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Chebucto Regional Softball Club

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  2. Uncategorized
  3. Sounds like a bitch problem
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Sounds like a bitch problem

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rpgmemes
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  • ? Guest
    Plenty of systems have something for that, often with a variety of options. A bookish Exalted character might roll Intelligence + Lore to remember having learned about the weakness to fire before. Or maybe Intelligence + Occult if the weakness is supernatural in nature. A combat-oriented character might roll Wits + War to deduce that fire is needed based on the knowledge of old battle reports involving trolls. Maybe even something involving Survival if they're familiar with a region trolls can appear in. A game with a flexible skill system has a lot of room for such things.
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    jjjalljs@ttrpg.network
    wrote last edited by
    #23
    > Plenty of systems have something for that, often with a variety of options. I believe 5e has a similar rule, but it seems rare for players to have actually read the rules. I don't think D&D is especially detailed about this, but I don't know where the book is to check. I don't think they give DCs, where I wouldn't be surprised if Pathfinder 2e had a simple "target number is 8 + the creature's HD" formula with guidance on what to do for the range of possible outcomes.
    ? festnt@sh.itjust.worksF 2 Replies Last reply
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    • JackbyDevJ JackbyDev
      Combat damage is random and it's still dramatic and exciting knowing everyone's health. I think hiding death saves is better than hiding health though. Because in reality everyone would act super urgently seeing a friend collapse. When I'm DMing I explicitly say when things are bloodied (less than ½) and double bloodied (less than ¼) in addition to qualitative explanations. I think there are numbers worth hiding, I just don't think character health is one. Like I think stealth rolls should be hidden. You shouldn't have an idea that you're not hiding well.
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      jjjalljs@ttrpg.network
      wrote last edited by
      #24
      > Like I think stealth rolls should be hidden. You shouldn’t have an idea that you’re not hiding well. I don't have the players actually make the stealth roll until something opposes it. They're doing the best they can. Here comes the guard. Roll, please.
      JackbyDevJ 1 Reply Last reply
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      • ? Guest
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        wrote last edited by
        #25
        I'll take a meta gamer over someone with "my guy" syndrome any day. At least they'll progress the plot.
        S underpantsweevil@lemmy.worldU 2 Replies Last reply
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        • ? Guest
          I'll take a meta gamer over someone with "my guy" syndrome any day. At least they'll progress the plot.
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          sunsofold@lemmings.world
          wrote last edited by
          #26
          My guy syndrome?
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          • S sunsofold@lemmings.world
            My guy syndrome?
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            Guest
            wrote last edited by
            #27
            https://rpg.stackexchange.com/questions/37103/what-is-my-guy-syndrome-and-how-do-i-handle-it
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            • J jjjalljs@ttrpg.network
              > Plenty of systems have something for that, often with a variety of options. I believe 5e has a similar rule, but it seems rare for players to have actually read the rules. I don't think D&D is especially detailed about this, but I don't know where the book is to check. I don't think they give DCs, where I wouldn't be surprised if Pathfinder 2e had a simple "target number is 8 + the creature's HD" formula with guidance on what to do for the range of possible outcomes.
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              wrote last edited by
              #28
              Iirc it's a level DC based off of the monsters level
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              • ? Guest
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                wrote last edited by
                #29
                Some people just like rolling up new PCs 🤷🏼‍♂️😅😶
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                • festnt@sh.itjust.worksF festnt@sh.itjust.works
                  obligatory pathfinder fixes that pf2e has an action called recall knowledge that lets you roll to see if your character knows something about something. in this case, player could ask if trolls have any weaknesses, and roll a recall knowledge check using society (trolls are humanoid) and they might be able to learn about the trolls' fire weakness
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                  wrote last edited by
                  #30
                  Without looking it up, I'm fairly certain that Arcana, Nature, and maybe even Survival checks can all be employed to fill this "character knowledge" confirmation, and have always been used for this and more. 🤦🏼‍♂️
                  festnt@sh.itjust.worksF 1 Reply Last reply
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                  • ? Guest
                    https://rpg.stackexchange.com/questions/37103/what-is-my-guy-syndrome-and-how-do-i-handle-it
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                    sunsofold@lemmings.world
                    wrote last edited by
                    #31
                    Ah, okay then. Hadn't seen it in that phrasing before. Pretty stupid as an idea though. The issue is not that someone wants to follow diagetic character motivations, or even that someone else wants to play with a focus on successful combat encounters regardless of diagetic knowledge. It's that they both ended up at the same table. The DM fucked up by not setting expectations regarding the kind of table they were running. It is our duty as organizers of play to prevent these kinds of people from playing different games at the same table.
                    infynis@midwest.socialI 1 Reply Last reply
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                    • ? Guest
                      That's why I always play half elves. I mean, they're like 60 to 80 years old. They have seen some shit. They have learned some shit. They've been in human society that entire time, even if they're only physically in their early 20s. Reasonably, I have enough local background knowledge to address myriad situations.
