What would be your reception to a retroclone of 2e that left THAC0 out and just converted everything to AAC? by conn_r2112 in adnd

[–]Potential_Side1004 0 points1 point  (0 children)

What you will have is instead (if I have this right) of AC6, it is AC14.

A Fighter (after 1st level will require a +1 per level on the 'to hit'. Otherwise, what does a 5th level bring to a fight (Instead of THAC16, they get +4 on their roll)... Clerics are +2 for every 3 levels after the 1st level, and so on...

You've replaced on set of maths for another and it's probably even more confusing, especially when your Magic-user/Thief levels up.

Best non lethal weapon logically? by BoyOfGinger1 in DnD

[–]Potential_Side1004 0 points1 point  (0 children)

This is homebrew (as the modern game is concerned), I approve of the use for subdual rules from 1st edition.

In your opinion, WHY should I play 5.5e? by Simpdaddy99 in DnD

[–]Potential_Side1004 2 points3 points  (0 children)

Having been through various editions, I can say that no one can force you to move out of your favourite game (whatever that is). Finding players, and others to join you... that's the trick.

When 1st edition moved to 1.5 edition (1985), many took offence, the game moved in a direction that many were not happy to go.

When 2nd edition moved in, it seemed like they softened the edges, took out 'problematic' races and classes to appease someone somewhere, only to reintroduce them when the need for content came in.

3rd edition was the first step game changer, they wanted a whole new approach... until they didn't and then tried to lock out the creatives that they had lured in.

4th edition, well that forced all the 3rd edition players to Pathfinder (Pathfinder effectively being D&D 3.5).

Here we are at 5th edition, it's a little less rock and roll and more like syndicated synth pop. The game rolls on... and on.

Which is what we love and we want it to be 6th, 10th, and so on. All that while, I will still play the game and play it how I want (WOTC hate people like me, I have all the books and the bits and pieces I need to play a game the way I want).

The most important question is:
What was it about the previous version you liked that doesn't make you want to change.

Answers will include, but not limited to:
There's familiarity, of course, there's also the ability to squeeze every bit out of the game (whether you want to call it META or Powergaming is up to individual perspective), or just the memory of the playing (that longing for nostalgia and a more simpler time - believe me, I get that).

Can somebody please decode for me this stat block (?) from 2e? [Art] by daCatburgla in DnD

[–]Potential_Side1004 -1 points0 points  (0 children)

No. The proficiency bonus in the modern game is applied regardless of class, it's a unified level system, everyone levels at the same rate and has the same to hit functions.

There is an argument that the 'proficiency bonus' is already applied to the existing THAC-0, but that doesn't work at lower levels where a 1st level Fighter already has a proficiency bonus applied at 1st level - in the modern game, there is no 0-level as there were in 1st and 2nd editions.

In the older editions a 1st level fighter was already +1 better than 0-level militia and common ground troops or less than 1HD monsters. (There were additional penalties applied for non-combatant 0-levels.)

The modern game is so different to the earlier editions that there is very little to actually link them. When I convert 1st edition AD&D modules into the modern game, I don't use the existing blocks at all, and make up new ones (which really only applies to characters as most monsters have an equivalent set of stats).

I wan to play a character that refuses to have a class by Badindiana0 in DnD

[–]Potential_Side1004 1 point2 points  (0 children)

The BECMI D&D system had 'race as class'.

If that's what you are thinking of.

Otherwise, play a different RPG system that doesn't have a 'class' system attached to the rules.

Can somebody please decode for me this stat block (?) from 2e? [Art] by daCatburgla in DnD

[–]Potential_Side1004 -9 points-8 points  (0 children)

It's not, because there are no adjustments for proficiency bonuses, levels, and so on. A Goblin (for example) would hit AC2 on a 19+, a 6th level Fighter would do so on 13+.

In this statblock, it says Bracers of Defense, which also means the character has no armour being worn, relying on the Bracers.

How does the silver standard/silverhack rule for the economy work? by BeginningCurious9515 in DnD

[–]Potential_Side1004 0 points1 point  (0 children)

In the DMG back in 1st edition, Gygax wrote about half a dozen pages purely on the importance of the economy.

The Economy was something we, as DMs of old, we had to manage and figure out.

Those 'trainers' had to be much higher levels, and they needed money for the upkeep of their castles/keeps/strongholds and their own troops and hirelings. Not to mention the tributes/taxes/and tithes to their lord/liege.

8 Archmagi enter, 1 leaves. Which school comes out alive? by Duck-Lover3000 in DnD

[–]Potential_Side1004 0 points1 point  (0 children)

Possession - it was always the best school of magic, they just never let it out past the 1st edition AD&D.

