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

Do people actually multiclass though?

I got three people in my friend group that multiclass; two are powergamers, one just can't decide what class they should run, so they run multiple.

Yeah that's just a case of people who are mediocre at their job as a DM.

Or just plain lazy, or running their own personal magical realm. Usually the retards that think that "their" version of the game is the "only proper way" to play, and actively act like a dick to other groups. Small dick syndrome, really.
 
The Tortured Soul of Notepad Anon with an update.
Henshin, Hero! (tm) is done and will probably get some tweaks with feedback on my server if I get any. If I feel confident in it, I'll probably launch my money laundering scam Kickstarter mid to late May. Panzertroopers and the Legally Distinct Warhammer 40K is next up on the chopping block. But April kicked my ass and I feel extremely far behind on everything in my life. It is what it is. My Rifts Heartbreaker is miraculously seeing play and slowly eroding the sanity of the men trying to make a Foundry Character Sheet for it.

Realized to our horror that the next game set in the AMVerse / Palinka Effect Setting will need to be an extremely detailed Blitzball game with Al-Behd Racism Mechanics. We're going for the tropical 2000s or bust. Outside of that all of my attempts to write the official Neopets TRPG, Highguard TRPG, and Marathon TRPG have been met with a deafening silence. Fund my Kickstarter enough and we'll make Eat the Path the (un)official Marathon game and gaslight other developers into thinking I'm a real person.

Do people actually multiclass though?

Multiclassing is awesome and zero games do it well enough to ever justify it without jumping through eight hoops or being the most broke shit physically possible. Every time I see some faggot trying it they are trying to make some Sorcerer Warlock Paladin Quarter Dragon Tiefling Aasimar Golem or some shit. It's annoying.

I think the eternal debate on finding the perfect balance of Mud Farmer Death Simulator and Ultimate Hero Fantasy Adventure System Go will always be circular because no one can agree on anything because it's very particular. It's the Martial vs Casters debate which has been going on for eons at this point. Making Dungeons & Dragons Mud & Blood and Dungeons & Dragon Critical Role-in-a-Can is the only way to end the debate. But that will just get people getting mad about their particular variety of either not being more popular than another.
 
Shows how little multiclassing comes into my line of thought that I hadn't even considered that. It would certainly make shenanigans all the easier to pull off if taking a single dip into another class gave you a half dozen things at once.

Of course, I'd just ban multiclassing as a DM and sidestep the issue entirely.
I was partly referring to just making that powergamer suffer through 8 levels of his build being worthless (and maybe dying). But yeah also that. 3.5 & PF made multiclassing a bit too powerful.

I ban Multiclassing without checking with the DM first. You can't just take a level of Wizard or Fighter. If you come up with an Character reason for multiclassing, or come to me with a character concept that isn't horrible and stupid, I'll inform you that you are stupid and I don't want to hear complaints about how you nerfed yourself, but allow it.

I got three people in my friend group that multiclass; two are powergamers, one just can't decide what class they should run, so they run multiple.
I have multiclassed only a couple times. the most notice two:

Once probably doesn't count beause it was a gesalt game, so it was less multiclassing and more being two classes.

the other, I was making a Le Reddit build. I wouldn't call it powergaming because the idea wasn't to make an obscenely powerful character but it was a game with some friends that I was going to be a drop-in-drop-out for, and said friend said they were hard up for front-liners. So I made a CON-focused Monk/Barbarian who would have DR, big hit dice, and wouldn't require gear for combat. Basically just a wall of meat.

there were a few other game but they never went more than a few sessions.
 
(I'd include an image of Traveller here, but the official art all shows exciting things, not rusted ships and crippling debt)
You can literally just give your crew a space ship. This is very common, apparently. Or it's on perma-loan from your "patron". If you're going to do that, make sure your ship barely has any cargo space or empty staterooms. Spaceships are money making machines, if you have no debt, you effectively have unlimited cash. The debt forces the crew to constantly be moving between systems. If you want to make your stuff less lethal, there's a Luck systems in the Traveller Companion. Been looking at the 2300AD books and treating it like another Supply Catalogue book, the gun designs and general aesthetics are better.

