Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

I'm going to be that gigantic douchebag who asks the obvious question instead of doing the bare minimum amount of research: why is 5e considered bad? I blindly assume it's due to critical role dragging in the Twitter crowd, as well as everything Hasbro touches being complete shit as a strict rule.
I'm a newfag forever DM whose majority experience in tabletop has been with 5e because I only ever play with noob friends that werent into the hobby to begin with and because 5e is very easy to pick up and play.

My problem with 5e is that all my players are past level 10 and its just a nightmare to design encounters. Niggas are just too powerful and they either stomp ass or get fucking stomped every encounter. Also what Ghostse said is very true, there are 2 fighters in my party and they both use the same fucking reddit build.
 
My problem with 5e is that all my players are past level 10 and its just a nightmare to design encounters. Niggas are just too powerful and they either stomp ass or get fucking stomped every encounter.

That's how I felt with 3.5. Eventually everyone becomes combat gods and either you design an encounter to hit their weakpoints (which is sort of weaksauce), hit them with enemies that are just in general way over leveled, or you might as well not even bother. Its also hard to write a villain who is a legitimate threat who doesn't just straight out murder the PC as soon as they do anything that makes them ping on his RADAR.

I had a DM who tried to do "combat as puzzle" with some demons that were going to murder us if we didn't figure out this one weird trick, and that went about as well as you'd expect and swore me off the practice. Which isn't to say I won't include environmental effects or things that let the PCs get a cheap shot in on the Big Bad if they use their eyes and brains, but winning the encounter doesn't hinge on them.
 
>All of that retarded bullshit above me
So let me get this straight: its a triple combo of 400LB designers who failed to learn anything from the criticisms of the last twenty years of the game, the twitter clout chasing insanity that's made worse by faggots like critical role pulling in the sodomite crowd, and the player base being having zero creative integrity?
 

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>All of that exceptional bullshit above me
So let me get this straight: its a triple combo of 400LB designers who failed to learn anything from the criticisms of the last twenty years of the game, the twitter clout chasing insanity that's made worse by faggots like critical role pulling in the sodomite crowd, and the player base being having zero creative integrity?
Not really in some respects.

The basic idea of simplifying and going back to earlier builds ACTUALLY makes sense. For all the criticism you'll hear on 3.5, there's a reason there's a LOT more players for it than say 1e and especially 2e, and it's not just rising popularity. THAC0 does make sense for non-progressing armor values, but it's the fucking devil and a pain in the ass to calculate. There's a reason 3.5 has the most splats of all.

5e makes a lot of sense; the one thing 4e did reasonably right (besides making Chainmail 2.0 in its own way) was rebalancing, and for all the kvetching you're hearing about "balance bad" in 5e, it's the best one of the lot in regards of the last couple of editions barring 4e. The basic PHB, DMG and early stuff was fine. There were only two big issues that are intrinsic in 5e, they slowed down the pacing of fights and killed tension, and skills can never really feel mastered.

5e fights are slogs due to all enemies having more HP, but after about level 7, you really never can place the party in reasonable danger barring bullshit or literal endless spam. This is an issue in ALL editions, since at the end of the day you're going to play Rocket Wizard Tag no matter what people complain about. The only difference is the ability to alter difficulty becomes lost, and the magic outpace is slower than in 3.5.

Skills in 5e are massively simplified, but also designed in a way you can never really feel like an expert in something. Sure skill spam was annoying in 3.5, but I could be an expert in a field or two so long as I play a decent skill point or have decent INT bonuses. I never felt that in 5e.

But anyways, the basic game is fine. The problem is that the current staff you have and the old guard are out to appeal to people who literally will never touch their games or just pirate them. They are actively destroying settings and even mechanics for cynical signal boosts.

In a setting where troons literally should not exist given magic actually being able to do the full transition... in a world where cripples can literally be cured by itinerant priests... it's all bullshit. But they're doing it anyway.

