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

Asking because I was watching a RPG review and they were praising the number of NPCs with lengthy backstories and ties with other NPCs and... I just don't bother. I tend to forget names and personality traits, so I either paint with a broad brush, or use characters from games and films. This works really well if I play online as I can steal from British TV shows noone has heard of.

Ditto with monsters. As long as I have a decent selection for the biome, I can make do with standard stat blocks most of the time, and can make up stuff I don't have.

I also don't get the obsession with random tables. They can be good between sessions for breaking writers block, but I'm not rolling new NPCs at the table or generating encounters on the fly. Even things like the weather I will roll in advance for the month and just strike out as I use them.

Like yourself I wont spend a serious amount of time on NPCs which is where the random tables come in. NPCs get some backstory if the players like them, and interact with them more and more.

Sometimes random tables are fine if you wanna so random encounters or sometimes what I’ll do instead of having set loot for an area ill randomly roll it just because I feel like that can make its own story all together. Often times that has lead to some really interesting games, where say someone finds a vorpal greataxe at level 4 and the party who is now keeping this basically artifact weapon with them is the target of covetous lords and thieves, extraplanar monsters all because of random loot.

One thing i dont do often when I'm DMing though is purposefully create encounters where some one person shines. Yes it is nice when the thief disarms the trap or the Cleric rediscovers art or frescoes or w/e of her diety and gets a neat boon.

What I have seen for some reason, is people making a monster or encounter where everyone “gets a turn to use their specials” which usually just ends up as one person( the casters) defeating it and the party doesnt do much.
 
Basically 90% of modern DMS are really bad writers and can't understand how to create anything of their own and just run modules I blame Matt Mercer who I'm going to punch in the face if I ever mean a convention for ruining DND and bringing all these subhuman theatre kids into it
I'm a bad DM that uses modules a lot. Though more and more I don't use them as written, and more for idea mines. There are exceptions. My current PF2 campaign is Abomination Vault ran pretty much as written, with a bunch of starter box and Otari side content thrown in. It works well, but as with all PF adventure paths, skim the summary and be prepared to write your own ending, because a lot of Paizo's modules don't seem to have the writers talk to each other.

Not all modules are created equal though.
Eberron I simped for a lot in this thread.
The old DnD module Treasure Hunt (I want to say it's N1 but it might not be. It's part of the N series) is a solid, simple adventure I've run many times and can likely run from memory.
Sly Flourish, while I might disagree with his politics, does some great stuff as well. I have to edit out the ham fisted wokeshit when it appears but that's trivial.
Gelatinous Cubism was a favourite, but Northlands sucked and felt phoned in.
I've heard Goodman Games, Monte Cook, and Kobold Press do good work, but I've not checked them out enough to know.

As you might have noticed, I like gameable material. Either stuff that's all but ready to go at the table, or that has a bunch of elements I can swipe. Preferably both. This is why Paizo frustrates me so much because they hook me with a cool concept (space truckers, a traveling circus, a mini-mega dungeon) and a strong start, then fumble the execution in later parts.
 
I've had reasonable success getting people to try other RPGs by suggesting things that are based on things I know they like. Oh, you like Firefly? Well it's based on Joss Whedon's Traveller campaign. How about we try that?
 
Here's another question to throw onto the pyre

After the abortion of a franchise that was Dragon Age thanks to Veilgaurd I went back looking at the past and realized there's a TTRPG

Anyone her played it and if so was it any good?

GRR2808e_450_57165edc-ecdc-452a-9af0-7a6e9927866c.jpg
 
Here's another question to throw onto the pyre

After the abortion of a franchise that was Dragon Age thanks to Veilgaurd I went back looking at the past and realized there's a TTRPG

Anyone her played it and if so was it any good?

View attachment 6651291
It was not good. It is based off Green Ronin's AGE system and was thrown together with minimum play testing. It uses 3d6 and locks a lot of "cool moves" (called stunts) behind rolling doubles or triples - which someone I know who tried it says bonuses for doing dubs/trips on a roll sounds cool, but the number you roll determines what you have have available. So its roll, consult table, decide and it breaks the flow if combat. Dex is ridiculously OP, and its even lighter on crunch than 5e.

Some people have tried to fix Green Ronin's refusal to do math, but basically its a niche name that was going to have its player base limited to the venn diagram overlap of "Plays and likes Dragon Age" and "Plays TTRPG and is willing to try a new system". So limited audience + Jesus Christ You'd think a Bell Curve System Would Hire a Statistician = limited gains for trying to fix a very busted system.
The suggested fix, and I think this was an untested suggestion, was to just adapt the classes to Fantasy AGE and play that as it is moderately less broken.

