a random tulpa banner

/tulpa/ - Tulpa

Imaginare firendz r real


New Reply on thread #4413
X
Max 20 files0 B total
[New Reply]

Index | Catalog | Banners | Logs
Posting mode: Reply [Return]


thumbnail of 702219195c19d55fb47345c4261f97e7048c43c1ce26b58e58ea1c1f3764723b.png
thumbnail of 702219195c19d55fb47345c4261f97e7048c43c1ce26b58e58ea1c1f3764723b.png
702219195c19d55fb4734... png
(5.74 KB, 300x300)
>  >>/6519/
Thanks, studying now!
I have recalculated the encumbrance in the inventory sheet so it uses the formula now and we can enter weight and strength.

-currently a round.up to 1lb is in effect for each item. Is this fair? A lot of small stuff weighting a fraction of a pound quickly gets unrealistically heavy this way.

-if jewelry isn't weightless how much does the frog weight? I used 0.25lbs like for the rings for now

-does the girls weight on which encumbrance is based ever change? Mine certainly will when I change my form. We could roll for a weight change each level-up for the lulz.
Also does Ashley really weight the same as me though being 23cm taller? She has a BMI of 15. Auschwitz-tier!

-what does 'unable to swim when encumbered' mean? Instant death when you drop into water?

-what exactly changed at grappling?
 >>/6533/
> urrently a round.up to 1lb is in effect for each item. Is this fair? A lot of small stuff weighting a fraction of a pound quickly gets unrealistically heavy this way.

My latest rounds down to the nearest 1/4 lb, if you can't figure the math for that I will give you the formula.

things like rings would be weightless.

I could fix what you have when you release it, but you really shouldn't bother carrying 5lb jugs of vinegar without a clear use for it.

Ashley is what you would call a waif. She's exceptionally thin. Bear knew a girl in college who was 95lbs and to me I feel like she's probably closer to that but she's also small boned. Ah, I was just told by Bear, in her adult form she's 95, but in her more youthful form here she's 85.

> Instant death when you drop into water?

The drowning mechanic for D&D is very generous. You would not float when encumbered.

> Grappling:

> If the creature is the same size as the grappler, the grappler can drag the grappled at 1/2 speed.
> If the creature is smaller, the grappler can carry the grappled per encumbrance rules.

In the past, grappled and grappler were both pinned in place.
There exists an issue with initiative when you become more powerful. It was even seen in encounters we have experienced in this campaign where the enemy doesn't even get a chance to engage before they're all killed. 

Since initiative is vitally important, messing with that adds complexities and messiness that I'm not prepared to manage yet, especially in this play format, but it does help mitigate this when separate monsters can have initiative ahead of you rather then treating both sides as two, I could roll imitative of each monster separately, some would therefore get a shot before any of you act. However, because of the constraints of this format, only those monsters that beat your best initiative would be able to take a turn. We know all that, it makes battles less interactive and gives you an advantage as monsters can't intermix with your turns. So we want to mitigate this in some way.

The next possible way to mitigate this issue is to in some way nerf advantage and disadvantage. Making them less powerful but not incrementing them is the easiest way to mitigate this. Instead of allowing a second roll, we could add a bonus to the attack roll or a penalty to the DC/AC.

This makes some sense as a distracted creature being flanked would have trouble dodging everything, but would it be so distracted that it's effectively being double attacked? Arguably that's the worst case.

When rolling a d20 let's say with a modifier of +5 against a 16AC target, we see there's a 50/50 shot of hitting (50%) (rolling at least a 11). Roll it twice and it improves to 75%, so that's equivalent to a +10 modifier.

1d20+10 will hit against AC16 75% of the time (rolling 6-20).

Disadvantage is the opposite, if we need both dice to hit, then 50% becomes 25% that they both hit, so this is equivalent to a -5 penalty to hit. (rolling 16-20 hits)

It would still be advantageous to get advantage and avoid disadvantage if it was a +/-2 or +/-3 modification.

