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Chebucto Regional Softball Club

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  3. A lesson so many need to learn
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

A lesson so many need to learn

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rpgmemes
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  • Brave Little Hitachi WandG Brave Little Hitachi Wand
    Oooh, have you heard of Wild Talents? It has everything on your wishlist. It's possible to create overpowered abilities, but you'd have to set out to specifically do that - and the GM would then have to say yes to it. If you're trying to be OP in a sneaky way, it's just not gonna happen.
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    archpawn@lemmy.world
    wrote last edited by
    #165
    I forgot to add, it needs to be free. It looks like that one isn't.
    Brave Little Hitachi WandG 1 Reply Last reply
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    • I Cast FistI I Cast Fist
      Maybe try GURPS + Supers suplement?
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      archpawn@lemmy.world
      wrote last edited by
      #166
      I forgot to add, it needs to be free. I did download GURPS Lite a while ago. I can't remember exactly why I didn't like it, but one problem I see is that it has a specific list of weapons. You can't just make your own with whatever set of attributes you want. And there's going to be statistically better and worse ones, so you have to choose between the weapon you think is cool and the one that deals more damage. In contrast, Mutants & Masterminds has weapons with a point buy system same as the characters. Though it's extremely bad at explaining that. It just has a list of Devices and their costs, and you have to notice that the example characters have weapons that aren't in the list, and that they cost the same as if you just build them into a player but with Equipment Points instead of Power Points. Also, Lite at least doesn't seem to have any way to build characters with interesting powers. I don't really care if it's superhero-themed in particular, but I just think M&M's system of design your own spells is better than D&D or Pathfinder where you just have to pick one out of a list or or make your own and eyeball it.
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      • A archpawn@lemmy.world
        I forgot to add, it needs to be free. It looks like that one isn't.
        Brave Little Hitachi WandG This user is from outside of this forum
        Brave Little Hitachi WandG This user is from outside of this forum
        Brave Little Hitachi Wand
        wrote last edited by
        #167
        Ah yeah, totally understand. In that case I'd recommend the ORE Toolkit (same system, but written by fans and slightly more designed around homebrewing and tweaking the underlying system for tone and lethality). https://img.4plebs.org/boards/tg/image/1401/25/1401252784488.pdf
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        • underpantsweevil@lemmy.worldU underpantsweevil@lemmy.world
          > If you lead with β€œThing you like is actually bad” Why would you assume the critiques are of things they like? 5e has plenty of widely recognized flaws. > To get through to people, find common ground and build off that. Often, simply catering to people's priors means never leaving their comfort zone.
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          Guest
          wrote last edited by
          #168
          If they play a system, they probably like that system and find its shortcomings acceptable. You can't convince someone that a system isn't enjoyable when they have first-hand evidence to the contrary. Asking people to stop being comfortable doing something they like, so that they can be uncomfortable doing something you like, isn't a good value proposition.
          underpantsweevil@lemmy.worldU ? 2 Replies Last reply
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            A combat system is all that a TTRPG really is. There may be rules for travel, crafting, and skill checks .... but the games only real purpose is to set guidelines. All of the things you have mentioned are campaign issues, not system issues. Mystery, social encounters, interesting traveling... that is ALL the responsibility of the person running the game. No one should need a random set of tables to roll on to tell them that "Colonel Mustard killed someone in the library with a candlestick".
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            Guest
            wrote last edited by
            #169
            Lol, what? πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚ You've either never left the DnD bubble, or you're just blatantly ignorant towards 90% of what tabletop roleplaying games are! Seriously, that's the shittiest shittake I've ever heard when it comes to TTRPGs. I seriously hope you're joking, but I'm afraid you're not. At least a third of the TTRPG systems I play don't even have combat rules because it's just so irrelevant in these systems. And then there's the vast majority of systems like Vampires: The Masquerade, Call of Cuthulu, fate, etc. where conbat exists, but is almost completely irrelevant. I've played in several groups that go multiple sessions without a single combat encounter and it never felt lile combat was important or missing. TLDR: Lol πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚
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            • ? Guest
              If they play a system, they probably like that system and find its shortcomings acceptable. You can't convince someone that a system isn't enjoyable when they have first-hand evidence to the contrary. Asking people to stop being comfortable doing something they like, so that they can be uncomfortable doing something you like, isn't a good value proposition.
              underpantsweevil@lemmy.worldU This user is from outside of this forum
              underpantsweevil@lemmy.worldU This user is from outside of this forum
              underpantsweevil@lemmy.world
              wrote last edited by
              #170
              > If they play a system, they probably like that system I don't think you've ever actually gamed before.
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                Guest
                wrote last edited by
                #171
                It's not about identity as much as it's a very poor way to try to convince someone. Don't base your line of argument on a statement you know the other person will likely disagree with. For example "You should play Pathfinder because DnD sucks", holds no weight to people who don't think that DnD sucks. In fact if they happen to like DnD, it undermines your argument, because if you disagree about DnD, aren't you also likely to disagree about Pathfinder?
