Tabletop Gaming

I'm DMing one DnD 5e campaign for two friends and a player in another. The campaign where i'm a player in has been a little rocky (which i don't care about that much because i get to play) and the one i'm DMing has been a major success, my players are invested in the world and the story and they absolutely love it.

My campaign even survived an 8 month break which is usually a death sentence for a campaign in the group i'm in.
 
So what did you ban?
Nothing, i even accept homebrew content but my players have to run it by me first so that they won't steamroll the whole campaign.
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Nothing, i even accept homebrew content but my players have to run it by me first so that they won't steamroll the whole campaign.
2993e251-f7d3-4a2f-8d5f-23ca515ae9d8-1679615411944.jpg
You'll change your mind upon seeing a Bladesinger/Twilight Cleric/Ancestral Guardian Barbarian (or any druid really) in action
 
You mean the game's setting?
Could be a strong setting yeah, and the imagery and what have you. It could also be something mechanical too; Shadowrun's 'essence' stat lowering as you get cyberware is a mechanic that gives some thematic vibes.
 
You'll change your mind upon seeing a Bladesinger/Twilight Cleric/Ancestral Guardian Barbarian (or any druid really) in action
i've been playing dnd with the same friends for a few years and none of us do that multiclass optimization stuff ?
 
i've been playing dnd with the same friends for a few years and none of us do that multiclass optimization stuff ?
I'm not talking about multiclass, just the normal classes. An Ancestral Guardian barbarian halves the CR of any monster he hits. This actually reminds of a crazy thing that happened in a game I was playing years ago:

DM: soooo, the Dragon (CR over 20) critically hits the poor Rogue and deals 80 piercing damage, reducing her to 0 h-
Barbarian: No, he has disadvantage on all attacks that don't target me, roll again
DM: Ok, the Dragon just hits her then, dealing 40 piercing damage, still reducing the Rogue to 0-
Barbarian: No, when the Dragon deals damage to a creature other than me, that creature gains resistance to all damage, meaning she only takes 20 damage.
DM: FINE! but it's still enough to bring her to 0 hp! Rogue it's your turn, roll your death sa-
Barbarian: Wait, I use my reaction to reduce the damage dealt by 4d6... 21! ok, the Rogue takes 0 damage and the Dragon takes 21 force damage.
DM: . . .
 
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I'm not talking about multiclass, just the normal classes. An Ancestral Guardian barbarian halves the CR of any monster he hits. This actually reminds of a crazy thing that happened in a game I was playing years ago:

DM: soooo, the Dragon (CR over 20) critically hits the poor Rogue and deals 80 piercing damage, reducing her to 0 h-
Barbarian: No, he has disadvantage on all attacks that don't target me, roll again
DM: Ok, the Dragon just hits her then, dealing 40 piercing damage, still reducing the Rogue to 0-
Barbarian: No, when the Dragon deals damage to a creature other than me, that creature gains resistance to all damage, meaning she only takes 20 damage.
DM: FINE! but it's still enough to bring her to 0 hp! Rogue it's your turn, roll your death sa-
Barbarian: Wait, I use my reaction to reduce the damage dealt by 4d6... 21! ok, the Rogue takes 0 damage and the Dragon takes 21 force damage.
DM: . . .
Just give the dragon minions to make the fight more difficult, Ancertal Protection affects only the first creature the barbarian hits and it can rage only so many times. Or just exhaust their resources before a big fight with a gauntlet of enemies to make a solo boss more intense.
 