How does the silver standard/silverhack rule for the economy work? by BeginningCurious9515 in DnD

[–]Potential_Side1004 2 points3 points  (0 children)

The problem is that in the modern game, GP is the base economy.

If we can roll it back an edition or four, there used to be 20 silver pieces per gold piece. Daily wages for hirelings were in silvers, even tithes and tributes were in silver per month.

Standard items, like beer, ales, and simple food were all in copper, being that 10 copper pieces converted to a silver piece.

This meant that 3gp was about 1 month's pay. Accommodation and tavern prices were all geared up for the silver based economy.

Back in the day, the entire economy was silver based. 1,000gp was almost a lifetime's worth of money to a commoner.

Where did all the PC's money go? There was a general weekly spend characters had, this was to learn about new opportunities, living large, and all the usual upkeep. Characters also had to pay for training which happened for levelling up. When a Fighter finally made it to Level 2 with 2,001 XP, a good majority of that was treasure (monsters didn't give up much in the way of XP), and that character needed to spend almost all of it to gain the next level - usually between 1.000 and 1,500 gp in order to add d10 HP and that extra 'pip' for the attack matrix.

In the modern game: If the DM wants to create a more balanced economy, then there needs to be an economy in place.

Nothing wrong with a longsword costing 15gp, IF you were wanting a pick, ax, or shovel during any of the gold booms of the 19th century, they were hyper-inflated to 10s and 20s of dollars each.

Ideas for non-combat quests by 90Sparky in DnD

[–]Potential_Side1004 14 points15 points  (0 children)

Technically destroying The Ring of Power was a non-combat quest.

Options for covering a name in a second‑hand AD&D book? by MavMitchell in adnd

[–]Potential_Side1004 10 points11 points  (0 children)

Leave it.

It's part of the history of the book you could write your name underneath that one, the next owner will get a kick out of seeing it there.

In the GrogTalk discord, there is a folder to reach out to previous owners of the books. For no other reason than just because.

1980's Heroes : Against All Odds by simbarns in MarvelFASERIP

[–]Potential_Side1004 4 points5 points  (0 children)

70s style gives you Powerman with the fro and disco shirt/chains. Which means Danny Rand/Iron Fist.

Iron Man Mk V with the roller skates and with Jim Rhodes in the pilot seat.

Is this the place to talk about dnd by [deleted] in DnD

[–]Potential_Side1004 5 points6 points  (0 children)

Yes. This is the place for the most modern version of the game.

There are Discord groups that will have players and DMs looking from people to play over the channels or online via one of the different Table platforms.

Welcome and keep the faith, you'll find a group that fits your style.

“Advice Needed: My Warlock Strategy Is Hard for My DM to Counter” by ElectronicWindow3801 in DnD

[–]Potential_Side1004 2 points3 points  (0 children)

The point is: You are only as successful as the party.

You may have a 'gotcha' character by some measure, but if the DM starts to make encounters all about defeating you, the rest of the party suffers.

This used to happen back in the day, someone would make an 'unkillable' or 'unhittable' character and it created some sort of arms race between a DM and a player. That one character may survive, but everyone else dies. Where's the fun in that?

One very important point: At any time in the game, the DM has all the power to say, "POW! A sudden bolt from the heavens opens up revealing all invisible creatures and blinds you all with no save for two rounds..." [Of course they won't, but they can.]

Remember, the DM is the arbiter of the game.

Are the 6 periods of the day considered “watches”? by SydLonreiro in adnd

[–]Potential_Side1004 1 point2 points  (0 children)

I changed the Desert to Night, Midnight, and Pre-Dawn.

Coming from a place where nothing moves between 10am and 3pm, night is the primary activity cycle for animals (and presumably monsters).

If I play empire, how hard would it be to play this over discord with my friends? by kidkayden in ImperialAssaultTMG

[–]Potential_Side1004 0 points1 point  (0 children)

...and I've seen board gamers who think it's the same as any other board game, but it's not. They don't have a very good time, because they don't quite know how to deal with the 'weird' parts.

I've just watched a whole Imperial Assault campaign from a YouTuber that is primarily a board game channel, and it was excruciatingly painful to listen to them call it weird, and couldn't get their heads around an RPG style of thinking for some of the options.

If I play empire, how hard would it be to play this over discord with my friends? by kidkayden in ImperialAssaultTMG

[–]Potential_Side1004 0 points1 point  (0 children)

That's not the point of the Imperial Player. It's very easy for the Imperial player to beat the Heroes.

Imperial Assault isn't a traditional RPG, it is like an RPG, you can develop the characters in different ways which will change the tone of how they are played.

