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


Roll for Combat did a live stream with Paizo's CCO (Chief Creative Officer) Erik Mona.
One of the first things he addresses is the moral clause (multiple times too might I add)

To make It brief Erik claims that having a moral clause in the ORC would simply not make any sense.
Having a moral clause in an open license would contradict it. Erik at one point said that people publishing content with the orc that you don't like is something companies have to "deal with".
 
None of them make sense, that's the problem because it doesn't stop them from trying anyway.
I do recommend that you watch the stream a bit. He basically tells people multiple times that there isn't any reason to put one in there. I think what I am trying to say is that Paizo has no reason to put one in there.
 
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I do recommend that you watch the stream a bit. He basically tells people multiple times that there isn't any reason to put one in there. I think what I am trying to say is that Paizo has no reason to put one in there.
I'll wait until we have the full text. If Paizo isn't trying any sneaky shit, they won't be trying to obfuscate.
 
Pathfinder 2 is garbage with some solid concepts; bringing back racial feats and multiple ancestries is great.
But mainly you know its shit because it includeds gnomes.
Also goblins as a PC race is only going to attract garbage players.
As a person currently playing a goblin wizard in Rise of the Runelords I resemble this remark.

Actually I don't because we're playing 5e rules and I didn't know our campaign was set on Golarion until after rolling the character so I'm pretty much a beige colored less-manic gnome by local standards, I've just tried to lean into some mild pyromania and hating dogs/horses to fit in
 
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You know I've realised something else that will be lost with Wizards ongoing march towards racial conformity where the race no longer makes a difference. Inefficient combinations of race and class.

I've played a lot of 3.5 and between half-orc spellthieves, barbarian elves and of course the ever popular warforged bard I know that people can enjoy unusual race/class combos. Which will disappear as a concept in these newer editions.
 

Roll for Combat did a live stream with Paizo's CCO (Chief Creative Officer) Erik Mona.
One of the first things he addresses is the moral clause (multiple times too might I add)

To make It brief Erik claims that having a moral clause in the ORC would simply not make any sense.
Having a moral clause in an open license would contradict it. Erik at one point said that people publishing content with the orc that you don't like is something companies have to "deal with".

you could not be a fucking monster and say that its comes up around 14:58 and save everyone 15 7.5 minutes of nerd prattle.

edit:
So having sat through 10 5 minutes of Erik Mona's heavy inhales here's my take away:
Erik has very little input on this. He is wisely trying to separate the ORC to deal only with mechanical issues - and since math is inheritently racist, sexist, ablist and promotes white Asian supremacist ideals, it is wrong think by itself. But he thinks that morality should be covered by separate licensing/IP dealings. But his wishes are immaterial and in my opinion soon to be drown out by the screeching of throngs of triggered trannies.
 
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He's not wrong about IP stuff; if Lucasarts gives someone a license for Star Wars they aren't going to let them make Star Wars Where Everyone Wants to Gas the Space Jews. A company wanting control over their IP to ensure that it doesn't get made into a complete shitshow by a third party is not new or unusual. I wouldn't expect WotC or any company to permit carte blanche access to settings or characters or similar, but that was never in the scope of the OGL to begin with.
 
He's not wrong about IP stuff; if Lucasarts gives someone a license for Star Wars they aren't going to let them make Star Wars Where Everyone Wants to Gas the Space Jews. A company wanting control over their IP to ensure that it doesn't get made into a complete shitshow by a third party is not new or unusual. I wouldn't expect WotC or any company to permit carte blanche access to settings or characters or similar, but that was never in the scope of the OGL to begin with.

I don't think he's in correct, but I think he's absolutely high off his own ballsweat if he thinks the screeching trannies and nigger lovers won't try to cram in a Code of Conduct or some shit.
 
On the topic of casters being overpowered or too good i think that's a problem with the removal and simplification of some rules that made casters easier to play while not bringing down the overall power level of the spell:

If to cast a 3rd level spell that deals 8d6 damage I first have to spend a turn concentrating then wait until the next turn to fling said spell and at any point getting attacked puts me at risk of interrupting my spell then it makes sense for a spell of that level being that powerful. Now if you make it so the spell comes out instantly and thus there's no risk of losing it then then spell should deal less damage since there's less risk involved in its casting.

Honestly, from what little Ironclaw i played, I liked how spells worked: Normally you can take two actions on a single turn and they cannot be the same action (for example you can't attack twice) preparing a spell was an action and then you had to spend another action to attack with it, so while a caster might stand in place to cast his spells, a martial will be moving, guarding and or attacking meaning they are a lot more mobile.

I like the idea of having multiple actions in a turn which aren't super restrictive like what D&D 5e does with actions and bonus actions, some classes have few or no uses for their bonus actions so you might end up taking a feat to make up for that. Meanwhile on a system with multiple actions, action points or or the like allow for far more permutations than the standard "I move towards enemy, attack it" or "move away from enemy and guard".
 
