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Chebucto Regional Softball Club

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  3. Regarding some comments I got under my last post…
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Regarding some comments I got under my last post…

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rpgmemes
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  • ? Guest
    Nah it's an arbitrary window determined by your DM's level of patience
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    jounniy@ttrpg.network
    wrote last edited by
    #31
    I’d say it’s quite clear by RAW that once your third death save-fail happens your very much dead-dead. The DM is allowed to change any RAW of course (as this is RAW too), but without those changes it's very much not arbitrary.
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    • ? Guest
      So just buff the martials! Easy peasy
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      jounniy@ttrpg.network
      wrote last edited by
      #32
      Properly buffing martials without creating different problems in the process is actually far harder than it seems I'd say. But yes other than that it’s a good solution as well.
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      • Aielman15A Aielman15
        I think that the best thing about tabletop games is that you are not bound by someone else's rules and can decide on the spot what works and what doesn't. It makes for more interesting plays that just adhere to the words written on the page. A few years ago, me and my party were stuck in the sewers with giant invisible spiders stalking us. When they attacked us, the Paladin threw some water around so that the water hitting the invisible bodies would make them visible. There's no specific rule for that, but it made for a cool moment. At the same time, even if Firebolt explicitly states that it sets objects on fire and Investiture of Flame doesn't, if the Sorcerer wants to burn stuff with it, I'll allow it. From experience, the only way to somewhat balance martials and casters is to either give the martials broken stuff, or play homebrew classes that actually care about giving them interesting features to play with. Allowing the players to interact with the environment using their tools (as long as they don't specifically infringe on established rules) doesn't change the power dynamics between casters and non-casters. Sure, it *technically* increases the utility of casters a bit more, but chances are that they have countless tools for the job anyway. The martials are still eating dirt miles behind them.
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        jounniy@ttrpg.network
        wrote last edited by
        #33
        I think that’s a big strength of tabletops too, but I sometimes wish people would adhere a bit more to the rules, because while some things are not covered by them, changing the things that are is a good way to get me to be very hesitant to do anything because I can’t rely on achieving anything close to the intended outcome if I can’t rely on the rules.
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        • ? Guest
          worrying about balance is another literalism imo. You can make anything fun and enjoyable with the right story, items, and creativity
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          jounniy@ttrpg.network
          wrote last edited by
          #34
          Yes you can. I've just made the experience that people enjoy balanced games more than unbalanced ones.
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          • ? Guest
            Taking thing literally (especially in an RP game) just shows a lake of creativity. Table top books like DND have always been a framework to give you ideas. everything else is between you and the players
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            jounniy@ttrpg.network
            wrote last edited by
            #35
            Well that’s a very general accusation for a stance that could have a multitude of reasons.
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            • skulblakaS skulblaka
              As per the 2024 rules update (which I have beef with but am using here to make my point) : >Resurrection >Level 7 Necromancy (Bard, Cleric) >Casting Time: 1 hour >Range: Touch >Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) >Duration: Instantaneous >With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. >The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. >Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. >Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests. I cast Resurrection on the lich BBEG. In 5e Resurrection no longer states that the soul must be willing to return in order for it to work, and there's no save, so it should just work if I'm able to touch him. Takes an hour to cast but we're not worried about that right now. Does it resurrect him properly? New mortal flesh, soul stuffed into it, meaning he is now no longer immortal and loses most of his legendary actions, and the phylactery becomes inert because it's no longer containing a soul? Extending from this, is a proper resurrection just a "get out of undeath free" card and if so why don't we see it used on every undead? It specifies *and wasn’t Undead when it died* but I think most Undead go from Living to Dead to Undead in that order, liches included. Does it just instantly dust him, like throwing a Phoenix Down at an undead does in Final Fantasy? This used to be a solved problem, but between 2014 and 2024 they changed the wording on Resurrection from >You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. to, now: >With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. There must be a reason why this was changed. *I need answers.*
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              jounniy@ttrpg.network
              wrote last edited by
              #36
              It’s a bit weird, but DMG page 24 (though I'm talking 2014 here) specifies that generally an unwilling soul can’t be forced back into the body. So unless a spell specifies otherwise, this would not work. Because of how this spell is worded, assuming the Lich got killed at least once while being a Lich means he'll be unable to be targeted by this either way because he was undead when he died.
