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Chebucto Regional Softball Club

  1. Home
  2. Uncategorized
  3. But why?
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

But why?

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rpgmemes
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  • ? Guest
    Why does this sound so familiar?
    W This user is from outside of this forum
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    weariedfae@sh.itjust.works
    wrote last edited by
    #75
    Do you watch D20? Somewhat similar situation in Unsleeping City season 1.
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    • S sunsofold@lemmings.world
      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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      Guest
      wrote last edited by
      #76
      Fiend: Look, I'll take what I can get. Can I get the legs? I'll take the legs. She can have the top part. Archfey: Did you just call the head the "top part"? That is so fucked up.
      ? 1 Reply Last reply
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      • ? Guest
        It's really something that comes down to personal taste. I've played 5e for 6 years, and I've been playing a GURPS campaign for about 7 months. It's Apple vs. Android. Some people just want to pick it up and play. Some people need that level of customization or the experience isn't enjoyable. D&D is much easier to pick up. The book says pick a race (species now I guess), class, and background. It even suggests a background and starting gear. If you want, you can customize these two things as much as you like, and picking variant human means picking up a feat at 1 for further refinement. Plus you likely also have some spells or race/class traits to pick from. That's a fair amount of customization at level 1. Compared to GURPS, you have an OCEAN of options right off the bat. Even if you only have 40 character points, you could spend them in more ways than is possible to experience in a lifetime. The Basic Set alone is massive, and the system has more supplemental material than even D&D 3.5. You can pick some skills and not realize you're missing very fundamental things like 'will my strong fighter guy fail every jump attempt he tries' or 'can I even use any weapon besides a sword' because I didn't invest in that. I love both systems, and neither one is perfect. Working around the limitations of 5E is actually a lot of fun, but so is making a mutant extra-dimensional spellsword ogre with color blindness, universal digestion, an honest face, and coitophobia.
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        Guest
        wrote last edited by
        #77
        Very true. If you want to just plug and play, and get going in 15 minutes without thinking about it too much, D&D is fine. When you start bumping against its limitations, like wanting to take multiple subclasses, it's time to consider a system with more freedom.
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        • ? Guest
          I have a hard enough time finding people and a schedule for mainstream games. Where the hell am I going to find people who want to GURP with me?
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          Guest
          wrote last edited by
          #78
          Online I guess if you're into VTT. You could maybe poke around at a game shop, I've even seen bulletin boards in some where you can post flyers, some people use that to find a group.
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          • I Cast FistI I Cast Fist
            "That's great news! That means all your actions and damage don't count!" - The DM
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            quetzalcutlass@lemmy.world
            wrote last edited by
            #79
            "Yeah, but neither does the damage I take!" _\*proceeds to do nothing but play on his phone for the session\*_ - The Hypothetical Fighter I Now Hate Also, you have an incredibly appropriate username for this conversation. Have you taken steps along the Path of the Muscle Wizard? (Swipe typing autocorrect turned "steps" into "steroids" three times in a row. I think my phone is becoming sentient.)
            I Cast FistI 1 Reply Last reply
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            • ? Guest
              Pathfinder 2.0 sidestepped this issue by having class-specific feats instead of subclasses. Just pick which features you want dude, no need to be silly about it. And you get a new choice of class specific feats often.
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              Guest
              wrote last edited by
              #80
              Or Savage Worlds where you literally build your "class" from the ground up
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              • ? Guest
                Very true. If you want to just plug and play, and get going in 15 minutes without thinking about it too much, D&D is fine. When you start bumping against its limitations, like wanting to take multiple subclasses, it's time to consider a system with more freedom.
                ? Offline
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                Guest
                wrote last edited by
                #81
                I just want to point out, with GURPS templates, players can absolutely get a character ready to go pretty quickly without missing crucial skills or abilities. GURPS's Dungeon Fantasy line comes with a set of templates that mirror D&D's character classes; you follow the guide for your preferred archetype and put together a character that has what *you* want. If you want to mix and match between them, you just invest the points and pick it up; it even has some guidance on what likely will and won't synergize well. And if that's still too granular, the Delvers to Grow add-on lets you just select "packs" of upgrades, worth 25 character points each, and tailored to specific templates. This lets you roll up basic characters in about 20 minutes (10 if you know what you're doing!)
