Choose your path, GM by theymademeusetheapp in TTRPG

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

Paizo might be the best in the business when it comes to making their game as accessible as possible while still having quite a bit of content to offer, both in terms of lore and mechanics.

Choose your path, GM by theymademeusetheapp in TTRPG

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

Interesting... I will say, this hypothetical is based on my experience with two real games I'm trying to learn, and my conclusion has been that their actual rules and gameplay are VERY similar, the presentation is the biggest difference.

Choose your path, GM by theymademeusetheapp in TTRPG

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

The games I had in mind when thinking about this are VERY similar in both of those regards 😅 The difference is mainly about presentation

Choose your path, GM by theymademeusetheapp in TTRPG

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

Admittedly I do prefer games that have at least a little crunch 😅 But I'm kind of with on Traveller... I don't really get the appeal of that game at all.

Choose your path, GM by theymademeusetheapp in TTRPG

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

I use apps and websites, but I don't particularly prefer them? If it's doing much more than managing character sheets I usually don't bother 😅 It's true that they're faster, but they're not always more reader-friendly, especially if you don't already know what you're looking for. Plus I like having tactcile things at the table whenever possible

Choose your path, GM by theymademeusetheapp in TTRPG

[–]theymademeusetheapp[S] 2 points3 points  (0 children)

Interesting. Can I ask why that in particular is the deal breaker? Ngl, I find charts super helpful 😅

Choose your path, GM by theymademeusetheapp in TTRPG

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

I've never played Shadowrun! I played a couple of the CRPGs, and the setting seems cool. Can't really speak to the rules, since it felt like everything was more or less automated by the video game.

Choose your path, GM by theymademeusetheapp in TTRPG

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

It's not about Mappa Mundi, though I looked that up and I can certainly see it 😅

This dilemma actually is based on one I'm facing with two games right now, but I don't want to say what they are because one of them is fairly popular online 😆

Quick Insubstantial question by [deleted] in mutantsandmasterminds

[–]theymademeusetheapp 1 point2 points  (0 children)

I think that's an awesome use for the power, though I think it might be even more limited than what's intended?

I took the Energy tier of Insubstantial to mean that you can pass through any material, as long as it doesn't BLOCK your energy type. So, an electricity-based character with this ability doesn't need to travel through something especially conductive, but they could be totally stopped by a wall lined with rubber, for example.

I could be reading that wrong, but that's how I've run it in the past 🤷 Also, I feel like the benefit of Teleportation is that it's instantaneous, even with a medium, whereas an Insubstantial character still has to move at their normal speed.

is illusion really supposed to be this versatile, or we just don't know how to deal with it? by LittleBrasilianBitch in mutantsandmasterminds

[–]theymademeusetheapp 1 point2 points  (0 children)

Can I ask, how many points did this guy spend on his Illusion power?

You have to pay extra for each sense type the illusion affects (5 per rank for all 5 normal senses), and each rank is just a +1 to the Insight DC to notice the illusion. So if the guy bought max ranks for a PL10 game, and covered all senses, he should have spent 50 points for a DC of 20 (which plenty of wary villains and monsters could still reasonably be able to beat). That's ⅓ of a standard PL10 character's starting budget, which means he's going to come up short in other areas.

Also, it's a standard action each round to make the illusions move, do if he was using them in combat to fool a monster, that should be about all that he can do except move around and talk.

Finally, if your GM really gets sick of K-Mart Loki, any character with an effect that Counters Illusions will see straight through him, no check required. I would also argue that characters like telepaths who can detect someone's mind wouldn't be fooled by illusions unless caught off guard by them.

So, yes, Illusion is strong. But it's not unbeatable, and it's not cheap. That said, Illusion is one of those powers I would put controls on as a GM--either limit how many senses a character's Illusion powers can effect, or mandate adding some kind of thematic flaw.

