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  • CapnZapp's Avatar
    Today, 09:15 PM
    Companion is a Firefly term..
    18 replies | 450 view(s)
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  • CapnZapp's Avatar
    Today, 09:13 PM
    And there's a habit of narrowly accusing people that protest against hit points of being inconsistent in order to more easily dismiss their very valid concerns. Stop making it only about double standards. It is perfectly valid to not want to use hit points because of how that changes the game compared to games without them. I might add: Just as it perfectly valid to ignore the impact of...
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  • CapnZapp's Avatar
    Today, 04:44 PM
    Only that I'm not taking sides, though I admit it can look that way when I'm attacked. I am explaining to people why other people have problems with hit points. Since you have impressive thread-collating skills I'm sure you have seen me making clear I'm not saying hit points cannot work for firearms-enabled campaigns. I'm only bringing up the arguments that people who prefer alternatives...
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  • CapnZapp's Avatar
    Today, 03:08 PM
    You're talking about the ducking and weaving that's implied but not actually governed by the rules. But why would I be talking about that? I'm obviously talking about movement at range; very simply which square on the battlemat your character occupies. If every hit carries the potential to ruin your day (whether through pain penalties or outright unconsciousness) you're that much more...
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  • CapnZapp's Avatar
    Today, 03:00 PM
    I'm sure you see that WotC went with a safer option by "renaming" the henchman-as-player - not all players want to play a subordinate.
    18 replies | 450 view(s)
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  • CapnZapp's Avatar
    Today, 01:29 PM
    The "don't view as character option" ship has already sailed. Precisely because WotC also intends for them to be used by players. Henchmen and Retainers suggest people in your employ, i.e. people you boss over. That is not what a neophyte player wants. The idea is to allow a newb to be Robin to the established player's Batman. Robin was never a henchman or retainer, he was a sidekick.
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  • CapnZapp's Avatar
    Today, 01:17 PM
    I never claimed hit points are bad because they can't handle every trope. I am not fixated with cover. I am merely pointing out something that really should be obvious: that people with backpack shield generators (aka hit points) don't act and move as you might expect from a reasonably modern game. In no way have I said that this is better or worse. I have never said "taking cover" is...
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  • CapnZapp's Avatar
    Today, 01:09 PM
    That only some but not all arguments against hit points in a game with firearms can be easily dismissed as holding melee and ranged to different standards. Yes of course. I have never said you can't or shouldn't. My aim here is to explain to people used only to D&D that people with the opposing preference aren't weird or stupid. There are real issues with the hit point based damage...
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  • CapnZapp's Avatar
    Today, 12:54 PM
    Assuming you're talking about things like how 5E allows you to move out of total cover, shoot, and move back again (only exposing you to reaction attacks and melee charges), that is not damage models and hit points, then yes. You should probably start by giving disadvantage to any ranged attack where you move before the attack (representing a gunslinger who basically fires around the corner...
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Today, 12:46 PM
    Have you ever played another ttrpg than D&D and other hit points based games?
    307 replies | 8016 view(s)
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    Today, 08:44 AM
    I hope they are simplified. That UA really dropped the ball.
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  • CapnZapp's Avatar
    Today, 08:40 AM
    And yet again, it's not about increased "realism" or whether bullets or arrows kill you faster. I thought that argument had been comprehensively shown to only be the shallow face of a complex problem. Sigh. It's about whether you want heroes to move about in order to not get shot. You can keep bows pretty much intact. And still, change damage model (so any hit could be impactful, not just...
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Yesterday, 11:52 PM
    Very well. But remember you don't need to reinvent the wheel here. The problem has been tackled before. You know, by other games. (And yet again, you might end up keeping hit points, if only because it's simple and familiar. Not here to dump on hit points, after all. Only here to dump on the notion you must be shortsighted somehow to dismiss them)
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  • CapnZapp's Avatar
    Yesterday, 04:46 PM
    Well, as I said, this is only part of why you might see complaints. And it is the easiest part to dismiss. That is, I see a lot of posters choosing to define the complaints as this only, in order for them to ignore the complaints. If that means you're no longer as dismissive of the complaints (that you take in the possibility the complainers aren't merely applying double standards to hp...
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Yesterday, 11:16 AM
    My point is that anyone dismissing complaints against a hp-driven firearms-enabled campaign can't or won't see the bigger picture. It is not, I repeat not, as easy as "if you don't like it, you're lacking in understanding". The damage model drives behavior on the battle mat. Hit points enable melee and deemphasizes cover and tactics. The resulting way combats execute is why people complain....
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  • CapnZapp's Avatar
    Yesterday, 11:01 AM
    Facing Dragonborn Paladins as enemies, I presume?
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 04:28 PM
    That is a very simplistic way of looking at things. It is perfectly possible - common even - to be content with D&D for faix-medieval melee-centric combat, and yet find the exact same system entirely inadequate for faux-modern ranged-centric combat. So there must be more to it than that. And sure enough, there is.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 10:30 AM
    If magic items are even close to being as ubiquitous as in PF1/3E this does not paint the whole picture. That is, if you can increase your stats by another ten points or so from two different bonus types, or gain a couple of feats thru magical doodads...
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 10:19 AM
    If you genuinely want to understand viewpoints of others than yourself, it would help if you actually listen. To them, not yourself.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 10:15 AM
    No, that the exact opposite of what I am saying. And for the umpteenth time, do *not* reduce damage models to plot armor. Yes, both hit points and alternatives function as plot armor. But that does not mean they are identical. Indeed, my entire point is that these differences are *very likely* to make a difference.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 10:05 AM
    Please don't do that, as if I'm presenting a completely baffling viewpoint for the first time. I am explaining how and why using hit points as a damage model can run into acceptance issues. Some reasons are less obvious than others. Refusing to accept that it is possible, common even, to run into issues with the hit point based damage model does not help in the slightest.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 09:55 AM
    While I agree with this, it it useful to add that this in no way means in-combat healing is bad or wrong in any way. All it means is that the designers have deliberately toned down the feature to the point of practically removing it. Restore healing power to 3E levels and the quoted analysis will change. PS This procedure is not hard at all. Just double the hit point gain from any...
    60 replies | 1902 view(s)
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 12:03 AM
    I believe the point is that you aren't playing an epic god-slaying hero, but a mortal gunslinger?
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Saturday, 22nd June, 2019, 12:01 AM
    And again, this only takes you so far. If you're the hero behind an outhouse, and you need to Sprint across open ground to the next cover where your friends are, the excitement is whether you will make it without getting shot. If the game engine uses hit points, it might reduce the excitement to a question of getting there with 64 hp or maybe 56 hp. That is a vastly different experience....
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Friday, 21st June, 2019, 11:55 PM
    On the contrary: As I've explained, it's at the core of the issue, since plot armor is only part of the problem, and many players simply can't marry hit point loss with the sensation of danger.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Friday, 21st June, 2019, 11:52 PM
    You need more than that. Even if your fine with the effect of a ranged attack on a healthy hero (i.e. none at all) I'd wager you still pretty much need new rules. A couple of very basic example suggestions: * if you don't start with the enemy in sight, your attacks against him are at Disadvantage. (To discourage hiding completely behind a corner, only popping out during your own turn)
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Friday, 21st June, 2019, 11:46 PM
