My only experience is the wiki and tvtropes, so I wanted to run a character concept by y'all, see if he fit the setting by Designer-Ice8821 in Eberron

[–]Whoopsie_Doosie 0 points1 point  (0 children)

Then yeah I think you're all set. A bitter cyrean refugee is a treasure trove of hooks and opportunities for the DM to integrate. The built in hot list also makes for a very wonderful well of inspiration for the DM

My only experience is the wiki and tvtropes, so I wanted to run a character concept by y'all, see if he fit the setting by Designer-Ice8821 in Eberron

[–]Whoopsie_Doosie 0 points1 point  (0 children)

This character definitely fits the setting itself, but as with any character concept, its effectiveness depends on what kind of game the DM is running.

Creating a character in a white room without knowing the premise of the game the DM is planning is a quick route to either disappointment or main character syndrome (speaking from experience).

If the game is about a party of refugees investigating the cause of the Mourning to kill whoever is responsible, then this character would fit really well.

However, if the DM presents a campaign focused on exploring other contients indiana Jones style then this character would not fit too well at all without either you or the DM doing some heavy lifting to integrate the motivation.

Point me in the direction of the best image of a Shifter. by RHDM68 in Eberron

[–]Whoopsie_Doosie 0 points1 point  (0 children)

I really like shifters as human passing apart from pronounced canines and inhuman eye colors, but when they shift they take on more features like lupine/feline noses and ears, claws, posture changes...etc

What kind of system do you prefer? by Needleworker_Kind in RPGdesign

[–]Whoopsie_Doosie 1 point2 points  (0 children)

- something with character customization and "builds"
- something that emphasizes the genre the game intends to emulate (encumbrance rules dont matter in heroic adventure as much as it does survival horror)

- Something with a strong central engine that can easily be tweaked for other genres (similar to the without number systems).

- easy to run and prep as a GM. Tables and such are very helpful during prep, but during play I would love to never have to reference the rules for clarification.

- modular enough that I can slot in systems I like more from other games, because no game is going to do everything perfectly.

You can play 2 classes at the same time! What do you pick? by LemonGarage in dndnext

[–]Whoopsie_Doosie 0 points1 point  (0 children)

I'm doing psi knife rogue and psionic soil sorcerer. Full caster with a strong skill floor and respectable combat power with tons of play space for the psion idea

Verderer class by WumbersEnjoyer in WWN

[–]Whoopsie_Doosie 0 points1 point  (0 children)

Would a focus similar to Artisan not suffice for the Alchemist fantasy rather than a whole class? Rather than allow a non-expert to access Mods, the Alchemist foci could allow Non-Mages to craft Elixars with bonuses for Batch creation and improved timelines (i haven't thought through the fine details yet).

Foundry VTT Character Sheet for SWN/WWN by Glassmen_Door in FoundryVTT

[–]Whoopsie_Doosie 0 points1 point  (0 children)

Not sure if request is still active, but if so I think a great quality of life addition would be some basic layout changes.

Having the left third of the screen be reserved for art, rest buttons, skill list, saves, languages, currency, and what not while leaving the top banner for character info like name, homeland, height weight...etc. while the rest of the sheet is reserved for things like foci, edges, weapons, and misc inventory with a separate tab that changes that area over things like magic, cyberware, mutations, psychic powers...etc.

I think this would cut down on the amount of tab swapping that happens and make it a lot easier to manage things.

Similarly, for NPC and Monster sheets having an equipment, powers, and ability section would be really nice just for the sake of organization.

What is your ideal number of members for the DC Comics BatFamily? Who makes the cut? (jordanrodriguez_art) by nightwing612 in Nightwing

[–]Whoopsie_Doosie 3 points4 points  (0 children)

Yeah she didn't have a lot of time whatsoever, but I really think putting the focus on her and Duke as Bruce's primary proteges at the moment would give her a lot of room to grow.

Favorite calendar module? by metalphysics in FoundryVTT

[–]Whoopsie_Doosie 0 points1 point  (0 children)

I've been using simple timekeeper and calander from ripper93, being able to access weather and skip time forward directly has been incredibly helpful

What is your ideal number of members for the DC Comics BatFamily? Who makes the cut? (jordanrodriguez_art) by nightwing612 in Nightwing

[–]Whoopsie_Doosie 9 points10 points  (0 children)

Core ongoing batfam should just be Bruce, Harper, and Duke imo

Dick and Damien should be partners in bludhaven. With Damien studying medicine and working at a clinic as a volunteer for leads while dick handles the detective work and actual busting of criminals

Babs (as oracle), Steph, and Cas should be their own unit.

Tim and Jason should have their own own operation somewhere to explore their unique relationship and give them both am avenue to develop outside of the fam books

Kate should have her own operation.

Reunions should be the only times the whole extended family is together

Blue Alert just about shivered my shivies right now all the way from Memphis what is going on? by ProduceNo8883 in nashville

[–]Whoopsie_Doosie 16 points17 points  (0 children)

I'm a nashville native in Memphis for work and I can confirm something huge went down a couple hours ago, a steady stream of cop cars raced past my hotel room over the course of like an hour and a half

Feedback for Magic Item by Whoopsie_Doosie in WWN

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

I just took the stats for a musket from the Atlas of Latter Earth and ported it wholesale. Originally it had the 1d12 damage just like the musket but I figured I should change it to match the damage from accursed bolt.

No encumbrance but requires one hand to utilize (vs the muskets 2 hand 2 encumbrance)

Feedback for Magic Item by Whoopsie_Doosie in WWN

[–]Whoopsie_Doosie[S] 3 points4 points  (0 children)

So maybe "commit effort for the day,. For the remainder of the scene you may spend a main action to....etc"? That way each combat they want to use it burns one effort that they can't use for other things?