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                      swedneck@discuss.tchncs.de
                      wrote last edited by
                      #32
                      slightly neurotic diviner who almost always knows what's optimal, and struggles between doing the obviously ideal thing or rejecting that and knowingly doing something suboptimal so they aren't just a puppet to the magic
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                      • ? Guest
                        My tiny tortle sorcerer is obsessed with putting gems in his mouth. The DM knows this. The party knows this. It makes for some very funny conflicts
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                        swedneck@discuss.tchncs.de
                        wrote last edited by
                        #33
                        "ooh, grape flavour"
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                        • J jjjalljs@ttrpg.network
                          > Like I think stealth rolls should be hidden. You shouldn’t have an idea that you’re not hiding well. I don't have the players actually make the stealth roll until something opposes it. They're doing the best they can. Here comes the guard. Roll, please.
                          JackbyDevJ This user is from outside of this forum
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                          JackbyDev
                          wrote last edited by
                          #34
                          That's how I did it when I DMed. On the off chance they need to make a check and I don't want to alert them I just use passive or roll for them.
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                          • ? Guest
                            Oh, sure, you could absolutely make a case for your character accidentally stumbling on the right answer simply because fire is a good weapon, and a good roleplayer could use that to their advantage to metagame a bit more acceptably, but there's a difference between that and just automatically grabbing fire stuff because you the player know it's good against trolls.
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                            infynis@midwest.social
                            wrote last edited by
                            #35
                            Yeah, this is the way. We just fought a Troll in a Pathfinder session I was in. I'm playing an Athamaru (fish person) new to dry land, so I don't have a ton of knowledge about stuff like fire. But the Druid hitting it with a fire spell, and the GM describing the way the Troll reacts is enough to naturally gain that knowledge on the spot. There are all kinds of reasons a character might not know even common monster weaknesses. I think doing this kind of metagaming is important, because it gives opportunities for specific characters to stand out. If you have a party member with monster knowledge, it's cooler for them to yell a warning, than it is for everyone to just act like they already know
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                            • S sunsofold@lemmings.world
                              Ah, okay then. Hadn't seen it in that phrasing before. Pretty stupid as an idea though. The issue is not that someone wants to follow diagetic character motivations, or even that someone else wants to play with a focus on successful combat encounters regardless of diagetic knowledge. It's that they both ended up at the same table. The DM fucked up by not setting expectations regarding the kind of table they were running. It is our duty as organizers of play to prevent these kinds of people from playing different games at the same table.
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                              infynis@midwest.social
                              wrote last edited by
                              #36
                              It's not just the GM's responsibility. All the players at the table should be having those discussions throughout play
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                              • ? Guest
                                Eh, I know nothing about how to handle most dangerous animals, even ones that live in my area; I'd imagine that even in a world with trolls, regular people wouldn't know anything about them. If your character is a seasoned adventurer or monster enthusiast, sure, light it up, but if your backstory places you as the village baker for most of your life, running in with alchemist's fire at the ready seems a bit strange. Ultimately I'd consider it to be on the GM's shoulders - if the only way your group is going to survive the troll encounter is with fire, then put an NPC in the local tavern who warms newcomers of a troll in the area, recommending that they have a lit torch at the ready.
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                                soup@lemmy.world
                                wrote last edited by
                                #37
                                You have other people to manage wildlife, often times, and are probably not likely to encounter said animals. If you are then you know to carry bear spray, for example. Now imagine you’re in a world where bandits on the road are threat you actually have to consider. Trolls might live down the road and your town sends out memos saying “if you see these signs, run, and if you absolutely must then fire is the only thing that will be effective.” It’s perfectly plausible, you just need to be the littlest bit creative/steal stuff like wildlife advisories from the real world. You don’t even need an NPC. My first character was a sorceror who didn’t know what he could cast but his will, muscle-memory, and being in certain situations brought it out of him. Any “puzzle fight” should have enough room for players/characters to realize there’s a problem and the discover the solution. You can’t _plan ahead_, maybe, but there’s no reason you can’t have one roleplay turn and then “get lucky” choosing a fire spell next to see what happens.
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                                • ? Guest
                                  Metagaming kills the game! I took some very silly decisions because that’s how I thought the character would behave. Only once did I regret it: I made too shy a character and that made for a boring trip. Usually, it was a lot of fun. Honorable mention: being flown away by an angry dragon that _I_ knew would be defeated soon without my character’s intervention, but my character obviously didn’t care. So they went >splat<. Worthy death at the end of a campaign!
