When your characters die, are they dead for good? Have you ever resurrected one?
>>55069862
No.
It's in the Forgotten Realms, so there are plenty of mid level divine casters.
I ran a game where a halfling PC who hated elves get reincarnated into an elf.
It was purely by chance. I even let him roll for his new body.
So /tg/... I am once again back in the Gm seat. I have not been a Gm for about 5 years. Lats time I GM'ed anything was 3.5. I've looked up the 5e rule sett and seems not to different from 3.5. Maybe some reduction in the overall numbers. But my question is as follows.
Any thing I should watch out for when Gm'ing 5e ?
>>55069239
Most UA (unearthed arcana, semi-official PDFs put out by wizards as playtest material) is good, particularly the player options. Avoid the Theurge and Lore Wizard wizard archetypes, they both serve to make the most versatile class in 5e, the wizard, even more versatile without sacrificing any power, even compared to the "best" default archetypes.
The PHB ranger is bad, even if not using ANY other UA content, steer ranger players to the US Revised Ranger.
Don't let players try and game for more skill check attempts, nothing breaks DC math harder than letting 4+ players roll that d20. The "help" feature exists for a reason, if multiple people are trying it and the action benefits from numbers, they get advantage.
Advantage and disadvantage are binary and cancelling. Any disadvantage negates any advantage and vice versa, they aren't weighted.
Spells do what they say. This may seem obvious, but i've dealt with a high percentage of former 3.pf players who try and use spells wrong. Grease is slippery, not flammable.
Concentration checks. It's a big part of how casters function in 5e, on both sides of the screen. Make sure players are rolling them every time you deal damage. I suggest some sort of colored or lit denotation of concentration, so you can always see at a glance. I use a similar system, via red/green post-its, to denote reckless attacks on a barbarian in my group.
If a player wants to play a Warlock, make sure they understand that they will be playing, essentially, a martial with caster flavor, not a wizard with beams. Most rounds will be eldritch blast.
Encounter math feels off for new DMs, remember that you are expected to run 6-8 total encounters, more if "easy" less if "deadly", in a long rest period, with 2 short rests mixed in. For many DMs that means upping the encounter rate or lengthening the rest times. If you expect 6-8 encounters in a week, set it up so that a long rest is a day off and usable once per week instead of per 24 hours.
How much of anassholedo you like your fairies in your setting?
>>55068862
You got two of them, sort of, in my setting. The more common ones in the galaxy tend to team up with Aliens and help them out. Imagine a fairy providing radio backup in a modern/sci-fi setting.
The other is Humans, one of the smallest species in the Galaxy. They have transforming robots.
>>55068862
Mischievous, but with an equal capacity for good and evil ranging by individuals, as in humans. A nice fairy will tell a wounded warrior how to get to the healing spring, but might hide his clothes while he's bathing for a laugh, because fairies love a good prank. An unseelie fairy might make him promise them his firstborn or something, and then when he inevitably tries to get out of it later reverses the healing power of the spring and watches him die.
>>55068862
Enough to make Sunibee proud.
How do I have telepathy in my game without it being completely OP? Aside from removing it completely
Make it vague. Don't give every person a running narrative in their head; shoot for general ideas or images, or use emotions instead.
Have it take time. Don't make it like flipping a switch and suddenly they're in someone's head. It could take quite a bit of concentration or even extended physical contact.
Alternatively (or additionally), have there be a "delay" while the raw thought-data is processed into something useful; this delay could be anything from a few seconds of lag to cumulative worsening lag to needing a lot of quiet time after the fact and turning telepathy into a search-and-analyze sort of deal.
Telepathy only works against people that do [X]. This gives the PCs a challenge in making their targets do [X] without them realizing it. [X] could be anything you can justify; for example, if telepathy is magical in nature, it might be saying their name because names have power. Other examples include thinking in sequence (going "1, 2, 3, 4..." in your head makes it easy for mental invaders to get in), wearing a specific type of metal jewelry (something something telepathic resonance), and maintaining eye contact eye contact (window to the soul and all that).
>>55067484
Thanks for the reply. It's a Sci Fi setting btw. One issue I've got now since you've helped is that the interaction between the player and the person having their mind read is dull and is just a dice vs dice scenario.
What are some of /tg/'s favorite milk runs? Shadowrun specifically, but generic cyberpunk stuff works as well.And don't say Food Fight
Ain't no such thing as a milk run, chummer
OP's mother.
>>55066847
Assisting the local PD/private sec with something they can't handle.
It's a pretty good setup for a bunch of things.
What's the best way to make an election setting in a tabletop RPG?
I've never gotten to play an actual table top based on superhero. Let me hear your experiences and stories.
>>55066590
Bumping out of interest
I'm in a game running TSR's Marvel Heroes system, but not using the Marvel universe. It started out as super-powered misfits getting wrangled into secret-agent shenanigans, then it turned out everything they knew was a lie, and the organization responsible for them was bombed from orbit. Now it turns out aliens are real, the party is split on opposite sides of the galaxy, and whenever we get back together we're going to have to go into business for ourselves, or leave the human race at the mercy of mysterious alien machinations.
So in short: super hero system, the actual super heroing has yet to really start, but we've pulled a fast one on two megacorps, punched a mind-controlling terrorist in the face with a laser, and beaten a mutant-making mad scientist through a wall.
>>55066738
Sounds like you had fun.
