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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)LI
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349
Joined
2 yr. ago

  • Yeah, I remember that. Along with the focus on digital tools, all I can think is, That's a video game. You're designing a video game. Those already exist. That is not what your flagship product is.

    Seriously. If I want to play a video game, I can already do that. Even some amazing D&D video games! But the reason tabletop D&D and other RPGs haven't been supplanted by video games isn't because the technology wasn't there yet, but because they do a different thing entirely. If they made Digital D&D, and even if it turned out amazing, it would be a completely distinct type of game, not a new edition of D&D.

  • GURPS Lite is secretly the real core rulebook. The Basic Set is a supplemental toolbox. :P

    I'm only half-joking, because if/when you get the hang of GURPS, building up from the Lite version is so much easier than starting with the Basic Set, cutting out the bits you don't want, then maybe adding more from supplements/house rules. And it's a much easier way to actually learn the dang game.

    But once you do, it's a really flexible system, with a dead simple core (roll 3d6 under some number), with a ton of options if and when you need or want them.

  • That's what I prefer to do. Maybe just a general reason for going adventuring with the party, but otherwise discover and develop characters in play!

    By all means people can write backstories if they want. I just sometimes see it being treated as mandatory and a sign of taking the game seriously, when really it's just a matter of style and taste.

  • I'm so frustrated that 5e's design goal puts SO MUCH emphasis on balance, for encounters and between players, but is consistently so bad at it.

    And look at half of the memes here and you'll see how bad they are at precise technical writing. Which is weird, because the M:tG folks are great at it, and they're right next door.

  • Seriously. I played a monk, and while Stunning Strike came in clutch sometimes, it was balanced by (a) depending on the opponent failing a save, and (b) using up ki, which will run out over a longer encounter.

    Plus, as a DM, I never really had a problem with the players pulling off a huge upset like that. 5e is heroic fantasy, so let them be big damn heroes sometimes. They won't always be! (Though I do play up as though I'm shocked and frustrated, but that's just to play the heel and let them feel extra victorious. :P)

  • Pathfinder 2e made me realize I wasn't actually sick of crunchier rules, I was just sick of fighting the rules. I have to make up for weird quirks and omissions all the time when I DM 5e, but with Pathfinder 2e, everything actually clicks together the way I'd expect.

  • 5e is in this weird space where, on the one hand, it's loose and flexible, but on the other, it's designed around balanced encounters and precise readings of kind of a lot of rules.

    I found it an exhausting balancing act as a DM.

  • Super excited about this! Pathfinder 2e has become one of my favorites for a "Modern D&D" experience, so I'm interested to see it incorporate sci-fi elements.

    Plus, with a little tweaking, it'll be another alternative to use for a Shadowrun campaign. :P

  • It's also great for a sandbox game, even if it's not focused on the dungeon. Having a default option really helps get things moving, or to still have a session if you don't have everyone around (or if you want an open table).

  • See THIS is a more interesting version of the conversation. :P The one I saw was something like, "Raise Dead creates an Evil creature, and creating an Evil creature is an Evil act, per the rules. Period, end of story."

    And heck, even without exploring shades of gray morality and cultural constructs, having raised dead trap the soul of the person is more interesting worldbuilding. Even if it's a black & white situation, it drives home who the villains are.

  • I just might check it out! I was recently thinking that I might give them another go anyway. Especially since they've got a podcast feed, which is how I'd rather follow it.

    ...though I do wish it was edited down. :|

  • The entirely unsatisfying answer is, "As much or as little as I have to."

    I haven't run a 5e adventure, but I imagine that would require a LOT. Part of this can't be helped, because in any long campaign, you're going to have to be more flexible to account for the unexpected and accommodate your players. The other part of it is that D&D's design philosophy seems to be "eh, fuck it, if it's broken, people will just blame the DM and say it's their responsibility to fix it." A part of this is the entire CR system (in a game that focuses so heavily on balanced combat encounters, no less), so I'm not surprised that tinkering with combat counters is so necessary and so frustrating.

  • The "Nice Necromancer" is honestly such a fun character. You get mad scientist vibes, plus playing around with some ethics and taboos.

    I remember hearing some argument about how Raise Dead is inherently evil because... the book says so. Which instantly made the conversation a lot less interesting.

  • Awesome! :D

    I've also been meaning to try Risus, since it seems great for a super-light, super-fast one-shot or short adventure. But also taking a look at Toast of the Town, it looks like you can actually run a much meatier adventure than I thought with the system. I'll have to try to get it to the table soon!

  • I'm only tangentially aware of Traveller (especially the old-school Cepheus side) but this definitely piqued my interest! Especially the Western bit, which shows how the system can be adapted to other genres.

    That, and a lot of this content would obviously be great for Worlds Without Number!