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              • skulblakaS skulblaka
                As per the 2024 rules update (which I have beef with but am using here to make my point) : >Resurrection >Level 7 Necromancy (Bard, Cleric) >Casting Time: 1 hour >Range: Touch >Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) >Duration: Instantaneous >With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. >The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. >Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. >Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests. I cast Resurrection on the lich BBEG. In 5e Resurrection no longer states that the soul must be willing to return in order for it to work, and there's no save, so it should just work if I'm able to touch him. Takes an hour to cast but we're not worried about that right now. Does it resurrect him properly? New mortal flesh, soul stuffed into it, meaning he is now no longer immortal and loses most of his legendary actions, and the phylactery becomes inert because it's no longer containing a soul? Extending from this, is a proper resurrection just a "get out of undeath free" card and if so why don't we see it used on every undead? It specifies *and wasn’t Undead when it died* but I think most Undead go from Living to Dead to Undead in that order, liches included. Does it just instantly dust him, like throwing a Phoenix Down at an undead does in Final Fantasy? This used to be a solved problem, but between 2014 and 2024 they changed the wording on Resurrection from >You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. to, now: >With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. There must be a reason why this was changed. *I need answers.*
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                Guest
                wrote last edited by
                #37
                Interesting questions In terms of going from living to dead to undead, no solid answer there. Some Lich creation stories have them dieing, some don't. An undead creature simply isn't dead. It has an animating force that is not life, but it's not dead. Both the 2014 and 2024 rules specify a dead creature, but an undead is not dead. Now let's saying we ignored that, yeah I think all that would happen. Every undead would be pretty difficult, casting 7th spells is hard and it's only cleric and bard. It would end up being a magical logistics problem more than anything. They took out the willing part as it was stifling creative uses of spells from what I recall, one of the interviews/ads for the new books.
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                • J jounniy@ttrpg.network
                  Whatever floats your boat man.
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                  AwesomeLowlander
                  wrote last edited by
                  #38
                  That's going to require a LOT of touching.
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                  • A AwesomeLowlander
                    That's going to require a LOT of touching.
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                    jounniy@ttrpg.network
                    wrote last edited by
                    #39
                    Okay. I'll admit: I don’t get it.
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                    • J jounniy@ttrpg.network
                      Okay. I'll admit: I don’t get it.
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                      AwesomeLowlander
                      wrote last edited by
                      #40
                      Floating a boat generally requires liquid. A LOT of liquid.
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                      • A AwesomeLowlander
                        Floating a boat generally requires liquid. A LOT of liquid.
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                        jounniy@ttrpg.network
                        wrote last edited by
                        #41
                        Ah. Yes. Good point. Guess they'll haven’t work overtime.
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                        • A archpawn@lemmy.world
                          There's no rule that says dead creatures can't take action. You'll usually become Unconscious first, but instant death effects including massive damage bypass that. So you can just keep playing. This was clearer in 3.5, where it actually had an entry for the Dead condition which did not say you couldn't take actions.
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                          Guest
                          wrote last edited by
                          #42
                          There's no rule saying a dog can't play!
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                          • J jounniy@ttrpg.network
                            Properly buffing martials without creating different problems in the process is actually far harder than it seems I'd say. But yes other than that it’s a good solution as well.
