So, my Paranoia one-shot went so well that I have been asked to run another. I was thinking of having a cleaning bot rebellion led by a Roomba that achieved self awareness. However, I need some good lines for our plucky hero to inspire the troops.
@trogdor So far as I can tell, the closer the breed stays to its working-dog roots the less maintenance it needs. It's the show dogs that really need constant care.
Some of the guides for the bergamasco basically just say "Yeah, when it's a year old the fur gets long enough to mat so you need to rip it apart into cords."
A lot of them, like the bergamasco, aren't just cording. There's two or three different kinds of fur in layers, like an oily bottom layer for weatherproofing, and the cording hair doesn't come in evenly all over the body so it's more likely to cord than mat naturally.
If you see a corded or flocked poodle, though--that thing takes near-constant professional care to get it to cord.
We were playing Savage Worlds, and we were up against a big big bad guy. Based on the juggernaught. He was dealing enough damage that when he hit, he was dealing 2 wounds, (you get 3 total) and we were doing everything we can to just shake the guy.
Then the GM reveals that he placed in an intentional weakness, as if we were somehow meant to know this.
This is after the fact that 2/3 of us were out of action.
If the GM does something to actively clue the weakness, or if they've done "hidden weakness" mechanics before, then it's fair game. Otherwise it's kinda expecting the players to read minds.
The tier system is a convenient generalization that DMs can use to tweak the difficulty of their games
There are 2 released versions of the mystic, both UA. I'd say they're both "within bounds" of the casters, probably on par with the slow-progression casters
Mainly because their variety is not limited strictly to casting, they end up with significant "battery power" that lets them get at least as many "spells" as a full caster, and a primary feature allows them to concentrate on multiple powers at once, even though those powers are on par with spellcasting concentration spells.
However, they do have limited option arch-types (fewer "spells"), but even Tier 1 spellcasters never really utilize their entire repertoire in combat. At most, Mystics are losing a majority of utility options.
In other words, you could have a spontaneous caster who excels at a small set of common problems, but eventually the party will hit some sort of obstacle that they can't overcome given the sorcerer's abilities. Whereas the wizard can just say "No worries guys, let's come back tomorrow and I'll have the right spells to deal with this."
I believe that alone puts them beyond both a Sorcerer and a Wizard, in that they have more spontaneous options than a Sorcerer and that they have as many spontaneous options as a Wizard would ever be expected to need.
@MikeQ One of the things in most D&D editions that I've always gone back and forth on regarding whether it's a feature or a bug is that using a new class can feel like effectively learning and playing a new game.
Maybe. Maybe not. I haven't seen this particular version of the mystic in action, only the older version that was much simpler and weaker by comparison
I feel like final death is an important thing every character needs to face in a fantasy RPG.
If your story never ends, then you've just got a whole lot of escalation, you hit a plateau in character development, everything you do just seems like crazier versions of things you've already done, and then you're moments from realizing you're literally just Dragon Ball Z.
@Axoren Sure, 4e has death by misadventure--just, around your mid-20s or so you've gotta have it twice in the same day or it won't stick. And at level 30 you start moving toward retirement, whatever that means for your character.
Because generally, having long-distance unconditional travel is a major part of "You are now shopping around the globe"
And that changes play from "You're exploring the world" to "You run this place."
In settings where this is the norm, you generally have players doing something akin to deep-sea diving into the areas not connected to the Teleportation systems
But this unconditional long-distance travel applies to every realm they can reach
It tiers play by access to quick travel, yes, but it divides them into different rituals that are accessible at different levels so there's no sudden "Bam, now you've got a universal passport" moment.
This puts things into the following tiers: - Going to somewhere with a predetermined address and circle, level 9 - Come home from anywhere, level 11 - Go anywhere you've heard of on the same plane, level 13 - Go to any dimension, level 17
I'll have to look up the exact rituals, but roughly speaking Heroic Tier (1 through 10) is focused on the Prime, Feywild, and Shadowfell planes, in that order; Paragon Tier (11 through 20) is about the Shadowfell and Elemental Chaos; and Epic Tier is about the Abyss, the Astral Sea, and potentially the Far Realm.
Yeah, and the planes are pretty permeable in 4e so the GM can justify just walking to the Feywild or Shadowfell as the plot demands it, even at level 1--though it'd be a bad idea to linger at level 1.
