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

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I've had this idea for a really gonzo 5E one-shot kicking around in my head for a while that me and a friend made (but never ended up running it with her group, because we just kind of separated), about spelunking through the ruins of a super-advanced civilization that's been overrun with actual robots and stuff. Now that I've found some local guys to hang out and play with and thus have the opportunity to actually run this idea, I've been thinking over it again, and came to the conclusion that I should allow Artificer for this one because it just thematically makes sense.

The problem is that I don't know how Artificer plays in D&D. I know a little about how it plays in Pathfinder after observing my friend play it, but when it comes to the D&D iteration I don't know zilch. Does anyone in the thread have experience with how it plays and if I should/shouldn't allow it?
 
I've had this idea for a really gonzo 5E one-shot kicking around in my head for a while that me and a friend made (but never ended up running it with her group, because we just kind of separated), about spelunking through the ruins of a super-advanced civilization that's been overrun with actual robots and stuff. Now that I've found some local guys to hang out and play with and thus have the opportunity to actually run this idea, I've been thinking over it again, and came to the conclusion that I should allow Artificer for this one because it just thematically makes sense.

The problem is that I don't know how Artificer plays in D&D. I know a little about how it plays in Pathfinder after observing my friend play it, but when it comes to the D&D iteration I don't know zilch. Does anyone in the thread have experience with how it plays and if I should/shouldn't allow it?

5e Artificer is an annoying, retarded class that sucks shit until 5th or 6th level. High AC in 5e means monsters have a 30% chance to hit you, as opposed to AD&D where it means they have a 10% chance to hit you, so its weaker hit die means it's something of a glass cannon. Except the cannon isn't as big as what a Fighter or Barbarian carries around. I don't recommend it.
 
Anyone know of any good ways to play tabletop online?
The only ones i know of are RPG engine, tabletop sim, and 100% OJ.
I play on table top simulator, mostly because all my friends do. If you like going through steam workshop and finding minis and stuff you can get pretty involved. Or you can make little standees with pictures and use the paintbrush tool to draw dungeon maps if you want to make it really simple, which is what I do when I run.
 
Anyone know of any good ways to play tabletop online?
The only ones i know of are RPG engine, tabletop sim, and 100% OJ.
Like @Ghostse said, maptool is free, right there, and very powerful but requires you to put in some time learning it (more than most).

Foundry is a "buy once" thing and has semi-built in support for 5e.tools via something called Plutonium or whatever but what is fascinating is that if you connect them you basically run any fucking adventure you want because it just goes and sucks up everything necessary to do so from 5e.tools. There are tons of mods for it and it's quite user-friendly (compared to MapTool).

Roll20 is the retarded step-child of the group but I hesitantly recommend it because it's simple (retarded), everyone knows it and it's simple to access it, and does the bare minimum of what you ask it to. The sad truth is that most people will default to it because it is very easy to set up and go with but it really is ugly and stupid.
 
I need to stop being a bitch and learn maptool.

Foundry is pretty good, but takes a lot to get just right if you're running with an older module or the module you're using isn't updated. I don't think it takes too much. Just some very very light code knoweldge, but I'm not too sure. My experience with it as a player had me a bit iffy with it overall. However, if you're doing main stuff like 5e you should be set.

Roll20. God, what can I say about Roll20? Besides agree it is retarded. But damn have I used it for so long I am retarded with it. So I still use it.
 
Like @Ghostse said, maptool is free, right there, and very powerful but requires you to put in some time learning it (more than most).

Foundry is a "buy once" thing and has semi-built in support for 5e.tools via something called Plutonium or whatever but what is fascinating is that if you connect them you basically run any fucking adventure you want because it just goes and sucks up everything necessary to do so from 5e.tools. There are tons of mods for it and it's quite user-friendly (compared to MapTool).

Roll20 is the retarded step-child of the group but I hesitantly recommend it because it's simple (retarded), everyone knows it and it's simple to access it, and does the bare minimum of what you ask it to. The sad truth is that most people will default to it because it is very easy to set up and go with but it really is ugly and stupid.
Fantasy Grounds is another one people like but they have some "sort of scummy but not to the level of some of the TT asshattery"; specifically they sold "life time licenses" for fantasy grounds and then the devs sunsetted Fantasy Grounds (now Fanatasy Grounds Classic) for Fantasy Grounds Unity so you had rebuy your license
(in the interests of complete fairness: They offered discounted upgrades for Unity and while they no longer develop Classic if you have an account you can still download the binaries and move your key to new machines. Basically they did a sort of shitty move but made efforts to do it in the shittiest way possibl)
they also use a tiered license model where users might need to BTOL if the GM cheaped out. The full unlocked version is close to $200. Also they have retarded subscriptions.
edit: Updating my spiel, since as of February 4th, all licenses are ultimate (aka players can join for free) and are $50. So looks like they are at least capable of learning.

