Well how about this for a fun idea instead of posting scatalogical AI art of
Unfun faggots?
How about we make a campaign setting based off of Kiwi Farms as a fun group project with our own mythology? It could be called the Kiwilands or something.
Listen we should do this and hedge our bets just in case the dimensional merge ends up happening for real.
I'd be more inclined to see other Kiwi's homebrews, OCs or settings.
Does anyone else have favourite characters they've put effort in to crafting and levelling up?
I'd be more inclined to see other Kiwi's homebrews, OCs or settings.
Does anyone else have favourite characters they've put effort in to crafting and levelling up?
I would have, but my Ars Magica character with the personallity flaw of Lecherous and the virtues Affinity with Charm, Puissant Charm, Strong Faerie Blood (Satyr), Faerie Legacy, Aptitude for Sin (Adultery), Lesser Benediction (Unusually Fecund), Unaging (Apparent age permanently at 12) and Venus' Blessing was summarily rejected by the entire table.
I'd be more inclined to see other Kiwi's homebrews, OCs or settings.
Does anyone else have favourite characters they've put effort in to crafting and levelling up?
The character I always think of is Reverend Thomas Caine. He came from a post-apocalyptic DnD setting that essentially could be described as ShadowRun if the results were more Fallout/Mad Max than the 6th World. He was a Lawful Evil, emphasis Evil, priest of one of the many new syncretic Christian faiths, which in this case blended American Myths and Presidents into his creed alongside elements of the Book of Mormon. One of his favorite sermons, which was his favorite because of his patron being an anti-slaver, was the Book of Lincoln, where the Prophet Abraham would guide the Union to liberate the slaves.
He was prior to his clergyhood a con man and snake oil salesman, but then he "found faith" and used it to essentially influence people and drain them. His main skills were oratory skills and healing, since he did need to provide good works to get his flock going. He was always angling for temporal wealth, and was more than willing to work with drug dealers and murderers in order to ensure he gets his place in the sun.
He played very well with his patron, another player who became a warlord. The Warlord was Lawful Evil, emphasis Law, and basically Caine would whisper poisons and advice into his ear like a sort of better Grima Wormtongue.
How about we make a campaign setting based off of Kiwi Farms as a fun group project with our own mythology? It could be called the Kiwilands or something.
All I know is 2e would be due to the dreaded Voerdrek and his Autismal Voltron, an ancient superweapon that scoured the world before the Nothing created anew.
I have a D&D Rogue (Swashbuckler archetype) that's high Charisma but low Wisdom. As a result he's smooth talking and persuasive but a buffoon at the same time. Sort of like Jack Sparrow you could say. Makes for fun roleplaying
I have a D&D Rogue (Swashbuckler archetype) that's high Charisma but low Wisdom. As a result he's smooth talking and persuasive but a buffoon at the same time. Sort of like Jack Sparrow you could say. Makes for fun roleplaying
I have a D&D Rogue (Swashbuckler archetype) that's high Charisma but low Wisdom. As a result he's smooth talking and persuasive but a buffoon at the same time. Sort of like Jack Sparrow you could say. Makes for fun roleplaying
Oh those are fun as hell. Antoine the swashbuckler was a fun character I had too that fit the mould... well until he had to smarten up due to some particularly interesting build choices our Cleric made.
Note: if your wizard has to make an arcane healing spell for your group so you have any form of it whatsoever, despite the cleric being played being statted out as a healer and support guy, you know that things are going to go poorly.
I'd be more inclined to see other Kiwi's homebrews, OCs or settings.
Does anyone else have favourite characters they've put effort in to crafting and levelling up?
The setting I've been working on at the moment is set in three distinct eras: a sword-and-sorcery style era where the world is mostly dominated by a serpentine race (basically yuan-ti), a classical era where a powerful god-emperor rules over humanity with the aid of his eighteen sons, and finally a more medieval era which is set after a colossal civil war destroyed the empire of the previous era. Unfortunately I don't think I'll ever get the chance to play in it ever, so it'll just remain gathering dust in a Google Doc.
to my pathfindiggers
what was your reaction to them killing off gorum because of muh toxic war-loving followers (I am not fucking joking when I am saying that is the reason the deification of war committed suicide in the most chaotic and needless way possible).
My first was lol and my second was this should've been literally any other deity, much less a main one.
Exactly, it's streamlined to a degree and the sad thing is you can tell a lot of passion went into it. The attached cancer is even more malignant with the "6e" shit they're currently peddling.
WTF is the "Illrigger" anyway? It's just a generic Fighter/Paladin multi with an edgy gloss. There's millions of unique homebrew ideas out there they could have made official.
I mean, there are some core problems with it (any kind of wilderness survival, which I think should be a central feature of hexcrawl/West Marches style play, is basically impossible with 5e RAW). It's not good, it's "okay."
I mean, there are some core problems with it (any kind of wilderness survival, which I think should be a central feature of hexcrawl/West Marches style play, is basically impossible with 5e RAW). It's not good, it's "okay."
Outside of rolling to find food, making camp, and securing the camp i guess there isnt much.
