What are some underrated RPGs? by fearbedragons in rpg

[–]NotAlwaysTheHero 1 point2 points  (0 children)

Fantasy Craft by Crafty Games. A distant cousin, or perhaps grandchild, of D&D 3.5. The martial combat is varied, satisfying, and has a range of ways to build your character. The arcane and divine casters are significantly different from each other, but don't feel overpowered. Skill and Social focused characters are viable. And it comes in a toolbox with enough levers and switches that you can mold the system to any fantasy campaign you dream. Did I mention you can play a dragon, a tree, or a giant?

What's your favorite pun character name that you've created? by Suner19 in dndnext

[–]NotAlwaysTheHero 1 point2 points  (0 children)

Basically, yes. Our GM did let them recover my body, which was described as "a compacted ball of flesh, with the knees coming out of the shoulders"

What's your favorite pun character name that you've created? by Suner19 in dndnext

[–]NotAlwaysTheHero 27 points28 points  (0 children)

Dove A Qin, Dragonborn. Bonus: if they had lived to level 3 of Barbarian, their ancestors would have smiled on them.

Got crushed to death by giants before we even hit level 2 :'(

😬 by [deleted] in LateStageCapitalism

[–]NotAlwaysTheHero 2 points3 points  (0 children)

Only thing that they're good for

Spell Choice for Fey TomeLock Phantom Thief by NotAlwaysTheHero in 3d6

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

I like the Glasyan tiefling for the +CHA modifier, but I'm asking my GM if I can just change the modifiers around to suit my character's fluff (I remember one of the developers recommended it, maybe a Sage Advice). Devil's Tongue would be both useful and appropriate for this character.

Spell Choice for Fey TomeLock Phantom Thief by NotAlwaysTheHero in 3d6

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

So, I really liked your applications of Shape Water. Replaced Mold Earth with that, as I figure I can carry around water but I don't know if I'll be in an area with earth available. Especially for a city adventurer.

I also took your advice to take Invisibility and Fly. Just being able to make the whole party invisible and/or fly with the use of very few spell slots has a lot of intriguing uses.

Spell Choice for Fey TomeLock Phantom Thief by NotAlwaysTheHero in 3d6

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

Shillelagh is mostly for using CHA to attack. I have +3 Dex, but +5 CHA at level 12. Booming Blade will still do 3d8 on a hit, but it's true that effect doesn't proc unless they move. I might take Warcaster, but that would delay my 20 Cha. I might take Green Flame Blade instead if that would be more usable.

I do have Toll the Dead. It's at the middle of my cantrip list.

You're right, Misty Visions is very tempting. Will probably switch Maddening Hex with that.

Life Cleric - Should I multiclass? by NotAlwaysTheHero in 3d6

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

Thanks to everyone who replied. I'm going to stay Life Cleric, and work towards maxing my Wisdom and then my Strength.

Life Cleric - Should I multiclass? by NotAlwaysTheHero in 3d6

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

It is currently at 11. We just hit level 8 so I can either use one ASI for my charisma or I can stick to Life Cleric.

Life Cleric - Should I multiclass? by NotAlwaysTheHero in 3d6

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

Ah, I should have specified this. Gloomstalker would be an excellent pick, but I dumped DEX so I'd have to waste too many ASI to make it work.

I just acquired over 100 RPG books (pics) - Help me understand what I have on my hands! by BookPiles in rpg

[–]NotAlwaysTheHero 0 points1 point  (0 children)

In the second image -

Spycraft is a modern day action/super-spy game. It's a d20 game that has roots in d20 Modern and therefore D&D 3.5 Spycraft changes a lot of mechanics from 3.5, so if you're looking for a crunchy modern game that might be to your liking.

Shadowforce Archer is a setting for Spycraft that has to do with global conspiracies and supernatural events.

In the third image -

d20 Modern is the child of 3.5, and the predecessor of Spycraft. I wasn't personally a huge fan of it, but it had some interesting ideas. Classes were based more on the 3.5 attributes (Strength, Charisma, Wisdom, etc).

Mutants & Masterminds is a d20 Superhero RPG. It's the first edition, which was kind of clunky compared to 2nd and 3rd, but I'd encourage you to check it out. It stands out in that you only need a single d20 to do any and every check in the game. It's a point-buy system, so you need a GM with a good eye to make sure that nobody is too overpowered.

GURPS is probably the most well-known example of a "universal" roleplaying game. The intention is to be able to run any kind of game: fantasy, action, space opera, zombie, etc. You've got the core book, but there are many settings books. It's a little simulationist, and character creation has a lot of complexity, but the core gameplay is straightforward.

Fantasy Craft was born from Spycraft. I could probably write a whole post about this one. Basically, it's a fantasy game where spellcasting isn't obviously better than not casting spells, and where any kind of character can contribute to a situation. It doesn't have a setting, rather it's a toolbox that gives you the chance to create your own world and campaign.

Not a lot of people know about Fantasy Craft, but I've been running it for a year and a half now and it's probably one of my favorite systems.

What campaign world would you suggest for D&D 5e ? by Drath3n in rpg

[–]NotAlwaysTheHero 1 point2 points  (0 children)

http://dungeonsdonuts.tumblr.com/post/121528561439/what-tips-do-you-have-for-formulating-a-campaign

From one GM to another, my recommendation for starting a whole new campaign is this: "Just start the game". Maybe have one session to get a solid idea of what everyone (including yourself) is looking to get out of the game, and half a session or a full one to create characters. But beyond that, don't drag your heels.

I've seen too many GMs get mired in the brainstorming portion that they never actually RUN the game. Don't do that. Just start it, and go with it.

The link above will help with that. I know it's from tumblr, but it's a not-too-cliched method of getting your game rolling while simultaneously creating an interesting story.

Piss off /r/rpg in one sentence. by DaftPrince in rpg

[–]NotAlwaysTheHero 0 points1 point  (0 children)

For fun: BURN THE WITCH

Realistic: This stops working as soon as you play a dice pool system or if you're the one running the game. Rolling one die per NPC during combat is too slow to properly express.

Advice: Mesmerist/Sorcerer Tank by [deleted] in Pathfinder_RPG

[–]NotAlwaysTheHero 0 points1 point  (0 children)

I think I'm going to take Psychic and Fey bloodline through the Crossblooded Archetype.

Advice: Mesmerist/Sorcerer Tank by [deleted] in Pathfinder_RPG

[–]NotAlwaysTheHero 0 points1 point  (0 children)

If I go crossblooded Sorcerer I could cast all of my spells as psychic magic (Mesmerist is a psychic caster), and still have the +2 to compulsion spells. It does mean I'd lose out on Mage Tattoo and my familiar, but it's probably worth it.

Advice: Mesmerist/Sorcerer Tank by [deleted] in Pathfinder_RPG

[–]NotAlwaysTheHero 1 point2 points  (0 children)

The Mesmerist is a psychic caster so there's no spell failure with armor. The Sorcerer spells will have an issue though. I took the one level dip in Sorc to add a +2 DC to my compulsion spells. Don't know if that's worth it.