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12:20 AM
@BESW that sounds real nice
 
12:44 AM
Upcoming Kickstarter: Spindlewheel by Sasha Reneau. A tarot-like interpretive storytelling game where you weave a story from card to card.
The Wizards and the Wastes by Batts. Spellcasters engage in games of magical bargaining in order to cast spells that aid their kingdom.
There's Something in the Ice by Micah Anderson. A simple 2d6 game detailing an ill-fated expedition of arctic travellers, perfect for creating stories in the vein of The Thing. Includes roles for the party, character sheets, hastily scrawled accounts of what's happened, all in a corpo-bureaucratic package.
Striders SRD by Gearoong. This is a English Translation of Frontearth Striders Source Reference Document(SRD). It contains the main contents of the game except for world settings. Frontearth Striders is a Korean TRPG about explorers striding through a turbulent world and being dragged into all sorts of problems-with simple and playable rules, soon to be translated into English.
Pages of Life by Zuhayri Mohamed for Bookmark Game Jam. Everybody has their own tale to tell. Like a good book, sometimes you'd like to reread your own tale and bookmark notable moments. Bookmark pages of your own life, keep them safely stored inside the library that is your mind.
Re: Frontearth Striders, I'm told that the SRD is a great peek into Korean TRPGs, but I haven't had a chance to read it myself.
The Solo Games Bundle hosted by KatSelesnya. A bundle built from games in The Solo Games Jam! The games submitted are all tabletop/journaling games that can be played by one player. If you're stuck riding out social distancing alone, this is the perfect bundle for you. All proceeds form this bundle will benefit the Okra Project.
 
1:49 AM
Game Master's Quick Reference by Prairie Dragon Press for Bookmark Game Jam. A bookmark packed with short random tables covering a variety of things a Game Master might need on short notice at the table. With a roll of a d6, quickly generate NPC names and personalities, pocket contents, oddities, and more!
2
 
2:07 AM
@AncientSwordRage it breathes water, and it’s alignment is summarized as “Crazy Evil” (like the rest of the party). It’s also bright pink, adult-sized but about the maturity and age of a two-year old, and named Fluffy the Terrible, and speaks broken (baby-like) common.
That’s about the sum of it
 
2:22 AM
@BardicWizard sounds very interesting
Initially I imagine it would look like this
 
@Rubiksmoose I'd need to check the attic, just got back into town from a three day trip. Sorry, not sure if I have that or not.
 
Player: "I cast Regenerate."
Me: "Okay. Have you had any dental work?"
Player: "D:"
3
I was only joking, I promise.
My table had a slight history with Torture Clerics and we joke about it from time to time.
The level 20 one-shot went off without a hitch the other night. Highlights: A player knowingly obliterated themselves by dealing as much radiant damage as possible (and critting) to a group of Core Spawn Worms while in range of their reflection, the Samurai having a duel with a Demigod Swordsman in which they both used Strength before Death, taking multiple turns each, and took each other out to end the encounter, and the party spent 10 minutes and 50k gp pre-buffing outside of an empty cottage.
All of the Demigod's techniques were "Cut" puns and he said the name of each when he used them. At one point, when the players started discussing their moves during combat, I had him say "Cut the Chit Chat" and everyone but the turn player had to be quiet. Pretty much an homage to Sky Cleaver.
The party solved a mystery that allowed them to avoid a final confrontation with an Archlich at the end of the session, which allowed for a peaceful destruction of a man who paved his road to hell with good intentions that were far too grand.
Overall summary: A man hundreds of years prior made a deal with Orcus and ascended to Lichdom in hopes of becoming Psychopomp. This took place after The Time of Troubles and the recovery of the Tablets of Fate, in a timeline in which the God that ushered souls to their gods was slain and no other god took up the folio. The Lich's goal was to separate all the corrupt and weak parts of his soul so that he could shoulder the burden and usher the souls so they would not linger on the Material Plane.
Instead, with each part of his soul he splinter off, those corrupt pieces became a great calamity that plagued the world where it was split. Eventually, he was trapped by a Great Swordsman who Cut him off from the world. After hundreds of years, trapped in his lair, he sought the aid of adventurers who could return his soul to him and destroy it, so that his failed quest could end.
The swordsman, through his deep discipline, power, and determination, ascended Divine Rank and became an eternal charge, holding back the Lich who was now far more powerful than any Lich before him. If he was allowed to continue splitting his soul, more calamities would plague the planet and he would only get every stronger.
The Swordsman could not leave to quell the calamities lest the Lich be free to leave and cause more. Thus, they were in an eternal stalemate.
The party slew a pair of Ancient Dragons one day, a bunch of Core Spawn Worms the next, collecting pieces of his soul as they went. However, not all pieces spawned calamities. One lay dormant in a story book about a hero rising up alone against evil and evading the temptations of evil means. Another lay within the Demigod Swordsman, who was an answer to the Lich's heart, begging for someone to stop him before it was too late. The last piece was what reached the players,
The genuine plea to right the wrongs he had done.
 