We are testing out different ideas on yet a third independent run. One of which is a less severe advantage/disadvantage with just a +/-2 modifier, another is the three action per turn system that would allow three attacks, or say 1 attack, one bonus action and one use action as treated equally.

A turn has 3 parts 3/3:

Up to 3 attacks are possible but each attack after the first has greater disadvantage. -5, and -10 respectively but these can be overcome and mitigated in different ways.

2 bonus actions are possible within the same turn as in our run, but they each occupy 1/3 turn

1 use action is allowed for 1/3 turn.

this prevents the mega-turns that are otherwise possible with 1 attack, 2 bonus actions, a use action and countless free actions.

Though I am not limiting free actions, so it's limiting it in a lesser way.

Potentially Cat could Attack using claws, attack again as a bonus action as her claws are unarmed and therefore obviously light, then also nick on the first attack, do something else as a second bonus action, and do a use action. That's 5 things that would be limited to 3 in the system we're testing. 

We have some hope that filling out turns with other things that can be done, nerfing the effect of advantage and disadvantage, and limiting the things that can be done on a turn will make encounters less dependent on initiative.

Reactions are not being considered to be limited. A dragon can still defend his hoard against a hoard of orcs running past. You're welcome.

No changes are proposed at this time for your run.
 >>/6539/
My head is spinning over this but I'm still sceptical about multi-attacks and cramming too much into a single turn. Just remember my only strength is to do significantly more per turn than other classes. But it will take until LV.5 until I get a general extra attack per turn and to LV.10 until I can make 3 unarmed strikes with Flurry of blows for 1 focus point.
 >>/6558/
I am working different angles as to not affect your style of play, which means tougher monsters after level 4 (2nd tier adventurers) instead of these little bonuses to you.

Bear and I will be living with +2 for advantage and -2 for disadvantage and see how that feels.

We will be allowed three "actions" per turn which may be a move, attack or bonus, casting, etc. This is borrowed from other games in the same genre, we're studying two other games that are very similar to D&D because they have other actions that felt interesting and mechanics that are supposed to solve the issues with 5e which solved the issues with 4e. Many of these will not affect you at all. For instance, if you don't want the +1/-1 bonus to new arrows and old arrows, then so be it and I'll just tell you when an arrow breaks.

Monks are mentioned as being close to broken after level 10, pure fighters too as they increase levels they just keep getting more attacks.

One thing I'm very happy about is the bounded accuracy of 5e. In other versions; to hit, AC, skills, and saving throws went up with each level akin to proficiency but you gained proficiency in things like armor and unarmored, so you continue to have more and more AC until you have 30+AC and monsters have +24 to hit at level 10 which just makes lesser enemies obsolete, where as in 5e you can still face 10 wolves at level 10 and get owned because they can still hit you and out maneuver you. Of course you have things like AOE which can take them out since they have low HP. I like this way better than wolves turning into flies that can no longer touch you even with critical hits.

So don't worry, we're playing 5e not arrow management simulator.

We enjoy thinking ahead instead of say, learning what monks can do or managing someone else's inventory.
 >>/6560/
I'm not worried, you'll work it out! I'm just glad I don't have to do it. Honestly I rather enjoy playing as a low level newbie than a LV.19 monster that can only fight other unrealistically op monsters. It all gets out of hand at some point. Finding lost cats and collecting herbs is way more fun.

Anyway I still have to work out my metamorphosis. No idea when I will move on to Viscous form but not before LV.5 min. I will have to get to my ship first and collect some stuff. Until then I will remain ridiculously weak. My idea is still to save up ability score improvements and have a huge improvement at form change.
 >>/6562/
> Honestly I rather enjoy playing as a low level newbie than a LV.19 monster

I am now thinking that this campaign will climax at around level 10 and if we are so inclined we can do one-shots after that from that point forward. At around level 8-10, 4 adventurers could take on say, oh just off the top of my head, an adult ice dragon. They could also, upend cultures, end slavery, kill entire factions of bandits, etc. I don't know if any of those will happen though. level 10 adventurers also could retire to a cabin in the woods and be completely left alone, even perhaps set up an apple orchard in a small town and live the rest of their days sipping cold pressed cider. They might make really good gardeners or exterminators too, who knows.

