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What is your preferred system?

Any D&D/D20
Shadowrun
World of Darkness
Palladium
Other (feel free to post about it)

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Author Topic: Re: Dungeons & Dragons / PNP games thread: COBRA!!!  (Read 940520 times)

Arx

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3255 on: February 05, 2017, 02:52:15 am »

So, 10pt buy campaign set in Numeria. I've decided to run with the Savage Technologist archetype of Barbarian, and so far the base of my build is:

Human, for the bonus feat.

12 STR / 17 DEX / 12 CON / 10 INT / 10 WIS / 8 CHA

Two-Weapon Fighting
Weapon Finesse

Twin short swords.

How's that sound, as a somewhat-optimal build that doesn't get too silly or forsake flavour?
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SOLDIER First

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3256 on: February 05, 2017, 02:55:39 am »

>Human, for the bonus feat.

Error. Complacency detected. Alter selected race for optimum uniqueness and fun.
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BlackFlyme

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3257 on: February 05, 2017, 03:02:11 am »

Get a gun at some point. Preferrably a Dragon Pistol, if no Advanced or stronger firearms are available. I know they're expensive as hell, even in a Guns Everywhere setting, but the Savage Tech gets treated as having TWF when fighting with a gun in one hand and a normal weapon in the other, and does not provoke for shooting in melee range.

Be sure to pick up the Suspicious Rage Power to shore up your poor Will Save. If you stay Human, their Favoured Class Bonus can boost your Will Save even higher.
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Jimmy

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3258 on: February 05, 2017, 03:42:42 am »

I find it weird that there is a growing trend of Pen and Paper RPGs with absolutely no character customization.

Preset character only RPGs... Sure you can change their name, gender, and appearance... but by large they are already made for you.
In 3.5e and Pathfinder, character creation is a minigame unto itself. I'm lucky enough to have a group that enjoy this aspect of the game. However if you're running a one-shot campaign or a game-store PUG it's easiest to simply have sheets ready to go on the fly.

So in my campaign, my players basically have said "Fuck this noise!" and abandoned the dungeon I'd created. They're now flying off in their new airship to find a city to rest and sell loot.

Aside from paying them back later by releasing the giant undead dragon in the aforementioned dungeon at a later point in the game, I've got a new opportunity to develop a bunch of adventure hooks. This time they're headed for a port city, so pirates, underwater encounters and Cthulhu-esque eldritch aquatic abominations against nature are all fair game as options for encounters.

So far I've got:
1. Harbormaster asks group to investigate recent loss of communication with lighthouse on isolated island far out to sea.
2. Pirates based from nearby island chain raiding passing merchant vessels, bounty offered by mercantile cartel for their elimination.
3. Treasure-hunter in dockside tavern looking to hire group to help explore sunken wreck in nearby reef rumored to contain (insert macguffin here).

Any other ideas for harbour town adventure hooks?
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SOLDIER First

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3259 on: February 05, 2017, 03:50:58 am »

A sultry maiden inside a local tavern catches the party's eye. After an extended conversation (laiden with borderline lewdity) the party now have to rescue her friend from a band of nasty pirates who've taken her hostage.

Plot twist: she's a siren. The sister is real, though. She just forgot to mention the fact that they charmed, kidnapped, and converted several of the pirates beforehand, which is why they're so cheesed off.

Should the party remain amiable after this revelation, they will be rewarded handsomely and the siren (s, possibly including the rest of their school) will assist in any future battles with pirates or Cthulhu-esque eldritch aquatic abominations against nature in open ocean.
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Egan_BW

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3260 on: February 05, 2017, 03:54:50 am »

The sea god decided that your ship is now a regular sailing ship rather than a flying one. Now you have to go have a word with him if you ever want to fly around again.
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scriver

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3261 on: February 05, 2017, 06:53:04 am »

The meticulous harbourmaster does not know what to file a flying ship under, and decides to impound until proper laws and taxes can be established. The party has to embark on an adventure of bureaucracy and insipidity to her it back.
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Harry Baldman

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3262 on: February 05, 2017, 06:58:59 am »

