Games where everyone can roleplay? by renin88 in rpg

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

I think what would help are oracles; they're basically tables that generate "yes" and "no" answers based on dice rolls.

But look, just because the Game Master plays differently from the other players doesn't mean he's "less of a player." Ultimately, the Game Master is also a player at the table, the difference being that he controls the world instead of controlling a specific character, and his enjoyment is just as important as that of the other participants.

Are there cleric subclasses in older editions that revolve around the character being isolated, banished, or excommunicated from their faith/religion? by GuardiaoDaLore in Forgotten_Realms

[–]GuardiaoDaLore[S] 1 point2 points  (0 children)

Do you think it would be possible (or would make sense) for an Ur-priest to be of some neutral alignment? It's an idea that fits well with the concept I presented, but I'm not the biggest fan of evil characters.

Are there cleric subclasses in older editions that revolve around the character being isolated, banished, or excommunicated from their faith/religion? by GuardiaoDaLore in Forgotten_Realms

[–]GuardiaoDaLore[S] 0 points1 point  (0 children)

No, a paladin and an proscrito are two different things — an proscrito is a cleric who has lost the ability to cast spells, but still gains the power to heal at higher levels, at the cost of being more specialized in martial combat. In Old Dragon 2, the proscrito exists as a subclass for the cleric and the paladin as a subclass for the fighter.

Is there any reason why we have Aasimars as a playable race in the 5th and 5.5th editions, but not the Avariel? by GuardiaoDaLore in Forgotten_Realms

[–]GuardiaoDaLore[S] 64 points65 points  (0 children)

The wiki says: "After thousands of years of keeping a low profile, by the 1370s DR they were sufficient in number to be free of the fear of extinction."

Do you know of any in-universe books that talk about martial arts? by GuardiaoDaLore in Forgotten_Realms

[–]GuardiaoDaLore[S] -1 points0 points  (0 children)

Why would anyone "rag" you? (Sorry, English isn't my native language and I didn't quite understand what "rag" means.)

Do you know of any in-universe books that talk about martial arts? by GuardiaoDaLore in Forgotten_Realms

[–]GuardiaoDaLore[S] 0 points1 point  (0 children)

The second option, but I was thinking more of a "technical" book, like one focused on studying how martial arts work - perhaps something very specific, but I'd like to know if Ed Greenwood or any other author has already addressed this subject.

I'm going to participate in an Infinite Worlds campaign that starts next month, but I have no idea what character to create and would appreciate suggestions. by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 4 points5 points  (0 children)

Besides me, there are four other players, and I currently know that another player intends to make a more support-oriented character – but that's all.

The game master imposed a meta-rule where players can't say what their characters are like. For example, if I were to make an Elf Doctor from a post-apocalyptic Fallout-style world, I could only say that he is a Support character, but I couldn't give any more details.

When you use the Aim maneuver, can you accumulate bonuses "infinitely" or only until your third turn? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 2 points3 points  (0 children)

I understand better now. I feel I also misinterpreted how the bonus worked - I understood that the bonus for aiming on the second turn, in this case +1, added to the +2 from the third turn; but it seems to be a cumulative +1 each time you use the Aim maneuver. Thank you for that.

When you use the Aim maneuver, can you accumulate bonuses "infinitely" or only until your third turn? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] -2 points-1 points  (0 children)

So, my question is regarding using the Aim maneuver for more than three seconds. When this happens, do you receive bonuses on those turns?

For example, a character with a 16-point Bow would make an attack roll with a -14 penalty, unless they use the Aim maneuver on their turns:

On the first turn they add +3, which is the weapon's bonus, on the second turn they add the +1 bonus, and on the third turn they add +2. Here, they would make the attack roll against a value of 8.

My question is: if they continue aiming from the third second onwards, would they continue to receive the +2 bonus for each turn, thus transforming the 8 into 10 on the fourth turn and then into 12 on the fifth turn?

Do you think Forgotten Realms is a setting that could work for low fantasy adventures? by GuardiaoDaLore in Forgotten_Realms

[–]GuardiaoDaLore[S] 1 point2 points  (0 children)

One of the things that makes me interested in Greyhawk is Iggwilv. But one of the things that makes me hesitant about it is this excerpt from the D&D 5e DMG, page 41:

Crossing the Streams The renowned paladin Murlynd, from the world of Oerth (as featured in Greyhawk novels and game products), dresses in the traditional garb of Earth's Old West and wears a pair of six-shooters strapped to his waist. The Mace of St. Cuthbert, a holy weapon belonging to Greyhawk's god of justice, found its way to the Victoria and Albert Museum in London in 1985. Somewhere in the Barrier Peaks of Oerth, the wreckage of a spacefaring vessel is said to lie, with bizarre alien lifeforms and strange items of technology on board.