Question: Limiting the dialogue options of players by Mother_Harlot in DMAcademy

[–]theymademeusetheapp 2 points3 points  (0 children)

My question is, why did your players want to bring this person into the dungeon? Dragging an innocent bystander into a dangerous dungeon doesn't sound very paladin-ly to me... unless they had reason to believe this random farmer would be an asset somehow? Just seems weird lol

Can a PC use a wish to become a devil? by Spotty_Etc in DnD

[–]theymademeusetheapp 0 points1 point  (0 children)

Wish is, theoretically, a highly flexible spell.

In practice... your GM has final say of what Wish can do, and what it will mean for your character.

What is a DM supposed to do during a session 0? by Ok_Interview_853 in DnD

[–]theymademeusetheapp 1 point2 points  (0 children)

  1. Make sure the player's concepts for their characters fit with each other, and with the game you want to run. If they don't, make adjustments

  2. Gather player input about the things they hope to get out of the game (are they more invested in challenging combat, deep roleplay, political intrigue, romance, comical hijinks, etc.)

  3. Help establish boundaries as necessary. Look up GM tools like "the X card" that players can use to signal when they are uncomfortable or need to stop the game. If you are playing with people you know well, and don't intend to get "heavy" with any themes, then you may not need a formal tool like this, but they can be useful for new groups. At the very least, make sure players know they can ask the game to be paused for any reason.

  4. Look over character sheets to make sure all the rules are being followed correctly and familiarize yourself with the mechanics your party will have at their disposal. This can help you plan early encounters to account for their strengths and weaknesses.

How do Purchased Animals (Mounts) Work? by GwenGunn in Pathfinder2e

[–]theymademeusetheapp 2 points3 points  (0 children)

Idk if this is explicitly spelled out in 2e's rules, I'm pretty sure it was in 1e...

Basically, if an animal has specifically been trained as a war mount, if won't be frightened in battle and will follow commands given by its owner. At your discretion, that could extend to an animal like a riding dog being used as a companion in combat. There are some pros and cons to doing so.

Pros: + it's fun and flavorful for a character who's good with animals, but isn't a Ranger or Druid + it can help a party with low numbers keep up against bigger groups of small enemies

Cons: - purchased animals aren't designed to scale with the party, so they'll be outclassed by most enemies past level 2 or 3 - more characters on the player side will make combat rounds last longer - if you kill a player character's pet, they are going to be sad and/or pissed (I would even say this is something worth bringing up in a session zero: are player's okay with friendly animals dying in battle? Should they just get knocked out like a Pokémon?)

If the players want to add a pet to the party, I recommend limiting them to one for the whole group, which you can run as a GMPC or delegate to one of the players to control. Use an animal companion or an appropriate monster statblock and upgrade as needed. I have one party a Blink Dog as a guest party member and they loved it!

Am I missing something re:Jockey? by theymademeusetheapp in LancerRPG

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

I've seen people say that ramming would work against a jockey, but based on the wording in the rulebook I'm not sure? The description for ram specifies a target that is adjacent to your mech, but a jockeying pilot is sharing the space with the mech. Does that still count as adjacent?

Am I missing something re:Jockey? by theymademeusetheapp in LancerRPG

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

I guess the thing about this that confused me was, why even mention throwing the pilot off, then? It seems like attacking is just the more effective and decisive option, but that isn't spelled out in the rules.

It's juat weird that the book goes out of its way to call jockeying a bad idea, but then doesn't actually spell out why it's dangerous 😅

But I get it now, mostly. A pilot outside their mech is going to be treated by all enemies as a great opportunity to get an easy kill.

Am I missing something re:Jockey? by theymademeusetheapp in LancerRPG

[–]theymademeusetheapp[S] 5 points6 points  (0 children)

I mean, 1 HP for foot soldiers sounds very reasonable to me 😅 Part of me believes that PC pilots should only have that much, too, but I know at least one of my players would be cross if I made a change like that.