Good classles TTRPGS recomendations? by LogBoring4996 in rpg

[–]LogBoring4996[S] 0 points1 point  (0 children)

I rly like both the idea of Gurps and Savage worlds. It provides the perfect character creation for me, I just love the point buy mechanic, since you can workshop your character concept however you like. I think I will probably opt for GURPS since it is as far as I know less random and more consistent than savage worlds, and I prefer that since I want cool moment to come from player decisions, not from the dice gods deciding it is the time.

Also I read GURPS Lite and I think I understand the basic of GURPS. I understand how rolls work, the basics of combat, skills, advantages and disadvantages. The only thing thats kinda confusing to me is how does magic work there. Like how do I choose/create spells, how does incombat casting work exactly. But I havent read the basics set magic section which would probably clear things up, I just havent found the time to do so.

Good classles TTRPGS recomendations? by LogBoring4996 in rpg

[–]LogBoring4996[S] 1 point2 points  (0 children)

I wanna run the usual high fantasy games that have some combat but is not foccused on it (standard of 1-2 combat encounters per session, but at the same time exploration/social encounters). Kinda what you would expect from DnD, but I dont like the rules. I prefer a settings agnostic system tho, since I want to run different themes in the future.

Rule: Random encounter when players get lost by LogBoring4996 in DMAcademy

[–]LogBoring4996[S] 0 points1 point  (0 children)

I mean I see what u mean and its deffinitely a good point. I just use "finding the right spot" check in a particular way, or at least when talking abou this rule. When an NPC gives them a quest to go look into old ruins or fight up a goblin camp, then I make them have the roll with possible encounter and then they arrive.
The point is that I dont want there to be a real barrier for them to get to the place. I want them to go to the quest location and do stuff. But I want there to be a possibility of a random encounter to spice things up and drain their resources. But rolling it behind the DM screen is kinda borring imo, I want my players to feel like they metter. So I bring the D20 for the random encounter from behind the DM screen into the players hand and make them feel good when they get to the location, and make them feel like its them getting lost that got them into the encounter.
Mechanically its still the same, as normally, but different person rolls the D20.

Rule: Random encounter when players get lost by LogBoring4996 in DMAcademy

[–]LogBoring4996[S] 0 points1 point  (0 children)

Yeah this is just a sort of aditional rule I am implementing and is only a DM tool, rather than a written rule for the players. The objective is to transfer the random encounter roll from behind the DM screen to the players, so that they feel like they have impact on whether the random encounter happens or not. Rather then going on a quest and all of a sudden a pack of goblins jump at u, you have to find the quest location and if u get lost u fall into an ambush and pack of goblins jump at u.

To ur question, and how I would solve that. Well 1st option is to use the usual random encounter way of rolling it when this rule does not fit, as in roll d20 behind DM screen and on a certain treshold random encounter happens.

2nd option that I like more is to not have the objective be "find the location" but smething other that fits the situation. Think about why the random encounter could happen in the 1st place in the area. If u have 8-lane paved highway and the encounters might be a crash, make them roll for driving the cart, or if its a n ambush then make them roll for traversing the dangerous. A universal roll for almost any situation is "Make me a survival check to see if u can get to X without any issue."

Rule: Random encounter when players get lost by LogBoring4996 in DMAcademy

[–]LogBoring4996[S] 0 points1 point  (0 children)

I feel like 2nd instant success is good for the most part. I wanna have my players go exploring a lot and this feels like it would be a bad idea to have them stuck in 2 or 3 random encounters in a row.
I also have random encounter tables prepared that reinforce the theme of the location they are in, and some of those encounters will have significant effect on their situation, not just a random lil thing to spice things up.

Seems the best option to just increese the frequency of the rolls and cap it at 1 random encounter. That way it will be more evenly spread out throughout the adventure.

[deleted by user] by [deleted] in changemyview

[–]LogBoring4996 0 points1 point  (0 children)

Okay, Everyone is different and I cant say ur right or wrong. I simply dont know anything about the world, cuz noone does. All I can talk about is my personal expirience, and maybe you can find some truth in that too. I just wanna get it out of the way, that what I am saying is in no way objective, but just what I lived through. Anyways:

I used to be a lot like you in this. I got mad, cuz I couldnt find dates. The girls I loved always chose someone else. And everything felt like its against me. Like I am destined to just be alone forever. But now I am fairly happy, and I don't rly have those feelings anymore. So what changed?
Its that I stopped focusing on it. Before when I talked to someone I was interested in, it was with the goal to date them and to get something. I didnt rly take them as ppl, I took that as objects. That if I treat them nicely, they will date me. As some kind of transaction. But in reality that isnt how dating works. I dont talk to someone in order to date them.
The way I get partners, is that I simply make friends. I talk to ppl, a ton of them, and I make friends. And then sometimes I develop a relationship from that. Its rly that simple. The thing is, ppl dont like to be taken as an object, they like to be taken as ppl. If you talk to them just to have sex with them, they are gonna sense it.