I've always been into the idea of a game where character creation is actually part of the universe. The people you're playing as were literally made somewhere; their skills, abilities, and talents all programmed into them, and once they were done cooking these humans were spat out to complete their tasks to whatever force created them. I know there are some settings that have tube people already (Paranoia) for one, but I think it'd be cool to have a game where mass production of humans is a major theme. Some good old fashioned "who am I?" philosophical sci-fi shenanigans.
Are there any games with this as a focus?
If you were to run such a game, what type of force would be creating these tube people? Corporations? Super governments? Aliens? Mad scientists?
Sounds like eclipse phase. But that game has a whole host of other themes associated with it too.
I always assumed that's what necronica was vaguely about, but never actually felt the urge to look into it
Continued from >>55041968 (Assuming I did that right)
There seems to be demand for this so let's see how long it keeps going. Post some comfy cozy and d'awwsome images.yeah this is supposed to be a "lookit this pleb image" but when I saw it I thought, "y'know, this is what GMing is all about, building a story and watching your players get into their characters"
>buried treasure
>desert islands
>rum
>uptight Royal Navy type assholes who want to put a stop to this uncivilized nonsense immediately by hanging until the neck until dead
>ghost ships
>mutiny
>crossing people
>suspenseful fog
>the secret pirate cove where all the pirates go to drink rum in secret pirate taverns, bang secret pirate sloots, and sing secret pirate songs
>loot
>double-crossing people
>hunting down those double-crossing bastards and double-crossing them and stealing all their loot
>sword fighting on the rigging
What would you consider to be the essential elements of a swashbuckling TRPG adventure on the high seas?
>>55066287
> Native booty, both the hard n' shiny, n' da soft n' sweet type
>>55066287
You pretty much nailed everything except:
>rope swinging
Make this character into a BBEG
How difficult can it be?
Not hard at all
So, I realized I can't find a english version of this game, but, can someone at least help me find the scans from the book so we(my friends and I) can try to translate to english?
Bump the thread if you find scans, I'd be interested in translating ig it's any good.
I looked even on the pdf thread and I found nothing, but, I heard there is already translated...
So, why is magic usually limited to puny predefined spells?
Why can't they do just any fucking thing?
They are fucking wizards
Do you ever play a wizard that can do whatever he wants?
>>55065844
I see you've never played World of Darkness before.
>>55065854
... The two mage systems are kinda about this.
... Implementation can be wonky, particularly if you fail every spellcasting check.
people say they were OP enough in 3.0
Following the collapse of contemporary civilization, by order of an epidemic apocalipse or similar event, society shatters and survivors are fated to roam a no man's land, trusting no one and struggling to survive, never again to form large groups. This is what most fiction tries to tell, as we relate to the selfish and darker side of humankind when desperate.
Except, is it really what would happen? It's in our nature to be selfish, indeed, but wasn't by working together that those civilizations we had today have formed? As if in a primal instinct that by working together, your chances to survive are greater?
It strikes me as kinda of foolish how most media reteling the old zombie apocalipse cliche always depicts humanity as uncapable of working together.
What do you think /tg/? Is it naive to expect cooperation in times of desperation? Or we, humans living in this age, would be so inclined to darker paths just by the vices and a way of living that have grow so different from when we started?
How the people in your setting would react?
You're right, and you're also wrong. People will wind up allying together when they can, that's part of our nature. But it's also part of our nature to fuck over other people if we're given enough motivation or reason to do so. Different groups will form, and inevitably some groups are gonna try to fuck with other groups. It'll take time before someone is able to unify everybody, either through reason or with force.
>>55065768
Indeed. I figured as much, since the same happened in the past as small groups formed and civilization was born. But with culture and information getting spread as fast as their are today thanks to the magic of the digital age, do you think history is doomed to repeat itself?
Also, how do you think different cultures react to such event?
We are kinda of used to see how major cultures would react (probably), but what about all this other places?
What impact does the event hold for nomads in the desert or indigenous tribes?
Any insight in similar cultures?
>>55066066
The digital age certainly helps us, but in a scenario where we lose that? A lot of us aren't going to actually know that much. Why retain info when you can just look it up whenever you need it? A lot of people are going to be brought back to square one and need to rely on whatever their focuses were in life to get by. Libraries would be a great way to get things going again, but specifically trying to avoid the past? I don't think a lot of people are going to keep that in mind when Group A has more stuff than them and refuse to share.
I'm no expert on every culture, but I would love to see the difference between how the west would react as opposed to the east. A place like America is all about individualism, conflict is bound to arise when people decide they don't want to take someone else's shit. A place like China, however, while I'm sure would have plenty of conflict, is a lot more willing to take shit as long as it supposedly helps everyone out. Maybe less violent conflict, but people taking a whole lot more abuse.
So I have been playing Domina recently and I have begun thinking that it would be cool to run a Gladiator game. A game where the players are gladiators and they have to navigate the world of gladiator fighting, and all the subterfuge and violence it involves.
How would you do it? This thread is for brainstorming.
I was thinking the following would be involved as a given
>exploring the master/slave relationship
>fights
>a WWE-esque nature(long running rivalries, elaborate and stupid "behind-the-scenes" stories, ect)
>the commercialization and commodification of this blood sport(the players may start getting sponsorships and merchandise)
>freedom vs the comfort of being valued
>competition, friendly and otherwise.
bump