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2021-12-13, 05:57 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
I think the point was that failure isn't very interesting from a mechanical standpoint, rather than in general. I think most people would agree with you that a game with no chance of failure would be pretty boring (though I suspect there would be a lot of arguing over how big that chance should be ).
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2021-12-13, 07:56 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
If I remember correctly, Call of Cthulhu lets you increase a skill when you fail a check against that skill. So that game lets you transfer failure into better stats directly.
Funnily enough, when I did a one session scenario for CoC once, one of the players was actually disappointed that he succeeded at every roll, because it meant he wasn't going to get any increases at the end. Even though it was a one-shot where advancement was irrelevant.What did the monk say to his dinner?
SpoilerOut of the frying pan and into the friar!
How would you describe a knife?
SpoilerCutting-edge technology
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2021-12-13, 08:11 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
At low levels, player characters don't have access to many suitable abjurations nor do they have money for many retainers or redundant copies of spellbooks. Magical means are not a replacement for mundane ones at that point, at best they're cherry on top. Meanwhile, beasts of burden, such as donkeys and horses, and then carts and wagons, are basically the next step up from walking everywhere on foot, and among the earliest mobile platforms for storing excess loot and equipment on. Never making common sense use of them and always carrying your spellbook on your person is more "naively paranoid" than any idea I've posed.
By the time you can afford as many copies and loyal retainers as you want, you are close to or above name level and are capable of having an actual stronghold of your own to store important copies in.
Originally Posted by Quertus
Originally Posted by Quertus
As for stolen copies, you yourself likened spells to recipes for explosives. The analogy should make it self-evident why you care about said copies being stolen, you don't want your explosives neutered or used against you. It's optimistic to assume stolen information never comes to bite you when said information is by default weaponized and dangerous. It's even sillier to assume surrendering advantages won't make fights worse.
Oh, and since you keep bringing up Speak with the Dead... that's not universally available spell. In games I've played, taking information security seriously means it can even stay that way.
Originally Posted by Quertus
Originally Posted by Quertus
Which is why you set up camp daily or, at higher levels, have some kind of mobile fortress with you, so you never are too far away from a safe location. Also, the best way to keep your spells topped in transit is to use as few and as low level as possible during travel. Or stock up on scrolls.
Originally Posted by Quertus
Originally Posted by Quertus
Originally Posted by Quertus
Originally Posted by Quertus
Originally Posted by Quertus
Originally Posted by Quertus
Planned incursions to the planes are a different thing entirely. If you're planning a long-term or one-way trip, that's a good enough reason to bring your entire library. But it's also good enough reason to establish a new home base in the target worlds. At highest levels, you aren't going there in person if you can avoid it, you'll be sending a clone or astrally projecting, while your body and spellbooks remain safe in your tower.
Originally Posted by Quertus
Originally Posted by Quertus
"15-minute workday" is only tangentially related. That happens when you spill your whole load at earliest opportunity and immediately retreat. I'm simply talking about obvious intended use of using fast travel spells to get back to a safe location when the need arises.
Originally Posted by Quertus
Originally Posted by Quertus
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2021-12-13, 09:53 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
That approach came in AD&D 1e and OD&D, and was well documented in Dragon magazine and elsewhere (The AD&D 1e DMG even mentions the gold-rush-town-price-inflation model as an example). All of this before 2e was a glimmer in Zeb Cook's imagination.
It wasn't outright hostility because there needed to be a game, but players were on the metaphorical leash.
"Entitlement" was their buzzword.
4E was grounding the both of them. No supper. No tv.
5E didn't bring back the leash. Instead, it locked the DM and player in a room and told them they're not leaving until they get along. After arguing back and forth compromise was reached. A window was opened - the early splat books. The door was unlocked - Xanathar. They can have supervised free play - modules and gameworld source books with Eberron as a Christmas present. Finally they're set free - Tasha. Old tensions simmer. It's to be determined if 5.5E brings peace or open warfare again.
