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Which one is better? Or rather what are the systems strengths and weaknesses and which game is better suited for a certain kind of campaign.
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No.422065
>>422056
Meant co-creator, and 5e. I'm a retard though.
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No.422494
I just want to play in Mystara.
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No.422517
>>422494
Given how Blackmoor, Hollow World, and Savage Coast are all parts of the Mystara setting, we're probably never gonna see a reprint of Mystara. Too much wresting various important parts back from various disparate copyright holders.
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No.422523
Pathfinder/3.5: overly complex with systems that deep systems, I'd argue it's mechanically superior to 5e if for no other reason because their are simply more mechanics based one what you need to do, duel wielding is my go to example as in pathfinder it's a huge ordeal with a whole paragraph explaining how to do it and an accompanying feat, where as in 5e it's just innate and simple.
5e: far simpler but consequentially lacks some depth. I think 5e went for quality mechanics over quantity, their aren't as many but you can still do the same things as pathfinder you just need to rely on DM's discretion more which, for a good DM anyway, means more creative ways to deal with situations as opposed to a ridged rule.
I think my hometown DM described the differences very well. "pathfinder/3.5 feels a lot more like a game where as 5e feels more like a way to tell a collaborative story."
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No.422528
>>422523
3rd-ed is a continuation of AD&D design theory.
5th-ed is a continuation of B/X D&D design theory.
Both have their merits, both have their flaws. Neither are the best choice for D&D-style games.
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No.422749
Is it just me, or is 3.5e an unbalanced, overcomplicated mess of rules that actually gets in the way of the game? I have seen games that pause combat or even the game itself for a while with their ass backwards roll systems, and even games that have some obscure edge case rules, but none of the GM I have seen decide to apply them. 3.5e GM I have seen seem to rejoice in pausing the game to search for rules, and then argue for a bit to rule out that something that should make sense in real life can't be done in the game. Why does 3.5e tend to attract players and DM this strict? I hate rules lite systems with a passion, but 3.5e is just too autistic, even for me. 5e is oversimplified, but despite that, it feels cleaner. It's still far from the pinnacle of game design more or less like all D&D, but at least you fight the system less, and the DM seem to care more about having fun than obeying the book or caring about some nonexistent balance.
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No.422751
>>422749
Yeah. That'S exactly my problem with 3.finder and also the reason why I don't plan on getting into Fantasycraft. It can be fun to come up with so builds and ideas but playing them is something else entirely, especially if the GM understood some rules differently. Works alright in some vidya though.
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No.422753
>>422749
Yes, and 5e's response was to not bother trying to fix anything while removing any rules that were even the slightest bit sticky. 3.0 at least tried to be something new and fresh and try to simulate a fantasy world instead of telling the GM to make up half the game and setting. It may be a giant, unwieldy bunch of half-baked parts thrown together, but it had ambition that the brand hasn't had since 4e killed it.
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No.422754
>>422753
>since 4e killed it
Playing 3e for a while made me realize why they thought 4e was a good idea. They made it into "D&D+WoW" since that's how most people play 3e anways.
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No.422756
>>422749
>Why does 3.5e tend to attract players and DM this strict?
Well the whole "rules for every situation" thing directly encourages this play style. The philosophy behind it is that mastering the mechanics is the challenge, which is pretty dumb. The rules should directly encourage the game, not be opposed to it. You can ameliorate a lot of the problems by just not rolling for things a lot of the time. Just because the character has a skill that applies doesn't mean they need to roll every time they use it. Rolling is supposed to represent taking an action under pressure where even an experienced person could mess up, or a situation with a similar amount of uncertainty. Stopping combat or RP to roll should only happen with some kind of pivotal moment or if a character chooses to do something that's clearly a risk/chance.
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No.422757
>>422756
There's a rule for that. It's called taking 10 or taking 20. Rules are there to protect the players from the DM's giant, floppy wang.
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No.422767
>>422523
>Thinking that DM reliance engenders instead of inhibits creativity.
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No.422770
>>422767
>DM reliance
You are going to rely on the GM either way, you dumbass nigger. It's just that 3.5 limits gameplay by having too many badly written rules that.
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No.422777
>>422749
Munchkins love hilariously broken exploits, exploits only a strict GM wouldn't tolerate. Even relaxed GMs will quickly despise those loopholes and cut them out of the game and become strict.