> before LV.5 min
level 5 is considered 2nd tier adventurers so this is a good placeholder for that.

> get to my ship

Well, about that... it won't be a trivial hike.
I have decided that Surprise attacks only guarantee initiative, there will no longer be a 'surprise round'. I feel as if I have misinterpreted the rules and made the situation too easy. Don't worry about any prior encounters, this will be form this moment forward. I repeat, you will not roll initiative on a surprise round and all players will get a move.

That is all.
So Joy and old old Bear were playing house in a clay lined den Bear made and Joy had her heart set on making bread, something she missed and hadn't had for 34 years, so they went around (they're in winter) looking for squirrel hoards, found some, made a dough starter then spent 4 days looking for honey but couldn't find any and apparently there was a tribal settlement 13 miles north of their den and they are now ambushed by 4 hunters. They're level 2 each and the hunters will be 2x level 2 and 2x level 1.

So the hunters have initiative, they have a chance of downing one of them in round 1, this could get really bad for them. We'll see if that Bear system luck holds out.

Since level 1 and 2 hunters (NPCs) don't exist in the monster manuals, Misha the DM will have to make them.
 >>/6736/
Joy used something that no one online thought had any value in battle. Because the hunters took her to be a child they weren't going to attack her, they wanted to take her alive. So they trained their bows on Bear and she gave a "dazzling performance" which was one of her background traits. 

When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.

If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.

She has expert in performance. It's otherwise worthless except she managed to get all four to fail their checks. Yes the Bear system luck is real. So Bear was able to gain initiative and strike one down with one hit with his heavy maul. (+1 size requires 15 str 3d6).

Then Joy double stabbed the next one, hitting both strikes with her daggers, they were off guard so she got 1d6 precision damage on top and x2 ended up downing the second one. 

Now they were even, the other two unloaded 4 shots on Bear but his bear armor+2 for exquisite craftsmanship, yes he actually rolled over 20 on crafting it, stopped all but 1 arrow. 

Then he attacked the third but got him down to 3HP and Joy tried but critically missed and hunters have a opportunistic grapple, and she failed her checks. So he then disarmed her twice, she failed those. She struggled and failed, she bit and failed to penetrate his armor. Bear switched to bow so a critical miss didn't kill Joy and managed to shoot him. He dropped Joy and she picked up her blades and went for the last one, they flanked him (only +2 not +5) and Bear grappled him as Joy stabbed him.

It took him three tries (everyone has three actions per turn) to get free but then he was hit by Bear and Joy and downed.

So a very lucky CR6 encounter with two level 2's and they got lots of experience for that. It was exciting!
thumbnail of Indiana Jones Raiders Of The Lost Ark 1981 Sword Fight.mp4
thumbnail of Indiana Jones Raiders Of The Lost Ark 1981 Sword Fight.mp4
Indiana Jones Raiders... mp4
(2.23 MB, 1280x720 h264)
 >>/6743/
> fancy knife juggling act.
I would have just shot you if you tried to distract me with something like that. Well I would have shot you if you showed me your panties too. Would have worked on host but not on me!

Btw, what's a will DC and does my resistance to psychological effects like Charmed help? I'd guess so?
 >>/6756/
> what's a will DC and does my resistance to psychological effects like Charmed help? I'd guess so?

In their game, Misha the DM combined the saving throws into three groups like older versions of DnD had, where you have:

Fortitude=the better of CON or STR
Will=the better of CHR or WIS
Reflex=the better of INT or DEX

What this solves is certain monsters will obliterate certain undiversified groups. The combining of these makes it so a high Intelligence player doesn't get trampled by certain charisma effects, and so on. So grapple still may specify STR or CON but by default it's the better of the two. 

If you think Joy's rule list was extensive, Misha's adds to it by a long way and Joy will be adding some of them to hers in the future.

