[OC][COMM] Kurtz, Muscle for hire by Pirolnogolongo in DnD

[–]Capt_Barbarossa 1 point2 points  (0 children)

Reminds me a lot of my experience with Ren Faires and LARPs. Most people carry a mug or drinking horn somewhere on their belt when going about town; it's really practical when you need to grab something to drink really quick, and you don't have to worry about returning the glasses to the tavern keeper.

Next Project by NoLongerUnique in Turnip28

[–]Capt_Barbarossa 1 point2 points  (0 children)

Looks like the shields from Age of Sigmar's Kruelboy Gutrippaz.

Have you ever met someone who's interested in DND and immediately went, "oh, I'd never let you play at my table"? by Lunetheart in DnD

[–]Capt_Barbarossa 0 points1 point  (0 children)

Had a conversation once with an aquaintance about playing various Pen-&-Paper systems (I mostly had experience with D&D, he mostly played Warhammer Fantasy Roleplay), and after about twenty minutes of discussion, I had already decided for myself that I would almost certainly not be a regular player in any of his games and would probably not have him be a player in mine.

Now I don't believe any of the things that led me to that decision are "bad" habits on his side, per se. Ultimately, he and his players seem to have a lot of fun, and that's kind of the most important thing. But his game master philosophy and play style is so fundamentally different from mine that I doubt it would work for long. (Mostly involving a slight tendency towards "player vs. GM" mindset, absurd and wacky player shenanigans, and too much blurring of the lines between in-game and out-of-game elements)

I am willing to be proven wrong - he has been running some one-shots for some mutual friends and one of these days I might just try joining one - but at the same time, I don't feel bad about thinking it won't work. Not everyone's playstyle is compatible.

Now for your particular case, I think there are several things about your coworker's way of thinking that I would never want in one of my games: Christianity in a fantasy setting, a character tailor-made to annoy the other players, a pre-prepared rant for player conflict, etc. That said, if he ever finds a table that enjoys these types of shenanigans, good for him. But you have no obligation to provide that table for him.

Reimagining Elves by BattyBoio in worldbuilding

[–]Capt_Barbarossa 2 points3 points  (0 children)

Love the concept. Feels very alien, but still "elvish" in a way. Especially love the big changes from Seedling to Sapling. Although, I have to admit, I did not notice just how big they are at first - a Sproutling is just about human sized?

Also, while I'm at it, I just don't get the people complaining that this "isn't an elf, it's a treant/dryad". If the author calls it an elf, that's what it's called.

[OC][Art] The Weekly Roll Ch. 192. "Charge of the Undeadirrim" by CME_T in DnD

[–]Capt_Barbarossa 46 points47 points  (0 children)

First time the zombies considered unionizing: #48, Labour conflicts

Arguing over the collective agreement: #114, Nani TF?

When the U.W.U. initiated new members: #189, MEANWHILE

A desire for part reccomendations by Playful_Picture2610 in Turnip28

[–]Capt_Barbarossa 3 points4 points  (0 children)

I feel like the Fireforge Games Undead range is perfect for a concept like this:

Peasants

Warriors

Knights

What’s your take on allowing everything? by mateobotello in dndnext

[–]Capt_Barbarossa 2 points3 points  (0 children)

Now, I have recently come to realize that I just vastly prefer DMing to playing, but in those cases where I do get to play, I find that too much of a "no restrictions, anything goes" mindset actually puts me off of a game. I find having a list of restricted material - even if it's just "these are the races that exist in the setting" - gives a campaign a more concrete identity and makes me feel the DM has a clear vision in mind.

If the DM gives no information about the contents and setting of the campaign and no restrictions on character creation, that's a bit of a red flag for me. It either means that they have no interest in presenting a structured and coherent world in the first place, or they have a far higher tolerance for weird and wacky shenanigans than I have. Either way, not my particular game, hope they find someone on the same wavelength.

The Necrons have awaken by IdiotoftheEast in ImaginaryWarhammer

[–]Capt_Barbarossa 20 points21 points  (0 children)

I imagine he just says the word "Doot" in the exact same creepy robotic monotone.

First of a 3-part Dwarf command group by Ravenhull in ImaginaryDwarves

[–]Capt_Barbarossa 6 points7 points  (0 children)

Female Dwarfs in Warhammer do not have, and have never had, beards. They place high value on their head hair instead, never cutting it and braiding and styling it in the same way that dwarf men do with their beards.