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                • underpantsweevil@lemmy.worldU underpantsweevil@lemmy.world
                  > DnD has often been portrayed as appealing to the kind of nerdy rules-lawyers that like to argue Not a totally unfair critique, but also not unique to D&D. I'd say the bigger issue tends to be around certain players feeling creative or desperate and trying to lean into the plot/setting with less respect for the rules. So, for instance, "If I can't move the big rock with a Strength check alone, can I get some ropes and set up a pulley system?" "See? This should give me a 3x multiplier to my Strength, so I should be able to move it easily?" And the DM just looks at that, shakes his head, and replies "All that'll do is give you Advantage (and if you move the rock you'll derail my plot)". But more broadly, I'd say the problem with D&D is that it's inevitably the same Medieval High Fantasy setting in one way or another. The format of the game is geared towards the classic Journey to Mordor, with challenges and story beats and pacing to match. It doesn't play well with modern settings, because modern and futuristic technology tends to trivialize magic (especially under the Vancian system). It doesn't play well with the Horror genre, because the game rewards "winning" rather than "survival". It doesn't play well with PC antagonists/betrayers as the class system puts you at a huge disadvantage when you're not working as a team, so heel-turns and dramatic reveals can leave players with a sour taste in their mouths in a way a game more explicitly geared towards Finding The Traitor does not. > But DnD is in the unique position of already having proven with 4e that it can nail down a rigorous set of principles and a style guide that leaves ambiguity behind, courting a whole section of RPG players who desire that, and then retreating from that position with a new, fuzzier, system document. As I understood it, 4e was an attempt to bridge the gap between the strategic tabletop genre and the D&D style of play. It was a kind-of Return To Chainmail, with this whole vision of the game really going back to these very grandious geographical set-pieces and large army combats, with the heroes playing as champions of great armies rather than rag-tag murder hobos. Very much inspired by Warhammer and Warcraft. 5e was more of a back-to-basics dungeon crawling game, keeping the streamlining of 4e but reintroducing a lot of the customization and flavor of 3e/2e/1e. But they were still ultimately *board games* in practice. Positioning your models to flank or ambush or avoid a fireball remained a pivotal part of the game. Hell, the very act of flinging a fireball or swinging a sword to resolve a conflict was a fundamental cornerstone of the game. Compare that to a game of Vampire or Call of Cthulhu, where a lot of the story is about investigating a conspiracy and surviving when you are surrounded by people who want to kill (and very likely eat) you, who you cannot trivially club to death in response. That's the real bridge that you have to get people over. This idea that you're not going into the spooky old house to simply loot it and bludgeon to death everything you find inside. The idea that you're not playing in a world where Good Guys and Bad Guys are these equal-but-opposite forces clashing together along a territorial border. The idea that magic *isn't natural* and meddling with these kinds of arcane forces comes at a terrible price. Nevermind how the character sheets are all topsy turvy and new players - especially players coming from D&D - simply do not know how to build/play a character that isn't geared to punch every problem directly in the face. > Why is this a β€œproblem” for DnD specifically? It's a problem with any game that abstracts away reality in favor of dice and event tables, but still expects the players to Theater of the Mind their way through the abstractions.
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                  Ahdok
                  wrote last edited by
                  #172
                  This is all fine. I'm not arguing that this is a problem for ONLY DnD... It's just that was the subject at hand, and it's *a* problem with DnD. >I’d say the bigger issue tends to be around certain players feeling creative or desperate and trying to lean into the plot/setting with less respect for the rules. This is an interesting point, but I would not say that the problem is with "certain players." DnD is heavily marketed and promoted as THE ttrpg. The default. The one for everyone. WotC talk about the game as being designed for an extremely broad pool of players, of many different styles. Players who want a more narrative experience, with less of a focus on rules are also a the target market for the system. If WotC say the game is for them, and the game doesn't handle what they want from it, then the problem is either with the game design, or with the game's promotion, marketing and reputation. It's interesting that my post was largely about how DnD 5e fails to cater towards people who want a strict set of rules for simulations, and your argument is about how DnD fails to cater towards people who want a loose set of rules that can be bent. I'm a firm believer that when you try to please everyone, you please nobody, and this is DnD's biggest weakness as a system: If you have a strongly cohesive group of players who want a specific style, DnD will do an okay job at it, but there will always be a better system out there. It's the ready meal you put in the microwave because it's easy, not the specific gourmet restaurant that does that one dish you love perfectly. DnD's not really trying to cater towards any specific niche though - the design wants to appeal to the widest audience possible. By trying to cater to every style, it means you can pull together a group of players with a range of preferences, and put them in the same game. That's a big part of why it's got so much ubiquity after all. The logistics of setting up a group to play are rough for a lot of people, and just being able to put a game together is easier when your system promises fun to a wider range of players.