There is a warehouse full of goods from a nation nobody has heard of, seemingly brimming with an unfamiliar sort of magic. Sensing something to be terribly wrong, the ship's crew (amicable sorts to a man) have been detained for questioning by the town guard and the goods in question impounded in a harborside warehouse under heavy guard while the local authorities attempt to figure out what they are and where they might have come from (and possibly who they could auction them off to in the event that they prove dangerous). Their ship, which seems to be some kind of giant nautilus with billowing flesh-sails, menaces the other ships in the harbor and permits no access without the owners' explicit authorization.
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Oneir

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3263 on: February 06, 2017, 08:15:53 pm »

How about something with a Dread Pirate (death knight with a peg leg): Foresaking crown and country, a royal privateer turned to piracy in search of ever great fortune and glory. When ship and crew were both lost in a storm -- chasing after a fat prize, headless of the weather -- the court let out a collective sigh of relief. Until, of course, ship and captain both rose from the depths, unable to rest. The party must reach the honest heart of this undead mercenary, and see him laid to rest again with honors.

This has the potential for a ghost ship chasing the party down.
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nenjin

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3264 on: February 07, 2017, 01:24:03 am »

Friend is running his "Quest for the Grail" homebrewed PnP game.

Inspired by our playthrough of Dark Souls, it's a mashup of that and the movie Excalibur (1981.) You all play knights of King Arthur's roundtable, set off the quest to find the Holy Grail. You aren't the first to do so, and you likely won't be the last.

Character generation largely is done with a deck of Tarot cards, and they flavor many GM decisions when he chooses to go the deck for randomness. Your Major Arcana determines your base character traits like "Strength", which is your health, starting "Skill" points and some core character abilities like double damage or power mimicry or endless supplies or whatever. The minor arcana further adds some skill points and makes you a specialist badass in some knightly trait.

Skills are interesting in that they are all knightly skills, so riding, hunting, sword play, courage, etc....then there are knightly virtues like chastity or patience or temperance, which can come into their own related tests when called upon. Then you have 4 stats for the 4 elements, and 4 stats for 'humors' like blood, bile, phlegm. They're all "skills" in the sense they can be called upon, tested or used as a basis for bonuses to actions or to determine who has the advantage in contested actions like combat. So you might get a bonus to doing a blood ritual (heaven forfend) if your Blood stat is high....but it also might give you a penalty if you, say, cut yourself on a devil plant.

Lastly you have DOOM. Doom is a catch all penalty for the whole game. Everything ultimately leads to your doom. You acquire doom points as you play and make roleplaying choices and the quest progresses, and test against it constantly to see what happens. Generally Doom is just that, you're dead or out of game one way or another if you blow the roll. It's unclear if it can just penalize you. But if you're in combat and you exhaust all your strength, you'd be called on to make a doom roll. Fail it and the enemy probably runs you through, beheads you or whatever. Succeed at your doom roll and you're just knocked down. You gain some doom, and get up again with a little strength restored to try to fight another round.

The final kicker to the rules system is you can convert your all stats (except doom) into experience. However if you spend 'Humors', you gain Doom.  Acquire enough experience, you gain a level. Level is effectively a straight bonus to all rolls. Initially it's a smaller portion of your combined chance to succeed because you start at Level 1. But for example I drew the Judgment card for my arcana...which gave me 0s in all skills but started me at Level 7. So while most players were rolling with a +3 or +4 to their die rolls at best counting all circumstances, I was rolling with a +10 even though I effectively had "skill" in nothing.

It's a pretty enchanting little system with a nice closed loop of advancement, where he hands out micro rewards during gameplay unlike pretty much every RPG I've ever played. Woo a wench? Your choice of 1 point in x, y or z skills. Show faith and devotion to god? Get a point of Faith. Do your duty with honor? Get a point of diligence. Generally if you act in unknightly ways (he had every character sign their name to a sheet of knightly oaths he sourced from somewhere on the internet) you get Doom. Since skills function as both skills and experience, you have to weigh the advantage of being stronger at one individual test by letting your stats grow, or becoming more effective at all tests by turning them into XP, and eventually levels. When you fail tests, you generally earn XP. When you succeed, you earn skill points. The system is a little floaty and generic as is his way with most games he designs, characters are very fluid in their stats and makeup, but it's got a nice little reward mechanic which rewards roleplaying and straight combat/adventurey type stuff equally for doing the things the player wants to achieve, be that sleeping with maidens, training, praying and devoting themselves to God, acting with honor or with a level head. And even if the thing you're doing never gets called on very often (let's say charity or chastity) you can still turn those skills into better overall effectiveness, so you don't get left behind by people that just want to hit stuff real good. It nicely side steps the "I play a bard in a party full of kill bots and I'm totally outclassed because I'm playing an actual character" problem so many games run into.