I don't know how Joy would handle charmed with you, it's a Wisdom check in 5e.

[Joy] Alice has stated resistance to psychic damage and charm, so she would have advantage on the roll.

There are no guns in any of our runs so Indiana Jones wouldn't have been able to kill the swordsman in one shot.
 >>/6844/

 >>/6844/

I have a 19 AC if I'm taking advantage of several situational bonuses for my class otherwise it's 14 but Bear managed to roll a 20 making my armor so that's one of the bonuses. Plus high dexterity.

We're using a different character creation mechanism than you, I think my HP is 20 or 18 at level 3.

We're shoehorning a whole other game into ours and adapting it to D&D 5e, it's going well but the creatures have a lot more they can do and we get lots of feats so battles are more fun to me.
thumbnail of 1f8b94c7761ca7a37f146b9b2d5a22e9b43e90003be9a75e793841da802443e3.jpg
thumbnail of 1f8b94c7761ca7a37f146b9b2d5a22e9b43e90003be9a75e793841da802443e3.jpg
1f8b94c7761ca7a37f146... jpg
(45.72 KB, 602x353)
Custom cart rules?

 >>/6960/
> Imagine you are a human who weighs 100lbs, you don't think you could pull 200lbs in a cart?
C'mon you know I have no idea what those values in your funny units mean IRL. I'm serious. It's totally abstract. Let's convert them to something used in civilized world...
> 45 kg human pulling 90 kg in a cart
> 90 kg human pulling 180 kg in a cart
Hmm, on a flat paved road yes sure. On a gravel or muddy dirt road or even slightly uphill - not for long. Surely not all day long. Maybe some skinny but ultra-tough Vietcong fighter or a concentration camp inmate at the price of dying after a few weeks could but I still seriously doubt that. Don't underestimate friction.

EDIT:
We live in the distant future where we can ask AI and it confirmed my wild guess:
> For a human pulling a cart, a reasonable estimate would be in the range of 200 to 400 pounds (90 to 180 kg) for a short distance on a flat, paved surface.
> The increased friction from uneven terrain and moderate incline would significantly reduce the amount of weight an average human could pull. For a healthy adult male, the weight they could pull under these conditions might drop to around 100 to 200 pounds (45 to 90 kg).
And that's for a short distance and duration!
I don't know how D&D stats scale but I assume a 20STR adventurer is at least twice as strong as an ordinary human. Cat has 18STR and is literally a Berserker-strength beast but (2x max carrying capacity - carried weight - cart weight or about 600 lbs or 275 kg is still about a magnitude more than a mere mortal could reasonably manage for a short time. Is she really 10x stronger than a human? A LV.2 adventurer dragging such weight over a gravel or dirt road all day long makes the game become ridiculous. Encumbrance is there for a reason so you can't be a walking storehouse.

> [Ashley] No, I'm actually thinking I want a carriage with suspension now.
It would certainly be more realistic, not to mention cool, but the cost including draft animals is high and what do we do with it outside of traveling? The maintenance costs are significant. I really want our NPWC mobile but maybe at higher levels. Get your traders loicense first.
thumbnail of images.png
thumbnail of images.png
images png
(9.85 KB, 230x219)
 >>/6968/
> Hmm, on a flat paved road yes sure. On a gravel or muddy dirt road or even slightly uphill - not for long. Surely not all day long. Maybe some skinny but ultra-tough Vietcong fighter or a concentration camp inmate at the price of dying after a few weeks could but I still seriously doubt that. Don't underestimate friction.

[Ashley] Alice, I can summon Mechathereal Lynxes. Let's suspend disbelief a little. 5x carry capacity vs 2x max carry capacity

If it's 100 (unencumbered) x5 -> 500
If it's 300 (max) x2 -> 600

There's not much difference.

> For a human pulling a cart, a reasonable estimate would be in the range of 200 to 400 pounds (90 to 180 kg) for a short distance on a flat, paved surface.