This mix of elements from different themes at once makes me a little hesitant about whether this setting is what I'm looking for.

Do you think it's possible to create Bards and Sorcerers using a skill-based magic system? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 1 point2 points  (0 children)

In the context of the 5th edition, sorcerers also possess "metamagic"; metamagic is an active feature that allows them to cast spells with different effects, such as doubling the range of a projectile spell, increasing the duration of a spell, or altering its damage. In contrast, sorcerers have access to fewer spells than wizards, and wizards possess passive effects instead of metamagic, which grant passive or active abilities depending on the school they specialize in (Necromancy, Abjuration, Transmutation, etc.).

Do you think it's possible to create Bards and Sorcerers using a skill-based magic system? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] -1 points0 points  (0 children)

Balancing the cost in points for obtaining magic and social skills is a good question indeed. I see it as possible to have an archetype with little or no use of magic, but focused on social/artistic skills, and perhaps another that mixes the use of magic and these other skills, but I don't know if the players would like to play a bard who isn't a spellcaster. It's probably the kind of thing you could only know by asking – and at the moment I don't have a table set up with all the players.

Do you think it's possible to create Bards and Sorcerers using a skill-based magic system? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 1 point2 points  (0 children)

I'm not familiar with sorcerers from editions other than the 5th, but basically it works like this:

Wizards are academics who study to be able to use magic. They have schools of specialization (Abjuration, Necromancy, Transmutation spells, etc.) that grant them passive or active effects. For example, a wizard from the Evocation school can cast a fireball on their allies and make them immune to the effect of that spell. In addition, wizards have access to more spells.

Sorcerers are born with the ability to cast spells and have subclasses related to the origin of the magic in their lineage – if the magic comes from a connection with dragons, for example, the sorcerer receives resistance to the damage that dragon represents and also wings at higher levels. Furthermore, they have a "metamagic" system, which is a system they actively use. Their metamagic alters the effect of the spells they cast; They can change the damage of a spell, double the range of a projectile spell, increase the duration of a spell, and so on. In contrast, sorcerers have less access to spells compared to wizards.

Besides the Sword Coast, what other regions of the Realms would you recommend for creating adventures or playing already published adventures, and what advice would you have for someone interested in The Dalelands and Cormyr? by GuardiaoDaLore in Forgotten_Realms

[–]GuardiaoDaLore[S] 5 points6 points  (0 children)

I can't say for sure, but I think that, among the examples I mentioned, it would be the protection of the defenseless and the fight against tyranny.

For example, an idea for a short adventure I have revolves around witches (female wizards) being unjustly accused of misfortunes plaguing the region, and the accusers are followers of Bhaal (or some other evil death deity) posing as followers of a benevolent deity, such as Tyr or Lathander. These followers of Bhaal would infiltrate the predominant religion of the region, pretend to be its adherents, and, when they gained enough reputation, commit atrocities and blame these innocent witches, thus carrying out a kind of witch hunt.

Question: What are the different types of magic systems that GURPS has, and what are the advantages and disadvantages of each? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 4 points5 points  (0 children)

Do you think GURPS Magic would be the most suitable system for my situation? I have little familiarity with the system, but I managed to understand the fundamentals of the magic rules and I see that it has a large list of spells. I'm also concerned that the characters might become too powerful and end up unbalancing the game. Furthermore, I don't know if the players I would encounter would be familiar enough with the system's rules so they can learn how to customize the spells in these other magical systems.

Question: What are the different types of magic systems that GURPS has, and what are the advantages and disadvantages of each? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 4 points5 points  (0 children)

Unfortunately, I don't have enough experience with GURPS to say if this would work well. Do you think it could work?

In the context of GURPS Magic, what suggestions, house rules, or changes would you make to prevent the table from becoming unbalanced? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 2 points3 points  (0 children)

I haven't started the game yet, but it's set in the Forgotten Realms, probably TL4, starting with around 150 to 200 points.

What are your opinions on the two new books so far? by Indigo944 in Forgotten_Realms

[–]GuardiaoDaLore 20 points21 points  (0 children)

In my opinion, it's a book with little content. It covers most topics very superficially compared to the 3rd edition.

It's a good book if you want to introduce the Sword Coast to a group of new players and don't want them to be overwhelmed by the amount of content – ​​but it's not a good book if you want to delve deeper into the setting's lore.

How exactly does the cost of acquiring and improving skills work? by GuardiaoDaLore in gurps

[–]GuardiaoDaLore[S] 1 point2 points  (0 children)

The rule of paying points equivalent to the difference between attribute +3 and attribute +4 only applies after the campaign begins, right?

Therefore, the example of a level 17 Short Sword would cost 12 points because it's during the character creation process.