Dungeons and Dragons Megathread

3.x as opposed to AD&D 2E, actually - I was saying 3.x had, at least according to hearsay, actually leaned somewhat away from the more bonkers character concepts, probably as a consequence of wanting rules for everything.
That one is tougher to manage. Psychic for a class is easy. Crystal is harder. Maybe a Conrasu with Oread heritage to trade out their wood for crystal. Otherwise you could just have the Robot be a Summoner and the floating psychic crystal be their Eidolon.
Floating psychic crystal was actually me scaling back from 'three raccoons in a trenchcoat'. It's not a surprising omission, really. (Edit: But you could also use it to play 'floating telekinetic head', which is a kind of surprising omission.)
Conrasu looks cool though. PF2 has really good art direction.
For example, a semi-automatic pistol might have something like speed 3 (I don't remember the actual number, this was 15 years ago)
Did Scion release five years earlier than Exalted 3? The latter's only ten years old.
All found with a quick google search.
Thanks. Baffling that they wouldn't give any of those a prominent link in Archives of Nethys, though.
 
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the idea of class Archetypes was developed from Paizo cribbing off of ACFs from D&D3's unearthed arcana, and also a bit of AD&D's kits.
I actually wasn't thinking of archetypes primarily. In PF1, a lot of classes gained selectable customization options as part of the base class (barbarian rage powers, bard versatile performance, sorcerer bloodlines, cleric domains and wizard schools now granting powers, paladin mercies and divine bond, fighter weapon training) or had the frequency that they gained these options and variety of options they could choose from increased (rouge talents, ranger fighting styles, monk bonus feats). Some of these are more minor than others, but there was a general trend towards more customization of base classes.

But then, if we really dig into it, one could argue that subclasses date back to the AD&D core book, which treated warrior, rogue, priest and mage as the classes and fighter, ranger, paladin, rogue, bard, cleric and druid, wizard and illusionist as subclasses.


Feeling powerful? Level scaled spells? An order of magnitude more options? Long lasting buffs, Summons, Undead creation, etc…
So, mostly you're upset that casters got nerfed? Because casters needed to be nerfed. One of the problems with 5E is that caster's didn't get nerfed. Those handful of things that you're complaining about them losing are completely outweighed by how many new advantages they got. Meanwhile, martials actually did get nerfed, so the divide has only grown.


Edit: one obvious example is to have a Clock that auto-fills each Round - y'know, like an actual clock would - and the party has to divert resources to erase sections of it. During a fight. Say, to prevent a ceiling from collapsing, or a ritual from being completed.
Maybe you'll have one specialist do a dedicated action each turn to do so, maybe players will take turns based on the tactical situation, maybe they let the clock almost fill up and then everyone erases a section at once rather than doing one per turn.
That's already structured differently than your typical skill challenge. Sure, you could say "that's just a skill challenge", but it clearly adds something.
I'm pretty sure that skill challenges with time limits like that were already a thing. That's how chase rules work in a lot of games.

Not dissing it. It is cool that they added a visualization to give players something to connect to instead of just some tally marks on a GM's notepad. But the mechanics don't sound especially unique.

(EDIT: Forgot to finish writing my reply. The perils of posting when I should be sleeping.)


3.x as opposed to AD&D 2E, actually - I was saying 3.x had, at least according to hearsay, actually leaned somewhat away from the more bonkers character concepts, probably as a consequence of wanting rules for everything.
I dunno about that. 3E had plenty of bonkers stuff. There was a whole book for playing as weird monsters that wouldn't usually be playable because they'd be OP. There was a prestige class that slowly turns you into a dragon. There was a prestige class where you ate meteor rock until you turned into a stone golem. There was a prestige class for being a were-swan. There was a prestige class for being so angry that you turn into a bear. There was a prestige class for being Jesus. There was a feat for necrophiliacs who fuck the undead. 3E wanted rules for everything, and they weren't afraid to make rules to anything.