    Yes, ranged combat in 5E is seriously reeling on the brink; that is, of becoming too close to melee as to make melee superfluous. It's still a primitive game for that purpose (since there's basically nothing in place to encourage behavior commensurate with ranged tactics) so this is not a good thing.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Friday, 21st June, 2019, 05:01 PM
    Not sure what you're on exactly. It feels like you're trying to oppose my points, but honestly I'm not sure.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Friday, 21st June, 2019, 04:59 PM
    I'm sure you realize things change if you somehow increase the range of your longswords to 100 ft...
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Friday, 21st June, 2019, 04:56 PM
    Your post comes across as a bit snarky, but I have no problem with any of your conclusions
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Friday, 21st June, 2019, 10:18 AM
    If you say so. I feel WotC have lost track of the goal here. If they for once created a Ranger that met some goal, and did that really well, that would be a start. More than a start, since after all a large reason why we're paying WotC is for them to choose a direction, to lead the way. As I see it, the wishywashyness and especially the weakness is what doomed the Ranger. Compare...
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 06:45 PM
    That's just the issue WotC has deigned to acknowledge. And you really don't need to repeat their ad copy - we get it, it is convenient for them to act as if nothing needs to be done... The list is much longer than that, but I'll skip right to the end: how players drop the Beastmaster subclass like a hot turd.
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 11:43 AM
    Yes, each time you heal 70 hp you're not dishing out whatever damage a 6th slot can produce, with all the future savings in incoming damage from that/those monsters added to the cost. And the loss of flexibility too, just as you say. Consider that even a double-strength Heal (the 3.5 version) is not a given spell to choose and cast, given the opportunity cost of not casting a 6th level...
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 11:34 AM
    Thanks. Saw the separate thread on that.
    281 replies | 15053 view(s)
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    Thursday, 20th June, 2019, 11:31 AM
    This I agree to. When it comes to larger creatures, that takes the edge off the kill-shot notion.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 11:29 AM
    Agreed. Yes, but now you've reduced the problem to plot armor only. The crucial difference is whether the bullet has a zero or non-zero chance at ruining your day. That is, if the danger is immediate or postponed (until you've run out of hp). More generally, is EVERY bullet a threat or just the last one?
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 11:17 AM
    You know you CAN choose other subclasses than Beastmaster. That is, your comment reads as if it would be a good idea to remove animal companions from everybody even though it is easier than easy for you to not have one...
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 11:07 AM
    Meaning if WotC wants to give us the animal companion in a brand new Hunter class, I would be onboard for that. They would probably have to find someone else to design the class than Crawford and Mearls, though. No point in going through all the effort if the results are still weak sauce, I mean... Not that it should be hard. Just give us a companion that magnifies each animals natural...
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 11:04 AM
    Plus: the main reason people didn't care about ranger ACs was indeed that anyone wanting one obviously selected the Druid class. Not only did you companion get better, you yourself upgraded a low-tier martial to a high-tier caster class. A win-win situation if there ever was one. Of course, the 3E companion was STILL squishy (iirc) so any minmaxing druid player simply became the beast...
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 11:00 AM
    If you mean animal companions aren't essential to Rangers, okay. If you mean animal companions aren't essential to D&D, I disagree.
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 10:50 AM
    I don't know what you mean here. If it is the spells a Ranger gets that holds back the animal companion, the obvious solution is to remove them from the core Ranger chassi, and instead hand them out to select subclasses. Not including the Beastmaster, of course. My guess, however, that even with the loss of magic, the Beastmaster with a proper combat pet will still need DM opt-in. My...
    106 replies | 3702 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 06:05 AM
    My preferred solution is for the rules to concede that any player with two characters will always steal a bit more than his share of the spotlight, and instead make it an opt-in subclass. And then design the animal companion we deserve, one that is as sturdy as any other party member (that is on the front lines), and dealing useful amounts of damage. In short, the design needs to realize...
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 06:00 AM
    Interesting. The first time I've seen any official WotC person mention 6E (though I may be late to the party). Saying "it's far off", of course, is exactly what they say when they HAVE started thinking about the new edition, and it actually isn't that far off. The same with console generations. The only time it really IS far off is when you hear absolutely nothing about it. The minute...
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 05:55 AM
    "One of the hard things about working in tabletop is you can’t patch a physical book" Yes, you can, and you should have patched the Ranger a long time ago.
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 05:50 AM
    This feels like a necro post...
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    Thursday, 20th June, 2019, 05:46 AM
    Any new tidbits inside...?
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    Thursday, 20th June, 2019, 05:43 AM
    Ah. I thought you were talking about rerolling initiative just for the downed character, as opposed to slapping all those penalties onto him or her...
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 05:39 AM
    Unfortunately I believe 5E forces me the DM to act that way. Yes, I think it is "vicious" and I don't like it. But it's the only way to not make whack-a-mole a winning tactic because of the huge savings in damage/hit points it entails. Of course, a better solution would be for the game to NOT force the DM to be "vicious". I don't *want* my monsters to go after fallen heroes! I think...
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 05:31 AM
    Isn't rerolling initiative the less complicated option?
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    Thursday, 20th June, 2019, 05:29 AM
    I have definitely not challenged you on your strategies or refuted them. Please read what I wrote, instead of focusing on what I don't write.
    60 replies | 1902 view(s)
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 05:26 AM
    I've found that at higher levels, even an 70 hp Heal isn't all that. Yes, my players have used it for good effect in combat - they cast it on the party Barbarian, which effectively doubles the healing (because a raging barbarian takes half damage). But this also points to how in-combat healing has been nerfed in 5E. In 3.0 Heal healed ALL damage. In 3.5 Heal healed 150 damage. In 5E...
    60 replies | 1902 view(s)
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    Thursday, 20th June, 2019, 05:01 AM
    Now you come across as someone unfamiliar with other role-playing designs than hit points and levels, but I'm sure that's not really the case. Meaning all of that is certainly not a defining feature of hit points, and in fact, a way to use hit points that is deeply unsatisfactory to many. How's that? Because with hit points you *know* the first stab or bullet is not going to reduce your...
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  • CapnZapp's Avatar
    Thursday, 20th June, 2019, 04:45 AM
    Thanks for missing the point. We were talking about levels in the context of hit points. The fact that hit points increase with levels. As a matter of fact, there exists RPGs where you basically don't get more hit points per "level", and in fact have no levels at all, only skill scores. And no, the point is definitely to not feature one-shot kills, which you pretty much need if melee is...
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    Wednesday, 19th June, 2019, 09:50 PM
    Never go full Michael Jackson.
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    Wednesday, 19th June, 2019, 09:47 PM
    Well, the cost of not helping your allies will sooner or later be losing a battle... Except if we give these casters the benefits of the doubt they might do so because that spell can end the enemies. Which of course is my way of saying that in 5E it is a common occurrence that you're better off killing the enemies than healing your friends even as a Cleric; that the former ends up saving...
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    Wednesday, 19th June, 2019, 09:40 PM
    Yes. This says very little, however. It neither confirms not contradicts the notion that in combat healing needs to occupy a larger place and be more valuable before it gets used with any frequency.
    60 replies | 1902 view(s)
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  • CapnZapp's Avatar
    Wednesday, 19th June, 2019, 08:36 PM
    The *entire point* of having levels in D&D is to allow you to level out of the danger zone of being felled before your melee charge reaches the opponent. Besides, there are numerous other aspects of firearm enabled settings that D&D simply isn't equipped to handle, so it's not like there's any point to pretending higher damage/lower hp would be enough. One admittedly unfair example is how...
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    Wednesday, 19th June, 2019, 08:29 PM
