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6:00 PM
@nitsua60 hang on, so paladins don't have to be LG anymore in 5e??
 
@Nzall not in 5e they don't -- they are sworn to an oath instead
@Papayaman1000 how're things going?
 
@Shalvenay meh
 
@Shalvenay ah, so instead of losing their powers when no longer being LG, they now lose them when they break their oath?
 
@Nzall which is actually a good thing, as it unifies what otherwise would be several classes (paladin, antipaladin, blackguard) and allows for more build flexibility
@Nzall exactly
 
Does 5e have monks? do they also lose their lawful requirement?
 
6:04 PM
@Nzall yes and yes
there are no race/class/alignment/background interlocks in 5e
 
@Nzall AFAIK they do not lose their powers by RAW. Am I mistaken?
 
@Szega Oathbreaker is at GM discretion AIUI
 
@Szega In older versions, I believe Paladins lost a bunch of stuff if they werent LG anymore
I mean, I'm binging on Order of the Stick right now, and they got a paladin in there who killed her master and lost her powers because oif it
 
I believe OotS is 3.x not 5e
 
it is 3.5
it is stated in srtip 2 or so
 
6:07 PM
@Nzall indeed that is the case in 3.x and AD&D 1e/2e
I believe whatever 4e has for a Paladin equivalent is not alignment restricted either, though
 
So if I understand it correctly, instead of Paladins being champions of the just, they're now champions of an ideal?
And that ideal can be on any end of the spectrum?
sounds like 5e has done a lot of streamlining of things
 
well, you get Devotion, Ancients and Vengeance
in the phb
 
Haven't played it yet, don't even have the source books, but sounds interesting
so disappointed that there aren't any 5e based video games yet
 
@Nzall exactly
 
I mean, there's Sword Coast Legends, but last I heard, that one was not that well received
 
6:11 PM
@Nzall PHB has Devotion (classical paladin), Ancients (Green Knight), and Vengeance (determined hunter). SCAG adds Crown (knight of the kingdom)
@Nzall it has indeed
@Nzall 5e isn't really suited for that :P
 
@Shalvenay Why exactly?
 
@Nzall it returns to the AD&D/2e "rulings first" philosophy. granted, Baldur's Gate was a thing.
 
@Shalvenay sorry, I didn't play those versions. What does "rulings first" entail? Does that mean that instead of trying to create a game rule for everything, players have much more freedom?
 
@Nzall that means that instead of creating a game rule for every corner case, the DM is expected to figure out corner cases as they come up
 
6:36 PM
hello there btw @Christopher
 
6:48 PM
@NautArch in case it helps clarify, chat rooms don't get auto created unless someone clicks the link, and they can ignore the link and continue commenting instead.
also there might not have been enough ABAB to trigger the link?
 
@Shalvenay sorry, was doing a raid in WoW, so couldn't really answer
 
@Nzall heheh, np
 
the thing about a CRPG is, even a fairly free-form system can be dealt with pretty well through flexible game mechanics. Have you played Divinity: Original Sin, for example?
that's a pretty free-form RPG, where instead of a set of rules that tries to cover everything like in 3.0 and 3.5 games (like Neverwinter Nights), they have a set of interactions between various components spells are built out of
For example, instead of a rule "if you cast a fireball at an acid pool, the acid pool turns into an acid cloud", they have an interaction: "heat can turn liquids into gas"
I mean, the computer is the GM in this case, so a flexible GM that thinks in interactions, rather than rules can probably make pretty good decisions
 
7:04 PM
@Nzall Computers are very good at handling hundreds of interacting atomic rules like that though. RPGs not so much. Although there are ones that have tried, like Phoenix Command and Aftermath!, the fact that those are from the 80s and out of print speaks to how well that method works for most people.
 
@Nzall ah, I have not
 
@SevenSidedDie yeah, but I'm not talking about a P&P RPG that works like a computer game. I'm talking about making a computer that has the main rules of 5e as a basis, and then uses interactions to figure out the corner cases
 
@Nzall I agree that a GM can be good at that though. It's just impractical to vest that in the rules rather than in the judgement of the GM (and investing it in the judgement of the GM is something a lot of players don't like).
@Nzall Oh I see! That's what happens when I come in partway through a conversation and don't read back far. ^^;
 
like, if you have a CRPG system where A) wood can burn to lose strength; B) every ceiling has a weight defined and C) mineshafts have wooden supports, you can have a CRPG where you can collapse a mineshaft on top of an enemy without having to explicitly state that's possible
 
nwp
@Nzall You must prepare the mineshaft though. You have to explicitly state that the stone is unable to hold itself and rely on the wooden supports, unlike everywhere else in the game, otherwise breaking the wooden supports has no effect.
I'm pretty sure there is just no way to implement the rule of cool properly.
 