3:13 AM
0
Q: What can and can't be done with a closed question

KirtI am a user with more than 3K reputation and have the privilege to vote to close or open. Looking at closed questions, I have some questions of my own. It seems like most of the information on closed questions is at https://rpg.stackexchange.com/help/privileges/close-questions, but the questions ...

 
At the end of it, the players decided to invoke Ao, of all beings, and demand he assign anyone he could the role of Psychopomp. As a result, Ao, being the kind of overdiety he is, issued overdivine punishment as he so often does. He unwrote the events of his invocation and made the players replay the events from right before and choose a different path.
Ao began waiting on the sidelines to see what happened next before deciding his punishment of the mortals. Erasure, damnation, etc.
Then, the players made use of necromantic research they found to return only the storybook soul piece and help the Lich go peacefully. Had they just given all of the corrupt soul pieces back carelessly, the Lich would have gone berserk and an overtuned fight awaited them (full resources, but Deadly+N where N is a lot). They were smart enough to make a sound call, so they were supposed to get a good ending.
But they invoked Ao and he's a jerk.
So, Ao decided to unwrite all their accomplishments, those of the Lich, the players, and the Demigod Swordsman. They were cast back in time with no memory of the events of the session, to the early days of their adventures. But something was different. There were two new members to their party. I described the scene as a knock on the door, with the Great Swordsman coming in saying "Sorry, we're late," and a slow pan to another person holding a book at their waist.
On the cover, a depiction of a hero facing off against evil.
Ao isn't that big of a dick.
Highlight of Ao interacting with the party:
Player: "If no one is ushering souls that's really bad!"
Ao: "That is not of your concern."
Other Player: "I'm feeling pretty concerned."
Ao: "AS YOU SHOULD BE!"
Everyone: "What?"
One regret: Not realizing that everyone was going to be doing Radiant damage when I planned the bunch of Core Spawn Worms. On Round 1, after the first player obliterated themselves to deal as much damage to the largest one as they could, they had a good idea how the mechanic worked, and wanted to Chain Reflect radiant damage at all of them while the whole party was within range.
They almost did it.
The one-shot almost ended Encounter 2, Round 1.
Oh, one last thing that came up in that one-shot that I think is really cool to do. You've all heard about the "How do you want to do this?" When the player obliterated themselves, I asked him "How do you want to go?" and he said "I leave no trace behind as I burn up."
I really like letting players decide what happens to their characters when they "die", but having that moment in combat where everyone is absolutely shocked and the player describes it, that's a new feeling we all got to experience last night
Wall of text over. Just thought I'd share as much as I could of that Level 20 one-shot. Everyone was calling me crazy for even trying to run something that high level, but the players and I really enjoyed it.
 
3:49 AM
Unearth Your Old Games Jam hosted by Natalie Libre.
Familiar Unfamiliar by Peach Garden Games is both a ritual and a game. It's a journaling game that asks you to imagine the moment you meet a powerful alien entity with the power to help keep your community alive.
I'm Not Scared Of You Anymore by Avraham Yosef Baez is a single or group roleplaying game where you write about the scary, strange, and maybe unexplained things from your childhood, and then embrace and magnify them, in order to combat what scares you as an adult.
 