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                • ? Guest
                  I don't need to buy a set of books to give me permission to use my imagination, and I don't need it's permission to disregard rules that don't serve my campaign, or homebrew my own. Every ruleset of every tabletop game is optional. Sure, ignoring some rules can unravel the system, but every table is free to make that choice. I buy a set of books because I want an exhaustive set of balanced and play tested rules. I am under no obligation to use every rule, but I want to have them so I know if I choose to use them, or isn't going to break the balance. For instance, I've fully moved to GURPS. It has a reputation for being complicated because there are *lots* of mechanics available. I ignore the vast majority of them most of the time, but when a player wants to do something out of the ordinary, I can count on having a balanced mechanic available for guidance. I didn't have to worry about being too strict, or too lenient, or inconsistent the next time the same situation arises. 5e isn't "permissive", it's lazy game design. I quit after buying the Spelljammer set, which provided basically zero guidance for any of the actual spell jamming stuff. When the answer to every question is "The DM can decide to do it however they want :)”, you're not actually releasing a game system. Again, I don't need to buy a book to have permission to use my imagination however I want. I buy a book to give me balanced and playtested mechanics. WotC doesn't seem particularly interested in that.
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                  Guest
                  wrote last edited by
                  #82
                  I think it's better to think of all the add-ons and supplements as GM inspiration, rather than hard and fast rules. Most everything in GURPS is set up to arrive at a skill roll or attribute modifier; so even if you don't remember a particular rule for a particular edge case, you can generally eyeball it and come up with a modifier pretty close to what's in the books. The books give a *lot* of guidance on how to reach that modifier, though; and give you enough information to feel comfortable coming up with your own modifiers outside of what they outline. I feel like that's a lot of what GURPS brings to the table - a simple system, with an internally consistent set of guides about how easy or hard a given action might be.
                  ? 1 Reply Last reply
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                  • ? Guest
                    I think it's better to think of all the add-ons and supplements as GM inspiration, rather than hard and fast rules. Most everything in GURPS is set up to arrive at a skill roll or attribute modifier; so even if you don't remember a particular rule for a particular edge case, you can generally eyeball it and come up with a modifier pretty close to what's in the books. The books give a *lot* of guidance on how to reach that modifier, though; and give you enough information to feel comfortable coming up with your own modifiers outside of what they outline. I feel like that's a lot of what GURPS brings to the table - a simple system, with an internally consistent set of guides about how easy or hard a given action might be.
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                    Guest
                    wrote last edited by
                    #83
                    Exactly. I usually eyeball modifiers.
                    1 Reply Last reply
                    0
                    • Q quetzalcutlass@lemmy.world
                      "Yeah, but neither does the damage I take!" _\*proceeds to do nothing but play on his phone for the session\*_ - The Hypothetical Fighter I Now Hate Also, you have an incredibly appropriate username for this conversation. Have you taken steps along the Path of the Muscle Wizard? (Swipe typing autocorrect turned "steps" into "steroids" three times in a row. I think my phone is becoming sentient.)
                      I Cast FistI This user is from outside of this forum
                      I Cast FistI This user is from outside of this forum
                      I Cast Fist
                      wrote last edited by
                      #84
                      No steroids, only muscle magic 💪🧙🤜
                      1 Reply Last reply
                      0
                      • ? Guest
                        I just want to point out, with GURPS templates, players can absolutely get a character ready to go pretty quickly without missing crucial skills or abilities. GURPS's Dungeon Fantasy line comes with a set of templates that mirror D&D's character classes; you follow the guide for your preferred archetype and put together a character that has what *you* want. If you want to mix and match between them, you just invest the points and pick it up; it even has some guidance on what likely will and won't synergize well. And if that's still too granular, the Delvers to Grow add-on lets you just select "packs" of upgrades, worth 25 character points each, and tailored to specific templates. This lets you roll up basic characters in about 20 minutes (10 if you know what you're doing!)
                        ? Offline
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                        Guest
                        wrote last edited by
                        #85
                        Gonna be honest, this is like recommending Ubuntu to a Mac user
                        ? 1 Reply Last reply
                        0
                        • ? Guest
                          Pathfinder 2.0 sidestepped this issue by having class-specific feats instead of subclasses. Just pick which features you want dude, no need to be silly about it. And you get a new choice of class specific feats often.
