist is about to pull the lever and have a full traway trolley run over a dozen people. He is in deep conversation about the morality of this with a colleague. Can you subtly derail their conversation long enough that they forget to pull the lever in time?
 
@Anaphory is anyone on the other track?
 
9:02 PM
Of course. This is a trolley problem, after all.
 
What if the other person is Immanuel Kant?
 
@Anaphory All problems are trolley problems with varying degrees of abstraction
 
the best Doom WAD is a trolley problem
 
@MikeQ Right... do I eat the cookie? On one track is now-me's desires, on the other track is future-me's desires. (Hint: future-me loses every time.)
 
@nitsua60 you might want to keep an eye on the comments under this question as it is already becoming help pile central. I have removed my comments to help.
(the things I said in my comments had since been said again by others so they were redundant.)
 
9:08 PM
@Rubiksmoose I have to run to a faculty meeting soon so won't be able to do much, but I see the flag you raised--good move. Now all of us will check in on it occasionally. And thanks for de-helping where possible =)
 
@Carcer I understand and agree. I just picked it as an example on a whim, as a demonstration that Martial powers don't need to be the usual super mundane stuff but can be more... exotic too
 
@nitsua60 Always happy to dehelp lol. :)
 
"Time to unhelp."
"What's that word? 'Unhelp*ful*?'"
"No. 'Unhelp.' Closer to 'Unhelp-*empty*.'"
 
Like, uh... there's usually a bit of a problem with Wizards, Warlocks, Druids etc being Obviously capable of all kinds of weirdly powerful stuff, while Rogues, Rangers and Fighters are expected to be just particularly talented muggles. The variety in powers helped even that gap in 4e.
 
@kviiri is prefer weakening magic to buffing muggle-hood. Powers always a felt a bit too fantastic to me
 
9:16 PM
@DavidCoffron 5e puts some limitations on magic but it's still pretty wacky at high levels
Thematically, it still pokes at those 3.x/PF scars
 
@MikeQ oh I don't like 5e magic. I like the low magic items but spellcasters still have too much. It's so hard to make a low magic setting in D&D
(Without just restricting classes)
 
The magic/martial split is still there. Do you want to be magic, and have a daily supply of realism-breaking coupons? Or do you want to be boring and worry about feat combinations just so you can hold your weapons in a unique way?
 
The DnD system of magic doesn't really deliver when it comes to representing high end magic in fiction
 
@MikeQ Yeah. My ideal system has much more condensed character options with the complexity presenting in a realistic way. It takes many levels to master a weapon or a type of spell. A 5th level wizard has just fireball (and some weak versions of other spells that he's practicing). A 5th level fighter is a master of the sword and is just a little better than a regular soldier at the other weapons.
 
World-altering spells aren't just spell slots waiting to be used, rather they're usually rituals spawning plotlines of their own.
 
9:22 PM
@kviiri Imo wish should require a life time of magic practice for a one time effect (for mortals) or divine or supernatural assistance
 
One of the recurring issues with the editions of D&D that I've played, is that there isn't consensus about how fantastical the world should be. Realism is selective.
 
And Wish isn't even the only one
But I must go to bed now. Tired man needs his nap
 
@MikeQ I like fantastical enemies (like dragons and demons) with more mundane heroes (if you want to be a wizard, it'll take some work, and becoming world altering should take decades)
 
@kviiri 4e handled that much better, though I still think the DFRPG approach is probably closer to the ideal.
(In concept, if not in implementation.)
 
I think 4e's approach is valid. If the gameplay is fantastical, then why can't the non-mages also be fantastical in their own, non-magical ways?
Apr 24 at 20:16, by Mike Q
@doppelgreener Yes, that's how I want to see it too. If a legendary wizard can chant a single spell that lights a house on fire, then the non-wizards of that level should be equally legendary. The legendary thief can pick any pocket, or escape any prison. The legendary warrior can keep fighting because they refuse to fall.
 
9:24 PM
@BESW Tell me more about that caveat.
 
@MikeQ Tons of fantasy tropes feature unrealistically awesome swordsmen, archers, etc.
 