Not quite true. In some cases, yeah, after fighting the magic user you may find their stuff. You could also find them (1) by stealing them, or (2) find them during one of those "dig into the old tower and defeat the monster that's been sitting there since it ate that old wizard...but hasn't the manual dexterity nor inclination to open that box hidden in the back of the locked wardrobe. Oh, yeah, and the box/chest has a poison trap on it... and the false bottom has explosive runes on the cover ..." We mostly rolled as we encountered / discovered new scrolls or new books. Another nod to Vance was that you had to have a certain amount of incredible brain power just to try and handle a high level spell. (Hence the INT restrictions on 6th and above from Greyhawk on).
It's faster than the previous two editions. Not as fast as the original.
My experience was similar.
We all did that. It's where a lot of our share of the treasure went between adventures. Making that 'traveling' spell book or a backup.
FR is full of a wholly different flavor than the designer's worlds, but in the era that it arose nobody cared: each table had its own flavor. Where FR got so much traction was in the novels, I suspect, written by a lot of writers who are better at fiction that Ed G.
Ever been to a Turkey and tried to buy a rug? It's a fascinating exercise in dickering, negotiation, bargaining, and human interaction. For people raised on department stores and supermarkets, it's an eye opener. See also markets in Italy, where I lived, where I learned the phrase mi fa un sconto (or uno sconto) and its application in a similar exchange. See also offered and accepted prices for a house, if you've ever bought or sold a house. See also the offer and acceptance of a price for a commodity or a stock purchase on Wall Street or other trading house.
There's a negotiation involved in the vending of expensive / valuable items. The core assumption of D&D before the video game era was that magic was rare, expensive, and dangerous. That feel has been lost, somewhat. Harry Potter style magic seems to be more popular ... the stories we are most familiar with may shape our expecations.
Seen those too.
*pretty sure he didn't remember wizards had to cast Read Magic to read another wizards spellbook and you lost all memorized spells when you died.
Originally Posted by 1e DMG, excerpts from page 39
Finding new spells was a key motivation for the Magic User PC. It was baked into the class. If you risk your life to get that arcane knowledge/power, you may value it a lot more than if you get it for free.
So would Great Orc Gods.
Tunnels and Trolls does that as well. (The edition I own, which IIRC is 5th ed T&T). When you make a saving roll (which is used for a lot of skill checks) you can get points, and IIRC we got more if we didn't succeed. Our campaign was sadly shortened recently by RL.Last edited by KorvinStarmast; 2021-12-13 at 11:29 AM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2021-12-13, 01:05 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
I'll take people's word for it about 1E. I hadn't played it except briefly in high school when I really didn't know anything about the game or what I was doing. I count 2E as my first official foray into D&D during college. I didn't know 2E had just came out when I started playing it. We were college students but still had that lack of maturity.
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2021-12-13, 03:25 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Obviously YMMV, and this is influenced by the games I was personally in or heard about, but the idea of "paranoia = leave your spellbook somewhere you can't see it" seems bizarre to me.
I used to be a paranoid player, and rule #1 of that paranoia was:
Don't trust in anything but yourself, and possibly the other party members.
Keeps got invaded when you weren't around. Followers died if you sent them to do anything dangerous, which "guard our stuff in a hostile area" certainly qualified as. Travel plans changed unexpectedly, sometimes with no chance to return to any given place. NPC allies might turn on you. Social titles could be taken away as easily as they were given. Anywhere you put your stuff left it in danger of being stolen, but at least if it was on your person then you had a chance to prevent it (or could reasonably call BS). Buried nearby? Stored in a keep? Kept in a secure vault? All just different routes that could lead to "while you were away, someone took/destroyed your stuff ..."
Now I'm not endorsing this attitude, it's assuming an adversarial relationship which isn't usually the case and pretty much never should be. But that's what I think of when I think paranoia. Leaving your spellbook off in the distance is practically handing the GM an invitation - "feel free to steal it as a plot hook".Last edited by icefractal; 2021-12-13 at 03:30 PM.
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2021-12-13, 04:18 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
The more I read the discussion about spellbooks, the more I'm convinced it hugely depends on GMing style (which itself heavily depends on the other peoples the GM has played with in his past).
