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Chebucto Regional Softball Club

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A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

I...uh....wait...ummm...hold on....wait...

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rpgmemes
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    sbv@sh.itjust.works
    wrote last edited by
    #51
    Neat! I'll have to take a look sometime. Thanks for the explainer. I GM a fair bit, so the idea of a healthy collection of modules is compelling.
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      I'm extremely naive when it comes to tabletop RPGs Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock
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      Guest
      wrote last edited by
      #52
      Technically there could be. After all, the GM has final say. But players will want to search for a reason, because they expect consistency. Spells don’t typically fail without reason. That reason can be a low die roll *if the spell description calls for it*, but many spells (like Prestidigitation) don’t require a roll. So having the spell fail “because the plot says no” is inconsistent. It would immediately throw up a giant red flag in the players’ minds, and make them think the item is much more important than they initially realized. After all, if the plot says the spell doesn’t work, then that means something in the world is preventing it from working. It makes more sense to have the item be cursed, or haunted, or protected by a god, or any other number of things that would give the players some sort of explanation to latch onto. If you keep it vague, the players will inevitably spend a *lot* of time trying to figure out why it can’t be cleaned. Because they expect consistency, and will keep throwing things at it until they find a reason. So it’s better to just give them a reason (even if you just came up with it in a panic) because that at least gives them some resolution, and they can file it away in their quest list for later.
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        wrote last edited by
        #53
        You forgot the most important part: it isn't owned by Hasbro! Even if it didn't have any of the advantages it does over 5e, this alone would be huge.
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        • ? Guest
          Technically, rust can only occur on iron-heavy metals and alloys. Otherwise it's just called oxidation. The difference with "rust" is that rust will eat into the metal and change its shape, while oxydation only changes the surface color and texture.
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          Guest
          wrote last edited by
          #54
          This is not true. Oxidation is a broad type of chemical reaction involving the loss of electrons. Rust is a type of oxidation, much as a square is a type of rectangle. Oxidation can occur on the surface level (tarnishing of some metals, passivation of aluminum) or throughout (combustion). Rust actually only occurs on the surface as well, but the iron oxide is less dense than the metal and it increases the available area of the surface exposed to oxygen.
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            You forgot the most important part: it isn't owned by Hasbro! Even if it didn't have any of the advantages it does over 5e, this alone would be huge.
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            wrote last edited by
            #55
            Touché! A truth I have really started to take for granted.
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              This is not true. Oxidation is a broad type of chemical reaction involving the loss of electrons. Rust is a type of oxidation, much as a square is a type of rectangle. Oxidation can occur on the surface level (tarnishing of some metals, passivation of aluminum) or throughout (combustion). Rust actually only occurs on the surface as well, but the iron oxide is less dense than the metal and it increases the available area of the surface exposed to oxygen.
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              Guest
              wrote last edited by
              #56
              Yeah... Reading back my comment, it was badly written... I know rust is a type of oxydation, but that's not what I wrote!
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                Well, not quite. Rust eats into iron because oxidised iron is larger and much more brittle than unoxidised iron, physically ripping itself out of place. Many oxides arent that much larger that their base metals and form a nice patina protecting the metal underneath, like in aluminium. Other oxides destroy the structural integrity of the metal and eat into it, forming corrosion. Rust is just corrosion specific to iron.
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                wrote last edited by
                #57
                I didn't know of other type of oxides that eat into the metal like rust does... But it's true that a "rusted crown" implies that it is iron-based, so the cantrip should work!
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                • ? Guest
                  Yeah... Reading back my comment, it was badly written... I know rust is a type of oxydation, but that's not what I wrote!
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                  wrote last edited by
                  #58
                  Lol thermite is my favorite oxidation & rust remover reaction
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                    wrote last edited by
                    #59
                    It’s artifact level - a cantrip simply doesn’t work on it. When the players ask why, you just tell them they don’t know - neither can anyone in the town/city whatever they’re in.
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                    • ? Guest
                      Lol thermite is my favorite oxidation & rust remover reaction
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                      wrote last edited by
                      #60
                      Ah yes, removes the rust, the object, and the table it was sitting on...
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                      • ? Guest
                        So a player that told you from beginning what he wants to do, which doesnt fit into your story, should they be forbiden to participate?
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                        solorion@sh.itjust.works
                        wrote last edited by
                        #61
                        I never said anything even vaguely approaching that? What do you even mean by "told me from the beginning what he wants to do"? If I'm prepping a fantasy campaign and one of my players tells me, "I'd kinda prefer we do something sci-fi" then I have no obligation to change my entire campaign because a player isn't happy with it. I *might* still do it, if I felt interested in running that and the rest of the table does too, but imo I'm well within my rights to tell him no. If you mean that he wants a plotline of his own then I'd do my best to accommodate that, assuming it doesn't clash with the rest of the campaign horribly. If it does, then I'd just say that and offer alternatives if I can think of any. If I can't, then of course he can still play if he'd like.
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                          wrote last edited by
                          #62
                          How tf do I pronounce that*
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                            wrote last edited by
                            #63
                            Easy. He needs to roll 100 on a single d20 or the spell fails and creates a big neon sign above the player characters head that follows them everywhere and reads "annoying little shit"
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                              How tf do I pronounce that*
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                              wrote last edited by
                              #64
                              I don't know if you're joking, but just for fun: Press-T-digi-tay-shun
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                              • ? Guest
                                "you feel the spell take hold, but for some reason the crown remains rusty" Then you pivot that the rust is a powerful illusion or some kind of curse cast on the crown by someone related to that backstory to keep it hidden. Then while your players try to figure out why simply cleaning the rust didn't work, you try to figure out how to weave in that backstory sooner than later. If you're really not ready for it to happen, make sure they have some other quest to do that has a pressing time limit.
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                                shaggysnacks@lemmy.myserv.one
                                wrote last edited by
                                #65
                                >If you’re really not ready for it to happen, make sure they have some other quest to do that has a pressing time limit. So, distract the players as if they are children. Good idea.
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                                  The idea was to have some kind of urgency but only once the players were far enough to understand the basics of what was going on. To that end, the date was supposed to be vague so that the GM was free to say "you figured out that the ritual will happen right after summer ends – which is in less than a week". Then he forgot that the timeframe was vague when I wrote the letter and told me to pick a date. Unfortunately, this cut out a side plot where our party would've hired another party to hunt down some artifact. That artifact retroactively got downgraded to a red herring for time reasons. On the other hand, we got an absolutely precious scene where the one party member who wasn't magic-affine and didn't want to be involved with any supernatural stuff had to ride an unnaturally fast six-legged half-demon horse in order to catch up with the bad guys. Also, it cut down on all the "three wizards and a vintner have breakfast and discuss the state of the investigation" episodes. We had a lot of those.
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                                  wrote last edited by
                                  #66
                                  > On the other hand, we got an absolutely precious scene where the one party member who wasn’t magic-affine and didn’t want to be involved with any supernatural stuff had to ride an unnaturally fast six-legged half-demon horse in order to catch up with the bad guys. Ardo still thinks that we should just leave this whole mess to the sun god's holy inquisition and get the fuck out of town, thank you very much.
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