@JesseCohoon personally? I'm all for it, because interaction is good, although I tend to lean away from the notion of a singular BBEG in the first place.
@JesseCohoon that's a CE/LE distinction there, btw, if you ask me
Long John Silver will respect the flag of truce for only as long as it suits him because he's a devious dirtbag who exploits every situation to his personal gain, but the Shredder will honor it even to his detriment because he places great value on his dignity and reputation.
> For readying a spell or other action, does the target have to be in range? > Your target must be within range when you take a readied action, not when you first ready it.
@Adeptus Great, thanks. To me, that pretty well seals it in the "yes, you can" camp. Glad to see you use it. (It does, to my mind, put the screws to another of Jeremy's statements that "targeting is in integral part of casting a spell, and is rarely isolatable," but that's his problem.)
(And my problem with paying any credence to Jeremy's tweets.)
@Adeptus I still think the Magic Missile example is the weaker part of your answer. In fact, I think it'd stand fine on just the SA quote. (Personally.)
(But I'm very glad to see an answer with better backup than "well, timing isn't important, because there's a Divination school.")
This reminds me... I've got half a Reuben saved up at home. There's my midnight snack =) [Does casually threatening to eat another chatizen's relative rise to flagging levels? Watch and find out!]
@Sandwich (Sorry, still riffing on the not-quite-a-joke about eating things that relate to usernames. Me: Reuben, you: sandwich. You: Chef Boyardee, that guy: beef.)
So I was GMing an adventure in 3.5, and the group I was playing with didn't have the good sense to bring any trail rations or survival skills to a dungeon crawl, so they soon found themselves lousy with hunger
Inside the dungeon they find an innocuous looking Sandwich on a table inside of a well furnished, but rather old room inside of a temple.
So they pick up the sandwich and eat it. A while later, their hunger unsated from only splitting a sandwich among them, they go into their pack to find the sandwich they had just eaten hours ago
So they eat it again.
This repeats for a while before their stomachs begin growling hungrily
To compress a long story short, The sandwich is a cursed item. Instead of relieving hunger, it exacerbates it. Makes you more hungry. You can't throw the sandwich away. If you do it reappears on your person. If you eat the sandwich, it reappears on your person.
They roll constitution checks to withstand extreme hunger
Two pass out(normal failure) and one dies outright (rolled a 1).
What could/should have been their way to deal with it? Have members take turns being the person to have to eat the sandwich that day? Or was it as simple as "just don't eat the sandwich"?
The only way to get rid of the sandwich is to place it back on the plate inside of the temple or to feed it to an adult dragon. You can also not eat the sandwich. But if you don't eat the sandwich after 24 hours it changes to match the appearance of another food item in your possession.
I got the idea from an idem called a lodestone.
Its a rock that weighs you down to a great degree, but when you attempt to throw it away it reappears on your person
yeah, my thinking with cursed items is items that are just out of control -- people think they want an effect, but somehow it got turned up to 11, 12, or 20, and now there's the consequences of such extreme effects as the curse
My "best" example of the pure implementation of that is a custom curse from 4e, bestowed on a thief who stole from the tomb of a saint dedicated to the god of thieves.
Effectively, the god of thieves said, "Wow, you're so dedicated to thievery that you're willing to steal from ME. Let's double down on that for you."
It was pretty easy to remove the curse once he decided to. There wasn't any mystery about how to do it, and it required no unusual resources or downtime or anything.
The choice is what was interesting: how far was he willing to go? Once he reached that point, making it hard to enact the choice wasn't going to be fun.
His attacks were dealing fistfuls of d6s and the pain of his target was literally turning into rubies worth thousands of gold, but he couldn't do basic camping or lore checks.
@BESW -- what if the benefit was itself the drawback? (i.e. curses based on the idea that there can be too much of a good thing, even without other drawbacks explicitly introduced by the curse)
@BESW basically, the challenge becomes "how do you make it so you can actually use a benefit of a magnitude that is normally beyond the span of control of a character?" basically, being able to engineer around the overpowering parts
If your awesome strength is so overpowering that it always creates some major problem in addition to successfully doing whatever you were trying to do, that's cool.
