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

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In the 3.5 campaign I am playing, Albert (my 8'6" (259 cm) druid) had to go to the firing stations, where he fired a round out of a cannon that uses 300 pound shots and nailed a pirate ship so hard that it permanently fucked up the pirate's directional systems, sending him spinning into another pirate ship. A bit later, he fired a shot that turned four ships into their own gravitational field, which caused the four ships to collide into each other. The ships didn't explode, but it's now mighty inconvenient for them to move.
 
In the 3.5 campaign I am playing, Albert (my 8'6" (259 cm) druid) had to go to the firing stations, where he fired a round out of a cannon that uses 300 pound shots and nailed a pirate ship so hard that it permanently fucked up the pirate's directional systems, sending him spinning into another pirate ship. A bit later, he fired a shot that turned four ships into their own gravitational field, which caused the four ships to collide into each other. The ships didn't explode, but it's now mighty inconvenient for them to move.

Last time I played a 3.5 game I destroyed the world by summoning up a creature that created the gods inadvertently and also made the moon into a transforming golem. Home city was just a large puzzle golem that people didn't know was one until one day an epic colossal + creature decided it wanted to wash on shore and throw down with us. The citizens could be replaced, our pride could not be.
 
Last time I played a 3.5 game I destroyed the world by summoning up a creature that created the gods inadvertently and also made the moon into a transforming golem. Home city was just a large puzzle golem that people didn't know was one until one day an epic colossal + creature decided it wanted to wash on shore and throw down with us. The citizens could be replaced, our pride could not be.
That's nothing. My DM had a Saturday campaign end because one of his players made a living planet feeble minded and obeyed his orders. He told the planet to purge itself.
 
That's nothing. My DM had a Saturday campaign end because one of his players made a living planet feeble minded and obeyed his orders. He told the planet to purge itself.

That's basically what Atropus was, a giant undead planet that originally birthed all of the gods. After that I figured it's probably not good to use "the Big Bad's" spells against them. Never works out well.

I could have stayed and fight with the other players but I rather not kill my near 20 year old character I had at the time.
 
Speaking of trash systems, i got a session this sunday and im pretty damn pumped.
When i was recruited by proxy into the game i wasnt told what exactly the tone of the game was (light hearted as fuck apperently) and went and made a 'totally human and definately not some twisted eldritch horror' Plague doctor fatigues wearing alchemist. because of the suprise in tone, i tweaked a bit how he talks and whatnot, so now because of his inhumane mind trying to comprehend mortal shit, he's just coming off as an aspie. either way, this next session is going to be fun because its one of the rare combat ones, and with the resulting level up, im going to be rocking some feral mutagen to help go with my characters theme.
 
In the pathfinder game I used to run before I fell in love with Dungeon Crawl Classics, I always kept a stack of pregen NPCs (or characters that belonged to people who moved away) on hand for people who want to try a game or two without committing to being a character. One of those guys was a sailor dude. While he was played a couple times, he mostly stuck around to pilot the boat for the party with his Profession-Sailor checks. In my game, the party came to a remote region that was in the midst of a festival where they were celebrating the harvesting of a key ingredient to their local liquor, and everyone was getting fucked up. While the NPC was passed out, they sold his boat from under him because they'd recently acquired a magical boat that could shrink down to fit your pocket, and when fully sized was piloted by a phantom crew. They were able to convince the NPC that he traded it for some Elven cocaine (Pathfinder is kinda broken in that you can min/max your way into having a +20 bluff bonus at lower levels) and then went on an adventure where a really autistic wizard teleported them to the other side of the continent, leaving said NPC behind.

We thought that was the last of him, but I joined a 5th Edition campaign and the DM said he needed a sailor. Since a couple players in this new campaign were from the one I ran, I decided to make this guy with the backstory that he got really bummed out after being ditched, so he got so wasted that when he came to, he realized that he somehow drunkenly wandered not only into a different plane of existence, but also a completely different ruleset :story:
 
In the pathfinder game I used to run before I fell in love with Dungeon Crawl Classics, I always kept a stack of pregen NPCs (or characters that belonged to people who moved away) on hand for people who want to try a game or two without committing to being a character. One of those guys was a sailor dude. While he was played a couple times, he mostly stuck around to pilot the boat for the party with his Profession-Sailor checks. In my game, the party came to a remote region that was in the midst of a festival where they were celebrating the harvesting of a key ingredient to their local liquor, and everyone was getting fucked up. While the NPC was passed out, they sold his boat from under him because they'd recently acquired a magical boat that could shrink down to fit your pocket, and when fully sized was piloted by a phantom crew. They were able to convince the NPC that he traded it for some Elven cocaine (Pathfinder is kinda broken in that you can min/max your way into having a +20 bluff bonus at lower levels) and then went on an adventure where a really autistic wizard teleported them to the other side of the continent, leaving said NPC behind.