So anyway that's why I just play 3.5 if I feel like DnD. I also play systems that AREN'T DnD when I feel like complaining about the system. Let me tell you, it's an amazing feeling to roll percentiles or d10s or d6s instead and not have to deal with the thing that nettles me.
 
That's how I felt with 3.5. Eventually everyone becomes combat gods and either you design an encounter to hit their weakpoints (which is sort of weaksauce), hit them with enemies that are just in general way over leveled, or you might as well not even bother. Its also hard to write a villain who is a legitimate threat who doesn't just straight out murder the PC as soon as they do anything that makes them ping on his RADAR.
What makes it worse is that my players have developed a sixth sense bullshit radar for whenever I change plans mid course and make the encounter easier/harder for them.

>All of that exceptional bullshit above me
So let me get this straight: its a triple combo of 400LB designers who failed to learn anything from the criticisms of the last twenty years of the game, the twitter clout chasing insanity that's made worse by faggots like critical role pulling in the sodomite crowd, and the player base being having zero creative integrity?
My two cents is that its got its problems, sure, but it works alright. In all the tables I ever played we never really had that much problem interpreting the rules. I try to make the combat tactical and add a ton of enemy variety, so even if doesnt work out perfectly as planned, we still have a good time. Just choose your players well and you wont have to deal with the wokeshit, also the DM can make the world be whatever the fuck he wants, so you dont need to make an orc wakanda just cuz the book tells you to.
 
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In terms of mechanics there's some good things about 5E; I like the advantage/disadvantage system as a good simplification for the eight THOUSAND goddamn modifiers 3E had. While the skill and proficiency system feels like a step back, in my opinion (salt shaker here) it's a throwback to 2E and its fairly straightforward nonweapon proficiencies.

That being said, 5E still has problems with the martial/caster power differential, though it's less pronounced than it was in 3E (again, my opinion). It's also very haphazard with some character options; the beastmaster ranger is probably the worst offender as the companion critter offers no bump to your action economy.

@Ghostse has an excellent point about WotC output, too, and why if you opt to play/run 5E, you should not give them a damned dime. They are some of the biggest goddamn faggots I've ever seen when it comes to 'fixing' 'problematic' past adventures. An excellent example is in 5E Ravenloft, you will run across a mad wizard (this is new, by the way, and does not appear in 2E or 3E iterations). Who is the mad wizard? It's fucking Mordenkainen, the supreme fucking wizard from Greyhawk. The guy who does shots with Elminster and talks down to Dalamar for crying out loud. He got fucked up by Strahd? Bullshit. Mordenkainen should've reduced Strahd to a whimpering puddle if not blasted his sorry ass clean off the map.

WHY did they use Mordenkainen? They could've tossed together an original, new NPC. Why 'worf' (as tropers put it) the mightiest wizard of Greyhawk?

Because they could. Because the past stuff is 'problematic' and they have to dangle their shrunken genitals all over it to 'fix' it.
 
Not really in some respects.

The basic idea of simplifying and going back to earlier builds ACTUALLY makes sense. For all the criticism you'll hear on 3.5, there's a reason there's a LOT more players for it than say 1e and especially 2e, and it's not just rising popularity. THAC0 does make sense for non-progressing armor values, but it's the fucking devil and a pain in the ass to calculate. There's a reason 3.5 has the most splats of all.

THAC0 is the superior system in every way except for the one where you have to apply "bonuses" and "penalties". It's like writing with your other hand, or reading upside down: Its not exactly difficult, but it requires you to counter every mathematical impulse you've ever had; Number go up good! Number go down bad!

But again, it breaks the way everyone has been trained to think about numbers and math. I like it better than AAC, but man if I take a break from THAC0 it takes me a few minutes and doing some tests as a refresher to get my head back around it. Basically its not reasonable for players, especially new players, to learn it.

To your point, there is a reason 3e switched to AAC and the usual three saves, and it was viewed a positive development by all but the grogiest of grognards.