Sure, the enemy could get stronger by stealing your spellbook, but by how much? Could it have reached the same strength by other means? There is some good chances that had the stealing not happen, the enemies would have found other ways to get stronger (like stealing from a NPC), even if not as strong.
Sure, having a good spellbook might attract robbers, but by how much? Is there really that many fools in the world ready to risk their life against a Wizard known to have that high of a body count? Also, will the GM actually sacrifice fun of the table, or will he just be satisfied in putting some somewhat regular encounters to keep the theme of "peoples want your stuff" but without pushing it to the point where the players are actually bored out of having similar encounters?
Different GMs will likely lead to different optimal behaviour, and it's even likely that multiple equilibrium exists. A world in which the optimal behaviour is to have a high amount of backups is a world where clever NPCs have a high amount of backups, so it's a world in which keeping your knowledge secret is less important as the NPCs have already plenty of way to acquire knowledge out of each others, making it "even more optimal" to have a high amount of backup. A world in which the optimal behaviour is to keep your secrets is a world in which it is possible for some specific spell to be totally absent of the circulation (and not appear randomly in the spellbook of a no-name caster), making it even more important for peoples having this spell to keep their privilege, making it "even more optimal" to keep your spellbook secret at all cost (even after death if you care about your heir).
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2021-12-13, 04:41 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Honestly the whole spellbook thing is so utterly DM dependent that it can't really be dealt with except on a DM-by-DM basis. Whether a wiz needed, wanted, should, could, do backups & travel books is totally dependent on the type and magnitude of the DMs jerk-ass or clueless. Good DM? No terrible problems, will tell you or clue you in as to how they run things, and if backup/travel books are important they let you make & secure them.
Bad DM? How it goes will be totally dependent on the DMs particular faults. Some you can put copies on each party member and it takes a TPK to un-wizard you, others may fiat theft of all your books to fit their "story-plot". My bad DM just didn't think about it and when the spellbooks got nuked as side effects of "story" we un-wizzed because we'd never had a chance to do anything other than stay ahead of the plot steam-roller behind us.
You can still get nearly the same in 5e today, just have a no-share, no-sell, & very rare scrolls DM and have the book nuked while you have your 'in town social encounters' spells memorized or you'd swapped out for some special circumstance. Prep a bunch of fire spells to fight ice demons, book gets nuked, then spend the rest of the campaign on the plane of fire where no books because !!fire!!. Bad DM is bad DM, but you can at least warn new/ignorant DMs with a blurb in the DMG or something.
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2021-12-13, 04:42 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
IMO the whole thing boils down to neither tyrannical DMs nor realism, but rather a heavy handed attempt to make the core concept of killing stuff to get stronger make sense.
Just like in 3.X I often gave NPCs inherent bonuses rather than magic items. My players ofc threw fits because it felt like cheating, but the reason I did it is because it is impossible to actually maintain the reward cycle of killing, looting, and shopping when every kill doubles your wealth.
TLDR, its a gamist kludge to keep PCs and NPCs unique and to make sure getting new spells always feels rewarding.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2021-12-13, 07:47 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Even at high level, not all PCs had Ride proficiency. And not all roads - and very few off-road excursions - were suitable for a wagon. So these were not necessarily good investments.
If the PCs *did* have such, yes, they make great places to store extra copies of your spellbook… *if* you trust your companions, henchmen, hirelings, etc.
That doesn't match my experience. AFB, but IIRC a book, quill & ink run much, much less than a horse.
Suppose Evard wants Bigby's spells. Is it easier to get them from Bigby, or from Bigby's camp while Bigby is out? Which location encourages Evard to come (or send his agents) more? IMO, "back at camp" is the juicier target.
0) remember, the context is the claim that my rant about hidden spellbooks is misplaced.
1) that's the player, not the character; that's metagaming, not role-playing.
2) we're talking 2e, not "your table" (unless you happen to be Ed Greenwood, or game at his table, which…). Citation on this being a standard 2e rule?
