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>> No.28918458 [View]
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>>28917837

Another topic for another time.

>>28918185

There are two ways picking a fight with an NPC can go down:

A. The NPC and their entourage are too weak to provide a serious challenge. In this case, there is no need at all to run the battle. Just say the PCs successfully knock out or kill the NPC, and run them through the consequences of doing so.

B. The NPC and their entourage are powerful enough to pose a significant challenge to the party. In this case, it is a boss fight that can be anywhere from an "easy boss fight" to an "overpowering boss fight," but Rule #5 applies all the same. There are goals to be accomplished and major stakes on the line.

>>28918236

This is the motivation behind #1. I have seen far too many GMs deploy a sudden house rule in the middle of the game, and nine out of ten times, it was done in a ham-fisted fashion that was unfun and only served to hinder the PCs.

I strive to never become like those GMs, so I would prefer to be safe than sorry when it comes to mid-game house ruling.

>>28918294

Sherlock Holmes is still in his element when engaged in combat with Moriarty, given that the former counts one-on-one combat amongst his specialties. Sherlock Holmes's strengths are emphasized against Moriarty.

Now, imagine if one of the player characters in a campaign was a master elementalist of fire, lightning, and explosions. They can summon forth only those three things and nothing else, but while working with this triad, they can unleash tremendous devastation.

Let us say the GM introduces a major enemy who was completely and utterly immune to fire, lightning, and explosions. The elementalist character is reduced to twiddling their thumbs, which is most certainly unfun.

Now, the GM could introduce a method for the elementalist to contribute against that enemy and apply their full potency (e.g. a magical environmental feature that transforms fire into ice), but that would just be playing to their strengths anyway, no?

>> No.28282024 [View]
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28282024

>>28282017

A few were white, some were brown, others still were black. They were dashing and hopping along in the same direction that the young boy was, and so he felt compelled to follow along, in the hopes that they might lead him somewhere safe. All CHARNAME found as he madly sprinted along was a thick tangle of thorns and brambles, which he managed to get himself painfully entangled in. Strange, he thought, still holding the book to his chest; where did this come from?

The colony of rabbits approached the young boy and offered in little, squeaky to help him out. They offered to show CHARNAME the path to improvise together his own safety, the path to make things right for himself, the path to finally understand all he was seeking. And so began young CHARNAME's Mystery Play.

...

After he had Awoken, CHARNAME was left all alone in the forest at night. His mother dead, his father having died a long time ago, the moonless, starless night giving little guidance. The young boy managed to navigate his way out of the forest through a mix of talent, supernatural luck, and willpower, but then he realized that he was miles away from civilization.

CHARNAME saw little else to do but to sit down and begin hoping. Wishing. Wishing that the universe would give him a chance to ho home, and yet continue his travels. Wishing that he had someone to take care of him. Wishing that he had someone to teach him of this whole new world he had found himself plunged into. And along came a Mystagogue tracking down a stolen copy of "Lark Demonde's Travels."

>> No.24309843 [View]
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24309843

>>24307640

>Was beaten in 3 turns by an 11yr old. Thought it was a girl, nope was a boy... I think. Beaten by a child who hasn't grown into their gender yet.

You got beaten by a shota trap in a children's card game?

Are you sure you're not living in some kind of anime?

>> No.23785954 [View]
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23785954

Failed rolls in RPGs should always be interesting, but how do you make failed knowledge rolls interesting without frustrating players?

It is interesting for a failed stealth roll to make a character raise an alarm and get into a sticky situation, and it makes sense.

It is interesting for a failed knowledge roll to make the character wildly misremember a fact, but it often makes no sense at all, and it is very liable to infuriate the player whose character now looks like a bumbling fool.

>> No.22814521 [View]
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22814521

Your character is transformed into a cute and adorable 10-year-old kid version of themselves! Possibly even cuter than what they actually looked like when they were 10 years old (or the equivalent for their species)!

There is no change whatsoever to their personality, statistics, physical capabilities, or effectiveness. They can still fight, run, and use magic as well as they normally do. Their equipment and clothing change size to match.

The magic that inflicted the transformation is incredibly powerful and can only be reversed by plot-level magic. It will keep your character in this state forever, always youthful and unaging until the day they die from other causes.

Your character is aware of all of the above. Do they stick to their current form or go on a quest to reverse the magic?

>> No.22599461 [View]
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22599461

Does /tg/ like campaigns where you all play magical/superpowered/monster-summoning kids and do that "coming of age" story thing?

>> No.22593372 [View]
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22593372

Does /tg/ like campaigns where you all play magical/superpowered/monster-summoning kids and do that "coming of age" story thing?

>> No.22505839 [View]
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22505839

What's worse, cheesecake character portraits or anime character portraits?

>> No.21912636 [View]
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21912636

We've all heard of anti-spellcaster warriors, but are there any games with anti-warrior spellcasters?

Other than 3.5.

>> No.21601454 [View]
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