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    1. Smilodon Actual 10 yrs ago

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Magic Magnum said
They're lore description and halfling/gnome artwork certainly doesn't work well though... *shudders*
I mean like Spoony highlighted with the Paladin, a new person just wants to know what the class is. Not 3+ paragraphs about shiny armor.

I'm all for the attempt of simpler mechanics and better roleplay, but it's hard to execute in practice. And like I said before, some mechanics they did like advantages or no tiles even just wouldn't work. The former turns the entire game into a tug-of-war, and the latter just makes it not even feel like a table top as much anymore. I can see it working, but I don't see why it's not even a option.


The artwork and lore isn't outstanding, and it seems pretty narrowed down or... strangely predictable? It more or less seems to expect you in some ways to know what you're getting into or have an idea of the races involved previously. That's a failing on involving newer players certainly, but with how large and well spread fantasy is now I can't really blame them.

I know what a "gnome" is going to roughly be like - same for a halfling; in fact, it looks a lot like a Hobbit so it's probably similar. Situations of that nature are more probable.

As for the art? Eh, it's hit and miss honestly. Some pieces I love - like the half orc Paladin that Spoony hated so much; he looks like a certified badass, and Paladins honestly needed to be separated and cleaved away from their old "geek-in-armor-with-a-stick-into-the-nether-region-about-anything-morally-questionable" personality most play them as. For example, Oath of the Ancients is a much more savage take on the Paladin, blending the fey and wildborn Paladin ideals, and honestly, aside from the Druid and Barbarian, my favorite "class". The option to be of a different moral standing, view, and oath is basically up to the player now to the point that I might actually see someone play a Paladin at all.

The intros are, again hit or miss, and I think a lot of it is that they just expect you to know by now or someone to teach you. It's better than, "Oh, you're new? You should play a Barbarian or a Fighter." and let them feel it out while giving bits here and there; at least now if something neat sparks a glance they have the potential to go with it - even if it is just fancy armor glistening in the sunlight.

jasonwolf said
I just finished teaching a bunch of noobs 4e for an adventure, but now 5e is claiming to be as easy to teach and having enough content for advanced. UGHHHHHHHHH


Easy to teach? Absolutely. Enough for the advanced? Eh... I'd say 3.5e is still king of that realm - to this date there are still things that get dug up from its various books (even first party still) that is new and exciting; odd rules issues, interesting mechanics combos, weird classes/feats/races, etc. That's what I enjoy 3.5e for - its sheer ability to make almost any concept realizable within its rules and material.

It is more simplified than 4e barring some classes which use directly lifted 3.5e material (Paladin's Divine Grace for example) as almost all number crunching is flat out gone.
Magic Magnum said
My only impression is from Spoony's review from it.And from that, I'm not looking forward to 5th edition anymore.I don't care if Spoony is going a big "In the old days!" crazy, some of the stuff he highlighted like "Advantages" are game breakers in itself.


I did indeed watch Spoony's review, and as much as I love Spoony and admire his reviews, I can't say I agree with his approach for 5e - and, fortunately, he even admits he has the more historical lens focused on it rather than the post 3.5e/4e one.

I can't speak for 2e, and even less so for 1e, but 5e seems to have the balance of novelty that came from a plethora of options in 3.5e, and the simplicity of 4e. Even more unusually, they some how boiled down an already simple game (4e) even more and put the perspective much more heavily on roleplaying and less on number crunching. Some elements just work well together, and those that don't aren't soul crushingly bad (90% of true gish builds in 3.5e for example) and it seems to have drifted away from the issues of progression between tiers of content.

It comes down to, I suppose, what you want more of and can put up with. If anything 5e feels like a better successor to 3.5e than 4e does, but isn't as much a incoherent mess as any other updates to 3.5e from my experience.

The only "bad" I've experienced thus far with 5e is how the current modules are still very much the "X, Y, Z" options when it comes to choices, but they're at least more... well, I suppose dynamic than 3.5e ones.
VATROU said
I've never played a D&D RP. I've always thought it was interesting, but seeing as I don't know any groups where I live I just stuck to Post by Post. Though a RPer made a RPG Ruleset for a Fallout RP I was in. That was Awesome.


Certain systems (like the 3e system from D&D) work decently for non-publisher material. It was fairly popular because essentially anyone could make up a game based on 3e's system for their story, universe, setting, etc. Sure you can do that as is, but people were able to make money off of it. 3.5e (and 3e) suffered heavy imbalance issues (if you don't have spells or abilities that can almost mimic spells, you're worthless at high levels) and most non-WotC material carried on those flaws. I still love the system though as its flexibility and customization is incredible.

5e actually would work fairly well outside of a table top; sure you can Play by Post D&D already, but 5e's mechanics are much, much more forgiving; they're less crunchy, complex or map centric.
Given how the Guild is, at least to some extent, a large conglomerate of many, many roleplayers with countless backgrounds and walks of life I figured it was only fitting to bring up the topic of the 5th Edition of Dungeons and Dragons seeing as there wasn't one - at all, even in the various interest checks.