4:31 AM
Hi
So I took a stupid bet, lost, and now have to come up with an RPG (at least the basics of one) from a random topic chosen by any internet site of my choice that focuses on TTRPGs. Anyone got an easy topic?
In hindsight, taking a bet about my dice rolling a nat20 today was a horrible idea (We both knew the dice gods hate me)
 
4:50 AM
5 hours ago, by BESW
Epilogue Jam hosted by CureWiki. You love your character, but the game is over. They've done the thing. But you're not ready to be done with them yet. This is a jam for games that help you be done. A jam for games that give you closure. They can be letter-writing games, rest of life generators, journaling games, larps, anything you can think of.
Aug 21 at 2:14, by BESW
Game Jam of the Infinite City Hosted by r. rook. #infinitecityjam is about the cities you love from history and fiction. Open to any genre or #ttrpg system (even your own).
Aug 24 at 11:28, by BESW
Setting Sun Jam Hosted by Sivad's Sanctum. In the Light of a Setting Sun is a rules-lite tabletop role playing game of wild west adventure and shenanigans. Originally a hack of Nate Treme's In the Light of a Ghost Star, Setting Sun has since grown into its own beast. Got an adventure idea? Hacks? Zines? Weird supplements that no one asked for? Well, saddle up and hit the open range, pardner! Devour Setting Sun and see what comes out on the other side!
Aug 19 at 0:10, by BESW
d66 Game Design Tracks Jam hosted by Small Gods Press. Inspired by the inimitable Kazumi saying "wow i want a d66 song table jam now" and so I did it. Roll on the d66 table below to find a track, and make a game based on it!
 
Thanks @BESW.
 
[grin] Game jams are great for prompts that you can't worry to death because there's a deadline to finish.
 
I have til Friday at the end of school. And I’ve got a couple of tests this week I have to study for, so starting now is probably going to be better
 
Remember, all you need is a core loop.
Everything else is frills.
 
5:10 AM
(H*ck, even a core loop is optional; games like Mnemonic and Walkies with Grim can just be a series of leading questions.)
 
5:43 AM
Game based around a community: dice pool or die+mod?
I kinda like the idea of a d8 based dice pool just to differentiate it from other games but I’m not sure that’ll work
 
No reason it wouldn't work! It's not like the numbers 6 and 10 are magically superior to group together.
Pool mechanics make it easier to control swing, and a lot of people like rolling fistfuls of dice.
die+mod mechanics require fewer dice so there's less chance of losing them under the couch, and provide a more up-and-down outcome set.
 
But having to get a parent to help lift the couch is an integral part of gaming!
At least with a six year old
 
RPG system where encounters are high stakes negotiations. Trade deals, hostages, what your girlfriend wants to eat
 
@Axoren Yes.
 
When you need to "roll for success", you play rock paper scissors with your opponent to resolve contests and you play odds or evens with the DM if it's not a personal contest.
This can be made Roll20-compliant by using a d3 and a d2
d3: 1 > 2 > 3 > 1 for contests.
 
5:57 AM
Gosh I'm spoilt for choice on the Unearth Your Old Games Jam.
 
d2: 1 is success for arbitrary success check.
 
6:09 AM
@Axoren Sounds like it was really good. Thanks for sharing
 
user15026
@BESW hm?
 
6:25 AM
3 hours ago, by BESW
Unearth Your Old Games Jam hosted by Natalie Libre.
I've got a LOT of old unfinished games that could count.
 
6:52 AM
"Review - Tempered Legacy" by Brian A Ericson for OmniMyth Press.
 
7:42 AM
@BardicWizard Die+mod creates the most simple, understandable, but flat distribution. Dice+mod create Gaussian-ish ones. Pools are where you have more space for producing very different probability curves (sum or target number? how do modifiers apply? do die types vary? &c. &c.), but also tend to produce the most opaque maths compared to the former, making it easy to unintentionally produce unwanted effects in the result distribution (White Wolf Storyteller being one of the more infamous examples).
 
8:13 AM
Simple die pools (single kind of die, fixed success/fail probability without explosions etc) do have the advantage that the expected value of successes is very easy to eyeball
(I mean, as far as any probability stuff is)
 
9:00 AM
@BESW now you have me googling
 
@AncientSwordRage In some game dev discourse, the core loop is the mechanic at the center of your game, the thing that everything else comes out of and goes back to.
 
@BardicWizard dice pool where everyone* contributes a die
(everyone can be players or move, but each die is an in game person)
@BESW yup! I can see that now, thanks
 
In D&D, it's "when you say you're doing a thing, roll d20+ability mod+etc and compare it to a target number set by the GM. If you hit or exceed the target, you succeed; if you don't, you fail."
 
Hmmm I came across this: reddit.com/r/RPGdesign/comments/dyggfh/… which says
> Rally in safe haven
Go dungeoneering
Get treasure/loot
Repeat step 1
 
Yeah, that's a bigger loop.
 