I'm not talking about multiclass, just the normal classes. An Ancestral Guardian barbarian halves the CR of any monster he hits. This actually reminds of a crazy thing that happened in a game I was playing years ago:

DM: soooo, the Dragon (CR over 20) critically hits the poor Rogue and deals 80 piercing damage, reducing her to 0 h-
Barbarian: No, he has disadvantage on all attacks that don't target me, roll again
DM: Ok, the Dragon just hits her then, dealing 40 piercing damage, still reducing the Rogue to 0-
Barbarian: No, when the Dragon deals damage to a creature other than me, that creature gains resistance to all damage, meaning she only takes 20 damage.
DM: FINE! but it's still enough to bring her to 0 hp! Rogue it's your turn, roll your death sa-
Barbarian: Wait, I use my reaction to reduce the damage dealt by 4d6... 21! ok, the Rogue takes 0 damage and the Dragon takes 21 force damage.
DM: . . .
Something about that series of abilities seems fishy to me on the players end, I think they may have been pulling one over on you with something they couldn't have; I could be wrong, it's been awhile since I've played 5e and I've never had to deal with an ancestor guardian barb. The game did get absolutely silly though with the expanded subclasses and shit. It started feeling like an action-RPG video game or something.

And what @AxeHammer said; the CR system of 5e needs a little bit of finagling from the GMs side. It doesn't account for the action economy at all, which is 90% of how to balance an encounter. A dragon may be big and be above the parties CR, but it's only putting out 2 actions a turn as opposed to the parties 3 or 4 characters worth.
 
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Something about that series of abilities seems fishy to me on the players end, I think they may have been pulling one over on you with something they couldn't have
That actually is something that an ancestral guardian barbarian could reasonably do in 5e if they're at least level 14. The ancestral protectors feature does make it so that while you're raging, whatever the first creature you hit with an attack on your turn was would have disadvantage on attack rolls against targets that aren't you, and gives whatever creature that does get hit resistance specifically to the damage dealt by that attack. The spirit shield ability allows you to, as a reaction, reduce the damage any creature you can see within 30 feet of you takes by 2d6, 3d6 at level 10, and 4d6 at level 14. Also at level 14, they gain the vengeful ancestors ability, which just makes it so the attacking creature takes force damage equal to the damage reduction rolled for spirit shield. All that said, this still all requires level 14, specific positioning, your reaction, the barbarian to be raging, the barbarian to be able to see the rogue, and a successful hit with an attack on the dragon as the first creature they hit in a turn. Still not unreasonable, but not something that couldn't easily be balanced with some additional enemies in the boss room, or even just the dragon taking advantage of the fact that it, ya know... has wings, and likely would be able to completely avoid the barbarian the entirety of combat if it wanted to.

An Ancestral Guardian barbarian halves the CR of any monster he hits.
It also certainly does not do this. CR isn't calculated with just damage, and even then CR is calculated based on the damage a creature does over the course of the first three rounds of combat, when it still has all its available resources. Just for example with a black dragon, even if the damage from every attack was being resisted and the barbarian was always rolling max damage reduction every time to effectively reduce that average damage output, it would still be CR 17 down from 21. Even just generally rolling average would be enough for that to effectively be 18. This is also assuming the dragon is basically never attacking or hitting the barbarian and that the barbarian is always attacking and hitting the dragon.

Now, none of this is to say that ancestral guardian isn't a powerful subclass, because it absolutely is. It pretty much forces the DM to either entirely focus on the barbarian with a given creature or put in a variety of minions that they may or may not have added anyway just to try to force the barbarian to hit something else and let the boss not be affected by pseudo compelled duel, but dragons in particular have a lot of options to deal with barbarians that it sounds to me like your DM likely wasn't taking full advantage of. Breath weapons alone can be pretty threatening to a barbarian that doesn't have some way of reliably getting resistance to elemental damage or having a high dex save bonus. Flight and reach on the dragon's attacks also generally would let it effectively play keepaway from a barbarian without much issue. Really in general monsters of similar CR tend to have legendary actions or passive abilities that can really screw over martial characters that don't have other options.

