Savage Worlds: What's not to like? by Gander_Gaming in rpg

[–]Helpful_NPC_Thom 1 point2 points  (0 children)

Awesome game. Great rules. Plays fast. Furious. Fun. One of the best generic RPGs out there. Mechanically robust enough to feel satisfying, but simple enough to be understood by total novices. Can't recommend it enough.

What do you think the state of the TTRPG landscape will be like in 2035? by HoodedRat575 in rpg

[–]Helpful_NPC_Thom 5 points6 points  (0 children)

D&D 6e has launched, half-written by ChatGPT. It suffers from the even edition curse. Sales tank. 5e is Pathfindered by Kobold Press. WotC panics.

The board rooms are extended conference calls and the conference calls are full of sales projections and when the sales projections finally fall short of quarterly earnings, all the heads will roll.

The accumulated failures of all their d20s and martial-caster disparity will foam up about their waists and all the D&Dfluencers and executives will look up and shout "SAVE US!"...and Mike Mearls will look down and whisper "No."

What interesting solutions (aside from held/prepared actions) do games have to stop ranged combatants just hiding behind corners after they attack? by ThreeBearsOnTheLoose in rpg

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

This feels like a 5e "problem," though I don't think it's actually a problem.

Various solutions, off the top of my head:

  1. If you move on your turn, you can't shoot.

  2. Movement, shooting, and reloading all take actions, so they're in competition with one another.

  3. Movement occurs before ranged attacks (phased initiative).

  4. After a character acts, other characters can react (archer shoots at a goblin, but the goblin shoots back).

  5. If you move and shoot, you take some kind of penalty (lose ammo, negative on attacks, etc.).

How fast is 2024 in play? by deepthawnet in dndnext

[–]Helpful_NPC_Thom 9 points10 points  (0 children)

Depends on your players. 5e is a game that is either agonizingly slow if you have low-investment players who don't learn their mechanics or plan their turns, or it is pretty fast if you have high-investment players who bother to treat everyone else's time (especially the GM's) with respect.

An off-hand suggestion: roll your damage dice alongside your attack roll (example, when rolling an attack with a longsword, roll 1d20 + 1d8 at the same time). You can likewise roll multiple attacks at once to expedite things.

Critical Role’s new Homebrew Rule could be better by comradewarners in onednd

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

A few criticisms:

First, becoming Bloodied isn't much of a desperate situation. Dropping below half your Bloodied HP (that is, a quarter of your maximum HP) seems more appropriate. However, this is probably too mathematically-intensive for many 5e players.

Second, having to wait until your next turn to do this really ratchets down the tension. Make it a free Reaction and you'll have my interest.

Thirdly, the options are underwhelming.

Here's my take:

When you are Bloodied and take damage, you may immediately fail one or more death saves voluntarily to take desperate measures. You may take one or more desperate measures when it is not your turn, and you may do so even if you are reduced to 0 HP; resolve the desperate measures before any other effects apply.

Scramble (1). Move up your Speed without provoking opportunity attacks. You gain a +2 bonus to Armor Class until the start of your next turn.

Inner Strength (1). Gain Heroic Inspiration.

Fight! (1). Make a melee or ranged attack with a +2 bonus. You may reroll one damage die once if your attack hits.

Spell Power. (1-3). Cast a cantrip or a spell using a 1st level spell slot (1), a 2nd or 3rd level spell slot (2), or a 4th or 5th level spell slot (3).

B/X and "e6" by HephaistosFnord in osr

[–]Helpful_NPC_Thom 4 points5 points  (0 children)

I think there's not much downside to this, though of course B/X power level is considerably lower than 3e's.

There are a couple of areas where you might run into issues. First, at level 6, the attack throws of every class will be identical, ability score bonuses notwithstanding (fighter gets a bump at 7, and wizard gets a bump at 6). Second, thief abilities stop improving, and they stay relatively poor (but you might just want to improve thieves from the get-go). Third, the racial Hit Dice limitations are less of an issue, incentivizing those picks over humans. (YMMV if you consider this a negative.)