9:03 AM
(at least for old school d&d)
 
A lot of game complexity comes from nesting and/or linking loops.
Another loop in D&D is
1 roll initiative
2 take turns in order until everyone has taken a turn
3 repeat 2 until only one side can continue
 
sound of wheels and cogs turning in brain
 
(Not all loops are closed. A lot of loops are open, actually.)
 
Brother can I have some lööps
 
Some "schools" of design claim that open loops are more valuable because it's the space between loops that given groups a chance to improvise and roleplay. Other "schools" of design feel that it's important to always have people know how to determine "what's next" and that roleplay value comes from acting within that framework.
(This creates a significant divide between what a "good player" looks like, and I honestly tend to learn toward the latter way of thinking because gapping your loops forces spaces where "I don't know what to do" stops the game cold. I like the idea that mechanics should always be ready to catch you on a bad brain day.)
 
9:12 AM
Interesting...
 
Which is amusing because it's the complete antithesis of Fate philosophy.
 
One of the things I love in PbtA games is how their design in general encourages things moving at all times. I feel our DnD games, lacking a similar structure, very quickly lose momentum outside combat and it bugs me
 
Yeah, D&D really drops all pretense at looping once you hit society. It sorta flops over and goes "I dunno, you tell me."
 
@BESW that did come to mind
 
Some people really like this, others... not so much. As you've noticed, that kind of dramatic loop gapping puts all the pressure on the group to keep things going.
 
9:23 AM
@BESW the Reddit post mentions, post 3.5, it's pretty flimsy in having a loop
I've also found WoD/CoD loops a little lacking
 
4e was explicit about gapping non-combat, which I really appreciated.
3.x kept insisting that it didn't have any gaps, but then throwing the GM to the wolves anyway.
 
Being explicit is the key
 
Jul 30 '18 at 9:19, by BESW
> Rules become less important in this style. Since combat isn't the focus, game mechanics take a back seat to character development. Skill modifiers take precedence over combat bonuses, and even then the actual numbers often don't mean much. Feel free to change rules to fit the player's roleplaying needs. You may even want to streamline the combat system so that it takes less time away from the story.
 
This discussion also has be thinking about a computer game I want to make one day, where the player is a cat trying to manage a set of resources (comfort, thirst, food, sense of ownership, energy etc), and having the concept of game loops is helping me think about that
 
Oh yeah, that's so important.
Makes me think of Control's combat design, which is really clever about combining a lot of small loops to force dynamic and varied action.
 
9:28 AM
The goal of the game is to help people understand the little fuzzy buggers, because when the game rewards you for scratching the sofa it will show you what the cat benefits from it.
@BESW control?
 
Video game by Remedy, came out a year ago, lore heavily inspired by SCP but not awful.
Its combat engine is a pretty familiar OTS shooter thing, but it makes a few very strong choices that mesh together well.
First, you've got no resources like ammo to track. You've got a power bar for your gun, and it regenerates when you're not using your gun. If you use up all the power, your gun effectively "overheats" and is disabled for a little while before it starts regenerating power again.
Then there's a second power bar for psionic abilities like telekinetic attacks and raising shields. It functions exactly the same as the gun bar.
This immediately suggests a swapping-out play style where you alternate between gun and psionic attacks while the other bar recharges.
 
Control's combat has a very simple and highly satisfying loop which goes: 1. telekinetically lift enemy or object 2. throw it at another enemy 3. repeat
 
So you've got a loop of "Use your gun until it overheats, then wait for it to recover" and another loop of "Use your telekinesis until it runs out, then wait for it to cover." Without ever telling you what kind of style they think is best, the game has created a dead period in each loop that the other loop's active period fills.
 
or at least I made it that way by optimising telekinetic damage/energy cost as much as possible
 
Yeah, one of the good things about Control is that you're not bound to the loops; you can mod them to emphasize your preferred style, and each style has a number of customizations available within it.
But there's a third loop that defines Control's combat play: the health bar.
You don't pick up health packs or drink potions to heal. The only way you can heal during combat (again, setting aside later-game optional choices) is to run into combat. Every time you damage an enemy, a little blue chip flies off them and sits on the ground. It never decays, it just sits there forever. And if you stand near it while injured, the chip will be drawn to you like a magnet and consumed as it heals you for a little bit.
So if you're used to a "sit behind cover and snipe" style, Control will ALLOW that. Both gun and psionic modes have that option. But when you inevitably eat an explosion or something, all the health is on the other side of the map from you.
 
