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  #1831  
Old 10-22-2018, 02:11 PM
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Good point, thanks! Since it's only a one-shot I'm not too worried about them going off the rails, but I'll make sure to mention that they still have to work as a team and try to accomplish their goals, even though they're evil. Murdering random people or screwing each other over just to be edgy will probably make everything more difficult for them.
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  #1832  
Old 11-26-2018, 08:56 AM
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D&D Beyond has all of the rulebooks on sale for $20, and you can use the code FALL25 to bring the price of each down to $15 (half of the usual cost). I know that a lot of people are hesitant to buy in since itís an additional cost to the physical books, but Iíve been using it for a year and itís really great. Having the entire list of spells, monsters, and magic items available and able to be searched, filtered, and linked from each other is extremely nice. Having character building options in one place is great too, and their new digital character sheets are excellent. The app recently updated too so that everything is searchable, or you can read the books as they were printed. If you play a lot of D&D, and especially if you DM, itís worth it.
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  #1833  
Old 01-18-2019, 01:32 PM
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Daikaiju Daikaiju is offline
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Also,

Last edited by Daikaiju; 01-20-2019 at 08:46 AM.
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  #1834  
Old 02-11-2019, 10:45 PM
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I finally hit level 6 with my Adventurerís League Gloom Stalker and added a level of Rogue. It feels really good to finally get here!

Current abilities:
Archery Fighting Style, +1 Longbow
Extra Attack, Sneak Attack
Dread Ambusher (initiative bonus, third attack and extra d8 damage on round one)
6 Spell Slots (Hunterís Mark, Zephyr Strike, Ensnaring Strike, Healing Spirit, Disguise Self, Rope Trick)
Magic Initiate (Druidcraft, Guidance, Goodberry)
Expertise in Perception and Stealth
Umbral Sight (darkvision and canít be seen in the dark)

Plus a ton of other stuff that probably wonít ever come up. Iím probably going to pick Scout as the Rogue subclass just because itís such a great thematic fit, and then get Sharpshooter at level 9 to really break the game open. Anyway, this character is a great archer and has a lot of magic and out of combat abilities, and itís been a lot of fun so far. Looking forward to adding Sneak Attack in to the mix.
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  #1835  
Old 02-12-2019, 02:11 PM
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TirMcDohl TirMcDohl is offline
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For those who don't know, the Retroverse kickstarter campaign relaunched today. And was funded in 30 minutes, and still going strong. They narrowed their focus, and I think they have a lot of good ideas.

Retroverse is a D&D 5E based setting that is a hodgepodge of all kinds of 80s and early 90s pop culture, mashed into a neon synth wave fever dream, with influences like Sailor Moon, hair metal bands, keytars, Power Rangers, Tron, and so much more. And there are corgis that shoot laser beams from their mouths!

This is basically so much my jam, that I felt I should share it with the rest of you. Like I said, the project is funded, but they have a huge pile of stretch goals.
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  #1836  
Old 03-03-2019, 05:24 PM
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FelixSH FelixSH is offline
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I got a new chance to play again on Saturday, and finally as a player and not a DM. I had found a local p&p group, which just wanted to start a episodic D&D 5e campaign. For this session, we just took some premades. It was mainly a way for the DM to check if we would fit well together, which was the case. Had a lot of fun, and mastering a campaign on my own (as well as working on my social skills) made me clearly a better player. In the sense that I would actually be able to be a useful and active part of the team, with strangers even. It didn't work so well when I last time played with a group, two years or so ago.

Next time we will have an actual session 0, where we will create characters together and discuss what we want from the adventures in the future. I already spent way more time than I should on thinking about a Warlock that I would like to play. It was really nice to play again, and great that it was such a RP-heavy short adventure.
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  #1837  
Old Today, 12:39 PM
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From the indie RPG thread (Knave is technically an indie RPG, but it's basically a D&D clone so I'm moving it back into here):

Quote:
Originally Posted by Patrick View Post
And I've been thinking about how well Knave would mesh with D&D 5e. The ability scores don't line up exactly (it's built to be much more deadly), but you could use 5e bounded accuracy and make a lot of class abilities from 5e into items or magic items. So you could have an instrument that grants bardic inspiration, hand wraps that allow you to fight barehanded and get extra attacks, a headband that lets you rage out, an amulet that lets you refresh a limited number of spell books once per day, etc. It would streamline the game and add a lot of weight to encumbrance and shopping, which are both handwaved in most games. The biggest issue would be balance, so the GM would need to be careful about how common/expensive/heavy they make class ability based items. I would probably want to write up the whole system and run it by people before running anything, then maybe just start with one shots to see how it feels in play.
So, I spent a fair amount of time working on this and decided that it isn't a great idea after all. 5e classes are kind of bulky and complicate the game a lot, but if you make all of the abilities into items it forces the DM to balance everything they're handing out and award way more treasure. It's just a bunch of busywork for the DM that classes are designed to remove in the first place. And my experience is that people really like building 5e characters, so taking that away might not go over well.

Instead, I started looking into just running Knave on its own, which led me to reading Thursdays in Thracia, a series where a group played through a classic dungeon using the Moldvay Basic D&D rules. Then I started reading those rules, and they're so well written! There are a handful of archaic parts that make you look up charts, but for the most part it's a fast, light game. It took me a bit of time to wrap my head around turns being 10 minutes (as opposed to rounds which are 10 seconds), but it really adds a ton of structure to dungeon exploration and makes time extremely important. I've been doing a bunch of reading about Original D&D and OSR games too.

So instead of altering 5e to be more like Knave, I might just make a handful of changes to Knave and use monsters and spells from Moldvay Basic to run a game. I would probably still use Knave's equipment slots, ability score/modifier, and ascending AC just to simplify things. I want to include races too, but they would probably just have minor restrictions and bonuses for each to avoid complicating things. The Basic rules add a lot of other details that Knave is missing.

I'm going to do a bit more prep work first, I bet I could get a few of my friends on board. I've been skimming Keep on the Borderlands, The Caverns of Thracia, and The Tomb of the Serpent Kings, so I may run one of them. I'm going to read through the Moldvay Basic rules again and take notes for myself, then mess around a bit with a copy of the Knave word file.
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