3) even if this *were* a standard 2e rule, and even if we didn't care about role-playing and only cared about the player, my rant is about NPCs.
3a) (by definition, NPCs don't have players)
4) also, more often than not, it's not "the enemy", but an unknown agent you'll never see again, a rival, or even a fellow PC stealing your book.
Again, more likely that it *won't* impact you, personally and directly, than that it will. After all, whoever has your spellbook already has your spellbook - why should they care about you any more?
Um… now, I know I'm senile, and get things confused, but…
In 2e, is it not the case that- Speak with Dead is a Cleric 2 spell;
- by default (ie, outside things like specialty priests from Faiths and Avatars), Clerics get access to "all the spells"?
Unless I'm really confused, it's pretty dang trivial.
Ed Greenwood's works not making sense in 2e is kinda my point - you can't really refute it with, "Ed Greenwood's works don't make sense in 2e".
You are correct, Quertus did not consider that possibility. He is… poorly suited to such games of deception. That psychological flaw may be related to why he has researched so many custom information-gathering spells…
That said, fortunately, we have stats on those characters, and no such discrepancies are listed.
Also good options. Note that I made fun of Ed Greenwood's NPCs for failing that way, too.
I should really QUOTE myself here, but… to paraphrase, the context is "enemy Wizards know that their best source of spells is other Wizards", to which my response is, "if they think that way? If they come to get my books? I'd rather face them in person, where their d4 HP and inferiority to me (because why else would they steal my spells?) makes them so much weaker than the monsters my party usually kills, they're like free loot and free XP by comparison. So, to them I say, 'come and get it!'. And I'm sure my party feels the same".
In that context, your response *only* makes sense if the PCs specifically hunted down the NPC Wizards for the express purpose of killing them for their spellbooks, as opposed to the module hurling the suicidally homicidal NPCs at the party.
Granted. That said, canon sources say that they *are* the spells, however they came to be in circulation.
Citation?
Or Melf? Or Tasha? Or…
I think it's fair to say that the *average* adventurer is *better* than some of the Wizards that have spells named after them, and that an average Playgrounder is probably better than them all.
True. Hasn't been a problem for Quertus (granted, he's not exactly free with his "best" spells (not that anyone else could cast them)), and, really, given how much time most PCs spend fighting monsters IME, it's rarely a problem if some random Wizard knows one of more of their random spells, too.
Eh? How does "what players appreciate" possibly figure into a question of whether or not a strategy is idiotic? I mean, "Wizards don't like losing their spellbooks, therefore 'keeping it on your person' should be perfectly safe" seems to follow that logic, yet leads to conclusions other than the ones you've drawn.
Also, "PCs love playing the bandits hounding the NPC adventuring party, *especially* if they follow your 'leave my spellbook behind' logic".
Fair enough. Most players I've gamed with are too loss adverse to accept such, generally refusing to even use consumables. But that's obviously not a universal stance.
Eh, not exactly.
If, during the Time of Troubles, Selune met a couple of jesters on her way to find civilization, and left them to guard her spellbook while she popped into a dungeon for a few hours to gather extra items? Yeah, I think I'd steal her spellbook from camp, and not be interested in attacking her camp when she got back.
Point is, the PCs are the primary deterrent, IMO & IME, from PC-class infiltration.
Most modules don't run that way. Most.
Most GMs that Isekai the party don't have them appear naked. Most.
Most portals aren't built by gods of perversion to strip the party. Most. My god of perversion, OTOH…
So, IME, that's *usually* not an issue.
Citation on the existence of "Dimensional Anchor" in 2e?
And, while I agree with the general "bamph home" strategy, such "15mwd" cornerstones really weren't done much IME with 2e. (Insert Syndrome "help me help me lame lame lame")
Too true.
I played at every table I could find, and… it just wasn't something that was done back then.
And, for reference on what "I haven't seen it" means, I gamed with every group I could find (except 1, long story), topping out at 6 sessions per week, and, last I tried, I still remembered the names of about 200 people I'd gamed with.
It wasn't just 1 table; IME, it just wasn't done.