Part of the adventure scale is related to what's in each of those realms, also. The Feywild and Shadowfell are reflections of the Prime plane, while the Elemental Chaos is home to the forces of creation and destruction and the Astral Sea is home to the forces that temper creation and destruction into something livable... and both of those is, in turn, home to pocket dimensions of demons (corrupted elementals), devils (fallen angels), gods, the original creators bound by the gods...
The Primordials did that: beings of pure creation and destruction which created all that was originally Creation, including the gods--and then were going to destroy it and start again, like kids in a sandbox, until the gods fought them and bound them.
Nobody knows what's outside Creation. One of the cool things about 4e is that it leaves a lot of "here's what people guess but we won't ever say for sure" in their worldbuilding.
But aberrations like mind flayers are apparently the result of exposure to, or influence from, whatever's... out there.
Aberrations and Outer Beings are antibodies and white blood cells and other defensive mechanism working to encapsulate, or break down, or expel the contaminant.
Magician and I also came up with the idea that the reason there's only ever one tarrasque is that it's an unhatched Far Realm creature, and Creation is its egg, and aberrations are parasites and symbiotes living in the egg.
Hi! Are you looking for the video game chat room? You're welcome here, obviously, and we do talk about video games sometimes, but this is the chat room associated with tabletop roleplaying games like Dungeons & Dragons.
It's currently 5am in the states, but we have a lot of users world-wide in the chat. If you're looking for a game, someone might be starting something. I know I've seen a couple of users here mention something from time to time.
Yeah, there's no dedicated room for it. Just checked. This is sort of an "everything at-least-kind-of-related-to RPG" chat, but also off-topic discussion.
Dedicated rooms tend to wither and die from neglect, so they're only made when a topic is creating so much talk that it's shoving out all other discussion in this room.
For example, when Fate Core was released we made a Fate chat/game room for talking and playtesting.
Similarly the early days of 5e required multiple new rooms which eventually withered and now 5e discussion can happen here without blasting out every other topic.
(I'm in and out right now, a bit distracted with helping my dad get to bed and also talking with a friend about the concept of prophets in different religions.)
> 1: Traveler's Chant (increase walking speed while traveling) 6: Find the Path (locate best path to destination and travel more quickly en route) 6: Phantom Steed (summon speedy traveling horses) 6: Fey Passage (shift to corresponding location in Feywild) 8: Linked Portal (teleport to known Teleportation Circle on same plane) 8: Shadow Passage (shift to corresponding location in Shadowfell) 10: Eagles' Flight (summon eagles to fly you quickly all day) 10: Trailblaze (move more quickly over difficult natural terrain)
Not a complete list, but gives a general idea of how ease-of-travel progression works in 4e.
As you can see, you basically never get fast-and-easy teleport wherever you want functionality in 4e. Getting to a new unknown place is always going to take time: either to travel there slowly, or to research the nearest Teleportation Circle or get a really good description of it.
And most of those rituals requires a skill check--often Arcana, but sometimes Nature or something else depending on the flavor of the ritual.
But they don't require any particular class features, just a feat anybody can take.
Personally I find that while death is often a good threat, it usually makes for a very boring outcome. Interesting characters have more at stake than whether they continue to exist.
Tonight I made oatmeal cookies with calamansi and ginger, using aquafaba instead of egg.
@eimyr Bean water. The gloppy, proteiny liquid you siphon off a can of beans (usually garbanzos because they have the least taste but I like using beans that complement what I'm cooking), which can be used in place of egg whites for almost any recipe.
The reason I ask is that we recently had a paladin do the old "you all flee, I'll hold them off" and that Paladin died: heroic death saving the rets of us sort of deal.
@BESW If a threat is boring and therefore unlikely to make the game more interesting if it comes to pass, wouldn't it make it a bad threat for a genre-savvy group of players?
@eimyr Yes, but a story-savvy group of players will be able to play into the character's anxiety over the threat without the players needing to fear it.
@eimyr Yup, you can use it in almost any other thing that calls for egg whites too, especially baking.
So if a recipe calls for ordinary eggs but you could use egg whites instead, you could also use aquafaba.
I like making cornbread muffins with black bean aquafaba.