In order for risk/reward analysis to be interesting to the story, the risk and the reward have to be somehow balanced enough to make the choice non-obvious.
For example, in ARRPG super-strength lets you automatically succeed at anything a normal human could try to do, and lets you roll to try things a normal human could never do. But any time you use your super-strength, the GM can offer you a fate point to have something unexpected and bad happen also.
The example given is Atomic Robo tied to a support beam in a villain's HQ. He uses his strength to break the bonds, but breaks the support beam too: now the rest of the scene is taking place as the lair collapses around them.
But he's free to act: he got what he was trying for, it just added another complication as well.
Closer to the "cursed item" topic, I like the idea of items with agendas.
They aren't cursed per se, but they shape the story more than an item usually would.
In Shadowrun, there's the idea that if you have too much reflex-enhancing cyberware, you end up reacting faster than you can think. So you have to be careful not to shoot the waitress who taps you on the shoulder.
I have a book, bought when I was in school. Book was written after Harry Potter trend became worldwide. I can't remember neither name or author. It was russian and the book itself was some kind of fan fiction. It was written from the Harry's name as if he become dragon researcher.
It was something like dragon encyclopedia by Harry Potter.
Although, It has nothing to do with HP, it's fun book. Some lore ideas were great.
@BESW that's...interesting. I'm actually not sure how well that'd work to get like bug splatters off without leaving junk behind on the wing leading edges where it'd undo all that hard work
@Shalvenay Assuming dragons are generally immune to their own breath weapons, I don't see a big challenge in burning/freezing/melting off most of the detritus.
And this is, of course, assuming they aren't in a world where they can just cast prestidigitation.
@BESW I have read a book that had,... sort of ape orc things, some of which worshiped dragons, unfortunately they also had some terrible slightly veild racial stuff going on,... so not the best in that regard
I've had satisfying sessions that last as short as half an hour, but at least an hour is usually the minimum. But again, never played DW specifically. And it DOES have chargen, which is usually not a big deal for the shorter games I've played.
@RollingFeles In my experience you can have a surprisingly-satisfying one-hour session. Surprising if you're used to D&D, that is; many comig to DW are, being that they've chosen a PbtA that tries to capture the feel of D&D.
@Adeptus Well, in my experience DnD session take about 4 hours. 2 is too short session in general. I mean, how long it take for... erm... full session?
My only PbtA game was two sessions of Monster of the Week, each about three or four hours including character creation and a lot of "wait, how does this system work?" During that time we covered the same basic ground as the 6-episode-long Doctor Who story I based it on.
I have 2 dnd sessions almost each weekend and it's 8 hours minimum. I'm running one of these, so plus prep time. It's fun, but too often I feel myself exhausted. I'm thinking about researching other systems for full sandboxy campaign.
@BESW yeah, I didn't even look at that earlier because last time I checked, I recalled seeing the symbols switched (whether I was making a mistake at the time or not)
As of yesterday it wasn't sure if I'd be teaching at all then, but now it's just "Will I get an hour of DW chargen before I have to leave for work, or will I be dropping in for half an hour during my lunch break?"
This coming week I will be teaching either MS Word or Adobe Photoshop, as well as continuing to work with a blind man to familiarise himself with Macintosh Voiceover and develop workflows for his daily computer activities. I'm also finishing up a theatre poster and starting a flyer for a university division.
@kviiri I don't know what that is. Do you mean Cyberpunk 2020? or GURPS Cyberpunk?
I've got a project on the back burner with the working title My Little Psyche: Friendship is a Fragile Barrier Holding Back My Seething Neuroses, but it's hit some stumbling blocks.
@BESW Uh, possibly. He always just refers to it as just "Cyberpunk" and I've seen the book maybe twice. It's a very brutal system, he says.
Not GURPS, afaik.
I met the GM who did that MLP game for the first time when she was a player in one of my one-shot games, a very over the top adventure of Finnish teenagers fueled by energy drinks and doing tricks on their mopeds. Her character melded with a nightclub, walked across the Gulf of Finland over to Estonia, then back and fought with a police station. The entire, actual, concrete building.