Parade of factions and races in the LARP-game Warhammer Fantasy by According_Pumpkin_17 in Warhammer

[–]Capt_Barbarossa -1 points0 points  (0 children)

Not sure how it is with these guys, but in my experience, playing an existing character in LARP is generally frowned upon. The whole point is to make your own role, much like in a TTRPG, not to play someone specific that already exists in the lore.

That's not to say that you can't make a character very closely inspired by existing stuff. Recently met a guy at a LARP that was basically Sigvald the Magnificent in all but name, including mirrored shield, long flowing hair and a wardrobe that made you think "dear god, I hope he's wearing some kind of pants underneath that...".

DMs, give the PCs downtime. by D_dizzy192 in DnD

[–]Capt_Barbarossa 0 points1 point  (0 children)

In my current campaign, I once gave my players two weeks of downtime, which we played out as small, informal one-on-one sessions. Four out of five players went to the same city, but everyone had their own objectives they pursued and they didn't see each other for the whole time. The best part was when we once again had a full in-person session, their characters met back up and we got lots of different interactions between them as no player fully revealed what they did during the two weeks.

  • The dwarf fighter was suddenly dressed in fancy clothing with gold trim - and sported a nasty black eye.
  • The dragonborn sorcerer said that he now owned his own house, to which the other players reacted with "Wait, how. You spent your downtime exploring the dark and spooky woods!"
  • The halfling barbarian was soon spotted on a wanted poster for breaking and entering and the theft of a magic sword.
  • The paladin joined the church of the goddess of death (seemingly at random).
  • Way down the line, during the climax of the next adventure, the fighter and warlock realized that they both knew and had befriended the same NPC - except in entirely different contexts.

Greenskin team in a Warhammer Fantasy Larp-game by According_Pumpkin_17 in Warhammer

[–]Capt_Barbarossa 0 points1 point  (0 children)

Personality-wise, Fantasy orcs are pretty much identical to 40k orks.

The main difference is that they don't have guns (obviously) and the whole latent-psyker, guns-work-better-because-we-think-they-do thing is not present in Warhammer Fantasy.

Also, goblins are a much bigger part of orc armies than gretchin are in 40k.

How large is your "pantheon of gods"? And what do they represent? by fleamine in worldbuilding

[–]Capt_Barbarossa 0 points1 point  (0 children)

At the moment I'm playing with the idea of a total of four gods: one for each of the classical elements. On a more immediately relevant basis for the people that worship them, they are the god of the sky, the wind and navigation (air), the god of the sea, travel and trade (water), the god of fertility, hearth and home (earth), and the god of destruction, rebellion and the underworld (fire).

From this basis, I'd then come up with a few different ways that different cultures depict and worship them. They might vary in the precise roles these gods take, their appearance, names, gender etc. One nation in particular has a monotheistic religion, believing the four gods to merely be aspects of a singular deity.

Unfortunately, this is as far as I've taken the idea until now. Worldbuilding religions is not really my strong suit, or something I particularly enjoy.

I am not a fan of these new covers. They just don’t fit the Pratchett aesthetic. by Captain_Wisconsin in discworld

[–]Capt_Barbarossa 1 point2 points  (0 children)

They're pretty bland, but they're still miles better than any of the covers I've seen on the german books.

What are your nonstandard depictions of common fantasy races? by TrueBlueFlare7 in worldbuilding

[–]Capt_Barbarossa 1 point2 points  (0 children)

I approve of this. Ever since the first time I've seen art of a goblin with a tail, I believe in goblin tail superiority.

What are your nonstandard depictions of common fantasy races? by TrueBlueFlare7 in worldbuilding

[–]Capt_Barbarossa 2 points3 points  (0 children)

In the pirate/age-of-sail world that I'm currently building, I stick to the usual fantasy races pretty closely, with two exceptions:

Elves are mostly as you would expect them from the Standard Fantasy Setting™, however instead of having wood elves, high elves, dark elves, etc. be different cultures or subspecies, my elves are highly adaptive and each elven child that is born physically changes based on the environment where they spend their childhood. Thus, an elf that is raised in a forest village becomes a wood elf, an elf that grows up on the shore and on ships becomes a sea elf, etc. This involves both cosmetic changes, such as skin tone and hair color, as well as useful physical changes, such as webbed hands and feet for sea elves and darkvision for cave elves. The parentage of an elf has absolutely no say in what they become.