9:38 AM
I need to get to playing the AWE DLC
but I do want to actually finish Alan Wake first
 
Whereas if you're in the middle of the fray, blasting and dodging and flying and punching (there's a punch option! It's not as good but it doesn't use any resources!) then you're in range of the blue chips as you produce them: damaging enemies automatically heals you if you're near the enemy you're damaging.
 
but currently doing HZD new game+...
 
(And if you don't take much damage, then the blue chips sit around like a cache of healing packs for you to return to when you take more damage than you can heal in a later fight.)
 
to give it credit Control's melee attack is very satisfying to use
just visually
 
Oh yes. Remedy is on point with the satisfying visual and auditory elements of their combat making you really feel powerful.
Like when you hit something with a TK attack, often the object you threw doesn't just smash into the core of the body: it'll do a glancing blow that sends the object flying one way and ragdolls the target the other way.
 
9:43 AM
and when there isn't an actual object for you to pick up with the telekinesis, she just rips chunks of concrete out the walls/floor!
 
So you're rewarded for swapping out between multiple modes of attack, and for getting up close to the targets. Some attacks actually help with this, like how you can mod for bonus gun damage while flying, but flying has a time limit and your gun overheats: so you learn a Superman Smash landing that does AoE damage when you land, and knocks enemies back to give you room to fight them in melee without being swarmed.
Oh yeah, I super appreciate that they never force you to care about whether you've got TK ammo lying around. You can care if you want, like making sure to grab an explosive thing to throw, but it's a choice.
The game's theme is "control" and they put that into their fighting system in a lot of careful ways.
Alan Wake is super interesting to revisit after seeing Control, btw. You can see where they've been learning.
Like, Wake has a set of connected combat loops too.
You've got a flashlight that uses up battery to remove the invulnerability shield from an enemy, and you've got a gun that destroys the enemy after you've removed the shield.
You can replace a used-up battery to keep using the flashlight immediately, or you can stop using the flashlight for a little while and the battery recharges on its own.
Replacing a battery is a limited resource system; recharging a battery is not but it costs time.
So the best loop interface is to gun down shieldless enemies while the battery recharges.
But it's awkward and clumsy. The timing doesn't work out properly and reloading the gun doesn't actually reinforce the loop synergy, it disrupts the synergy.
 
10:07 AM
I think the core loop of my RPG would be something that reinforced the personality or persona of the character
 
I've got notes for a loop about using stories to make decisions, and the outcome changing how you think about the stories.
 
10:23 AM
that sounds interesting
 
 
2 hours later…
12:12 PM
4
Q: How can a BBEG deal with a wall of force and sickening radiance combo without trivializing it?

Blake SteelThis question has already been asked in general form here, but I'm going to make an effort to make it more specific to keep it open. The spell sickening radiance, cast just before a wall of force (through a readied action or something similar) can trap and kill many solo BBEGs, with just two cast...

 
@HotRPGQuestions Give them concentration-breaking friends?
 
12:24 PM
...or enforce the fact that wall of force can't be shaped weird.
 
@BESW good point
 
A smart enemy can force an encounter in a place where the party has to work to earn the ability to effectively use a wall of force as a trap rather than a funnel.
Sickening radiance sounds like a terribly boring spell though.
 
@BESW a lot of spells are
It gives exhaustion which is pretty cool though
 
See, I look at that and I think "oh joy, another subsystem that makes more bookkeeping for the GM."
 
I like subsystems...
(I'm not think of the GM though)
 
12:37 PM
I've enjoyed subsystems, but this doesn't look like a fun one.
I think sickening radiance looks boring because it doesn't look like it's gonna make the conflict more interesting. It rewards pre-game preparation, but at the table it's a "make the fight harder for the GM to manage while making it simpler for the players" effect. It removes options from the GM's arsenal in a complicated way, rather than adding options to the PCs' arsenal.
And generally I'm not a fan of that dynamic.
It's also got a lot of potential to sabotage other players' fun. Melee PCs, for example: the more effectively the light is placed to force NPCs to stay in it, the harder it will be for players with an investment in melee to feel like they've made good choices.
This whole "trap a boss in the wall of force with sickening radiance" gimmick; how does it make everyone else feel to have the wizard single-handedly solve what was supposed to be the whole party's dramatic denouement?
 
howdy howdy
 
Yawp.
 
