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Chebucto Regional Softball Club

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  3. Give and take
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Give and take

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rpgmemes
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  • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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    Guest
    wrote last edited by
    #15
    They removed that from monk in 2024 😭
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      Monk - *burns reaction catching arrow* Dm - "and now they turn the balista on you" Monk - O_O
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      Canadian_Cabinet
      wrote last edited by
      #16
      I'd like to imagine the monk catching the ballista projectile and getting whisked away by it
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      • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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        wrote last edited by
        #17
        It's honestly really funny to me how frequently some DMs forget basic writing principles. If something is set-up, either by yourself or your players, you should find a way to pay it off. It's a really lame story if your monk has developed an immunity to poison and it never comes up a single time. Chekov's gun was made to be fired!
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        • ? Guest
          Your monk can catch arrows now? Don’t stop shooting them. Shoot them more.
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          wrote last edited by
          #18
          And if you still want to throw them a curveball you can always throw in the occasional bit of exotic ammunition that messes with them when they catch it (Use sparingly so they still get to feel cool) ![](https://hexbear.net/pictrs/image/5f8f9601-c77a-4e47-bb57-3db520679402.png)
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          • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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            angrycommiekender@lemmy.world
            wrote last edited by
            #19
            My favorite dragon encounter was a dragon that I still don't know the species of. The damn thing was puce. My DM didn't want us to have any meta knowledge. It was fun though because of how we got to, and dealt with, said dragon. Dragon was in a mountain lair that, when scryed upon it was revealed, was full of traps and minions. My wizard figured out that she had just enough 8th and 9th level spell slots to cast Xorn Movement, and Improved Invisibility on the entire party (no invisibility on herself though), and still have 2 casts of Unfailing Missiles (9th level spell she created). We successfully snuck into the dragons lair, and took positions. Our monk was ready to grapple its tail, our rogue was ready to backstab, and was flying because he had a magic item, our cleric was prepping Harm,and our fighter was annoyed that I put her behind myself. I tapped said sleeping dragon on the nose, and said in Draconic, "Wakey wakey." The dragon opened its mouth to use whatever breath weapon it had, and I said, "That's not a good idea, that will just make me and my friends angry." The dragon then realized I was speaking draconic and parlayed with us. We explained that we didn't even want to be there, but the gods had tasked us with the eviction of the few dragons that weren't supposed to be on this particular prime material plane in the first place. We also explained that we had brought with us 20 empty bags of holding, and would prefer to relocate them off the plane to a plane of their choice. Thankfully that dragon took the deal. The other three ended up with their souls in rather large black diamonds.
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            • ? Guest
              DM- "Catch this, monk boy"
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              angrycommiekender@lemmy.world
              wrote last edited by
              #20
              Even better, just have that inscribed on the ballista bolt/arrow/the flying tree.
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              • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                wrote last edited by
                #21
                "Oh the monk is immune to poison?! Well hah! ......I completely forgot"
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                • ? Guest
                  But you see, that's not how 5e works. 5e just throws an endless amount of instant problem solving abilities at your players to the point where there are no problems left except for "How do I deal even more damage?". It still kind of works with characters up to level 7ish, but everything after is just cool™ character moments without any problem left to overcome. Iean, there's a reason why almost no one plays double digit levels in DnD. I just finished my last DnD campaign and am now enjoying my life with systems that allow me as the DM to actually challenge my players without the need to spend several days of preparation to make sure my encounters won't just be solved by a single "Um actshually..." sentence.
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                  wrote last edited by
                  #22
                  I’ve run campaigns all the way up the level 20. It’s still possible that to challenge the PCs, just increasingly difficult. Eventually it gets to be so much work on the DM that it’s not really worth it anymore.
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                  • C Canadian_Cabinet
                    I'd like to imagine the monk catching the ballista projectile and getting whisked away by it
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                    Guest
                    wrote last edited by
                    #23
                    In a comedically Looney Toons style
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                    • ? Guest
                      But you see, that's not how 5e works. 5e just throws an endless amount of instant problem solving abilities at your players to the point where there are no problems left except for "How do I deal even more damage?". It still kind of works with characters up to level 7ish, but everything after is just cool™ character moments without any problem left to overcome. Iean, there's a reason why almost no one plays double digit levels in DnD. I just finished my last DnD campaign and am now enjoying my life with systems that allow me as the DM to actually challenge my players without the need to spend several days of preparation to make sure my encounters won't just be solved by a single "Um actshually..." sentence.
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                      wrote last edited by
                      #24
                      Any favorites? Our DnD campaign just fizzled out due to several unsatisfying sessions - mostly due to an increasingly boring combat experience.