I don't think he's in correct, but I think he's absolutely high off his own ballsweat if he thinks the screeching trannies and nigger lovers won't try to cram in a Code of Conduct or some shit.
The problem is that such a code of conduct would be nearly unenforceable in a true open license and defeat the purpose. No one company will have control over this license, so they won't have an incentive to put such moral clause in in the first place.
 
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On the topic of casters being overpowered or too good i think that's a problem with the removal and simplification of some rules that made casters easier to play while not bringing down the overall power level of the spell:

If to cast a 3rd level spell that deals 8d6 damage I first have to spend a turn concentrating then wait until the next turn to fling said spell and at any point getting attacked puts me at risk of interrupting my spell then it makes sense for a spell of that level being that powerful. Now if you make it so the spell comes out instantly and thus there's no risk of losing it then then spell should deal less damage since there's less risk involved in its casting.

Honestly, from what little Ironclaw i played, I liked how spells worked: Normally you can take two actions on a single turn and they cannot be the same action (for example you can't attack twice) preparing a spell was an action and then you had to spend another action to attack with it, so while a caster might stand in place to cast his spells, a martial will be moving, guarding and or attacking meaning they are a lot more mobile.

I like the idea of having multiple actions in a turn which aren't super restrictive like what D&D 5e does with actions and bonus actions, some classes have few or no uses for their bonus actions so you might end up taking a feat to make up for that. Meanwhile on a system with multiple actions, action points or or the like allow for far more permutations than the standard "I move towards enemy, attack it" or "move away from enemy and guard".

The bonus action is a good idea that keeps munchkins from exploiting the action economy like they can in 3e/PF. Its a little more flexible/integrated than the 4e minor action, but it's almost too integrated. I can't quite explain it.
I like the 4e action economy of Standard, Move, Minor, but unless you've got something that requires a minor, that minor action often goes to waste. If you do have thing that eats a minor (like a summon), that minor is outsizedly powerful; unless you are dazed and have to convert your standard, you aren't really giving any thing up. And I think its sort of the same way with the 5e bonus action. If you aren't using it, you're losing it.
Sorry, that was sort of stream of consciousness.

Someone else suggested the idea of making casters declare targets at the start of the turn and resolve at the end of the turn is a good idea (or at least the start of one).
Again, just sort of spitball, I think, going on with that idea, have bigger spells take more actions, or let casters take longer to cast but hit harder. I'm not a huge fan of having (non-munchkin) casters lose spells, but if a caster get smacked upside the head, it makes the caster spend more actions to keep chanting.
Could add some fun to melee builds, like a Monk's Ki strike interrupting a spell, or maybe a Witchhunter build for a fighter.

And thinking in genera I'd like se see some options that let you trade in action economy for bonuses. The trick I think is making them meaningful enough to matter, but not so powerful as to mandate their use.
Just typing this out, I think something I might playtest with my 4e group is a minor action to add +1 situational bonus to any non-AC defense.

The problem is that such a code of conduct would be nearly unenforceable in a true open license and defeat the purpose. No one company will have control over this license, so they won't have an incentive to put such moral clause in in the first place.
They're talking about giving it to the Linux foundation, and see the Linux Code of Conduct.

I'm not saying they'll be successful or that it'll be enforcable, but you're going to see the trannies try their damnest, even if Paizo's heart is in the right place.
Anyway, as Erik said, no point arguing over something that hasn't come out yet. Especially not when we know that the NGL is going to be either a near duplicate of the OGL, a total dumpster fire, and probably both so its more engaging to speculate how Wizards is going to fuck that up.
 
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Serious question here.... I only play one tabletop game... Blood Bowl. I first picked it up in 1992, sort of bowed out over time, as lifes responsibilities got in the way (Job(s) family etc). I picked it back up via the 2020 edition. Are these faggots coming for Blood Bowl? Are they going to ruin this too?
 
What signs should I look for? So far, I really can't say that the games looks much different now than it did in the early 90s. They do seem to be working in more female players in team boxes and making more female star players, but that isn't significantly different than it was back then, but I do see the slow creep of increased female representation (which, knowing the way these things tend to go is probably the first sign).
 
3.5 is superior to all other systems
And no spell casters are not broken you just need to know how to break Marshall classes I saw a guy do 3,000 damage at levels 16
But also don't be that dick who power games so much that the GM basically smites you for being a massive cock
3000 Damage at level 16?
What sort of broken ass homebrew rule or insanity feats were put into play to pull that off?
I've played 3.0 and 3.5 since it's release. Allowed classes and feats in games I was DMing as long as it came from an official sourcebook. Plus stuff from Mongoose Publications & Legends and Lairs.
I've never seen that one pulled off using RAW at level 16.
 