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                                  soup@lemmy.world
                                  wrote last edited by
                                  #38
                                  Tip for shy/annoying/cowardly/etc. characters is to make it a thing they overcome. My current character is just a lil’ guy who basically got possessed so he’s constantly scared shitless but he’s trying his best and I’m always on the lookout for opportunities to get him out of his shell or even just to feel like he has to say something whether he likes it or not.
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                                  • ? Guest
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                                    wrote last edited by
                                    #39
                                    Ok, I'll throw my hat in the ring. **Metagaming is fine, actually.** Obviously, don't read the module you're a player in, but knowing to use fire on trolls is just basic game knowledge. It's ok to be good at the game, because it is a game. If you're playing dungeons and dragons, or pathfinder, or any other rpg that spends most of the pages on combat rules, then you're playing a tactics game. I like tactics games (I'm not good at them, but that's a separate conversation). I cannot tell you how frustrating it is to come up with a brilliant plan to do a thing, and then be told that I'm not allowed to do it because me figuring out the puzzle is metaknowlede. It is exclusively in the tabletop rpg space that being good at the game is considered a bad thing. It's in a similar vein that I hate tutorials in video games, especially when I'm being prevented from doing things that I already know how to do (because I've been playing games for multiple decades now and I have some amount of media literacy) for no other reason than the game hasn't taught me yet. So arbitrarily, I'm not allowed to use fire damage on the trolls until some npc tells me that trolls are weak to fire? That's asinine. If you want to play let's pretend with dice, that's fine. just be honest about the kind of game that you're running from the get go so I know not to join your table.
                                    ? underpantsweevil@lemmy.worldU ? ? 4 Replies Last reply
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                                    • ? Guest
                                      Eh, I know nothing about how to handle most dangerous animals, even ones that live in my area; I'd imagine that even in a world with trolls, regular people wouldn't know anything about them. If your character is a seasoned adventurer or monster enthusiast, sure, light it up, but if your backstory places you as the village baker for most of your life, running in with alchemist's fire at the ready seems a bit strange. Ultimately I'd consider it to be on the GM's shoulders - if the only way your group is going to survive the troll encounter is with fire, then put an NPC in the local tavern who warms newcomers of a troll in the area, recommending that they have a lit torch at the ready.
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                                      wrote last edited by
                                      #40
                                      > Eh, I know nothing about how to handle most dangerous animals, even ones that live in my area; I'd imagine that even in a world with trolls, regular people wouldn't know anything about them. Debatable. You definitely know a Tigers greatest weakness, and a bears greatest weakness even if you don't know how to use them. >!Bullets!<
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                                      • ? Guest
                                        That's why I always play half elves. I mean, they're like 60 to 80 years old. They have seen some shit. They have learned some shit. They've been in human society that entire time, even if they're only physically in their early 20s. Reasonably, I have enough local background knowledge to address myriad situations.
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                                        wrote last edited by
                                        #41
                                        > Is this meta- metagaming?
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                                        • ? Guest
                                          Ok, I'll throw my hat in the ring. **Metagaming is fine, actually.** Obviously, don't read the module you're a player in, but knowing to use fire on trolls is just basic game knowledge. It's ok to be good at the game, because it is a game. If you're playing dungeons and dragons, or pathfinder, or any other rpg that spends most of the pages on combat rules, then you're playing a tactics game. I like tactics games (I'm not good at them, but that's a separate conversation). I cannot tell you how frustrating it is to come up with a brilliant plan to do a thing, and then be told that I'm not allowed to do it because me figuring out the puzzle is metaknowlede. It is exclusively in the tabletop rpg space that being good at the game is considered a bad thing. It's in a similar vein that I hate tutorials in video games, especially when I'm being prevented from doing things that I already know how to do (because I've been playing games for multiple decades now and I have some amount of media literacy) for no other reason than the game hasn't taught me yet. So arbitrarily, I'm not allowed to use fire damage on the trolls until some npc tells me that trolls are weak to fire? That's asinine. If you want to play let's pretend with dice, that's fine. just be honest about the kind of game that you're running from the get go so I know not to join your table.
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                                          wrote last edited by
                                          #42
                                          >If you want to play let’s pretend with dice, that’s fine. just be honest about the kind of game that you’re running from the get go so I know not to join your table. That is the game of DnD, Pathfinder, or really any other TTRPG. What it sounds like you want is war games. Go play that. Just because the only parts of the books you've bothered to read/remember are combat rules, does not make that the majority of the books. I feel like video games calling themselves RPGs have ruined entire swaths of people to what an RPG means. These are games about telling a story, not who can do the most damage. You sound like an awful person to have at the table. You aren't "being punished for being good at the game", I'd argue you actually aren't good at the game because you only care about or focus on one aspect of the game and ignore the rest of it. Stop looking at TTRPGs as video games, as a means to make big numbers go brrrrr, and (re-)read the core rulebook. You'll find a lot more of it than you are suggesting has nothing to do with combat when you aren't looking at it through a lens of "how to combat".
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