    I would have thought shooting a grizzly bear would piss off the bear, not the hulk.
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  • CapnZapp's Avatar
    Wednesday, 19th June, 2019, 03:11 PM
    While there certainly is nothing wrong with a game encouraging combat healing, the 5E devs went another route. That is, 5E was deliberately tweaked to limit combat healing. I wouldn't go into why, since that's not what you want this thread to be about. What you *do* want to discuss can be one out of two things, as far as I can see: 1) How to make combat healing work given the current...
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    Wednesday, 19th June, 2019, 02:57 PM
    On Android you can access the site thru an app. Probably a skinned version of the general Tapatalk app, but what do I know. I prefer it to the mobile skin when I'm on my phone, like now. One feature not supported by the app, however, is the site's current implementation of blocking/ignore. It's as if nobody blocked nobody. This is why you can still get good-faith replies even from people...
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    Wednesday, 19th June, 2019, 12:55 PM
    No, I'm not. I'm pointing out to you that increasing damage is functionally equivalent to decreasing hp. I'm pointing out to you that your attempted solution is indicative of the greater problem which might be best solved by switching to a other damage model entirely. At no point am I comparing editions. I'm talking about hit points in general. Every edition of D&D has hit points; ergo...
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    Tuesday, 18th June, 2019, 08:20 PM
    Thank you for making it personal. Makes it easy to skip your posts.
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    Tuesday, 18th June, 2019, 08:19 PM
    More damage and same hp. Or same damage and less hp. You're saying that D&D would work, just remove the defining features of D&D. Gotcha
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  • CapnZapp's Avatar
    Tuesday, 18th June, 2019, 03:20 PM
    If you use D&D rules you are not getting the kind of tactical gameplay people expect when they learn firearms are involved, as evidenced by this very thread. You might get Commando though. I leave it up to you to take that as a recommendation or a warning.
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    Tuesday, 18th June, 2019, 12:07 PM
    Yes, he's essentially Conan throwing rocks. The point is: when most people mention a modern game with insurgents or drug dealers, Commando is not what they have in mind, and D&D is not an obvious fit. In other words, the setting suggests different ways to play. Most people expects ranged combat, maneuvering and tactics to play a greater role if armed with a knife and a firearm instead of...
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    Tuesday, 18th June, 2019, 09:28 AM
    CapnZapp replied to XGTE Errata
    I know. You'll have to talk to your DM. Here and now I'm just explaining how, (or rather, why) I would not expect there to be any official changes on this front.
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    Tuesday, 18th June, 2019, 09:25 AM
    Sorry but you could have phrased this differently. The actual quote is "Sven wants it to feel like authentic D&D. Your class choice will be important." This makes it clear there's nothing fishy going on - OF COURSE your class choice will mean a lot, D&D is a class-based game.
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    Tuesday, 18th June, 2019, 09:19 AM
    Well, we found that the easiest solution, by far, was to use a ruleset like 3E or 5E instead of a ruleset like 4E. That instantly solved our problems much faster and easier than any amount of managing time or tables did. We never did consider replacing the players. Or maybe we did - yes, you can definitely say we're still playing 4E, except with a whole new group with none of it's original...
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    Tuesday, 18th June, 2019, 09:10 AM
    And also how having plot armor deemphasizes the need to act the way people generally act when firearms are involved: staying behind cover, focusing on tactical awareness and flanking. D&D doesn't want you to do that; it wants you to get up close and dirty.
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    Tuesday, 18th June, 2019, 09:07 AM
    Which is why hit points were invented! That is to say, you are absolutely correct. But reality has surprisingly little relevance to a discussion such as this one...
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    Tuesday, 18th June, 2019, 09:05 AM
    Increasing the damage is functionally identical to reducing your hit point total. Come on, just admit that it is the damage model that is important here. D&D uses one fundamentally incompatible to most people's expectations on firearms, because they assume cover and tactical movement should be more important than melee. At it's core, D&D features a very primitive damage model. Then it adds...
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    Tuesday, 18th June, 2019, 08:58 AM
    Except that would make the session suck, at least for me. You're painting a picture where everybody's mostly missing because everybody's AC is increased by cover. Not to mention how spectacularly unsuited 5th edition in particular would be with how it allows you to move, shoot, and move. You would always have to rely on your reaction, since everyone stays inside their house or whatever with...
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    Tuesday, 18th June, 2019, 08:45 AM
    Yes this. But there is nothing wrong about it. D&D encourages melee by providing heroes with mobile shield packs called hit points. These enable you to go boldly forth and slay the enemy. Without them you are encouraged to use cover, tactics, and surveillance. This is why it is quite natural for people to resist using D&D for games with firearms. Because there's anything wrong with...
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    Tuesday, 18th June, 2019, 08:36 AM
    Now you're just trying to tell people they're playing the game badwrongfun, so good luck with that.
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    Tuesday, 18th June, 2019, 08:33 AM
    CapnZapp replied to XGTE Errata
    Arcane archery has traditionally been an Elf-only secret. Elves traditionally don't use crossbows. Not saying you can't houserule this; just explaining why things are as they are.
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    Monday, 17th June, 2019, 05:19 PM
    Of course I've made about a dozen posts offering a different perspective: That it's *not* about myths and believing guns are more lethal. But instead about genre, and whether your setting is melee-centric or ranged. If you offer firearms that increases people's expectations of lethal attacks. If you focus on swords, that decreases people's expectations.
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 05:13 PM
    Not really, since... Nailed it in one! Yes. This discussion, though, started when someone yelled "mockery". My entire point is that unless you do *something*, whether to change the damage model (ie not use D&D) or the expectations, that's pretty much what you're gonna hear...
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 05:08 PM
    Okay. Meanwhile, we're discussing what settings to expand D&D to. Firearm-centric settings encounter trouble that melee-centric settings don't. You can't say one damage model is more flawed than the other. The only flaw is using one that is a mismatch to the expectations of the setting's genre.
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 05:05 PM
    Yes, I'm telling you expectations trump "realism". My whole point is that the genre sets expectations that impacts your damage model of choice.
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 11:37 AM
    Of that +45, +15 comes from three times the maximum attribute modifier (3x5). The rest (+30) comes from probably the worst feat of the game. The short version: just remove Crossbow Expert. The long version: start here.
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 11:30 AM
    The players usually use electrical lighting for illumination, so I guess you're right.
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 11:26 AM
    Now you're contorting yourselves just for the sake of argument. Any "one hit kill" reality, where a gun doing 10% of your hit points is "mockery", is one where you need to look elsewhere than D&D. Yes, it really is that simple.
    307 replies | 8016 view(s)
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 08:43 AM
    A very long reply, a very short answer: I was talking about RPGs in general, not any specific game in particular.
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 08:40 AM
    Or, switch to a system that already from the start supports the genre expectations
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  • CapnZapp's Avatar
    Monday, 17th June, 2019, 08:39 AM
    You can't seriously expect people to abandon their genre expectations. Plus, for every person you show survived dozens of bullets, I'll show you dozens of people who were killed or out after just one. Try justifying that by explaining who's level one and who's level twelve...
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  • CapnZapp's Avatar
    Sunday, 16th June, 2019, 11:02 PM
    Hush - you'll anger the mockery guy. Seriously, as I've just explained, a D&D wild west is not what most people expect of their wild west. That doesn't mean you can't do it, just that it's not what you need if your guns are sensitive to "mockery" :)
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  • CapnZapp's Avatar
    Sunday, 16th June, 2019, 10:58 PM
    Absolutely. You quoted the wrong poster though.
    307 replies | 8016 view(s)
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Sunday, 23rd June, 2019