In short, I am curious as to what any of you think, regardless if you've played any of the tests, the modules, or the game itself.

For myself just having read over the Player's Handbook the game's core elements seem like a welcome throwback to 3.5e with a lot of the craziness of 3.5e heavily scaled back and rendered more tame; spellcasters in particular. Yet at the same time it has that sense of more to it than "I swing my axe at the orc." for most melee classes - the Fighter and Paladin being quite distinct, and the Monk actually looking viable and fun. Spellcasters still have their classical advantage of versatility, limited largely by the new Concentration mechanic, but better longevity than previously (outside of 4e). Multiclassing is a lot more fun, I think is the best word. You don't instantly suck if you lose spell casting levels or dip more than a few levels into a class; hell, some classes even have variants now that get spells as part of their class (the Eldritch Knight, Arcane Trickster) when they're classically non-casters.

The races look fairly attractive individually; no more human racial superiority, albeit the variant human is still superior in most cases given how rare skills and feats are, and how most classes now only require two stats. Elves aren't actually terrible, aside from the Drow with their light sensitivity (that racial is murderous if you ask me for most games - somehow more so than actually playing a Drow elf in most games), and half-elves aren't bad either. Halflings are absolutely stellar - their Lucky racial is fantastic, easily one of the best if not the absolute best racial.

Feats feel extremely powerful (beyond your Power Attack + Leap Attack + Shock Trooper + Combat Brute combos of 3.5e), and given how many stat boosts Fighters get, I am fairly impressed with where their power level sits; though most appear to be melee oriented, it is about time and a welcome change. Feats are even, strangely, entirely optional... that part I'm not sure I agree with, but I guess that is the way they got away with letting a Dungeon Master block things they might see as "too powerful" more easily and have text to back it up outside of Rule Zero.

Advantage and disadvantage as mechanics are... neat, and there's plenty of room for weal and woe in them. It does invent some oddities, but again, it is left to the Dungeon Master to decide if someone is actually at an advantage or disadvantage, especially since both cancel out and you're not digging through rules or begging your Controller or Leader to help you out of a dire spot. Saves based on each ability score? Really interesting, and while I can't say it is "perfect", it certainly makes every class need at least a bit of something - or, if not, give it a bit more impact. I'm still going to err that Wisdom and Constitution checks are going to likely be the most important ones still, but time will tell.

What are your opinions, complaints, pros, cons, and so forth? What sort of characters are you intending (or already have) built, why those?
Bump.
One of the biggest things I should note that if any private organization had such extensive ability to manipulate and create genetically modified organisms, that it undoubtedly would be under the watchful eye of any government with knowledge and or access to it, for the sole reason alone that it presents a unique opportunity for both industrial espionage (by competitors), as well as a bargaining chip. It would not be out of question that some of the science members, security teams, researchers and what have you are, in fact, also spies and reporting to one (or even more) agencies (or even nations) - some might even be providing this level of research to the highest bidder.

I would say some interesting elements to look at for this concept is "black projects" (high level secret operations at times conducted within normal projects, such as this, using the material and knowledge at hand without alerting the non-associated members), blackmail (a government or person using knowledge of this research as a means of blackmail, threatening along the lines of "If you don't give us exactly what we ask for, we turn this scenario around and reveal you're 'playing God' to the ever hysterical masses."), industrial espionage (stealing trade secrets with the intent to act on their own using mirrored or modified means), as well as the threat to societal norms.

Given this sort of research (as you've stated) is not socially acceptable, cloning a human being would undoubtedly create outrage - creating "perfect" humans more so, and to add another layer to human paranoia and fear, the notion of creating genetically enhanced humans (likely containing non-human material, making them "human chimera"). The sort of response you would look at, based on levels of offenses is anywhere from protests, social outrage, scrutinizing media, religious condemnation, wide spread hacking attempts (both private, foreign and government), as well as possible terrorist activities against facilities and persons associated with the project; this sort of topic has enough backing to get people outright killed by extremist groups if it was played out in a realistic scenario.

Another concern is the ethical element, namely for the possible non-human humans; they are, by virtue, largely human, but are they still human if their genetic material is not entirely all human? For example, an engineered human chimera is, by and large ninety-eight percent human, but the two remaining percent are stripped from animals (easiest and most efficient donors we have, as well as expressing countless desirable qualities), so the question is, are they still human? If yes, what about if they are forty-nine percent human, fifty-one percent something else?

