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Post by Daos on Nov 10, 2019 12:00:26 GMT -8
Here's another article, although this one is actually serious unlike the last one. I'm going to have to remember to send this one to my sister. She started playing D&D recently, and this is somethings she runs into problems with all of the time.
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Post by Daos on Nov 16, 2019 15:12:18 GMT -8
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Post by GreyWolfVT on Nov 16, 2019 16:05:24 GMT -8
Oh lord and here I am grouped in with Millenials which I am less like. Long rest I get that 2 days a week lol
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Post by Daos on Nov 18, 2019 11:52:54 GMT -8
I actually only started watching Critical Role recently, in fact I'm only 4 episodes into the first campaign so far. So I just heard about this, but it looks awesome.
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Post by Daos on Nov 23, 2019 15:01:26 GMT -8
Is this right? This can't be right.
I was looking through the 5E rules and I can't find any movement speed for dungeons. There is just fast pace, normal pace and slow pace. Slow pace is still 200 feet per minute, which seems ridiculously fast to me. Am I missing something here?
It also appears--again, unless I'm missing something here--that this applies regardless of the party makeup or encumbrance. So a group of unencumbered humans and a group of encumbered halflings still have a slow pace of 200 feet per minute, for instance.
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Post by GreyWolfVT on Nov 24, 2019 5:28:03 GMT -8
Honestly, I'm still a 5e newbie in the DM sense of things, (still apt for my player knowledge too). But that is what I had thought the movement was in a dungeon as well the normal pace but maybe it's not I don't recall seeing any specific dungeon pace to be honest.
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Post by Daos on Nov 24, 2019 13:32:36 GMT -8
I mean, that certainly makes things easier. Calculating movement rate in 2E is something of a headache, admittedly, because of all of the factors to take into account. But using 200 feet a minute for slow pace means that it hasn't actually been even one minute yet since the Phandelver party entered Wave Echo Cave, and that seems mighty odd to me.
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Post by GreyWolfVT on Nov 24, 2019 15:09:39 GMT -8
I mean, that certainly makes things easier. Calculating movement rate in 2E is something of a headache, admittedly, because of all of the factors to take into account. But using 200 feet a minute for slow pace means that it hasn't actually been even one minute yet since the Phandelver party entered Wave Echo Cave, and that seems mighty odd to me. That does seem odd.
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Post by Daos on Jan 12, 2020 11:20:35 GMT -8
I actually only started watching Critical Role recently, in fact I'm only 4 episodes into the first campaign so far. So I just heard about this, but it looks awesome. Oh, cool, they made one for the second campaign, too.
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Post by Daos on Jan 20, 2020 14:09:32 GMT -8
Here's a topic for this week: Murderhobo-ism. Can it be curbed? Or is it baked in too deep in D&D's very DNA to ever remove entirely? What techniques have you used to help reduce it? Or should we even bother trying?
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Post by GreyWolfVT on Jan 20, 2020 15:12:18 GMT -8
Not every player is a "murder-hobo" therefore I saw no it is not part of the game it just is how some folks play. Couldn't tell you how to curb it as I've not found a successful manner myself.
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Post by Kvard51 on Jan 20, 2020 15:26:16 GMT -8
Here's a topic for this week: Murderhobo-ism. Can it be curbed? Or is it baked in too deep in D&D's very DNA to ever remove entirely? What techniques have you used to help reduce it? Or should we even bother trying? Build a group of mature players and have in-game repercussions for murderhoboes. Before long the few that slipped through will either change or leave.
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OnceUponAnAxe
Gamer
Ghosted
Throwin Dice and Livin Nice!
Posts: 207
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Post by OnceUponAnAxe on Jan 20, 2020 20:18:25 GMT -8
Having real consequences for the Murder Hobo play style has curbed that behavior, when unwanted at my table. We’ve had two paladins fall and a number of alignment shifts over the last few years. That of course only works at a table with a serious RP bent. If you are doing beer and pretzels games...Monty hauling it your way through Encyclopedia Magica...what’s the harm in racking up the kill counter?
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Post by Daos on Jan 21, 2020 10:18:01 GMT -8
Not every player is a "murder-hobo" therefore I saw no it is not part of the game it just is how some folks play. Couldn't tell you how to curb it as I've not found a successful manner myself. There are a few techniques I've been experimenting with in some games that have yielded some success. For instance, in my Gontoria game, I mandated everyone be born (or at least have lived the past 20 years) in the starter village. This helped ground them a bit and help make their background more relevant. I had noticed certain recurring themes in murderhobo characters. Their hometown is destroyed, never named or so far away that it will never be relevant. Their parents are dead, if mentioned at all. They have no relationships whatsoever (no family, friends, rivals, etc.). One way to try and get around this is push follow up questions on the player. If your hometown was destroyed, then where do you live now? If your parents died when you were a child, who raised you? And so on. Build a group of mature players and have in-game repercussions for murderhoboes. Before long the few that slipped through will either change or leave. What sort of repercussions? Having real consequences for the Murder Hobo play style has curbed that behavior, when unwanted at my table. We’ve had two paladins fall and a number of alignment shifts over the last few years. That of course only works at a table with a serious RP bent. If you are doing beer and pretzels games...Monty hauling it your way through Encyclopedia Magica...what’s the harm in racking up the kill counter? I agree, for one-shot modules and such, I don't really care about good roleplay, nor do I expect it (although if it happens anyway, I am always happy to see it). True story, in one of the modules I ran for this site, I had one player turn in the following backstory: "Born in Arabel." That was it. Three words. Not even a complete sentence. But it was a module, so I didn't really worry about it. Anyway, you bring up alignment shifts and paladins falling, and that sounds like you're addressing the murder part of the murderhobo, but what of the hobo part? How do you ground PCs so they feel like they actually live and grew up in the setting, and didn't just spontaneously spring fully grown from the ether, with no connections, roots, or relationships?
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Post by Kvard51 on Jan 21, 2020 11:16:41 GMT -8
When I have had a irredeemable murderhobo, I have made them subject to the authorities and eventually seen them hung (last resort), made them unwelcome in most villages due to wanted posters, and my favorite, alignment changes (with plenty of warning) followed by becoming an npc (since it was a non-evil campaign).
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