Did Scion release five years earlier than Exalted 3? The latter's only ten years old.
Scion was released in 2007. Exalted 2nd Edition, the only version of Exalted that I've really looked at, was released in 2006. I was playing in a Scion game and looking at some Exalted rules in... 2009, I think?
 
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So, mostly you're upset that casters got nerfed? Because casters needed to be nerfed. One of the problems with 5E is that caster's didn't get nerfed. Those handful of things that you're complaining about them losing are completely outweighed by how many new advantages they got. Meanwhile, martials actually did get nerfed, so the divide has only grown.
I mean, I had a not good time expecting my 5E necromancer to be able to raise an army of the dead. It didn't need to be mechanically powerful; I just wanted a world-changing lever to roleplay with.
I dunno about that. 3E had plenty of bonkers stuff. There was a whole book for playing as weird monsters that wouldn't usually be playable because they'd be OP. There was a prestige class that slowly turns you into a dragon. There was a prestige class where you ate meteor rock until you turned into a stone golem. There was a prestige class for being a were-swan. There was a prestige class for being so angry that you turn into a bear. There was a prestige class for being Jesus. There was a feat for necrophiliacs who fuck the undead. 3E wanted rules for everything, and they weren't afraid to make rules to anything.
They do indeed have all that, and again my impression of AD&D2E as even more bonkers by default is largely based on half-remembered hearsay - I'm not even sure I'm thinking of the right oldschool edition because there are at least three major rulesets before 2E; the publication history is incredibly cursed - but in terms of default wackiness level, I'm pretty sure Planescape is higher than most 3.x stuff.
 
The main thing 2E seems to have had in comparison to later editions is setting experimentation. It was much more liberal about making new campaign settings all with their own quirks, as if things like Ghostwalk was a regular sort of release in 3E/3.5.
 
I've taken a look at the PF2 character sheet, and I have Opinions. Basically, it doesn't seem focused enough.
-Lots of tiny notes sections that don't seem nearly big enough to be useful. I could be wrong.
-If you're going to bite the bullet and make people carry multiple sheets of paper, please keep them organized by game mode. (Even if you aren't, please section them with that in mind.) Combat stuff for combat, noncombat skills for exploration/detective work/etcetera, bookkeeping for downtime.
-I'm nearly certain finesse weapons are a thing here, as are cantrips-as-default-attack, so baking the assumption of three STR-melee and two DEX-ranged weapons into the first page seems, ah, strange. So is not having a place to write their ranges.
-I really like the Inventory sheet. That seems pretty neat, presuming it's large enough. Not sure what Investment is, though, unless it's a specific class feature? Consumables should probably be what's on the front page instead of the whole Skill list, though. XP can maybe stay where it is, though it should probably be next to the money tracker - those are both how you keep score.
-Hoo boy that's a lot of Feats, which probably means a lot of class features to keep track of. Pretty reasonable compared to the whole spellbook, though!
-Actions and Activities looks like it wants to be the bottom half of the front page, but didn't have the effects budget.
-I sure hope there's enough space to write all your spells and an adequate summary of their effects, though I'm not optimistic.
-I want a sheet of paper cutouts with all the normal status effects, which fit over the appropriate area on the character sheet. I want the character sheet to have sections where it would make sense to put each of the standard status effects. (Charm probably goes over the attacks section!)
-If number of hands is both a major bottleneck and normally two, that needs to be obvious from the character sheet. (It's not obvious from Conrasu art!)
-Given that there are more than two sheets - and also you'd want to be able to see more than half of them at once - there should be a Player Name and Character Name bar at the top of every single one.

Overall, it's pretty but not very well thought out. I suspect it was kind of an afterthought.
I'm personally of the opinion that designing RPGs reference-sheet-first is the way to go, at least in theory. In practice it's hard to do my thinking on paper, so I have more sympathy than I might.
 