The CR system of 5e needs a little bit of finagling from the GMs side. It doesn't account for the action economy at all, which is 90% of how to balance an encounter. A dragon may be big and be above the parties CR, but it's only putting out 2 actions a turn as opposed to the parties 3 or 4 characters worth.
While I'd generally agree with this, it's worth mentioning that 5e does sort of try to account for action economy in a really indirect kind of way, at least when it comes to CR. CR seems to randomly exclude certain things, like damage done from legendary actions for instance. If they were included the same way different attack routines are for the average damage in a round that a creature does, a black dragon would be CR 25 instead of 21, just as an example. The DM's guide also does a similar thing that 3.5 did, effectively giving an "XP budget" for encounters to determine their difficulty, and while 5e definitely has a generally more forgiving system for the players, I feel like most if a DM with a level 17 party saw that a black dragon leaves an extra 7,700 xp in the budget for the encounter and add some minions or something to the fight. Between that and things like legendary actions and lair actions, high end monsters run with an understanding of how they work don't really require too much finagling most of the time, but it's a problem you'll definitely run into early game and a bit in the mid game, especially with newer DMs.

You'll change your mind upon seeing a Bladesinger/Twilight Cleric/Ancestral Guardian Barbarian (or any druid really) in action
I'd also argue that while all of these are strong, almost none are quite overpowered either, really. Bladesinger's main benefit over other wizard subclasses is really the concentration protection. Most of the other benefits you can get you could get similar results from level 1 dips into other classes. It's gonna be a bit campaign dependent on whether or not a bladesinger would be better than say, a divination wizard for instance.

Twilight Cleric is pretty OP. There is no argument there, aside from it actually being fine to run and balance out a weaker party. It's also not too bad at low levels before you get the flight.

While druids generally are going to be really good at anything they want to be able to do, they likely aren't going to be great at all of those things at once. A lot of the time to be good at any given individual role between focusing on damage, tanking, and healing, you're not really going to be in a position to do one of those other roles. This is especially true if your party doesn't have something to double up with you on one of those roles, essentially forcing the druid to specialize in that direction. Some subclasses also focus on specializing the druid, and while the druid doesn't really give anything up for that specialization a lot of the time, if you're focusing on healing and buffing your party as a circle of the moon druid you're probably not making use of your class features at all.

Also, just to be clear, I'm not really trying to defend 5e here if it seems that way at all. I think the system has a lot of problems, and I generally don't really like it. I've played it a lot more out of necessity than anything else, because a lot of groups I've played with will either only play or only really know 5e, and that generally makes it more convenient. It definitely has tons of problems, especially when it comes to rules clarity and oversimplification of many mechanics from prior editions (I particularly mourn the loss of mechanical weapon variety). I just felt the need, as a player who plays barbarian religiously and a prior forever DM to a couple groups, to give my two cents on at least ancestral guardian and CR/encounter related mechanics.
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I figured I'd run something by some fellow TTRPG players here. For my game reviews here on the site, I'm going to go over the important bits of the system itself of course, but I think I'm going to also rate them on some specific categories. So far, my three definite categories are:
-'Vibe Check' (how strong is the theming of the game, something like Shadowrun would get a 10/10 but something like GURPS would get a 5/10 by design)
-'How Fucked is the GM?' (how hard the game is to run and prep for, and how flexible is it GM wise)
-'Rules Clarity' (how easy is it to parse the rules, is the book well organized, etc.)
I want to avoid just giving some subjective 'the games bad because I don't like percentile dice' or something (I actually like d100 systems, that's just an example) so I figured doing some objective categories would help. Anybody have any thoughts or other category ideas?
I'd personally include something that might even be best left as something separate from the actual quality score of the system, but I feel like a general "crunch/complexity/depth" score would be valuable. I've known many people who were just completely turned off of solid systems that were just too complex or too simple for their tastes.
 
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There is a game that we used to play ,strangely I've never seen anyone play it now,and I'm afraid I'm gonna forget it ,anyways the games is called sheep and wolf ,the structure is a small box (the barn) and under it a big box (the field) what bugs me is that I'm forgetting the exact dimensions ,but anyways there 20? sheeps and 2 wolfs ,the goal of the wolfs is to eat all sheeps and to do that they have to jump over them just like checkers ,and the goal of the sheeps is to get 9 sheep into the barn ,and that's it .i wonder if there is a real game out if it and it not some local game or something because we used pebbles as sheeps and brick pieces as wolfs and we Drew the "board" using coal
 
Also at level 14, they gain the vengeful ancestors ability, which just makes it so the attacking creature takes force damage equal to the damage reduction rolled for spirit shield.
Okay, I just assumed that would have required a reaction too. Never played with anything past the first few Unearthed Arcana's/Xanathurs. Back then the new subclasses were still relatively tame, some were even undertuned if anything (arcane archer, many of the wizard ones).

