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Chebucto Regional Softball Club

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

Ummm

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rpgmemes
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  • stamets@lemmy.dbzer0.comS This user is from outside of this forum
    stamets@lemmy.dbzer0.comS This user is from outside of this forum
    stamets@lemmy.dbzer0.com
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    #1
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    • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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      TroyT This user is from outside of this forum
      TroyT This user is from outside of this forum
      Troy
      wrote last edited by
      #2
      I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it's actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.
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      • TroyT Troy
        I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it's actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.
        J This user is from outside of this forum
        J This user is from outside of this forum
        jjjalljs@ttrpg.network
        wrote last edited by
        #3
        On player training, I like systems where you can bribe players to let bad things happen. Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from "oh no the cave is probably full of monsters let's take forever stressing" to "I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?" Tastes vary, but I found it made a more interesting and snappier game.
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        • TroyT Troy
          I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it's actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.
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          wrote last edited by
          #4
          I made it a routine to ask perception and stealth modifier of every player at the beginning of each session m
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          • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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            mousekeyboard@ttrpg.networkM This user is from outside of this forum
            mousekeyboard@ttrpg.networkM This user is from outside of this forum
            mousekeyboard@ttrpg.network
            wrote last edited by
            #5
            Remember, total darkness is -5 to passive perception even if you have darkvision.
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            • J jjjalljs@ttrpg.network
              On player training, I like systems where you can bribe players to let bad things happen. Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from "oh no the cave is probably full of monsters let's take forever stressing" to "I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?" Tastes vary, but I found it made a more interesting and snappier game.
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              wrote last edited by
              #6
              Like the Fate system! I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there's a trap there. "Are there any traps there?" "You tell me."
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              • mousekeyboard@ttrpg.networkM mousekeyboard@ttrpg.network
                Remember, total darkness is -5 to passive perception even if you have darkvision.
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                wrote last edited by
                #7
                Then what is even the point?
                mousekeyboard@ttrpg.networkM 1 Reply Last reply
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                • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                  #8
                  I'm casting fireball
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                  • ? Guest
                    Then what is even the point?
                    mousekeyboard@ttrpg.networkM This user is from outside of this forum
                    mousekeyboard@ttrpg.networkM This user is from outside of this forum
                    mousekeyboard@ttrpg.network
                    wrote last edited by
                    #9
                    Because without darkvision you automatically fail (and get hit by advantage/disadvantage for unseen attacker/target).
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                    • ? Guest
                      Like the Fate system! I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there's a trap there. "Are there any traps there?" "You tell me."
                      J This user is from outside of this forum
                      J This user is from outside of this forum
                      jjjalljs@ttrpg.network
                      wrote last edited by
                      #10
                      Yes! I usually take any opportunity to gush about Fate but I restrained myself here The main weakness of Fate is you need more engaged players. Stuff like DND can mostly hum along with passive players, but Fate falls really flat if people aren't engaging with it.
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                      • J jjjalljs@ttrpg.network
                        Yes! I usually take any opportunity to gush about Fate but I restrained myself here The main weakness of Fate is you need more engaged players. Stuff like DND can mostly hum along with passive players, but Fate falls really flat if people aren't engaging with it.
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                        wrote last edited by
                        #11
                        One of my favorite podcasts, High Rollers (sadly stuck in Hasbro Hell) uses "fate dice", a set of d6s rolled at the start of each session, that can be used by the players (high rolls) or the DM (low rolls) to influence other rolls and situations, but doing so moves the die into the opposite pool. I do wish both sides interacted with them more though. It's a cool idea. I think they got used the most during the window of time when the DM let the players spend them after seeing a roll (but before knowing the result). They get squelched by forgetfulness and what-if-I-need-it-later-itis. Sure, adding them then probably ruins the balance, but fun is more important than balance.
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