5e makes a lot of sense; the one thing 4e did reasonably right (besides making Chainmail 2.0 in its own way) was rebalancing, and for all the kvetching you're hearing about "balance bad" in 5e, it's the best one of the lot in regards of the last couple of editions barring 4e. The basic PHB, DMG and early stuff was fine.

Those are all accurate points, except you left off banning Crossbow Expert and that's in PHB. Casters are still supreme but the rate they outpace martials is significantly slower than it is in3.x.

Skills in 5e are massively simplified, but also designed in a way you can never really feel like an expert in something. Sure skill spam was annoying in 3.5, but I could be an expert in a field or two so long as I play a decent skill point or have decent INT bonuses. I never felt that in 5e.

I like that skills never get mastered, but also dislike there is no option to make them that way. (which reminds me - making it possible to just drop feats completely is another plus in 5e's favor). Though isa double edged sword of "do they burn combat proficiency for soft skills? If so, how much?"

3.5/PF just make it too difficult to let skills matter in adventure design when you let players go nuts. It works amazing then you pass out pre-gens.

So anyway that's why I just play 3.5 if I feel like DnD. I also play systems that AREN'T DnD when I feel like complaining about the system. Let me tell you, it's an amazing feeling to roll percentiles or d10s or d6s instead and not have to deal with the thing that nettles me.

When I'm sitting down in full Math mode, I prefer 3d6. When I'm at the table running a game, 1d20 lets me work the probability and assign bonuses/penalties quickly without things being more powerful or more harmful than I was thinking.
I like the idea of dice pools, but I can never get my head all the way around the probability matrix. Sort of like with 2d6 where +1/-1 is a alot more powerful than your brain has been trained to recognize, adding dice/adding numbers is a little fucky as you get up there.

But I guess I've never gotten bugged or felt limited by the d20 either.
 
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THAC0 is the superior system in every way except for the one where you have to apply "bonuses" and "penalties". It's like writing with your other hand, or reading upside down: Its not exactly difficult, but it requires you to counter every mathematical impulse you've ever had; Number go up good! Number go down bad!

But again, it breaks the way everyone has been trained to think about numbers and math. I like it better than AAC, but man if I take a break from THAC0 it takes me a few minutes and doing some tests as a refresher to get my head back around it. Basically its not reasonable for players, especially new players, to learn it.

To your point, there is a reason 3e switched to AAC and the usual three saves, and it was viewed a positive development by all but the grogiest of grognards.
I'm of the opinion that if you keep having to remember how the system works after playing any other system, then it's the devil. Ergo, THAC0 is the devil.
Those are all accurate points, except you left off banning Crossbow Expert and that's in PHB. Casters are still supreme but the rate they outpace martials is significantly slower than it is in3.x.
Casters were always supreme; it's just how to pace where the bullshit creeps in. 5e does it well.
I like that skills never get mastered, but also dislike there is no option to make them that way. (which reminds me - making it possible to just drop feats completely is another plus in 5e's favor). Though isa double edged sword of "do they burn combat proficiency for soft skills? If so, how much?"
I can't ever agree with that, because even simpler things you can just straight up fuck up that by any means you SHOULD NOT. If my character for example specs in say smithing, I shouldn't eat shit making a sword or piece of armor if I have enough experience in making it. I can do this even at higher levels in 5e, and that's bullshit.
When I'm sitting down in full Math mode, I prefer 3d6. When I'm at the table running a game, 1d20 lets me work the probability and assi
I like the idea of dice pools, but I can never get my head all the way around the probability matrix. Sort of like with 2d6 where +1/-1 is a alot more powerful than your brain has been trained to recognize, adding dice/adding numbers is a little fucky as you get up there.

But I guess I've never gotten bugged or felt limited by the d20 either.
Oh no. Sometimes the best solution, especially if edition warring is happening, is to NOT play DnD and play something different. Cyberpunk 2020 and Warhammer Fantasy RPG are fucking great.
 
