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But why?
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I've actually done it! I started at level 4, so I didn't quite do the full 1-20 journey, but I did indeed go to 20 on xp per enemy killed and not milestone levellingHow long did that take you?? The highest we’ve ever gone is level 11, and that took a couple of years.
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I suppose an approach that takes the general intention of your design but is a bit omre mechanically rigorous could be to separate out subclass levels? You level up in one class as always, and every few levels the thing you get on levelling up is a subclass level. Subclasses then only get four or so levels, so you could be a warlock 11 (archfey 1 / fiend 2)The difference is pretty minor either way. I’ve never had more issues balancing this than I have with sorcerer burst damage or creation bards collapsing economies.
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How long did that take you?? The highest we’ve ever gone is level 11, and that took a couple of years.About a year and a half. It was a game explicitly intended to just be full of difficult combat encounters all of the time, so it was pretty much the ideal circumstances for levelling quicky. Her last encounter had about 60,000 xp worth of enemies in it per player, without using the multipliers for multiple enemies
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> Also any class that gets their subclass at level 1 or 2. To be fair those are also troublesome for regular multiclassing, or at least they are if you're not using the 2024 "definitely not 5.5E" classes. The paladin with one level in warlock or sorcerer is a perennial favourite for a reason.
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About a year and a half. It was a game explicitly intended to just be full of difficult combat encounters all of the time, so it was pretty much the ideal circumstances for levelling quicky. Her last encounter had about 60,000 xp worth of enemies in it per player, without using the multipliers for multiple enemiesOh, wargaming dnd? How’d you like it? Did 5e stand up well or did it need a lot of homebrewing?
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Oh, wargaming dnd? How’d you like it? Did 5e stand up well or did it need a lot of homebrewing?I enjoyed it enough to play it for all that time, at least! I'm not particularly keen on D&D as a system (regardless of edition) and don't care for the Forgotten Realms as a setting, I just enjoy playing TTRPGs with people I like and D&D is the easy one to get people together for. Since I had a good crowd, I was having fun. There were usually plenty of interesting tactical decisions to make, and all of us know the game well enough to get through complicated turns smoothly. Everyone involved would still RP in combat so it wasn't just dice rolling. Gotta talk some shit to the hideous aberration that just deleted half your hp, right? It was _mostly_ RAW, but with some exceptions. For the sake of everyone being able to tailor their builds to combat, magic items could be purchased at will with prices agreed upon out of character
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I'll always love a paladin rouge multi even if it's not the "best". there's just so many interesting story possibilities there.
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Yeah, I mostly play Fate or nWoD. But a lot of people are really emotionally invested in D&D, so sometimes I think of ways to try to trick them into playing something different while they think they're still playing D&D.I suppose I'm lucky enough to have enough friends into ttrpgs to build a group of players open to the system I like. I lost some who *were* emotionally invested in D&D, but frankly they were the least fun ones to play with (min-max munchkins and rules lawyers undercut by an unfamiliar system), so I'm not too upset about it. Plus I've been empowered with many more options for creative play, and blessed with players *interested* in creative play.
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Because 5e is a simple game made for adolescents. It's easy to pick up, easy to build a character, and easy to run. The problem is once you start trying to do anything particularly interesting, it crumbles. It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance. I mean, last I checked out have you the option to be proficient with various sets of craft tools, without actually explaining what that actually does mechanically. If you want to make interesting character builds, you have to transition to a more detailed system. I'm partial to GURPS myself, but Pathfinder 2e is a nice middle ground of detail while still being fairly familiar to someone used to D&D.> I mean, last I checked you have the option to be proficient with various sets of craft tools, but the system doesn't actually explain what that actually does mechanically. Chapter 8, "Between Adventures," "Downtime," "Crafting." Page 187 in the 2014 version of the Player's Handbook. It tells you exactly how long it takes and how much it costs to create items using artisans' tools. I concede that it's pretty generic, but it does explain what you can do, mechanically, with your proficiency in artisans' tools. (If the 2024 version of the Player's Handbook removed this guidance then I'm not sure what to say, except that I don't personally consider that version to be "5e.") Xanathar's Guide to Everything also has an extensive section in Chapter 2, beginning on page 78, that does a great job fleshing out each type of tool proficiency and providing novel ways to use them.
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Warlock: I promised my soul in exchange for great power. Rogue: To which great power? Warlock: All of them. Let them fight over it when I am dead.
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If you know anyone who has actually reached 20th level in a campaign, it might make a difference. I’ll put you in my will if I hit the lottery.
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I'm gonna respect to 1/1/1/1/1 fighter/fighter/fighter/fighter/fighter so I can action surge 5 times in a round.
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I enjoyed it enough to play it for all that time, at least! I'm not particularly keen on D&D as a system (regardless of edition) and don't care for the Forgotten Realms as a setting, I just enjoy playing TTRPGs with people I like and D&D is the easy one to get people together for. Since I had a good crowd, I was having fun. There were usually plenty of interesting tactical decisions to make, and all of us know the game well enough to get through complicated turns smoothly. Everyone involved would still RP in combat so it wasn't just dice rolling. Gotta talk some shit to the hideous aberration that just deleted half your hp, right? It was _mostly_ RAW, but with some exceptions. For the sake of everyone being able to tailor their builds to combat, magic items could be purchased at will with prices agreed upon out of characterFor war gaming, which system do you personally prefer, if you don’t mind my asking? I’m looking to molest some people with *something fresh* and pathfinder doesn’t always work out. I used to ask people on Reddit, but I’d rather not use that site again.
