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Messages - cloa513

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There is a difference between an adventuring artist and an artist who adventures. The former might tell a lot about enemies and friends from paintings or sculptures, might alter reality by painting an alternative or just like the swords and scandals movies  where Zeus would stand up a figurine of Heracles to relieve him of extreme tiredness and injury. The latter just goes places selling his trade but nevet uses his abilities outside.

Silver John looks like an interesting inspiration. What is the best nonrpg vaguely medieval fantasy bard. We are lacking painters and sculptors and other than Alan A Dale many that favour groups.

Adventuring artists such as the Pied Piper of Hamelin  and Orpheus, preferably ones with marvelous magical artist feats that affected the world not limited to courts or towns- What are some other ones and  are they generally focused on being artists?

Changed to a subcla ss feature so it can cover up 20 levels. There are sone tough low CR monsters but isnt that against adventurers when they dont see the monster coming.

Subclass Feature
1 Action
60 ft
V, S
Instantaneous 1 Hour
You summon summon any monster but only one at a time according the following table where the number is the level. You can't summon or create any other monster or creature while the monster summoned by this spell is alive and present.

You choose a monster type and some key qualities and then the GM summons a monster that fits your qualities list and if one doesn't exist then summons a random one that  fits the type. It is best you don't know the monster's full stats and name.

You can't control a creature until you pass a Charisma save or otherwise convince the monster to follow you by convincing it or know its true name.

1. Level 1 Challenge rating 0 or 1/8
2. Level 2 Challenge rating 0, 1/8, 1/4 or 1/2
3. Level 3 Challenge rating as per 2 or CR1.
4. Level  4 Challenge rating per level 3. or CR 2.
5. Level 5 Per 4. or CR 3.
6. Level 6 Per 5 or  CR  4.
7. Level 7 Per 6 or CR 5.
8. Level 8 Per 7 or CR 6.
9. Level 9 Per 8 or CR 7.
10. Per 9 or CR 8.
20. Any CR

So you can the some of the best of all worlds- the anonymity of play by post and the opportunity to have more interactivity- are there sites set for text-based online roleplaying or do people just use something  like discord?

Pen and Paper Roleplaying Games (RPGs) Discussion / Microworld
« on: December 30, 2019, 06:27:00 PM »
What is the basic game loops of Rifts-Madhaven? Reviews never say it clearly.

I'd agree with that as a player. A new GM  should ask for some ideas and some absolute no go areas but make some outline that sounds interesting from the general culture of the group. With that outline  on the table, then the players can make some suggestions for adjustMents. Best to make the outline rather limited- make something to practice witb rather than a masterpiece.

Pen and Paper Roleplaying Games (RPGs) Discussion / Microworld
« on: December 28, 2019, 11:52:55 PM »
Can you post a link to gameplay please.

Pen and Paper Roleplaying Games (RPGs) Discussion / Microworld
« on: December 24, 2019, 11:52:01 PM »
Quote from: DocJones;1117397
Yeah.  We call it a dungeon. :-)

Its not called a dungeon unless you restrict movement speed and have real time play possibly with always on map.

Pen and Paper Roleplaying Games (RPGs) Discussion / Microworld
« on: December 24, 2019, 09:57:46 AM »
Here is the concept that modifies all sort of systems.

You are in region where it is simply impossible to move fast and it is limited in area. Some possibilities are it is overrun with weeds that are superfast growing and essential to locals with additional pitholes that you can avoid if walking- limiting motion in three dimensions; you are in thickly wooded/ fenced valley with unclimbable/super sharp sides; you are in dimly lit dungeon/cave complex with those difficult pitfalls; you are a postapocalyptic city- nothing but unliveable wasteland  outside and inside is a chaotic mess of slums, stalls which restrict travel; you are a survival with so much debris and buildings that getting around is very slow and clumsy.

The advatages of microworld is everything can have planning as it is much likely to come up with gm forcing and you can have combned types of roleplay- one is fighting, one is exploring, one is talking at the same time. Anyone do a microworld in part or whole their game?

Quote from: Shasarak;1115666
If I was to make an estimate then I would guess that a +0 is probably a million times more boring then a +1

Yeah maybe we can sit around the game table holding hands and singing Kumbaya.  :rolleyes:

Neither statement was called for. Please let's focus on how you sell a 0+ equipment. Magical equipment and develops its power over time so it might give you only a tiny situational effect but with the right inducements it wil! be become a poweful weapon that fits with how your character has developed. You can only have one magical weapon, armour etc because the one you hold absorbs the magic from a second, third... one which aids in first one's development and makes the other one ordinary.  All magical equipment is rare and interesting. Something like that is a good sell.

Quote from: Omega;911190
Essentially you are talking about something thats been around since pretty much the start and needs no mechanics.

The fighter shields the magic user so they can cast. The cleric heals the fighter so he can fight longer.The guys with shields protect the guys with pole arms.

A totally MMO approach that forces a single minded role creation.

Quote from: Omega;911190
The character with Intimidation scares the NPC and then the one with Persuasion steps in and makes an offer. Or even just the presence of the intimidating looking character helps with that persuasion. Or sometimes the chain of info checks as one character picks up a clue and then another applys a different skill to it to learn a little more or something new.

Hence why I prefer natural synergies like this as opposed to purely mechanical ones.
Those  are mechanical synergies added on to represent reality so are my ideas for synergy. I think it is totally unrealistic to say that the players are their characters or that they do all their characters do even if you take a time lens 6s of player time represents 1 min. They can only account for maybe 6 hours of 14 hours waking time. The unrepresented time is not doing nothing- they are interacting so that should have some effect.

The characters are professionals (not the same as expert) in my mind whether mercenaries, special forces or career criminals. It comes into why they even together at all- all pros knows you can't do "missions" of high value without the support of other pros- people who only seek lots of gold, stuff end up dead very quick.  Their abilities play off each unconsciously (physical presence, casual talk)  so naturally there are synergy effects that can't be simply shown by the players. Anyway the real point of the thread to have some idea of how the mechanics work. It could be that the synergy effects come into play for abilities that are hard to obtain say outside of class. Any players who just go for the synergy are going to be totally trounced by their collective lack of diversity of abilities or they end up having abilities that just are terribly useful. You could have the DM play  NPC who keeps in the background for a low number of members party who synergises with the few others (even solitary).

What systems have intercharacter synergy? Say some character idea (A) includes can can do X but someone (B) else does X twice as well unless it can be arranged that B is busy so A can shine then it is bit of waste of character A development but if the system includes that at least A and maybe B gains something just for having X then I think it is more fun for A & B and the whole group. Even more interesting if A's X advantages B's Y ability e.g. swimming  (when the adventure does not include water terrain) helps dodge.

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