  • 04:13 PM - Fenris-77 mentioned CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    CapnZapp I think you're mistaking my point for something it's not. The lack of understanding specifically indexes the inability (by design) of HP to simulate damage from any real world weapons - HP as simulation. One big subset of arguments about HP and firearms is how while they might work for melee they don't for firearms (as a simulation). They don't 'work' for either, the only difference is the extent to which people don't realize that they don't work for melee (again, as a simulation). In both cases they are a heavily fictionalized account of combat. It's not that I don't understand the complaints, I just don't have a lot of sympathy for them - HP is what it is and asking it do something very different from what it's designed to do is always going to messy and complicated. Maybe worth it as a hack (who doesn't love a good rules hack) but don't complain that it doesn't fit like a glove. So, to sum up, I am only addressing some specific points about the value of HP as simulation as regards m...

Wednesday, 12th June, 2019

  • 05:41 PM - TwoSix mentioned CapnZapp in post Improving Two-Weapon Fighting
    ...hit effects remains the same. A 5th level fighter with the Dual Wielder, Crossbow Expert, or Polearm Master all have the same number of possible hits. I'm not sure that this should be in the DW Feat - it doesn't fit. I do like the idea of extra damage and I think you might channel the Two Weapon Rend feat from 3E - something like "When you hit a target with two non-ranged weapons with which you are proficient in the same round and are using Strength as the modifier you do +5 damage." Only +5 damage and not +10 because there's no negative modifier (and you're getting double stat bonus damage anyway). And round, not turn as the Bonus Action from TWF can be separate from the Action, plus it allows the PC to get the bonus damage from using a Reaction. Again, nah. Assuming a world in which martials have access to GWM and SS, the -X/+X mechanic is necessary. It lets attacks scale better with both accuracy and on-hit effects. (You could of course do a complete redux of feats, like CapnZapp did a few years ago, but one of my criteria was to keep the design as parsimonious as possible. So no GWM/SS fixes here.) And +5 on a disadvantaged attack (since it requires two different attacks to hit) is absurdly weak. Assuming roughly standard hit rates, that's maybe a +2 damage bump per turn that doesn't scale with Extra Attack. Totally defeats the point of the design. One of my main criteria is that the feat redesign should sit on the safe shelf as GWM or PAM or SS. It needs to be competitive without blowing them away (<10% delta in either direction, ideally). Now, running some numbers, I have some concerns about Tier 1 deltas for strong Tier 1 builds like VHuman Fighter 1/Barb2. The delta is about 1.6 DPR between someone taking Dual Wielder and GWM at level 3 (23.3 to 21.7, assuming point buy, Reckless/Rage, and a 1 in 3 proc rate on GWM). GWM/PAM pull ahead at level 6, though, even with the Dual Wielder bumping Str to 18. (42.2 to 40.7). I might need to make a li...