An excellent example is in 5E Ravenloft, you will run across a mad wizard (this is new, by the way, and does not appear in 2E or 3E iterations). Who is the mad wizard? It's fucking Mordenkainen, the supreme fucking wizard from Greyhawk. The guy who does shots with Elminster and talks down to Dalamar for crying out loud. He got fucked up by Strahd? Bullshit. Mordenkainen should've reduced Strahd to a whimpering puddle if not blasted his sorry ass clean off the map.

WHY did they use Mordenkainen? They could've tossed together an original, new NPC. Why 'worf' (as tropers put it) the mightiest wizard of Greyhawk?

Because they could. Because the past stuff is 'problematic' and they have to dangle their shrunken genitals all over it to 'fix' it.
Wasn't Mordenkainen originally Gygax's character, too?
 
Oh no. Sometimes the best solution, especially if edition warring is happening, is to NOT play DnD and play something different. Cyberpunk 2020 and Warhammer Fantasy RPG are fucking great.
Going from 5e to CP 2020 is such a whiplash, but damn that shit is fun.

Theres nothing better than a good old fashioned firefight where both sides miss 70% of their shots while everything around them is getting riddled with bullets.
 
I can't ever agree with that, because even simpler things you can just straight up fuck up that by any means you SHOULD NOT. If my character for example specs in say smithing, I shouldn't eat shit making a sword or piece of armor if I have enough experience in making it. I can do this even at higher levels in 5e, and that's bullshit.

I mostly mean skills in combat or opposed skills (bluff, diplomacy, etc).

I like to use something implied but never fully expressed in 4e, which "Especially when trained, a skill roll doesn't determine success or failure but the magnitude of success". For your smithing example, you shouldn't fail at making your sword, but maybe if you fuck your roll, it takes longer.

Even for things like climb/swim, I like the 4e system of "If you are trained in athletics, you have to experiencing some serious negatives to do worse than tread water even on a nat 1"
 
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Man, are the people who join on roll20 fucking fragile.

So, I've got a 5 person group. 2 long time players, one who's been playing about a year and digging the whole thing, and two new players I picked up a few months ago.

We're playing PF1, because I hate PF2 and 5E and I'm a dick GM.

The party is doing slow advancement, although I do hand out things like feats/skill points/abilities, mainly based on what the characters do and stuff like that.

Without going into too much detail, I run a very 'alive' campaign. The world around the characters moves on, with other powerful being's actions affecting the world just like the PC's actions do. The characters don't exist in a vacuum, and they aren't treated like murder hobos if they don't act like them. The campaign has been in Osirion so far, because we've been having fun with spooky Not-Egypt for a while. One thing I do is that old nemesis: The consequences of your actions.

So, the rogue, despite being warned by the party not to, undid the locks on a chest the party had recovered for a nobleman and took some of the stuff (gems, mainly, and a single magic ring) and then tried to redo the seals and locks.

Well, the nobleman knew. That ring was supposed to be in there, the party swore that they didn't open it. (The ring gives +2 luck to AC and Saves) Not to mention that the rogue didn't roll high enough to detect OR bypass the tampering alerts (little glass plates and the like) so they didn't fix it right.

So the nobleman hired some freelancers to go after the group. You know, freelancers like the group is.

One thing you learn pretty quick GMing is that if you want to really challenge a group, make a group of NPC's with roughly the same gear and +/- 1 level of the average of the group with roughly the same classes.

Now, instead of having this group jump out of the bushes and attacking, because both groups are registered freelancers, they set up a meet in a public place. The group meets, the hit team lays it out. The nobleman bankrolled them and paid them and got the permits for that chest to be recovered on the stipulation that it not be opened. The wax seals and the locks showed tampering and an item was missing. The hit team presents the nobleman's offer to call it even if the group repays half of the noble's expenses and returns the ring. It was within the party's "party loot" without bankrupting them.

The new players wanted to draw swords and go at the hit team, in public, during the day, on a busy street, in a major city. The three long time players warned them both if they did, the long time players wouldn't back their play.

So, of course, thinking that it would drag the whole group into it, the rogue went on the attack and got taken out in two rounds while the rest of the party sat on their ass sipping kaff and shaking their heads.

