@Ben If you are referring to this question I do not believe it is opinion based or that it was locked for that reason. It was getting a lot of off-topic comments which I believe was part of the reason SSD locked it down.
True, which is why I was confused as to why I couldn't vote on the question. The comments had all been removed as well, so I missed the subject of conversation.
@Ben It wasn't actually a conversation at all. It was a bunch of people posting jokes and comment answers.
All unrelated to each other. Although the two comment answers that I reported were both the same and they came one after another (have wookie rip arms off).
To answer indirectly, I'm going to start off with stating that the wording in 5e can be ambiguous.
Here are a few others that I personally came across where ambiguous wording caused issues:
Wielding two weapons without “Two-Weapon Fighting” or “Dual Wielder"?
Does Hellish Rebuke set nearby cre...
Running a game of The Secrets of Cats today, and it looks like I got potential new players for my One-shot group “try anything once (but the good stuff first so we never get to the bad stuff)” on Mondays.
On Cats, I'm not sure what themes I and the other players want to explore. The book (in particular the first expansion) seems to suggest half really dark stuff, like kids vanishing because they get murdered by evil spirits, and the other half really fluffy stuff like cats talking to a sapient swarm of bees that are driven from their home by construction work.
Now I'm a bit stumped for a plot hook or two that are somewhere in the middle, with exaggerations of imaginary horrors, monsters and nightmares; or fluffifications/fantastifications of real-life problems (prejudice, domestic problems, etc.; I think preferably related to kids or older people) that we could use if we want more serious undertones.
Hm. Maybe I should draw very indirect inspiration from bits of GM advice for Dogs in the Vinyard, and start with a few problems I might want to explore, and then muse how they might be caused by the supernatural.
Also: stakes don't necessarily correlate to tension.
You can have a terrifying, horrific game about a little old lady who feels alone and neglected, or a funny light-hearted romp through the end of the world.
Generally speaking, horror works better if you're invested in the things that are at risk. If the world deserves to die, or you don't care, then the end of the world won't be affecting. If we care that the little old lady is sad, then we'll risk a lot to make her happy and be very upset if we can't.
(1) A vengeful spirit of bad luck wants to hit hard on the rich industrialist living in the villa by the corner. It spreads bad luck everywhere, which hits the marginalized people a lot more than the rich.
(2) Donar comes to town with storms in tow. What about the rheumatic elderly man who has not been able (or forgot?) to pay his heating bill for months, but is to stubbornly independent to ask anyone for help? But sets a can of tuna out for the cats when they come by?
I suggest keeping the story very narrowly focused, and treat big things like storms and industry and poverty at arm's length. Cats don't get that sort of thing, they only see its effects on their immediate circumstances.
Treat the intricacies of human society as mystical forces that cats accept they will never understand, when they notice that such forces exist at all.
They see that there's an old man who's kind to them, but is cold and nobody's helping.
Anything more than that is GM's notes to help with improv, and the players may eventually piece it together but the cats won't get it and it probably won't help them find a solution because that's people stuff and they can only provide cat solutions.
Yeah. If your players want to go for existential dread, I'd lean on that route hard: the cats are affected by forces so beyond their understanding that they may not even be aware of them.
"The cold" is okay, but "poverty" is kinda harder for a cat to fight.
For a more traditional structure, and potentially a more satisfying game, identify an agent that's exploiting the situation for personal gain at the expense of others.
My first full BitD hack DOGS IN THE BARK is now available. Play a pack of dogs on the mean streets of Crow's Foot. Steal sausages, fight rats, evade the authorities!
https://drive.google.com/file/d/1tS2Ulu4JoJVy_eKQ5Iqt2ewWZdEP3Tao/view?usp=sharing
(with apologies to @john_harper for this ridiculous idea)
I just accidentally made a pun in my new character's backstory. "Gaul was the runt of the family but he was very gifted in magic so he wasn't looked down on at all"
I'm not going to identify the account in question right now, but I have noticed one particular account who continually makes posts using "we", rather than "I". There are more subtle contextual clues that indicate the account may not be a single individual, but rather a group of people.
This is a...
I had one friend who was ever so slightly shorter than the rest of us and we made so many puns about the fortune he made sellings stocks short, or his favorite short films, or how he could sing so low
When people who knew of the joke saw him, they usually noted that he wasn't in fact short
There's this perception that natural disasters hurt everyone. And while that may be true as the disaster is occurring, the study showed that post-Harvey recovery efforts disproportionately benefited wealthier individuals.
To the point where wealthy people actually made money off of Harvey.
It's a confluence of a number of factors. Wealthy people can afford flood insurance, wealthy people have more accommodating jobs that give them the free schedule needed to pursue government assistance, etc.
Whereas lower-income individuals had to go back to work as soon as possible and have schedules that are much less conducive to being on the phone for hours to talk to FEMA or the SBA.
@Yuuki Is the massive shock-to-all-systems that was Harvey the thing that created the "opportunity" for Houston's big bus system overhaul, or was that a thing that was already in the works, do you know?
