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November 27th, 2024, 23:46 #1
- Join Date
- Nov 2018
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More Feedback Questions For Players or DMs
First for anyone that sees this and takes the time to reply -- thank you. I like polling players and fellow DM's to see where my (gaming) ideas and thoughts are both in terms of "are they wacky" and in terms of interest ("How fun or interesting people think they are")...
I'm mostly talking about D&D 5e here if you want to picture in terms of a ruleset.
1. System Shock Rules? Do you hate the idea or think its good / adds some excitement to encounters?
2. What's your view / feeling on Critical Hit and/or Fumble Tables?
3. Do you get annoyed if the DM sets the game to Automatically Re-roll initiatives each round?
4. Sentient weapons...Corny or cool?
5. About your DM's campaign style -- Do you prefer "Oh so Serious - if we aren't playing 100% RAW I'm out!" campaigns or "Look its a game I want to have fun...I want to adhere to the rules so that I know I'm playing the TTRPG system I signed up for -- but light flubbing of rules in favor of fun or excitement is fine by me!"? (Or any other type?)
6. Finally -- How do you as a player handle your character dying? Do you expect the DM to pull punches to artifically save your character's life or are you in favor of "What happens happens, that's TTRPGs! If the character dies he/she dies!"
Thanks.
For those celebrating, as I know this community is Multi-national....Happy Thanksgiving.
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November 28th, 2024, 00:13 #2
Replying as a DM.
1. Tried them, didn’t like them and neither did my group.
2. Tried them, didn’t like them. Doesn’t add anything.
3. Depends on the group. Mine like to plan things out and take a more tactical approach to combat. Rerolling initiative destroys that possibility so everyone is playing as a single player rather than as a team. It also messes with the timing of when spells and effects expire meaning spellcaster can’t use their full powers if they come down the order one round then top in the next. Some DMs don’t like their players planning things.
4. Can be a very good tool for the DM to progress a story. But can also force or railroad players when they don’t want to and so can take away from the players agency.
5. Always fun. But players are always looking to bend the rules
6. The dice rolls are what they are. My players have been playing for 30 years but still manage to get themselves into situations that they shouldn’t and accept the consequences when they do.
Also by shear coincidence I had a turkey sandwich for lunch with some turkey I found in the freezer from last Christmas 🎅If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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November 28th, 2024, 00:14 #3
Im mostly a GM
2. I like these as they add some flavor - Im also happy to let a player describe their own critical hit too
4. Not so much corny - but sentient weapons can have opposing personalities/views and players dont tend to like that
5. I tend to run the game as written except that I do hand wave some thing or I might ignore/alter the duration of an effect when it seems appropriate to do so
6. I dont like it when characters die but I let it happen - its not the end for the player or the party - the fun can continue!
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November 28th, 2024, 00:17 #4
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November 28th, 2024, 00:42 #5
So, it depends, but in general...
1. Don't like. But I do like more severe criticals. If...they don't happen too often. See #2.
2. 5% is too often for serious criticals. More damage sure, but losing a limb, firearm jamming, or stuff like that should be much more rare. Maybe 1%? We like lingering wounds for 5E instead. Can be resolved after the encounter and has a fun but significant lasting impacts for serious wounds.
3. Nope, we prefer this. We like combat to be chaotic.
4. Used to like them. More in terms of game design. But don't like them in terms of DM fiat or railroading. If the player can play two PCs uniquely, then they can play their own sentient weapon with it's own personality and then imo it's good.
5. Fun. After decades playing, more concerned with fun. BUT, the rules, whatever they are, have to be consistent.
6. If death is not on the line, then its too much like a can't fail story. Usually failure alone is not enough of a risk. With great risk, comes great reward!
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November 28th, 2024, 02:03 #6My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance** accidentally deleted, If anyone grabbed a copy, PLEASE let me know**. Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
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November 28th, 2024, 07:30 #7
- Join Date
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- 100
1. Dislike, don't use.
2. Dislike extremely, don't use. Martials have it bad enough as it is.
3. Dislike. There are multi-round effects which cue off initiative (stuff that fires at the beginning or end of your next turn, etc) and they get very weird in terms of durations if initiative gets rerolled.
4. Dislike, would tend to reserve for artifacts in high-level campaigns.
5. Mostly strict RAW, with exceptions made for rules that appear to be unworkable; are vague to the point of requiring interpretation so one needs to go beyond RAW; strike me as poorly written (e.g. "invisible" condition in 2014 rules, just delete the second point; clowns at WOTC just refuse to errata it) or are missing because the rules can't possibly address everything. For instance, there is no rule in D&D 5E that stipulates that you can't be casting a ritual spell while you're swimming across a raging river, but I wouldn't be inclined to allow it.
6. I don't pull punches and don't expect them to be pulled. I will, however, tend to point out relevant things that their character would obviously know and would probably lead them to reconsider if the player seems to be oblivious.
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November 28th, 2024, 09:06 #8If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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November 28th, 2024, 17:45 #9
For many of these my game is set up differently but we do have everything laid out clearly for players to know what is happening up front.
For example - character death
http://www.dragonslayers-society.org...thOfACharacter
And how that player can continue the Campaign
http://www.dragonslayers-society.org...ignContinuanceWe do not stop playing because we grow old.
We grow old because we stop playing.
www.islandkingdoms.org
Dragonslayers.space
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December 4th, 2024, 20:20 #10
1. Never used.
2. Love the fumble/crits tables. It has brought some interesting things to the table. The players waiting on me as I'm reading the crit/fumble effect has been great theater to the table.
3. Players voted not to do this. I would be down to do this but so far haven't.
4. Love the sentient weapons. They don't usually cause too much trouble to the players (so far).
5. I tend to follow the rules, but give my players freedom to think of something cool they want to do outside of the normal actions.
6. Current campaign I have had 3PCs perish (thanks to a fumble that summoned a neutral creature that the players attacked for some reason). My players actually gave me advice in my first campaign that I was pulling too many punches and giving them an out. Ever since then I make battles challenging (as best you can) but not where they are overwhelmed.
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