The hit-team searches the one who went live blades, finds the ring.

The party leader suggests taking the rogue's jewelry in compensation. The hit-team took only roughly what was owed and asked if there was any other business.

The three older members then held a vote, right there, of whether or not to cash the rogue out and dump him from the group for violating oaths and promises to employers.

When it was 3-2 and they told the rogue "You may take your share of the party loot and leave. Do not contact us again." the PLAYER threw a fucking shit fit. The other player got in on it, saying that now he didn't feel like he had a say, since the other three could vote however they want and the two of them didn't have as much of a say.

Not in character. No, this was flat out accusations to the players.

One of the players pointed out that it wasn't a vote to kick the player out of the group, but kick out a player character that had time and time again stolen from the party, stolen from employers, and damaged the group's standing, so it was only natural to throw out the disruptive element.

Holy shit, the way they reacted was fucking juvenile. These were late 20's/early 30's people, acting like they'd just been barred from prom.

I muted everyone, told the rogue player to write up a new character, that it was settled. They could make another character of the same level with a starting wealth of max + 20%. Same stat-block too.

The rogue player and the other player dropped from the call and roll20, then started spamming my discord PM's about how I wasn't being fair because I wasn't letting them do what they wanted.

I mean, I get it. Nobody likes having their character booted from the party, it kind of feels like you're being ganged up on, but the group was still willing to keep the PLAYER in the group.

After about a half hour of whining messages I told them both that I was revoking their access to the campaign and that they might want to seek out a new game.

I had to block them both on discord because holy shit. I was polite and professional and you'd think I"d shit directly on their heads.

Obviously I need to vet better.
 
I mostly mean skills in combat or opposed skills (bluff, diplomacy, etc).

I like to use something implied but never fully expressed in 4e, which "Especially when trained, a skill roll doesn't determine success or failure but the magnitude of success". For your smithing example, you shouldn't fail at making your sword, but maybe if you fuck your roll, it takes longer.

Even for things like climb/swim, I like the 4e system of "If you are trained in athletics, you have to experiencing some serious negatives to do worse than tread water even on a nat 1"

I like 3.X/PF's idea that if your modifer is high enough in a skill that you don't even have to roll(because skills in those don't care if you roll a 1 or 20, it is 100% based on the raw number of the roll results plus your modifiers, so if 1+your modifiers matches or exceeds the needed DC for the very best possible result, no roll is even required)
 
Man, are the people who join on roll20 fucking fragile.

So, I've got a 5 person group. 2 long time players, one who's been playing about a year and digging the whole thing, and two new players I picked up a few months ago.

We're playing PF1, because I hate PF2 and 5E and I'm a dick GM.

The party is doing slow advancement, although I do hand out things like feats/skill points/abilities, mainly based on what the characters do and stuff like that.

Without going into too much detail, I run a very 'alive' campaign. The world around the characters moves on, with other powerful being's actions affecting the world just like the PC's actions do. The characters don't exist in a vacuum, and they aren't treated like murder hobos if they don't act like them. The campaign has been in Osirion so far, because we've been having fun with spooky Not-Egypt for a while. One thing I do is that old nemesis: The consequences of your actions.

So, the rogue, despite being warned by the party not to, undid the locks on a chest the party had recovered for a nobleman and took some of the stuff (gems, mainly, and a single magic ring) and then tried to redo the seals and locks.

Well, the nobleman knew. That ring was supposed to be in there, the party swore that they didn't open it. (The ring gives +2 luck to AC and Saves) Not to mention that the rogue didn't roll high enough to detect OR bypass the tampering alerts (little glass plates and the like) so they didn't fix it right.

So the nobleman hired some freelancers to go after the group. You know, freelancers like the group is.

One thing you learn pretty quick GMing is that if you want to really challenge a group, make a group of NPC's with roughly the same gear and +/- 1 level of the average of the group with roughly the same classes.

