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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?

Scheduled Pinned Locked Moved Uncategorized
rpgmemes
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  • N naz@sh.itjust.works
    You don't need that much traction on a high gravity planet and the two extra wheels become unnecessary. On the Moon, Mars, or anywhere else where the gravitational acceleration is below 5 m/s², you want six wheels, because at least two of them will always not contact the ground due to poor traction and movement over uneven terrain.
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    Guest
    wrote last edited by
    #67
    Is the earth considered a high gravity planet?
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    • F fearfulsalad@ttrpg.network
      Do you happen to read Brust? This reads very Brust.
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      angrycommiekender@lemmy.world
      wrote last edited by
      #68
      I haven't. The DM that created him might have.
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      • ? Guest
        More wheels is also good on low traction surfaces, or to reduce ground pressure. An extra axel can also reduce the chance of beaching on rough terrain.
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        Guest
        wrote last edited by
        #69
        Big trucks also want more surface area against the road on their tires, both to reduce wear per tire and to get more traction, which is why some have extra wheels
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        • ? Guest
          Multiclassing because it's fun even if it doesn't work that well will always have a place in my heart. I'm currently playing a barely-functional monk/druid. I think I can get him to work, but right now his tiger wildshape is more of the paper variety
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          conditional_soup@lemm.ee
          wrote last edited by
          #70
          I've done monk/druid before. The mechanics are bad for it, but I love the story flavor of the two most likely to be utterly unarmed classes joining together to make someone whose body IS the weapon, in all of its forms.
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          • ? Guest
            This post did not contain any content.
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            Guest
            wrote last edited by
            #71
            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
              This post did not contain any content.
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              Guest
              wrote last edited by
              #72
              FR. My Battle Smith Artificer can suddenly learn the Wizarding arts and summon a spell book and mid-dungeon crawl despite most wizards spending their life learning those things. But despite being able to harness the weave into mundane objects, including armor, to enhance them, or create magic items wholecloth, I cannot learn to do that well enough to actually create a magic suit of armor and become an armorer artificer, no matter how much I try.
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              • Q quetzalcutlass@lemmy.world
                The joke's on you: thanks to min-maxing, the fighter can't count in the first place!
                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
                #73
                "That's great news! That means all your actions and damage don't count!" - The DM
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                • ? Guest
                  This post did not contain any content.
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                  I Cast Fist
                  wrote last edited by
                  #74
                  *laughs in WFRP profession progression*
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                  • ? Guest
                    Why does this sound so familiar?
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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.
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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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                            Q This user is from outside of this forum
                            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.)
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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
                              B 1 Reply Last reply
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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.
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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 :)ā€, 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.
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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.
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                                    • 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 šŸ’ŖšŸ§™šŸ¤œ
                                      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
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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.
                                          A This user is from outside of this forum
                                          A This user is from outside of this forum
                                          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
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