We thought that was the last of him, but I joined a 5th Edition campaign and the DM said he needed a sailor. Since a couple players in this new campaign were from the one I ran, I decided to make this guy with the backstory that he got really bummed out after being ditched, so he got so wasted that when he came to, he realized that he somehow drunkenly wandered not only into a different plane of existence, but also a completely different ruleset :story:

You can go to around +35 Bluff easily enough when doing certain actions such lying with the Bluff skill. It's an easy way to make sure you can get away with unbelievable lies such as telling the local populous that you're a god. (something I've done in one game).
 
And that's when the DM busts out modifiers on the target depending on your lie's base elements to force you to think through them more or does the other thing where the Roleplay has to compliment the roll, which can scupper a person who relies mainly on dice. Diplomancy is broken at high levels (given that even with bases you're not hitting the 30s last I checked unless you're pretty much buffing cha and nothing else and even then you're pretty much near epic as is), but the DM has their own ways to mitigate that if needed.
 
And that's when the DM busts out modifiers on the target depending on your lie's base elements to force you to think through them more or does the other thing where the Roleplay has to compliment the roll, which can scupper a person who relies mainly on dice. Diplomancy is broken at high levels (given that even with bases you're not hitting the 30s last I checked unless you're pretty much buffing cha and nothing else and even then you're pretty much near epic as is), but the DM has their own ways to mitigate that if needed.

Pathfinder doesn't have as many magical items, traits, feats, class abilities, and racial's for diplomacy as they do with bluff and you can get a pretty high bluff if you only go with one thing such as lying or lying to authority. For diplomacy, you can get a higher gather information check than a straight up diplomacy check.

Edit: I noticed that a few years ago the Mask of Stony Demeanor was errated to cost more (original cost being 500gp, now being 8000gp). certainly makes it harder for the low low levels to get a high bluff check, by level 9 you will still have the gold to get it.

I'll need to see which print my last Ultimate Equipment book is and see if it's been updated in the new ones.
 
Última edición:
I came across this game suppliment about cooking the D&D monsters you find. Looks good.

There's 3pp material called The Flavour Handbook from Flaming Crab (Originally Duck N Roll) and Cooking with Class from Empty Room Publishing. Never really bother looking into cooking in games. I tend to just have characters with some form of Survival to stay alive. Official Pathfinder rules also has the Book of Marvelous Recipes. Pretty expensive for what it does and you have to have food to cook in order to use the "heroes feast" part of the item.
 
So, I'm working on various fan classes and class suplements over the course of this week. If anyone wants to playtest them or give them a look, I'll be more than happy to share them with people once I got them all completed. I'd say I should be done by the weekend, though I don't guarantee that
 
Sorry for the double post but I just managed to score at least one editor through a website starting tonight. I'll let everyone know once the finished product is ready
 
I'm reading through Mutants and Masterminds right now... it's pretty bloody mathy by RPG standards given I need to semi-regularly add or subtract items in order to figure out if the evil villain can chuck a dumpster at you from 50 feet away. It also has 8 characteristics instead of the 6.

I might run something like this, but I'm uncertain if other players would given it's a more difficult setting to pick up than the average D20 system.
 
I'm reading through Mutants and Masterminds right now... it's pretty bloody mathy by RPG standards given I need to semi-regularly add or subtract items in order to figure out if the evil villain can chuck a dumpster at you from 50 feet away. It also has 8 characteristics instead of the 6.

I might run something like this, but I'm uncertain if other players would given it's a more difficult setting to pick up than the average D20 system.

It's really not that bad after the first game. Hero System is far far worse.

Had to recheck, Hero System has a Character Creation book that is 466 pages, Combat and Adventuring book is 322 pages.
 
Última edición:
I'm reading through Mutants and Masterminds right now... it's pretty bloody mathy by RPG standards given I need to semi-regularly add or subtract items in order to figure out if the evil villain can chuck a dumpster at you from 50 feet away. It also has 8 characteristics instead of the 6.

I might run something like this, but I'm uncertain if other players would given it's a more difficult setting to pick up than the average D20 system.
Thats my favorite system that i have no clue how to fucking play, Was you thinking voice or text?
 
Voice preferably, but I'd have to wrap up my Only War campaign before I'd willingly start this.
 
Attempting to relearn Hero System with 6th Edition. I'm starting to remember how much I didn't like this system. Trying to build a primary magic user who also likes technology and it's a pain in the ass with how many books you need to use to make a proper character.
 
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