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I mean, I had a not good time expecting my 5E necromancer to be able to raise an army of the dead. It didn't need to be mechanically powerful; I just wanted a world-changing lever to roleplay with.
A "world-changing lever" IS mechanically powerful. Because it's world-changing. Like, duh.
Sure it may not do much in a straight-up tactical fight against equal-level opponents. That doesn't make it not powerful though.

And Casters getting access to "world-changing levers" is in fact the main problem with Caster Supremacy. Not that any given spell hits harder than an expertly swung sword - that problem has always been an easy fix that few people complain about.
No, instead it's that casters can just straight-up ignore parts of the setting and heavily alter a campaign. Teleportation, Divination, being in multiple places at once, problems that can only be solved via magic, and so on.
Those are not necessarily bad things to have. But they sure do be "world-changing levers", and it does kinda suck when one kind of class gets plenty of those to play with, and another kind of class gets none.


Also FYI PF2E has the Create Undead ritual.
That should be what you want - it doesn't bestow significant combat power because the only way to get something for combat out of it is by making a minion 4 levels lower than you. Which won't be terribly relevant in combat due to being that many levels lower, and it's a minion so you gotta spend actions to command it.
But it does allow you to raise as many undead as you like (well, have funds for) - they'll just follow a singular command they've been given. That's a world-changing lever right there.
 
Conversely AD&D you can have as many zombies and/or skeletons as you want permanently under your command and it costs only a drop of blood and a pinch of powdered bone for each. No expensive components, a 5 round casting time. And that's it. It's not even noted as expressly evil just "not a good act"
 
Conversely AD&D you can have as many zombies and/or skeletons as you want permanently under your command and it costs only a drop of blood and a pinch of powdered bone for each. No expensive components, a 5 round casting time. And that's it. It's not even noted as expressly evil just "not a good act"
Yeah, and that is maybe just maybe a bit too powerful. Unless everyone gets capabilities like that, not just spellcasters (/specifi types of spellcasters).

Also your basic mook zombie or skeleton is a Creature -1 or 0, with something like a zombie owlbear being a creature 3.
That means you can make 100 basic mook zombies for 1500 gp of components - that fits within the Consumables budget of a ~13th level character, meaning that they should be able to do it very frequently.
Or, if such a character were to do it via Earn Income, they could make a basic mook zombie per day, meaning they could slowly build up an army.

Such restructions are actually, y'know, interesting, whereas "I instantly pull an arbitrarily large army out of my ass" can just be pretty boring.
 
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Yeah, and that is maybe just maybe a bit too powerful. Unless everyone gets capabilities like that, not just spellcasters (/specifi types of spellcasters).

Also your basic mook zombie or skeleton is a Creature -1 or 0, with something like a zombie owlbear being a creature 3.
That means you can make 100 basic mook zombies for 1500 gp of components - that fits within the Consumables budget of a ~13th level character, meaning that they should be able to do it very frequently.
Or, if such a character were to do it via Earn Income, they could make a basic mook zombie per day, meaning they could slowly build up an army.

Such restructions are actually, y'know, interesting, whereas "I instantly pull an arbitrarily large army out of my ass" can just be pretty boring.
The idea is that you can have a villain with a massive undead army and the only thing that makes him different from the player is that he took the time and effort to do it. He doesn't need any special items, no crazy powers that aren't accessible to players, no vast wealth, just move from graveyard to graveyard and become a threat to the whole continent.
 
The idea is that you can have a villain with a massive undead army and the only thing that makes him different from the player is that he took the time and effort to do it. He doesn't need any special items, no crazy powers that aren't accessible to players, no vast wealth, just move from graveyard to graveyard and become a threat to the whole continent.
I wouldn't describe "15 gp per zombie" as vast wealth. I explained how a higher level necromancer can literary do it by just putting in time, they don't need pre-existing wealth.

I assume it took an actual spell slot in AD&D to Create Undead. Pray tell, what level spell slot was that?
Let's take a higher-level character (13th level if you like) and tell me how many undead they can create per day if they use all their spell slots.
Is it 5x faster? 10x faster?