@NautArch \o
 
How's everyone doing?
We apparently didn't close our shed door last night and a bear got to our trash.
 
@NautArch Granddaughter cast a "Charm Person" spell when we got there Thursday. Saving throw failed, obviously. 😁
 
12:47 PM
was very confusing at first because there were just dog poop bags left and no sign of the trash.
 
I'm unreasonably grumbly that the Folklore Jam was extended another month, because now I have time to improve my submission.
 
Maybe you have great trash.
 
Looked in thewoods behind the house and found them, but I was pretty freaked out for a bit that someone 'stole' our trash.
@BESW hehe
 
@NautArch Once you discovered the trash, did you get any insight into that eternal mystery? Did the bear in fact go in the woods?
 
@KorvinStarmast didn't go far enough back to look :P
 
12:49 PM
Good plan
 
but have to go pick up the trash, so hopefully won't step in it!
 
Sounds like an Arlo Guthrie moment. (Oblique reference to Alice's Restaurant).
 
i'm in the right area for that!
 
I have recently discovered that a bear can be very wise.
 
i dunno, is it wise to use twitter?
 
12:51 PM
@BESW That looks like a Honey Heist moment.
 
@nitsua60 Yay! And also interesting about scheduling. That sounds like a good thing?
What class is it out of curiosity?
 
I've been thinking of the game loops discussion earlier on, and how it could relate to the RPG I'm (slowly) designing. I was thinking how the limit break system lets you convert failures early on to successes later, and how different stats could work with that
> Game loops
>
> Primary stat/nature →Secondary
> Secondary → Primary
> Primary → Primary
I need to identify what each combination could mean narratively
 
I suggest taking a look at Roll For Shoes with game loops in mind.
 
For instance Thor (who would have the Brute stat primary and the Heart stat or Worthy nature second) could feed from Brute limit breaks j to a success in Heart or Worthy
@BESW I've played that once a long time ago
 
user15026
1:50 PM
@BESW you could always just let yourself stick with the original deadline, if you cant/don't want/don't need to give whatever you're working on that particular brain space any more?
 
3:42 PM
I think I need to stab anydice
I don’t know what it did but I think I ruined my program
 
@BardicWizard is that an option?
 
I don’t know but I can’t tell how to make the result of a die a Boolean
Anyone with more experience than me can you take a look at this?
 
X ends up being a sequence and boolean on a sequence gives sequence of results IIRC
But that's not the only problem, looking at it
 
@Someone_Evil Umm I don’t understand half of that
What did I do wrong?
 
I think you just want this: anydice.com/program/1d90c
If you want procedures where you go through a roll and output results you want to use a function, use output to call the function and result as the eq of return as found in many other languages
 
4:04 PM
AnyDice's scripting language is fairly poor at being a general purpose scripting language. It's good enough for the functionality they provide, but there's a lot of wonk within.
 
GcL
Reminds me of Greenspun's 10th rule. Eventually you end up with a crappy implementation of LISP as you try to make your DSL suffers more feature creep.
 
That's almost a given if your idea of "sufficiently complex" requires, bare minimum, an implementation of Lisp.
 
GcL
That would be circular.
 
4:20 PM
Gah, stop giving me a headache before 1st period
 
4:31 PM
@GcL Yes, it would be. Personally, I don't think a C program is complex enough if it hasn't implemented Haskell runtime multiple times in different files because the team is not coordinating.
/s
 
5:16 PM
user image
6
 
"One of them shows up with a bag of bat guano and sulfur." D:
2
 
5:33 PM
weird. Deleted answers that are edited get bumped in the active sort.
 
Edits to deleted answers do, undeletions do not
 
TIL
 
 
2 hours later…
7:40 PM
8
Q: How do I pronounce numbers in game editions?

Baskakov_DmitriyMost game systems use regular English words for their names. If you don't know how to pronounce "dungeon" or "dragon", or any other regular word, e.g. Cambridge dictionary is of great help. Proper nouns are a different story, but, generally, some audio or video exists for popular settings where t...

 
8:30 PM
8
Q: Does the Piercing Arrow of a multiclassed Arcane Archer fighter/Assassin rogue crit against surprised creatures?

finduslMy character has 3 levels in Fighter and chose the Arcane Archer archetype. That allows him to use the Arcane Shot option Piercing Arrow (XGtE, p. 29): Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for ...