We may have to disagree on how "obvious" that usage was. You saw it, I saw it, but most people I played with? Not so much.
Intended, though? Got a citation on that one?
Hmmm…Spoiler: module spoilersSo, turns out, according to the module, the boat burns to the waterline unless the PCs are there to defend it. Which matches my "PCs are the primary deterrent" logic.
Regardless, after the voyage, the PCs after in a foreign land, bereft of their previous safe places.
Um… I don't know how you roleplay your PC Thieves, but… give me the option of "steal from dangerous Wizard" or "steal from a safe"? I'm choosing the safe.It sounds… safe.
If the pirate were written as not spamming spells like they were candy, that might make sense. Instead, her completely full spell loadout, her tactics, and that strategy are all three at odds.Last edited by Quertus; 2021-12-14 at 06:11 AM.
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2021-12-13, 08:02 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Paranoia is playing a Sorcerer. Or maybe a Druid or Cleric, though those invite other avenues for DMs to screw with you.
If you're talking about the party's enemies, I don't think spellbook theft is happening to increase their power so much as to decrease the player's. It's not bad tactics so much as it is a shift in the social contract that can be unreasonably effective because people assumed they didn't need to take precautions. It's relatively easy to have backups against spellbook theft, but since that makes "your spellbook was stolen" uninteresting, most DMs won't steal the spellbook, meaning most players won't take the precaution, meaning that DMs who do are effectively metagaming against their players.
Once again, WBL delenda est. Enemies having non-item bonuses (or things like the Drow's disintegrating equipment in earlier editions) is crappy. The solution is to have a system where you cannot turn yourself into a demigod by lighting a large enough pile of gold on fire, or turn a hoard of +1 swords into a +10 sword. Then enemies can have regular equipment, and PCs can simply not use that equipment, or maybe get a marginal upgrade like turning a Lightning Axe into a Fire Spear because a Fire Spear works better for their character.
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2021-12-13, 08:21 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Yes. Punishing people for failing to describe their elaborate security precautions is only worthwhile if the scenario is something the players enjoy. If the players don't want to play as paranoid murderhobo sociopaths then the world shouldn't expect them to be.
Or, from a non-RP and purely mechanical point of view: trying to balance something by making it tedious for the player to do is never a good idea.Last edited by Gurgeh; 2021-12-13 at 09:01 PM. Reason: Clarity
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2021-12-13, 08:56 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Much easier said than done.
Players like getting treasure, and like that treasure to have a mechanical benefit.
At the same time, enemies with lots of flavorful gizmos is fun, and depending on the system maybe mechanically necesary to keep up with the PCs.
Like, imagine if comic books worked under the same assumptions as D&D, where every time a villain was defeated their gadgets (and to make the analogy more apt, powers) were added to the hero's arsenal.Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2021-12-14, 02:19 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
I think Batman has used villain gadgets on occasion, at least. But yeah, it's not exactly common and that has always kind of bothered me a little. Someone creating revolutionary equipment and using it to rob banks is weird enough, no one else using said equipment for anything is even weirder.
Also, doesn't the solution of giving NPCs inherent bonuses instead of equipment go against the above reasoning just as much as RandomPeasant's suggestions? With the added "bonus" of possibly annoying players more, since having a system that relies a lot on magic items but not giving any seems less honest than having a system that relies less on magic items.
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2021-12-14, 02:55 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2021-12-14, 03:50 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
constitution, whenever higer than level, should determine hit dice.
You are reading a group of ten completely false words...
____
May the force protect you from the ill will of the nightmarish combat wombat.
May you never feel prey to the urges of being a culture vulture...
May you, above all and most importantly, have the luck to pat a nat cat.
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2021-12-14, 05:08 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
TBH, it's less "annoyed" and more like "infernal wrath" for me, though my rationality and ethics keeps me from bull rushing my fellow player(s including the GM) equipped with torches and pitchforks...