What is more interesting is making the party make caches and such especially on the way home with treasure if youre giving them a good amount of gp. You can setup a whole other adventure when they track down thieves
what was your reaction to them killing off gorum because of muh toxic war-loving followers (I am not fucking joking when I am saying that is the reason the deification of war committed suicide in the most chaotic and needless way possible)
Did not hear about this until now, only saw debates about who they might kill in the /tg/ threads. That's gay as fuck, especially when he's already not that heccin problematic i.e. his followers must accept surrender, and cannot execute prisoners.
D&D 0e/Chainmail 2e Supplement got closest by offloading the hexcrawl to a dedicated game. The issue is Outdoor Survival isn't very fun without a TON of tweaking.
Sorry for not replying to people for the hex crawl advice. It seems I typed up 90% of the reply, and then forgot to post it, and then forgot what that other 10% was.
No. "Antagonist" has a very specific meaning. I know people on YouTube who talk about media literacy use the terms interchangeably, and the bad guy is often evil and the antagonist, but that's not how it works.
In short, evil and bad guy are obvious concepts. Antagonist refers to a characters roll in the story. The protagonist is a person that wants something and takes steps to get it. The antagonist is the person trying to stop the character from getting what they want. eg. In a crime movie, the bank robber is the protagonist, and the policeman is the antagonist, even though the robber is "evil" and "the bad guy".
How about we make a campaign setting based off of Kiwi Farms as a fun group project with our own mythology? It could be called the Kiwilands or something.
Listen we should do this and hedge our bets just in case the dimensional merge ends up happening for real.
I'd be more inclined to see other Kiwi's homebrews, OCs or settings.
Does anyone else have favourite characters they've put effort in to crafting and levelling up?
I needed a university faction for a short campaign I was running. Generally I find having PCs be members of a faction allows players to make characters that match a theme and have a reason to hang out. Anyway, that university has made multiple appearances because I happen to have it.
I might have mentioned before, but a gnoll information broker was of great interest to a couple of players. He basically provided the PCs with intel for a price. Either an exorbitant amount of gold, or some specific treasure from a specific dungeon. He was a scumbag but the PCs kept going back to him. The campaign fell apart before we got far. A shame. Players keep hinting at me for him to come back.
I say that, I later learned one guy likes gnolls because they're trans. Something about female hyenas having a pseudo penis they use to dominate males? And since gnolls are hyenas that's why he likes them. He didn't play gnoll though, which is strange in hindsight.
As a player, I think I mentioned before my favourite (and popular at the table) was a female noble monk. A posh hottie that kicked all kinds of arse. She was a daughter of a wealthy mercant checking on her holdings which monsters were squating in. It goes to my appreciation for "freakshit" and "superhero fantasy" because this kind of character wouldn't be allowed in a peasant mudfarms type setting the OSR won't shut up about.
As for setting. I have one setting I used multiple times that Kiwis hate. It's basically generic DnD, minus the things I find boring, dumb, or overplayed. So racism is mostly done. It's set during peace time. Mages aren't hated or feared. There's some magi-tech starting to appear but it's not wide spread. There are planes but no multiverse. This removes a lot of dross that clogs up a lot "gritty" and "mature" DnD that doesn't add anything while allowing anything in the PHB.
I use a similar system, minus cards. I use a random table, but only roll the first encounter and go in order from there. Or I roll and then mark off the entry once it's picked. If a marked off encounter is rolled, I choose the next one on the list that hasn't happened yet.
An alternative fudge is to say after X searches they find the thing.
In my opinion, it only works if you're willing to engage with the dungeon slog, since the reward of a teleporter should be avoiding random encounters and saving time. At my table, I run their travel room-by-room (expedited on repeat visits, of course), and my players enjoy it because when they're planning to pull out, they're biting their nails over the potential of a deadly random encounter getting them while they're at low resources, and so the teleporters are a godsend to them.
This was the case early on, but problems started to arise. In PF2 specifically, the difference between levels was massive, to the point where the gremlins that appear on the upper levels can't hurt them without a crit, and even then it would take many turns of crits for them to be mildly concerned.
For one, following the "classic" D&D formula, adventurers are out to pacify the frontiers: by expediting travel at higher levels, players feel as though the area they are clearing out is actually becoming safer by their efforts.
Once they out scaled the random encounters things got a bit silly. In 5e terms, d4 skeletons aren't going to worry a kitted out level 12 party.
I've read adventures where the opposite is true. The encounters get worse over time as the bad guys grow in power. But that doesn't always work, especially once the party reaches mid-high levels. Having a dragon level threat just so there's a hint of challenge seems ridiculous.
I would caution against teleporters for fast travel. unless its a teleporter between two craggy-ass nowheres, or has some serious limits, immediate travel between two points is going to change your world drastically. I would personally have the players discover shortcuts like stairways or airshafts.
That's the idea, and what I want to try and do. Teleporters are at the ends of dungeons as a reward for clearing them out. As above, the problem comes with restocking, and using them in gameplay without it running into the scaling issues above.
That's the idea, and what I want to try and do. Teleporters are at the ends of dungeons as a reward for clearing them out. As above, the problem comes with restocking, and using them in gameplay without it running into the scaling issues above.
If you're going to keep them there, my advice would be give them a hefty activation cost. They are using old ancient magic and only have a couple charges left in them, and recharging them is incredibly expensive.
If you're going to keep them there, my advice would be give them a hefty activation cost. They are using old ancient magic and only have a couple charges left in them, and recharging them is incredibly expensive.