A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
[JakeyBoi] No Rolls Here
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Do you not?
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Do you not?
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Well, it was a joke...imagine ducking someone who said something cringe, just because they rolled a 20. I guess who am I to say no?
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This post did not contain any content.How about we get out of here and you cast Magic Mouth on my Great Serpent?
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I mean, my partner of 15 years started as a fling who accidentally lit himself on fire trying to do a party trick before I decided to sleep with him.
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I would love a few recommendations, if you don't mind. I played mostly Warhammer 2nd edition but can't seem to get around to the latest 4th edition. It feels convoluted and not "balanced", if that makes sense. Every few sessions I keep thinking there has to be a better and/or less complicated system out there. I mostly want the rules to get out of the way of the story we are playing, but still want some depth, differentiation and player choices. And I need a decent magic system, which seems to be the hardest to get right. Any ideas ?I'm a GURPS fanboy. Complexity is determined entirely by how many rules the GM and players agree to - I've got a player with dozens of skills and several wonky abilities who plays side by side with an 8-skill player. They both do well, and both have what they want - one character is just more detailed than the other. The trick with GURPS is to pull in the bare minimum of rules that you need for the kind of game you want. If you don't like how a rule works? Swap it out! I've enjoyed the Ironsworn line too, for a different feel. That's a much less complicated system that can also be played GM-less, it works narrative elements into the engine - the story dictates how the rules apply!
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My character has an 18 strength. DM) ok, roll dice to force the gate open. My character has an 18 charisma. DM) ok, it only works if you personally also have an 18 charisma and can act it out.