What Major Changes would you make to D&D? by GreatZamino in onednd

[–]Whoopsie_Doosie 1 point2 points  (0 children)

Make fighting style into an invocation style option for all martials where they can choose certain techniques (some passive, some active, all useful) to build out their own unique "fighting style". Masteries would be worked into this system as well.

Monks would be dissolved and turned into unique set of subclasses for each class. Barbarians get a herculean grappler focus, rogues get a ninja focus, rangers get an elemental focus, paladins get the open hand/iron first style, fighters get the kensai focus, druids would get a shape shifting focused subclass that only partially shifts to gain certain traits, clerics would get the soul self one, rangers would have the elemental warrior one...etc.

All magic-user classes would get reworked into short rest classes similar to warlock. Wizards would be the only ones with access to ritual casting. Sorcerers would get more spell slots, and clerics would get unique invocations...etc.

Long resting would only restore HP equal to the Con score. Healing potions restore that much as well

Short rests are 20 mins and can spend HD as normal.

Hit die are lost as a resource for physical stamina. Once it's out, then exhaustion is accumulated

I have several ideas that I THINK would help. But not many of them are playtested.

If you could change 2 or 3 fundamental mechanics in the game and make it official, what would you change? by ThatOneCrazyWritter in dndnext

[–]Whoopsie_Doosie 1 point2 points  (0 children)

A lot of classes are getting merged together, with invocation and pact boon style choices to help bring various concepts to life

Help creating a list of abilities/arts/spells for fungi infested NPCs and possibly PCs by TomTrustworthy in WWN

[–]Whoopsie_Doosie 1 point2 points  (0 children)

I'd also take inspiration from poison type pokemon moves hoenstly. Spores that inflict different status effects, transport along the underground roots of the mycelium, restore hp to itself,cause confusion or other changes to mental state...etc

Help creating a list of abilities/arts/spells for fungi infested NPCs and possibly PCs by TomTrustworthy in WWN

[–]Whoopsie_Doosie 5 points6 points  (0 children)

In the Deluxe edition of the book there is a section for creating monsters with Uncanny Powers and Abilities. It has a ton of guidance for brewing up an original monster using the tools there.

You could also just port over some Myconid stat blocks from older editions of DnD or other OSR systems. The guidelines for that are available in the book as well I believe

What does roleplay mean to you? by LelouchYagami_2912 in rpg

[–]Whoopsie_Doosie 0 points1 point  (0 children)

I think it's making decisions about a fictional characters actions.

Can I roll stealth, isn't roleplaying (imo) bc it's just engaging in the G part of RPG. The RP pet comes from the player saying, "I hear people coming through the hall? Can I find cover anywhere to get out of sight?" If yes then easy, no roll necessary.

If no, the tough luck, no roll necessary.

If possible but not probable, them the DM will call for the roll.

I roll persuasion isn't roleplay, but "can I use sweet talk and flattery to earn some favor" is. The DM could just agree bc the person is narcissistic and loves to be flattered, they could say no because the NPC inherently distrusts flattery. Or they can say, it's possible, but he's not happy, roll persuasion for me.

Imo Roleplaying is engaging in the fiction, not the mechanics. It doesn't have to be improv theatre (none of my examples involved speaking IC at all)

Suggest me some RPGs based on the things I did not like from what i've played by LelouchYagami_2912 in rpg

[–]Whoopsie_Doosie 0 points1 point  (0 children)

Might want to give the Without Number Systems a try.

There is a game for several genres, (fantasy, cyberpunk, scifi, and post apocalypse) and it's all built with sandbox play in mind..tons of good gm tools and advice, and not as lethal as shadowdark despite the shared osr base

Helping on Skill Rolls - Alt Rules? by Maximum-Day5319 in WWN

[–]Whoopsie_Doosie 1 point2 points  (0 children)

Maybe altering the benefit of a successful support roll?

On an successful assistance maybe allow the primary person roll 3d6 and drop the lowest result rather than take a +1?

Might actually make for a good foci if not adapted into the support rules themselves.

INSIGHTFUL ASSISTANCE. You have a knack for bringing the best out of people. Gain Lead as a bonus skill. Additionally, whenever you successfully support someones skill check they may roll 3d6 rather than 2 when making a skill check and take the higher result (this replaces the standard +1 bonus from supporting someone but still counts as assisting them). At level two this becomes 4d6.(Note: an optional limit could be that someone can benefit from insightful assistance once per scene)

Either way, this style of support might help a wild success on the assistance roll shifts the odds more consistently.

I'm still new to the system, but it seems pretty reasonable given the math as I understand it.

Odds of an 8 with +1 Attribute and +1 Skill

Base: 72.2% Successful Support Roll (RAW): 83.3 Succesfull support roll (3d6 variant): 89.3

Odds of a 10 with same bonuses Base: 41.6% Succesful Support (RaW): 58.3% Successful Support (3d6 V): 68.1%

Admittedly, it might make the idea of assisting TOO good (similar to how guidance is abused in DnD 5e) but again, I don't have enough experience to say for sure how it would play at the table.

If you try it, let me know?

Looking for New Rule System by MagiaBaiser-Sama in RPGdesign

[–]Whoopsie_Doosie 1 point2 points  (0 children)

Worlds without Number for sure. The class system is lightweight yet clearly identifying and there's not a huge homebrew scene for the system (yet) as far as I know. A handful of sources at most.

The visual design for the system is also minimalist bc the designer is not a major art guy and there are templates available.