The DM's guide also does a similar thing that 3.5 did, effectively giving an "XP budget" for encounters to determine their difficulty
That's true, I forgot about the XP budget thing. I always just threw dretches at the party, those 1/4 CR fuckers hit so far above their weight just on the fetid cloud ability alone.

I'd personally include something that might even be best left as something separate from the actual quality score of the system, but I feel like a general "crunch/complexity/depth" score would be valuable. I've known many people who were just completely turned off of solid systems that were just too complex or too simple for their tastes.
'Crunch Factor', there we go. It's a good category actually. It also still makes sense to have that with Rule Clarity I think, as you can have complex systems that have a lot of layers to them but are easy to understand, or the opposite. Whether it's factored into the final score I'll mull over a little more. Thanks man.
 
It also certainly does not do this. CR isn't calculated with just damage, and even then CR is calculated based on the damage a creature does over the course of the first three rounds of combat, when it still has all its available resources. Just for example with a black dragon, even if the damage from every attack was being resisted and the barbarian was always rolling max damage reduction every time to effectively reduce that average damage output, it would still be CR 17 down from 21. Even just generally rolling average would be enough for that to effectively be 18. This is also assuming the dragon is basically never attacking or hitting the barbarian and that the barbarian is always attacking and hitting the dragon.
I was joking about the CR thing, It's meaningless in that game
 
So I've been going through my substantial hoard of random TTRPG books that I have an unquenchable obsession with gathering, and I figured maybe I'd talk about some of them here. These are ones I've never heard any discussion of, or are weird and niche, and ones that I would never be able to make a review article out of. Just figured I'd point at some cool stuff and go "isn't this neat?"

Anyone else can feel free to join in if they have some strange or more niche game they want to talk about, it’s all good in the hood. I thought about making a new thread for this stuff but I also didn't want to flood it with overly specific topics like this. If people want, I could make one I guess; it doesn't really matter to me.

Anway, here's Bounty Head: Bebop, a very unofficial RPG version of Cowboy Bebop.

AD_4nXd7REDXXhJEBpfgufOaaJslFTp9oMEiDkXA-lT7ZT0VK1YBiCjb0nvFqvcWMCCtvNnpMXHpIIx0WhkIXGsONQiMuNL8yH98WIMtU4WogNf6E4HzG8H4054SCdcKm5dX7HcplVyu

Ah yes, ‘Not-Faye’ and ‘Not-Spike’. I kinda dig the ‘legally distinct Jet’, it’s the shades that really sell it.

I got this as soon as I saw the name, as I’ve hardly ever brought it up here but Cowboy Bebop is one of my pieces of media ever which is a very uncommon opinion, I know. I’m not really an anime guy, but Cowboy Bebop? Hell yeah.

It uses what it calls the ‘Inverted d20’ system. You roll a d20, and have to roll under or equal to a Target Number (TN) to succeed, hence the ‘inverted’ part of the name. The TN is based on your character’s skills rather than an opponent’s defence value or anything like that, meaning characters will generally have a set in stone chance of shooting things. You can take some defensive actions in combat to make it harder to hit you, but by default a character's chance to succeed will always be the same with more skilled characters having an easier time. You crit when you roll your exact TN which is interesting, and this means that a roll of 2 is the greatest possible roll which is strange, and there’s also elements of a ‘degrees of success’ system where you can have 'successful failures' if you roll a 1, if that makes sense. It seems interesting at least, and definitely not something I’m used to or have played with before.

Character creation is tied to the usual 6 stats; you already know them in your head, but Charisma is called Presence for some level of distinction. There’s also skills which seem very important to character creation, along with what are essentially feats called ‘edges’ here; the game is very clearly following the D&D 3.5 formula with both of those.

