- Joined
- Nov 20, 2018
Since we are talking about RPG channels, has anyone heard of Seth Skorkowsky? He mostly covers Call of Cthulhu but his channel has covered D&D and other rpgs.
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Are we talking PCs or antagonists? And what level? Because even with things like dimensional lock, if the PCs have full access to their abilities and gear, it's logarithmically harder to keep them locked down as they advance.How do you keep fuckers in a dungeon? It's dimensionally locked, I've got a team of ogres burying the door as they disintegrate it and have an undead minion dig it. The world hates them. If they get out I've shat the symbol of the dungeon on their throne and stole their shit.
If you've got PCs hellbent on escaping the scenario you've set for them get just as creative and I dunno, have a dragon or lich come and drop a mountain on top of the exit, just use your imagination.How do you keep fuckers in a dungeon? It's dimensionally locked, I've got a team of ogres burying the door as they disintegrate it and have an undead minion dig it. The world hates them. If they get out I've shat the symbol of the dungeon on their throne and stole their shit.
Well it would depend on the circumstances. I personally see no issue with my players deciding to cut their losses and come back later. Obviously if the issue is time sensitive that should be enough to keep them in until the end. If they leave and come back to a dungeon, maybe the defenders are now better prepared. If they decide to avoid something completely, you can always save it for later and drop story hooks about it occasionally.How do you keep fuckers in a dungeon? It's dimensionally locked, I've got a team of ogres burying the door as they disintegrate it and have an undead minion dig it. The world hates them. If they get out I've shat the symbol of the dungeon on their throne and stole their shit.
This is pretty much how I look at it. Most of the games I run are pretty hands off. I have a story that the party is encouraged to engage with. There are random rumors and side quests that have nothing to do with the main story littered about. I have had times where they just go off for several sessions doing whatever they wanted. Eventually they'll be reminded by an NPC, a random world event, or themselves that they have something they're supposed to be doing.Unless this campaign is completely anti-railroading and you're fine with them doing whatever, I just know even my goofball PCs eventually after doing dumb shit recognise okay, yes, we should do this section that is clearly defined as an encounter area rather than just waste everyone's time with some total nonsense. Whatever is the most fun I guess.
I skimmed his original announcement and explanation on how the mechanics worked and I was baffled. He claimed the worst thing in a D&D game is missing or something to that effect.If you want anyone proof 5E are hipsters that don’t like RPGs or tabletop games. Matt Coleville new Kickstarter game is a shit version of 4E with zero misses and you lose less HP/mana during fights compared to 5E.
It's actually because he wants it to be this epic and grandiose clash of good and evil; it was inherent in MCDM's design and it was why I had absolutely no interest in it. It was mostly focused around being bad-ass and combat, and it nails those aspects. Problem is I'm a dungeon and exploration sort of guy.If you want anyone proof 5E are hipsters that don’t like RPGs or tabletop games. Matt Coleville new Kickstarter game is a shit version of 4E with zero misses and you lose less HP/mana during fights compared to 5E.
Imagine tanking your company over NFTs of all fucking things. At least when Loren Coleman almost killed CGL with hisEvil Genius Games, which had its own well-received game system in Everyday Heroes and licenses to make TTRPGs for everything from Rambo to Highlander and Escape From New York, is now on life support apparently thanks to its CEO being a VC and Web3-obsessed techbro who didn't pay his people.
I skimmed his original announcement and explanation on how the mechanics worked and I was baffled. He claimed the worst thing in a D&D game is missing or something to that effect.
No, fuck that. If you want to reduce RNG, make damage a flat value. Hitting a difficult target is exhilarating, the problem is then rolling 1s for damage. The moment he ignored that is when I realized he has no idea what he's talking about.
Another solution is to not load every player's turn down with a million effects, rolls, markers or calculations to begin with.Missing was a problem in 4e because once you expended your Encounter or Daily, that was it, no do-overs. The tactical nature of the game meant you'd spend a long time obsessing over the right ability to use, then...oops, rolled a 5, mark off that power. Turn's over. It basically took one of the most unpopular mechanics of AD&D, the save-or-suck spell, and made it the sole mechanic of the game. I don't think the solution there is to make everyone always hit. A simple fix is to make most powers activate "on your next hit." E.g. I declare I'm using Villain's Menace, and maybe it takes 2-3 rounds to pop off because I keep missing, but at least I don't declare, roll, miss, and lose my daily.
Yeah, there were really two problems. One is that your turn was too complicated. The other is that most of your abilities were one-offs that you lost with a single bad roll. At least with AD&D, once you'd leveled up a bit, you had a few chances to land Hold Person or whatever. With 4e, your daily was once a day, no ifs, ands, and buts, and if you rolled poorly, you lost it for the day.Another solution is to not load every player's turn down with a million effects, rolls, markers or calculations to begin with.
Unpopular opinion here, but I think it could work.I don't think the solution there is to make everyone always hit.
Outside of a couple hell games supposed to be completely sadistic and deadly (like Coc), I didn't like characters dying in droves. I'd almost always give L1s some nice buffs to get past the retarded "you got bitten by a housecat and died" bullshit. Also even in fairly tough games I would often use fairly time-consuming character generation to establish who's this guy and what he's doing, so I would want to get some play out of a character.I'm in the chainmail bikini fan club. The whole "ugly mud farmer who dies at first level to a rat bite" really grates. There are some games that can benefit, but I question how many people really play that at their DnD table.
That's not completely true. 4e daily powers essentially all had some benefit on a miss, like half damage or like your example of Villain's Menace still gets a buff against the target on a miss, or some dailies, mostly Martial ones though, had the reliable keyword which means they weren't expended on a miss. There were essentially 0 dailies that were "Oh I rolled poorly so I get exactly nothing".Missing was a problem in 4e because once you expended your Encounter or Daily, that was it, no do-overs. The tactical nature of the game meant you'd spend a long time obsessing over the right ability to use, then...oops, rolled a 5, mark off that power. Turn's over. It basically took one of the most unpopular mechanics of AD&D, the save-or-suck spell, and made it the sole mechanic of the game. I don't think the solution there is to make everyone always hit. A simple fix is to make most powers activate "on your next hit." E.g. I declare I'm using Villain's Menace, and maybe it takes 2-3 rounds to pop off because I keep missing, but at least I don't declare, roll, miss, and lose my daily.