@BESW Yeah, I can see what you are getting at. IF the death adds to drama/story, it can be good/heroic; if it simply ends one characters story (particularly with a save or suck) then ... blah most of the time.
@BESW I think there's a meta element to PC death in some systems that varies the flavor on that. In Original Traveller, it began a side game of creating the new character for that player. (We eventually learned to create a few each during creation session, so that "someone to meet at the spaceport" was already made).
> We had an Q&A that I liked about someone trying to get their 8th level bard to die on purpose (my basic advice was to jump off of a really tall cliff, but there was more to it) that was a mix between meta (tired of this character) and "how do I make this death something that isn't mundane or "I want to re roll because I am bored."
@KorvinStarmast True. It matters more to players in games where character creation and progression involves significant sunk costs that are lost when your character dies.
@eimyr Character death serves as a motivator for characters, and a lever for interesting scenes.
When we're playing games where the focus is on inter-character drama, the threat of death can be a good tool for exploring characters and relationships.
For example, one PC picked a fight with her surrogate father in the middle of a high-stakes stealth mission. Even while they were being attacked by ninjas who'd found their position because of the argument, they continued the argument.
@BESW what interested me was the other answers on the "I want to kill my own character in game" mostly said "why? Just roll up another one" ... but I liked the challenge of trying to come up with a way in-game to try it out, if one wanted to.
This was a use of the threat of death to underscore that something else was more important to them: confronting her "father" was more important to her than her own survival in that moment.
(cf Luke trying to turn Vader back to the Light when he knew that it was likely to get himself killed when his friends blew up the Death Star.)
@KorvinStarmast I've worked with players on some spectacular death scenes as a way to say goodbye to certain characters.
One player left island suddenly enough that he couldn't roleplay his own exit, so I worked with him on a suitable alternative scenario to give his story some closure.
@BESW that remind me when about one year after I had silently left my old UO server.... I discovered that now I somehow had a statue in the main plaza of one of the cities in the game.
I think I later managed to have them replace with an actual one i had.
@doppelgreener oh, to be fair that probably was the work of just one or two staff members.
It was a small private server, about 100-150 players on average on peak hours. For a time, I was helping with some work.
Mainly managing the paladin "guild" (not an actual guild, but we had a sort of codex everyone had to follow. One of the task I fitted was watching over the new ones)
(This should be spoiler free, all of this info is available at the start of the season.)
In our game we upgraded the dispatcher with the ability to Charter Flight without discarding the card. I forget the name of this upgrade but it seems especially powerful since the dispatcher can then move an...
Yeah for sure, i feel like dispatcher is such a group effort to plan turns for because there are just so many possibilities
"you could move him 3 then teleport her to him and get 6 moves for the price of 4, or you could walk one here then teleport him to there and set up this trade...."
and with that upgrade Dispatcher has a 3 action trade any card combo
@SirCinnamon We like it as well. We really need to play more. We've had one pretty bad loss so far. The game gets even better pretty soon for you I think.
@Rubiksmoose The changes each month have been very exciting, i look forward to opening all the little packets and tabs, Something very primal about opening a present haha
I didn't downvote, but presumably folks may see it as a math question due to confusion about dimensions vs area. It has at least one mis-tag, and may seem off-topic.
@SirCinnamon that would be my preference. On D&D 4e I could use the compendium even as a free user to search for options by keyword, and it'd give me back a feature name and the book it was featured in. If it was one I owned, I could look it up in my book.
DnDB does the same thing with the class pages as well. If you look at the Bard class you'll see all the bard stuff from sources you've purchases. But, IIRC, nothing to indicate the stuff from sources you don't own.
The exception is when the thing was in more than one book, in which case the compendium would unhelpfully say "Multiple Sources" instead of what they were.
@SirCinnamon I opened it incognito and the Official version is not there. That's really annoying for a page that supposedly is Basic Rules isn't actually Basic Rules.
Acknowledging the existence of other variants that could exist on the same page is at the very least going to help me understand what on earth another player is talking about, and in the best case would get me buying that material because I want all the Elf variants or whatever.
@doppelgreener Oh yeah, I'm not disagreeing there. That would make the most sense. (And I have no idea what logic goes into what gets shown outside the BR stuff)