Will I play this? Eh, probably not. While I think the idea of not-Cowboy Bebop could fit the general idea of a TTRPG with the DM being able to put some bounties on the table and then going “okay, what do you guys do?”, I’m not really sure how much longevity a game like this could have. After a while, I think it would maybe get a little boring without any exploration or real adventure aspects. Could be good for a few novelty one-off sessions though, and while I’m still trying to wrap my head around the rules it does seem like a fairly interesting system mechanically. I mean, you can become a Feng-Shui magic master which is definitely not based on that episode of Cowboy Bebop where Jet helps an old friend who’s a Feng Shui master.

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Okay, I’ve put my lamp in the corner of the room to unlock my east gate; do I get Read Aura yet?
 
Just figured I'd point at some cool stuff and go "isn't this neat?"
I'll bite, I've got one I'd like to point to too.

This is Cartoon Action Hour Season 3:
121604.jpg


It's definitely a theme-focused ttrpg, where the rules are kept fairly light and a bulk of the book is about discussing common tropes, recommended cartoons to watch, and full of tv-themed language, beginner-friendly explanations about ttrpg basics, and "legally distinct" characters like a robot pharaoh that looks really similar to Optimus Prime, samurai Skeletor, asian amphibians of possibly young age and mutant status, and whatever the hell this thing is:
Screenshot 2025-04-22 193917.png


Mechanically speaking, the game's pretty simple. I'm pretty sure it's intended to be kid-friendly, or at the very least meant to be easy to learn and fast to play. The book even says you pretty much just need pen and paper, some 12 sided dice, and at least one copy of the book itself, as well as some tokens to keep track of Oomph (which functions like a weird mix of inspiration from D&D5e, dark side/light side dice from FFG Star Wars, and experience), and setback tokens representing any kind of significant impediment to the character.

Games in Cartoon Action Hour are broken up into Scenes (individual story beats and challenges), Episodes (full sessions) and Seasons (after 6 episodes, characters are allowed to be improved or changed altogether, so it sort of acts like experience and narrative story arcs.) All characters have Star Power, a literal mechanic to determine how important a character is to the narrative. Star Power 1 is for your typical goons and nameless allies, 2 is for supporting characters such as recurring NPCs that will assist the player characters and the main villains and named henchmen players will interact with, 3 is for main characters such as the players and the most trusted allies of the main villain, and 4 is reserved for the master villain mostly, though a central protagonist hero or a powerful faction leader could theoretically also fit in here. When a character has a number of setback tokens equal to their star power, they are defeated, removing them from the current scene in some way up to the player or GM. Setback tokens don't carry over from scene to scene though, and are removed at the start of the next scene.

For character abilities, this game is very open and lets players write in their traits, making the assumption that if it is not listed, they are average at a trait. It is largely up to GM interpretation whether something would apply to a given situation or not. The system has many stock trait names, but actually encourages players to come up with their own, so that their characters are better defined and personalized. There are also many special rules that function similar to power modifiers from M&M3e that can be applied to traits to define them better. Trait ratings are defined in simple tiers, where 1-4 is Human Tier, 5-8 is Superhuman, and 9 or more is Cosmic. Characters also have Qualities, which are essentially basic descriptors of their character and personality. You get three, one of which has to be a Signature Quality, which you would think of as their major descriptor (think like Orc Barbarian, Master of Weapons, Mighty Alien Warrior, etc.), and the other two are Standard Qualities, which are typically things like personality traits, background, quirks, and the like. They pretty much serve to give you a +2 on checks once or twice per session and define your character a bit better. Checks are made with a d12 and function pretty standardly based on what you'd expect from any other rpg in that regard.

There's also other rules for equipment, making a "gestalt character" (think like Voltron), transforming between two states, and other neat little unique features. One of my favorite examples is the rules for "The Movie", where you declare the next one to three sessions to be "The Movie" which changes the game in a variety of ways, like giving players more Oomph, making it so only one Setback Token is removed between scenes, and actually allowing for permanent character death.