CORP BORG got some YouTuber coverage.
 
Do people actually multiclass though?

I've only seen it a few times, and usually it's when a capstone skill is shit or there's a very specific concept for a character. I've never seen people do exploity stuff like the mage/fighter dip to have a heavy armour caster.
The best way to make a Gish / spell sword type character has been one point in warlock for the last one and a half versions of DnD unfortunately, so I've had to quite a bit.
 
Been looking at the 2300AD books and treating it like another Supply Catalogue book, the gun designs and general aesthetics are better.
Not surprising since 2300 started out as an attempt at harder military science fiction with the Traveller ruleset back on the day. It's also a sequel setting to Twilight which GDW also made.
 
I had no idea it was that forgiving with ships. I'd been told by the thread that RAW traveller is at odds with the internets idea of the one-true-way-to-play, but I didn't know it went that far.

This raises the obvious question. Where are they getting this idea that Traveller is all about crippling debt and losing money each job until the debt collectors come and things get real? I assume it's an attempt to run Firefly?
I've only played Mongoose, so take what I say in that light. You can randomly start with a ship and a shitload of money. Or you can start a broke-ass nigger with no friends. It's very swingy. However, once you get into the game, the economics are just flat-out retarded. If your ship takes a hit in combat, any hit at all, it's very likely that the repairs will be so expensive they wipe out all of your profit from the haul. The campaign we were doing basically died after we had loaded our ship down with a pretty good haul, ran into a pirate, took one hit, and the repair cost table wiped us out. The GM insisted this made sense "because space ships are expensive," but no, it doesn't, because if shipping involves significant hazard, shippers will charge more.
 
The GM insisted this made sense "because space ships are expensive," but no, it doesn't, because if shipping involves significant hazard, shippers will charge more.
There has been a decades long debate as to whether space piracy even makes any economic sense within the setting and established rules, and within the Third Imperium's space, there really shouldn't be any at all, given the safe free trade zone offered by membership is kind of the whole point of the thing. Especially not the shoot first, ask questions later type. Really the pirate should have first held you at gunpoint and demanded you drop some cargo or pay a ransom, then shot. Because any encounter a ship couldn't just jump from directly, would be well within system defense boat range, and getting shot up isn't fun for the pirates either.
TL;DR, sounds like the Referee wasn't very familiar with the particular norms of Traveller. Unless of course you were operating in some hole like the Trojan Reach.
 
Really the pirate should have first held you at gunpoint and demanded you drop some cargo or pay a ransom, then shot. Because any encounter a ship couldn't just jump from directly, would be well within system defense boat range, and getting shot up isn't fun for the pirates either.
Which is how most piracy operated in the Golden Age of Sail unless you were proper, credentialed Privateer.

Pirates would fire a shot and if the captain didn't think he could out run them, it was usually better to strike colors and let the pirates board and take when they could and then fuck off. Pirates were after quick, low risk scores and cargo they could easily fence - or stores they could immediately use.
And that it was simply unthinkable to leave a ship without supplies or means to reach a friendly or neutral port.

The issue is that Murder Hobo players who only play agame they can quit at anytime don't understand why codes of honor are needed and why a pirate would order "Ok, you are going to sale on this course to this port", leave no one to ensure compliance, and a sensible captain would still do just as instructed.
Because the alternative is pirates sinking all vessels they encounter which is unsustainably destructive to Governments, Merchants, and Pirates.
 