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                      • ? Guest
                        But you see, that's not how 5e works. 5e just throws an endless amount of instant problem solving abilities at your players to the point where there are no problems left except for "How do I deal even more damage?". It still kind of works with characters up to level 7ish, but everything after is just cool™ character moments without any problem left to overcome. Iean, there's a reason why almost no one plays double digit levels in DnD. I just finished my last DnD campaign and am now enjoying my life with systems that allow me as the DM to actually challenge my players without the need to spend several days of preparation to make sure my encounters won't just be solved by a single "Um actshually..." sentence.
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                        soup@lemmy.world
                        wrote last edited by
                        #25
                        I don’t want to sit here defending 5e but 80% of the complaints I hear about always seem to boil down to “why isn’t the system creative _for_ me?!”. It’s a lot of people self-limiting and then being mad. You can instantly create a harder, thoughtful encounter by simply introducing more enemies than just one they can beat on, and/or by doing WHAT THE BOOK SAYS and get the players used to multiple encounters per day so they need to manage their resources. My DM wanted to make fights harder and I simply mentioned that a stronger enemy is cool and all but what would be better is making us have to make choices. I was a stupid accurate fighter and focused on range, and while feats and stuff made me a dangerous close-quarters fighter I was also the only one who could reliably down other ranged enemies. We played up to level 13 in that campaign and there were a lot of fights that were pretty stressful and fun. We even had a tournament arc and that was wild. _Your_ inability to create complex encounters is not the fault of the system, especially when the system literally tells you how to make it work and you ignore what’s in the book. But, of course, not reading the material is pretty standard procedure for D&D players.
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                        • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                          wrote last edited by
                          #26
                          I would argue that both are bad game/story design. Unless the skill is a plot point, it should not change the chance encounters in the world your players are in. Both of these examples are meta-gaming. The NPCs of the world didn't know the player characters had that ability, and should not change their actions until it is known to them. I had one DM who was huge on meta-gaming, and at first I thought it was just some peev of his, but honestly after a while and understanding it better- it made a better experience. It now makes me annoyed to see it used and I better understand his rants...
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                          • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                            wrote last edited by
                            #27
                            Honestly, why do DMs feel the need to try and wipe the party? DMs should be hoping the party succeeds because the party is usually going to find a way to wipe without their assistance.
                            stamets@lemmy.dbzer0.comS 1 Reply Last reply
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                            • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                              wizardbeard@lemmy.dbzer0.com
                              wrote last edited by
                              #28
                              You also don't need to make every enemy an idiot like a videogame. Monk catches an arrow? Archer wastes a turn figuring that out, calls it out to his teammates start of next turn and targets someone else. A green dragon, depending on your source books, should be more than smart enough to notice its breath attack didn't work on someone and change tactics. It doesn't work in every situation, like with enemies that shouldn't be smart enough to figure it out, but there's some great room for fun reminding your players that the enemies aren't always braindead. It also can add an extra layer to combat. Take out the commander that's noticing this stuff to prevent it. Kill the archer before he can call out the monk caught his arrow, so another archer wastes a turn.
                              🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K ? 2 Replies Last reply
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                              • ? Guest
                                Any favorites? Our DnD campaign just fizzled out due to several unsatisfying sessions - mostly due to an increasingly boring combat experience.
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                                wrote last edited by
                                #29
                                See, my question here would be "Why is combat boring in your games?" Because I see a lot of people try to fix D&D by focusing on making the most interesting board game possible, but roleplaying games aren't board games, they're stories. For me, combat in systems like Shadowrun, D&D, WFRP, Storyteller and so on is boring because it brings the game to a crashing halt. The fact that it can takes hours of table time to play out a few rounds of combat in most of those systems is, to my mind, a far bigger issue than their relative quality as tactical gameplay experiences. Shadowrun tried to layer on more and more special moves and manuevers and combat abilities in the name of making combat more "interesting" and the effect was the exact opposite as so much more of the game became looking up the mechanics for the specific action you're trying to take. Combat should be fast and vibrant, and sometimes really scary. A firefight in Shadowrun - my go-to because it's the game I run the most - should feel like a shootout from Heat or Ronin, or a John Wick movie. And it's impossible to make anything feel like that when it takes an hour for everyone to get a single turn in. This is just my take at the end of the day, but I don't think the solution to boring combat is more or better rules. I tried that for years and nothing ever worked. What did work was finally shifting to more narrative focused systems with minimal, versatile rules that allowed me to treat combat just like anything else in the game. That way I could stop focusing on tracking hit-points and initiative, and I can make combat flow into the rest of the rest of the story in a way that feels natural, fluid, and visceral.
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                                • ? Guest
                                  Honestly, why do DMs feel the need to try and wipe the party? DMs should be hoping the party succeeds because the party is usually going to find a way to wipe without their assistance.