Interesting story and concept, something I'd be willing to participate in as it is entirely my favored genre of modern, plausible science fiction.
General Concept
Our Last Hour is a setting which goes under the assumption that unusual, perhaps even perplexing and inexplicable things can and do exist - at least to a small extent. While the world outside is mirrored in this setting, elements which are explicitly unnatural do persist, but in no enormous, massive scale which can be readily recorded or counted; there are seemingly freak incidents of the impossible, but they are uncommon enough to largely be discredited by even the lowest forms of authority. These are your ever familiar cryptids, your urban legends, your folktales, and your myths. Most, by and large truly all, are just mere fantasy and fleeting thoughts; they are what people believe them to be, nothing more - just stressful situations and conditions expanded further by elaborate, imaginative minds, people see what they wish to see, or fear what they want to fear in them...

But not everything is a work of the human mind here.

In the setting of Our Last Hour there are truly impossible things that can, and do take place, but for whom they involve, they are just as terrifying and unsettling as they are to any normal person; we, as a whole, are not taught or trained to cope with situations that blatantly defy what we know or understand, and as such we respond much as expected with lack of understanding, paranoia, fear and resentment. Rarely we as humans become conditioned to these events - some better than others - and most go about their lives either intentionally ignorant of what they have been involved in, witnessed or heard, or undergo great turmoil within to control their understanding. Many, unfortunately lead to some sort of disturbed or altered psychological state or a status as a social outcast due to lack of credibility.

These are your normal persons; those who cannot, or would not adapt without snapping or outright evading.

The characters of Our Last Hour are not these same people.

By some past experience or raw force of will they survive what readily challenges their beliefs and their world as it stands. Many have previously witnessed, or even taken part, in terrible events - some are your physically scarred and mentally wounded heroes, while others are just your one in a million diehards, your "lucky" ones. Regardless of their exact means, they not only recognize and comprehend the realities that they witness, but have enough fortitude of the mind to not fall into the pit of disbelief and shock, but that isn't to say they want to see... most don't.

Characters
In Our Last Hour characters are divided into two distinct categories; those who can truly understand, rationalize, and to an extent, tolerate that which is seemingly impossible, and those who are capable of doing the seemingly impossible.

For the purpose of this one on one roleplay, there is a storyteller (myself) and a player; the player is a normal human who, unlike most, has enough psychological stability to endure the greatest challenges to what they know or experience. In this regard you have relatively free domain to build who your character is as a person, provided they are valid enough to be a plausible person in reality.

Brief examples of characters expected to endure such hardships include military personnel, emergency responders, wartime journalists, etc. However, other character archetypes are perfectly acceptable, other such examples include characters exposed to extreme violence such as a shooting or a character who experienced great loss of a person close to them directly. These are not the end all, be all options; you're simply expected to come up with a valid explanation for how, and why your character simply does not flee at first sight of the unnatural.

Keep in mind the modern setting, as well as an expected age bracket - characters below 18 are unsuitable.

Expectations
First and foremost this concept is primarily for roleplayers who don't mind a serious, fairly gritty and realistic story, with associated consequences there of.

To make life simpler, I'll list things in bullet format.

  • This entire setting is using a storyteller means; I am playing a character as well as narrating, most likely. This however, does not rule out a player's free will and ability to do mundane and ordinary things without me micromanaging them.

  • The interested party should be able to post two to three paragraphs at minimum; more is not always better however, so use your best judgment.

  • This setting is not explicitly mature and is not specifically aimed to be; that, if ever, would evolve with character development in a dynamic sense. If you are interested in making that a significant portion of the story and wish to interact directly with my character in that way, I ask that your character is female. If not, or you have no interest in romance, anything goes.

  • The story errs more on reality in terms of grittiness and realism, and by this I mean if you get shot, it hurts or could even be mortal. While it won't be explicitly graphic or in "gory detail", it will contain enough to get the point across; this applies to day to day life as well, as in the long run, this is still a mirrored reality.

  • In terms of expectations of what to encounter, there is no "defined" story or plot here; it'll evolve a lot through interaction and what little bits of plot hooks I scatter. In terms of "the unnatural", think things that blur the lines between plausible and implausible; it is unlikely to run into elves, but it isn't implausible to encounter the undead.

  • By "survival" I mean there are likely to be portions of the story where surviving and attempting to fight around a situation are likely; these are elements like your plane crash, stranded hotel, broken down car, etc. Primarily a plot point to get started and or delve into the strange. All the same, be ready to treat the roleplay like a survival scenario.

  • A matter that likely deserves addressing is that while initially a character is "just a person", there is nothing to say a character can't change or alter that fate as they progress, but one should keep in mind the cost of what it means to be something more, or less, than human... Depending on story choices and events, this could alter, but solutions are just as likely to be present - but one shouldn't count their graces before they're granted them.


Examples
A few quick, brief examples of the sort of genre discussed.

  • Human and Zoanthrope

  • Human and Supernaturally Talented Human

  • Human and Shapeshifter

  • Human and Psychic Human

  • Any combination of the above, please include a suggestion if interested.


For those interested, please send a private message or post below. If you have questions, feel free to ask for further details.
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