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No.422787
>>422777
But that doesn't have anything to do with 3.5e being overcomplicated. If anything, being complicated is what makes it so exploitable: Risus is the simplest rules-lite shit you could find, and it's impossible to cheat in that system. Only WotC could think generating iron out of thin air is not exploitable, for example.
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No.422795
>>422767
The DM is the one running the bloody game, otherwise you're just thinking out loud.
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No.422801
>>422795
>otherwise you're just thinking out loud
Story of my fucking life.
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No.422979
New to tg. both the board and the hobby. Trying to write up a setting for a LitRPG story using 3.5 ruleset - both as a way to gradually learn the rules and make something fun to read. went to 4chans tg, found the trove on there. Currently downloading it for further research (btw, anyone knows if there is a way to download a whole folder off there https://thetrove.net/Books/ ? )
Have lots stuff i want to do with the setting/story and there is a lot of material to read through - was hoping someone here would be willing to point me in the right direction on where to look for relevant rules/tables etc..
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No.422980
>>422979
first question - I Want to include slavery as a commonplace aspect of most societies in my fantasy world.
Given that:
a) most city state governments officially allow slavery systems though the details of said systems differ. Common trends include imposing slave status on criminals, heavily indebted, war prisoners and disabled people deemed unfit to be self-sufficient.
b) the most common way slavery is enforced in economically developed city states and nations is by means of magic, either as magically imposed geas or a magic slave collar. Poorer tribes, remote places and the like make do without the magic, with just more traditional means of collars, tattoos or brands and enforcement.
The general scenario I am considering would be that a city state would condemnd a criminal who has done something than normally warrants death or long imprisonment to slavery instead, and auction them off to cover or at least offset the costs of arrest/processing.
1. I am trying to come up with a way of pricing for slaves that would appropriately fit in with the pricing of all the items.
2. And also how to spec out accessibility and pricing of the tools enforcing slavery so that it doesn't seem entirely out of whack with the cost of the rest of the magics.
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No.422981
>>422980
There are a lot of costs given for items, but I figured a good place to start for the cost of slave would be cost of food and upkeep vs. earning potential vs. the cost of actually enforcing the slavery
From here (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#meals), cost of Meals(poor) comes in at 1sp.
Which happens to be the wage for untrained labor here (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellcastingAndServices): Hireling, untrained 1 sp per day
Using this as baseline, keeping kids as slaves would be generally uncommon because owner would likely be a net loss in upkeep vs. whatever labor they contribute even before factoring in cost of slavery magic. So that sort of thing would presumably be limited to orphanges/schools that might try to train them into professionals and hope for long term profit.
Meanwhile teens to adults would presumably be trainable for some kind of labor and their earning potential is estimated at 3sp. There are also earning potentials for professionals - so one can estimate daily profit from a skilled slave and than work out how long it would take to balance out the cost of whatever magic was used to enslave.
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No.422982
>>422981
What I am missing in all this would be the 'cost of enforcement' variable - I am looking for stuff like magical geas, cursed items, curses that control behavior etc.. and their costs.
Also helpful would be if any module/setting already has worked out a table or formula for costing slaves.
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No.422983
>>422979
This is the wrong thread for this sort of thing.
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No.422985
>>422983
I wasn't sure about posting here, but I didn't see a thread for D&D stuff specifically and this seemed the closest fit. What's the norm for this board - should I just start a new thread for this question?
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No.422988
>>422985
Seems like a question for the QTDDTOT that's linked in the pinned header thread.
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No.422989
>>422988
thanks... turns out I am really poor at reading
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No.423410
>DM won't let my Eldritch Knight bond with a shield because that would give me the mechanical advantage of donning a shield on a bonus action
Worst part about this is some guy asked Jeremy Crawford this specific question on Twitter, but the dumbass didn't address the actual question. I'm starting to hate D&D just because of the amount of rules lawyering it has.
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No.423412
>>423410
Are you that guy from the QTDDTOT?
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No.423460
>>423412
I am that guy. Been discussing with my friend about the shield binding, but he is not convinced because, apparently, being able to don a shield with a single bonus action instead of a full action is too much of an advantage. I proposed being able to summon the shield as an Action, but he doesn't want to make any rulings and just follow the rules to a T.
I swear I have never seen a system that attracted as much rulefaggottry as D&D. It'a the only system where game masters think the rules are always perfect and make perfect sense, and thus can't be judged. Only met once a D&D DM that wasn't afraid of making up new rules and non-magical-item buffs and skills. I'm starting to think about mocking this attitude by being literal about the rules, and binding my Eldritch Knight to a siege weapon, like a battering ram, a cannon or a ballista. Hey, they are technically weapons, and Weapon Bond never specifies the type of weapons you can bond to.