Let's go with 10x.
How often will that matter for a villain who can do all that in the background, vs. a player character abusing this literary free undead creation?
 
I always wonder about the plethora of graveyards in settings regularly menaced with undead armies, raised from said graveyards. You'd think cremation would be a little more common (assuming it doesn't make flaming ghosts or whatever because burial is mandatory due to esoteric reasons.).

If the reason necromancy is banned because raising the dead traps the soul of the deceased or even just because it creates a perpetual murder-thing that desires the end of life, you'd hope there would just be a general societal movement towards corpse disposal that doesn't allow for apocalyptic pasty nerds.
 
If the reason necromancy is banned because raising the dead traps the soul of the deceased or even just because it creates a perpetual murder-thing that desires the end of life, you'd hope there would just be a general societal movement towards corpse disposal that doesn't allow for apocalyptic pasty nerds.
In settings like that you also usually have "damaging or destroying the body has a negative effect on the soul's afterlife".
 
The big thing Clocks are good for, and their original suggested use in Apocalypse World, IIRC, is keeping track of multiple threats at once.

Say your heroes are based out of a city. There are three major threats each with their own set of clocks: a cult to Orcus, a green dragon that's moved into a nearby tower in the woods, and a rebellion brewing against the local magistrate. Each clock filled up does something and then moves that plot to the next stage. Hero actions might stall or accelerate the clocks, depending, and one clock might influence the others (Orcus' cultists releasing undead into crowded slums if the heroes don't stop them, making the revolt more pressing, say).

Lotsa fun.
I always wonder about the plethora of graveyards in settings regularly menaced with undead armies, raised from said graveyards. You'd think cremation would be a little more common (assuming it doesn't make flaming ghosts or whatever because burial is mandatory due to esoteric reasons.).

If the reason necromancy is banned because raising the dead traps the soul of the deceased or even just because it creates a perpetual murder-thing that desires the end of life, you'd hope there would just be a general societal movement towards corpse disposal that doesn't allow for apocalyptic pasty nerds.
One thing I love in The Wandering Inn is that, after a majorly evil necromancer gave the whole school of magic a bad name, people DID change how they dispose of bodies. This seriously undercuts a different ancient necromancer later who attempts to raise all the local dead in a show of power without knowing about this change and getting basically nothing out of it.
 
I've taken a look at the PF2 character sheet, and I have Opinions. Basically, it doesn't seem focused enough.
-Lots of tiny notes sections that don't seem nearly big enough to be useful. I could be wrong.
-If you're going to bite the bullet and make people carry multiple sheets of paper, please keep them organized by game mode. (Even if you aren't, please section them with that in mind.) Combat stuff for combat, noncombat skills for exploration/detective work/etcetera, bookkeeping for downtime.
-I'm nearly certain finesse weapons are a thing here, as are cantrips-as-default-attack, so baking the assumption of three STR-melee and two DEX-ranged weapons into the first page seems, ah, strange. So is not having a place to write their ranges.
-I really like the Inventory sheet. That seems pretty neat, presuming it's large enough. Not sure what Investment is, though, unless it's a specific class feature? Consumables should probably be what's on the front page instead of the whole Skill list, though. XP can maybe stay where it is, though it should probably be next to the money tracker - those are both how you keep score.
-Hoo boy that's a lot of Feats, which probably means a lot of class features to keep track of. Pretty reasonable compared to the whole spellbook, though!
-Actions and Activities looks like it wants to be the bottom half of the front page, but didn't have the effects budget.
-I sure hope there's enough space to write all your spells and an adequate summary of their effects, though I'm not optimistic.
-I want a sheet of paper cutouts with all the normal status effects, which fit over the appropriate area on the character sheet. I want the character sheet to have sections where it would make sense to put each of the standard status effects. (Charm probably goes over the attacks section!)
-If number of hands is both a major bottleneck and normally two, that needs to be obvious from the character sheet. (It's not obvious from Conrasu art!)
-Given that there are more than two sheets - and also you'd want to be able to see more than half of them at once - there should be a Player Name and Character Name bar at the top of every single one.