                                  stamets@lemmy.dbzer0.comS This user is from outside of this forum
                                  stamets@lemmy.dbzer0.comS This user is from outside of this forum
                                  stamets@lemmy.dbzer0.com
                                  wrote last edited by
                                  #30
                                  Usually it is one of two things. Either the person is just a toxic asshole who wants to fuck over everyone, which is not that rare or they think of themselves as a player as well a bit too much. While the Dungeon Master is a part of the game and a player, sometimes the line can get a bit blurred where it seems like the Dungeon Master is playing against you to win. Does not mean that they're a bad dungeon master. Sometimes mistakes just happen or people get swept up, or other things they're going on. Soft reminders like saying that you enjoy all playing the game together or other such language that makes it seem cooperative helps to extinguish this behavior from a dungeon master. Using language like you're beating the dungeon master, even if it's in a joking way, can instill that behavior in the dungeon master themselves.
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                                  • wizardbeard@lemmy.dbzer0.comW wizardbeard@lemmy.dbzer0.com
                                    You also don't need to make every enemy an idiot like a videogame. Monk catches an arrow? Archer wastes a turn figuring that out, calls it out to his teammates start of next turn and targets someone else. A green dragon, depending on your source books, should be more than smart enough to notice its breath attack didn't work on someone and change tactics. It doesn't work in every situation, like with enemies that shouldn't be smart enough to figure it out, but there's some great room for fun reminding your players that the enemies aren't always braindead. It also can add an extra layer to combat. Take out the commander that's noticing this stuff to prevent it. Kill the archer before he can call out the monk caught his arrow, so another archer wastes a turn.
                                    🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K This user is from outside of this forum
                                    🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K This user is from outside of this forum
                                    🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                                    wrote last edited by
                                    #31
                                    I dunno if the new books do this, but when I started DMing, I was surprised that actually the NPCs *are* like a video game. They have rules for their behavior that dictates what they will attempt to do, and will be fairly stupid if you just do things by the book.
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                                    • wizardbeard@lemmy.dbzer0.comW wizardbeard@lemmy.dbzer0.com
                                      You also don't need to make every enemy an idiot like a videogame. Monk catches an arrow? Archer wastes a turn figuring that out, calls it out to his teammates start of next turn and targets someone else. A green dragon, depending on your source books, should be more than smart enough to notice its breath attack didn't work on someone and change tactics. It doesn't work in every situation, like with enemies that shouldn't be smart enough to figure it out, but there's some great room for fun reminding your players that the enemies aren't always braindead. It also can add an extra layer to combat. Take out the commander that's noticing this stuff to prevent it. Kill the archer before he can call out the monk caught his arrow, so another archer wastes a turn.
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                                      wrote last edited by
                                      #32
                                      Talking is a free action. He'd say it right away.
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                                      • ? Guest
                                        Any favorites? Our DnD campaign just fizzled out due to several unsatisfying sessions - mostly due to an increasingly boring combat experience.
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                                        wrote last edited by
                                        #33
                                        I've switched to GURPS because the mechanics *aren't* so combat-focused, but it has interesting combat mechanics too. A lot of people think it's too complicated, but I've always started off super simple and slow-dripped additional mechanics as players get comfortable with the system and start actively looking for more crunch. I do think it balances the super involved, tactical combat well by making rounds much shorter. Instead of 6 second rounds with Action, Reaction, Bonus Action, Movement, you have 1 second rounds that give you a single Action. There are ways to squeeze in a bit more on your turn, but it comes with trade-offs, like sacrificing active defense. Active defense is also a great mechanic. Instead of just swinging at an AC, the defender actually gets an opportunity to Parry, Block, or Dodge. This means a lot less damage gets done every round, but that's balanced by having *way* fewer Hit Points. I always thought people chipping away at each other's mountains of HP until one dies to be kinda boring and unrealistic. In real fights, it's generally a back and forth of attack and defense until an attack finally gets through and does significant damage. And I won't really get into all the details of the many different maneuvers available to you, or the techniques you can train. I'll just say that it's *extremely* tactical and provides for suspenseful combat with real stakes.
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                                        • stamets@lemmy.dbzer0.comS stamets@lemmy.dbzer0.com
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                                          wrote last edited by
                                          #34
                                          But by no longer utilizing poison against the party because of the monk, the monk has effectively made the entire party immune to poison by virtue of it no longer being present in encounters! Hah! But seriously though, cutting out stuff you know the party will hard-counter is just going to make the party not feel as cool. A balance of both is important. Believe me, as the guy in the party who could cast Silence, I know; hard-countering every boss encounter kind of makes the boss feel lame instead of fun.
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