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

To give two simple examples. Online tells me monks are bad, but every game I've seen them in they kick all kinds of arse. I'm told dragonborn are the worst and completely unplayable, but everyone I know who played them didn't do worse than any other character.

Theorycrafters are a special kind of retard because they completely sperg out about things like a +5% chance to hit. They'll do things like insist the game is unplayable if you don't use a racial bonus to start with a +3 in your main stat, as though hitting 45% of your attacks instead of 50% so that you can have slightly better Perception cripples your character.
 
Maybe it's because I've been playing/DMing longer than everybody else in my group, but I've never had a problem managing CR vs the party. Though I do tend to run more lethal encounters than most other 5e DMs, from what I understand, player deaths aren't very common and party wipes have always been due to horifically bad decisions by the party. Two of these always stick out for me because they were prime examples of players learning the hard way.

Scenario 1: Five or six member party, level 2 or 3. Task: investigate orc raids along the main trade route leading to the west. Following signs from the last attack scene, they discover a large orc camp on the far side of a large hill in a forested area. I've prepared for multiple avenues for player plans on how to take on 25 orcs without being splattered (setting up ambushes for the next raiding party, sneaking in at night to poison/ambush them, hit and runs, etc). What the party actually did was stand on top of the hill gawking at them while I strongly suggested this was an unwise course of action, yet they ignored this. As a consequence, they were spotted and rather than retreating, they opted to fight. 0 survivors, lesson learned by enough of them.

Scenario 2: Party of 7 level 15 or 16 players (Eldritch Knight/Warlock, Wizard, Monk, Bard/Warlock, Rogue, Druid, Barbarian). Scenario: a lost colony of dwarves have long been at war with the giants in these lands for several generations for reasons that would take too long to explain. The frost giants have recently discovered the valley the dwarves have been holed up in and have gathered a sizable force of their brethren and the orcs to the east while also allying with an outcast storm giant sorcerer and have laid siege. The dwarven host, rather than turtling up, is mounting a frontal assault while the party is guided through a secret tunnel to ambush the enemy command from behind in a decapitating blow. These commanders are in a crude longhouse surrounded by a low wall of ice, with 8 orc lookouts guarding the walls, four gargoyles atop the longhouse, two crystal golems (homebrew I made) guarded the front door, and inside there are six frost giants, the frost giant commander, the orc chieftain, and a storm giant quintessent.

Party made short work of the orc lookouts on the east side without alerting anyone/thing. Going over the wall, they get up against the rear of the structure and are able to assess the enemy inside through a knothole in the wall. Rather than stealthily taking out the remainder of the guards/constructs outside, the wizard asks if that gives enough line of sight to cast fireball.

Nobody tried to stop him.

So now, rather than a series of small skirmishes before the Big Bad Fight, they now have to face everything all at once. Long story short, the only survivor was the monk because she was able to step of the wind and haul enough ass to escape the storm giant's spell range while carrying a large enough chunk of the Bard/Warlock that he could possibly get a resurrection at some point. To their credit, it was a loss for the party but a strategic victory for the dwarves, as the only one left at the end was the storm giant, who opted to just nope out after that bloodbath while the giants/orcs were routed.
 
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Theorycrafters are a special kind of retard because they completely sperg out about things like a +5% chance to hit. They'll do things like insist the game is unplayable if you don't use a racial bonus to start with a +3 in your main stat, as though hitting 45% of your attacks instead of 50% so that you can have slightly better Perception cripples your character.
I once ran a Battlemaster Fighter with 10 in every stat through a 3-session adventure. Even though I was missing 4 damage/attack and 20% hit chance, the character was still perfectly playable. Nowhere near optimal, of course, but any character with a positive attack bonus and some amount of HP can pull their weight when the Action Economy is so oppressively important.

Hell, that's the reason why I'm heavily discouraged from playing necromancers these days. Three skeletons may only have 39 HP between them, but 3 x 1d6+2 arrows (1d8+2 if the GM lets you equip them with longbows instead) at +4 to hit will clear chaff just as well as the party's Paladin, and they free up his attacks so he can hit more important targets. That and that's three more "bodies" to do stuff out of combat, like guarding camp or just carrying loot.

