LoamImprovement

joined 1 year ago
[–] LoamImprovement@ttrpg.network 44 points 11 months ago (3 children)

Vumans get a feat, which is arguably one of the strongest abilities. Base humans are notoriously weak though.

[–] LoamImprovement@ttrpg.network 6 points 11 months ago

Fuck, ain't that the truth?

I don't blame anyone generationally anymore. Boomers are too senile for their own good and everyone else is too burnt out to step up to the plate.

I knew this year's awards were a joke the second I saw Starfield nominated for (and subsequently winning) 'most innovative gameplay.'

I've heard "because I like the sound of dice hitting the table."

That's because you have more agency in D&D than you do in real life.

Can't long rest more than once per 24 hours.

[–] LoamImprovement@ttrpg.network 3 points 1 year ago (2 children)

But it'll never happen because it's bad for rich people.

[–] LoamImprovement@ttrpg.network 1 points 1 year ago (1 children)

In a capitalist hellscape, any amount of damage is damaged beyond all hope because everyone is completely interchangeable, and ultimately, disposable.

So, y'know, you're not wrong.

[–] LoamImprovement@ttrpg.network 16 points 1 year ago (1 children)

The thing I hate about this game, one of the biggest fundamental differences between it and any other BGS title is that it isn't compelling to go explore a planet that has copies of the content on all the other planets, and astoundingly little at that, the same way it is to just pick a direction in Skyrim or Fallout and walk, and end up stumbling on some shit going down in a cave or abandoned building just off the beaten path. Even if you remove the loading screens and add vehicles on planets to minimize the amount of time between engaging set pieces, it's still the same abandoned factory populated with the same pirates guarding the same generic fetch quest objective. It is such an aggressive, unrewarding waste of time with so few redeeming qualities that I'm a little shocked anyone at Bethesda thought this should merit any amount of hard-earned money, let alone seventy fucking dollars. Didn't they know? Didn't they know?

Reverse necromancer

So like, a murderer?

 

What kind of rule changes have you folks tried at your tables, and how have they worked out for your games? Good? Bad?

Two of the houserules I implement for every campaign I run:

  1. No multiclassing until after 5th level, and no further multiclassing unless you have at least 5 levels in all your existing classes. I do this for two reasons, the first being to ensure that every character has access to extra attack/third level spells and slots/some other equivalent before they start dipping elsewhere, and to keep the munchkins at my table from taking multiple 1-3 level dips into classes just to set up a niche wombo combo. Even then, I'm pretty stringent on what I'll allow from a storytelling perspective - I want to know what motivates your Paladin to dip into Warlock besides getting to use CHA for attack and damage modifiers.

  2. Instead of an ASI or a Feat, every ASI level gives a +1 and a feat. My players and I like this rule because it allows them to pick something fun at those levels instead of feeling obligated to dump straight into the primary stat, and encourages grabbing those fun half-feats like Actor or Linguist that would otherwise go by the wayside.

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