Thursday, 30th May, 2019

  • 12:09 PM - robus mentioned CapnZapp in post Would campaign skeletons address the lack of adventures for minor settings?
    CapnZapp raised an interesting point in the Expanse thread on the lack of adventures for settings once the rulebook is published. Now we all know writing a comprehensive adventure path/campaign is hard (and frequently fails to please everyone all of the time). But is there an opportunity for something simpler (a campaign skeleton say?) which GMs could flesh out as they go? I frequently find that I like the general idea of a campaign and then get frustrated with the details provided. (Often the details seem confusing or at odds with the campaign, or just included to for funsies and not really contributing anything). A campaign skeleton would basically act as an adventure outline identifying the villain and major antagonists and the general structure (hooks to get into the adventure and the major plot points). I'm thinking something like a 5 or 10 page outline? Adventures are generally easy to conjure on short notice: you know the party and their level, so throwing obstacles at them isn't too...

Wednesday, 22nd May, 2019

  • 07:34 PM - Mercurius mentioned CapnZapp in post Game of Thrones Spin-offs: News & Speculation
    CapnZapp, good thoughts but I'd go further and say in an ideal world we'd get a Malazan series, or a proper attempt at Earthsea, or something else entirely. But you know how the biz works: you leverage a brand that works, and HBO is going to try to make as much money as possible off "Game of Thrones" as they can...and GRRM will laugh all the way to the bank, even if it veers further and further from his original vision.

Tuesday, 21st May, 2019

  • 05:00 AM - pemerton mentioned CapnZapp in post If there's one game where stat differences are justified, what game would that be?
    I'm far more interested in the value he feels this adds to the game.By this you're meaning not just gendered roles/classes/playbooks, but sex-based stat penalties? My guess - from the discussion of Conan in the OP - is that CapnZapp wants the play experience that would result from gendered classes/playbooks, but (1) isn't too familar with a wide range of RPGs beyond a certain sort of D&D, and (2) has a certain sort of "simulationist" sensibility that leads to a preference for process-driven mechanics (men are stronger, so give them a stat mod) rather than just cutting to the chase and having gendered classes/playbooks.
  • 04:28 AM - pemerton mentioned CapnZapp in post If there's one game where stat differences are justified, what game would that be?
    you've framed it in the context of wanting to make a game where "men are from mars" because you think that's how "things are IRL" CapnZapp didn't say that's how things are iRL. To the contrary, The point isn't to moralize or repress someone's real-life gender identity. The point is that in this world, and in particular my take on it, "men come from Mars, women come from Venus".The phrase this world referst to the imagined world of the RPG, not real life. I doubt I would play the game that CapnZapp posits. I do play RPGs which, as part of their presentation of mediaeval life, note the significance of certain gender distinctions (Burning Wheel has some lifepaths that are women only; Prince Valiant has a discussion of assumed gender roles, and how this might bear on the incorporation of women PCs into the game). I agree with the suggestion by you and steenan that what CapnZapp is looking for would probably be better achieved by having gendered lifepaths or gendered "playbooks" (to use the PbtA terminology). In a D&D-type game, this would be gendered classes. Mazes and Minotaurs is a semi-spoofy OSR-ish RPG that do...

Monday, 20th May, 2019

  • 12:00 PM - Aldarc mentioned CapnZapp in post State of the mystic
    Having a Psion class is a good call. I agree with CapnZapp that a lot of past psionic archetypes could easily be ported to subclasses of preexisting classes: * Psychic Warrior: Fighter Subclass * Soul Knife: Monk or Rogue Subclass * Wilder: Sorcerer Subclass * Ardent: Bard or Cleric Subclass

Sunday, 5th May, 2019

  • 08:30 PM - Aldarc mentioned CapnZapp in post Paizo To Make Kingmaker Bestiary... For D&D 5E!
    CapnZapp, you seem to be sending mixed messages. On the one hand, you seem to think that Paizo missed their opportunity to make products adapted directly for 5E as is. On the other, you bemoan that Paizo is not making "5E Advanced." But I suspect that if Paizo made either then their profits would fizzle out even faster. Why would the market bother with Paizo if they did either especially when many tables do not allow 3pp materials? By producing materials for 5e, Paizo would be making themselves niche among niche rather than carving out a more unique niche for themselves.
  • 03:50 PM - Hussar mentioned CapnZapp in post Paizo To Make Kingmaker Bestiary... For D&D 5E!
    I think the point that CapnZapp was trying to make is that Pathfinder is a pretty small slice of the RPG market. Considering that the RPG market without WotC producing any new books is about 15 million dollars (and that included 3e and 4e at the time), it's not really too much of a stretch to think that Pathfinder's market share isn't really large. I realize that the common wisdom is that WotC is the 600 pound gorilla, but, really, we don't know how the market slices up.

Friday, 3rd May, 2019

  • 05:09 PM - Oofta mentioned CapnZapp in post "straight" rolls in D&D
    If you have a sub-plot of removing the alignment change aspect, consider an alternative. Make it an incredibly difficult task. Make it a quadruple deadly encounter if you have to. If the party fails, it's not a TPK, the only long term result is that they missed their one shot to "fix" the item. They can't even destroy it if they wanted to. At that point they have a dilemma. Continue to use the item risking becoming evil NPCs or never use it again, but that risks the item calling out to a more amenable party. Let them know ahead of time what's going to happen. There's a McGuffin that can be used to destroy the item once they know what's happening but it might, maybe, just possibly be able to change it as well. As far as LE being allowed in the party, I agree with CapnZapp. Just because a person is lawful doesn't mean they won't (or shouldn't) sooner or later kill off other PCs. It's just that when they do it they'll let you know that "it's nothing personal".