Long story short, theorycrafting can be fun but people who get that hung up on the numbers miss out on a lot of the fun of the game.
 
I once ran a Battlemaster Fighter with 10 in every stat through a 3-session adventure. Even though I was missing 4 damage/attack and 20% hit chance, the character was still perfectly playable. Nowhere near optimal, of course, but any character with a positive attack bonus and some amount of HP can pull their weight when the Action Economy is so oppressively important.

Hell, that's the reason why I'm heavily discouraged from playing necromancers these days. Three skeletons may only have 39 HP between them, but 3 x 1d6+2 arrows (1d8+2 if the GM lets you equip them with longbows instead) at +4 to hit will clear chaff just as well as the party's Paladin, and they free up his attacks so he can hit more important targets. That and that's three more "bodies" to do stuff out of combat, like guarding camp or just carrying loot.

Long story short, theorycrafting can be fun but people who get that hung up on the numbers miss out on a lot of the fun of the game.
I don't care who wotc sends, I'm still not playing 5e
 
I don't care who wotc sends, I'm still not playing 5e
Lucky you, you can do the same in 3.5e. And both editions of Pathfinder, if your group isn't a pack of munchkins that require optimized encounters to challenge.

Probably AD&D, too. I didn't play that much of that before my group at the time switched to 3e.
 
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Lucky you, you can do the same in 3.5e. And both editions of Pathfinder, if your group isn't a pack of munchkins that require optimized encounters to challenge.

Probably AD&D, too. I didn't play that much of that before my group at the time switched to 3e.
Look for better players or provide problems that cannot be solved by dice alone. I am pretty cooled on combat alone and most of the games I run are about scheming, plotting and sneaking, with furious session long combats reserved for special occasions.
 
This isn't even a little bit true. In ten years, I've never played or run a single campaign where the players relied on DM fiat to win.
I pulled DM fiat maybe a dozen times in as many years, and it was never a win button. I would sometimes fudge a roll if players did everything correctly or came up with a really good idea but insanely bad luck happened that would have led to a TPW. That's just not fun and I don't like playing an RPG like it's a roguelike.

I would generally not fudge them out of a blunder unless the results were outrageous. Maybe a couple times ever.
To their credit, it was a loss for the party but a strategic victory for the dwarves, as the only one left at the end was the storm giant, who opted to just nope out after that bloodbath while the giants/orcs were routed.
Have to give them credit for cojones, but this is the kind of thing where I wouldn't save the party from the consequences of a bad decision. Fireball is good as a preemptive measure if you can actually cripple or eliminate a large chunk of the enemy. It would just piss off a bunch of giants (even if in your scenario they are vulnerable to fire I doubt it would just kill them all), and then, as you say, the entire compound would be up in arms.

But strategically, the remaining ones left would be like "these niggas is CRAYZEE!" and those were just one strike team.
 
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Wizards is the SpecEd course or Antarctica posting at Hasbro; they legitimately don't send their best there purposefully.
The ironic part is that it's Hasbro's best performing division by far. This is some insane level of self sabotage that is endemic in terminally declining companies. The fact that the biggest TRPG and the biggest TCG are being ran into the ground for "wider reach" will always astound me.
 
Look for better players or provide problems that cannot be solved by dice alone. I am pretty cooled on combat alone and most of the games I run are about scheming, plotting and sneaking, with furious session long combats reserved for special occasions.
My group leans towards dungeoncrawling, but it's more old-school dungeoncrawling. A lot of sneaking around, avoiding combat, and planning out ambushes. That Mr. Average Fighter I mentioned earlier? He carried two small kegs of gunpowder. Between blowing open new paths, closing existing paths, or just rolling one at an unsuspecting group of enemies and having the Sorcerer hit it with a Firebolt as an opener for the fight, you can do a lot more than just "throwing dice at one another" combat even when doing ye olde crawle.
 