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For war gaming, which system do you personally prefer, if you don’t mind my asking? I’m looking to molest some people with *something fresh* and pathfinder doesn’t always work out. I used to ask people on Reddit, but I’d rather not use that site again.I'm not gonna pretend that I have an encyclopaedic knowledge of what's available, but my limited experience with Mythras 6E has been very positive and I really like how Lancer plays. Mythras has Runequest as its high fantasy counterpart, so if you want a D&D-ish experience that's probably where to look. I've not played Runequest though, I had been doing a worldbuilding project and grabbed Mythras as something that looked suitable for there being no magic involved. Lancer comes with a really cool setting, but it's obviously way off in a different direction to D&D and the like. It does at least have the benefit of outstanding art to get people interested, and it's very good at making players feel cool even at low levels
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I ran a campaign that lasted several years and everyone went to 20. Technically past 20, though we never did any of the epic stuff. It was 3.5 though
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> I mean, last I checked you have the option to be proficient with various sets of craft tools, but the system doesn't actually explain what that actually does mechanically. Chapter 8, "Between Adventures," "Downtime," "Crafting." Page 187 in the 2014 version of the Player's Handbook. It tells you exactly how long it takes and how much it costs to create items using artisans' tools. I concede that it's pretty generic, but it does explain what you can do, mechanically, with your proficiency in artisans' tools. (If the 2024 version of the Player's Handbook removed this guidance then I'm not sure what to say, except that I don't personally consider that version to be "5e.") Xanathar's Guide to Everything also has an extensive section in Chapter 2, beginning on page 78, that does a great job fleshing out each type of tool proficiency and providing novel ways to use them.>I concede that it's pretty generic and would benefit from some refinement That's my point. A couple paragraphs on one page, and an addendum in another book to *consider* giving the player advantage and maybe an "added benefit", again left entirely up to the DM. The Xanathar's content is nice, if again a bit vague, assuming your DM uses it. But that's still buried in an appendant text. And that's just one example. Called shots are another good example. Anything outside the narrow scope of the written rules is left up to the DM. That's not fundamentally problematic in a ttrpg, the game master always has the final say anyway, but it's lazy game design, and it's only getting worse with each release. I said elsewhere that I quit D&D after buying the 5e Spelljammer set, which dumped all mechanical decisions onto individual DM decision. I don't buy rulebooks to get permission to run my game how I want. I buy rulebooks for playtested rules.
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I'm not gonna pretend that I have an encyclopaedic knowledge of what's available, but my limited experience with Mythras 6E has been very positive and I really like how Lancer plays. Mythras has Runequest as its high fantasy counterpart, so if you want a D&D-ish experience that's probably where to look. I've not played Runequest though, I had been doing a worldbuilding project and grabbed Mythras as something that looked suitable for there being no magic involved. Lancer comes with a really cool setting, but it's obviously way off in a different direction to D&D and the like. It does at least have the benefit of outstanding art to get people interested, and it's very good at making players feel cool even at low levelsLancer seems interesting but terrifyingly involved between the fresh setting, combat that feels like two legendary monsters fighting, and the host of new adjectives I’ll have to incorporate into my vocabulary. I’d only heard about it once before, from a zee bashew video, and it seems far more fleshed out than what I expected. Mythras significantly cuts down on one of those, so I’ll probably try that one out. Multiple degrees of success and more gradation between the cost of actions seems pretty neat as well. Thank you for the recommendations! I’ll almost certainly need to chew on them for a while to really understand them, but I adore both setting and the mechanics behind them!
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Lancer seems interesting but terrifyingly involved between the fresh setting, combat that feels like two legendary monsters fighting, and the host of new adjectives I’ll have to incorporate into my vocabulary. I’d only heard about it once before, from a zee bashew video, and it seems far more fleshed out than what I expected. Mythras significantly cuts down on one of those, so I’ll probably try that one out. Multiple degrees of success and more gradation between the cost of actions seems pretty neat as well. Thank you for the recommendations! I’ll almost certainly need to chew on them for a while to really understand them, but I adore both setting and the mechanics behind them!I will admit to being biased towards Lancer because I was already a big fan of one of the author's other work beforehand. Tom Bloom (ne Parkinson-Morgan) writes and illustrates [Kill Six Billion Demons](https://killsixbilliondemons.com/). I promise I do genuinely like the mechanics though. If you do decide to take a look at Lancer, there's a really powerful thing that makes it a lot simpler: [COMP/CON](https://compcon.app/#/). It manages character creation, initiative, tracking values in combat etc just like all the non-store parts of D&D Beyond, but it's a _lot_ smoother to use If you get a go at Mythras, have fun! I will have to quietly envy you because I don't a group to play it with
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I'm gonna respect to 1/1/1/1/1 fighter/fighter/fighter/fighter/fighter so I can action surge 5 times in a round.