There has been a decades long debate as to whether space piracy even makes any economic sense within the setting and established rules, and within the Third Imperium's space, there really shouldn't be any at all, given the safe free trade zone offered by membership is kind of the whole point of the thing. Especially not the shoot first, ask questions later type. Really the pirate should have first held you at gunpoint and demanded you drop some cargo or pay a ransom, then shot. Because any encounter a ship couldn't just jump from directly, would be well within system defense boat range, and getting shot up isn't fun for the pirates either.
TL;DR, sounds like the Referee wasn't very familiar with the particular norms of Traveller. Unless of course you were operating in some hole like the Trojan Reach.
"The space combat rules are actually window dressing; GMs should know better than to ever actually use them," just confirms it's a bad system. Systems that break the game if you use them are bad systems.

I don't remember the details, really. Just that we took some kind of minor hull damage--nothing that affected any ship's systems--and that we'd rolled pretty high on whatever the "this cargo is available to transport" table was, and hull plating for the ship turned out to cost like a million dollars a pound or something retarded like that. The equivalent would be if a vandal managed to toss a brick through a long haul trucker's window, and then lol, guess what, a new window costs seventy thousand dollars.

Surrendering to a pirate because I don't want to die makes sense. Surrendering to a pirate because I'm running my Uber Eats operation in a Bentley Flying Spur, and merely scratching the hood ornament will eat a month's worth of profits, is retarded.
 
What are some good resources and advice for starting an OSE Campaign? After a few years finally found some people to play again. Two of them have never played a ttrpg before but asked to play something not like 5e. I've only dm'ed once before for a one shot with my old group for pathfinder. I got B/X and AD&D books aswell just never played.
 
What are some good resources and advice for starting an OSE Campaign? After a few years finally found some people to play again. Two of them have never played a ttrpg before but asked to play something not like 5e. I've only dm'ed once before for a one shot with my old group for pathfinder. I got B/X and AD&D books aswell just never played.
Get Greyhawk Ruins off Drivethru RPG and just run it.
 
"The space combat rules are actually window dressing; GMs should know better than to ever actually use them," just confirms it's a bad system. Systems that break the game if you use them are bad systems.
That's like saying the combat rules for Call of Cthulhu are bad because they're extremely lethal, as if that's not the point? The danger and expense of space combat is a threat itself and a risky undertaking to all involved and best approached as one-sidedly as possible by the initiating party. It incentives approaching the game in an authentic manner, it's not profitable to risk your mulit-megacredit ship on a few k worth of cargo or bullion ransom. Similarly, being gunned up or protected by the authorities will make it just as unprofitable for pirates to try to take you on.
hull plating for the ship turned out to cost like a million dollars a pound or something retarded like that.
What the hell was the ship made of? Bonded superdense with high tech stealth plating? Repairs are expensive, but unless your ship was some top of the line shit, it should be affordable. Just sounds like the numbers were fucked with more than anything. What ship were you flying? What weapon hit you? A standard freetrader, while expensive, itself is worth only a few megacredits. The more I've learned about this, the more I'm convinced your referee was being an idiot.
The issue is that Murder Hobo players who only play agame they can quit at anytime don't understand why codes of honor are needed and why a pirate would order "Ok, you are going to sale on this course to this port", leave no one to ensure compliance, and a sensible captain would still do just as instructed.
Because the alternative is pirates sinking all vessels they encounter which is unsustainably destructive to Governments, Merchants, and Pirates.
The Pirates of Drinax campaign book explicitly lines out that you should operate exactly like that, multiple times, drawing lots of analogies, and has your boss tell you to run a protection racket, not a mass murder scheme.
 
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What are some good resources and advice for starting an OSE Campaign? After a few years finally found some people to play again. Two of them have never played a ttrpg before but asked to play something not like 5e. I've only dm'ed once before for a one shot with my old group for pathfinder. I got B/X and AD&D books aswell just never played.
Recommend you start them with Tomb of the Serpent Kings. Its a good "baby's first OSR" complete with encounters and rooms set to teach specific adventuring lessons. If there's a failing, its there isn't a particularly srong incentive given to explore said tomb and you need to BYO.
 
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