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No.423471
>>423460
Apparently, he is gonna homerule not being able to link myself to a siege weapon, despite the RAW allowing me to do so. So yeah, it seems it's plain old no fun allowed, rather than strictly following the rules.
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No.423474
>>423471
can you not think of a way to get the same effect in another way? i mean, this is dnd, there must be a way to do that
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No.423476
>>423474
I guess I could try to stove it in some pocket dimension item, but most of them specify taking stuff out of one of them takes a full action, so in order to fire them, I would have to wait at least a turn. By bonding it, I can summon it as a Bonus Action, then, assuming it is loaded, aim it with my Haste Action, then fire it with my standard Action. I guess I could Action Surge my way out of it, but then, siege weapons weigh a buttload, and most bag of holdings don't let you put in more than 500 lb. Floating Disks aren't able to hold much weight, too, so I guess I am SoL unless I spend a lot of levels in Wizard to cast a Demiplane.
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No.423483
>>423476
Disregard that, I just noticed a Rogue (Arcane Trickster) 12 / Paladin (Oath of the Ancients) 7 / Monk 1 can deal insane DPS via kicks or ranged attacks (waaay more than a siege cannon per Action thanks D&D), and still be a better tank, support and utility than an Eldritch Knight. So yeah, gonna proceed to wreck this game with no survivors. You could have given me the summonable shield.
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No.423707
>>416572
Seconding one of the better midweight systems out there with the craziest settings, Necropolis and Rippers ftw
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No.423718
>>423471
If he's going to be a rules lawyer and piss in your cornflakes for daring to have fun, why not be that guy and wreck the campaign by subtly easing 1-2 players off the rails against each other?
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No.423732
Is this the thread to talk about things Pathfinder related? Because I need random generation tables for stuff, at least one for gods or for magic/cursed items.
The problem is not creativity, but tracking all the items or even do something fun like rolling the dice everytime a player finds a magic item to see the effects.
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No.423733
>>423732
>not making your own random tables
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No.423734
>>423733
I like the time to do so and I have no fucking idea how to balance it. Should the best results be on the highest numbers or in the lowest? maybe in the middle ones?
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No.423735
>>423734
I don't have the time I mean.
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No.423736
>>423734
Gee, I don't know. Do 90% of the inputs of your game have a better result the higher your roll is, or do you use THAC0 roll-under bullshit? You know your party better than us, YOU balance it for THEM.
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No.423739
>>423732
No. This is not a pathfinder thread.
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No.423744
>>423739
What? Of course it is. OP even asked about it. Scroll up.
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No.423750
>>423744
It's not a thread for asking for pathfinder resources, you newfag retard.
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No.423754
>>423734
If you're only using the one die, with one item per result, it doesn't matter where the results go, because on a d20 a 10 is as likely as a 20. Now, convention says to put the best things at the highest numbers, but it doesn't affect the balance of the table. For that to matter you need to roll multiple dice, or maybe have less interesting results take up ranges of results, like the weapon is +1 from 1-10, +2 from 11-14, +3 from 15-17, or whatever.
Besides, do you even need the table to be balanced? Obviously, if you're going to roll on the table every time they fight a monster you don't want everyone walking around with multiple Hands of Vecna, but if you're using it sparingly, like only at the end of the adventure, you can get away with throwing whatever the hell you want on there and just vetoing results that would be stupid. Somebody's already got the bag of holding? Reroll.
Or don't bother with the random magic item table at all and just give something fun to them. It makes no difference to the player whether they find a sweet sword because you said so or because you rolled a die, looked it up on a table and the table (which you wrote) said so.
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No.423756
>>423754
I was thinking about using a d100 table, and mostly rewards for high perception rolls in searching spots or make random treasures.
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No.423802
>>423750
The joke is that Pathfinder is the same as 3.5, you stick in the mud.
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No.424003
>>423802
>Be me. Be OP. Fuck off newfag retard.
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No.424005
>>424003
Now you're just babbling.
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No.424036
>>424005
what part of fuck off didnt you understand the first time
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No.424048
>>424036
You're not really dumb enough to think that works.
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No.424061
>>424048
Apparently you're dumb enough to not understand my motivations.
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