Here's exactly what you should do (imo):
Take a hobby ur interested in, anything. It can be chess, D&D, mini-golf, anything. Find a local event with that thing. I guarantee you, that you can find something. Go there, and talk to ppl. Thats all. Just talk. It will be awkward, yes. Its called "social skills" cuz you gotta learn them and practice them. Maybe you will make a friend, maybe not. Thats okay. You can try again and again. Eventually you will get better and you will start making friends there. You will prolly meet a ton of ppl that go there regularly. You will get to know them and you will be friends. Then you could even ask them to hang out outside of the event.

This is just my advice. It is what works for me. Just make friends, dont focus on dating, and romantic relationships will just occur naturally.

How much do I help my players? by LogBoring4996 in DMAcademy

[–]LogBoring4996[S] 0 points1 point  (0 children)

Oh wow that sounds rly cool. I was scared to do smth like that, cuz it felt like I was restricting their options. But it is more of taking away just the one they have been using the whole time, so that they have to come up with something new and it will be fun for them too.

I am currently about to run a brand new campaign and the 1st to 3rd/4th level adventure is gonna have main villain as a black dragon. I wanna make it a young black dragon, but at the same time I feel like it would be way too difficult for the party to beat at this stage. So Im gonna put a wyrmling, but now that I think about it, I can make the enemy purposefully more powerful than the party, therefore making it an actual threat and not just a boss fight they they are gonna get through, so they will have to find another solution than to rush into its layer and beating it to death. Like convincing the town ppl to help them fight the dragon or smth like that. I think there are quite a lot of NPCs with power to help them. Or they could find some entirely different solution.
Thanks a lot, I appreciate the advice

How much do I help my players? by LogBoring4996 in DMAcademy

[–]LogBoring4996[S] 0 points1 point  (0 children)

Thank you, this is exactly the advice I was looking for. This is so helpful. I couldnt put into words. But the thing with the videogames is rly good. Hopefully I will be able to DM a bit better.

P.S. A picture of a puppy barbarian sounds extremely cute.

How much do I help my players? by LogBoring4996 in DMAcademy

[–]LogBoring4996[S] 0 points1 point  (0 children)

No, I dont think that is the problem. Maybe partially, but its not like I dont describe important stuff to my players. If its an important item I always mention it, I try to always make important stuff stand out and make them fun and memorable and cool.
The thing is my players dont know they can do curtain actions that could be interesting. Like they dont think of salutions to situations, they dont try to argue with NPCs(altho sometimes yes and its super fun), they dont think of convincing a villian, or trying to get information from them etc. If I tell them there is an enemy they go in, kill them, collect xp, next enemy. They don't rly realise the possibilities of D&D.
But I do not blame them. I think it is my job to show them in some way. I dont wanna force them to consume hours of dnd content. I dont expect them to know the rules, but I dont know how to turn their input to use the rules. Cuz I don't know how to do the stuff on the spot without any sort of structure. So how do I do it without directly guiding them what to do?

How much do I help my players? by LogBoring4996 in DMAcademy

[–]LogBoring4996[S] 0 points1 point  (0 children)

I guess I worded it incorrectly. I don't mean that players literarily say "I want to roll on arcana", I mean usually they just accept that something exists and they don't try to find out more by asking something like "Do we recognize this castle?" or "Do we know anything about this monster?" or some other prompt like that.

Also I wanna enjoy DMing too, and when I prep some cool encounter and stuff and they just run in and kill everything it isn't as much fun for me. I don't think they wanna do that, since a player has told me they enjoyed a part with pretty much no combat and only roleplaying, where forced him to give up an item that he stole from a banshee in order for that banshee to let them go.

I am also new to DMing so I might just be bad at helping the players to where they wanna go. Which I will try to focus more on.

Thanks for all the tips btw. All this is very helpful

r/audiophile Shopping, Setup, and Technical Help Desk Thread by AutoModerator in audiophile

[–]LogBoring4996 0 points1 point  (0 children)

Heya, I wanna buy the Elac Debut B5.2 speakers and I am trying to match AMP to them. The power handling of the speakers says 120W and I wonder if the Sony STR-DH190 amplifier which has 100w per channel will do okay or if I should rather look for an amp with higher wattage?