I haven't run this system yet, but it has a lot of unique little features and tons of creative freedom that make the idea very appealing, and I think the rules can be pretty broadly applied to lots of 90s action cartoons and even some 2000s ones too, when it comes to having more inspiration.​
 
Cartoon Action Hour Season 3
Seems pretty radical, I dig the aesthetic and concept. I've never really dabbled in playing a rules-lite theme game like that but I can appreciate the design of them. The closest I've ever really gotten to that kind of thing is the current Marvel one I'm running now, Marvel Multiverse; it's not quite to the level of Cartoon Action Hour, but it's a lighter system than I usually play.

I like that star power/rank/whatever you want to call it system being tied to more or less health seemingly, really makes it easy to juggle multiple enemies in what I'm assuming can end up being really chaotic Saturday morning cartoon approved fights.
 
Baldurs Gate III has re-inspired my love for TTRPG gaming. Now my Youtube algorithm is giving me videos about the drama with DnD "5.5e" which I didn't know existed.

I guess that means all my books are outdated but that doesn't matter because everyone seems to be playing new systems, great time to get back in lol.

On the bright side learning about all of this had lead me to discovering old school Dnd games which actually seem pretty cool for what they were working with back then.
Spelljammer: the Pirates of Realmspace
d6cc256afb967bd32d34bff8a41d13fa.jpg

:love: and all the cool pixel art

 
DnD "5.5e"
That whole thing is such a mess, the evolution of 5th ed has been really strange with its supplementary rules scattered across like 3 different sources. The new book you'd think would make it less confusing, but somehow has made it more confusing which is kind of counterintuitive, obviously.

On the bright side learning about all of this had lead me to discovering old school Dnd games which actually seem pretty cool for what they were working with back then.
Spelljammer: the Pirates of Realmspace
d6cc256afb967bd32d34bff8a41d13fa.jpg
Hell yeah, I've been thinking of getting into the old Gold Box games lately. Spelljammer is up there on the one to start with first, either that or Eye of the Beholder.
 
I really, really, REALLY want to get into D&D but I don't know anyone around me who plays, and I'm hesitant to join a group of strangers as I've heard horror stories.
It's been a while since I posted in this thread, but I wanted to follow up and say that I'm in a DnD group now! We've only had 2 sessions so far, but I've been having a lot of fun with it.
 
idk but I think my sibling like pathfinder
Yesterday, I do be trying some solitaire board games tho and seeing if it works with bots
Vassal do be hella laggy tho
 
It's been a while since I posted in this thread, but I wanted to follow up and say that I'm in a DnD group now! We've only had 2 sessions so far, but I've been having a lot of fun with it.
I'm glad you found one, everyone deserves a good DnD group. What character did you jump in with?
 
I'm glad you found one, everyone deserves a good DnD group. What character did you jump in with?
I ended up just going with a Fighter. I wanted to keep it kinda simple for my first go, and the party needed a frontliner.
 
I joined to TTRPGs in the mid 2000s with my first experience with Called of Cthulhu . We played for 4 years and IT was amazing . Had an brutish Irish adventurer called Gary McDingston . He was a Force of Nature . Beat a Professional Boxer , sneaked through innsmouth like he was invisible and saved 2 Friends by carrying them through the woods and escaped a Ritual horribly wrong . Best Character i had.

Played D&D 5e after and was a DM . At first it was awesome and my campaign hold out for 2 years till the feature-creep sneaked in and 5e became Marvels avengers on steroids in a Fantasy world .
I cant state this enough. I despise D&D 5e .

Right now im playing an extremly homebrewed version of White Box and its glorious !

Have Shadowrun 6e on my shelf too that i wanna play (and homebrew it later on to reduce the horrible Rules Chaos into something more smoother and playable) and even the Mutant chronicles 2e TTRPG on my PC too .

Otherwise i sometimes play Mutant chronicles warzone with few friends and about normal Boardgames , its much more cthulhu and 5 minute Dungeon .
 

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