Tuesday, 16th April, 2019

  • 01:54 PM - Sadras mentioned CapnZapp in post Deconstructing 5e: Typical Wealth by Level
    Look, @CapnZapp, I get what you are looking for, but, frankly, it's just not feasible in the 5e ruleset. It really isn't. The fact that no game system or designer has pulled it off or done any better than Gygax kind of indicates it can't be done. How good any magic item is depends on to many intangibles. Despite me not 100% agreeing with @CapnZapp regarding rarity, I don't believe the above statements are quite true. I mean what you need is a base for the cost of magic, it should not be so difficult to tabulate. Then what you need are (1) multipliers for high and low magic campaigns, (2) Consumable or Permanent enchantments, (3) Utility and (4) Rarity (Tiered - perhaps as per @S'mon's post). It just requires some work which I think WotC would rather not invest but I think it would be worthwhile in the long run, but that is just me. @CapnZapp, funny enough despite all the negative feedback you endure on this board for the issues regarding Rests, Feats and Magical Items I certainly appreciate...
  • 09:31 AM - Hussar mentioned CapnZapp in post Deconstructing 5e: Typical Wealth by Level
    Look, CapnZapp, I get what you are looking for, but, frankly, it's just not feasible in the 5e ruleset. It really isn't. 3e and 4e both took their mechanics from how earlier editions of the game were being played. If you played AD&D, you were absolutely dripping in magic items. Either from playing AD&D modules, or using the random treasure charts, AD&D presumed a huge number of magic items in the group. They might not have been powerful items, but, you did have a bunch of them. I mean, all you have to do is look at the 1e paladin who was limited to only ten magic items. 4 weapons, a suit of armor, a shield and 4 more magic items. That was the hard limit for paladins. Yikes! That's about what you'd expect on a 10th or 12th level 3e character in a very high magic campaign. So, 3e and 4e welded the magic items into the character building rules. You were presumed to use magic items to build your character. The problem is, players being the pragmatists that they were, spent their cash o...

Sunday, 14th April, 2019

  • 04:02 PM - Maxperson mentioned CapnZapp in post Deconstructing 5e: Typical Wealth by Level
    That's a good thing. Giving PCs easy access to magic items was a bad idea in 3E and 4E. Note WoTC barely follows their own rules for items, money and encounters. Whether it's good or bad is entirely opinion based. For you and I it's bad, and for CapnZapp it's good. He has rules in Xanthar's for buying magic items now, and if he doesn't like that brand of strawberry ice cream, he has the ingredients for the strawberry ice cream he wants, so he can make his own.

Friday, 29th March, 2019

  • 12:54 AM - Ovinomancer mentioned CapnZapp in post What is a "Reputation Comment"
    Before I say something negative, I try to put myself in someone else's shoes. In this case, I would try to remember that Morrus has to respond to a lot of stuff, moderate comments, deal with extraneous stuff on the board, and have a life too. Especially when other people (like Nagol, for example) can also fill in details. :) OTOH, I also remember that I don't always practice what I preach, so there's that. And that's more important than responding to CapnZapp?! Pull the other one, it's got bells on!

Saturday, 16th February, 2019

  • 04:55 PM - doctorbadwolf mentioned CapnZapp in post Variants/Subclass for a DPR Rogue
    CapnZapp thanks for the comments. The issue I have is, I’m not convinced of the severity of damage output gap that you’re referencing. I do see a gap in combat optimized feat heavy games, but not one that merits doubling SA damage per round. I also don’t have much trouble in such games keeping my rogue alive in melee. My level 12 thief isn’t DPR king, because I chose to make him an untouchably slippery eel of a skirmisher. The rogue is better at using skillful movement than anyone else. I’ve got expertise in acrobatics, athletics, stealth, and deception, and use them all in nearly every fight. Frequency descends from “every fight” to “many fights”, in roughly the listed order. As a Lightfoot halfling, I can hide in plain sight, though, which helps. Anyway, I think that increasing crit frequency, or adding a flat damage bonus to all attacks that qualify for SA (so, you’re nearly always getting 2-5 extra damage, even when you’ve already used your SA as a dual wielded) A thrown weapons...

Friday, 15th February, 2019

  • 09:56 PM - doctorbadwolf mentioned CapnZapp in post Variants/Subclass for a DPR Rogue
    So, some folks are disappointed that the 5e rogue is not focused on DPR, while others are happy that the Rogue basically auto-wins at skill stuff, and are satisfied with moderate damage output. I am in a third camp. I love the 5e Rogue as it is, but would also love to see a DPR focused subclass and perhaps some options for variant class features that support a more 4e style "kill stuff like a rad killing machine" rogue. I'm not interested in adding class features, unless it's going to be a ribbon or something like that. In general, let's keep a similar total power level to the PHB. CapnZapp I know you're more in the "the rogue just isn't good, overall" camp, but I'd love to hear any thoughts you have that are within the scope of the brief above. My preliminary thoughts, in very rough draft, are: Subclass: There is room, here, for a strength rogue. Expanded weapon list that works with Sneak Attack, including glaive, longsword, any one handed weapon or versatile weapon. Your attacks that qualify for Sneak Attack deal extra damage equal to your Strength mod. Once per short rest, you can deal Sneak Attack damage a second time per turn. Level 9, gain Extra Attack 13th, add Str mod as a bonus on all Dex checks and saves? too much for 13? 13 tends to be more utility, rather than power. 17th, gotta be big. SA on every attack for 1 minute, 1/rest? Auto-crit 1/rest? Max SA damage when you crit? Expanded Crit Range? Alternatively, what about a swordsman subclass that is about ruthless efficacy rather than flair and panache? Maneuver dice, or expanded crit range an...

Wednesday, 13th February, 2019

  • 05:49 PM - OB1 mentioned CapnZapp in post Artificer UA to be released in February
    Again, you can see that as either a feature or a bug; there are valid arguments for both, even if I don't necessarily agree personally with all of them. But these "the emperor has no clothes" allusions really need to stop. And it can be both a feature for me and a bug for CapnZapp at the same time. There is no right or wrong about this, just a preference. Being called a corporate tool who can’t see through the lies and laziness of WoTC for expressing my preference is just lame.
  • 05:27 PM - DEFCON 1 mentioned CapnZapp in post Artificer UA to be released in February
    There's nothing wrong with CapnZapp or DQDesign believing a snail's pace release schedule sucks for getting new "official" game mechanics (if that matters to you). But I also think we can't deny that their pace has not made their business suffer. And I'd be reticent to put forth the idea that D&D would be "stronger" than they are right now had they been putting out books of game mechanics at the rate they did for 3E and 4E. Expectation for what's coming up has kept interest going for D&D even to us cynics on ENWorld. The fact that we have 100 post threads about trying to divine what two pages of a book might mean and represent is indicative of that. So while some folks want more faster (and there's nothing wrong with that), all of us can understand and accept why we don't get it.