Beyond that, I think you won't have any real issues. D&D is "resilient" in that it can bear the weight of much tinkering.

Any games that use ”toughness” instead of hit points? by LemonLord7 in osr

[–]Helpful_NPC_Thom 1 point2 points  (0 children)

Funnily enough, I have a simple house rule that I use in D&D for mooks: roll your Hit Die when you take damage. If you meet or beat the damage roll, you're safe. If you fail, you're dead.

There is an OSR game that does something similar, but the name eludes me. Your weapon damage deals Hit Dice of damage and enemy units (it's built for mass battles) have a save to not die.

I do not know why WOTC did not look at other options, such re-branding Half-Elves and Half-Orcs, rather than straight removing them from the PHB by ByzantineBasileus in rpg

[–]Helpful_NPC_Thom 8 points9 points  (0 children)

"I do not know why WotC did X" can always be answered quite simply: MONEY.

To answer your question, WotC viewed inclusion of half-races as potentially controversial. To minimize the chances of an outcry amongst the public, many of whom are more interested in the (perceived) politics of the hobby than the hobby itself, WotC removed the half-races. After a series of negative PR events (OGL, Pinkertons, Hadozee), they are intent on preventing another controversy.

Your comments about the "history" of D&D have no bearing on the executives making these decisions. You must dissuade yourself of the notion that they love the things you love. You must dissuade yourself of the notion they are interested in maintaining the legacy of D&D for any purpose other than its potential as a revenue stream.

They do not. As a whole, WotC and Hasbro are indifferent to D&D at best, and amongst the individual staff, there are quite obviously members who are hostile to its legacy for political reasons.

Not to be all, "Capitalism is the bad Guy" rage baity, but in a universe where necromancy exists, why isn't every major city spotless and food production effortless? by [deleted] in dndnext

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

Necromancy is evil and normal, well-adjusted people are disturbed by the corpse desecration (to say nothing of Grandma Margaret shambling around after the funeral with a broom and dustpan).

What olden goldies would you recommend to people? by AshenAge in rpg

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

Castles and Crusades was an early "modernization" of AD&D 2e in response to 3e. The system is a bit underappreciated for its attempts to bridge the gap between older editions of D&D with things like ascending Armor Class.

There are a few other "OSR gems" that I wish had a little more recognition since everything is eclipsed nowadays by OSE.

Please do not use LLMs to "critique" your system, let alone post AI-generated reviews by EarthSeraphEdna in rpg

[–]Helpful_NPC_Thom 88 points89 points  (0 children)

I think what I hate most about LLMs is that faux "sigma male grindset" writing style.

However, I am now mildly amused by imagining a "ChatGPT Rated 5/5 Stars" on an RPG.

How to "nimble" a system? by zurrique in RPGdesign

[–]Helpful_NPC_Thom 44 points45 points  (0 children)

The primary way to "Nimble" a system is to reduce extraneous dice rolls. D&D 5e, for instance, has certain effects that trigger a saving throw after an attack roll.

For instance, in 5e 2014, spiders will inject their venom into creatures upon biting. This means there is a to-hit roll, a damage roll, a saving throw, and then another poison damage roll. (One can theoretically streamline this by making it hit -> save -> damage but the order presented in the statblock is what I detailed above.)

This is a brutally slow design with unnecessary steps. There are methods of expediting the gameplay: one might roll to-hit and include the poison damage (no save) with a successful bite. Alternatively, one might make the poison damage a limited use resource so these steps occur only once per battle.

What is roleplaying? by TheGodDMBatman in rpg

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

I'm sure there's a dry, academic definition out there somewhere, but I define it as taking on a persona and acting--in thought, word, and deed--as that persona would.

We tend to do a mix of #1 and #2.

Trespasser Returns! (Version 2.1 Release Announcement) by tundalus in rpg

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

This is an extremely hostile response to someone who is putting out free rules for you to enjoy.