I have some friends who are traffic engineers and say Houston's hugely exciting and is causing a lot of other cities to consider just up-and-redesigning their whole systems. (That it's much less disruptive to change and much more beneficial to redesign than people thought.)
I really hope public transit becomes much better though because Houston is like most cities in the Southwest where urban sprawl has become such a problem that personal transportation is pretty much mandatory to live here. And that's yet another problem for lower-income individuals.
@nitsua60 Do you have any articles on this topic? Pretty much everything I can find is on how Houston Metro dealt with Harvey but not much on post-Harvey.
I dunno much about traffic in the states, but I was reading the other day a thread on reddit about motorcicles "agressively possessing" their space in the lane, and how Houston is one of the worst cities to drive in the states, that you have to be agressive and drive bumper to bumper or someone will nudge himself between you and the next car, forcing you to stop or crash....
> According to the United States Census Bureau, the Houston–The Woodlands–Sugar Land metropolitan statistical area has a total area of 10,062 square miles (26,060 km²), of which 8,929 sq mi (23,130 km2) is land and 1,133 sq mi (2,930 km2) is water. The region is slightly smaller than the state of Massachusetts and slightly larger than New Jersey.
I mean, it's the story of every suburb. Rich (white) people don't like to see "the poors", so they move further out to make their own "city". Meanwhile, they still use government resources from the city (fire, police, etc.).
Mass transit is one of the services that the suburbs have never developed on their own.
And so Houston Metro is stretched pretty far trying to cover every corner of Houston.
@Helwar Yeah, Houston is a pretty rough city for people unaccustomed to driving here.
There's basically no speed limit on the highways. The police generally don't enforce the limits because of how dangerous the driving can be.
I still remember a story about how a police officer pulled someone over for speeding on the highway and got hit and killed by another car that was speeding.
@Yuuki There are a couple of plazas in Barcelona city where 4 lanes go in, and the lines disappear. It becomes a jungle, and then you are supposed to go out in either of the 5 exits, with 3-4 lanes each. I get scared shitless whenever I have to drive there
Disclaimer, I don't know too much about the transit system. But what I do know is the metro system is largely concentrated in the downtown area and service becomes far less reliable once you're out of the 610 loop. Property values, as far as I know, aren't really affected by proximity to metro lines although I live outside the loop so my viewpoint might be skewed.
Unlike Chicago or NYC, Houston's transit system is almost entirely buses. We don't have a subway because the soil is mostly clays and sands. There's a light-rail system but it serves limited parts of downtown.
When they were building the Helsinki subway, the construction faced a problem with a wedge-shaped clay intrusion deep into the rock where the subway was supposed to go
(Please don't stone me to death for any accidental misuses of geological terms)
The solution was rather interestingly to freeze the clay, drill through and then reinforce the hole
My city hasn't quite figured out mass transit. No subway, but they did butcher a major downtown street to add a streetcar rail that runs north-south from business offices to a small commercial area.
@Rubiksmoose not too shabby. Starting to get back in DM mindset for the reconvening of my campaign saturday night. Just had a player email me about their backstory and integration in to the world, so I gotta think about that :)
He's an aasimar that somehow arrived into my world (which is currently locked from interplanar travel, teleporting, etc.)
So he's not a common race and his mere presence will raise questions - but I don't want to be too negative with it (i've got major story hooks for it, but not minor interactions)
My very broad stroke is that high ranking folks want to talk with him (positively or to use him), while lower folks are intrigued, but more on the 'who is this foreigner' path.
But he's looking for what he's done prior to the campaign start, what cities he's familiar with and what happened in them.
@Rubiksmoose Yeah, the player is usinsg an israeli accent for the character. Very middle-easternesque and also fluffed a rapier to be a type of Khopesh (not entirely, because khopesh aren't really finesse)
@Yuuki He was looking for the style of that hard curve in the Khopesh. It's more that he's got an exotic curved blade that deals slashing rather than piercing but is otherwise statted like a rapier.
And the player enjoys it, which I think is the most important aspect as long as no one is offended. He's not making a joke of the ethnicity, but using it as a differentiator and way to get into character.
@NautArch I'm curious and a bit skeptical about that approach, because it means it's permissible for some players to put on certain accents, but not for others
So my question with respect to spell requirements got locked and one of our moderators decided to throw this gem of a line in there:
" not asking honestly about the practical situation it’s about. "
First: The question has been open for one day and generated some confusion, largely in part beca...
and then a rapier which is logically "light" but logically cannot effectively be dual wielded, so they dont give it a tag it should have because of mechanics
@Yuuki Some surburban areas have their own PD and FD, some do not. It depends on the metro area. The amount of fraud that attended Harvey was only equaled by the amount of indifference and non payment Texas Windstorm did ... there were no good guys on that score
@SirCinnamon That's one of those instances where the word that the property is named, does not align with the connotation that we have for it. You logically say a rapier is "light." which is it in normal terms. But in the game's terms light has nothing to do with weight- it's a mechanical descriptor. Yes, I agree that they should probably have come up with a different word that didn't play off of that existing connotation. .