Friday, 25th January, 2019

  • 02:19 PM - TaranTheWanderer mentioned CapnZapp in post Unearthed Arcana: Sidekicks - the simpler approach
    CapnZapp If you want to use this thread as a resource, could you summarize the rules (as discussed and refined) on the OP? It would make it easier to reference. Thanks! (unless you've already done so, in which case, disregard!)
  • 03:30 AM - CleverNickName mentioned CapnZapp in post The help action is not broken, but Working together is
    ...gain it will keep going in?Another attack roll, now with movement. I have no problem with how combat works. Sorry... Thats not how doing stuff works.You're forgiven. Also, this is how combat works, and combat is a different animal. To presume the same result will occur on retry after retry is to presume the same performance level which is not how it works for most things.Except when it does. Doing the same thing over and over again while expecting different results is a popular definition for insanity. Even non-physical things. Especially non-physical things. (Just ask my wife.) Anyhoo. I tried my best to explain how I do things at my table, and I must have failed because I keep getting asked for clarification. I've tried explaining from different angles, using examples, cracking jokes, but I can't seem to roll higher than a 2. Now I'm out of ideas, and I've wasted enough of everyone's time with my multiple failures. I'm going to embrace my fate and move on. :-) CapnZapp: sorry I let this get so far off-topic. This post was about the Working Together rules, not about repeating failed skill checks ad infinitum. That was my bad.


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Monday, 24th June, 2019

  • 09:25 PM - Tony Vargas quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    And there's a habit of narrowly accusing people that protest against hit points of being inconsistent in order to more easily dismiss their very valid concerns. Stop making it only about double standards. Valid concerns can be expressed without relying on double standards. It's not that hard a bar to clear. And, answering concerns in detail is not dismissal.
  • 07:28 PM - Tony Vargas quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    My points is that hit points are intrinsically linked to the question of tactics in the gameplay.Sure. Focus fire is the obvious example - hp damage imposes no penalties, so, focusing on one enemy at a time is always the best tactic, and accepting hp damage in return for enabling some other objective is often a pretty easy choice. That is, you can always skip minding cover if all you stand to lose is a couple of hit points. Yes, in the long run you can't afford to lose hp carelessly, but skipping cover is a definite choice to weigh against getting to your destination quicker. Nod. That kind of pedantic player calculation, though, actually can enable a genre-appropriate action on the part of the hero - apparent 'risk taking' or 'bravery' (the /player/ know the PC will just lose some hps - but lose some hps, in the fiction, looks like taking a deadly risk and barely getting away with it). PS. As always, that doesn't mean there's anything wrong with using hit points for a gunpowder game. ...
  • 03:48 PM - dnd4vr quoted CapnZapp in post Sidekicks instead of Extra Attack?
    I'm sure you see that WotC went with a safer option by "renaming" the henchman-as-player - not all players want to play a subordinate. And yet, that is still what they are doing, regardless of what you name it. I don't think there is anything wrong with one player playing a subordinate to another and never have had a problem with it at any table I've played at. I recall in 1E with a player who had a Paladin, and the others player his retainers (low-level Cavaliers, even a 0-level one). Sure, they all looked to the Paladin as the "leader" but each contributed and a few times even saved the Paladin's life. It works well for newbies and guests, but I would just use monster npc-types like veterans or priests, etc. as "sidekicks". If the players stay and want to develop it into a full-fledged character, that's cool. Or maybe after playing for a bit they find they want to make else and abandon their previous role. I guess I just don't see a need for such a mechanic feature as "sidekick." Maybe th...
  • 03:27 PM - EthanSental quoted CapnZapp in post Paizo Update: Pathfinder 2E Core and Bestiary in Regular and Deluxe Editions
    i was excited to at least read PF2e but seeing the feats mentioned above in the at playtest version put a damper on it due to paizos 1e feat expansion that was just too much. 4 years into PF1e and there were over 2k in feats...not a fan of that kind of game so hopefully it’s not as big in 2e in the final game.
  • 02:57 PM - dnd4vr quoted CapnZapp in post Sidekicks instead of Extra Attack?
    The "don't view as character option" ship has already sailed. Precisely because WotC also intends for them to be used by players. Henchmen and Retainers suggest people in your employ, i.e. people you boss over. That is not what a neophyte player wants. The idea is to allow a newb to be Robin to the established player's Batman. Robin was never a henchman or retainer, he was a sidekick. To-Ma-To... Ta-Ma-To. :) For decades of gaming I have brought in newbies or guest and let them play NPCs and hirelings or retainers without any issue. Simply because someone is in your employ doesn't give you mind control over them. Recently in our game we had three Veterans as retainers. Each player played one, but they played the one "employed" by a different player's character. Worked out fine.
  • 02:34 PM - Oofta quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    Here's where you bring this whole concept up first in this thread that I found In the Western genre it's important that each shot has a chance of killing you, however small (for the heroes). A game without levels or massive hit points, but with something like fate or drama points to separate the heroes from the mooks works better because you have changed the genre. *That's* why firearms has never felt right in D&D. So you start with the assumption that every round should potentially kill you. Then you object to my (sarcastically I admit) labeling bullets as magic killing devices. But that's the basis of everything you've posted, that a single bullet can kill you. It's about whether you want heroes to move about in order to not get shot. ...so any hit could be impactful, not just the last one...people seeking to get "the drop" on their foes...want to kill the monsters before they reach you...acting the way many people expect you to act in a firearms-enabled game. So what am I missing? ...
  • 02:17 PM - dave2008 quoted CapnZapp in post I got an early copy of the Essentials Kit
    I hope they are simplified. That UA really dropped the ball. Maybe for sidekicks, but interesting simplified classes!
  • 01:38 PM - Maxperson quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    It's about whether you want heroes to move about in order to not get shot. Why does this matter with guns and not melee weapons? In a melee, you will very rarely, if ever, see one swordsman run up to another one, stop adjacent to him, and then have the two just hack at each other without moving about in order to not get chopped. They will be moving forward and back, sideways, turning in circles and so on. Why a desire to see PCs move about over guns, but not move about over melee weapons?
  • 12:50 PM - Paul Farquhar quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    Have you ever played another ttrpg than D&D and other hit points based games? No-hp Traveller (classic) Runequest FASA Star Trek WEG Star Wars (D6) yes-hp Tunnels and Trolls Golden Heroes MERP Gamma World
  • 12:49 PM - Paul Farquhar quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    multiple post
  • 12:38 PM - Oofta quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    And yet again, it's not about increased "realism" or whether bullets or arrows kill you faster. I thought that argument had been comprehensively shown to only be the shallow face of a complex problem. Sigh. It's about whether you want heroes to move about in order to not get shot. You can keep bows pretty much intact. And still, change damage model (so any hit could be impactful, not just the last one) and combat changes drastically; people seeking to get "the drop" on their foes, moving from cover to cover etc. Even though melee would be just as deadly it would feature much less, since with no hit points you would want to kill the monsters before they reach you. Or in short, acting the way many people expect you to act in a firearms-enabled game. No game system can handle every trope. I don't "expect" the PCs to act in any particular way. If I have a scenario where there's a lot of ranged combat (whether that's arrows, bullets or spells) and plenty of cover people can take advantage of i...
  • 12:19 PM - Fenris-77 quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    And yet again, it's not about increased "realism" or whether bullets or arrows kill you faster. I thought that argument had been comprehensively shown to only be the shallow face of a complex problem. Sigh. It's about whether you want heroes to move about in order to not get shot. You can keep bows pretty much intact. And still, change damage model (so any hit could be impactful, not just the last one) and combat changes drastically; people seeking to get "the drop" on their foes, moving from cover to cover etc. Even though melee would be just as deadly it would feature much less, since with no hit points you would want to kill the monsters before they reach you. Or in short, acting the way many people expect you to act in a firearms-enabled game. You could also hack the action economy to make more robust use of bonus actions and reactions. Plus allow multiple attacks to be spread out of different initiative steps. For example, if everyone could use a bonus action (or reaction) to dodge in s...
  • 01:43 AM - MarkB quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    Very well. But remember you don't need to reinvent the wheel here. The problem has been tackled before. You know, by other games. Now that you mention it, while I've seen injury and death handled differently in a variety of systems, I can't think of any I've played that specifically support and encourage tactical ranged combat - and it's something I've occasionally looked for in a system. Is there a particular system that does it well?