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The bonus action is a good idea that keeps munchkins from exploiting the action economy like they can in 3e/PF. Its a little more flexible/integrated than the 4e minor action, but it's almost too integrated. I can't quite explain it.
I like the 4e action economy of Standard, Move, Minor, but unless you've got something that requires a minor, that minor action often goes to waste. If you do have thing that eats a minor (like a summon), that minor is outsizedly powerful; unless you are dazed and have to convert your standard, you aren't really giving any thing up. And I think its sort of the same way with the 5e bonus action. If you aren't using it, you're losing it.
Bonus actions going to waste would be pretty easily resolved by having a set of "default" bonus actions you could take no matter what. Minor effects, but effects nonetheless. Off the top of my head:
Defensive Stance. +1 AC until the start of your next turn.​
Reactive Stance. Until the start of your next turn, you may perform an Attack of Opportunity against any foe that leaves any square you are threatening.​
Off-Hand Strike/Shield Bash. If wielding a weapon or a shield (1d4 bludgeoning) in your off-hand, attack with it. Do not add any Strength or Dexterity bonuses to the damage, only penalties (if any). (This is already in the game)​
Focus. +1 to Concentration rolls until the start of your next turn.​
Study weakness. Target a hostile creature. You gain +1 damage on every attack against it, but you attack other creatures with Disadvantage, until the start of your next turn.​

Things like these. Balance obviously needs more work, but if you're going with a multi-action system instead of move + action like in older editions, you really need to make all action types be worth at least using every turn.


Someone else suggested the idea of making casters declare targets at the start of the turn and resolve at the end of the turn is a good idea (or at least the start of one).
Again, just sort of spitball, I think, going on with that idea, have bigger spells take more actions, or let casters take longer to cast but hit harder. I'm not a huge fan of having (non-munchkin) casters lose spells, but if a caster get smacked upside the head, it makes the caster spend more actions to keep chanting.
Could add some fun to melee builds, like a Monk's Ki strike interrupting a spell, or maybe a Witchhunter build for a fighter.
That works well for curtailing NPC casters (which are a nightmare if the GM even remotely knows what they're doing), but it's just not fun for player spellcasters. Imagine spending 5 minutes (or 10, if the Bard is being indecisive again) waiting for your turn so you can cast a spell, and then having it fizzle, or having to spend another turn waiting for it, because some kobold hit you with a 1d4 blowdart. It's usually better to adjust power/amount of spells, than fucking about with failure rates and having players waste time, doubly so when many spells can also fail due to the enemy resisting them.

On the other hand, I'm all for Perils of the Warp. If we're making magic reliable for the sake of not wasting everybody's time, we might as well make it unpredictable. Succeed or fail, there's always a chance of Something New and Interesting happening. Not full Wild Magic, but enough to have the other party members keep at least 10 feet away from the wizard. And if you want reliable damage without the occasional fuckup, go play a martial instead.
 
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Bonus actions going to waste would be pretty easily resolved by having a set of "default" bonus actions you could take no matter what. Minor effects, but effects nonetheless. Off the top of my head:
Defensive Stance. +1 AC until the start of your next turn.​
Reactive Stance. Until the start of your next turn, you may perform an Attack of Opportunity against any foe that leaves any square you are threatening.​
Off-Hand Strike/Shield Bash. If wielding a weapon or a shield (1d4 bludgeoning) in your off-hand, attack with it. Do not add any Strength or Dexterity bonuses to the damage, only penalties (if any). (This is already in the game)​
Focus. +1 to Concentration rolls until the start of your next turn.​
Study weakness. Target a hostile creature. You gain +1 damage on every attack against it, but you attack other creatures with Disadvantage, until the start of your next turn.​

Things like these. Balance obviously needs more work, but if you're going with a multi-action system instead of move + action like in older editions, you really need to make all action types be worth at least using every turn.
I'm thinking of excluding AC because that is far too common; no one would do anything else. Calling out F/R/W encourages them to think about the bullshit they are facing down. I'll probably name it a "circumstance bonus". I think I'll add a +2 to a saving throw - which will be nice because no one has anything that affects saving throws.
Reactive stance would degrade a 4e Fighters abilities, but maybe a bonus to AoO.

That works well for curtailing NPC casters (which are a nightmare if the GM even remotely knows what they're doing), but it's just not fun for player spellcasters. Imagine spending 5 minutes (or 10, if the Bard is being indecisive again) waiting for your turn so you can cast a spell, and then having it fizzle, or having to spend another turn waiting for it, because some kobold hit you with a 1d4 blowdart. It's usually better to adjust power/amount of spells, than fucking about with failure rates and having players waste time, doubly so when many spells can also fail due to the enemy resisting them.

On the other hand, I'm all for Perils of the Warp. If we're making magic reliable for the sake of not wasting everybody's time, we might as well make it unpredictable. Succeed or fail, there's always a chance of Something New and Interesting happening. Not full Wild Magic, but enough to have the other party members keep at least 10 feet away from the wizard. And if you want reliable damage without the occasional fuckup, go play a martial instead.

I'm thinking more of a concentration check sort of thing - if you lose your concentration check the spell you have cooking costs an extra casting action.Make something like Magic Missle have a one-round cast, something like fireball 2 round cast, something. Make cast a "move" action so you can stand still and cast twice as fast, or move and cast. Add an extra cast action for some extra dice on the spell, or extra bonuses to concentration. Or to negate some of the Perils of the warp, since you're taking your time and really focusing.
 
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