I'm reminded of the RFS session which started with two warehouse store salesmen vying for Employee of the Month, and concluded with the warehouse being annexed as an independent nation by pro-gun agitators.
It's almost not a system at all; leaves a lot for the group to decide.
Scene framing, action granularity, turn priorities, everything.
I like to use it to introduce people to RPGs because of that: we can cover a lot of different ideas and tools in a very short time because the system just rolls over and lets us do whatever works.
But if the group (and especially the GM) isn't consciously aware of making those choices, or doesn't have a lot of playstyle tools to call on, it can get kinda wonky.
@kviiri Where they special rules for fighting against buildings ? I am having a hard time imagining how this happened but it definitely sounds over-the-top fun !
@AnneAunyme I'm not sure what system they used, but many systems use the same handful of mechanics for a wide variety of actions and contexts; it just requires a re-positioning of the relationship between rules and story.
Basically one of the PCs got their hands on some unspecified controlled substance, tried to slip it into the drink of an antagonist but blew the roll and accidentally got the glasses mixed up (poisoning one glass out of many is a trope that NEVER gets played straight - something invariably goes wrong).
So the dosed character started feeling sensations that weren't really there, and since I was already committed to keeping at zany as possible, I decided that the trip could as well have side effects for others to enjoy as well.
So they literally melded with the night club.
The final struggle against the police station was quite intense. When the nightclub crashed against the police station the rest of the party just leaped inside, like a huge boarding action between buildings.
If I were running an Apocalypse World Engine game, it'd probably just be the normal combat moves but with different triggers.
eg, a building can trigger the attack move against another building, but a human would probably need a mecha or some explosives to trigger the attack move.
A human attacking a giant living building would be more likely to trigger the Defy Danger move.
(or the GM would just decide it triggers their own "golden opportunity" moves to have something awful happen)
One of the things I like about games such as Roll For Shoes or Fate is that their actions don't just scale in size easily, but also in scope. A Fate action could take a split second or a week or even represent years of work you've already done long before the campaign started. It can affect a single person or an entire planet. Just depends on your context and narrative permissions.
AW2e handbook (and first edition supplemental material) includes guides on how much damage a building can take, along with heavier weaponry ruch as mortar pits.
A building is expected to collapse at about 8-harm iirc - and harm doesn't exactly scale linearly against them.
Rats, my GM is not willing to adopt the "declare you prepared something in advance" -move.
He never struck me as a hardcore simulationist but he argues that it's like a deus ex machina is players can simply declare they did something earlier.
And that players should just, well, declare the preparations they're doing in advance. Which is a bad idea in my opinion...
Not that I'm saying he's lying, but that he's not necessarily sure exactly why he's making the choice; in my experience that kind of preference is more down to valuing strategic preparation.
eg, what he's against is being able to make preparations when you know they'll be useful instead of when it's just an informed guess.
Use real headers instead of fake headers just went from faq-proposal to faq (in revision 5) with apparently no actual discussion on said proposal of FAQ-ness itself that I can see anywhere. (This is rather concerning to me.) Another question is also tagged with faq-proposal at the moment (Can I s...
If it was seriously helpful for them, they'd pack everything. Puncture-proof tires, minesweeper chains, etc... and I'd either have to throw those obstacles on their way to make the planning feel worthwhile, or then I'd have to subvert them by throwing something they didn't account for.
"Oh, you've got puncture proof tires? Well they have a huge electromagnet that grabs your car from above. You're stuck."
@BESW I integrated surprisingly smoothly. I just moved into my own room (in a shared apartment a friend of a friend owns) the night before last, which I think is good to call the last part of the integration.
I also think making planning a feature of PCs rather than players is a good idea... in fiction, a character's ability to think ahead is valued highly, so why not reflect that in the game?
@doppelgreener I absolutely loved Fish and Chips when I was visiting England (and Cornwall. Is it Wales or England?)
It was when the Rihanna Curse was in full effect. Didn't bother me a bit though - no one goes to Great Britain without expecting the absolute worst weather possible.