It might create a sort of neediness on the player's part to get rewarded for literally praising God all the time, and require some thought on his part to reward people that don't participate as much or as vigorously. But because he's essentially broken experience gain into morsels that also provide short-term advantages as well, it's something he can control the flow of while also not stiffing his players on any kind of meaningful advancement. There is no level cap, so in theory the system is infinitely extensible.

Doom is also a nice mechanic because, not only is it totally thematic to the endless suffering and eventual death of the Grail Quest, it's a weight against doing risky things. A player stole magic items from Merlin tonight and with some amazing die rolls, got a magic item right at the start of the game. But it earned him (comparatively) a lot of doom. He went on to utilize this item in a fight and it eventually got him killed.....by just the amount of doom he earned stealing the item in the first place. So with all this kind of freedom to get better is the weight of guaranteed death hanging over you, so it becomes a race to see who can live the longest and get the strongest and be the most legendary knight of the party that everyone remembers.

The setting is cool too. It combines the sort of dreamlike setting of Dark Souls with the allegorical, fantastical and mystical trials of the Grail Knights. (He really, really drank deep of the Dark Souls koolaid.) He's completely dialed in to the vision of endless hordes of Grail Knights throwing themselves at the impossible task of finding the Grail, leaving a trail of armored corpses across the land. In the first session one player managed to "die", and rolled up a second character immediately, who was literally a knight we pulled off an impaling spike that was still alive. So fuckin' metal.

So yeah, between his rather clever and eminently flavorful system he's cooked up specifically for the game and the setting, which oozes with mysticism and gives you that quest of torment Dark Souls vibe, I'm more excited for the rest of this campaign than many I've played in a long time.
« Last Edit: February 07, 2017, 06:50:25 pm by nenjin »
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TheBiggerFish

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3265 on: February 07, 2017, 10:02:40 am »

....Iwannaplaaaaaaaay
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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3266 on: February 07, 2017, 02:32:16 pm »

Snip
Would you be willing to ask your friend if he'd be willing to pass on the ruleset/setting? It sounds like the sort of game that's been floating around my head for a while.

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3267 on: February 07, 2017, 03:35:24 pm »

Looking at the Giantbane feat, and realizing how little it costs to permanently minimize a halfling, I'm now possessed of the bizarre urge to run a tinies campaign.

The idea of a party of cat sized drop marines riding around in an airship made from folded paper and candles is hilarious while also managing to be absurdly dangerous.
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Harry Baldman

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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3268 on: February 07, 2017, 04:02:42 pm »

It's this kind of bizarre urge that good games are made of. I've wanted to run a giant-focused 5E game for a similar reason, albeit without that amusing mental image in mind.
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Re: Dungeons & Dragons / PNP games thread , Now with meaningless poll!
« Reply #3269 on: February 07, 2017, 04:23:46 pm »

Looking at the Giantbane feat, and realizing how little it costs to permanently minimize a halfling, I'm now possessed of the bizarre urge to run a tinies campaign.

The idea of a party of cat sized drop marines riding around in an airship made from folded paper and candles is hilarious while also managing to be absurdly dangerous.
7th level party, with three Fighters who all have Giantbane, and a Cleric to cast Freedom of Movement to escape grapples. Then, you can just buy Reduce Person off a 9th level wizard for 2590 each, and badabing, badaboom, you're Tiny. If you want to go even further, you can get a ring of Reduce Size for another 4000, and you're now Diminutive. And that's still well within WBL. That said, you're now only doing 1d3 damage with a longsword, so you'll probably have to try and get Weapon Finesse.
You could even go with all 6th level Fighters, if you can find a good way to get out of grapples, which is going to be your biggest problem. Scratch that, just remembered that you can use Escape Artist to get out of grapples, which shouldn't be too hard to buff to ridiculous numbers.
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