Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.08.19 17:06:00 -
[1] - Quote
DUST Fiend wrote:CCP Archduke wrote: We play some board games and classic RPG /D&D, Call of Cthulhu etc./ SourceWhich edition D&D do you play? Or by classic do you mean 1E? Follow up questions: Favorite player race Favorite class Favorite spell Favorite creature Favorite setting (forgotten realms, ebberon, dark sun, etc)
Not CCP, but....
3.5e and 5e. 5e with modified rules is my favorite (I miss a lot of the flanking rules and such). Half-Elf Rogue/Bard Presdigitation Gelatinous Cubes Forgotten Realms, mainly because of the Underdark (One of my favorite areas to play in.)
Searching for a group by the way, my new schedule doesn't fit my old group anymore
Currently listening to: Tsukihime OST
Re-Retired PC Scout. I miss the old days ;_;
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.08.19 19:30:00 -
[2] - Quote
DUST Fiend wrote:Ripley Riley wrote:Pathfinder. I was so turned off from years of 3.5 that I won't even give PF the time of day. I am curious about 5E though. Not that I have a group where I am anymore, but it's like me and 5 other people on the entire planet that actually like 4E haha.
5e is fun Fiend.
It's far more fluid, less emphasis on rules and clunky combat. Less time spent in combat is good, less time spent looking up obscure rules. You can't crit fail skill checks (THANK GOD), and grappling is 10x better than this convoluted mess.
Inspiration works well for RP with a few changes. My group used it so that you got advantage on a situation that made sense character wise (Such as a NG PC trying to make a diplomacy check to save a mans life), and was earned through roleplaying (Such as interacting with the world in character).
Overall, its a bit more simple, runs smoother, and puts more emphasis on playing the game rather than playing the dice. I very much like it.
I'm totally down with a Dust DnD group. As I said, I love playing, but I need people who can do it on my schedule
EDIT: The reason I like skill monkeys is because I really enjoy interacting and playing with characters rather than combat. I love trying to find my way around problems in different ways.
One of my favorites was when I was playing an Assassin. Dressed up as a guard to talk to someone suspicious. Convinced him to come with me (Presdigitation was used to fake an badge, god I love that spell), then basically intimidated him in a back alley for information. Got what I wanted, told him to leave, ditched disguise. NC characters are so much fun to play when done right.
Currently listening to: Tsukihime OST
Re-Retired PC Scout. I miss the old days ;_;
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Ghost Kaisar
Fatal Absolution
12
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Posted - 2015.08.19 21:21:00 -
[3] - Quote
DUST Fiend wrote:Ghost Kaisar wrote:DUST Fiend wrote:Ripley Riley wrote:Pathfinder. I was so turned off from years of 3.5 that I won't even give PF the time of day. I am curious about 5E though. Not that I have a group where I am anymore, but it's like me and 5 other people on the entire planet that actually like 4E haha. 5e is fun Fiend. It's far more fluid, less emphasis on rules and clunky combat. Less time spent in combat is good, less time spent looking up obscure rules. You can't crit fail skill checks (THANK GOD), and grappling is 10x better than this convoluted mess. Inspiration works well for RP with a few changes. My group used it so that you got advantage on a situation that made sense character wise (Such as a NG PC trying to make a diplomacy check to save a mans life), and was earned through roleplaying (Such as interacting with the world in character). Overall, its a bit more simple, runs smoother, and puts more emphasis on playing the game rather than playing the dice. I very much like it. I'm totally down with a Dust DnD group. As I said, I love playing, but I need people who can do it on my schedule EDIT: The reason I like skill monkeys is because I really enjoy interacting and playing with characters rather than combat. I love trying to find my way around problems in different ways. One of my favorites was when I was playing an Assassin. Dressed up as a guard to talk to someone suspicious. Convinced him to come with me (Presdigitation was used to fake an badge, god I love that spell), then basically intimidated him in a back alley for information. Got what I wanted, told him to leave, ditched disguise. NC characters are so much fun to play when done right. My thing with all that though is you can really do it no matter what rules set you're using, it just mostly comes down to the individual being able to RP it. It's nice to see crit fails removed from skill checks but that's been a house rule of mine ever since way back when I found D&D, right when 3E came out. It never made any sense with me. So, a ninja who has trained his entire life and has been literally infused with shadow is sneaking through a dark alley, and rolls a one. The drunken hobo nearby sees him? No. It just never made sense to me, so crit fails and successes on skill checks have always not existed in my games. You just use the total vs total. Ultimately it just comes down to what your group is most comfortable with, and what you're comfortable shelling money out on. A good DM can make any system shine and adjusting rules to better fit your particular group and playstyle has been a staple of the game since forever. Some day when I have money to blow again I may give 5E a serious look, but right now I have almost every 4E book, have in the past bought every 3E and 3.5 book (thankfully I owned a gaming store briefly and got all my 3.5 books for wholesale, that was tight). I can't imagine giving them more money anytime soon haha. My biggest concern has always been this though. Can an end game fighter (non caster) stand up to an end game wizard (caster)? That was ultimately what drove me from 3.5, and I won't engage any system that doesn't address this in some way.
Here is the power curves for classes at different levels.
They are outstripped a bit, but nowhere near as bad as they were. Overall, its a lot more flat. Even with all the extra attacks and stuff though, the fighter will almost always be outstripped due to the sheer versatility and range that a mage can use. That being said, if you get in range, that mage will most probably die, especially if you took the Mage Slayer feat. You get to attack as a reaction when spells are cast within 5 feet, mages have disadvantage on concentration if you damage them, and you get advantage on saving throws against hostile spells cast within 5 feet. Excellent for shutting them down, IF you can get in range.
As for crit fails and successes, that's been a house rule as well. Now I just get to throw the book at rules monkeys faces when I play with a DM who likes to do stupid stuff like that.
And as for books, well. They can be pretty cheat if you know where to look
Currently listening to: Tsukihime OST
Re-Retired PC Scout. I miss the old days ;_;
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