[-] ParanoidAndroid@lemmy.world 7 points 3 years ago

"The intelligence of that creature known as a crowd is the square root of the number of people in it."

GNU PTERRY

[-] ParanoidAndroid@lemmy.world 1 points 3 years ago

Some great stuff here, thanks for the recommendation!

[-] ParanoidAndroid@lemmy.world 2 points 3 years ago

Great idea, gotta look into those and see if I can find smth fitting, thank you!

[-] ParanoidAndroid@lemmy.world 1 points 3 years ago

Thank you for the tips, will check those out!

[-] ParanoidAndroid@lemmy.world 7 points 3 years ago

Played in a very fun 2E Kingmaker game. Which was mostly dealing with the death of a character last session and some other roleplay things.

Also GMed more of my Traveller game; a great Pirates of Drinax campaign. Also ran the first session of our Call of Cthulhu "Horror on the Orient Express" campaign; which everybody survived, always a nice start to a CoC game. Plus, the 14 year old street urchin shooting down a zombie was great fun.

[-] ParanoidAndroid@lemmy.world 4 points 3 years ago

My group just had to retreat in our last 2E session yesterday. Got ambushed at night, horrible player rolls, plus our GM rolled max damage 90% of the time. After two rounds we had to run and leave the fighter to die to avoid a TPK.

[-] ParanoidAndroid@lemmy.world 2 points 3 years ago

For a quick one-shot to test out the system, most of my players will just skim the rules, and that'll be enough. But if I run a long-term campaign I expect my players to have a basic grasp of the rules, but most importantly know how their characters rules works.

I will happily explain and help players get started. But if they ask me for 100th time which die to roll; don't know how their character works; or similar basic things, I will get pissed at some point and ask them to please learn the game we're playing.

You don't need to know every single rule, but a basic grasp of them is just the bare minimum or I will kick them out of the game at some point. This hasn't happened to me yet, all my players are very good at picking up new systems.

[-] ParanoidAndroid@lemmy.world 3 points 3 years ago

FLGS = Friendly locals game store

[-] ParanoidAndroid@lemmy.world 1 points 3 years ago

Valid opinion, I just never had the feeling with any of the system I enjoy. What would be an example in your view?

[-] ParanoidAndroid@lemmy.world 8 points 3 years ago

The length of the 2E Corebook is mostly due to it containing basically the PHB+GM Guide. It might look intimidating, but it's really not as crunchy as it seems. So I really recommend trying to find a game in your LGS or online to join just to test out the system. Imo, Savage Worlds is a decent alternative to Pathfinder, even has a pathfinder setting. It's a bit more rules-light as 2E but still offers good amounts of depth. Plus it is a setting agnostic system, so you can play Fantasy, Horror, SciFi, Cyberpunk, pretty much anything you can think of.

[-] ParanoidAndroid@lemmy.world 4 points 3 years ago

Normally I'm the forever GM and ran 2 and a bit 1E APs; but I'm playing in a Kingmaker game atm. We barely started and just leveled up to L2, but it's already great fun. Last combat encounter, a small bandit camp, my Swashbuckler/Wrestler just had the most incredible luck and basically 1-hit killed everything he touched. Sentry up a tree? Just athletics up the tree and dropkick the bandits sternum through his spine. Another 3 bandits met similarly brutal demises.

[-] ParanoidAndroid@lemmy.world 1 points 3 years ago

You could give it some slashing/piercing resistance. But I'd argue that is too much. Hardness 7 will make destroying the thing already pretty difficult. And unless this happens during a combat encounter/ some kind of time crunch, it really doesn't matter at all. It will just take longer. I wouldn't even let the players make the rolls, just decide it takes X minutes and move on.

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ParanoidAndroid

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