@MikeQ if the goal is fantastical proto super heroes then powers work fine. Just not the kind of game i like
 
And then 4e's use of rituals nicely sets up the "spells that change the game" niche.
 
@DavidCoffron I prefer settings/fictions where magic is as costly as it is powerful. Using it puts yourself at risk.
 
@MikeQ Shadowcraft.
 
9:25 PM
@MikeQ that's one way to do it. Makes it easier to justify the fact that not every lich learns wish
 
...and now I'm thinking about a Broken Earth RPG system.
 
But with spell slots, magic has limitations, but it never feels costly. The spell does a thing because, well, it says so.
 
@MikeQ yeah. Some of my favorite magic in fiction is when the wizard has to think. Is this spell worth casting with the risk to my health/the being's power Im conjuring might break through/the risk to others/ the cosmic balance
It's just hard to implement when players don't have the same connection to the world as their characters do
 
40k has a good approach. You use magic, there are side effects. You use too much magic, you tear the fabric of spacetime and let the demons in. Gameplay-wise, this means that the casters still have the potential to do crazy stuff, but it's a riskier playstyle that requires planning and judgment.
 
In Shadowcraft, spells always work. You roll to see if the power of the spell warps your mind and body in ways that are probably actually pretty cool and useful. But if you change too much, the source of magic you tap into will take you over and turn you into an NPC. To prevent this, you spend time in activities that reaffirm your own identity and overcome the warping.
 
9:29 PM
@MikeQ trouble is, players might want to let the demons in if they're not as invested in the world (for the added challenge or because they just don't care). Once they stop playing that character, many consequences are meaningless whereas a real wizard living in that world has to live there the rest of his life
@BESW that's pretty cool
 
@MikeQ the original implementation of that in DH still has issues because even the most minor use of a psyker ability risks tearing a hole in reality and letting the demons in
 
@DavidCoffron There's a few issues with that. One, players can let the demons in. It happens. Two, the issue of "an uninvested player could spoil the campaign for everyone else" is applicable to most other systems.
 
the changes in Rogue Trader which let you suppress the risk of warp perils entirely by doing it at lower power was an improvement
I never got around to checking out DH 2e so not sure how the system works in that version
 
In DFRPG, you make two rolls: one to gather the necessary power and one to control it. If you want to create an effect that requires more power than you can gather or control, you can get bonuses by doing the spell in a particular place or time, or with particular materials. The harder it is to get the thing, the bigger the bonus it gives you.
 
@MikeQ true. I've never played the system so I don't know exactly how it's implemented
 
9:33 PM
@DavidCoffron My point is, while magic is powerful, there are reasons not to use it. In most cases, the party doesn't need a psyker to get by.
 
If you fail to gather the necessary power, the spell either fizzles or you have to take a compromised version of it. If you fail to control the power... well, the power has been called and it has to go somewhere and the only choice you have is "do I contain the uncontrolled power and narrate how it burns through me, or do I release the power and have the GM narrate how it burns through the local environment?"
 
OTOH, DH's system as written does resonate with the game's lore quite well, and WFRP/W40KRP have always had a very grim "bad things will happen by random chance, that is the world" vibe to them
 
In Don't Rest Your Head, characters are insomniacs who have stayed awake so long they've fallen into a mad world stalked by nightmares where their sleep-deprived hallucinations become superpowers.
Using ordinary "things a human can do" abilities makes you more tired, and if you sleep the nightmares will get you. Using your insomnia superpowers pushes you closer to madness, and if you tip over the edge you BECOME your nightmare.
 
@BESW Whoa that sounds awesome. Also maybe difficult to play. But conceptually, very cool.
 
In practice I found the mechanics a little clunky and the default setting a bit too cute. But a solid concept nonetheless!
I've only done one session of it, and that was nested inside another, longer Fate-based game.
All the PCs were on a spaceship traveling to their next adventure, so we had a Horror In Space episode and translated the characters from Fate to DYRH for it.
I felt like it was a success.
Oct 17 '15 at 13:47, by BESW
We changed the timeline and then changed it back, re-inflicted childhood trauma on a PC, turned the boat into a Victorian hellscape and back, and although we reset most everything, the mental trauma's still there. Also a handful of Atlantean vandals and the cultist nemesis of one of the PCs are on the ship now and they weren't before.
 