Overall, it's pretty but not very well thought out. I suspect it was kind of an afterthought.
I'm personally of the opinion that designing RPGs reference-sheet-first is the way to go, at least in theory. In practice it's hard to do my thinking on paper, so I have more sympathy than I might.
Yeah, people generally don't like the official character sheet. that's for sure. I'm one of them, it stinks.
 
I always wonder about the plethora of graveyards in settings regularly menaced with undead armies, raised from said graveyards. You'd think cremation would be a little more common (assuming it doesn't make flaming ghosts or whatever because burial is mandatory due to esoteric reasons.).

If the reason necromancy is banned because raising the dead traps the soul of the deceased or even just because it creates a perpetual murder-thing that desires the end of life, you'd hope there would just be a general societal movement towards corpse disposal that doesn't allow for apocalyptic pasty nerds.
Well…, the thing is that even good aligned priests might wish to call the mortal remains of the faithful back to defend the temple. In particular many war gods had their faithful agree in advance. In Forgotten Realms the elves even had a sacred ritual to create high level undead guardians, Baelnorns (good elf liches) and Reverend Ones (good elf death knights) that one could undergo upon death.

Edit: this of course is why elven graveyards were generally not targeted by army raising necromancers.
 
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I always wonder about the plethora of graveyards in settings regularly menaced with undead armies, raised from said graveyards. You'd think cremation would be a little more common (assuming it doesn't make flaming ghosts or whatever because burial is mandatory due to esoteric reasons.).

If the reason necromancy is banned because raising the dead traps the soul of the deceased or even just because it creates a perpetual murder-thing that desires the end of life, you'd hope there would just be a general societal movement towards corpse disposal that doesn't allow for apocalyptic pasty nerds.
Sorry for double post but this is a fully separate point. In many settings the actual god of the dead may be against cremation. This was the case in Faerun under Jergal, and his successor Myrkul, both of whom had their priests offer services as funeral directors and mourners for those who didn't have expressed wishes on the matter. I'm unaware if Kelemvor, Myrkul's successor, feels the same, but since Jergal's still there advising him, probably so.
 
it's always interesting to grapple with the idea of keeping your dead preserved in a world where necromancy exists

why do the gods of the dead pass down edicts declaring that all these bodies must be intact? are they preparing for something? are they stupid?
 
it's always interesting to grapple with the idea of keeping your dead preserved in a world where necromancy exists
why do the gods of the dead pass down edicts declaring that all these bodies must be intact? are they preparing for something? are they stupid?
Again, in settings like that the explanation is usually something like "it screws with the soul's afterlife if their body is damaged or destroyed".
 
Again, in settings like that the explanation is usually something like "it screws with the soul's afterlife if their body is damaged or destroyed".
Yet they rarely follow through on that, and have normal burials (which, y'know, lead to decomposition in a few years) rather than elaborate mummification rituals or such, and also have a lack of intentionally desecrating people's corpses to mess with their afterlife.
 
Pathfinder 1E does have Blast Shadows, which are a kind of undead created when someone dies by an "apocalyptic" incineration. The original examples from the Second Darkness Adventure Path were people vaporized by meteor impact during Earthfall.

Ultimately, I suppose that having the dead rise from the grave is rare enough that most people don't consider it. We just see it happen all the time because we're playing as adventurers.
 
Honestly PCs mass summoning / mass creating undead cause all sorts of problems with any D&D style games.
 
Anything that puts a shitload of extra dudes on the battlefield, whether it's summoning, undead, hirelings or followers, is a huge complication not only for game balance but also for playability. If you have to take actions for twenty NPCs every round, then you are stretching combat out by hours and making the rest of the players wait around bored for most of it.
 
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