                          A This user is from outside of this forum
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                          archpawn@lemmy.world
                          wrote last edited by
                          #86
                          Mutants and Masterminds (and I think GURPS) sidesteps it entirely by having point buy with all the abilities and stats. You don't even have classes.
                          S 1 Reply Last reply
                          0
                          • ? Guest
                            Took me longer than it should have to realize this was about D&D, not programming.
                            A This user is from outside of this forum
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                            archpawn@lemmy.world
                            wrote last edited by
                            #87
                            No I want to see a programming language with multiclassing. Not just inheritance or Interfaces, but properly being able to make an object from any two classes.
                            1 Reply Last reply
                            0
                            • ? Guest
                              Gonna be honest, this is like recommending Ubuntu to a Mac user
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                              Guest
                              wrote last edited by
                              #88
                              Hah! Don't really see the appeal of Macs either 😛 No shade to people who do like either (my wife likes macs and my brother likes D&D!) They just both feel so constraining to me, and it feels like that's kind of the point?
                              1 Reply Last reply
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                              • S sunsofold@lemmings.world
                                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.
                                D This user is from outside of this forum
                                D This user is from outside of this forum
                                dejected_warp_core@lemmy.world
                                wrote last edited by
                                #89
                                Rogue: Waitasec, how many boons do you have?! Warlock: I dunno, a bunch. I lost count.
                                1 Reply Last reply
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                                • ? Guest
                                  This post did not contain any content.
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                                  Lovable Sidekick
                                  wrote last edited by
                                  #90
                                  Remember the one rule of D&D everybody forgets, no matter how much Gygax emphasized it: if you don't like a rule, don't use it in your campaign. In my game I allow any and all classes.
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                                  • ? Guest
                                    Fiend: Look, I'll take what I can get. Can I get the legs? I'll take the legs. She can have the top part. Archfey: Did you just call the head the "top part"? That is so fucked up.
                                    ? Offline
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                                    Guest
                                    wrote last edited by
                                    #91
                                    Great Old One: wait its not called the top part? What do you call the tentacles at the end of the bigger tentacles?
                                    1 Reply Last reply
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                                    • A archpawn@lemmy.world
                                      Mutants and Masterminds (and I think GURPS) sidesteps it entirely by having point buy with all the abilities and stats. You don't even have classes.
                                      S This user is from outside of this forum
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                                      sirblastalot@ttrpg.network
                                      wrote last edited by
                                      #92
                                      Sometimes restrictions breed creativity, though.
                                      1 Reply Last reply
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                                      0
                                      • ? Guest
                                        I just want to point out, with GURPS templates, players can absolutely get a character ready to go pretty quickly without missing crucial skills or abilities. GURPS's Dungeon Fantasy line comes with a set of templates that mirror D&D's character classes; you follow the guide for your preferred archetype and put together a character that has what *you* want. If you want to mix and match between them, you just invest the points and pick it up; it even has some guidance on what likely will and won't synergize well. And if that's still too granular, the Delvers to Grow add-on lets you just select "packs" of upgrades, worth 25 character points each, and tailored to specific templates. This lets you roll up basic characters in about 20 minutes (10 if you know what you're doing!)
                                        ? Offline
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                                        Guest
                                        wrote last edited by
                                        #93
                                        You *could* do that, but then you have players who don't really know what their Traits do. My preferred method is to sit down with each player with GCS open and go through step by step: Basic Attributes, Advantages central to their character concept, Skills central to their character concept, then fill in some extras until they run out of points. I'm comfortable enough with the major options to walk them through it pretty quickly, although unless someone has a very clear idea of what they want to play, that can still take well over half an hour. Choosing everything forces the player to at least be aware of what abilities they have. With templates, they still need to familiarize themselves with the included Traits, and then inevitably fiddle with things a bit to get closer to their vision. Accounting for that, I don't think they have much time unless you're playing a very generic character and rely on the GM to keep track of your abilities.
                                        1 Reply Last reply
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                                        • ? Guest
                                          Or Savage Worlds where you literally build your "class" from the ground up
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                                          bob_lemon@feddit.org
                                          wrote last edited by
                                          #94
                                          Or Pathfinder for Savage Worlds, which is Savage Worlds with Pathfinder classes converted into Edges (limited to one per rank).
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