9:46 PM
"There's trouble in the holodeck" TTRPG , got it
 
This was "the Weirdness of outer space has caused the dreams of our Victorian-engineer's-brain-in-a-box PC to take over the ship, and the neuroses of the other PCs are manifesting as superpowers."
I do have a holodeck campaign concept, but it's actually "trouble without a holodeck."

Setting Seed: Holodeck Breakdown

Jul 10 '14 at 6:35, 17 minutes total – 16 messages, 4 users, 0 stars

Bookmarked Jul 10 '14 at 9:52 by BESW

 
@BESW Out of curiosity, how many (and which) games are you currently GMing/DMing?
 
One a week, at most.
I mean, it's hard to answer that because we don't really do traditional long-form campaign formats.
So it's less "campaigns I'm currently running" and more "systems we might play a session of next week."
 
10:03 PM
1
Q: One question was put on hold as too broad, another wasn't. What's the difference?

JackThis question: Party betrayal in an evil campaign was put on hold as too broad. On the other hand, this one wasn't: How can I handle players who want to browse shops at random? In both cases, they both boil down to asking for suggestions as to how to handle something in-game. In both cases,...

 
10:26 PM
@BESW I ran a campaign that yours reminded me of. Based off a game I played a long time ago, an almighty, immortal lich put himself into a coma due to depression, and he was so magical his dreams created its own reality. The players were creations in his dreams and they adventured like normal adventurers in an odd world. They would eventually find hints of the "reality" of their lives, and even find remnants of his own mind exploring his dreams.
 
Cool.
 
Eventually, they found the means of escaping and became real-life beings.
I can't remember the game, though. Platformer on PC.
Was about a Warlock who did the same, became depressed and put himself in a coma.
But then his dreams started creating real live monsters and heroes in an otherwise mundane world.
And you played either heroes from his dreams or mundane guards from the normal world.
 
Sounds kinda like the Talos Principle.
 
Stupidly hard roguelike game.
Nope, just looked up the Talos Principle. Not quite it. But I'll keep that one mind if it's got a good plot.
The one I was thinking of had decent mechanics and plot, but rough graphics.
 
@DanielZastoupil I was deeply underwhelmed. The gameplay's okay but it botched its own themes.
in Not a bar, but plays one on TV, Sep 29 '17 at 3:15, by BESW
I saw a tweet describing Netflix's Danny Rand as "A stoned college freshman who just read a book on Japanese philosophy," and I thought "Ahah! This is also my problem with The Talos Principle."
 
10:37 PM
@BESW there's overwhelmed and underwhelmed. What does it mean to just be whelmed?
 
 
@DavidCoffron 10 things I hate about you?
Hilarious quote.
 
@DanielZastoupil wow. Very few people know that one
In my experience
 
My wife and I have a sort of competition when it comes to movies. She tries to get me to enjoy some chick flik, I try to get her to enjoy an action-murder fest.
 
10:43 PM
(Seriously though, to be "whelmed" is to be covered or engulfed, usually in a bad way. It's dropped out of common speech except in its superlatives.)
 
@DanielZastoupil I mean my girlfriend introduced me to Saw so I don't have that problem lol
 
10 Things is one of her favorites. I think it's alright.
lol.
Check out The Mutant Chronicles. One of my favorites. Very 40k-esc.
As for chick fliks, one of the ones that hit us hard was Sunshine of the Spotless Mind.
 
11:09 PM
@BESW fun thing i learned about that: "whelmed" was originally just the word for when a boat was being flooded because of bad weather, or being outright capsized. then people started saying overwhelmed as a superlative form, and that caught on as an expression. then because there was overwhelmed, people started saying underwhelmed as an expression, even though nobody would've said that in the original nautical context (boats aren't underwhelmed, they're just not whelmed).
 
11:29 PM
I guess you could say that people were over "whelmed"
 
Yeah, they're all over it.
 
11:53 PM
@DanielZastoupil Sounds like Grosse Pointe Blank for date night =)
 
@BESW so playing the Talos Principal would be like watching Iron Fist all over again? No thanks XD
 

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