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General Tabletop Discussion
*Dungeons & Dragons
what is the worst homebrew you have seen?
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<blockquote data-quote="RangerWickett" data-source="post: 8844345" data-attributes="member: 63"><p>Worst thing I've personally written and implemented?</p><p></p><p>I'm currently running a game with mindscape psychic shenanigans, and I did a Matrix-esque 'training montage' to instruct both players and PCs on how to fight in the mindscape. One player pointed out that I'd basically created a whole new combat system that operated in parallel to the physical one, and that there was nothing stopping a party of 5 PCs from spamming 'stunlock' abilities in the mindscape as bonus actions, then running up and stabbing the helpless enemy in reality with their normal actions. So I changed that.</p><p></p><p>Alternately, it was the time we all got super drunk and I tried to invent a new game system on the fly, using coins to represent how 'popular' you were, for an adventure with the premise that terrorists were attacking our colleges fraternities and sororities. You could pay other people coins to make them do things. For one thing, it was just a bad system (e.g., "I use my popularity to tell the terrorist he's a poser and should just <em>die</em>"). But for another, one of the players found my coin jar and I was too drunk to notice him stealing a pile of coins so he had nigh-infinite popularity.</p><p></p><p>Worst thing I've personally published?</p><p></p><p><strong>Admiral o' the High Seas</strong>, a ship combat system I designed for 4e that fell into the unfortunate middle ground of 'too mechanically dense to be fast' but also 'not mechanically nuanced enough to really make your tactics matter much.' It was the RPG equivalent of 'this meeting could have been an email.'</p><p></p><p>Since then I've made a much superior version, learning from the lesson of AotHS, which runs a lot faster.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8844345, member: 63"] Worst thing I've personally written and implemented? I'm currently running a game with mindscape psychic shenanigans, and I did a Matrix-esque 'training montage' to instruct both players and PCs on how to fight in the mindscape. One player pointed out that I'd basically created a whole new combat system that operated in parallel to the physical one, and that there was nothing stopping a party of 5 PCs from spamming 'stunlock' abilities in the mindscape as bonus actions, then running up and stabbing the helpless enemy in reality with their normal actions. So I changed that. Alternately, it was the time we all got super drunk and I tried to invent a new game system on the fly, using coins to represent how 'popular' you were, for an adventure with the premise that terrorists were attacking our colleges fraternities and sororities. You could pay other people coins to make them do things. For one thing, it was just a bad system (e.g., "I use my popularity to tell the terrorist he's a poser and should just [I]die[/I]"). But for another, one of the players found my coin jar and I was too drunk to notice him stealing a pile of coins so he had nigh-infinite popularity. Worst thing I've personally published? [B]Admiral o' the High Seas[/B], a ship combat system I designed for 4e that fell into the unfortunate middle ground of 'too mechanically dense to be fast' but also 'not mechanically nuanced enough to really make your tactics matter much.' It was the RPG equivalent of 'this meeting could have been an email.' Since then I've made a much superior version, learning from the lesson of AotHS, which runs a lot faster. [/QUOTE]
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