Now, instead of having this group jump out of the bushes and attacking, because both groups are registered freelancers, they set up a meet in a public place. The group meets, the hit team lays it out. The nobleman bankrolled them and paid them and got the permits for that chest to be recovered on the stipulation that it not be opened. The wax seals and the locks showed tampering and an item was missing. The hit team presents the nobleman's offer to call it even if the group repays half of the noble's expenses and returns the ring. It was within the party's "party loot" without bankrupting them.

The new players wanted to draw swords and go at the hit team, in public, during the day, on a busy street, in a major city. The three long time players warned them both if they did, the long time players wouldn't back their play.

So, of course, thinking that it would drag the whole group into it, the rogue went on the attack and got taken out in two rounds while the rest of the party sat on their ass sipping kaff and shaking their heads.

The hit-team searches the one who went live blades, finds the ring.

The party leader suggests taking the rogue's jewelry in compensation. The hit-team took only roughly what was owed and asked if there was any other business.

The three older members then held a vote, right there, of whether or not to cash the rogue out and dump him from the group for violating oaths and promises to employers.

When it was 3-2 and they told the rogue "You may take your share of the party loot and leave. Do not contact us again." the PLAYER threw a fucking shit fit. The other player got in on it, saying that now he didn't feel like he had a say, since the other three could vote however they want and the two of them didn't have as much of a say.

Not in character. No, this was flat out accusations to the players.

One of the players pointed out that it wasn't a vote to kick the player out of the group, but kick out a player character that had time and time again stolen from the party, stolen from employers, and damaged the group's standing, so it was only natural to throw out the disruptive element.

Holy shit, the way they reacted was fucking juvenile. These were late 20's/early 30's people, acting like they'd just been barred from prom.

I muted everyone, told the rogue player to write up a new character, that it was settled. They could make another character of the same level with a starting wealth of max + 20%. Same stat-block too.

The rogue player and the other player dropped from the call and roll20, then started spamming my discord PM's about how I wasn't being fair because I wasn't letting them do what they wanted.

I mean, I get it. Nobody likes having their character booted from the party, it kind of feels like you're being ganged up on, but the group was still willing to keep the PLAYER in the group.

After about a half hour of whining messages I told them both that I was revoking their access to the campaign and that they might want to seek out a new game.

I had to block them both on discord because holy shit. I was polite and professional and you'd think I"d shit directly on their heads.

Obviously I need to vet better.
I've been a player in a series of campaigns on roll20 with the same DM for 6 years now and it's always a struggle when you have to find new players. An easy way to filter out the majority is to put something in the campaign description so when people apply, it becomes obvious which didn't even bother to read the damn thing. Currently playing in a low magic game with pretty heavy restrictions (humans only, and only rogues, fighters, and sorcerers allowed, max level 10, with HD capping at 6). The amount of people asking to join with their warforged clerics, kenku rogues, etc. is ridiculous.

The best advice is to be patient and play with only a few players. Eventually someone decent will show up. They're rare, but still out there.
 
I can't ever agree with that, because even simpler things you can just straight up fuck up that by any means you SHOULD NOT. If my character for example specs in say smithing, I shouldn't eat shit making a sword or piece of armor if I have enough experience in making it. I can do this even at higher levels in 5e, and that's bullshit.
It may be my grognard preferences coloring my opinion, but I don't see why baking pies, armor smithing, or stone masonry need to be handled the same way as swinging across a chandelier or lifting up a shut portcullis as arrows whiz by you.

Imo secondary skills work well at covering mundane non adventuring tasks and don't create a leap in logic where someone becomes a better carpenter just because they leveled up as a paladin.
 
Man, are the people who join on roll20 fucking fragile.

So, I've got a 5 person group. 2 long time players, one who's been playing about a year and digging the whole thing, and two new players I picked up a few months ago.

We're playing PF1, because I hate PF2 and 5E and I'm a dick GM.

The party is doing slow advancement, although I do hand out things like feats/skill points/abilities, mainly based on what the characters do and stuff like that.