A solid proven solution (if a bit band-aid-y). If I ever run a PF2 game, I'll run both the vanilla and ABP rules together, ruling that only the higher of item / potency bonus apply (to simulate a newbie adventurer picking up a +3 Major Striking greatsword by fate and actually benefiting).Below are the things I personally care when rating whether I consider a RPG rule as a favorite or not, in order;
- Legally guraranteed for free commercial redistribution (ORC, CC-BY-SA, etc.)
- All game entities (PC, NPC, monsters, etc.) generally follow the same creation structure and gameplay rules (with some obvious exceptions)
- Martial and Magical character archetypes do not completely overshadow each other in common situations (combat, exploration, socialization, etc.)
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2021-12-14, 05:44 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Inherent bonuses are fine ... if the PCs can operate that way too, and if it's presented as "this guy with a bunch of permanent buffs, implied to have pretty serious backing" rather than "just a normal bandit".
When you have stuff like a normal person using low-quality equipment, but the numbers are set to match fully geared PCs, it makes the PCs look pretty crap. Wow, with significant magical augmentation you can be the equal of some random dude who's not trying that hard!
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2021-12-14, 05:49 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Last edited by Tanarii; 2021-12-14 at 06:30 AM.
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2021-12-14, 06:27 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Caring too much about the NPCs Captain Hobo's the PCs.
Citation? AFB, but iirc there was a… maybe 10 entry table, that said something like, "find the top 4 that apply, and roll a d4".
I'm guessing you believe in HP as meat points? Or just that the healthy Wizard should hit more often than the Fighter?
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2021-12-14, 06:29 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
You are reading a group of ten completely false words...
____
May the force protect you from the ill will of the nightmarish combat wombat.
May you never feel prey to the urges of being a culture vulture...
May you, above all and most importantly, have the luck to pat a nat cat.
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2021-12-14, 06:53 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Ah - did you ever play or see a copy of Gamma World 1st or 2nd Ed? (Not sure about 3rd.)
There your Con score was your hit dice (adding points to stats under 18 was one of the bonuses one could choose for "levelling").
If I remember correctly 1st Ed was d6 hit dice for all, 2nd Ed started handing out bonuses for "pure strain humans" (other than having computers usually react positively to them) and one of them was d8 for hit dice.
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2021-12-14, 06:58 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
sounds nice but I really propose a hybrid system... most characters have 8 or 9 constitution, so most would have 8 or 9 hit dice... however those that level, if they level above their constitution, get hd based on level, so a 21st level adventurer is still better than a 0th leve commoner with 3-18 constitution (3-18 HD).
You are reading a group of ten completely false words...
____
May the force protect you from the ill will of the nightmarish combat wombat.
May you never feel prey to the urges of being a culture vulture...
May you, above all and most importantly, have the luck to pat a nat cat.
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2021-12-14, 08:06 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
I give the 2e authors some credit. First off the prose style was more accessible. The books were a little bit better organized. The re organiztion of classes was a noteworthy effort, I have mixed feelings about it but it was coherent. But as with its predecessor, bloat was going to happen and it did. I liked the extra descriptions of monsters in the MM, personally. If you were going to start in AD&D rather than B/X-BECMI 2e was a lot easier to digest than 1e AD&D. They'd had a decade or so of experience and fan feedback to make a few course corrections.
Which is unfortunately only part of the level progression concept from the original idea. And it very much took the game over in 3.x, unfortunately. The GP/XP approach and the monster XP, both together, was IMO the superior one. YMMV. Gave you multiple paths to advancement. Heck, getting XP for a magic item was a whole 'nother good idea, though its application was uneven from table to table.
You can be paranoid without being a murder hobo and/or sociopath. My warlock, for example, pact of tome, chose Alarm as her first ritual ... because she is paranoid.
Yep. Dragon's breath wiped out many an item in my experience, but man, rolling all of those saving throws took a while. Lesson learned was "Avoid Dragon's Breath!"Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Regarding the cost of spellbooks, I think in the 2E DMG they had rules about how much spellbooks cost and how many pages each spell took up in the spellbook and such. If I recall correctly, it was something outrageous like 2000 go for a 100 page spellbook, and 5000 gp for a smaller, lighter, 50 page spellbook, something really ridiculous. Maybe if it made spellbooks harder to destroy than regular books, but I don't reme,ber anything along those lines.