But lets face it, the game was never meant to be played. It was meant to move books.
 
Last edited:
Arent the Green Ronin guys some of the biggest sjw types in the history of the hobby? Even before that was a term that was used regularly.

I seem to remember a lot of their d20 stuff having lots of opinions, bringing up Dragon Age as a prerequisite to playing their system reminded me of that
 
  • Informative
Reactions: 2LtMashengo
Arent the Green Ronin guys some of the biggest sjw types in the history of the hobby? Even before that was a term that was used regularly.

I seem to remember a lot of their d20 stuff having lots of opinions, bringing up Dragon Age as a prerequisite to playing their system reminded me of that

According the Woke TTRPG list (admittedly out of date; though I see they did a 2022 update that moved Goodman Formerman Games to the red list.)
"Chris Pramas is a self described member of ANTIFA Link (see his bio on twitter), has a vitriolic hatred for white people, and his products reflect this. Publishes "Blue Rose", the gay RPG. Proto SJWs, they were making political statements in their games before anyone else was."

You are correct. For some reason I thought they hadn't gone ultrawoke.
 
Its just too bad I guess that the DCC guys turned full cuck. I liked their style for awhile, I didnt even mind dice chains or the novelty of having strange shaped dice.

Though they really could had stepped up and pumped out more interesting classes at times, I would like to imagine they could had made up more interesting/goofy shit if they werent so invested in their road crew stuff.
 
Green Ronin
one of the worst publishers in TTRPG history literally just slapped the terrible D6 system on every single IP they get their hands on and call it a day a song of ice and fire RPG is broken.

The greatest example of this is the coward drawback in a song of ice and fire RPG you usually have to meet the threshold of rolling a 12 but as long as you have a will of four and one bonus dice you can basically get it every single time and then you get a bonus dice for the rest of the encounter.
I ended up getting kicked out of two games for uh doing that .
Another example animal cohort you get an additional dice as long as you are fighting on your animal you can literally just pick a War Horse.

And just use a Lance and you literally kill absolutely everything.

Another example the massive benefit if you use this and use a great sword with the powerful quality and have 5 strength because your base damage is multiplied by degrees of success you can literally do 35 damage.

We literally defeated the entire northern army by just having 2 characters who were giants sit there and beat back elite soldiers completely broken
 
one of the worst publishers in TTRPG history literally just slapped the terrible D6 system on every single IP they get their hands on and call it a day a song of ice and fire RPG is broken.

The greatest example of this is the coward drawback in a song of ice and fire RPG you usually have to meet the threshold of rolling a 12 but as long as you have a will of four and one bonus dice you can basically get it every single time and then you get a bonus dice for the rest of the encounter.
I ended up getting kicked out of two games for uh doing that .
Another example animal cohort you get an additional dice as long as you are fighting on your animal you can literally just pick a War Horse.

And just use a Lance and you literally kill absolutely everything.

Another example the massive benefit if you use this and use a great sword with the powerful quality and have 5 strength because your base damage is multiplied by degrees of success you can literally do 35 damage.

We literally defeated the entire northern army by just having 2 characters who were giants sit there and beat back elite soldiers completely broken

GR doesn't play test or run numbers because math is racist. I guess they had random table, listed the potential results alphabetically becasue someone forgot that 3d6 is a bell curve.
 
  • Like
Reactions: Brain Problems
Math is racist will be the name of my new indie rpg, it caters to furries especially.

The dm will be the story teller and the characters are actors. Everyone gets 2d6’s with + and - on them as well as a # to destroy the gender binary.

The more +s you have (called a poz) the better your action, each # negates a - cuz you can never let whyty hold you down.

I know its too similar to Fate already… well you cant spell FATAL without FAT and MIR will be better because i said so.
 
I tried Nimble today. I also learned why the classes were renamed. Supposedly it was a deliberate design choice to stop DnD fans for complaining about how this or that class doesn't work as as they do in 5e. eg. The warlock is more of a minion class. The fighter is actually a support who can do things like move other characters or grant them free attacks.


Since @EleventySeven asked, here's my review of it. I liked it. My players didn't. One said he couldn't see how it was different from Savage Worlds, and another rejected the lack of to-hit rolls. The general consensus seemed to be it was fine for a one shot, but not campaign material.