Without going into too much detail, I run a very 'alive' campaign. The world around the characters moves on, with other powerful being's actions affecting the world just like the PC's actions do. The characters don't exist in a vacuum, and they aren't treated like murder hobos if they don't act like them. The campaign has been in Osirion so far, because we've been having fun with spooky Not-Egypt for a while. One thing I do is that old nemesis: The consequences of your actions.

So, the rogue, despite being warned by the party not to, undid the locks on a chest the party had recovered for a nobleman and took some of the stuff (gems, mainly, and a single magic ring) and then tried to redo the seals and locks.

Well, the nobleman knew. That ring was supposed to be in there, the party swore that they didn't open it. (The ring gives +2 luck to AC and Saves) Not to mention that the rogue didn't roll high enough to detect OR bypass the tampering alerts (little glass plates and the like) so they didn't fix it right.

So the nobleman hired some freelancers to go after the group. You know, freelancers like the group is.

One thing you learn pretty quick GMing is that if you want to really challenge a group, make a group of NPC's with roughly the same gear and +/- 1 level of the average of the group with roughly the same classes.

Now, instead of having this group jump out of the bushes and attacking, because both groups are registered freelancers, they set up a meet in a public place. The group meets, the hit team lays it out. The nobleman bankrolled them and paid them and got the permits for that chest to be recovered on the stipulation that it not be opened. The wax seals and the locks showed tampering and an item was missing. The hit team presents the nobleman's offer to call it even if the group repays half of the noble's expenses and returns the ring. It was within the party's "party loot" without bankrupting them.

The new players wanted to draw swords and go at the hit team, in public, during the day, on a busy street, in a major city. The three long time players warned them both if they did, the long time players wouldn't back their play.

So, of course, thinking that it would drag the whole group into it, the rogue went on the attack and got taken out in two rounds while the rest of the party sat on their ass sipping kaff and shaking their heads.

The hit-team searches the one who went live blades, finds the ring.

The party leader suggests taking the rogue's jewelry in compensation. The hit-team took only roughly what was owed and asked if there was any other business.

The three older members then held a vote, right there, of whether or not to cash the rogue out and dump him from the group for violating oaths and promises to employers.

When it was 3-2 and they told the rogue "You may take your share of the party loot and leave. Do not contact us again." the PLAYER threw a fucking shit fit. The other player got in on it, saying that now he didn't feel like he had a say, since the other three could vote however they want and the two of them didn't have as much of a say.

Not in character. No, this was flat out accusations to the players.

One of the players pointed out that it wasn't a vote to kick the player out of the group, but kick out a player character that had time and time again stolen from the party, stolen from employers, and damaged the group's standing, so it was only natural to throw out the disruptive element.

Holy shit, the way they reacted was fucking juvenile. These were late 20's/early 30's people, acting like they'd just been barred from prom.

I muted everyone, told the rogue player to write up a new character, that it was settled. They could make another character of the same level with a starting wealth of max + 20%. Same stat-block too.

The rogue player and the other player dropped from the call and roll20, then started spamming my discord PM's about how I wasn't being fair because I wasn't letting them do what they wanted.

I mean, I get it. Nobody likes having their character booted from the party, it kind of feels like you're being ganged up on, but the group was still willing to keep the PLAYER in the group.

After about a half hour of whining messages I told them both that I was revoking their access to the campaign and that they might want to seek out a new game.

I had to block them both on discord because holy shit. I was polite and professional and you'd think I"d shit directly on their heads.

Obviously I need to vet better.

I'm about to drop my current main campaign (and never play elfgames with half of the players again) over similar, and I'm not even as hard on them as you are. Which on a level I get: You have stress at work, you want to go have monkey cheese good times not be expected to keep notes (Even though I send a session write up after with most of the big names) or behave like civilized individuals. But my dudes, you are at the wrong table for that. I run world with NPCs that act like real people, and if you fuck with them you get realistic consequences. Trade off for that I have to have a story that adapts and changes to whatever wrenches they want to chuck into the mechanicism (which is like three quarters of the fun when they made shit flow to a new course)

It sucks because you know murking their character is going to cause some butthurt and party tension. But to not deliver the consequences of their actions is just asking for more sociopath behavior, and punishing the players who have been good boys and girls.

