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If a Frost Giant is cut down...

9th Jun 2014, 8:00 AM

If a Frost Giant is cut down...
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kidra on 9th Jun 2014, 8:00 AM

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When a player is staring down thousands of the enemy, there is no fear in his mind. Though the unfathomable hosts of the nine realms shall rise up against him, and there should be no hope to see tomorrow's rising sun, only one thought, only one question, would enter a true role-player's mind. He clears his throat and, looking solemnly at his fellow gamers, he asks,

"Does anyone remember the rules for mass combat?"

I don't think this was a very well thought out plan...

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XiaoKe on 10th Jun 2014, 1:59 PM

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It doesnt matter how strong your character is if you are going up against an entire planet, you better hope you have some sort of mass genocide spell if you hope to get out alive, and I'm pretty sure Thor isnt THAT OP...

Next up! Death or Salvation?

OP- Overpowered



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spycrab king on 9th Jun 2014, 9:02 AM

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you guys seem to know lots about pen-n-paper games,what would be a good beginner one?

Pen-n-Paper

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kidra on 9th Jun 2014, 11:29 AM

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Believe it or not, while I consider myself knowledgeable about the RPG Pathfinder, that's the only one I'm REALLY familiar with. So hopefully some of our readers will be able to give you better advice than I can.

What advice I would give you is that rather than look for a good game, you should look for a good group. If you're with people who are fun to play with and you're all willing to take the time to learn the system, that's where you get to really enjoy it. In the first campaign I was in, only the GM really knew the system. But he was patient with us and we all learned the system over time, so now it's loads of fun.

Hope this helps, and good luck in finding what you're looking for!

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XiaoKe on 9th Jun 2014, 12:27 PM

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It also depends on kind of what you are into.
There is pretty much a Pen-n-paper game for pretty much everything from fantasy to My little pony.
I would say first find a group of friends that you want to play with then decide which system you want to go for, its usually a good idea to have at least one player who knows the system but not really necessary as long as you have someone who is good at figuring out rules and such.

D6 systems tend to be a little less complicated as you tend to only use one die as opposed to several different ones.
But in general I would say decide what type of system you would like to play and also find a group of people to play with and that'll be your best bet.

New to Role Playing Games

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mistriousfrog on 10th Jun 2014, 6:06 AM

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I'm not terribly experienced in many games either, but finding a group is much more important than finding a game. I actually picked up proper dice based RPGs just last year. I found a bunch of friends who were vaguely interested and we learned it together. The first campaign I ever ran and most of my players have played is still ongoing in fact.

That being said, I have only played 3.5 and a tiny bit of pathfinder (just enough to know I prefer 3.5). I have also dabbled in a few other things such as reading up on the rules for call of cthulhu to try hosting a game at some point and our group occasionally plays Maid RPG for fun (actually for someone who is completely new to roleplaying games, Maid might actually be good for getting used to GMing, controlling NPCs, Freedom of action and opposed rolling since it is such an incredibly simple system and takes almost no effort to GM or set up).

Anyway, even if neither you or any of your friends know the game, if you can get your hands on a DM manual and Player handbook you should be alright no matter what the system (and even if you can't find the in stores, there is usually a PDF online somewhere or a wiki which you can substitute for it). Personally I like D&D 3.5 but it may be a little complex for a complete beginner, I hear D&D 4e is a much more streamlined easy system to learn.

Regardless, if you get a group together you can learn the system as you go even if nobody is familiar with it. Your GM and group needs to be patient with each other and whenever you come to a point where you aren't sure just stop and look up the necessary rules. The first few weeks will be very slow, but as you learn and memorize the different rules you will get better and better.

At least until you hit the brick wall that is grapple rules. Always. Ban. Grappling.

grappling

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kidra on 10th Jun 2014, 8:57 AM

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At least in my group we have problems with ANY combat maneuver. Nobody uses it enough to actually remember the roles when we actually use them.

Combat Maneuvers

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mistriousfrog on 10th Jun 2014, 2:03 PM

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Maneuvers are much easier in pathfinder since they have a universal combat maneuver check, but even in 3.5 it isn't too hard if you have a good moment of teaching. Since we were all learning the game together in my gaming group, my method of teaching was that I would design enemies based around teaching my players the different rule sets.

For instance before the session I would read up on tripping and then have a session where they were attacked by someone who uses it. One of my villains was good at disarming and tripping, so my players quickly learned how to account for that and how to use it. I did the same thing to teach them about readying, I had them be attacked by rogues who would ready attacks against achieving flanking and get sneak attack damage. The trick is whenever you introduce a new mechanic do it in such a way that the players are forced to actually deal with it the first time, but it isn't a threat that they will lose their character to a mechanic they don't know about.

The truth is that nothing is a better teacher than a player trying to win. Because a crafty player always wins. I recommend this for a new GM too, set challenges based around the rules, to teach your players as you go, because you can be damn sure, if you make a mistake in the rules, your players will not let you get away with it, and you will remember it. If you are a GM and a player tries to use a mechanic you don't know, don't be afraid to ask them how it works, it is much easier to be taught something by a player than by a book. To not slow down the session too much, find it in the book and take your player's word for now, just checking each step in the book as it goes so that you will understand when it is done.

Yesterday we had our first experience dealing with the grappling rules in full depth. I wasn't ever planning to do it, but my players decided to have a sparring match to determine who would get to go out on a date with my GMPC cleric girl. One of the players had less HP and less BAB but slightly more strength, seeing that grapple rules relied on a strength check he decided to try that. Cue about 4 hours of us trying to learn the grappling rules and actually retconning several rounds multiple times after realizing we were doing it wrong at times.

The only conclusion I could find is that grappling is important for certain reasons, but complicated. Unless pretty specific circumstances come up, I think my players have learned not to do it.

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XiaoKe on 11th Jun 2014, 12:07 PM

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That's actually a cool idea to plan encounters to learn new gameplay mechanics, because in all honesty it doesnt matter what system you are using the books can sometimes be confusing...

Depends

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Otaku on 10th Jun 2014, 8:46 PM

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What are you looking for in a pen and paper RPG.

For example, I prefer GURPS, the "Generic Universal Role-Playing System". It is a "point build" system where you spend Character Points to build your character. You can go to the Steve Jackson Games website and download GURPS Ultra Lite or GURPS Lite (I'd recommend the latter) for free to get started.

GURPS does have a reputation for being complex and for never being "the best" system for any one genre/setting... because it does them all. ;) GURPS can be tweaked (even while using the core rules) to be hyper detailed and realistic or to keep things simple and make sure the story remains the thing.

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spycrab king on 17th Jun 2014, 11:29 AM

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so play pathfinder? k
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