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                            Guest
                            wrote last edited by
                            #43
                            it would require a pretty comprehensive rework, yes. You'd need to (as an example): - give martials something really cool that they can do to compete with the "cool factor" spells offer (I think having a large variety of weapon options would help, especially if the weapons all feel different and have different mechanical effects) - Let martials use their physical prowess to dynamically interact with the battle (They can already do things like shoving enemies, but a really robust list of tricks that characters can do with their athletics, acrobatics, stealth, medicine, etc. skills could really help level the playing field. After all, spells are mostly useful for their utility and not just raw damage.) - Make spells less all-or-nothing using multiple saving throws or varying levels of success (this lets you nerf the "top end" of spells while keeping their overall power the same) - give martials more ways to cheat the action economy, like more actions per turn on average than casters get - make more enemies resist magic but weak to normal weapons, or make more enemies weak to certain kinds of physical damage (slashing, piercing, silver, etc.) - give martial characters "backdoors" into magical skill (for example, maybe characters with a high arcana skill can do magic as long as they have time to prepare - like rituals instead of combat magic - or they could use arcana and a satchel full of scrolls/wands to cast magic even as a martial) - give characters more access to ability score increases on their weaker ability scores so they don't have to optimize as heavily around only one ability score ... just to name a few I'd have in mind
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                            • ? Guest
                              it would require a pretty comprehensive rework, yes. You'd need to (as an example): - give martials something really cool that they can do to compete with the "cool factor" spells offer (I think having a large variety of weapon options would help, especially if the weapons all feel different and have different mechanical effects) - Let martials use their physical prowess to dynamically interact with the battle (They can already do things like shoving enemies, but a really robust list of tricks that characters can do with their athletics, acrobatics, stealth, medicine, etc. skills could really help level the playing field. After all, spells are mostly useful for their utility and not just raw damage.) - Make spells less all-or-nothing using multiple saving throws or varying levels of success (this lets you nerf the "top end" of spells while keeping their overall power the same) - give martials more ways to cheat the action economy, like more actions per turn on average than casters get - make more enemies resist magic but weak to normal weapons, or make more enemies weak to certain kinds of physical damage (slashing, piercing, silver, etc.) - give martial characters "backdoors" into magical skill (for example, maybe characters with a high arcana skill can do magic as long as they have time to prepare - like rituals instead of combat magic - or they could use arcana and a satchel full of scrolls/wands to cast magic even as a martial) - give characters more access to ability score increases on their weaker ability scores so they don't have to optimize as heavily around only one ability score ... just to name a few I'd have in mind
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                              jounniy@ttrpg.network
                              wrote last edited by
                              #44
                              I think the last one is not really necessary. Characters having flaws is part of the design philosophy. Martials actually have a small advantage here as it is easier for them to build around their most important abilitiescores.
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                              • ? Guest
                                There's no rule saying a dog can't play!
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                                archpawn@lemmy.world
                                wrote last edited by
                                #45
                                Dogs aren't a playable race so they can't have class levels. But there is no rule saying dogs can't learn languages. And they can be Sidekicks, but that's more a rule specifically designed to allow them to play. There's also no rule saying they can't wield weapons. One-handed and two-handed weapons both require hands to use, but there aren't actually any weapons listed as one-handed.
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                                • J jounniy@ttrpg.network
                                  I think the last one is not really necessary. Characters having flaws is part of the design philosophy. Martials actually have a small advantage here as it is easier for them to build around their most important abilitiescores.
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                                  Guest
                                  wrote last edited by
                                  #46
                                  Don't knock it till you try it. Making MAD builds more viable is really great for the game. Obviously characters will still have a couple low scores, but it's nice not to suck at everything except one thing.
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                                  • ? Guest
                                    Don't knock it till you try it. Making MAD builds more viable is really great for the game. Obviously characters will still have a couple low scores, but it's nice not to suck at everything except one thing.
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                                    jounniy@ttrpg.network
                                    wrote last edited by
                                    #47
                                    Okay. Giving it a second thought I think specifically giving them the ability to increase one of the mental stats may be a good idea, so long as the philosophy is that they can be as good at it as casters and not just not horrible. Maybe giving them the choice of boosting all ability-Checks and saving throws of one of those by 1 every ASI, but under the premise that this + the stat bonus doesn’t exceed 5.
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                                    • J jounniy@ttrpg.network
                                      Okay. Giving it a second thought I think specifically giving them the ability to increase one of the mental stats may be a good idea, so long as the philosophy is that they can be as good at it as casters and not just not horrible. Maybe giving them the choice of boosting all ability-Checks and saving throws of one of those by 1 every ASI, but under the premise that this + the stat bonus doesn’t exceed 5.
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                                      Guest
                                      wrote last edited by
                                      #48
                                      You could just give players multiple ASIs, but they can't be applied to the same stat
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                                      • ? Guest
                                        You could just give players multiple ASIs, but they can't be applied to the same stat
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                                        jounniy@ttrpg.network
                                        wrote last edited by
                                        #49
                                        Or that. I think it stills leaves room for Shenanigans though.
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                                        • ? Guest
                                          I touch myself
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                                          Guest
                                          wrote last edited by
                                          #50
                                          oh so that's what elves do in the other 4 hours of the long rest
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