Fantasy Grounds big point is integration with a lot of other gaming companies, specifically Paizo and WotC so you can get official system and module packs (by paying for them; but Paizo specifically when you buy physical stuff usually it has a digital code, so you activate that in your Paizo account and you can then sync your account and use the digital goods in FGU for free [because you paid for it])

So I guess the question would be how you feel about using official content from licenses sources vs. unofficial content from questionable sources and why the answer is always "Yo Ho Ho"

Anyway, FG, Foundry, and MapTool all have the same issue of "you need to self-host & make some home network changes"; Foundry offers partners who will cloud host for you but I haven't looked into them or known anyone who's used them as "Enable port forwarding, get your public IP" is basic bitch shit anyone who isn't a retard should know (or learn) how to do.

Maptool used to offer a server browser (basically ghetto DDNS or BITD Quake/HL/CS hosting; you connect to a Maptool server and it does the heavy lifting collecting IP information and acting as a connection handoff with no need for firewall chances by the host. Your friends use the server browser to find you and connect) but I think they retired it due to costs and security but don't quote me on that as I never used it.

I need to stop being a bitch and learn maptool.
This is the only correct answer when asking about VTTs.

Srs though Maptool is such a massive skill cliff and the community has both really shrunk and become very inactive, ironically because of how much the software as improved. A lot of the really bad sticking points from early versions have been sanded all the way off, its extremely stable, and the only response to "How do I do X" is just 'git gud'.
But once you sit down and actually start to work with the underpinnings, evetually you learn enough everything starts to click and its less about skill and more about effort.

I will shit on people using Roll20 all day every day because it is made and run by grifting scumbags. But I got nothing bad to say about anyone who doesn't want to deal with coding up macros and just plunk down the cash for Foundry or Fantasy Grounds
 
Última edición:
Most sci-fi and a number of modern systems don't really need classes like fantasy does because the narrative framing is not "you were assigned this lot in life at age 6 and have spend the vast majority of your life preparing for it" vs. Sci-Fi/Modern "IDK I went to college for 4 years and maybe half way through switched life path".
Interesting rant. For curiosity's sake, what are your thoughts on multiclassing?
 
Interesting rant. For curiosity's sake, what are your thoughts on multiclassing?
It general, its for munchkin fags with carve outs for:
- the game being about intentionally creating OP PCs (gestalt) or wacky builds
- when you are trying to model an archetype that simply trying to bend an existing class to fit doesn't work and/or Prestige Class sort of stuff.
- When you want to actually convey a story about a character or NPC and not just juice stats
 
Like @Ghostse said, maptool is free, right there, and very powerful but requires you to put in some time learning it (more than most).

Foundry is a "buy once" thing and has semi-built in support for 5e.tools via something called Plutonium or whatever but what is fascinating is that if you connect them you basically run any fucking adventure you want because it just goes and sucks up everything necessary to do so from 5e.tools. There are tons of mods for it and it's quite user-friendly (compared to MapTool).

Roll20 is the retarded step-child of the group but I hesitantly recommend it because it's simple (retarded), everyone knows it and it's simple to access it, and does the bare minimum of what you ask it to. The sad truth is that most people will default to it because it is very easy to set up and go with but it really is ugly and stupid.
And that's my kinda hole I'm in. I've sunk a lot of time and energy into Roll20, it feels simple and lightweight enough for me to run on anything and easy to get people to use. I feel a bit sunken costs at this point, I have so much invested into it, I'm not sure how to convert it out of Roll20 and I don't know how to export my r20 content, maps, characters, NPCs, audio, and the works over elsewhere without having to start all over.

Can you sell me on Maptool?
 
It general, its for munchkin fags with carve outs for:
- the game being about intentionally creating OP PCs (gestalt) or wacky builds
- when you are trying to model an archetype that simply trying to bend an existing class to fit doesn't work and/or Prestige Class sort of stuff.
- When you want to actually convey a story about a character or NPC and not just juice stats
I outlawed multiclassing because it was ridiculous. It was really OP for munchkins early on. However, it was crap because it was virtually impossible to develop characters XP-wise. Great, so you have an awesome fighter/magic-user/thief. But that retard character is still level 1 while the other characters are level 3.
 
Can you sell me on Maptool?

Its free.

In all seriousness:
Maptool is ridiculously powerful. The limits of what it can do are just the limits of your time and skill.

For my last big campaign, I had macro scripts to handle downtime, to track party health and healing, and a lot of the fiddly bullshit -all now put on one click.

Out of the box there are common character sheets, Line of Sight tracking. They even offer a decent starter token & asset pack you can download in the client. There is also lighting options.
Basically all the shit Rule20 wants you to pay out the ass for, Maptool does like a janny: for free.

It has lighting models including the ability to have things like partly illuminated enemies appear over FOW. It includes the ability to handle things like Low Light/Dark Vision. (If you wanted to handle infra vision you could but it would take a TON of work in the scripting box and also autstically cataloging your monsters)

Maptool will import art assets from wherever. It handles scaling....good enough. You can have things snap to the grid or free float.

Additionally, if you like wargames or pvp, there is Token Ownership and individual unit or play LoS.