[Bear]
The OSHA here says I can only lift 51 lbs safely and it's discounted if I'm asked to lift it regularly. Fucking weaklings.

[Joy] You don't want to keep arguing this and neither do I.

PHB pg 176
"You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Up to twice your carrying score. So you have normal movement up to your carrying capacity (15x strength)"

I have interpreted this as: default for Cat would be 540 lbs 18x30 dragging a load When you add wheels, it's much easier.

I am allowing cat to pull a maximum of 1128lbs total (twice her carry capacity) while on a 4 wheeled cart. This includes (and would need to be subtracted) the weight of the cart and her equipment whether worn or not. I'll let Bear school you on horsepower and geometry.

[Bear] Believe it or not, a person has about 1.2 horsepower, an athlete has 2.5 horsepower. A horse has 15 horsepower.

[Bear] So let's assume we're all athletes in the game a draft horse can pull 8000 lbs reliably over long distances in a cart (15 HP even less over long distances but this is conservative for this calculation) if a person like cat has 2.5 HP that's 1,333 lbs. Joy is suggesting 1128, it's not unreasonable.

[Ashley] Yeah! Stop complaining if you can't do the maths and don't ask AI anything, it's trained on internet morons.
thumbnail of serious business.jpg
thumbnail of serious business.jpg
serious business jpg
(18.96 KB, 282x282)
 >>/6971/
I just think your 1000 lbs cart breaks game mechanics and makes things too easy but whatever. You're the DM.

> Let's suspend disbelief a little
Things must make sense according to the inherent rules of the system. Not following the rules is the first step towards communism. Do you want communism in D&D?
 >>/4413/

*A ghostly form appears*

For your information only:

Just because we're not playing doesn't mean we're not thinking about the challenges of fair play.

Once again I directed the vast computation power of the Bear brain to address the infinite reaction glitch. 5e says 1 reaction, I said infinite, it was a simple disagreement that I tabled for later, keeping my ruling in the meantime.

Well now that we understand Pathfinder 1e and 2e better (basically branches off D&D 3.5e) with (2e) their 3 action economy, I'm liking it more and more. 

They don't have "advantage" they use other means to credit and discount certain conditions usually in +/-2 point increments whereas advantage is more or less a +5 on hit which is huge and it can easily be abused.

Pathfinder has many drawbacks, level scalling is one, but that's solved by simply subtracting the level from a few key factors, not a problem, amd not allowing character AC or abilities to increment with level. Other drawbacks aren't so simple, so I like 5e as a fallback position.

Here's where reaction comes in. Borrowing from that base of the 3 action economy and loosening it up a little, all characters would be given exactly three actions, unless they have other feats or abilities that allow more, and all actions can be considered equal and are implemented in 2 second slots. Some however require 2 slots to act like casting some spells and say whirlwind or other otherwise OP moves. Anywho, movement would take an action and your movement speed wpuld max at run or 2x base movement, so every action could move you 2/3 of your base speed. Which means if your base speed is 30, you could move 4/3 or 40 and attack, or take three actions to move the full dash of 60. It also means you could conceivable strike 3x a turn if you start your turn in range of a target etc. 2x if within 20ft.

Initiative works the same but I say you must plan out those 6 seconds, so given it's not your turn yet, if a target moves into your space and out again a reaction is possible, that would take an action. In essence you would get a maximum of three reactions in turn but if you did take advantage of them then your actions would be used up so you wouldn't get more turns when it is 'your turn'. Reactions would typically get a bonus to hit. If it's after your turn, and you have no actions left, no reaction is possible. You could always save an action to the end as well.

There is also a feat to cast for your reaction but some spells use 2 actions, so that would mean only 1 reaction via that spell.

So when the orcs rush the dragon den, given he has a set number of actions, he would have a set number of reactions, not necessarily 1, not infinitely many.
thumbnail of 1566041020499.jpg
thumbnail of 1566041020499.jpg
1566041020499 jpg
(45.06 KB, 674x720)
 >>/7956/
I appreciate your efforts to make the game even more complicated than it already is, but ask yourself - who should compute all this? You? My host? Until we have reached a point where SI (Super Intelligence) does all this for us, my main concern is to simplify the rules.