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                  • Brave Little Hitachi WandG Brave Little Hitachi Wand
                    Ah yeah, totally understand. In that case I'd recommend the ORE Toolkit (same system, but written by fans and slightly more designed around homebrewing and tweaking the underlying system for tone and lethality). https://img.4plebs.org/boards/tg/image/1401/25/1401252784488.pdf
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                    archpawn@lemmy.world
                    wrote last edited by
                    #173
                    Did someone make alternate dice rules? Those are insane. Nine pages of rules, and it's effectively impossible to figure out your odds of success.
                    Brave Little Hitachi WandG 1 Reply Last reply
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                    • ? Guest
                      Lol, what? πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚ You've either never left the DnD bubble, or you're just blatantly ignorant towards 90% of what tabletop roleplaying games are! Seriously, that's the shittiest shittake I've ever heard when it comes to TTRPGs. I seriously hope you're joking, but I'm afraid you're not. At least a third of the TTRPG systems I play don't even have combat rules because it's just so irrelevant in these systems. And then there's the vast majority of systems like Vampires: The Masquerade, Call of Cuthulu, fate, etc. where conbat exists, but is almost completely irrelevant. I've played in several groups that go multiple sessions without a single combat encounter and it never felt lile combat was important or missing. TLDR: Lol πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚πŸ˜‚
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                      wrote last edited by
                      #174
                      Some people will argue on the internet about anything. Player 1 posts "this system sucks, it's nothing but combat, there are no travel events or mysteries" Player 2 responds "That's not the system's issue, it is the Gamemaster's. A system does not create a murder mystery storyline, the gamemaster does. The system is just a ruleset" Player 1 basically responds "I play sessions all the time with no conbat, a third of the ttrpg systems I play dont even have conbat ... here I will name three systems that I dont think conbat is important in: one has a massively detailed conbat system with limitless power combinations where vampires literally fight werewolves, fae, and wizards, one has a conbat system so brutal that it can drive players insane, and one has an amazingly cinematic conbat system. lol u dumb and only know D&D, the GM can''t control the narrative ... it's the system that has to do it." Player 2 Responds "Sure man, whatever"
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                      • A archpawn@lemmy.world
                        Did someone make alternate dice rules? Those are insane. Nine pages of rules, and it's effectively impossible to figure out your odds of success.
                        Brave Little Hitachi WandG This user is from outside of this forum
                        Brave Little Hitachi WandG This user is from outside of this forum
                        Brave Little Hitachi Wand
                        wrote last edited by
                        #175
                        There are loads of ways to tinker. If you want to run it for kids, use d6s and suddenly it feels like a light-hearted and easy game (significantly easier to get successes with smaller dice pools). The math is hardly impossible, but at least for d10, someone else has done the math. https://www.darkshire.net/~jhkim/rpg/nemesis/probability.html I used to have a better link where someone had a 3-axis graph that gave a better sense of width likelihoods. Long story short, the curve is highly centered on twos and threes, and anything bigger is laughably unlikely unless you have special "master" dice.
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                          wrote last edited by
                          #176
                          I don't hate 5e, in fact I'd join in as a player very happily, but I wouldn't run it. 5e is geared towards a very specific kind of campaign that I'm not very interested in running. I'm more of a social campaign with big action sequences kind of DM and Savage Worlds does that perfectly. It is: - Classless - 3 actions per turn, going over 1 heightens the chance you'll fail on all actions. Players tend to spend less time thinking. - Step die instead of d20, easy math. - Extremely easy to make homebrew for. - Generic, which means it can do any genre (I've done dark fantasy western and high fantasy medieval, next up I'll do dark fantasy cyberpunk hopefully). I tried to turn 5e into something that fit a cyberpunk setting for about 3 months, before just buying SWADE and being able to run every genre I could imagine from the go.
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                            wrote last edited by
                            #177
                            Because to some people, liking a thing that they do not like is the equivalent of slapping them in the face.
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                            • ? Guest
                              If they play a system, they probably like that system and find its shortcomings acceptable. You can't convince someone that a system isn't enjoyable when they have first-hand evidence to the contrary. Asking people to stop being comfortable doing something they like, so that they can be uncomfortable doing something you like, isn't a good value proposition.
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                              wrote last edited by
                              #178
                              Bingo. Especially when what they've done to trigger the comments telllimf them to "play something else" is ask how to extend the thing they already like, or to replace some subsystem that is so clealy not core to the game. But with 5e, there are also just so many third party releases that you can also replace core systems, like magic, with little difficulty, and people know it. They don't want to play something else. They're not ready to try something else. They want to keep their dragon ampersand and their dis/advantage rolls, and telling them they're doing something wrong by holding on to that isn't convincing. It just communicates that other games are played by *fucking assholes with boundary issues*.
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