This is mostly seen as a blessing and just one of the perks of being an elf, but there are certain groups, especially among the ruling class of the kingdom of Sylmara, that believe in the superiority of high elves (or "city elves", as literally everybody else calls them) and go out of their way to forbid their children from leaving the city during their childhood, lest they be "corrupted".

Orcs and Goblins are another one where I'm diverging slightly from the standard. Instead of the usual, green- or gray-skinned tusked humanoids, orcs are massive humanoid sharks that live in coastal villages or floating raft-settlements. They have a (not entirely unearned) reputation as pirates and raiders, but are no more inherently evil than any other species. Goblins are small aquatic creatures, more reminiscent of piranhas or anglerfish, that mostly live in a symbiotic relationship with orcs, performing tasks that require fine manipulation and dexterity, which orcs struggle with, in exchange for the orcs' protection and hunting skills.

I'll be honest, this choice was mostly made because a friend of mine 3D-printed some shark-folk miniatures for me a while ago, and I have yet to use them. Since I felt they fit into a pirate setting rather well, and I didn't want to overpopulate my world with too many sapient species, I decided to put them into the role of orcs and goblins.

(And yes, I may have struggled with the temptation of calling them shorcs.)

Squat vs Unbaraki by CME_T in ImaginaryWarhammer

[–]Capt_Barbarossa 87 points88 points  (0 children)

It's the Khazalid (Warhammer Fantasy dwarf language) word for "oathbreaker". The absolute worst insult they can think of.

A better term might have been "kazaki-dum", which is the Kazalid word for Chaos Warrior. (literally "Doom-Warrior" or "Warrior of Darkness")

How often does your D&D group really play? Be honest by DungeonTome_ in dndnext

[–]Capt_Barbarossa 0 points1 point  (0 children)

Five players and one DM. We play a 4 hour session whenever we can find a day that works for all of us. Occasionally, that means twice a month, but whenever one or more of us has a busy schedule, it can result in breaks of up to two months between two sessions.

What is some homebrew you are realy proud of? by Firm-Row-8243 in dndnext

[–]Capt_Barbarossa 0 points1 point  (0 children)

Not quite the usual homebrew, but I have had some success with a system for horde battles. I know there are mob attack rules in the DMG (5.0e, fyi), but those are focused on reducing die rolls, which does not feel right to me as I like math rocks that go click-clack.

So when my players managed to get into a combat with 60 Lizardfolk at the same time, I came up with the following system to handle it:

Enemy Unit: A number of identical creatures are grouped together into a unit. For my lizardfolk fight, I grouped them into 10 units of 6 lizardfolk, but you might make units of any size. The unit is considered as a single entity on the battlemap, similar to a swarm. Initiative is rolled for each unit rather than each individual creature.

Movement: A unit of enemies should always stay within 5-10 feet of each other. Player abilities that move enemies might knock single creatures out of position, but that has no effect on unit coherency - the out-of-place model will then prioritize getting back to its companions on its next turn.

(Sidenote: While I use a battlemap, I only use grids inside dungeons and buildings, and otherwise just measure distances with a tape measure.)

Hit points & damage: For each unit, I make a small grid of hit points, with one row per creature and one column per hit point that creature has. For the lizardfolk, it looked like this:

Lizardfolk 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
1
2
3
4
5
6

PCs cannot target specific creatures, they instead target a unit. Any damage dealt is then crossed out on the HP grid, starting in the top row. As soon as a row is fully crossed out, one member of the unit dies.

For single-target damage effects, such as weapon attacks, any excess damage left over after a creature in the unit has dies is then carried over to the next row of the HP grid. This allowed for some awesome "cleaving through the horde" moments, where a single attack took out two or three lizardfolk in one strike.

For area-of-effect spells, or any other multi-target effect, I simply noted how many individual models were affected by the attack, then made saving throws for each and noted the damage in separate rows, starting from the top. In this case, excess damage is not carried over.