7:12 PM
@nwp No, you say that the ceiling has a weight, and that something of that weight needs supports
 
nwp
@Nzall In which case you already explicitly stated that removing the supports breaks it, which is something we didn't want to do.
 
@nwp Actually, what you say is that if something has a weight, it needs to have something strong enough between it and the ground to stay off the ground
 
nwp
So you want to make a physics simulation that includes spells. That could probably work.
 
because you won't just use that rule for mineshafts, but also for buildings, monsters, objects,... effectively, you write the law of gravity into your game
And then you start with the fun bits of designing huge caverns in such a way that they don't collapse on themselves
The fun part is when those rules start interacting and creating a world where from time to time random cat corpses appear
like in Dwarf Fortress
 
nwp
I fear there would be interactions that could be exploited. Like as a standard procedure you build a fan at the entrance of the mines and repeatedly cast poison cloud in front of it and kill all non-poison immune creatures in the whole dungeon.
That would just be lame and a real DM would find a way to make that not work, especially the second time it is attempted.
 
7:24 PM
@nwp games have encountered, AND solved that problem as well. Left 4 Dead 2, a co-op zombie survival shooter, has an AI director that learns the playstyle of the players and adapts the environment and enemies you face to give you a proper challenge, just like a GM would do
It would work the first time, and the second time, you'd find that the cave has been adapted to deal with it
And who says such interactions are a bad thing? I mean, we get plenty of questions on this site where such interactions are found by players (throwing a boat at enemies, the medieval orbital cannon,...) and the question is how to deal with them
 
nwp
@Nzall That probably also means you can only collapse a mineshaft once. It becomes a game of throwing novel-enough ideas at the game at the right moment.
 
@nwp And how is that any different from how a group of adventurers solves things?
 
nwp
@Nzall They don't say "We could collapse the mineshaft and kill the goblins, but if we do that the mineshaft will adapt. Let's instead kill them manually and collapse the mineshaft on the boss".
 
Plenty of game mechanics these days have started as clever use of game mechanics
 
nwp
But to be fair I don't really know what makes games good or bad. It might just sound lame but be cool in an actual game.
Play-testing required!
 
7:33 PM
@nwp Honest question: would you, as a GM of a D&D 5e game allow your players to collapse a mineshaft on both the goblins and the boss?
Phrased differently: would you permit NPCs to exploit the same mechanics over and over because it's the easy way out?
Exploit as in repeatedly do the same thing with them, not as in abuse
Like, you probably would let them do it the first time, then say something like "you see the macguffin hanging around the neck of the boss." The players would then probably realize that burying the boss would make them lose the macguffin
 
nwp
@Nzall Depends on how cool it is. If they go in, see goblins and try to collapse the mineshaft I'd make the support beams harder to destroy than the goblins. If they lose to the goblin boss and run away in an epic chase a regular arrow will collapse the mineshaft, especially if there is no precedence.
@Nzall Definitely not.
 
@nwp conditionals like that are tricky to deal with. In this case, you could realistically say that the beams have been weakened by the battles near them and an arrow could take them out
And I agree situations where something should happen differently based on what's going on are a challenge for CRPGs. However, I think such things reveal a difference between a CRPG and a P&P RPG. in the P&P RPG, there must be a lot more flexibility, but a CRPG generally has more railroading. Running from a boss doesn't really happen unless the game wants you to
In which case the game can adapt to that
 
 
4 hours later…
11:52 PM
@Zachiel Don't be so hard on yourself, that sounds like an awesome fight :D
 
hey there @daze413
 
@Shalvenay heya! sorry cant stay and chat, need to get ready for church in 1 hour.
ttfnsicsac :)
also, the discord dice roller you and besw recommended, i cant seem to figure out how to install haha I'll get it eventually! persevere!
ttfnfrtt
 
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