@SirCinnamon Granted this is purely anecdotal, but if you don't notice the one pound weight difference (which I didn't for nearly three years) then it makes perfect sense. "oh yeah, light weapons for dual wielding. Because other weapons would be too awkward" It makes logical sense in game terms.
And as one who loves to play pirates, I am annoyed that we don't have sabers in the game, and cutlasses, though you can reskin a scimitar that way if you like.
@Adam but light != not awkward, in a game sense yes, light is the keyword meaning "cannot be dual wielded" but it is not the best word for that by a long shot
@KorvinStarmast I would allow a player to really swap any weapons damage type on a reskin if it made sense
Keywords and damage die are obviously paired up in certain configurations
Maybe. But just because there is a word that might be better doesn't mean that the word we have is completely counter intuitive. It's served me well enough for years. It's served my players well enough for years. And that's good enough proof for me; just a casual guy having some fun
@KorvinStarmast There's also the power of narration. For example, when players are interested in a katana-wielding samurai character, I recommend they pick a fighter and call their longsword a katana, rather than fumble with the exotic weapon proficiency mess.
My point is that when I read it, and when my players read it, we never immediately pointed it out and said "what the heck is this about? this doesn't make any sense" We actively had to be shown and pointed out a circumstance where it didn't quite line up. To me that isn't "getting used to something counter intuitive"
@Adam The fact that there are light weapons that are heavier than non light weapons is totally silly and just shows that it's a flawed term. That's just avoiding the problem. it could have said anything and been easy not to question
@SirCinnamon I'm not disagreeing that it's a flawed term. I'm disagreeing that it's totally counter-intuitive. I'm disagreeing that it would have been just as fair to call the property "furry" or "slimy" or "derp derp" or anything. Clearly, we agree that there is a more optimal term. But to call it "totally counter intuitive" is, imo, nonsense
@Adam Until you have a player saying "I want to pick up that pile of light scimitars" "well youll be encumbered" "What if i drop my non-light rapiers?" "Nope sorry, the light weapon weighs more"
@SirCinnamon It might. Some weapons have more weight distributed towards the handle. These weapons might "feel light" despite being objectively heavier than other, less balanced weapons. Like an axe or a mace.
@SirCinnamon That's never happened. So as far as I'm concerned, it isn't a problem. I don't care about game design for the hypothetical table. I only care about my table. And at my table, it's not a problem
@Adam It also comes up when a player wants a flavor weapon. It's enchanted to weigh nearly nothing to the wielder! no carry weight! Cool, does it get the light tag? Uhhh, no.... i'ts too... big
What if I come in every hour and ask "Are you done yet?" for the next 5 hours or so? I cuold automate a bot, this discussion over semantics might very well last even more than that. Please go on XD
Anyhow @NautArch, as a GM I like to use different voices to differentiate between NPCs. But sometimes I'm not sure if certain voice choices are off-limits, whether or not I can imitate them well.
For example, I'll do a pirate voice easily, because there's no risk of offending any nearby 17th century pirates
@MikeQ Personally, I think it's about intent. If you're intending to mock, then you're offensive. If you're trying to do a voice because it's interesting and makes the table experience more fun, then I don't think it's a problem.
@NautArch And hopefully your environment at the table is one where if you really botch it, and somebody isn't comfortable, they'll tell you and you can apologize.
SirCinnamon and the throw weight of the projectile does 1 p damage. Maybe you need to not try to compare apples to walnuts. Both are in a Waldorf salad, but they are not the same food.
OK, I am off to wash the fly crap off of my hands; best wishes all.
@SirCinnamon hahaha. I sometimes attempt accents or tone as a DM, but I'm still fairly new at DMing and realizing that if I want to continue doing that, I should make notes about what 'accents' i'm using with which NPCs.
Is this a case of people being unhappy with what the rules say or are there other serious flaws I'm missing with this answer? Overall it seems fine though I do have a couple major points of disagreement at least.
@NautArch Yeah I think that answer completely aligns with how I interpret and run the rules (I do think it would have been helpful to pull some quotes out to support it though)
@MikeQ Plus there is no evidence pirates actually talked like that. The "Pirate accent" was an intentionally silly british accent for one movie one time, that exploded in popularity.
@Rubiksmoose That and I'm not huge a fan of defaulting to plain english for definitions. Hence no upvote or downvote.
this comment, while being an (partial) answer in comments aside, is odd. Does that linked answer suggest that? Because it's different than what i thought was advantage/disadvantage was generally a +5 when looking ath ow to handle passive ad/dis.
I really am not comfortable reading those anydice/wolfram graphs :(
@NautArch I think so? Certainly the answer below it does to an extent: "The general rule of thumb that in the mid range of the d20 (from success on a 9+ to 12+) advantage grant roughly a equivalent to a +5 bonus and disadvantage a -5 penalty. "
I purposefully left the con mod out of my equations because I assumed the character would have the same bonus from their con score either way, so it basically just translates the graph some flat amount, but leaves the relationships the same.
i could also just sim how much of a difference there is between two rolls and average that....
The average difference advantage makes from disadvantage is "Diff: 6.650389" so the difference from normal would be about half that (3.325ish)? If my logic is right