@kviiri This is an ongoing point of contention between various playstyles. I'm not a massive fan of "I don't have to know how to swing a sword or cast a spell in real life for my PC to be excellent at it, but my character's ability to socialise and strategise is directly tied to my own capacity," but it's common enough that I used to think it was just the way things were.
@BESW that's already happening in a lot of little ways. Streets are different, people casually jaywalk in ways they wouldn't in Aus, you can buy alcohol in stores (and corner stores have a wall behind the counter LINED with spirits), the mcdonalds burgers are slightly bigger but the big mac secret sauce isn't as good, everyone has a pint to relax instead of a coffee...
there's no cafe culture like in Australia, there's nationalities I'm not used to at all, etc
British culture is also very subtly sarcastic in a lot of ways, so I worry one day I'll try to compliment someone on something and leave them feeling gravely insulted. :P
@kviiri Right: I'm totally down with games like A Penny For My Thoughts which blur the distinction between yourself and your character quite aggressively on all levels.
I felt really weird going to a British safari lodge when I was in Tanzania. People all around, giving me more napkins, moving my chair so I wouldn't have to, even carrying my plate...
I'm not really used to being treated as that superior to anyone else. We don't have that kind of social classes here, hardly ever even situationally.
Yeah, around here that sort of thing is almost entirely generational.
In some Pacific Island cultures deference to one's elders gets really extreme. The Chamorro culture isn't as radical as some, but it's still a major element.
The last time I played AW as a one-shot, I picked five playbooks in advance and let the players choose from them, based on questions like "ok, so which one of you is all about firepower?" and giving them the Gunlugger, and so on. Worked like a charm.
I think I had Brainer, Driver, Gunlugger, Battlebabe and Skinner. This time I think I'll substitute Hocus for someone, and they'll be the "central" character.
@SevenSidedDie I was surprised last night to learn we even had a elemental-evil tag. I considered pulling it off those 4 questions, then went to sleep instead. Glad to see I wasn't along in thinking that one might be not too useful.
@UrhoKarila @kviiri It's one of the well-known adventures, like the Tomb of Horrors, that has become one of the D&D adventures, if you see what I mean.
@kviiri Classic Gary Gygax/Frank Mentzer mega-module from 1e; really the first (that I know of) that crossed the 30-or-so page boundary between one- or two-session adventure to 80-plus page mini-campaign.
In the context of 5e, "Elemental Evil" refers to both the "Princes of the Apocalypse" adventure (a ToEE remake), and the content provided in the "Elemental Evil Player's Companion".
Also, now that I think of it, the season of Adventurer's League in which the adventure was played.
@nitsua60 Hmmm, I dunno. Maybe I've been talking to BESW too much, but if you're ignoring all the mechanics of the game, you're not really playing the game, right?
A "successful" run at ToH likely involves a lot of character deaths, and a bunch of speak with dead castings to get some info about "but what'd you see just before you died?"
Because in that case there's a lot of mechanics that are written in which most people ignore, but ToH requires. There's detailed notes in 1e on how to accurately map a dungeon you're exploring, and how much time that'll take, and what equipment, &c. If you don't do that, and it kills you, well that was a choice.
@UrhoKarila But I did flick through it - before they even get into the dungeon, players have a chance to instantly die. So it has that old-timey feel, but definitely don't let your players get invested in their characters.
@nitsua60 Fair enough - almost everything I know about it is based on hearsay.
@BESW She apparently doesn't have any logs or anything from her Cthulhu-pony game. It was apparently "just some CoC scenario" except ponified and made slightly easier.
@kviiri back. Morale checks were a real thing back then. Also, going on quests to find rumors from sages about those who'd made runs at it in years past so that one could speak with the dead was a real thing. Also, getting on your deity's good side and communing.
Again, I think it really does work well when players and GM go into it taking it at face value: a challenge for players.
@UrhoKarila Yeah. I have this weird feeling that something creepy indeed does happen if one strays away from the well-trodden paths and explores at random.
At least I tend to find objects in curious places.
@Miniman is it worth noting--nested at the third note-level on this answer--that while none of the psionic attacks are based off of STR or DEX, that the situation will disadvantage OP's initiative rolls?