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and for saying women generally don’t belong at D&D tables (back then a game that more closely resembled a wargame than the more modern games of today) because men and women are inherently different in terms of thought process and what they enjoy
He didn't even say that iirc, he just said you should expect your girlfriend/wife to like the game and it kind of is a dude thing, never denying that some women might be into it.
The full quote, in context, was a question of why he didn't try to make his game more enticing to wahmen. And he said he didn't care to make a game that women wanted to play because he they liked different things than men, while explicitly saying that if a woman was into autistic battle simulation she was more than welcome to come play, but she was going to expected to play the same game the same way; he wasn't going to make his austistic battle simulation any less autistic because she didn't find it interesting or fun. Same reason he didn't think women's entertainment should have to cater to his preferences. And he didn't think that was a problem.


Look for better players or provide problems that cannot be solved by dice alone. I am pretty cooled on combat alone and most of the games I run are about scheming, plotting and sneaking, with furious session long combats reserved for special occasions.
I usually use combats a limiter for the party's schemes. +5 CHR only gets you so far when there is a sword stuck in your chest.
 
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The ironic part is that it's Hasbro's best performing division by far. This is some insane level of self sabotage that is endemic in terminally declining companies. The fact that the biggest TRPG and the biggest TCG are being ran into the ground for "wider reach" will always astound me.
Get woke go broke needs to go into that second phase.

Toy company media needs to go back to selling toys.
 
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The creator of the combat wheelchair is now a he/him, of course.
CombatPooner.pngcombat-pooner.png
I don't know if this is pre or post transition:
cripples and chimeras DM.jpg
 
I usually use combats a limiter for the party's schemes. +5 CHR only gets you so far when there is a sword stuck in your chest.
Yeah, I use it as a threat for not sufficiently careful or thought out plans if they end up cocking up the rolls or execution. To use Seth Skorkowski's terminology, it serves as the "Dragon".
 
The ironic part is that it's Hasbro's best performing division by far. This is some insane level of self sabotage that is endemic in terminally declining companies. The fact that the biggest TRPG and the biggest TCG are being ran into the ground for "wider reach" will always astound me.
Oh no, Hasbro LOVES Magic, like to the point it's considered one of their more important brands. It's actually a big factor for why they demand reprints of so many cards. It's also why they're trying so hard to make that card game's settings so entwined with DnD for synergy reasons. It was their big moneymaker. They still see it as the big success, even as they burn away that income with the groping and the destruction caused by overproduction.
 
Honestly I'm usually infavor of "Race as a Class" when there's a feat progression for racial abilities/traits.
the reason I'm pretty neutral towards either is because in my experience the minmaxer is gonna look at the numbers first (and then argue about it), the roleplayer is looking at the fluff first and numbers second, so in the end whatever they wanna call it for whatever reason doesn't really matter.
I do however like the backgrounds even if they feel "tacked on" because it gives the second group something to look at and choose, which for a lot of people is much easier then coming up with it on their own (and since I'm lazy it makes it easier for me to see what they're going for to give them situations where they can macgyver themselves out of it with a little hint of "you're a carpenter, what can you do?" etc.).

another reason I prefer 4e/pf2 for certain groups (or rather players) because it curbs a lot of the rules-lawyering. I have very little to change or homebrew (and then put it in writing so everybody knows about it) and everybody knows the numbers, they're all out in the open. after that it's mostly either rolls or tactics that gets people killed without having discussions about fudge etc.
I assume lot of groups probably care less about it, but if they treat combat like a competitive wargame, rules being pretty solid and most of all being there is a boon in that case. if they suck I can still ignore/change it anyway, less so the other way around.