 
8:40 PM
@Rubiksmoose What about the scheduling, now? (Because there are some parts of my life that could be described as "about scheduling" to which I'd say, 'yeah, it's looking pretty good." And other parts are "STAB MY EYES OUT THIS IS WHY I LEFT THAT JOB!")
The class, on the other hand, is DiffEq.
Which, if you've never witnessed insanely-smart high-schoolers tackling a full-on college DiffEq course, you're missing out on some serious inspiration. They're awesome.
 
8:55 PM
Hello!
 
I'm up at a reasonable hour of the morning. What sorcery is this.
 
So I made a document that’s a journal my players for this campaign found, and I wanted to know if the type of people here that are really detail oriented and good at analysis (no offense intended, this is a compliment) could read it and try to tell me if it is obvious that the writer is living as both a prisoner and as the person taking prisoners
and yes, I know that now I have made a bias in what readers look for, but I don’t care
 
9:22 PM
@nitsua60 I took DiffEq in the second half of senior year of high school. It was the last period of the day. I was half-asleep most days :P
@BardicWizard the latter doesn't seem obvious at all to me
 
Good. It’s intended to be sort of a subtle hint that afterwards when they find out they can be like “oh that’s what that meant”
 
9:47 PM
Ahh my least favorite gotcha in 5e rules: the whole attack roll = attack but attack =/= attack roll deal.
 
10:04 PM
@V2Blast oh, one other question about it, is it so not obvious that it’d come out of the blue when they find out?
 
10:21 PM
@BardicWizard Yes, at least to me. I don't see any hint that they're the person taking prisoners. But I also don't have any context for this document.
@Rubiksmoose I mean, they tend to both be true in most cases, it's just a few exceptions where there are things that are attacks but have no attack roll. Though some people obviously still get confused by the narrow definition of attacks that isn't just "anything that harms the target"
 
@nitsua60 I had trouble enough with diffie queues in college, props to your high school kids ...
@V2Blast Is magic missile one of those things.
 
One of which things?
It's not an attack, no.
It is one of the cases where some people get confused about it not being an attack because they don't realize it's a defined game term
 
@V2Blast OK, good, I was hoping it wasn't.
 
Basically, if something doesn't have an attack roll, then it's not an attack unless it explicitly says it's an attack.
The only attacks in D&D 5e that don't involve an attack roll (that I'm aware of) are grapples and shoves.
 
@V2Blast the context is pretty much a diary in the snow where there used to be cages with prisoners, only one actually living (two skeletons and the aforementioned half-elf-half-it’s-complicated); and a few indications that the mage they saw was an illusion
 
10:29 PM
Besides that, I think the Hunter ranger has a pair of options for a feature that involve multiple attack rolls but are collectively considered a single "attack" because of the weird wording.
@BardicWizard Ah
 
11:10 PM
@BESW caffeine is magical?
@HotRPGQuestions that's a combination I hadn't considered
 
@KorvinStarmast So did I!
(Hardest class I took, in some ways.)
 
4
Q: Does a sentient magic item count as a creature for the purpose of spells like Scrying?

Alex ParkerI'm curious if a sentient magic item can be counted as a creature for spells such as Scrying.

 
11:41 PM
@V2Blast Well I mean specifically where it says: "If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack" which some people take to mean that all attacks involve attack rolls, when that doesn't logically follow.
2
Q: Do the rules explicitly say that there can be no critical hit without an attack roll?

Mars PlasticCritical hits are introduced in the PHB under "Attack Rolls": If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this section. Then, later in this section under "Damage Rolls": When y...

this being the context
 
2
Q: Do the rules explicitly say that there can be no critical hit without an attack roll?

Mars PlasticCritical hits are introduced in the PHB under "Attack Rolls": If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this section. Then, later in this section under "Damage Rolls": When y...

 
Copycat
 
Jul 9 at 13:03, by BESW
...is this another of those things where 4e made it a solved problem and 5e rolled the solution back?
 
11:57 PM
I think this problem is related to the problem of attacks, attack rolls, and Attack actions all being related and ill-defined and confusing in 5e. No idea if 4e changed that. It does seem to be a problem 5e invented though since I don't remember the issue in PF.
 
PF1 had full-round attacks vs attack action, but at least the naming wasn't as confusing as "Attack" vs "Attack action". Although it got ambiguous when dealing with grappling and other maneuvers that are attacks but also not attacks. PF2 has a Strike action, and attack rolls.
 
3.5 had some confusions about when attacks triggered things.
 

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