What I liked. Aside from some fumbling with the rules due to not knowing them well, the game ran smooth, but it was a low level game against stock enemies.
I liked how the magic and attacks worked.
Shields were really handy for ignoring chip damage. Because they have to be declared, they feel like part of the game and not just a passive thing that's equipped and forgotten. I like PF2 shields for the same reason.
As a DM the minimalist stat blocks and minion rules made running horde encounters easy and fun.
There were some cool bad ass moments, like the turtle man healer shrugging off insane damage, or the barbarian going ham with an axe.
No min maxing or confusing character builds. The people who rolled characters chose things they wanted to play, not what was optimal. eg. A dwarf mage.

What went bad were a few mechanics I saw as a positive. The mage hated the lack of to-hit rolls. He rolled a few nat-1s (on a d10 no less) so he was just unlucky.
The barbarian and mage hated the armour system, likely because they only had a robe and pecks for protection, and as such it was usually pointless spending an action for damage reduction when they could save the action to do more damage instead, which to me is the system working as intended.
The players constantly lost track of how many actions they had. I think having tokens to track actions like a board game would help here.
The players, when asked if they wanted to defend or not, would be caught off guard. I guess they're used to zoning out between turns, but they seemed to get mad by it. This also applies to support actions. If the wizard is getting beat up, and the tank is right there, use interpose and take the blow for him.

Things I wasn't sure about. How to run damage. Do I announce damage before they react of after? You can only defend once per turn, I announced first as it allowed the player to make an informed tactical choice, but I don't know if it feels a bit gamey. More than once being hit by monsters would be defended or not based on the damage. Letting chip damage go through and damage reducing the big hits.
Side based initiative. I've noticed this is very hit or miss depending on the group and/or player. I've used it in other games with great success. One player was really into it, suggesting ways to stagger actions for maximum teamwork and effect, while the others had no interest in that and just wanted to know if it was "their turn".


As said, I liked it, players didn't.
I think the mage hated it simply because he got unlucky with dice rolls, and his lack of tactical ability (he refused to cast anything other than the games equivalent of Fire Bolt). The rest were more fair in their criticisms. I kind of feel bad for the one player that tried to get into the spirit of the game, only for the other players to not play along.
This might sound like a cop out, but I think it really depends on the group. A comparison a player made to Savage Worlds is apt, in that people who aren't into RPGs might be more willing to go along with it's breaks from convention.

I'm thinking of stealing some of the rules anyway. The minion system can be ported to 5e wholesale, and simply rolling damage and having nat 1s as misses is something I can do behind the screen. I'm not sure if stealing monster stat blocks will work as well as there's no AC listed, and monster stat blocks are a major complaint I have with 5e. Especially when an enemy spell caster turns up.
 
Someone busted out a 3/3.5 era fumble table the other day and it was awesome. Highly recommend bringing it back if you want to spice up those nasty combat 1s.
I bought my LGS owner's 3e/3.5 collection for a steal ($900 for easily thousands in books) and he included his fumble and success decks. I asked my players if they'd want to use them in my next campaign. Jury's still out on it but I think it would be fun.
 
Pathfinder 2 has a fumble deck that is interesting as it has different effects for different weapon types and ranges. I don't know how system specific it is. While I love fumble and crit tables and decks, I've yet to find a player that likes them. Obviously they're more open to critical decks than fumbles, but to me that's where the fun lies.

One major criticism I hear repeated of fumbles in general is the infamous clownshoes monk (I don't know if that's a well know term) even though that seems easily avoidable.
 
While I love fumble and crit tables and decks, I've yet to find a player that likes them. Obviously they're more open to critical decks than fumbles, but to me that's where the fun lies.
That's because fumbles punish players disproportionately. A NPC is likely to only meet a single fumble before they're either killed or otherwise leave the story, while players have to withstand the effects of likely multiple fumbles per adventure. It goes double when the fumbles have lasting effects like sprains, lost/destroyed gear and whatnot.

Most players I've met are more open to additional effects on critical hits instead of fumbles. Even if it's symmetrical and players still end up on the receiving end of multiple crits from NPCs, they're also inflicting them. Having a failure be punished further doesn't feel good, at least with a crit there's the feeling someone earned that effect (even if everybody knows it was just RNG). There's an weird sense of agency to it that gels better with more people than fumbles.
 
Issue I've had with fumbles is finding a good balance between "Reflects what's happening" and "Spergy Lookups" so I generally don't bother and just make crits do extra damage if they don't already.
 
  • Feels
Reactions: Brain Problems
Im on the opinion of crit decks being cool, but I always liked it better when they were a feature for warriors in DCC who got the best crit chances and the strongest ones as well.
 
  • Like
Reactions: Brain Problems
Back