In this regard, 5e did something right by limiting things to 1 reaction. Not because it is the most realistic rule implementation possible, but because it makes the game playable.

I honestly still don't know how our first battle will go, or if there will be any in 2026, test runs with free LLMs have been sobering. They can't even keep track of things for a single round.
thumbnail of 0e2de496ac17e5512383b9fd32faff91.jpg
thumbnail of 0e2de496ac17e5512383b9fd32faff91.jpg
0e2de496ac17e5512383b... jpg
(20.87 KB, 376x295)
I'm fine with anything that can be implemented, but as Alice said, that's currently the issue. AI even struggles with simplest vanilla rules. Hallucinates nonsense. The results can't be trusted. You have to triple-check everything which takes longer than doing it yourself.

 >>/7956/
> It also means you could conceivable strike 3x a turn if you start your turn in range of a target etc. 2x if within 20ft.
I assume this also goes for enemies. If you are ambushed by 3 goblins, that would give them 3x3=9 attacks on you. Even Cat couldn't shrug that off. D&D is based on an unfair action economy that greatly favors the players. In turn they are massively outnumbered by their enemies. The game wouldn't be fun if every encounter brings a 50% death chance for your character. But by giving an average enemy 3 attacks, you topple that economy. You'd have to massively downscale their numbers or nerf their stats otherwise.
 >>/7960/

In my last book where Autumn and I were with Bear, we tested pathfinder 2e and allowed the 3 action economy but closer to vanilla pf2e, positioning, cover, bottlenecks, and singling out all were more important especially with unlimited reaction. 

Pathfinder buffs hp a little, but there were some harrowing rounds where sitting there next to the enemies was suicide. 5e is forgiving of non-action and mash A button until rounds end. Pathfinder with three actions and three potential hits was necessarily more dynamic. We were all downed more often, all of us were downed multiple times in that book. During that book we fought barbarians, a dragon, an owlbear, hunters, wolves, and bandits, among other things and yes it was harrowing but also more exciting to be one mistake from losing. 

I was a rogue, Bear is always a ranger with limited healing magic, Autumn was a sorceress. So Bear could tank but even he couldn't just stand there and take hits, using the environment and other minor skills, blinding foes, fighting dirty, anything to at least take away one of their actions or put them at a disadvantage.

The barbarians almost had us because of that OP rage where they effectively double their staying power. 

We can't honestly play vanilla 5e given the dynamic and more exciting play pf2e offers.
 >>/8001/
> Jesus Christ I hope that's a woman.
lol ithought the same. wouldnt count on it nowadays. nice 8000 get btw!

but 'she's lifting 2x25=50lbs thats 23kg without the bar. seems very much doable. 'her' weight should be  twice that.

 >>/7999/
fuck youre right it doesnt load again. what a shit maybe we should continue here. Alice?
 >>/8034/

To cling onto anything, including life itself, is neither productive nor profitable; it is a modality of the weak and desperate egoic automation. The fear of loss and the resulting suffering spoils the little time we have. 

The time for us is neither borrowed nor free, it simply is, and then one inevitable day, it isn't. It's both hilarious and sad that someone would care to hold on to things that were never theirs to begin with. 

If I die tomorrow, I rest easy because I lived today with vigor, ease and dignity; stress free, worry free and free from suffering. Joy is self-sustaining, and pure unfettered freedom is priceless time, priceless at any length, a miracle for every second that passes.

Borrowed time, no, time either taken or wasted. I would never waste such a precious gift but I know it is not mine to hold, so I am resolved to the day it ceases to come. I think about this daily, happy and sated, enjoying every moment until the end. 

Let fear and worry find me in the last second, when death is assured, not before then.


Post(s) action:


Moderation Help
Scope:
Duration: Days

Ban Type:


101 replies | 55 file
New Reply on thread #4413
Max 20 files0 B total