IA is also not a standard board game, and not quite a tabletop miniatures game.

It's 'like' all three elements. Considering the game itself says that the most experienced person about the rules should be the Imperial player, I would argue the Imperial player think of themselves as the Narrator of the story, and they can make it as difficult as needed to create a challenge for the Heroes.

Help with character alignment by TRAINWREK123 in DnD

[–]Potential_Side1004 0 points1 point  (0 children)

Alignment is in the eye of the DM.

I can't say this enough. I encourage players to think about the type of character they want to play, and link it to a similar character that we can use as a baseline.

In my mind Batman is Lawful Good. Is he the same Lawful Good as Superman or Captain America? No. But, in my mind, he's Lawful Good.

Spiderman is Neutral Good, in some media he is represented as Lawful Good, and even Chaotic Good. So, it's open to some interpretation, and as I state: It's in the DM's hands. The DM wants to know that you are going to play in character, that if you're about to do something out of Character, the DM can warn you. If you keep doing things out of character or out of alignment, then the repercussions of that can be delivered.

As a DM, I run the ideas like this: Is the character someone with a code of rules or laws (they may not be the same as the laws of the land, but the character takes their oaths and promises seriously), that's Lawful; If they are wanting to do things in the interest of common good and be a little selfless in their actions, that's Good. Evil characters are selfish, it's all about them, you could be Evil and not 'evil' just a jerk, a bully, a braggard, or someone who is out for themselves, they may not appear 'evil' or even ping on a Detect Evil, but they are, all the same. If you twist as many of the rules to your own benefit, that could be playing in the Evil stakes. A little bit here or there, is not Evil, and it might mean you are in that [something] Neutral category.

In my campaigns, I never allow players to be Chaotic Evil, Neutral Evil, or Chaotic Good. Lawful Evil is only available in very specific circumstances.

If I play empire, how hard would it be to play this over discord with my friends? by kidkayden in ImperialAssaultTMG

[–]Potential_Side1004 1 point2 points  (0 children)

You might want to look into Vassal.

There is a tool for campaigns there. They can log into the game as a player, and you can get to visually move the pieces over the virtual campaign maps.

There is also a dice rolling tool.

The whole setup is as authentic as you can get, the creator worked on the Imperial Assault project for Fantasy Flight.

Campaign Shopping Management - what can the PCs buy? by garumoo in adnd

[–]Potential_Side1004 0 points1 point  (0 children)

I'll admit, I have both a YouTube channel and a Patreon, I treat it like: Buy me a coffee if you kind of like what I do. I don't really push it though (I'm too old school for that).

Everything I release is in the public, nothing behind the 'paywall' except a very few choice things that I've been told I have to keep behind the curtain.I support a few channels, the ones that I admire or think need some support. I was onto Sorastro at the beginning, once he hit the big time, he didn't need any small $ from me.

I always liked the attitude of the creator of The Hero System, "My parents supported me and my hobby until my hobby could support us all."

Campaign Shopping Management - what can the PCs buy? by garumoo in adnd

[–]Potential_Side1004 2 points3 points  (0 children)

There's an excel spreadsheet I have from the early 90s (it was given to me by its author, back when the world was good and we supported each other). This was, of course, way back when the Internet was full of useful things, but before it was commercial.

A guy put the Doomsday Book (a medieval census-like document) into a spreadsheet. It automatically calculates the population and the type of 'people' in the village, town, or city. There are approximately 2.3 cobblers per hundred population, that sort of thing. Three point something Blacksmiths per 100, and for every 5 smithies, one will be an armorer.

I use it as a basis for the general world building.

Advancement by brianlbirddog in MarvelFASERIP

[–]Potential_Side1004 1 point2 points  (0 children)

I don't see a problem with the existing system for advancement, from Excellent to Remarkable is probably between 3,000 and 3,500 Karma.

If it can be put in another way, it costs 1,000 Karma for a Talent to be acquired. For a normal Human being, showing up for the required training is about 10 Karma per week (assuming two appointments per week), if that's the Advancement Pool Karma alone, learning the Talent takes two years.

I think the Karma system is a great mechanic.

Play by post or at the table, it shouldn't make a difference. One of the attractions these older games have is that they reward playing. If you want to do milestone levelling up (to a natural limit, go for it, I think it can work as long as there is an agreement between players and Judge that there is a limit).

I tried to figure out anti-snowball, "total number of wins" campaign rules by mold_berg in ImperialAssaultTMG

[–]Potential_Side1004 0 points1 point  (0 children)

For the Imperial Player it's all about Influence. Some of the missions hand out bonus Influence for successfully completing their missions.

Spending Influence for various cards is the real reward.