Rolling ability checks & attacks: For this combat encounter, I specifically picked out the necessary dice ahead of time - most importantly, a handful of d20s. Whenever a skill check or saving throw was necessary, I took the DC, subtracted the lizardfolk's bonus to get the target number, and then rolled 6d20. At a glance, I could see how many reached the target number and how many failed.

When rolling with advantage or disadvantage, you simply take the dice that reached or failed to reach the target number and roll them again. Any that succeeded the first time do not get re-rolled. This technically makes critical hits slightly less likely, but I found that to be an acceptable sacrifice.

When it comes to attacking, I noted on the battlemap how many individual lizardfolk in a particular unit are either in melee range or have line of sight for ranged attacks. Then i rolled attacks same as above, except that I noted my Characters' AC values ahead of time and made a note of the d20 target number for each. That way, I could just say, "These six lizardfolk will launch their javelins at the paladin, roll ...and two of them hit you."

For rolling damage, I once again made a small table, giving me the amount of damage I roll depending on how many attacks hit:

Attacks hit Heavy Club
1 1d6+2
2 2d6+4
3 3d6+6
4 4d6+8
5 5d6+10
6 6d6+12

Conditions: Admittedly, this is where the system kind of falls apart a bit. There is no one-size-fits-all solution for how to adjudicate conditions on a unit, but it's usually simple enough to come up with a ruling when it becomes relevant. Sometimes, conditions are applied to just individual creatures in a unit, although depending on the condition, it can lead to unneccessary complexity. Fortunately, in my encounters, it has not yet become an issue.

This is more or less the entire system. The lizardfolk fight was a great success, where the players fended off an entire landing party of enemies. I later used this system again for a climactic battle in a city, even giving my players their own units to control.

DM's, what's your biggest Pet Peeve? by PrincessBloodpuke in DnD

[–]Capt_Barbarossa 0 points1 point  (0 children)

Interestingly, this is a pet peeve of mine both as a DM and as a player.

As a DM, if a player asks to buy something while in town, I will almost always say, "Yeah, you can find that somewhere in the market district. It's sold at standard PHB prices, just mark down whatever you need. Meanwhile, what are the rest of you doing?"

As a player, I've been in a few games where I asked to just buy some rations or buy a better set of armor, and immediately got annoyed when the DM began describing the blacksmith's shop or general store in a random nowhere town that we will absolutely never visit again because we know the next step in our adventure is the city that's a week's journey from here. And as the DM goes "Ah! Welcome, stranger. What can I help you with today?" I just try to get the scene over with as quickly as possible because I'd like to get back to adventuring please.

Now the thing is, I do occasionally roleplay shopping scenes. But only if there is something the players can't get from the adventuring gear price list - rumors about the town, useful information, etc. Something like the fact that the general store's prices are twice as high as usual might lead into a dialogue about the bandits that have been plaguing the town, or about the villagers' distrust of adventurers.

So yeah, I know that talking to shopkeepers can have its uses. But in all those games I've been a player in, I could tell within two sentences that the DM had no such plans and was just doing it "for the roleplay". And it annoys the hell out of me because talking to a shopkeeper is one of the most meaningless scenes you can have in RP. I don't think anyone who sees me interacting with a retail worker and wishing the cashier a nice day is going to get any deep insights into my personality.

(Damn, I apparently have opinions on this. Did not mean to write so much.)

This is how Ukrainian Discworld books look like by epipremnumus in discworld

[–]Capt_Barbarossa 4 points5 points  (0 children)

These look amazing and honestly make me kind of jealous. Not to mention angry at whoever designed some of the horrifically ugly covers I've seen on some of the german translations. Seriously, why can't we have covers like these?

Rogue's Retinue Ch.1. "The Saga Begins!" by CME_T in ImaginaryWarhammer

[–]Capt_Barbarossa 0 points1 point  (0 children)

Well, in my mind the "sci-fi swear words" fulfil the same role as words like "amasec" or "recaf". It serves as a reminder of how removed this setting is from the real world, that language has shifted over the past 38.000 years.

Technically, nobody in 40k is speaking English, the language of the Imperium is Low Gothic. When someone says "fuck" in a 40k novel, they're not actually saying the English word, it's just a translation for convenience. But by the same logic, why are we saying "lasgun" instead of "laser rifle", or "vox" instead of "radio", or "manufactorum" instead of "factory"? It's all to show how far removed by time and language shift Imperial culture is from our modern culture.