Warhammer 40,000 Campaign Skirmish Game: Warpstrike
My Spelljammer stuff (including an orbit tracker), 2E AD&D spreadsheet, and Vault of the Drow maps are available in my Dropbox. Feel free to use or not use it as you see fit!
Thri-Kreen Ranger/Psionicist by me, based off of Rich's A Monster for Every Season
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
We had a player in AD&D 1e who went to the trouble of having metal (steel with copper coating on the inside) boxex made to protect his spell books. The DM and he came up with a price, and this very much increased the saving throw of the books when someone laid a fireball on us. He even had, in the same book bag, a pottery container of beeswax to reseal the boxes when he stowed them.
Why?
The first time we ended up in the water the DM did a percentile check to see how much water intrusion happened, and a couple of the spells, randomly determined, were ruined. What I loved about the player was his response to that. Not "DM, you screwed me" but "how do I prevent that in the future" and beeswax is what he came up with.
When you embrace a modest amount of simulation/verisimilitude, stuff like that can be part of the fun.
Whenever he was in town, he was always scrambling for money and a chance to write another scroll. His scroll tubes were made of bone and had tapered wooden stoppers with, once again, beeswax seals. (He even provided the DM with a drawing/specs, yes, we were engineering students ).Last edited by KorvinStarmast; 2021-12-14 at 08:21 AM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
It's similar to the attempts to balance planar binding by having devils weasel out of contracts. It sounds good at first glance, but the end result is a conflict of technicalities between the players and the DM that ends up not being fun.
I didn't say no treasure, I said no WBL. Others in this thread have mentioned PF's ABP, while my preferred solution is Tome Magic Items. But the basic idea is that you make it so that you can't turn a big pile of crappy magic items into a game-breaking bonus. Then you can just give enemies treasure and that treasure can be different from the magic items the PCs currently have (and therefore rewarding to get), but not game-breaking. So you fight a bunch of Yuan-Ti and instead of having generic +1 swords and +1 chainmail and whatnot that go to the upgrade from +2 to +3 on your cloak of resistance, they have various snake-themed weapons (like acid whips and poison daggers) which have roughly the same bonuses as your current gear and you can use them if you think it is cooler to have a poison dagger than the ice hammer you got from when you fought some Frost Giants last adventure.
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2021-12-14, 10:15 AM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
Yeah, my stance on magic items is that I mostly detest the Just Numbers ones, like rings of protection and cloaks of resistance. I'm coming around to the idea of PF's ABP because my current GM is using it, and he managed to dissuade me from my stance on "I like muh barbie doll dressup how dare you take away muh magic item hoard" by pointing out that I had just said "Man I wish I could use this Cloak of Piercing but I can't really afford to get rid of this Cloak of Protection, my Fortitude AND Will saves suck ass".
When I'm DMing for 3.5/PF I spend a lot of time thinking about magic items, and usually end up creating my own at least once per Drop. I focus on getting a fine balance of "stuff I think my party would like to have" and "not making it obvious the GM is doing that", with the knowledge that anything they don't like they can certainly find a buyer for. Plus just enough of a sprinkling of trapped, cursed, or otherwise dangerous items to temper the impulse of "aw yeah free stuff!" with a bit of caution, but not so much to turn them off of Loot.
It really paid off with an entire arc that ended up getting started by a cursed scimitar that started some diabolical whispers to the glory hound fighter who was in it for the fame that the others were stealing the spotlight and downplaying your role in the heroics, especially the bard, who you never really liked anyway. They're trying to shut you out of your rightful place in the legends. You can't just let them do that, you know.
Plus, creating custom magic items lets me fiddle with game balance in little ways that wouldn't really be well suited to sweeping houserules. As much as I dislike 5e's massively expanded Concentration spell nerfs (which could probably be an entirely new chain in this thread), I acknowledge it'd take a lot of cautious houseruling to adjust without wrecking the built-in balancing decisions in unexpected ways. But I can offset it a little bit by giving the wizard my homebrewed Magemind Amulet, which lets him choose to either shunt one Concentration spell onto it to hold two Concentration spells at once, or automatically succeed on one Concentration check per round. I got a really happy player, a balance item adjusted somewhat for my liking, and a good reward for clearing the dungeon, all at once.