But really that's all normal stuff.
The internal macro scripting will do almost anything you want it to do. You can have it autocalculate damage, adjust stats on the fly. You can create HTML5 popups if you want to get fancy.

You can drop in maps, but I really like to build up my maps from individual assets, which you can do with few issues. They even make it easy to undo things by storing everything you draw as an individual asset that you can select, edit, delete, move up/move down in draw priority.
 
I've had this idea for a really gonzo 5E one-shot kicking around in my head for a while that me and a friend made (but never ended up running it with her group, because we just kind of separated), about spelunking through the ruins of a super-advanced civilization that's been overrun with actual robots and stuff. Now that I've found some local guys to hang out and play with and thus have the opportunity to actually run this idea, I've been thinking over it again, and came to the conclusion that I should allow Artificer for this one because it just thematically makes sense.

The problem is that I don't know how Artificer plays in D&D. I know a little about how it plays in Pathfinder after observing my friend play it, but when it comes to the D&D iteration I don't know zilch. Does anyone in the thread have experience with how it plays and if I should/shouldn't allow it?
It's not ridiculously OP, but it's a very versatile class that, if played well, can definitely throw a wrench in the works for any plans you might have as a DM. The ability to fabricate magic items (even though it's a limited selection) can make things a lot easier for the party, not to mention the other infusions that can provide various useful buffs. If nothing else, being able to craft a bag of holding at level 2 is always good. As they level up, they get expertise with tools (generally useless except for thieves' tools), the ability to add their INT mod to ability checks or saves, the ability to store spells in items that anyone can use, and more magic item attunements. Subclasses vary, from slinging potions to summoning cannons to having a robot pet to being magical Iron Man.

Downsides include low hit die and only being a half-caster, though full casting would be more than a bit OP with all the other stuff they get. The former can be mitigated by playing the Armorer subclass for heavy armor proficiency or by using various AC buffs, at least. It's also more complex than most classes, with a lot of decision points that can be changed frequently, so a less experienced player might have some issues picking it up.

In short, it's not as crazy as what you can get up to in PF (I've heard stories from another friend of mine), but it's worth reading up on it a bit so you know what you're getting into (here's the RPGBOT guide). Generally, I don't see a problem with allowing it. Even my current DM allowed it in our game despite his dislike of allowing too many magic items (he doesn't like things getting too easy, even though 5e really isn't the system for that kind of thing, but I'm not arguing).
I outlawed multiclassing because it was ridiculous. It was really OP for munchkins early on. However, it was crap because it was virtually impossible to develop characters XP-wise. Great, so you have an awesome fighter/magic-user/thief. But that retard character is still level 1 while the other characters are level 3.
It's been a while since I DM'd, but I'd also ban it for the same reasons. If someone specifically asked me about it, I'd have to assume they were trying to pull some munchkin shit that I wouldn't want to deal with. Even if they took the time to come up with a decent story reason for why they're suddenly taking a break from their usual class for a level or two, I'd still say no because the munchkin shit they'd actually be doing it for would then force me to make encounters way more challenging so they didn't just steamroll it, only to then end up making the rest of the party suffer as their attacks do nothing in comparison.

I've never been interested in multiclassing as a player for the same reason. It throws off character progression so your ASIs are at different levels from the rest of your party, so they're increasing in power earlier than you are. The level dip you take needs to give you enough to justify the delay, but I've never felt like it's worth putting off an ASI or a feat for that long, and it only gets worse as it takes longer to level up. Maybe if you roll stats high enough from the start, I suppose. Even then, you're still locking yourself out of your capstone feature at a minimum, or more if you take a bigger dip. Hell, in 2024 rules, you take a two-level dip and you're locked out of a free epic boon. And I don't like munchkin shit, so I don't want to try pulling that shit myself. I can get up to enough shenanigans as a single class.

That is one thing I'll give credit to the 2024 rules for. By moving all the subclass selections to level 3, you no longer have characters getting outsized benefits from a one-level dip to something like cleric or warlock who got all their initial subclass features at level 1. Small dips can still give you a lot, but not as much.
 
Regarding multiclassing as someone who's DMed a lot of d20 derivatives, I've actually found that not a lot of people I run games for seemed to care much for multiclassing unless it's 3.5 and they're specifically doing shit for PrCs. Interestingly, I found an extremely autistic homebrew of 3.PF called Kirthfinder a few years back that attempts to combine the major supplements of 3.5, PF, and a ton of third party stuff together by condensing classes down to CRB standards and condensing feats and skills.

It's basically the Tomes of Awesome with about a decade of hindsight to try and bring classes up to parity. It's also one of the few d20 derived systems that actively encourages multiclassing without penalizing you for staying single class.

When I said it was extremely autistic though I meant it. I don't know that it's quite at GURPS or Rolemaster levels, but most feats and skill ranks have secondary scaling benefits that you'll be retooling every level. Wizards now also have to build all of their spells from scratch with metamagic feats and seed spells that sort of feels like a d20 version of Ars Magica.
 
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