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Messages - Cave Bear

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I really wish D&D 3.5's Expanded Psionics Handbook (and its online support) had alternate class features for martial characters.

Psionic Paladins
Paladins may replace Detect Evil with Detect Psionics, and they may replace Smite Evil with Smite Psionic.
When paladins would gain spellcasting at 4th level, they may instead gain psionic manifesting. They gain power points as though they were a psion three levels lower, and their manifesting level is equal to half their paladin level. They learn one psychic warrior power at each level.

Psionic Rangers
Rangers may select psionic creatures as a favored enemy.
Rangers gain access to a new combat style; they may gain Psi-Slayer as a bonus feat at 2nd level, and Pierce Psionic Protection at 6th level.
Like paladins, rangers can trade their spellcasting for manifesting at 4th level.

Psionic Monks
Monks in a psionic may replace their Still Mind class feature with Improved Still Mind. This grants a +2 bonus on all saving throws against mind effecting spells, powers, and abilities.
Monks can trade their Ki Strike class feature for manifesting starting at 4th level. This is the same as the manifesting gained by psionic paladins and rangers.

Barbarians and Rogues
Barbarians and Rogues may trade their Trap Sense class feature for the Unflinching class feature. Whenever they are subject to a stun or daze effect, they may reduce its duration by one round to a minimum of one round. When the effect's duration ends, they also become immune to stun and daze effects for one round.
The duration reduction increases to two rounds at 6th level, three rounds at 9th level, four rounds at 12th level, and so on.

Starting at 3rd level, fighters reduce their armor check penalty from shields by one, and may add their shield bonus to touch AC.
They reduce their armor check penalty with shields by an additional point at every 4th level gained thereafter.
At 7th level, fighters may add their shield bonus to their opposed rolls to avoid being grappled, bullrushed, or overrun.
At 9th level, fighters are no longer subject to attack penalties while holding tower shields, and they may use their tower shields to gain cover against spells and powers.

Pen and Paper Roleplaying Games (RPGs) Discussion / Re: Chinese RPGs?
« on: April 15, 2021, 06:38:25 AM »
I'm studying Mandarin in Taiwan right now. I can try asking around when my skills are a lot better.
There might be someone on Komica that can find what you're looking for.

Pen and Paper Roleplaying Games (RPGs) Discussion / Re: Chinese RPGs?
« on: April 15, 2021, 02:48:37 AM »
I lived in the People's Republic of China for three years.
China's a big place, and any generalizations of it are going to be about as useful as generalizations of America.

If you check Taobao (China's online shopping site of choice, since Amazon and Ebay are banned) you'll find TRPG's and dice. The books are mostly in English, but I've seen translated bootlegs and Japanese games on there, too.

More westernized places like Hong Kong will have a larger presence of RPG's and TCG's. Tier 2 cities, like the one I was living in, less so. Still, some of my students had at least heard of tabletop roleplaying games. They were more familiar with Call of Cthulhu, though. CoC is more popular than D&D in East Asia.
Shanghai had a Vampire scene as I understand it, but I hear it was mostly girls using it for speed dating. Vampire-related media is popular in China, but not for the trench-coats and katanas.

Death cult, lots of references to blood, keeps coming back, wants people to "let him in".

I can see a game where that is a secret truth. I can also see people going absolutely crazy just mentioning the idea.

Could it Ever be done? Is there a group of people that would actually give it a go?

I'd probably allow it, but I'm not part of your gaming group. Just read the room.

No, I have not tried japanese rpgs, the kids gave me allergic reaction to all things oriental with their anime obsession, so likely never will.

Anyone familiar with shadow of the demonlord? going to check out how classes are done in that in the near future.

I've played that. It's one of my favorites, actually. You start at level 0 with no class, then you get promoted up to one of the four basic ones. At higher levels you freely pick from what are basically prestige classes with no prerequisites except for level.
There isn't a skill system, exactly. You do get free-form professions that give you boons on rolls when they are relevant, but you don't have things like 'Use Rope' or 'Sense Motive' or whatever.


My group seems to want to strike a balance between completely free form skill based and hard coded class. By default in D6 fantasy the use of magic or casting spells for example is not limited to class, its a skill anyone can acquire, but you only have so much to spend on advancement so focusing on magic alone by default limits what you can spend on combat or stealth skills.

Have you played any Japanese roleplaying games? Like Sword World, or Night Wizard? A lot of those let players select three character classes at level 1 from a really long list of really specific classes, like 'grappler' or 'faerie tamer'. It feels kind of half-way between skill-based and class-based to me.

Design, Development, and Gameplay / delete
« on: February 16, 2021, 12:35:04 PM »

I think there was a round table discussion on youtube between Seth Skorkowsky, the Dungeon Professor, and Questing Beast where somebody said something I found interesting. In Call of Cthulhu, a player could have a brainy librarian for a character, but they'll still try to shoot guns or punch people when they can, but a wizard in D&D won't hit a kobold with his staff when its standing right in front of him, because the player is attached to this idea of "I'm a spell caster. I don't attack with weapons. I cast spells." They were remarking that character classes tend to lend themselves to a "look at your character sheet" style of play. I've noticed this myself, and I've been getting more interested in classless systems, like Runequest. Have you seen the video I'm talking about?

Pen and Paper Roleplaying Games (RPGs) Discussion / Re: Battle Maps
« on: January 30, 2021, 04:36:17 AM »
I haven't used Foundry yet.
I like tabletop simulator myself. You can actually import 3D assets in that one. The Unity Asset Store has a ton to choose from.

Pen and Paper Roleplaying Games (RPGs) Discussion / Toads
« on: January 30, 2021, 04:32:53 AM »
I want to talk about the use of giant frogs and toads in fantasy roleplaying.
Frogs figure prominently in the first published D&D adventure, but also in numerous folkloric sources.
The Ripley scroll depicts a toad emerging from a dragon's mouth as part of its alchemical imagery.
We also see amphibians, like Pepe the frog, featured in contemporary memes.

Tell me about frogs and toads in your campaign! Or, share sources of inspiration.

I'm designing a game where weapon distinctions are front-and-center. There's no classes or skills, so aside from four stats, characters are mostly distinguished by their equipment. Weapons have their own distinct movesets and a ton of customization.

Have you expressed similar criticisms regarding 10 minute turns in AD&D?

It is necessary to divide games into discrete units of play for the same reason novels are divided into paragraphs. Those units could be turns, rounds, phases, encounters, innings, downs, etc. Your problem is that some games use scenes as their unit of play, but do you have a problem only with that specific kind of unit?

So, if a player character carried a kid on their shoulders, how would you rule it? Maybe kids don't weigh as much as plate armor, but plate armor doesn't move around on its own or make nearly as much noise.

Space, both shelf and table, is at a premium in my area. Most of my face-to-face gaming has taken place in bars and coffee shops. Everything you want to use in a game has to fit in a back-pack and survive a trip through the subway. 3-D terrain looks cool, but it's just impractical for my purposes.
Tabletop simulator is another story, though. You can do all kinds of cool stuff with that.

I like to compromise with an archaeological approach to storytelling. Write your crappy fantasy novel, but don't tell it to your players. Let it be something that happened in the past, where the events cannot be changed, and drop the players in the aftermath of those events. Break your story up into gameable items and environments that the players can find in any order and piece together. Let them put the pieces together and do the work to try and figure out what the story was.

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