@Road Work Ahead
I've been a player in a series of campaigns on roll20 with the same DM for 6 years now and it's always a struggle when you have to find new players. An easy way to filter out the majority is to put something in the campaign description so when people apply, it becomes obvious which didn't even bother to read the damn thing. Currently playing in a low magic game with pretty heavy restrictions (humans only, and only rogues, fighters, and sorcerers allowed, max level 10, with HD capping at 6). The amount of people asking to join with their warforged clerics, kenku rogues, etc. is ridiculous.

And this goes + Johnny's story to what I was saying about WotC injecting the player base full of players wanting Tranny Magic Gay Prom - you can't always vet them, and when you have to boot them not only have you wasted your time, their time, and the other players time, you usually end up having dumped a whole gallon of piss on table's mood.

I like 3.X/PF's idea that if your modifer is high enough in a skill that you don't even have to roll(because skills in those don't care if you roll a 1 or 20, it is 100% based on the raw number of the roll results plus your modifiers, so if 1+your modifiers matches or exceeds the needed DC for the very best possible result, no roll is even required)

4e had that too if you read between the lines (But 4e also liked to level-scale check DCs, something I am vehemently against, but I understand given that characters went to 30). I would guess 5e also has it between the lines, but I think with only adding a proficiency bonus to skills you've got to get pretty high up there before it starts to matter.

I almost always graduate my successes; noticing the chest hidden under the table is easier than noticing the secret passage hidden in the bookshelf. A lot of stuff that is based on world building lore for the 'setting' and not the 'adventure', (especially shit about what God is which - I don't expect anyone to memorize the pantheon) I hand out for free if anyone is trained in the relevant skill.
Like if there some statue of the Great King from 500 years ago who founded the main city the players never have (or will) interact with, I'm just going to tell the bookish character who the statue is of and probably if anything is amiss; I still might give them more shit if they roll on it. OTOH if its a mural of the adventues of the noble who is their quest giver, if they don't notice any inconsistencies themselves, I'm going to want a roll to see if if they detect anything awry.
 
Also Crossbow Expert
Booo. Crossbow Expert + Fighter + Archery + Sharpshooter. Nothing quite like tossing out a pair of 400 range, cover-ignoring, 1d10+Dex ranged attacks a turn at level 6. Your proficiency bonus combined with the +2 from Archer negates the -5 from Sharpshooter, so with high Dex and a decent roll you're dealing 1d10+10+Dex modifier. Not hard to start with a +3 Dex modifier either if you spec that way, so you'll be putting Lee Harvey Oswald to shame.

Why yes, I am a shameless elffag. How could you tell?
(No, really, I get your point, in fact I shamelessly made it for you, but since at level 6 a Wizard is going to be tossing out three Fireballs and Three Scorching Rays or Melf's Acid Arrows a long rest and has infinite 2d10 Fire Bolts I don't have many sympathies.)
 
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So what do people think about Pathfinder 2nd edition? I played ot of first Ed Pathfinder because I hate DnD 4th edition.
 
So what do people think about Pathfinder 2nd edition? I played ot of first Ed Pathfinder because I hate DnD 4th edition.
I really enjoyed Pathfinder 1E for what it was worth. I don't remember the specifics but they were changing some rules in an attempt to make PF it's own ruleset and not a 3.5 clone. But the whole reason I played PF 1E in the first place was to play a version of 3.5 that was easily to google.

Then I see shit like this and I'm glad I never really even bothered:
 
I really enjoyed Pathfinder 1E for what it was worth. I don't remember the specifics but they were changing some rules in an attempt to make PF it's own ruleset and not a 3.5 clone. But the whole reason I played PF 1E in the first place was to play a version of 3.5 that was easily to google.

Then I see shit like this and I'm glad I never really even bothered:
Thanks. I just changed my nickname to Phylactery on the Paizo forums.
 
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