I think the idea of it is great, in practice it's normal Paizo shit where it's completely inconstant in execution. Like take the Grippli, who are frog people. You probably think they'd get stuff like swim speed/ water breathing, climb speed, big jumps, maybe camouflage a which is totally in line with what other heritages get.
yeah that's the downside of the crunch, it needs to be a) novel/different (to not be perceived as "lazy copy of X" and b) be "balanced", even if the effect is highly situational.
it's one of those things whatever you do you're screwed either way, either you have nothing, be a copy, or be "shit" (because there's really only ever one "meta" option).

however at the end of the day I rather have rules than not, because even when I use them as is, everybody can see them and we all "play by the same rules". and even then I can just copy it from somewhere else if it's there. if there's hardly any rules I'd have to come up with my own or have to look for it elsewhere ("just buy this thing on dmsguild bro") and possibly have to adapt it myself, which I'm not really buying and playing a crunchy system for.

Yeah, I have no idea where this notion that 5e players rely on "DM fiat" to beat encounters comes from. If anything 5e, as its CR system tells you to build encounters, is too easy. And I'll give it some credit: it's much easier and more satisfying to increase difficulty because your players are clamoring for more challenge than it is to have to lower difficulty because they keep wiping and getting frustrated. Would it be better if 5e was more challenging out of the box and actually taught DMs how to build encounters rather than just leaning on a single numerical value for monsters? Absolutely. But when it comes to difficulty on a low-lethality game like 5e it's best to err on the side of "easy" and let experienced players make the enemies smarter/more numerous if they want a challenge.
you answered it yourself. what's the inevitably feedback to easy combat? "it's boring", and most DMs try not to be boring. which means they try to make combat harder, with the go to solution throwing more enemies at the group, which doesn't necessarily make the combat more exciting. "smarter" only works so far because either it's a number problem (which especially new DMs don't understand or don't know how to solve) or more likely gets you complaints like "that zombie isn't that clever, that's bullshit".

so they overshoot, new DM doesn't see where it's going to pull back in time, and even if the party doesn't necessarily see the out (besides some asspull "the enemy who was just wiping the floor with you suddenly runs off while laughing like a saturday morning cartoon villain"), the party dies and everybody's sad and angry - which, for most people would be no big deal, but this is dnd 5e with a very special snowflake playerbase; you're supposed to be that epic character that's supposed to go on that grand adventure, not die in a ditch somewhere to some mooks. this is nothing like critical role!
it's not like back then where that was accepted or even expected, where rolling up a new char takes a minute and you probably have a whole stack of them prepared already, people are very attached to their character, and once they die the blame game starts. and now, which rules you gonna point to? how would you expect a especially new DM to explain himself in that case? "I eyeballed it but guess I was wrong" easily gets you a "man you suck" or bad review, especially online where it's easy to shit on people. that's where the "dm fiat" comes from which people perceive as "rocks fall, everybody dies".


and that's the reason for me 5e simply sucks. not only does it offer less than other systems, it's also often crap. want (somewhat) solid combat? 4e or pf2. want a high lethality game where it's much easier to fill the gaps yourself with a better framework that brings along the right expectation? some retroclone or rules-light. or go even further and go full narrative. 5e (again, for me) is no solution to any problem I have, especially not for that price and time-investment. it's like selling someone a hammer and when you open the box you find a block of wood and a chunk of ore. can you drive a nail into a wall with that? sure, but you bought a tool, not the ikea-version.

5e isn't "unplayable", any good DM can make any system work, even FATAL, so that argument has always been moot. but imho they shouldn't have to (and not for that price, nowhere else that shit would fly), and more importantly in a general sense the burden it puts on new DMs. any system that expects you to run a gauntlet to "git gud" is a shit system in my book, and that's even before you get into how it's played and by whom.

and let's face it, the only reason it's gets a pass is because "it's THE dungeons & dragons!". it's BRAND, nothing else.
 
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extra post for simplicity
Does any one know of any books like "The Shady Dragon Inn", a collection of fleshed out and ready to use NPCs?

View attachment 6177283

best check the comments/reviews if it's worth the price. I think most of them should have a preview so you know what you're getting.
there are probably lot of free ones around too, but for that you'd have to google to find some of the archived blogs etc.
 
Is it possible to play Paranoia XP without writing anything down? I'm looking into low rules games that don't require players to write anything down.
 
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