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
@Quertus: in order to have time to reply to some other post, I'm limiting my reply to just few points:
Originally Posted by Quertus
If a character has bookbinding proficiency, they can cut costs by 50% to 75% percent, and it takes two weeks, plus one day for each five pages, to make. Player's options: Spells & Magic.
A horse, on the other hand, costs between 75 and 1000 gold pieces, depending on how good of a horse it is. Donkeys and mules are cheaper.
Conclusion: if you've been getting redundant copies without significant time and financial costs, you have not actually played under the rules on which my arguments are build on.
Like, you can argue for cheaper paper books - the basic rules assume vellum or parchment. But under the basic rules, books are expensive. You only get one book for free at character creation.
Originally Posted by Quertus
Basic form of that is not having location of your camp be common knowledge. So if Bigby is doing their job right, Evard does not know where their camp is, forcing Evard to go through Bigby or Bigby's associates.
Another basic form is limiting access. One of the better ways Bigby can do this is by using his unique spells, the very same ones a potential enemy might want, as keys. So now even if Evard knows where the camp is, they have to go through Bigby.
All the while, there's the question of what Bigby himself is doing. If he's say, going through a dungeon where he might have to wade through water, have fireballs or flaming oil thrown at him, have to crawl through mud-filled tunnels, get in a fight etc., he has a lot of very good reasons to not have a cumbersome and fragile object such as book on his person. On the plus side, for Evard, that is, if Bigby exhausts himself in those activities, ambushing Bigby when he's returning to camp is one of the likeliest occasions Evard can best him. Provided, of course, that Evard knows where Bigby is. Before even asking your questions, nevermind figuring out the answers, Evard has to win a round of spy versus spy. If Bigby wins, it doesn't matter which Evard thinks is the juicier target, because Evard doesn't get to choose. The actual odds of either winning the information game depend on exact character traits, so cannot be calculated in the abstract.
Originally Posted by Quertus
Game master: "The terrorists stole your blueprints for a nuclear weapon while you were away."
Quertus: "Cool, that means they won't try to kill me anymore!"
Game master: " . . . "
Originally Posted by Quertus
Originally Posted by Quertus
That's how the spell description of word of recall begins, for example. Tell me with a straight face it's not obvious. Your anecdotal experience matters not, when easily acquirable evidence shows this was common enough to become an established trope across gaming mediums.
To draw this to some kind of a close: those "most people" and "most modules" you played with? Yeah, they didn't observe the basic rules of the game any better than Ed Greenwood's modules. If my observations and conclusions look alien, it's because in reality we were playing different games.
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2021-12-14, 12:14 PM (ISO 8601)
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Re: Unpopular D&D Opinions Part 2: Popular To Talk About
The XP values in the 2e dmg were for creating items, not for just finding them. I'm not sure 2e gave XP for treasure (except to Thieves, as an optional rule).
Huh. My senile memory could be wrong about the pricing details, I suppose.
If your memory is correct, that puts it well above the couple hundred gold cost of a good horse, but within the price range of a wagon plus multiple horses to pull it.Spoiler: Halls of the High King spoilerAnd well within the range of what you could afford if you haggle with the quest-giver.
But what else is a 2e Wizard gonna spend their share of the loot (which, mind you, probably includes "all the cash and valuables", as the random tables have very little in the way of magical items of use to Wizards) on, besides spell books? A tower? (How much did that run?) Golems generally didn't come online until level 16-18, you usually paid for powerful spells with years of your life, not expensive components, and "gathering components (for items)" was a series of adventurers, not a trip to the market. There really wasn't much else/better for Wizards to do with their cash.
Perhaps at some point I'll make it back to my books…Last edited by Quertus; 2021-12-14 at 12:16 PM.