Sunday, 23rd June, 2019


Saturday, 22nd June, 2019

  • 04:57 PM - Fenris-77 quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    That is a very simplistic way of looking at things. It is perfectly possible - common even - to be content with D&D for faix-medieval melee-centric combat, and yet find the exact same system entirely inadequate for faux-modern ranged-centric combat. So there must be more to it than that. And sure enough, there is. I didn't say anyone wasn't content (I am btw) with certain things, nor that the system might be better at one that the other (it i). The fact remains that, contentedness aside, D&D isn't modelling accurate damage from any kind of weapon. An individual might not be happy about how HP models faux-modern ranged combat, but really, so what? It isn't designed to do that. The point at which people find it "entirely inadequate" is because those people have very different expectations about firearms and their damage relative to melee with blunt and bladed weapons. Those expectations are based on very fictional understandings of medieval combat and less fictional understandings of firearms....
  • 02:11 PM - Oofta quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    To me, HP works to model your ability to defend against these attacks, generally they’re attacks you can see coming or come at a speed (if ranged) that you can react to in time to reduce the lethal damage to a scratch or a bruise or whatever. I think the difference is we know how lethal guns are, people are getting killed by them every day, and yes action heroes don’t get shot, but you also don’t see them get any sort of wearing down either. It’s cat and mouse until someone gets the lucky shot and it’s over (in the movie inevitably it’s the bad guy, but that doesn’t work in a game. The PC has to have some risk or there’s no tension). Modeling that through HP would work but the feel, IMHO, would be off (because, unless you’re wearing kevlar, a shot that hits is a shot that does major damage and is often lethal). Probably the classic movie scene that sums this up is in Raiders of the Lost Ark, when Indy goes up against the sword fighter and after seeing some fancy sword play just shoots the po...
  • 12:29 AM - Saelorn quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    I believe the point is that you aren't playing an epic god-slaying hero, but a mortal gunslinger?I see the confusion. The title of this thread refers to the middle ages as though it was a genre; which is problematic, because the middle ages is just a setting, and the genre of D&D is high fantasy. In light of that, the conversation has forked between people carrying genre conventions into different settings (What if D&D, but in the Old West instead of Pseudo-Medieval Europe?), and actually changing genre conventions (What if D&D, but in the Western genre instead of the Fantasy genre?). Because if I was playing in a "D&D, but in the Old West instead of Pseudo-Medieval Europe," then I would fully expect my epic gunslinger to slay at least one god.
  • 12:18 AM - robus quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    I believe the point is that you aren't playing an epic god-slaying hero, but a mortal gunslinger? My point was that HP should only come into play when the defending character is putting up a fight. They don’t model a character’s ability to dumbly absorb damage, but to actively resist damage.
  • 12:11 AM - Tony Vargas quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    If you're the hero behind an outhouse, and you need to Sprint across open ground to the next cover where your friends are, the excitement is whether you will make it without getting shot.If you're watching that scene in the movie, do you really expect the hero to get shot dead in that moment? Seriously? On the contrary: As I've explained, it's at the core of the issue, since plot armor is only part of the problem, and many players simply can't marry hit point loss with the sensation of danger.That's not to the contrary, at all. That's what pemerton would call 'orthogonal.' It's really nothing to do with it. Whether you conceive hps as 'plot armor' (they represent narrative reasons why your character won't die) or 'luck' or skill or 'ability to defend yourself' or whatever, the /function/ is the same: you don't die until you run out of them. That's it. Pick the explanation of hps that works best for you - and the genre - because functionally, they're all doin' the same job. An...

Friday, 21st June, 2019



CapnZapp's Downloads

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High Level Shopping
High Level Shopping
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[ToA] The many and fabulous bazaars of Port Nyanzaru
The second iteration in convenient PDF form.

General discussion: http://www.enworld.org/forum/showthread.php?595068-ToA-The-many-and-fabulous-bazaars-of-Port-Nyanzaru

Design discussion: http://www.enworld.org/forum/showthread.php?627782-many-an...
779 0 1 Friday, 4th May, 2018, 06:50 PM Friday, 4th May, 2018, 06:50 PM

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