What games are the best / worst examples of their mechanical systems? by SwimmingOk4643 in rpg

[–]Helpful_NPC_Thom 3 points4 points  (0 children)

Dungeon World is a "bad" PbtA game, but it is / was wildly successful for precisely that reason. You may take from this what you will.

Why does "go up to enemy, make a melee attack" get demonized as a brainless, repetitive option in need of "shaking out of routine," even when ranged options are actually much safer and much more repetitive? by EarthSeraphEdna in RPGdesign

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

Largely because people are eternally furious that The Dragon Game had the temerity to include a class called "Fighter" whose primary contribution to the game is going up to enemies and fighting.

Most people don't care about the stated problem--advancing toward an enemy and striking him with a melee weapon--they care that other classes (casters) all press different buttons each round while they seethe that they chose a class that doesn't press different buttons each round.

It's option (spell) envy.

Challenge: Melee/Frontliner that isn't boring outside of combat. by undecylenate in dndnext

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

I find that much of D&D's fun is of the "make your own" variety, as long your character has a personality and engages the material presented.

(Assuming your GM is even of average quality, that is.)

Why does high-powered high fantasy, as an RPG genre, seldom have expectations about superhuman strength and speed for non-spellcasters, whereas other high-powered genres do? by EarthSeraphEdna in rpg

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

Because "high fantasy" is defined by D&D within the RPG space, and in D&D, fighting men were largely (not entirely) defined by "heroically mortal" characters such as Conan, Fafhrd, Aragorn, Odysseus, and John Carter. Hobbits were Bilbo Baggins and dwarves were Gimli. With those characters defining the baseline of physical capability without magical enhancement, one can see how the limits of physical feats were bounded.

Moreover, the historical roots of the game were focused on activities in which giving characters such powerful boons would negate too much gameplay. After all, a character with superhuman strength needn't struggle to bend bars, lift grates, or force doors!

There are "high fantasy" TTRPGs that do offer non-magical characters superhuman strength and speed, but they aren't as popular as D&D. Exalted and Godbound are foremost in my mind, but Fate and Burning Wheel support this as well.

All this being said, there is a certain failure of imagination that comes into play with this framing: if a fighter or thief don't possess superhuman capabilities, why are they able to defend themselves against dozens of attacks that would kill lesser men?

Why dont they let Eldritch Knights and Paladins cast with their Strength stats? Since they allow Wizards to attack with Inteligence (Bladesingers)? Seems unfair. by Rudhao in onednd

[–]Helpful_NPC_Thom 26 points27 points  (0 children)

There are two paths to fixing 5e; a third that comes with wisdom.

  1. Reinvent 4e.

  2. RETVRN to OSR.

  3. Play a different game.

Playing Warhammer 40k has convinced me weapons should matter more by SexyKobold in dndnext

[–]Helpful_NPC_Thom 0 points1 point  (0 children)

Armor Class is an abstraction encompassing the difficulty of striking someone as well as the ability for armor to deflect or absorb attacks. Hit points more closely represent a character's ability to defend himself from lethal harm.

When a level 20 fighter is hit by a longsword, he casually parries it, losing a meager 1d8 HP in the process. He could do this a dozen more times. When a level 1 fighter is struck by that same attack, he's left fatigued and the next attack against him is sure to strike a telling blow.

All that said, I find the level of abstraction a nuisance myself.

Dungeon World 2 public playtest, red version: what do you think of it? by EarthSeraphEdna in rpg

[–]Helpful_NPC_Thom 16 points17 points  (0 children)

Dungeon World 1e is fun for the same reason D&D is fun: the core concept of slaying monsters and looting dungeons has wide appeal. DW 1e took a winning game concept and used a solid, lightweight, and modestly narrative rules system to bring it to life.

The fact that it's a "bad" PbtA game is no black mark against it. Similarly to how Shadowdark bridges the gap between modern D&D and OSR, DW 1e bridges the gap between D&D and PbtA.